Chapter 12 · Core Rules
Environment and Physical Hazards
Falls, fire, drowning, and extreme temperatures can injure a character or force them to find another route. The GM uses the benchmarks below to set damage and Saves. A 60-foot fall deals 6d6 damage, whether the character is a peasant or an epic hero.
Damage Benchmarks
| Hazard | Effect |
|---|---|
| Falling | 1d6 per 10 ft. The character falls prone; when landing on their feet is plausible, a DC 15 Reflex Save lets them remain standing. |
| Ordinary fire (torch, bonfire) | 1d6 per tick of exposure. |
| Inferno or bed of embers | 3d6 per tick; a Reflex Save allows a quick crossing. |
| Drowning or suffocation | The character lasts CON minutes, then makes a DC 10 Fortitude Save each round, with the DC increasing by 5 per subsequent roll. Three failures leave them dying. |
| Unprotected extreme cold | DC 12 Fortitude Save each hour. On failure, lose 10% of maximum HP and take a cumulative −1 to physical rolls. |
| Extreme heat | Same as extreme cold. |
| Acid, lava, natural lightning | 2d6 to 10d6 per tick, according to intensity. The GM announces the damage before the player commits. |
Movement in Difficult Conditions
- Difficult terrain, such as scree, swamp, or deep snow, halves Speed.
- Climbing and swimming use half Speed. In poor conditions, the GM prescribes a chance roll; in good conditions, no roll is needed.
- Jumping covers up to 1× Speed horizontally or ¼ Speed vertically. Feats and magic can change these ratios.
See Movement, Space, and Ranges for movement during actions.
Other Hazards
For a hazard not listed here, the GM sets the chance of failure and its consequences. Announce both before the player commits. Use Perception and Stealth to determine whether a character notices a hidden danger.