Environment

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Sublethal Damage dealt by environmental causes bypasses normal sublethal DR.

Dangers

Nature is often quite dangerous. Combatting these dangers usually requires the Survival (Sustinence) skill - either that or good forethought. Keeping good stores of food, water, and buying a good tent are always a good plan.

Starving

Dehydration

Weather

CHART GOES HERE - See Survival chart

Exposure

If exposed to harsh weather conditions, characters will eventually begin to be affected. In harsh weather (see chart above), you may remain exposed up to your Endurance in hours. For every further hour spent in similar conditions, you take 1d6 sublethal damage. This includes time spent sleeping. Once you have taken your HP in sublethal damage, you start taking normal damage at the same rate.

Heal checks and magical healing cannot counteract this. Damage is recovered at the normal rate even when you are still exposed.

Being exposed in this way often opens you up to Disease, at the GM's discretion.

Cold Dangers

Extreme cold deals Sublethal Damage that cannot be healed by any means until the character remains in a warm area for at least 24 hours. If you are rendered Unconscious you start taking lethal damage at the same rate.

In serious cold (40 degrees F or less) characters must make a fortitude save every hour (DC 20 +1 for each previous save) or take 1d4 Sublethal Damage. If you are wearing thin or scanty clothes you take a -4 on this check. Survival may give bonuses to this save.

In severe cold (0 degrees F or less) characters must make a fortitude save every ten minutes (DC 20 +1 for each previous save) or take 1d6 Sublethal Damage. If you are wearing thin or scanty clothes you take a -4 on this check, and if you are wearing War Armor you take a -2 on this save. If this damage roll gives a 6, they also take 1 point of Agility damage from frostbite - which has a 25% chance of being permanent. For every point of permanent agility damage taken in this way you also permanently lose 4 HP.

Taking any damage from cold also induces hypothermia - taking damage from cold leads to you be Fatigued. This too cannot be reversed until the character remains in a warm area for at least 24 hours.

Cold below -20 degrees F is identical to the previous entry, except that there is a save required every minute instead of every ten minutes and you are dealt 1d8 sublethal instead. If the damage dealt is 6, 7, or 8 you take agility damage as above.

Heat Dangers

Extreme heat deals Sublethal Damage that cannot be healed by any means until the character cools off (Reaches shade/shelter, nightfall, immersed in water). If you are rendered Unconscious you start taking lethal damage at the same rate.

In serious heat (90 degrees F or more) characters must make a fortitude save every hour (DC 20 +1 for each previous save) or take 1d4 Sublethal Damage. If you are wearing heavy clothes or armor you take a -4 on this check, plus another -1 for each layer of armor worn. Survival may give bonuses to this save.

In severe heat (110 degrees F or more) characters must make a fortitude save every ten minutes (DC 20 +1 for each previous save) or take 1d4 Sublethal Damage. If you are wearing heavy clothes or armor you take a -4 on this check, plus another -1 for each layer of armor worn. Survival may give bonuses to this save.

If you take any nonlethal damage you are now Fatigued. This remains until all the sublethal damage you took from heat has been healed.

Heat above 140 degrees F deals lethal damage. Breathing in these temperatures deals 1d6 points of damage per minute with no save given. Characters must make a Fortitude save every 5 minutes (DC 20, +1 per previous save) or take 1d4 points of Sublethal Damage. If you are wearing heavy clothes or armor you take a -4 on this save. Wearing metal armor deals 2d4 damage per round until removed.

Boiling water deals 1d6 points of heat damage. If the character is fully immersed, it deals 10d6 damage per round.