Environmental Hazards

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The rules presented below provide options for representing the potential harm inflicted by falls, suffocation, and starvation in a game. These should be seen, in general, as tools for a GM to use. Rules for falling, suffocation, and starvation in particular may not fit into or have a role in every game, but when a game does need them you can find them below.

Falling

Willingly or otherwise, characters sometimes take the plunge, and when they do it's good to know how much hurt you can deliver with a casual defenestration. As Legend tends to deal with height as an abstract function, we typically divide falls into three narrative types.

Trivial Fall

Short and inconsequential, a trivial fall is easily survived and doesn't slow a character down in any sense besides potentially forcing him to jump back up to his previous position.

Hazardous Fall

A hazardous fall is more dramatic in nature, and might cause some real injury, dealing 5d6 damage. By default, a fall that inflicts damage should be a hazardous fall.

Dramatic Plunge

Sometimes you get pushed off a cliff by the Marquessa de Winter and a hazardous fall just isn't enough. A dramatic plunge deals 5d8 damage, plus 1d8 damage per level of the falling creature. This is, very explicitly, a fall to your doom, and should not be a common occurrence. Use dramatic plunges only sparingly, only when dramatically appropriate, and be aware that what is a dramatic plunge for one creature in one situation might not be for another.

Suffocation

Most creatures need air to survive, and running out of it is a bad way to go. Suffocating creatures become [Slowed] and [Energy drained] from suffocation each [Round] at the end of their turns. The penalty from the [Energy drained] condition inflicted by suffocating stacks with any other penalties from [Energy drained], up to a maximum of the suffocating creature's highest circle. Conditions gained from suffocation ignore [Immunity], and cannot be removed until the creature is no longer suffocating. If at the end of its turn a suffocating creature's penalties from [Energy drained] cannot increase, it falls [Unconscious] instead, and dies after a number of minutes equal to half its Constitution score.

The risks of suffocation can be held off temporarily by holding one's breath. Most creatures can hold their breath for 1 [Round] per point of Constitution they possess in pressurized environments, or for a single [Round] in hard vacuum. Creatures that don't need to breathe never suffocate, and can hold their breath indefinitely.

Deprivation

While not appropriate for all campaigns at all times, the rules for other forms of extreme deprivation are similar to those for suffocation, though they occur over much longer time scales. A creature that does not meet a basic need (e.g. eating a meal, drinking a couple litres of water, getting an 8-hour rest, etc.) for a number of days equal to its Constitution modifier (minimum 1 day) becomes deprived of that particular basic need and is [Energy drained] at the beginning of each day. The penalty from the [Energy drained] condition from being deprived of that basic need stacks with any other penalties from [Energy drained], up to a maximum of the deprived creature's highest circle. The [Energy drained] condition from deprivation of a basic need ignores [Immunity] and cannot be removed until the deprived creature meets that basic need. If at the beginning of a day a deprived creature's penalties from [Energy drained ] cannot increase, the creature falls [Unconscious] instead, and dies after a number of days equal to half its Constitution modifier (minimum 1 day). Creatures that don't have to meet a particular basic need do not become deprived of that basic need.

Dangerous Environments

Be aware that environmental hazards can easily become too deadly if applied in excess, leading to an untimely demise for all involved. This can be a far worse problem when hazards do not affect all parties symmetrically. We strongly recommend your encounters include no more than one of these hazards, plus another one for every 3-5 levels of the players, and that you monitor their potential effects carefully. As a rule of thumb, if an environmental hazard negatively affects or is likely to negatively affect a greater percentage of one party in an encounter than the other, treat the EL of the advantaged party as one higher. Try not to place your players in a position where EL is being adjusted by more than two points either way.

Hostile Environments

Hostile Environments
Environment Description Save Effect
Bright A little too bright, actually. Fortitude [Dazzled] until the end of the [Encounter]
Deceptive This place does things to your head. Will [Confused] until the end of the first [Round]
Foul air You can feel it on your skin. Fortitude [Sickened] until the end of the [Encounter]
Haunted There's something watching. Will [Shaken] until the end of the [Encounter]
Loud WHAT? WHAT DID YOU SAY? Fortitude [Deafened] until the end of the [Encounter]
Memetic hazard Goggles would have done something. Will [Blinded] for one [Round]
Nauseating Oh, ew. Fortitude/Reflex [Nauseated] for one [Round]
On fire This is what you get for fighting in a burning building. Reflex [Burning] for three [Rounds]
Restful You have to shake yourself awake. Fortitude [Fatigued] for one [Round]
Tricksy Don't trip on the roots, now. Reflex [Entangled] until the end of the [Encounter]

Limited Visibility

Onrush

Unusual Areas