Cover obscures or blocks the location being hit.
Roll a number of (CD) based on the type of cover you are under.
Add the amount rolled to the (DR) of the hit location
.
Foliage and structures made of wooden material grant 1(CD) of (DR)
Dense brush, trees, flipped wooden table or door.
Rubble, brick walls or metal fencing grant 2(CD) of (DR)
Concrete walls or steel barricades grant 3(CD) or (DR)
These are just a few examples and you're not limited to these.
Any type of ground that hinders your movement.
Difficult to cross.
Have to be careful where you step.
EX: Slick surface, loose gravel pit, dilapidated weak floor boards.
Requires spending (AP) to pass.
Amount of AP required varies on difficulty
1(AP): Thick mud, loose sand or stairs.
2(AP): Murky swamp or unstable rubble.
3(AP): Steep slopes or fast moving water.
If you don't have AP pooled, use Rally Action to generate AP.
(STR) + Athletics Test
Difficulty Zero
Any successes become AP
Something that hinders movement that you need to cross over.
Difficulty scales based on how hard it is to get past.
1(AP): Waist-high barrier or gap requiring short jump.
2(AP): chest-high barrier or gap requiring a short run-up jump.
3(AP): Barrier taller than the character or long distance gap.
Dark areas impact (PER) tests that rely on vision.
+ 1-3 difficulty depending on how dark.
Mist and fod impact (PER) tests that rely on vision
+ 1 Difficult if target is medium range or further.
Rain: Increased difficulty to Survival tests and Energy Weapons.
+ 1-2 Difficulty based on how hard it's raining.
Rad Storm: 2(CD) damage at the start of each turn unless in some kind of shelter
Part of the environment that deals damage when entered.
Ex: Roof collapsing, open flame, electrically charged water, toxic air, chemical spill, etc.
Damage type & amount varies based on source.
Can also cause damage effects.
Ex: Electrical = energy damage + stun effect.
Ex: Open flame = energy damage + persistant effect
.
Usually have some kind of trigger.
Ex: Trip wire, pressure plate, opening a door, entering a new zone.
(AGI) + (Athletics) test to dodge the trap.
(PER) + (Survival) test to spot the trap.