When exploring fragments you may encounter a variety of hazards that can harm you. Hazards are divided into categories for ease of viewing.
This reference page is not a holistic list and is used to guide your game. Other hazards, dangers, or other mechanics can be made by the GM for your game.
Hazards posed from falling or colliding with other objects are detailed within the Fall & Crash Damage section of the Damage & Healing page as the method for calculating it’s damage and impact is more complicated than the hazards listed here.
Falling into or being otherwise exposed to certain dangerous substances can be hazardous to your health. Different substances pose varying levels of danger to you. Common substances are listed below, but other substances can pose a threat to you at the GM’s discretion.
Acid & Fire
Acid and Alkali. You suffer 2d6 acid damage every 6 seconds (1 round) when at least 20% of your body is exposed or coated in acid (or a toxic alkali). You remain exposed to any acid that you came into contact with for up to 12 seconds (2 rounds) after exposure, unless neutralized with a base or other means.
Fire. You suffer 1d6 fire damage at the start of turn when at least 20% of your body is exposed to a fire. You also suffer 1d6 fire damage when you run through or otherwise expose yourself to a fire on your turn. You can only take damage from fire in this way once on your turn.
Molten Rock or Metal. Any time at least 20% of your body is exposed to molten rock or metal, you suffer 1d6 fire damage for every second (or 6d6 damage each round). After 6 seconds (or 1 round) you suffer the Skin and Nerve failure grievous injuries (as explained under Organ Failures in Grievous Injuries).
Arcana Crystal. Typically arcana crystals are inert and pose no danger, but when they fracture they release a shockwave of arcane force. For every 5 grams of weight the arcana crystal has, it creates a 1 foot diameter sphere of energy centered on itself. This sphere does not radiate outwards, but simply materializes. All creatures within the area of effect must make a DC 20 fortitude saving throw. On a failed save, it takes 1d12 laser damage + 1 additional laser damage for every 5 grams of material that detonated, or half damage on a success. Afterwards the crystal becomes inert and powerless.
Minor Electric Shock. When you are exposed to a minor but painful electric shock (such as an electric fence) you suffer 1d6 non-lethal lightning damage and must succeed a DC 15 Fortitude saving throw or become stunned for 1 round.
Major Electric Shock. When you are exposed to a massive, deadly jolt of electricity (such as a lightning bolt) you suffer 8d6 lightning damage, become stunned for 1 minute, and suffer the Heart Arrythmia ailment until cured.
Plasma. When you are exposed to a massive amount of plasma, you suffer 1 plasma damage for each 1% of your body that came into contact with the substance and suffer a limb detachment of each limb or body part that came into contact with the plasma.
Generally, water is relatively harmless, assuming you do not drown (see breathing above). However, water above or below specific temperatures can be dangerous to your health.
Frigid Waters ( < 40F ). You gain 1 exhaustion every 5 minutes you spend with at least 20% of your body submerged in frigid water unless you are in power armor or have other protections. If you gain at least 3 levels of exhaustion from frigid waters within any 30 minute period, you gain the Nerve Damage ailment until cured.
Heated Waters ( > 140F ). You suffer 1d6 fire damage every 1 minute you spend with at least 20% of your body submerged in heated waters unless you are in power armor or have other protections. If you suffer a total of 10 damage from heated waters you suffer the Skin Damage ailment until cured.
Boiling Waters ( > 180F ). You suffer 1d6 fire damage every 6 seconds (1 round) you spend with at least 20% of your body submerged in boiling waters unless you are in power armor or have other protections. If you suffer a total of 10 damage from heated waters you suffer the Skin Damage ailment until cured.
Power Armors in Water. As noted above, power armor can be used to provide some protections against extreme water temperatures. However, light and medium power armor only provides this protection for the first 1 hour of exposure after which, you become affected by the temperature. Heavy power armor lasts up to 8 hours before the temperature causes penalties.
High or low environmental temperatures are dangerous to your body. They can also turn normal, non-hazardous environments into incredibly perilous situations. Listed below are the effects of being exposed to dangerous cold or heat.
Cold temperature hazards occur when you are in an environment with a frigid or freezing ambient temperature.
Wearing proper attire can help to mitigate the effects of intense cold temperatures. Proper attire for cold temperature hazards includes wearing a full set of industrial or cold weather clothing (clothes, boots, and jacket) or a full suit of non-broken power armor. Clothing ceases to provide any benefits if it becomes wet or no longer can cover all of your extremities.
Dangerous Cold (30F or less). When exposed to dangerous cold, you suffer 1 exhaustion every 4 hours. If you are wearing proper attire, you do not gain any exhaustion due to exposure.
Extreme Cold (-30F or less). While exposed to extreme cold, you suffer 1 exhaustion every minute. After 10 minutes of exposure, any body part exposed to the elements will suffer a grievous injury.
If you are wearing proper attire, you gain 1 exhaustion every 8 hours.
The exact grievous injury received after exposure to extreme cold varies depending on the nature of the exposure. The most common grievous injury would be an effect similar to a Limb Fracture (if it’s a limb that is exposed) or Skin Organ Failure. However, other grievous injuries can be applied such as Eye Organ Failure or Lung Organ Failure depending on the temperature severity. Similarly, more than one grievous injury can be applied to a character exposed to extreme cold for any extended duration longer than 10 minutes.
Hot temperature hazards occur when you are in an environment with a tremendous amount of heat.
For hot temperatures (excluding deadly heat), proper attire includes any athletic, casual, hiking, poor or street clothes manufactured for a hot weather fragment. Similarly, wearing no or limited amounts of clothing will provide relief from hot temperatures.
Jackets, gloves, or power armor are not considered appropriate attire, though fibers can be worn safely.
Dangerous Heat (90F or greater). When exposed to dangerous heat, you suffer 1 exhaustion every 4 hours. If you are wearing proper attire, you do not gain any exhaustion due to exposure.
Extreme Heat (120F or greater). While exposed to extreme cold, you suffer 1 exhaustion every 15 minutes. If you are wearing proper attire, you gain 1 exhaustion every 8 hours.
Deadly Heat (300 F or greater). While you are exposed to deadly heat, you suffer 1d6 fire damage every minute. After 2 minutes you suffer the Skin Damage ailment until cured. If you wear industrial boots, gloves, and clothing, you do not take this damage or suffer Skin Damage, instead gain 1 exhaustion every 10 minutes.
Hazardous weather on fragments can pose a unique challenge to unsheltered individuals. Common weather hazards are listed below, but other types of weather can pose a threat to you at the GM’s discretion. Weather hazards are only applicable in the most extreme cases, for instance, a blizzard is for very heavy snowfall and not any snow fall.
Additionally, the listed weather hazards effects can be combined if the environment’s weather contains multiple kinds of hazards. For example, a hurricane would be a simultaneous extreme wind and heavy rainfall hazard.
These hazards are the effects on a creature within the weather. The environment may also be affected. For instance, vehicles being flipped over or dragged by extreme wind is likely to occur in such weather. Likewise, smooth ramps or walls may be impossible or incredibly difficult to scale in the rain.
Acid Rain. When caught in acid rain, you take 1 acid damage every minute if you have any exposed skin.
Blizzard. When caught in a blizzard you become blinded unless wearing a visor, power armor, or sealed eye protection, such as a pair of googles. If you are, your visibility is reduced to 30 feet.
Extreme Sunlight. When you are exposed to extreme sunlight for a total of 4 hours within a 24-hour time span, you suffer Chronic Skin Injury (see grievous injuries). If left untreated, it will transition to Skin Organ failure if you are exposed for an additional 24 hours. Using sunblock or having full body coverings (such as power armor) will prevent this effect.
Hail. When caught in hail you take 1 cold damage every minute if you have any exposed skin.
Heavy Rainfall. When caught in heavy rainfall your awareness is reduced by 5, and you must succeed a DC 15 Dexterity saving throw when you take the Dash action. On a failed save you fall prone.
Dense Fog. When caught in dense fog your visibility is reduced to 30 feet.
Sandstorm. When caught in a sandstorm you become blinded unless wearing a visor, power armor, or sealed eye protection, such as a pair of googles. If you are, your visibility is reduced to 30 feet.. Additionally, you suffer 1 physical damage every 10 minutes if you have any exposed skin.
Toxic Fumes. When caught in toxic fumes or otherwise dangerous gases (such as the smoke of a building fire) you gain 1 level of exhaustion for every minute you are breathing in the fumes, and you are unable to recover your ability to hold your breath until you are outside of the fumes for at least 5 minutes.
Heavy Wind (40 mph or more). When caught in a heavy wind, you must spend 2 feet of movement speed for every 1 foot you move against the wind. In addition, all ranged attack rolls made with a Bow or Sniper are made with disadvantage.
Extreme Wind (140 mph or more). When caught in an extreme wind, you must spend 4 feet of movement for every 1 foot you move against the wind. In addition, all range attacks rolls are disadvantaged and attacks with bows and snipers automatically fail, unless within short range.
Every minute that you are exposed to extreme wind, all large or smaller sized creatures that are not anchored to a secure object or surface must make a DC 18 Fortitude save to not be knocked prone. This DC is reduced by 1 for every 100 pounds the creature weighs. If knocked prone by the wind, you are dragged 15 feet immediately in the direction of the wind until you hit an obstacle, and you are dragged an additional 15 feet at the start of your turn. When you attempt to get up from prone, you must repeat this saving throw. On a failed save, you lose half of your remaining movement (if any).