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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:

DifficultyFall Distance
Easy10 feet
Moderate20 feet
Hard30 feet
Sheer Folly40 feet
Near Impossible50 feet
Impossible60 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

OutcomeEffect
Critical SuccessNo penalties. The character is now immune to that fear source.
SuccessCharacter acts normally but takes -1 to all actions for 1 round as they shake it off.
FailureCharacter is frieghtened, suffering -1 to all actions for 3 rounds as they work to shake off the effects.
Critical FailureCharacter 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:

  1. Attack Roll Traps – These roll against a character’s defense.
  2. Resistance Traps – The character must pass a Resistance check to avoid the effect.

Common Traps & Effects

Trap TypeEffect
Arrow/Spear TrapRolls an attack against the character. Arrows deal 1 wound, spears deal 2 wounds.
Pit TrapRequires Resistance (Physical) check (Moderate penalty). Failure results in falling damage.
Spiked Pit TrapSame as Pit Trap, but spikes deal 2 additional wounds.
Poison Needle TrapTriggered on locks/chests. Requires Resistance (Biological) check to resist poison effects.
Dart Storm TrapResistance (Physical) check (Hard penalty). Failure results in 3 wounds (may also include poison).
Falling Stone TrapResistance (Physical) check (Moderate penalty). Failure results in 5 wounds. Counts as a Heavy Weapon.
Shotgun Trigger TrapWeapon 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

ConditionPenalty
No ArmorEasy Penalty
Partial ArmorModerate Penalty
Full ArmorHard 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 SpeedAdditional 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