The following rules cover environmental hazards one may end up encountering out in the world. Some are natural, others are more supernatural in nature.
If in contact, anyone who isn’t immune to acid starts experiencing intense burning and their skin being eaten and dissolved by the acid. Those in contact with the acid take 2d8 acid damage per round, while being totally submerged deals 8d8 acid damage per round. It is possible for creatures to suffocate and drown in acid just as they would in water, even if they are normally immune to acid damage.
In addition to all of this, while adjacent to acidic fumes, these toxins deal damage to people's lungs. Anyone near pools of acid without proper protective gear has an attack made against their Bodily Defense (+8 Attack, +2 for every minute spent in the area) and on a successful hit the character suffers Illness at Moderate Intensity for as long as they remain near the pool of acid.
Some extraplanar realms and extraterrestrial planets have varying atmospheres beyond the normal, breathable and sustainable ones. Atmosphere is more than just weather, and in this case relates to how the air and gravity interacts with those within it.
Corrosive: Corrosive atmosphere eats away at clothing, flesh, and even some metals. Those who begin their turn unprotected in corrosive atmospheres take a +8 attack (increasing by +2 on subsequent rounds) to their Bodily Defense so long as they remain in the atmosphere. On a successful hit, they take 1d4 points of acid damage, and this damage goes directly to HP.
Toxic: Toxic atmospheres have chemicals that harm living beings when entering in their lungs. Those who begin their turn unprotected in toxic atmospheres take a +12 attack (increasing by +2 on subsequent rounds in the atmosphere) to their Bodily Defense. On a successful hit, they take 1d4 points of damage and suffers Illness at Moderate Intensity. If you hold your breath, the attack is reduced to half for the duration of you holding your breath.
High Gravity: Atmospheres with high gravity are exceptionally difficult to move around in for those unaccustomed, causing creatures to move at half speed in this region. While in high gravity regions all Physical skill checks increase their DC by 20, and characters who are at half or lower Stamina Points are Staggered at Moderate Intensity until their Stamina recovers. Characters also weight twice as much as they normally do, and objects weigh twice as much as they normally do. Ranged weapon attacks halve their range.
Low Gravity: Low gravity allows a level of freedom, flexibility, and movement that characters don't normally experience. Low gravity allows characters to jump three times as far, move three times as fast, and lift three times as much. Ranged weapon attacks triple their range.
Avalanches tend to occur on mountainsides and when a weapon or object makes a loud noise that causes it to come tumbling down. The GM decides the size and speed of an avalanche however it usually moves at a 4 square speed and is between 10x10 to 20x20 squares large. Avalanches have an attack of +24 vs. their target's Physical Defense, and on a successful hit deals 8d8 points of bludgeoning damage. On a miss the damage is halved. If the avalanche beats their Physical Defense by 5 or more they are buried under in the avalanche and must make a DC 30 Contortion check to crawl out, or an ally must spend 1 minute or more of digging to pull them out of being buried. Being buried can potentially lead to suffocation if they're stuck in there too long.
Rock slides function the same as an avalanche, yet deal 6d8 bludgeoning damage instead.
Being in contact with boiling water deals 1d8 points of water damage and 1d8 points of fire damage., and being fully submerged in the boiling water deals 4d8 points of water damage and 4d8 points of fire damage. Characters who are submerged are at risk of drowning.
When fire reaches a character’s hair, clothing, or other flammable materials on the character they have a chance of catching on fire. A character at risk of catching on fire has an attack made against their Physical Defense (+6 Attack) and on a success they start taking 1d8 damage per round. A fire can be doused by at least a water skin.
If a character takes half their HP or more in damage while having been caught on fire, they receive an attack against their Bodily Defense (+8 Attack) and on a success their eyes melt, and they are blinded until magical healing that restores blindness is cast.
A cave-in has an attack of +8 vs. Physical Defense, and on a successful hit those within the cave-in take 4d6 points of bludgeoning damage. If the cave-in beats their Physical Defense by 5 or more they are buried under in the avalanche and must make a DC 30 Contortion check to crawl out, or an ally must spend 1 minute or more of digging to pull them out of being buried. Being buried can potentially lead to suffocation if they're stuck in there too long.
A character can hold their breath under water for a number of rounds equal to twice their Health. If a character takes a standard or full-round action, the remaining duration they can hold their breath for is reduced by 1. When the character is no longer able to hold their breath, in the first round, they fall unconscious and are reduced to 0 HP. In the following round, they drop to -1 HP and are dying. In the third round they drown to death. It is possible to drown in substances other than water such as; quicksand, lava, and acid.
Sometimes characters can be launched in the air or fall from large distances. If a character falls a certain number of feet, they will suffer falling damage on the following round of falling. In addition to this, they’ll take damage if they hit walls, ceilings, and other hard surfaces instead of landing on the ground.
For every 2 squares a character falls from, they take 1d6 point of damage (considered bludgeoning normally, spiked pits are piercing/slashing). The maximum amount of damage a character can take is 20d6 at 40 sq. after which the damage is instantly lethal and will kill the person falling upon impact unless they have a way to stop this damage. Defense Points doesn't factor into fall damage. At the end of a fall, the person who fell is prone.
Objects of certain sizes which fall and land upon someone take damage. The object can be debris from a collapsing building, or an item dropped from a giant being.
Medium objects deal 2d6 points of damage, and each size category above Medium deals an additional +4d6 points of damage. Objects do an additional point of damage per square they fell from up to a maximum bonus of +40.
A character walking on ice may only move in straight lines, however they gain a +1 square move speed while doing so. Alternatively they can move at half speed without moving in a straight line, however they gain no bonus to their move speed from the ice, or any outside effects.
Lava or magma deals 5d8 points of fire damage per round while being exposed, unless the character is completely submerged, in which case they take 8d8 points of fire damage per round. Immunity to fire is also immunity to lava and magma.
Damage lasts for 1d6 rounds after exposure, but the damage dealt is halved. Characters who are immune to lava/magma/fire may still drown if completely submerged for too long.
Creatures not attempting to stay on the surface sink at a rate similar to quicksand except they first sink to their knees and move at half speed (in addition to the reduction from difficult terrain), are considered completely immobilized when they sink up to their waist, and are considered helpless when they sink up to their chest. Moving causes unmodified attack rolls to Physical Defense.
There are four stages of darkness in areas; Daylight, Dim Light, Darkness, and Pitch Black.
Daylight is the standard light experienced in day time.
Dim Light is an area of darkness which is being illuminated with some form of light. Because of this the amount of vision the player(s) have is listed on whatever is affecting the lighting in the area. (For example, Illuminations)
Darkness is a lack of light and causing an area to be hard to see in. Humans and those with vision similar to humans can only see 3 squares in front of them without additional assistance such as from illuminations or magic.
Pitch Black is a state usually reserved for magical effects generating darkness, not even creatures with the ability to see in the dark can see in Pitch Black lighting.
When a creature begins its turn in an area of sand that isn't very tightly packed, it is considered difficult terrain. In addition for every square they move within the loose sand they have an attack roll of +8 made against their Physical Defense (an additional +2 is added on for every square beyond the first during that round) and on a successful hit they stop in that square and are only able to take a move action for the rest of their turn.
Quicksand follows similar rules to loose sand, except that on a successful hit they instead are stopped in that square and begin to sink. The creature first sinks to their waist, and are reduced to half speed (in addition to the reduction from difficult terrain) and receive attack rolls of +6 to their Physical Defense for each square they move (an additional +2 is added on for every square beyond the first during that round). On a successful hit, they stop moving and sink down to their chest. At this point they are completely immobilized and considered helpless. On the round after, they begin to drown in the quicksand.
When running through areas of low-hanging branches, an attack of +4 is made against their Physical Defense (+1 for every square they move through that is also considered low-hanging branches) and those hit take 1d6 points of nonlethal slashing damage. While mounted they instead take 2d6 points of nonlethal slashing damage.
Any creature ending its turn adjacent to the pit or sinkhole has an attack of +4 made against their Physical Defense, and on a successful hit they fall into the hole taking falling damage appropriate to how far down the character falls. Every subsequent round the attack roll increases by +2.
These masses of psychic energy are harmful for those within it, and have an attack of +8 made against their Mental Defense. On a successful hit they take 1d8 point of damage and suffer Confusion for 1d4+1 rounds. This effect is hourly. If the person is immune to mind-affecting effects, they're immune to this effect.
A character who breathes in heavy smoke has an attack made against their Bodily Defense (+4 Attack, +1 per previous check made) and on a success they spend the turn coughing and choking. A character who chokes for 2 consecutive rounds take 1d4 nonlethal damage per round of choking thereafter. Smoke conceals vision, imposing a 20% miss chance.
A character can go 3 days without food + 1 additional day per Health. After this time, the character takes 1d6 nonlethal damage. Characters brought to 0 HP this way start taking lethal damage instead.
A character can go without water for 3 days in growing discomfort. After this time, the character takes 1d6 nonlethal damage. Characters brought to 0 HP this way start taking lethal damage instead.
A character who has no air to breathe can hold their breath for 2 rounds per Health. If a character takes actions using 10 or more total stamina in a round, the character loses 1 round that they can hold their breath for. When a character begins to suffocate, in the first round, they fall unconscious at 0 HP. In the following round, they drop to -1 HP and are dying. In the third round they suffocate to death.
Being in the same square as a large thornbush harms those inside. An attack of +6 is made against their Physical Defense for every round creatures remain within it, and they take 1d6 points of slashing or piercing damage on a successful hit (a miss deals half damage). A thornbush can be sliced through with slashing weapons, or burnt through with fire weapons. Thornbushes are considered to have 10 HP for the sake of this, and increase their HP by 10 for every size category they are considered beyond a regular human’s size of 1 square.
When a creature begins its turn in a vacuum environment (such as the vacuum of space), they receive an attack against their Bodily Defense (this attack is made at a +15, and increases by +5 for every subsequent round) and on a successful hit the target takes 6d6 points of damage. Every round thereafter the damage increases by +3d6. If the damage brings them to 0, they die due to explosive decompression. In addition to the damage, characters in the vacuum are considered to be suffocating.
Constructs are unaffected by vacuums unless something due to their construction requires them to be pressurized, in which case they take only half damage.
Any character can wade in calm water that isn’t over their head, no checks required. Similarly, swimming in calm water over their head only requires a DC 10 Swim check. Trained swimmers can wade in said calm water over their head with no check required. Armor and/or being encumbered prevents the ability to wade unless they have Master rank or better.
By contrast, fast-moving water is much more dangerous. Characters must make a DC 25 Swim check to avoid going under. On a failed check, the character takes 1d6 points of nonlethal damage per round (+1d6 lethal bludgeoning damage if flowing over rocks and cascades).
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals 3d6 water damage per 20 sq. the character is below the surface due to the water pressure. Very cold water deals 2d4 points of nonlethal water damage due to hypothermia per minute of exposure.
If a creature or vehicle enters into the square of a whirlpool while in the water, they start getting sucked into the center of the whirlpool. This is a +6 attack vs. the target's Physical Defense (increasing by +2 for every subsequent round in the whirlpool) and on a successful hit the target takes 1d8 point of bludgeoning damage and is moved 3 squares of the GM's choice (usually nearing the center with 1 of these squares). On a miss, the target doesn't take any damage and is moved 1 square of the GM's choice. This area is considered difficult terrain for the purpose of movement.