Hazards

Sometimes the environment can present a Hazard for the characters.

## Impact

**Impact** happens when two characters (or objects) collide. **Impact** results in **Concussive** damage to both parties equal to 1/2 of the distance passed before the **Impact**. This damage is deflected towards the other participant of the **Impact** by **Armor**. For example, if two objects with **Armor** 7 and 10 collide, the one with 10 **Armor** will deflect 3 points of damage to the other one, while other 7 points are simply mitigated. The character (or object) with lesser **Weight** will also go **Prone**, barring a successful **Brawn Check**. This can result in **Crushing** if the object in question is also smaller in **Size**. **Impact** that destroyed (killed) the target will have an object continue its movement, although the distance it has to pass will be reduced by the **Health** or **Durability** of the destroyed participant. **Impact** can be avoided by **Dodge** or by **Controlling the Impact**.

### Dodging Impact

Using **Dodge** to avoid the **Impact** is similar to **Dodge** while in combat. If the **Impact** was accidental, the **Precision** is counted as being equal to the distance the object would have passed if not for an **Impact**. If the **Impact** was intentional, the **Precision** it is equal to the **Precision** of the character that initiated the **Impact**.

### Controlling the Impact

The object on the **Impact** course can be stopped by catching it. It is a **Quick Action** that requires passing an appropriate **Stat Check** (**Brawn** for big and **Knack** for small objects) with -5 penalty for each step over the character's **Strength** or **Precision** object passed before the **Impact**. Failure results in the usual **Impact**, but will also knock the character **Prone** and any damage suffered by the character from the **Impact** will be also **Traumatic**. Even if the character succeeded in **Controlling the Impact**, it can result in **Crushing** in cases when the object's **Weight** is too big.

### Falling Impact

**Falling Impact** results from a character (or an object) **Falling**. It is resolved just as the usual **Impact**, but the damage is increased by 1/10 of the fallen character's weight and is considered **Traumatic Concussive**. The **Durability** and **Armor** of different surfaces may vary, although sometimes (decision up to GM) the **Impact** may result not in the destruction of the landing surface, but in character becoming **Stuck**. In this case the damage suffered by the surface is transferred into the penalty to the **Brawn Check** to dislodge the **Stuck** character.

#### Falling into liquid

Falling into liquid mitigates up to 15 damage from the **Falling Impact**, but only if the damage doesn't exceed this number. **Diving** into a liquid in a controlled fashion raises the number up to 20. For this mitigation to take effect, the depth of liquid needs to be 1 meter for each 3 meters of the falling distance. Otherwise the character will hit the bottom instead.

#### Landing

Successful resolution of an appropriate **Skill Check** may mitigate some of the damage from the **Falling Impact**, reducing it by the character's **Precision**. It doesn't stack with the damage mitigation from **Falling into liquid**.

## Crushing

**Crushing** happens when the character is stuck under something heavy. It applies **Traumatic** **Concussive** damage each turn equal to 1 per each 10 kilograms over the **Critical Load** of the character.

## Suffocating

**Suffocating** results from being in an airless environment such as underwater or noxious smoke. When entering such environment with due preparation, character starts out with full **Breath**, otherwise the amount of **Breath** is reduced in half.Each **Turn** spent in airless conditions consumes 6 **Breath**. **Concussive** damage drains **Breath** equal to the damage suffered. If the character is out of **Breath**, 5 **FP** and 1 **SP** is lost each **Turn**. If the **FP** run out, character becomes **Unconscious** and starts losing 5 **HP** each **Turn**, while recieving an appropriate **Trauma**.

## Temperature

**Temperature** can affect character's action. Being in an environment with a certain **Temperature Level** requires the character to periodically pass a **Grit Check**. The frequency of **Grit Checks** and penalties to the check depend on the **Temperature Level**. Failing the check results in:

* **Heat stroke** from the positive **Temperature Level**. It is a **State** increasing all **FP** and **SP** costs twofold, while giving a -20 penalty to any **Mental Stat Checks** and decreasing character's **Reaction** by 1/2. It lasts one day, although can also be relieved by the appropriate **First Aid**. The difficulty of the **Skill Check** will be equal to the penalty from the **Temperature Level** that resulted in the **Heat Stroke**.
* **Frostbite** from the negative **Temperature Level**. It is a **State** increasing all **FP** and **SP** costs twofold, while giving a -20 penalty to any **Physical Stat Checks** and decreasing character's **Speed** by 1/2. It lasts one day, although can also be relieved by the appropriate **First Aid**. The penalty to the **Skill Check** will be equal to the penalty from the **Temperature Level** that resulted in the **Heat Stroke**.

If the character already suffered from an appropriate state, failing the check results in character becoming **Immobilized**. If the already **Immobilized** character fails the check, it results in losing 1/4 of **HP** and **Burns** with **Difficulty** equal to the damage suffered.

### Temperature Levels

* **Temperature Level 4 (Scorching Hot)** results from proximity to molten lava or being inside an oven. **Grit Check** with penalty -80 each **Round**.
* **Temperature Level 3 (Extremly Hot)** results from being in a middle of scorching hot desert or being inside a sauna. **Grit Check** with penalty -40 each hour.
* **Temperature Level 2 (Very Hot)** results from an unusally hot summer day or working in a steel foundry. **Grit Check** with penalty -20 each 2 hours.
* **Temperature Level 1 (Hot)** results from a usual summer day or being next to a fireplace. **Grit Check** with penalty -10 each 4 hours.
* **Temperature Level 0 (Comfortable)** results from usual temperature optimal for sustaining human life.
* **Temperature Level -1 (Cold)** results from a cold summer night or being in a stone oubliette. **Grit Check** with penalty -10 each 4 hours.
* **Temperature Level -2 (Very Cold)** results from a cold winter day or being inside a walk-in freezer. **Grit Check** with penalty -20 each 2 hours.
* **Temperature Level 3 (Extremly Cold)** results from unusally cold winter or being on top of a mountain. **Grit Check** with penalty -40 each hour.
* **Temperature Level 4 (Freezing Cold)** results from swimming in freezing water or being trapped in ice. **Grit Check** with penalty -80 each **Round**.

### Thermal Protection

**Equipment** with an appropriate level of **Thermal** **Protection** removes the need to make any **Grit Checks**. If the **Thermal Protection** is lower than the **Temperature Level**, it still allows to skip **Grit Checks** equal to the level of **Thermal Protection**. For example, clothes with **Thermal Protection 1** in **Temperature Level** -**3** will save the character from making the first **Grit Check**. Wearing wrong **Thermal Protection** will instead provide a penalty to the **Grit Check** equal to +10 for each level of **Thermal Protection**. If the character's equipment with **Thermal Protection** provides only partial coverage, the average value is used.

## Burning

**Burning** happens when the character catches on fire. It applies continious damage to **HP** and **SP**, multiplying by 2 each turn the character remains **Burning**. **Trauma** recievedfrom **Burning** is always **Burns**. There are three ways to stop the character from **Burning**:

* **Extinguish** **the flames** by using water, sand or other appropriate substance. It may require more or less portions of the substance depending on the character's **Size**. It can be **Major**, **Minor**, **Quick** or even **Move Action** depending on the circumstances.
* **Putting out** **the flames** can be done by character spending **Full Action** and passing a successful **Knack Check**. Failure means that the **Burning** continues. Other characters can try to **put out the flames** on the character by spending a **Major Action**. The process of **putting out the flames** also make the **Burning** character to go **Prone**.
* **Escaping the flames** can be done by character spending **Full Action** to drop some of the **Equipment**. The item must have maximum **Durability** equal or higher than the damage the character will recieve this **Turn** from **Burning**. Multiple items can be dropped that way. If the **Durability** is lower than the expected damage, the character can still decrease it by dropping the items. The dropped **Equipment** is considered **Broken**, although in some cases GM can decide otherwise. Also, in most cases using fire-resistant **Equipment** to **escape the flames** is not valid.

## Melting

**Melting** usually happens from being in contact with strong caustic and corrosive substances. It applies continious damage to **HP** and **SP**, decreasing by 1 each turn the character remains **Melting**. **Trauma** recievedfrom **Melting** is always **Chemical Burns**. There are two ways to stop the character from **Melting**:

* **Washing off** **the solvent** by using water, sand or other appropriate substance. It may require more or less portions of the substance depending on the character's **Size**. It can be **Major**, **Minor**, **Quick** or even **Move Action** depending on the circumstances.
* **Escaping the solvent** can be done by character spending **Full Action** to drop some of the **Equipment**. The item must have maximum **Durability** equal or higher than the damage the character will recieve this **Turn** from **Melting**. Multiple items can be dropped that way. If the **Durability** is lower than the expected damage, the character can still decrease it by dropping the items. The dropped **Equipment** is considered **Broken**, although in some cases GM can decide otherwise. Also, in most cases using acid-resistant **Equipment** to **escape the flames** is not valid.

## Electrocution

**Electrocution** happens from being in contact with electricity. The character have to successfully pass a **Grit Check** or recieve damage and be **Stunned**. **Trauma** recieved from **Electrocution** is always **Electrical Burns**.

## Shaken

Proximity to high-volume sounds and vibrations may result in character being **Shaken**. The character have to successfully pass a **Grit Check** or suffer the consequence. **Trauma** recieved from being **Shaken** is always **Hearing Loss**. There are different levels of being **Shaken**:

* **Lightly Shaken** results from loud sounds like large animal roaring, a high-powered firearm going in close proximity to the character's head or a blastwave from a small explosion. It results in character becoming **Deaf** for a duration of 1 **Round**. It gives a -10 penalty to the **Grit Check**.
* **Moderately Shaken** results from deafening sounds like gigantic animal roaring, an artillery cannon shooting in the close proximity to the character or a blastwave from a medium explosion. It results in character becoming **Deaf** for a duration of d10 **Rounds** and being **Stunned**. It gives a -20 penalty to the **Grit Check**.
* **Heavily Shaken** results from dangerously high-volume sounds like otherworldly entity roaring, a directed vibrocannon shooting the character or a blastwave from a large explosion. It results in character becoming **Deaf** for a duration of d10 hours, being **Stunned** and suffering d10 **Concussive** damage. It gives a -40 penalty to the **Grit Check**.
* **Dangerously Shaken** results from life-threatening vibrations like blastwaves from gigantic explosions. It results in character becoming **Deaf** for a duration of d10 days, being **Stunned** and suffering 3d10 **Concussive** damage. It gives a -80 penalty to the **Grit Check**.

### Blastwave

Explosions always result in a blastwave, the **Range** of which depends on the **Strength** of the explosion.