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Atmospheric Effects
Atmospheric Effects
~p. 212
Fire, Acids, and Corrosive Atmospheres
When exposed to a Fire, Acid, or Corrosive Atmospheres, the GM determines how dangerous the situation is by applying a rating. This rating is generally between 1 and 10, although higher ratings may also apply. A lower rating typically indicates minor, low-heat fire or mildly corrosive liquid or atmosphere. The higher the rating, the hotter the fire or the more corrosive the atmosphere.
Rating | Examples |
---|---|
1-2 | campfires, mildly caustic substances such as concentrated industrial cleansers, air filled with ash and fumes from a heavy fire |
3-5 | flammable liquids and flame projectors, dangerous substances such as industrial acids, air contaminated by chemical leaks |
6-9 | welding torches, weaponized acids, atmospheres with substantial parts dangerous gases such as ammonia |
10+ | lava, blast furnaces, atmospheres completely made of unbreathable and hazardous gases such as ammonia-methane mixes with acid vapors |
Each round, a character subjected to one of these hazards suffers wounds equal to the hazard's rating at the beginning of their turn. This damage persists until they are no longer exposed to the hazard.
It is primarily up to the GM as to how long the damage from one of these sources lasts.
Fire
Fires burn for as long as they have a fuel source, which could be very briefly, or for a very long time.
A victim might be able to stop the damage from Fire by rolling around on the ground by making a Coordination check. This is an Average () check on hard surfaces such as the deck of a spaceship, or an Easy () check on grass or soft ground.
Jumping into a body of water stops the damage immediately.
Acid
Acids usually negate themselves after a certain period of time (as few as several rounds, or as long as several minutes or hours).
In the case of Acid, it is up to the GM to determine if the same procedures as for Fire negate the damage, or if they must apply some neutralizing substance instead.
Corrosive Atmosphere
A Corrosive Atmosphere, on the other hand, usually deals damage as long as the character is exposed to it.
The only way to prevent damage from a Corrosive Atmosphere is to leave it.
With some Corrosive Atmospheres, the GM may decide they do not cause damage unless inhaled. In this case, the character can hold their breath for a number of rounds equal to their Brawn Characteristic before having to breathe and suffer the damage.
Vacuum
Vacuum is not just the lack of breathable air; the lack of pressure and extreme heat or cold can cause veins to rupture, blood to boil, and delicate membranes to freeze or tear.
When exposed to Vacuum without protective gear, a character may hold their breath for a number of rounds equal to their Brawn Characteristic. Once this number is reached, the character begins Suffocating.
Each round a character is exposed to Vacuum, they also suffer three wounds.
When the character exceeds their wound threshold, they are Incapacitated and suffer one Critical Injury as normal, plus one additional Critical Injury each additional round they are exposed to Vacuum (which likely will quickly result in death). This is in addition to the Critical Injuries they suffer from Suffocating.