Hazards are a catch-all term for various things which may come up in a game to assault a character. These come in many forms, all of which will be covered in this section.
Poisons, Diseases, and Drugs go against Bodily Defense typically. Traps typically go against Defense or Avoid. Horrors typically go against Mental Defense.
Poisons
Poisons are listed on the Poison page.
Diseases
Diseases affect a user for days on end, and have progressively worsening effects. These are laid out like poisons, except a duration is included as well as a mortality rate.
Name: Bubonic Plague
Injury or Inhaled | 7k4 vs. Bodily Defense | 10 Days | High Mortality
Description: While afflicted the character takes 1 point of Endurance and Agility damage, and they’re fatigued. Unless cured these symptoms will occur for 10 days. Roll 1d10 and the result is the day which the disease will intensify. When intensified it deals 4 Endurance damage instead.
Name: Cholera
Injury or Ingested | 6k3 vs. Bodily Defense | 4 Days | Moderate Mortality
Description: While afflicted the character takes 1 point of Endurance damage and is fatigued until cured.
Name: Dysentery
Contact or Injury | 7k4 vs. Bodily Defense | 6 Days | Low Mortality
Description: While afflicted the character takes 2 points of damage per day, and is fatigued and staggered. This damage doesn’t heal naturally, and thus medical treatment or magic must be used.
Name: Leprosy
Contact, Inhaled, or Injury | 6k4 vs. Bodily Defense | 8 Weeks | Low Mortality
Description: While afflicted the character may not recognize they are afflicted for years. Any effects which may cause the character fatigue gain an increased +2k2 to their check to afflict them. If the effect fatigues them, the character will remain fatigued until their leprosy is cured. In addition to this, roll a 1d100. There is a 25% chance the afflicted character is blind due to the disease. The character receives a permanent -5 to Persuasion/Deception unless magically cured of Leprosy.
Name: Malaria
Injury | 6k4 vs. Bodily Defense | 3 Days | Moderate Mortality
Description: While afflicted the character takes 1 point of Strength damage, and a consecutive -1 penalty to Deception/Persuasion checks until cured of the disease.
Name: Rabies
Injury | 5k4 vs. Bodily Defense | 12 Weeks | Moderate Mortality
Description: While afflicted the character takes 1 point of Endurance damage, and the greater effect of Confusion (insanity) except it’s a 75% chance of attacking people.
Name: Tuberculosis
Inhaled | 6k4 vs. Bodily Defense | 4 Days | Moderate Mortality
Description: While afflicted the character takes 1 point of Strength and Endurance damage.
Drugs
Drugs are listed on the drugs page.
Traps
Whether designed through magic or mechanical means, traps are means of staving off intruders, kidnapping animals or other live prey, or warding off would-be trespassers and intimidating them into giving up on any sort of infiltration.
Traps come in two types, Mechanical and Magical, as specified in their description. In addition to this, traps have a Stealth DC in order to be disabled and a Feats of Strength DC if it can be broken through brute force (like a rope around one’s ankles).
Attacking traps with a weapon should be counted as a Feats of Strength for the purpose of the DC (though not the attack roll as this goes off of the weapon).
Name: Arrow Barrage
Price: 250 G | Attack: 6k4 vs. Avoid | Stealth DC: 25 | Feats of Strength DC: —
Description: On a successful hit the arrow barrage deals 6k4 points of piercing damage in an 8 square line (half damage on a miss). If these arrows are poisoned, the poison doesn’t take effect on a missed attack.
Name: Giant Boulder
Price: 2,500 G | Attack: 6k4 vs. Avoid | Stealth DC: 23 | Feats of Strength DC: —
Description: On a successful hit the giant boulder deals 10k6 points of bludgeoning damage and subsequently makes an Overrun attempt if it hits. This overrun attempt is made at a 16k10 vs. Avoid.
Name: Pit Trap
Price: 500 G | Attack: 4k4 vs. Avoid | Stealth DC: 14 | Feats of Strength DC: —
Description: On a successful hit the character falls into the pit trap, falling 4 squares and taking 2k1 points of bludgeoning damage. Deeper pits can exist, dealing more damage.
Name: Pit Trap, Spiked
Price: 1,500 G | Attack: 4k4 vs. Avoid | Stealth DC: 14 | Feats of Strength DC: —
Description: On a successful hit the character falls into the pit trap, falling 4 squares and taking 6k4 points of piercing damage due to the spikes below. Spiked pits do not rely on the fall dealing damage, and instead rely on the target being impaled.
Name: Bear Trap
Price: 2 G | Attack: 5k4 vs. Avoid | Stealth DC: 25 | Feats of Strength DC: 26
Description: On a successful hit the character takes 4k4 points of piercing damage and their speed is halved (if they are Size 6 or smaller). If a character is caught in two bear traps at once, they are immobilized.
Name: Wall Saw
Price: 2,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 26 | Feats of Strength DC: 29
Description: On a successful hit the character takes 8k6 points of slashing damage and for 5 rounds thereafter will take 1 bleed damage.
Name: Automated Turret
Price: 4,000 G | Attack: 6k4 vs. Avoid | Stealth DC: 26 | Feats of Strength DC: 25
Description: On a successful hit the character takes 7k5 points of fire damage, this has a range of 20 squares.
Name: Laser Grid
Price: 4,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 30 | Feats of Strength DC: —
Description: On a successful hit the character takes 6k6 points of fire damage (halved on a miss).
Name: Ion Pulse
Price: 4,000 G | Attack: 8k6 vs. Avoid | Stealth DC: 30 | Feats of Strength DC: —
Description: On a successful hit the character takes 6k6 points of electricity damage (halved on a miss). This only affects characters with cybernetics, robots, androids, and other machinery which would be affected by Ion Damage.
Name: Energy Pillar
Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character takes 6k4 points of energy damage of any arcane element (halved on a miss).
Name: Trespassers Smite
Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character takes 6k4 points of energy damage of any divine element (halved on a miss).
Name: Mind Rending
Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character takes 6k4 points of psychokinetic damage (halved on a miss).
Name: Sending Rune
Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character is teleported to another location, designated when the rune is created. This location cannot be on another planet or occupy a solid space.
Name: Call Guardian
Price: 6,000 G | Attack: — | Stealth DC: 32 | Feats of Strength DC: —
Description: When the square this trap is placed on is stepped upon, a creature is summoned to attack the intruder(s) as per the Summon Being spell. This spell lasts until the creature is destroyed, the intruders retreat, or the intruders are slain.
Name: Nightmare Vision
Price: 6,000 G | Attack: 6k6 vs. Mental Defense | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character takes 6 points of sanity damage.
Name: Intruder Tendrils
Price: 6,000 G | Attack: 6k6 vs. Avoid | Stealth DC: 32 | Feats of Strength DC: —
Description: On a successful hit the character is unable to move (however they are not paralyzed).