Hazards of the Wasteland
Life as an adventurer is full of dangers. Whether it's deadly falls, terrifying encounters, cunning traps, or environmental hazards, these threats can quickly turn an expedition into a desperate fight for survival.
Falling Damage
When a character falls, fails a Climb check, or is shoved off a ledge, they take a Cybernetic or Health Usage check for every 10 feet fallen.
Characters can attempt an Athletics check to mitigate damage based on the fall distance:
Difficulty | Fall Distance |
---|---|
Easy | 10 feet |
Moderate | 20 feet |
Hard | 30 feet |
Sheer Folly | 40 feet |
Near Impossible | 50 feet |
Impossible | 60 feet |
✔ Success means the character lands safely and avoids damage.
✔ Failure results in taking full damage from the fall.
✔ Past Impossible, there is no saving yourself—you hit the ground hard.
Fear and Intimidation
Some creatures and events in the wastelands are so terrifying that they can break a person’s resolve.
When encountering a horrifying entity or event, characters must make a contested Fear check versus the creature’s Fear Rating.
✔ Humanoids use Intimidation vs. Resistance (Discipline) instead.
Fear and Intimidation Results
Outcome | Effect |
---|---|
Critical Success | No penalties. The character is now immune to that fear source. |
Success | Character acts normally but takes -1 to all actions for 1 round as they shake it off. |
Failure | Character is frieghtened, suffering -1 to all actions for 3 rounds as they work to shake off the effects. |
Critical Failure | Character is terrified, suffering -1 to all actions for the entire fight. |
✔ If multiple fear sources are present, use the highest Fear Rating for the contested roll.
✔ This same mechanic applies to Intimidation checks.
Traps
Traps are man-made hazards designed to capture or kill their targets.
Traps come in two varieties:
- Attack Roll Traps – These roll against a character’s defense.
- Resistance Traps – The character must pass a Resistance check to avoid the effect.
Common Traps & Effects
Trap Type | Effect |
---|---|
Arrow/Spear Trap | Rolls an attack against the character. Arrows deal 1 wound, spears deal 2 wounds. |
Pit Trap | Requires Resistance (Physical) check (Moderate penalty). Failure results in falling damage. |
Spiked Pit Trap | Same as Pit Trap, but spikes deal 2 additional wounds. |
Poison Needle Trap | Triggered on locks/chests. Requires Resistance (Biological) check to resist poison effects. |
Dart Storm Trap | Resistance (Physical) check (Hard penalty). Failure results in 3 wounds (may also include poison). |
Falling Stone Trap | Resistance (Physical) check (Moderate penalty). Failure results in 5 wounds. Counts as a Heavy Weapon. |
Shotgun Trigger Trap | Weapon fires at first person through a door. Damage depends on weapon type. Attack roll based on trap setup quality. |
✔ Traps can be spotted and disarmed using Perception and Lockpicking skills.
Watery Hazards
Rivers and lakes serve as travel routes but also pose significant dangers.
✔ Characters can wade through water up to their head height at ¼ their base movement (rounded down).
✔ If the water is deeper than their head, they must swim.
Swimming Difficulties
Condition | Penalty |
---|---|
No Armor | Easy Penalty |
Partial Armor | Moderate Penalty |
Full Armor | Hard Penalty |
✔ Success means the character stays afloat and moves ½ speed.
✔ Failure results in sinking and potential drowning.
Water Speed Penalties (Stack with Armor)
Water Speed | Additional Penalty |
---|---|
Moderate Running Water | +1 penalty step |
Fast Running Water | +2 penalty steps |
Rapids | +3 penalty steps |
Drowning
Characters who fail a Swim check or are pulled underwater must hold their breath.
✔ They can hold their breath for [Endurance Bonus + 6] rounds.
✔ Once they run out of air, they must pass a Moderate Resistance (Stamina) check at the end of each round or fall unconscious.
✔ Once unconscious, they drown in 1 round unless rescued.
✔ You can drown in more than just water:
- Belly of a Beast
- Quicksand
- Fine dust storms
- Grain silos