Environmental Conditions
Hazards
A hazard includes any effect that can cause harm but does not have a stat block. Most hazards are self-contained dangers that affect anyone or anything that comes into contact with them. A scorching desert, a toxic or corrosive atmosphere, and a virulent disease are all examples of hazards.
Hazards affect organic creatures, machines, or both. A hazard resolves its effects by making an attack roll against one of the target's defense scores; if the attack succeeds, the target suffers the effects of the hazard, including damage that may require special actions to treat. A hazard may affect all targets within an area or a single target, depending on its nature and its range.
Acid
Corrosive acid deals damage on contact.
- Acid (Cl 2)
- When a target comes into contact with acid, make an attack roll (ld20+5) against the target's Fortitude Defense. If the attack succeeds, the character takes 2d6 points of acid damage. If the attack misses, the target takes half damage that round. This attack occurs again each round until the acid is washed off or treated (requiring a DC 15 Treat Injury check and a medical kit).
Atmospheric Hazards
Atmospheric hazards cannot be avoided, although gear can sometimes protect a character from them. Atmospheric hazards are not considered area effects.
- Corrosive Atmosphere (Cl 4)
- A corrosive atmosphere has chemicals that can eat away at everything from armor to organic flesh. Each round a character is exposed to a corrosive atmosphere, make an attack roll (ld20+S) against the character's Fortitude Defense. If the attack succeeds, the character takes 2d6 points of acid damage. If the attack misses, the character takes half damage that round.
- Toxic Atmosphere (Cl 6)
- A toxic atmosphere is filled with chemicals that harm most living beings. Each round a creature is exposed to a toxic atmosphere, make an attack roll (ld20+S) against the character's Fortitude Defense. If the attack succeeds, the creature takes 1d6 points of damage and moves -1 persistent step on the condition track (see Conditions). If the attack misses, the creature takes half damage that round and does not move down the condition track.
- Vacuum (Cl 8)
- When a creature is exposed to vacuum, make an attack roll (ld20+20) against the character's Fortitude Defense. If the attack succeeds, the creature takes 1d6 points of damage and moves -2 steps down the condition track. If the attack fails, the creature takes no damage but moves -1 step down the condition track. The target cannot move back up the condition track until it is returned to a breathable atmosphere. A creature knocked unconscious by exposure to a vacuum automatically takes a cumulative 1d6 points of damage each round (that is, 1d6 the first round, 2d6 the second, 3d6 the third, and so on). If this damage ever exceeds the creature's damage threshold, it dies.
Blindness
A blinded creature can't see and takes a -2 penalty to Reflex Defense, loses its Dexterity bonus to Reflex Defense (if any), moves at half speed, and takes a -5 penalty on Perception checks. All opponents are considered to have total concealment to the blinded creature. All checks and actions that rely on vision (such as reading) fail automatically.
Crushing Hazards
Some hazards, such as hydraulic walls or doors, can deal continual crushing damage to anyone or anything trapped inside. Crushing hazards require no attack roll as long as the target is completely encompassed by the hazard.
- Trash Compactor (CL 10)
- The powerful hydraulic walls of a trash compactor normally take 10 rounds to close. Any creature inside the trash compactor once it closes completely takes 10d6 points of damage per round (no attack roll required). After 5 rounds, the walls retract, taking 10 rounds to open fully.
Disease
Diseases are viruses and other organisms that attack the immune systems of living creatures. Disease hazards always attack the Fortitude Defense of a target, ignoring equipment bonuses to Fortitude Defense, damage reduction, and shield rating. They cause persistent conditions if they move you down the condition track (see Conditions). The persistent condition cannot be removed until the disease is cured (see Treat Injury skill) or until the disease fails its attack roll against you twice. Unlike other hazards, some diseases may require special equipment or medicine to treat. Diseases affect only living creatures; droids and vehicles are immune. Airborne diseases are considered atmospheric hazards.
- Cardooine Chills (CL 2)
- The first time a character is exposed to the Cardooine chills, make an attack roll (ld20+2) against the character's Fortitude Defense. If the attack succeeds, the character takes 1d6 points of damage and moves -1 persistent step down the condition track (see Conditions, page 148). This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC 15 Treat Injury check.
- Krytos Virus (CL 5)
- The Krytos virus is a bioengineered disease produced by the Empire. The first time a creature is exposed to the Krytos virus, make an attack roll (ld20+10) against its Fortitude Defense. Apply a -5 penalty to the attack roll if the target is Human. If the attack succeeds, the creature takes 2d6 points of damage and moves -1 persistent step down the condition track (see Conditions). This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC 20 Treat Injury check. Using a bacta tank reduces the Treat Injury DC to 15.
Extreme Temperatures
The blistering desert of Tatooine or the chill winds of Hoth can quickly overcome even the toughest heroes, and creatures ill-equipped to handle such conditions quickly succumb to heatstroke or hypothermia. Extreme temperatures are not considered area effects.
- Extreme Heat or Cold (CL 4)
- Each hour a creature is exposed to extreme heat or cold, make an attack roll (ld20+5) against the character's Fortitude Defense. If the attack succeeds, the character takes 2d6 points of damage from heatstroke or hypothermia and moves -1 persistent step down the condition track (see Conditions). If the attack misses, the character takes half damage and does not move down the condition track. Heavy clothing or armor provides a +5 equipment bonus to your Fortitude Defense to resist extreme cold but imposes a -5 penalty to your Fortitude Defense to resist extreme heat. A creature suffering from heatstroke or hypothermia cannot regain hit points or improve its condition until it spends at least 1 hour in a normal environment.
Falling Objects
Just as creatures take damage when they fall, so too do they take damage when hit by falling objects. When a creature could be hit by a falling object, make an attack roll (using the attack bonus listed in Table 14-2: Damage from Falling Objects) against the target's Reflex Defense. If the attack succeeds, the target takes the listed damage. If the attack misses, the target takes half damage. This is considered an area attack. Objects of Fine and Diminutive size are too small to deal damage, regardless of the distance fallen. A falling object must land wholly or partly in a creature's fighting space to damage the creature.
The GM may adjust the damage depending on the circumstances. For example, a Colossal object might be extremely light (such as a gas-filled passenger balloon). Objects that are forced downward (such as a piston in ,a droid factory or a closing door) deal damage as if they were two size categories larger than they actually are. Additionally, if the target is at least three size categori es smaller than the falling object, the target cannot move unless it succeeds on a Strength check to lift the object off itself (see Table 14- 2 for the Strength check DC) or a DC 15 Acrobatics check to crawl out from underneath. The GM can modify the DCs for either check based on the circumstances; for example, a character might find herself trapped under an object that has openings or gaps that allow her to wriggle free.
Fire
A creature or character that takes fire damage also catches on fire. For each round that a creature is on fire, make an attack roll (ld20+5) against the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points offire damage; if the attack fails, the target takes only half damage. A character can put out the flames as a full-round action.
Poison
Poison hazards are toxins that can be ingested, inhaled, or contracted through contact. They always attack the Fortitude Defense of a target, ignoring equipment bonuses to Fortitude Defense, damage reduction, and shield rating. They cause persistent conditions if they move you down the condition track (see Conditions). The persistent condition cannot be removed until the poison is cured (see Treat Injury) or until the poison fails its attack roll against you once. Contact poisons can be applied to weapons; when a poisoned weapon damages the target, the poison then makes its attack against the target's Fortitude Defense.
A creature that dies from poison damage can be revived (see Treat Injury). However, reviving a creature doesn't remove the poison from its system; the poison must be treated separately.
A character wearing a functional breath mask is immune to inhaled poisons, including toxic gases and atmospheres. Poisons affect only living creatures; droids and vehicles are immune.
Poison | Attack Bonus | Damage | Condition Penalty | Fail Half? | Effect | Treat Injury DC | Source | ||
---|---|---|---|---|---|---|---|---|---|
Contact | |||||||||
Devaronian Blood-Poison |
+5 |
- |
-1 |
No |
Pain |
20 | GoI | ||
Trihexalon |
+20 |
10d6 |
-2 |
Yes |
Maiming and death |
30 | GoI | ||
Ingested | |||||||||
Bundar Root |
+5 |
- |
- |
No |
Memory loss |
15 | GoI | ||
Chuba Poison |
+10 |
- |
-1 |
No |
Stroke |
20 | GoI | ||
Irkush Poison |
+10 |
8d6 |
-1 |
Yes |
Death |
28 | GoI | ||
Knockout Drops |
+5 |
- |
-1 |
No |
Unconsciousness |
15 | Core | ||
Quongoosh Essence |
+5 |
- |
-1 |
No |
Blindness |
15 | GoI | ||
Inhaled | |||||||||
Dioxis |
+10 |
4d6 |
-1 |
Yes |
Death |
25 | Core | ||
Injected | |||||||||
Paralytic Poison |
+10 |
- |
-1 |
No |
Paralysis |
15 | Core | ||
Radiation
Radiation hazards always attack the Fortitude Defense of a target, ignore damage reduction and shield rating, and cause persistent conditions if they move you down the condition track (see Conditions, page 148). The persistent condition cannot be removed until the radiation is cured (see Treat Injury skill, page 74).
Each round a creature is exposed to a harmful dose of radiation, make an attack roll (ld20 + the radiation's attack bonus) against the target's Fortitude Defense. If the attack fails, the target shrugs off the radiation and suffers none of its effects. If the result hits, the target moves the -1 persistent step along the condition track (see Cond itions, page 14S) and takes an amount of radiation damage based on the radiation's strength, as shown in Table 14- 3: Radiation. The Treat Injury check DC to heal this radiation damage is dependent on the classification of the radiation.
A creature that dies from radiation exposure can be revived (see the revivify ability of the Treat Injury skill, page 74) . However, reviving a creature doesn't remove the rad iation from its system; the radiation must be treated separately.
Smoke
Characters breathing heavy smoke, ash, or other toxic gases are subject to smoke hazards. Each round a character is exposed to a smoke hazard, make an attack roll (ld20+5) against the ta rget's Fortitude Defense. If the attack succeeds, the target takes ld6 points of damage and moves - 1 step down the condition track (see Conditions, page 14S).lfthe attack fails, the target takes half damage and does not move down the condition track. Smoke grants concealment to characters within it (see Concealment, page 156). Smoke is an atmospheric hazard.
Gravity
Thee force that gravity exerts on a person determines how they develop physically as well as their ability to perform certain actions. In addition, gravity affects the amount of damage a character takes from falling. Gravity conditions may vary considerably from one environment to the next. However, for ease of play, the Star Wars Roleplaying Game presents four simplified gravity environments: normal gravity (O.S to 1.2 gl. low gravity (0.1 to O.S gl. high gravity (more than 1.2 gl. and zero gravity (less than 0.1 g). The following sections summarize the game effects for each type of environment.
Normal Gravity
Normal gravity imposes no special modifiers on a character's ability scores, attack rolls, or skill checks. Likewise, normal gravity does not modify a creature's speed, carrying capacity, or the amount of damage it takes from a fall.
Low-Gravity Environments
In a low- gravity environment, it becomes easier to move and lift heavy objects as well as perform Strength - related tasks. In addition, you take less damage from falling.
- Speed
- Your speed increases by one-quarter (round down to nearest square, minimum 1). This bonus applies to all of your modes of movement. Carrying Capacity: Your normal carrying capacity is doubled. In addition, you gain a +2 bonus on any Strength check made to lift or move a heavy unsecured object.
- Skill Check Bonuses
- You gain a +2 circumstance bonus on Strength-based skill checks (including Climb, Jump, and Swim checks).