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Hazzards
Page 106 "Other Hazards"
Starving
- You cannot recover Health or relieve Stress.
- Every day, you need to make a STAMINA roll.
If you fail, you suffer one point of damage
and your STRESS LEVEL increases one step.
If you are Broken while Starving, you need
to make a Death Roll (see page 99) every
day.
MEDICAL AID has no effect against these
Death Rolls, you can only be saved by ingesting
some form of sustenance.
- As soon as you have eaten, starving
wears off within one Shift.
Dehydrated
- You cannot recover Health or relieve Stress.
- Every Shift, you suffer one point of damage
and your STRESS LEVEL increases one
step.
If you are Broken while Dehydrated,
you must make a Death Roll after every
Shift without liquid.
MEDICAL AID has no
effect against these Death Rolls, you need
fluids to save yourself.
- As soon as you drink, dehydration effects
wear off within one Shift.
Exhausted
- You cannot relieve Stress.
- You must make a STAMINA roll each day (the
GM decides when), with a negative modification
equal to the number of days spent
without decent sleep.
If the roll fails, you
collapse and sleep for one Shift.
- As soon as you have slept for at least one
Shift, you are no longer Exhausted.
Vacuum
- You must make a STAMINA roll every Round
without protection in a vacuum.
- EXPLOSIVE DECOMPRESSION:
If a shot misses
its target in a room next to an outer bulkhead,
the
weapon will inflict its base Damage rating on the
bulkhead instead.
- As soon as you have slept for at least one
Shift, you are no longer Exhausted.
Freezing
- You cannot recover Health or relieve Stress.
- You need to make STAMINA rolls at regular
intervals. The colder it is, the more frequently
you need to roll.
If above freezing,
once per day is enough. In sub-zero
temperatures, roll once per Shift, and in
the deep cold of space, you need to roll
every Turn.
If you fail, you suffer one point
of damage and your STRESS LEVEL increases
one step.
If you are Broken while Freezing,
you must make a Death Roll the next time
you would need to roll for the cold.
- As soon as you get warm, you stop rolling
for STAMINA and can recover Health and
relieve Stress normally.
Falling
- Falling on a hard surface automatically inflicts
an amount of damage to you equal to the
height of the fall (in meters) divided by 2,
- In a controlled
jump, roll MOBILITY—each '6' rolled reduces
the damage done by one.
Explosions
- For each person within SHORT range of
the blast when the detonation occurs, roll a
number of Base Dice equal to the Blast Power.
For every '6' rolled, the victim suffers one
point of damage.
- Powerful charges, with
a Blast Power of 7 or more, can harm people
even at MEDIUM range.
The Blast Power is then
reduced by 6.
- As soon as you get warm, you stop rolling
for STAMINA and can recover Health and
relieve Stress normally.
Fire
- When exposed to fire, roll a
number of Base Dice equal to the Intensity.
For every '6' rolled, you suffer one point of
damage. Armor can protect you.
- If you take damage, you catch fire and
continue to burn and suffer another attack at
the start of each new Round.
The Intensity increases
by one each Round.
Disease
- One Shift after infection the disease breaks
out, at which time you suffer one point of
damage.
- You can’t recover your Health while sick.
- Make another Sickness Roll at the start of each
Shift.
Each failed roll means you suffer another
point of damage.
- If you are Broken while sick, you must make
another Sickness Roll after every Shift—failure
means death.
- As soon as you succeed at a Sickness Roll, you
are no longer sick.
Stop rolling Sickness Rolls
and recover your Health normally.
Radiation
- Every time you gain a Radiation
Point, you must roll a number of dice equal
to your total current number of accumulated
Rads.
For every '6' in the roll, you take one
point of damage.
- After you leave the irradiated
area, you heal one Rad per Shift.
- Every time you are about to heal a
Rad, roll a Stress Die.
If it shows '1', the Rad
is not healed but instead becomes permanent.
Drowning
- If you are underwater,
you need to make a STAMINA roll every Round.
This roll is not an action and is made during
your turn before you perform your actions.
If
you fail, you suffer one point of damage.
Suffocation
- After your air supply runs out, you must
make a STAMINA roll every Turn or after every
strenuous activity.
The first roll is unmodified, the
second roll gets a –1 modification, the third
gets –2, and so on.
A failed roll means you
drop directly to zero Health and must make a
Death Roll
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