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Created page with "{{SeventhSunHeader}} <div class="codex-page codex-page--seventh-sun ss-page--rules ss-page--hazards"> = Hazards = Hazards use one meaningful roll for one dangerous moment. Precaution may grant a bonus die or remove the need to roll. == Hazards and Environments == Describe what triggers a hazard, choose the roll that matches the response, and state the consequence before the dice are rolled. A sound precaution may grant a bonus die or remove the need to roll altogethe..."
 
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Revision as of 20:58, 25 July 2026

A thriving city of Old Earth beneath the immense red Seventh Sun, with small islands floating in the sky and an inexplicable green-black remnant rising from the sea.

Hazards

Hazards use one meaningful roll for one dangerous moment. Precaution may grant a bonus die or remove the need to roll.

Hazards and Environments

Describe what triggers a hazard, choose the roll that matches the response, and state the consequence before the dice are rolled. A sound precaution may grant a bonus die or remove the need to roll altogether.

Resolving a Hazard

Part Question
Trigger What brings the danger into play?
Response Which Attribute or Skill matches what the hero actually does?
Difficulty Use 9 for pressure, 12 for a real danger, 15 for a severe danger, or 18 for an extraordinary one.
Consequence Inflict Wound or Fatigue marks, a condition, lost position, or a combination appropriate to the danger.

Make one roll for one moment of danger. Do not demand repeated rolls unless the situation changes or the hero knowingly remains exposed. Failure should move the scene forward; it should not merely ask for the same roll again.

Common Hazards

Hazard Use
Falls A dangerous fall inflicts 1, 2, or 3 Wounds according to its height and violence. An Agility or Athletics roll reduces the result by 1 Wound. Armor does not help.
Fire Avoid sudden flame with Agility. Continued exposure inflicts 1 Wound at the end of each turn until the hero escapes or spends a short action extinguishing it.
Poison Roll Vigor when the poison takes effect. Failure normally inflicts 1 Wound or 1 Fatigue; a potent poison may inflict 2 or impose Stunned or Blinded.
Disease Roll Vigor once when symptoms become uncertain. Failure causes Fatigue or a fitting limitation until treatment or recovery; disease rarely matters on combat time.
Exposure Cold, heat, hunger, thirst, and forced travel call for Vigor only at meaningful intervals. Failure marks 1 Fatigue; shelter, supplies, and suitable Lineage traits may prevent the roll.
Drowning A hero can endure a brief immersion without rolling. When air becomes a real problem, roll Vigor at each meaningful change; failure marks 1 Fatigue, and further failure while Down inflicts 1 Wound.

Protection and Assistance

Armor Protection applies only when a hazard produces a damage roll or explicitly says armor helps. More often, proper gear prevents exposure or grants a bonus die. A companion may assist only by taking a concrete action in the fiction; assistance does not exist as a free-floating bonus.

Creating New Hazards

Most hazards need one sentence: trigger, roll, and consequence. Add a special rule only when it creates a choice, such as crossing the unstable bridge quickly or slowly, sealing a suit before rescuing someone, or accepting Fatigue to keep moving through the red storm.