MLP Hazards

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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, atmospheric phenomena, 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 (CR 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 Heal check and a medical kit).
  • Corrosive Gas (CR 4): A corrosive gas consists of chemicals that can eat away at everything from metal to organic flesh. Each round a character is exposed to a corrosive gas, 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.
  • Extreme Heat or Cold (CR 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, page 148). 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 (CR variable)

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 Stablemaster 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.

CRObject SizeExampleAttackDamageStrength DC
1/2TinyLight tool, cake-51d45
1SmallHeavy tool, bucket, flower pot-21d610
2MediumLocker, heavy armor, pony+02d615
4LargePiano, small vehicle+24d620
8HugeMedium-sized vehicle+58d625
12GargantuanLarge Vehicle, small building+1012d635
20ColossalBuilding+2020d645
  • Fire (CR variable)

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+CR) against the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points of fire damage; if the attack fails, the target takes only half damage. A character can put out the flames as a full-round action.

  • Poison (CR variable; see specific description) 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, page 148). The persistent condition cannot be removed until the poison is cured (see Treat Injury skill, page 74) 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 the revivify ability of the Treat Injury skill, page 74). 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 (see page 136) is immune to inhaled poisons, including toxic gases and atmospheres. Poisons affect only living creatures; droids and vehicles are immune.

    • Knockout Drops (CR 2): When a creature ingests knockout drops, make an attack roll (ld20+5) against the target's Fortitude Defense. If the attack succeeds, the target takes moves -1 step along the condition track. The poison attacks each round until cured with a successful DC 15 Treat Injury

check.

    • Paralytic Poison (CR 5): When a living creature is injected with a paralytic poison, make an attack roll (ld20+ 10) against the target's Fortitude

Defense. If the attack succeeds, the target moves -1 step along the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious. The poison attacks each round until cured with a successful DC 15 Treat Injury check.

  • Smoke (CR variable)

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).

  • Toxic atmosphere (CR 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, page 148). If the attack misses, the creature takes half damage that round and does not move down the condition track.

Table: States of Being

StateCharacter LevelGradeCR
Ability Damaged X(1)
Ability Drained X(3)
Blinded 2
Blown Away 2
Checked 1
Confused 4
Cowering X(4; HP dep; Fear)
Dazed 0
Dazzled 0
Dead 7
Deafened 1
Disabled 6
Dying X(7)
Energy Drained X(4)
Entangled 1
Exhausted 1
Fascinated 2
Fatigued 0
Flat-Footed 2
Frightened X(1; HP dep; Fear)
Helpless 3
Incorporeal 6
Invisible 2
Knocked Down 1
Nauseated 3
Panicked X(2; HP dep; Fear)
Paralyzed 3
Petrified 6
Pinned 2
Prone 0
Shaken X(0; HP dep; Fear)
Sickened 0
Stable 6
Stunned X(1; HP dep.)
Unconscious 1