SeventhSun:Hazards: Difference between revisions
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
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.
Seventh Sun Codex
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