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  Enviromental Hazards
Movement and Exploration

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). top

Seth Blevins