Difference between revisions of "Hazards (IB)"
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== Radiation == | == Radiation == | ||
| + | Radiation represents cumulative, invisible harm caused by exposure to charged particles, neutrons, gamma rays, and secondary showers. Unlike Harm, it often manifests late and escalates unpredictably. | ||
| + | |||
| + | ==== Exposure ==== | ||
| + | Radiation exposure occurs when characters operate: | ||
| + | * Near the Sun, fusion reactors, flares, or Solar Alchemy remnants. | ||
| + | * In the orbital zone of the inner moons of Jovian space. | ||
| + | * Around damaged reactors, isotope work, or breached shielding. | ||
| + | * Under sustained beam, flare, or particle storm conditions. | ||
| + | |||
| + | Exposure is rated by '''Intensity''' (Low, Moderate, Severe) and '''Duration''' (Momentary, Prolonged, Chronic). | ||
| + | |||
| + | ==== Radiation Clock ==== | ||
| + | Radiation damage uses an 8-tick '''Radiation Clock'''. | ||
| + | |||
| + | * '''Low exposure''': 1 tick | ||
| + | * '''Moderate exposure''': 2 ticks | ||
| + | * '''Severe exposure''': 3 ticks | ||
| + | |||
| + | There is no upper limit to the intensity of radiation, extreme cause can cause even more ticks. | ||
| + | Protective gear can reduce ticks by one, shutters, and shielding may reduce ticks by 1 or more. | ||
| + | Water is a very effective barrier to radiation, but anything will do, if not as efficient. | ||
| + | |||
| + | Much radiation action will involve characters moving from cover to cover. | ||
| + | Starting out hiding behind a water tank, characters have to move out of cover in order to take action, whether combat, rescuing victims, or salvaging an objective. In such situations, tricks of radiation are an additional consequence of each action. | ||
| + | Likewise, vehicles can hide behind terrain like asteroids or terrain but have to pop up in order to act. | ||
| + | |||
| + | When the Radiation Track fills, start a new one with any overflow and keep track of the number of filled clocks (you can use a second 8-tick clock for this), and if it is the '''third''' or later clock, also apply immediate Level 1 Harm. | ||
| + | Typical Harm effects include fatigue, nausea, headaches, bleeding, burns, and confusion. | ||
| + | |||
| + | The more insidious effect is long-term. After the operation is done, the target suffers one Harm of each level equal to the number of tracks filled. The first Harm is Level 1, the second in Level 2, the third is level 3, the fourth is Level 5, and so on. Each instance of damage can be resisted using Prowess, reducing that damage by two levels. High-level damage comes with effects like bone marrow failure, cancer, neurlogical detoriation, immunity system collapse, and genetic damage. | ||
| + | |||
| + | ==== Resistance ==== | ||
| + | Radiation ticks are consequences that can be resisted, reducing the ticks suffered by 2. | ||
| + | This is separate from other resisting any other consequences. | ||
| + | |||
| + | It is also possible to resist the long-term damage using [[Actions (IB)#Prowess|Prowess]], each resistance reduces the level of that instance of Harm by 2. | ||
| + | |||
| + | ==== Treatment ==== | ||
| + | Radiation damage is treated somewhat differently than other damage, but in game terms it is reduced in the same was as any other damage. A Neme will keep track of radiation damage suffered, so there is a prognosis of the damage to be suffered. | ||
Revision as of 16:58, 21 December 2025
| Starfox's Blades Hack |
A compilation of common consequences and hazards.
Harm
This consequence represents long-lasting debility — or death.
| Level | Description | Example | Penalty |
| 6+ | Disintegrated | Cut to pieces | Instant death |
| 5 | Dismembered | Lost leg | Need help within 1 minute |
| 4 | Fatal | Macerated leg | Need help within 1 hour |
| 3 | Severe | Shattered leg | Need help within 24 hours |
| 2 | Moderate | Wounded leg | –1d |
| 1 | Lesser | Drained, Battered | Reduced Effect |
- Further Harm Examples
- Disintegrated (Level 6): Flattened, Cut Into Pieces, Brain Dead.
- Dismembered (Level 5): Lost Limb, Crushed Torso, Coma.
- Fatal (Level 4): Electrocuted, Drowned, Mauled limb, Catatonic.
- Severe (Level 3): Impaled, Broken Leg, Punctured Chest, Badly Burned, Terrified.
- Moderate (Level 2): Exhausted, Deep Cut to Arm, Concussion, Panicked, Seduced.
- Lesser (Level 1): Battered, Drained, Distracted, Scared, Confused.
Harm such as Drained or Exhausted is a good fallback consequence when nothing else is immediately threatening — for example, after spending all night Studying old books in search of a foe’s weakness.
- Tracking Harm
When you suffer Harm, record the specific injury on your character sheet at the level of Harm you suffer. See the harm tracker and examples below.
Your character suffers the penalty listed for a row if any Harm recorded in that row applies to the current situation. For example, if you have Tired as Lesser Harm, you suffer reduced Effect when trying to run.
When you are affected by Severe Harm (Level 3) or worse, your character is incapacitated and cannot act unless you receive help from another character or Push yourself to act. You still get the normal benefits of Pushing; desperate action has its rewards.
If you need to mark Harm but the appropriate row is already full, the Harm moves up to the next row:
- If you suffer Moderate Harm but the Level 2 row is full, it becomes Severe Harm.
- If you suffer Harm that must be recorded in the bottom row and there is no space, your character immediately dies.
Harm Track
| Level | Harm Boxes | Penalty | |
| 5 | Need help within 1 minute | ||
| 4 | Need help within 1 hour | ||
| 3 | Need help within 24 hours | ||
| 2 | -1d | ||
| 1 | Reduced Effect | ||
Level 6 harm is not on the character sheet as it is instantly fatal.
- Example
This example character has three Harm: Drained and Battered (both Level 1) plus Shattered Right Leg and Head Trauma (both Level 3). If they suffer another Level 1 Harm, it moves up to Level 2. If they suffer another Level 3 Harm, it moves up to Level 4: Fatal. If they suffer Level 1 Harm three times, it will fill both Moderate Harm boxes and a level 4 box, Fatal.
| Level | Harm Boxes | Penalty | |
| 4 | Need help within 1 hour | ||
| 3 | Shattered leg | Head trauma | Need help within 24 hours |
| 2 | –1d | ||
| 1 | Drained | Battered | Reduced Effect |
Recovering Harm
At the end of an operation, all Harm is reduced by one level of severity. Further recovery is done using the Heal downtime activity. There are also special methods, notably the Philosopher's Medicine ability and the Praxic's Surgeon ability.
Degrav
Radiation
Radiation represents cumulative, invisible harm caused by exposure to charged particles, neutrons, gamma rays, and secondary showers. Unlike Harm, it often manifests late and escalates unpredictably.
Exposure
Radiation exposure occurs when characters operate:
- Near the Sun, fusion reactors, flares, or Solar Alchemy remnants.
- In the orbital zone of the inner moons of Jovian space.
- Around damaged reactors, isotope work, or breached shielding.
- Under sustained beam, flare, or particle storm conditions.
Exposure is rated by Intensity (Low, Moderate, Severe) and Duration (Momentary, Prolonged, Chronic).
Radiation Clock
Radiation damage uses an 8-tick Radiation Clock.
- Low exposure: 1 tick
- Moderate exposure: 2 ticks
- Severe exposure: 3 ticks
There is no upper limit to the intensity of radiation, extreme cause can cause even more ticks. Protective gear can reduce ticks by one, shutters, and shielding may reduce ticks by 1 or more. Water is a very effective barrier to radiation, but anything will do, if not as efficient.
Much radiation action will involve characters moving from cover to cover. Starting out hiding behind a water tank, characters have to move out of cover in order to take action, whether combat, rescuing victims, or salvaging an objective. In such situations, tricks of radiation are an additional consequence of each action. Likewise, vehicles can hide behind terrain like asteroids or terrain but have to pop up in order to act.
When the Radiation Track fills, start a new one with any overflow and keep track of the number of filled clocks (you can use a second 8-tick clock for this), and if it is the third or later clock, also apply immediate Level 1 Harm. Typical Harm effects include fatigue, nausea, headaches, bleeding, burns, and confusion.
The more insidious effect is long-term. After the operation is done, the target suffers one Harm of each level equal to the number of tracks filled. The first Harm is Level 1, the second in Level 2, the third is level 3, the fourth is Level 5, and so on. Each instance of damage can be resisted using Prowess, reducing that damage by two levels. High-level damage comes with effects like bone marrow failure, cancer, neurlogical detoriation, immunity system collapse, and genetic damage.
Resistance
Radiation ticks are consequences that can be resisted, reducing the ticks suffered by 2. This is separate from other resisting any other consequences.
It is also possible to resist the long-term damage using Prowess, each resistance reduces the level of that instance of Harm by 2.
Treatment
Radiation damage is treated somewhat differently than other damage, but in game terms it is reduced in the same was as any other damage. A Neme will keep track of radiation damage suffered, so there is a prognosis of the damage to be suffered.