
ENVIRONMENT AND HAZARDS
THE ENVIRONMENT
Not all of the hazards characteres face come from supervillains. Sometimes the
environment itself can be a danger, particularly when villains try to use it
to their advantage. Heroes end up in a lot of dangerous places and deal
with less than ideal conditions. This section details some of the hazards
characteres may face out in the world.
LIGHT AND DARKNESS
| Item |
Light |
Duration |
| Candle |
5 feet |
12 hours |
| Torch |
20 |
2 hours |
| Halogen lantern |
40 feet |
24 hours |
| Flashlight |
20 feet• |
6 hours |
| • Creates a beam 30 feet long and 5 feet high. |
Criminals often lurk in the darkness, and many crimes take place at night.
Most cities are lit well enough, but sometimes characteres run into areas where
it’s difficult to see. Poorly lit areas provide concealment for those in them
(see Concealment, page 161). Characters with Super-Senses such as
darkvision can ignore concealment because of poor lighting.
HEAT AND COLD
Intense heat and cold wear down characters, while prolonged exposure to
the elements can be extremely dangerous.
Characters in hot or cold conditions must make Fortitude saving throws
(DC 10, +1 per previous check) to avoid suffering 1 point of temporary
Constitution damage. Those who have suffered Constitution damage from
heat or cold are fatigued. Characters who have lost half or more of their
Con score are exhausted, while characters with a Con score of less than
3 are unconscious. Characters with Con 0 are dying. Lost Constitution
returns at a rate of 1 point per day.
How often the saving throw is called for depends on the conditions.
Once an hour for uncomfortable heat or cold (a hot summer day or cold
winter day), once per 10 minutes for intense heat or cold (a blazing desert
or arctic conditions), once a minute for extreme heat or cold like the edge
of a volcano or an arctic winter storm. Saves are made at the end of each
period of exposure. Truly intense heat or cold—such as a blast furnace or
touching liquid nitrogen—inflicts direct damage like an attack.
Heavy clothing imposes a –4 penalty on saves vs. heat, but a +4
bonus on saves vs. cold. Heroes with the Survival skill may gain a bonus
to their saves against heat and cold (see page 55). Characters with the
appropriate Immunity do not need to make Fortitude saves for extreme
temperatures.
STARVATION AND THIRST
Heroes can go without water for a day. After this, they need to make a
Fortitude saving throw (DC 10, +1 per previous save) each hour to avoid
suffering 1 point of temporary Constitution damage. Heroes can go without
food for three days. After this, they must make a Fortitude save (DC
10, +1 per previous save) each day to avoid suffering 1 point of temporary
Constitution damage. Those suffering Constitution damage due to starvation
and/or thirst are fatigued and cannot recover until they regain all lost
Constitution. Characters who have lost half or more of their Con score are
exhausted, while those with a Con score of less than 3 are unconscious.
Characters with Con 0 are dying. Lost Constitution returns at a rate of 1
point per day. The character cannot recover until he gets water or food.
Heroes with Immunity to Starvation can go an unlimited time without food
or water.
SUFFOCATION
Characters can hold their breath for one round per point of Constitution—
twice that if they can prepare for one round by taking a deep breath (as a
full-round action). After that time they must make a Fortitude saving throw
(DC 10) to continue holding their breath. The save must be repeated each
round, with the DC increasing by +1 for each previous success. Failure
on the Fortitude save means the character becomes unconscious. On the
following round the character is dying. A dying character cannot stabilize
until able to breathe again, and loses a point of Constitution per round
until dead (at Con 0). Lost Constitution returns at a rate of 1 point per
day. If the GM wants an additional amount of realism, the character also
suffers a point of permanent Int loss for every 2 points of Con lost, since
oxygen starvation causes brain damage.
FALLING
| Object Size |
Examples |
Initial Damage |
Reflex Save DC |
Strength Check DC |
| Fine |
Penny |
0 |
n0a |
n0a |
| Diminutive |
Paperweight |
1 |
0 |
n0a |
| Tiny |
Wrench |
1d3 |
5 |
n0a |
| Small |
Vase |
+1 |
10 |
5 |
| Medium-size |
Briefcase |
+2 |
15 |
10 |
| Large |
Garbage Can |
+4 |
20 |
20 |
| Huge |
Oil Barrel |
+8 |
25 |
30 |
| Gargantuan |
Piano |
+16 |
30 |
40 |
| Colossal |
Vehicle |
+20 |
35 |
50 |
Characters may suffer damage from falls of 10 feet or more. Characters
with the Acrobatics skill can fall greater distances without risk of damage
(see Acrobatics, page 40). Falls have a damage bonus of +1 per 10 feet
fallen. So the Toughness save against a fall of 50 feet would be DC 20
(15 + 1 per 10 feet fallen). The maximum damage bonus of a fall is +20
(at 200 feet) for a DC of 35. After that point the character reaches terminal
velocity and doesn’t fall any faster. Falling into or onto a dangerous
surface may cause additional damage, at the GM’s discretion.
Catching a falling person or object requires a Dexterity check (DC 5).
Taking 10 on the check ensures success for most characters. If you successfully
catch a falling object, subtract your Strength bonus (if any) from
the falling damage. Both you and the object suffer any remaining falling
damage. So if a character with Strength 22 (a +6 bonus) catches someone
falling 120 feet (a +12 damage bonus), subtract 6 from 12, and
both characters suffer +6 damage. If the catcher is using a power—such as
Flight or Telekinesis—to catch the falling object, the power’s rank can be
substituted for Strength bonus at the GM’s discretion.
POISON
A deadly toxin introduced through a scratch, or even in the air, may be
able to fell the strongest character. Poisons generally have one of several
effects: Blast, Drain, Fatigue, Nauseate, and Paralyze among them. Some
poisons may have multiple linked effects (see Linked, page 112). A poison
effect has the Poison modifier (see page 113).
Heroes with the Immunity to Poison feat are completely unaffected by
poisons. A Medicine skill check can substitute for a saving throw against
poison if the skill check result is higher.
DISEASE
| Disease |
Type |
Incubation Period |
Initial Damage |
Secondary Damage |
| Anthrax |
Inhaled0Injury DC 16 |
1d2 days |
1 Con |
+1 Con• |
| Small pox |
Inhaled0Contact DC 15 |
+2 days |
1 Str and 1 Con |
1d2 Str and 1d2 Con |
| Pneumonia |
Inhaled DC 12 |
+1 days |
1 Str |
1d3 Str and 1d3 Con |
| Hantavirus |
Injury DC 14 |
1 day |
1d2 Str |
1d2 Str• and 1d2 Con• |
| Necrotizing faciitis |
Contact DC 13 |
+2 days |
1 Con |
1d3 Con• |
| West Nile virus |
Inury DC 12 |
+1 days |
1 Dex and 1 Con |
1d2 Dex and 1d2 Con• |
| Salmonellosis |
Ingested DC 13 |
1 day |
1 Str and 1 Dex |
1 Str and 1d3 Dex |
| • If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged). |
When characteres come into contact with a disease they must make a Fortitude
saving throw against 10 + the disease’s rank to avoid becoming infected.
The method of infection depends on the disease: some are airborne while
others require physical contact. Diseases generally have one of several
effects: Blast, Drain, Fatigue, Nauseate, and Paralyze among them. Some
diseases may have multiple linked effects (see Linked, page 112). A disease
effect has the Disease modifier (see page 112).
Heroes with Immunity to Disease automatically suceed on saving
throws against disease. A Medicine skill check can substitute for a saving
throw against disease.
Acid
| Acid Strength |
Splash Attack• |
Total Immersion• |
| Mild |
+2 |
+4 |
| Potent |
+4 |
+8 |
| Concentrated |
+6 |
3d10 |
| • Damage per round of exposure. |
Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid’s strength, as noted on Table: Acid Damage.
Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid.
The fumes from most acids are inhaled poisons. Those who come within 5 feet of a large body of acid must make a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. A second save must succeed 1 minute later to avoid taking another +1 points of Constitution damage.
Electricity
| Type |
Examples |
Damage |
Fort DC |
| Jolt |
Car battery, stun gun |
1d3 |
10 |
| Low voltage |
Fuse box, electrical socket |
+4 |
15 |
| Medium voltage |
Industrial transformer, electric fence |
+8 |
15 |
| High voltage |
Power line, electric chair, lightning |
+16 |
20 |
Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. Table: Electricity Damage gives damage values for various electrical hazards based on relative voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.
RADIATION
Radiation in the comic books often causes mutations or triggers latent
powers in those exposed to it rather than simply causing radiation sickness.
Exposure to radiation (especially exotic or alien radiation) may be an
opportunity for a complication (see Complications, page 122).
Otherwise the Gamemaster can treat radiation exposure like a disease.
The victim makes an initial Fortitude saving throw against (DC 10
+ radiation’s intensity rank) to avoid initial ability score damage and an
additional save each day to avoid further damage. At the GM’s discretion,
radiation exposure can lead to other effects, such as damage to a character’s
power ranks (causing a temporary decrease in powers).
GRAVITY
The force gravity exerts on a person determines their ability to perform certain
actions. In addition, gravity affects the amount of damage a character
takes from falling. Gravity may vary considerably from one environment to
the next. For ease of play these rules present four simplified gravity environments:
normal gravity, low gravity, high gravity, and zero gravity (0 G).
The following sections summarize the game effects for each type of environment.
NORMAL GRAVITY
“Normal gravity” equates to gravity on Earth. Environments with normal
gravity impose no special modifiers on a character’s ability scores, attack
rolls, or skill checks. Likewise, normal gravity does not modify a creature’s
speed, carrying capacity, or the amount of damage it takes from a fall.
LOW-GRAVITY
In a low-gravity environment, the pull of gravity is significantly less than we
experience on Earth. Although an object’s mass doesn’t change, it becomes
effectively lighter. This means creatures bounce when they walk. It becomes
easier to move and lift heavy objects as well as perform Strength-related
tasks. In addition, creatures take less damage from falling.
• Speed: A creature’s speed increases by +5 feet in a low-gravity
environment. This bonus applies to all of the creature’s modes of
movement.
• Carrying Capacity: A creature’s normal carrying capacity is doubled
in a low-gravity environment.
• Movement: Creatures in a low-gravity environment gain a +10 bonus
on Climb checks and an effective +20 Strength for jumping.
• Attack Roll Penalty: Creatures take a –2 penalty on attack rolls in
a low-gravity environment unless they are native to that environment
or have the Environmental Adaptation feat.
• Damage from Falling: Creatures do not fall as quickly in a low-gravity
environment as they do in a normal- or high-gravity environment.
Falling damage is halved.
• Long-Term Effects: Long-term exposure to low-gravity conditions
can cause serious problems when returning to normal gravity. A
creature that spends 120 hours or more in a low-gravity environment
takes 2 points of temporary Strength damage upon returning to normal
gravity, which recovers at a rate of 1 point per day.
HIGH-GRAVITY
In a high-gravity environment, the pull of gravity is significantly greater
than we experience on Earth. Although an object’s mass doesn’t change,
it becomes effectively heavier. It becomes harder to move and carry heavy
objects as well as perform Strength-related tasks. In addition, creatures
take more damage from falling. Even the simple task of walking or lifting
one’s arms feels more laborious.
• Speed: A creature’s speed decreases by –5 feet (to a minimum of 0
feet) in a high-gravity environment. This penalty applies to all of the
creature’s modes of movement.
• Carrying Capacity: A creature’s normal carrying capacity is halved
in a high-gravity environment.
• Movement: Creatures in a high-gravity environment take a –10 penalty
on Climb skill checks and suffer a –10 penalty to Strength for jumping.
• Attack Roll Penalty: Creatures take a –2 penalty on attack rolls
in a high-gravity environment unless they are native to that environment
or have the Environmental Adaptation feat.
• Damage from Falling: Creatures fall more quickly in a high-gravity
environment than they do in a normal- or low-gravity environment.
Falling damage is increased 50% in a high-gravity environment.
• Long-Term Effects: Long-term exposure to high-gravity conditions
can cause serious problems when returning to normal gravity. A creature
that spends 120 hours or more in a heavy-gravity environment
takes 2 points of temporary Dexterity damage upon returning to normal
gravity, which recovers at a rate of 1 point per day.
ZERO GRAVITY
Creatures in a zero gravity environment can move enormously heavy
objects. As movement in zero gravity requires only the ability to grab onto
or push away from larger objects, climbing and jumping no longer apply.
Most creatures find zero gravity environments disorienting, taking penalties
on their attack rolls and suffering the effects of Space Adaptation
Syndrome (space sickness). In addition, creatures in zero gravity are easier
to rush than in other gravity environments.
• Space Adaptation Syndrome: A creature exposed to weightlessness
must make a Fortitude save (DC 15) to avoid the effects of space
sickness. Those who fail the save are shaken, and those who fail the
save by 5 or more are also nauseated. The effects persist for 8 hours.
A new save is required every 8 hours the creature remains in a zero-g
environment. Creatures with the Environmental Adaptation feat do
not suffer the effects of space sickness.
• Speed: While in a zero-gravity environment, a creature gains a “flying”
speed equal to its base land speed, or it retains its normal flying
speed (whichever is greater). However, this “flying” movement is
limited to straight lines only; a creature can change course only by
pushing away from larger objects.
• Carrying Capacity: A creature’s normal carrying capacity increases
by 10 times in a zero gravity environment.
• Attack Roll Penalty: Creatures take a –4 penalty on attack rolls and
skill checks while operating in a zero-gravity environment unless they are
native to that environment or have the Environmental Adaptation feat.
• Modified Rush Rules: A creature affected by a rush attack is
pushed back 10 feet, plus 10 feet for every 5 points by which its
opponent’s Strength check result exceeds its own.
• Long-Term Effects: Long-term exposure to zero gravity conditions
can cause serious problems when returning to normal gravity. A creature
that spends 120 hours or more in a zero gravity environment
takes 4 points of temporary Strength damage upon returning to normal
gravity, which recovers at a rate of 1 point per day.
ATMOSPHERIC CONDITIONS
As with variants in gravity, a change in atmospheric conditions can cause
problems for characters. Unfortunately, not every planet has the same
atmospheric density or chemical composition as Earth, meaning worlds
otherwise hospitable to human life may not be ideal for humans born
and raised on Earth. Various atmospheric conditions (and their effects)
are presented here.
CORROSIVE ATMOSPHERE
Some atmospheres (breathable or not) contain corrosive chemicals and
gases. Corrosive atmospheres slowly eat away at foreign equipment and
can cause significant equipment failure. The corrosion can be particularly
troublesome in atmospheres that demand special survival gear, as any
breach in a protective environmental suit renders it useless. Unprotected
equipment exposed to a corrosive atmosphere loses 1 point of Toughness
per hour of exposure. Creatures not wearing protective gear in a corrosive
atmosphere suffer +1 lethal damage with the Poison modifier (see page
113) per round of exposure.
THIN ATMOSPHERE
Planets with thin atmospheres have less oxygen than the standard Earth atmosphere.
Many thin atmospheres are the equivalent of being at a high elevation
on Earth, such as on top of a mountain or in the upper atmosphere. When
dealing with thin atmosphere conditions, the character must make a Fortitude
save to see if he suffers any ill effects. Being under such conditions can be disorienting
and can cause a character to become sluggish, slowly whittling the
character down as the brain is deprived of normal levels of oxygen.
THICK ATMOSPHERE
Thick atmospheres are those containing a more dense concentration of
certain elements, like nitrogen, oxygen, or even carbon dioxide, than the
standard Earth atmosphere. These dense atmospheres sometimes contain
a different balance of elements, while others simply contain a higher
number of gas particles in each breath. Regardless of the form, a thick
atmosphere can be just as dangerous as a thin atmosphere over a long
period of time. Though atmospheres that are slightly thicker than normal
do not have as significant an effect as slightly thinner atmospheres,
remaining in a thicker atmosphere causes the same drain on the body.
TOXIC ATMOSPHERE
Some atmospheres (breathable or not) contain toxic gases that are debilitating
or lethal to some or all forms of life. The atmosphere is treated as
always containing a type of inhaled poison (see Poison, page 168).
VACUUM
The primary hazards of the vacuum of space are lack of air and exposure
to unfiltered ionizing radiation.
On the third round of exposure to vacuum, a creature must succeed on
a Constitution check (DC 20) each round or suffer from aeroembolism
(“the bends”). A failed save means excruciating pain as small air bubbles
form in the creature’s bloodstream; the creature is considered stunned and
remains so until returned to normal atmospheric pressure. A failure by 5
or more also causes unconsciousness.
The real danger of vacuum comes from suffocation, though holding one’s
breath in vacuum damages the lungs. A character who attempts to hold
his breath must make a Constitution check (DC 15) every round; the DC
increases by 1 each round, and on a successful check the character takes 1
point of Constitution damage (from the pressure on the linings of his lungs).
If the check fails, or when the character simply stops holding his breath, he
begins to suffocate. In the next round, he becomes disabled and unconscious.
The following round, he’s dying. On the third round, he dies.
Unfiltered radiation bombards any character trapped in the vacuum of
space without protective gear. A creature exposed to this ionizing radiation
suffers from the effects of radiation exposure (see Radiation, page 168).
