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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.