Hazards

A hazard includes any effect that can cause harm but does not have a stat block. Most hazards are self-contained dangers that affect anyone or anything that comes into contact with them. A scorching desert, toxic gases, acid fumes, and a virulent disease are all examples of hazards.
Hazards affect organic creatures, machines, or both. A hazard resolves its effects by making an attack roll against one of the target's defense scores; if the attack succeeds, the target suffers the effects of the hazard, including damage that may require special actions to treat. A hazard may affect all targets within an area or a single target, depending on its nature and range.

Acid

Corrosive acid deals damage on contact.
Acid (CL 2): When a target comes into contact with acid, make an attack roll (1d20+5) against the target's Fortitude defense. If the attack succeeds, the character takes 2d6 poitns of acid damage. If the attack misses, the target takes half damage that round. This attack occurs again each round until the acid is washed off or treated (requiring a DC 15 Treat Injury check and a medical kit).

Atmospheric Hazards

Atmospheric hazards cannot be avoided, although gear can sometimes protect a character from them. Atmospheric hazards are not considered area effects.
Corrosive Atmosphere (CL 4): A corrosive atmosphere eats away at everything from armor to organic flesh. Each round a character is exposed to a corrosive atmosphere, make an attack roll (1d20+5) against the character's Fortitude defense. If the attack succeeds, the character takes 2d6 points of acid damage. If the attack misses, the character takes half damage that round.
Toxic Atmosphere (CL 6): A toxic atmosphere harms and poisons most living beings. Each round a creature is exposed to a toxic atmosphere, make an attack roll (1d20+5) against the character's Fortitude defense. If the attack succeeds, the creature takes 1d6 points of damage and moves -1 persistent step on the condition track. If the attack misses, the creature takes half damage that round and does not move down the condition track.
Vacuum (CL 8): When a creature is exposed to vacuum, make an attack roll (1d20+20) against the creature's Fortitude defense. If the attack succeeds, the creature takes 1d6 points of damage and moves -2 steps on the condition track. If the attack misses, the creature takes no damage that round and moves -1 step down the condition track. The target cannot move back up the condition track until it is returned to a breathable atmosphere. A creature knocked unconscious by exposure to vacuum automatically takes a cumulative 1d6 points of damage each round. (that is, 1d6 the first round, 2d6 the second, 3d6 the third, and so on). If this damage ever exceeds the creature's damage threshold, it dies.

Blindness

A blinded creature can't see and takes a -2 penalty to Reflex defense, looses it's Dexterity bonus to Reflex defense (if any), moves at half speed, and takes a -5 penalty on Perception checks. All opponents are considered to have total concealment to the blinded creature. All checks and actions that rely on vision fail automatically.

Crushing Hazards

Some hazards, such as ancient temple closing wall traps, can deal continual crushing damage to anyone or anything trapped inside. Crushing hazards require no attack roll as long as the target is completely encompassed by the hazard.
Closing Walls (CL 10): Some ancient temples or ruins have walls which are designed to slowly crush those trapped inside. They can take anywhere from 5-10 rounds to completely close. Any creature trapped by the crushing walls once they close completely takes 10d6 damage per round (no attack roll required). After 5 rounds, the walls retract, taking 5-10 rounds to open again.

Disease

Diseases attack the body of a living creature. Disease hazards always attack the Fortitude defense of a target, ignoring equipment bonuses to Fortitude defense, damage reduction, and shield rating. They cause persistent conditions if they move you down the condition track. The persistent condition cannot be removed until the disease is cured or until the disease fails it attack roll against you twice. Unlike other hazards, some diseases may require special equipment or medicine to treat. Diseases affect only living creatures; undead and vehicles are immune. Airborne diseases are considered atmospheric hazards.
Mindfire (CL 2): The first time a character is exposed to Mindfire, make an attack roll (1d20+2) against the character's Fortitude defense. If the attack succeeds, the character takes 1d6 points of damage and moves -1 persistent step down the condition track. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC 15 Treat Injury check. If the victim is ever reduced to the bottom of the condition track by the disease, they permanently loose one point of Intelligence and one point of Wisdom per day that they are unconscious.
Red Demon Fever (CL 5): The first time a creature is exposed to the Red Demon Fever, make an attack roll (1d20+8) against its Fortitude defense. If the attack succeeds, the character takes 2d6 points of damage and moves -1 persistent step down the condition track. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC 15 Treat Injury check. If the victim is ever reduced to the bottom of the condition track by the disease, they permanently loose one point of Strength and one point of Constitution per day that they are unconscious.
Devil Chills (CL 3): The first time a creature is exposed to the Devil Chills, make an attack roll (1d20+4) against its Fortitude defense. If the attack succeeds, the character takes 1d6 points of damage and moves -1 persistent step down the condition track. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC 15 Treat Injury check. If the victim is ever reduced to the bottom of the condition track by the disease, they permanently loose one point of Strength and one point of Dexterity per day that they are unconscious.

Extreme Temperatures

The blistering desert of the desert or the chill winds of the icy tundra can quickly overcome even the toughest heroes, and creatures ill-equipped to handle such conditions quickly succumb to heatstroke or hypothermia. Extreme temperatures are not considered area effects.
Extreme Heat or Cold (CL 4): Each hour a creature is exposed to extreme heat or cold, make an attack roll (1d20+5) against the character's Fortitude defense. If the attack succeeds, the character takes 2d6 points of damage from heatstroke or hypothermia and moves -1 persistent step down the condition track. If the attack misses, the character takes half damage and does not move down the condition track. Heavy clothing or armor provide a +5 equipment bonus to your Fortitude defense to resist extreme cold, but imposes a -5 penalty to your Fortitude defense to resist extreme heat.
A creature suffering from heatstroke or hypothermia cannot regain hit points or improve its condition until it spends at least 1 hour in a normal environment.

Falling Objects

Just as creatures take damage when they fall, so too do they take damage when hit by falling objects. When a creature could be hit by a falling object, make an attack roll (using the attack bonus in the table below) against the target's Reflex defense. If the attack succeeds, the target takes the listed damage. If the attack misses, the target takes half damage. This is considered an area attack. Objects of Fine and Diminutive size are too small to deal damage, regardless of the distance fallen. A falling object must land wholly or partly in a creature's fighting space to damage the creature.
The GM may adjust the damage depending on circumstances. For example, a Colossal object might be extremely light (such as a gas-filled passenger balloon). Objects that are forced or propelled downward deal damage as if they were two size categories larger than they actually are. Additionally, if the target is at least three size categories smaller than the falling object, the target cannot move unless it succeeds on a Strength check to lift the object off itself or a DC 15 Acrobatics check to crawl out from underneath. The GM can modify the DCs for either check based on the circumstances; for example, a character might find herself trapped under an object that has openings or gaps that allow her to wriggle free.

Object Size Example(s) Attack Bonus Damage Strength Check DC
Tiny Pistol, Dagger -5 1d4 -
Small Rifle -2 1d6 -
Medium Locker, Heavy Armor, Person +0 2d6 5
Large Small Air Skiff +2 4d6 10
Huge Air Skiff +5 8d6 15
Gargantuan Small Airship +10 12d6 20
Colossal Airship +20 20d6 25

Falling Damage

When a creature, object, or vehicle falls, make an attack roll (1d20+20) against its Fortitude defense. If the attack succeeds, the subject takes 1d6 points of damage for every 3 meters fallen (to a maximum of 20d6 damage). If the attack fails, the subject only takes half damage. A falling character lands prone.
Acrobatics: If you are trained in the Acrobatics skill, you can reduce the damage you take from a fall with a successful Acrobatics check. If the check succeeds and you take no damage from the fall, you land on your feet.

Fire

A creature or character that takes fire damage also catches on fire. For each round that a creature that is on fire, make an attack roll (1d20+5) against the target's Fortitude defense. If the attack succeeds, the target takes 1d6 points of fire damage; if the attack fails, the target only takes half damage. A character can put out the flames as a full-round action.

Poison

Poison hazards are toxins that can be ingested, inhaled, or contracted through contact. They always attack the Fortitude defense of a target, ignoring equipment bonuses to Fortitude defense, damage reduction, and shield rating. They cause persistent conditions if they move you along the condition track. The persistent condition cannot be removed until the poison is cured or until the poison fails it's attack roll against you once. Contact poisons can be applied to weapons; when a poisoned weapon damages the target, the poison then makes its attack against the target's Fortitude defense.
A creature that dies from poison damage can be revived. However, reviving a creature doesn't remove the poison from its system; the poison must be treated separately.
A character wearing a functional breath mask is immune to inhaled poisons, including toxic gases and atmospheres. Poisons affect only living creatures; undead and vehicles are immune.
Black Lotus extract: When a living creature ingests black lotus extract, make an attack roll (1d20+10) against the target's Fortitude defense. If the attack succeeds, the target takes 4d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes only half damage and doesn't move down the condition track. The poison attacks each round until cured with a successful DC 25 Treat Injury check.
Shadow Essence (CL 5): When a living creature is exposed to shadow essence make an attack roll (1d20+10) against the target's Fortitude defense. If the attack succeeds, the target takes moves -2 steps along the condition track. If the attack fails, the target moves -1 step down the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious. The poison attacks each round until cured with a successful DC 25 Treat Injury check.
Insanity Mist: Each round a living creature is exposed to insanity mist, make an attack roll (1d20+10) against the target's Fortitude defense. If the attack succeeds, the target takes 4d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes only half damage and doesn't move down the condition track. The poison attacks each round until cured with a successful DC 25 Treat Injury check. If the victim is ever reduced to the bottom of the condition track by the toxin, they permanently loose one point of Intelligence and one point of Wisdom per day that they are unconscious.
Blue Winnis (CL 2): When a creature is injured or injected with blue winnis, make an attack roll (1d20+5) against the target's Fortitude defense. If the attack succeeds, the target moves -2 steps along the condition track. The poison attacks each round until cured with a successful DC 15 Treat Injury check. The poison attacks each round until cured with a successful DC 15 Treat Injury check.

Smoke

Characters breathing heavy smoke, ash, or other toxic gases are subject to smoke hazards. Each round a character is exposed to a smoke hazard, make an attack roll (1d20+5) against the target's Fortitude defense. If the attack succeeds, the target takes 1d6 points of damage and moves -1 step on the condition track. If the attack fails, the target takes half damage and does not move down the condition track.
Smoke grants concealment to characters within it. Smoke is an atmospheric hazard.

Traps and Security Systems

Military bases, criminal hideouts, ancient ruins, and other facilities often have security systems in place to deter intruders.
Set Explosive (CL 2 - 5): A set explosive usually takes the form of an explosive charge. When a set explosive detonates, make an attack roll (1d20+10) against the Reflex defense of every creature and object in its blast radius. (Any creature or object to which the explosive is attached is hit automatically.) If the attack succeeds, the creature or object takes full damage. If the attack misses, the creature or object takes half damage. This is considered an area effect.
Small Turret (CL 2): This magitech turret is usually mounted to a section of floor, wall, or ceiling. It has the range of a pistol, can fire in any direction, and has the following trained skills: Initiative +5, Perception +5. It is equipped with darkvision and makes one attack per round against the closest target within its line of sight. Make an attack roll (1d20+5) against the target's Reflex defense. If the attack succeeds, the target takes 3d6 points of energy damage; on a miss, the target takes no damage.
Large Turret (CL 3): The large magitech turret is a slightly larger variant of the turret. It is statistically identical to its smaller cousin except as noted here. It has the range of a rifle, and can fire either single shots or switch to autofire mode. It deal 3d8 points of energy damage with each successful attack.

Visibility

It's a rare mission that doesn't end up in the dark somewhere, and heroes need a way to see. The table below lists the radius that a light source illuminates and how long it lasts. A light source also provides shadowy illumination out to twice this distance; targets within shadowy illumination gain concealment, but they are visible. Without a light source, heroes are effectively blinded.

Item Light Duration
Candle 1 square 12 hours
Torch 3 squares 2 hours
Lantern 6 squares 24 hours
Glow Rod 3 squares* 6 hours

* Creates a beam 6 squares long and 1 square high.

Darkvision

A creature that has this ability can see in the dark, ignoring concealment and total concealment due to darkness. Darkvision is black and white only, so there must be at least some light to discern colors. It is otherwise like normal sight, and a creature with darkvision can function with no light at all.

Low-light Vision

A creature that has low-light vision can see without penalty in shadowy illumination, ignoring concealment (but not total concealment) due to darkness. It retains the ability to distinguish color and detail under these conditions.

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