| A | B | |
|---|---|---|
1 | Name | Description |
2 | Environmental and Other Hazards | |
3 | Collision | Collision occurs if a character impacts another creature or object while in flight. Collision deals Stun damage to both the character and the object (if a living creature) that the character has collided with. The amount of Stun damage dealt is based on the effective flight rank that the character was traveling at (to a maximum effective flight rank of 5). For every effective flight rank, the collision deals 20 + 2d10 Stun. If the collision is head-on with another moving creature or object, Stun damage is dealt based on the effective flight speed of both. Moving objects which are not flying are considered to have an effective flight speed of 1 for purposes of determining damage. If the collision is intentional by any creature involved, that creature must make a successful Unarmed attack roll and does not gain their Stun DT against the damage. If the character collides with an object or creature a size larger than herself, or a fixed-position object of equal size, the character’s flight comes to an abrupt halt (often followed by freefall or comical sliding down the impacted surface). If the character collides with an object which is a size smaller than herself, or equal to herself and also flying, all creatures involved in the impact must make a successful Agility check to avoid entering freefall. |
4 | ||
5 | Drowning | may occur if a character remains underwater without means of breathing beyond the point where she can hold her breath. A character may hold her breath for her Endurance in turns without difficulty. Once she has exceeded this time, she may make an Endurance check to hold her breath for an additional turn. Each successive turn after, she may make another Endurance check at a cumulative -1 penalty (to a maximum penalty of -3). Once the character fails an Endurance check, she begins to drown. A drowning character loses one END per turn. When she reaches 0 END, she has drowned. If she manages to get to air before this time, she will recover one lost END a minute. |
6 | ||
7 | Enervation | -10 to All Skills while inside an Enervation Field (this manifests as a headache that serves as the only warning of the field's existence). -1 End Penalty for each 30 minutes spent in Enervation Field. If Endurance is dropped below 3, you lose consciousness. If End is reduced to 0, character is liquified and dies (puddles aren't very lively). Enervation also disrupts most forms of magic, exacerbates wounds, and diminishes healing potions. Some Enervation Fields are stronger than normal, so watch out. |
8 | ||
9 | Falling | from a considerable height is likely to cause crippling injuries or death. For every full 10 feet of distance a character falls, the character takes 10 + 1d10 damage, to a maximum of 150 +15d10 for a fall from 150 feet or higher. This damage is applied to all limbs for purposes of crippling. Only half of a character’s Damage Threshold (DT) from armor applies, as well as full DT from perks (such as Tough Hide) or Medical spells. |
10 | Freefall | When a character is falling, and has no means of guiding her descent, the character is in freefall. Freefall continues until the character is able to gain control of her descent or impacts with the ground or another object below her. Damage for impact from a freefall is covered under Falling in the Environmental and Other Hazards rules. If a character is falling more than 150 feet, the character may attempt to break out of freefall if she has wings or another means that would allow flight. Doing so requires a successful Agility check at a penalty of -3. (Characters attempting to break out of freefall using self-levitation must instead make a Science check at -30.) If a character is falling such a sufficiently extreme distance that the GM rules the fall lasts multiple turns, the character may make this check once per turn until she succeeds or freefall is otherwise ended. |
11 | ||
12 | Magical Burnout | Should a unicorn choose to cast a spell which has a Strain value greater than their remaining Strain, they must check Endurance with a penalty equal to ([the total amount they have exceeded their Strain limit] / 10) rounded down with each additional spell. Failure causes the spell to fail and immediate magical burnout. While suffering magical burnout the Unicorn cannot cast -any- spells, and suffers a -5 to all checks from distracting pain. While in burnout, all Strain recovery rates are reduced by 10 (to a minimum of 0). The effects of Burnout remains until the unicorn has either recovered to full Strain or has gained a permanent increase in Endurance (such as from the Extra SPECIAL perk). |
13 | ||
14 | Rifts | In extreme cases, there is so little ambient magic in an area that it becomes a rift. Magic is nearly impossible to use while in a rift. Casters suffer a penalty to potency and ver of -4 or higher, and any energy expenditures cost health points instead. |
15 | ||
16 | Peaks | These are areas of ambient magical energy that are so concentrated that they become dangerous. In some ways these areas are even more hazardous than Rifts because some of the magical creatures that live within them occasionally grow tolerant to the conditions. While in a magic Peak, casters gain a bonus to potency and ver of +4 or higher. this causes a penialty equal of -10 per point increase, If a character rolls and fails whie in the peak on their casting test, their spell becomes uncontrollable, and they lose a number of health points equal to their strain spent. |
17 | ||
18 | MAGIC STORMS | Similar to Thunderstorms, except getting struck by lightning causes wild and unpredictable spell effects, at the GM’s discretion. Everything from transmutation into a cactus or potted plant, to random teleportation, or unusual elemental damage. Magic storms are also usually accompanied by strong magical Aspects, plateaus or even peaks. |
19 | ||
20 | Poisons | can be resisted with a Poison Resistance roll. Each administering of the poison is resisted separately. If the resistance roll succeeds, the poison has no effect. If poisons are administered by a weapon using burst or auto fire, the poison can only be applied successfully once per attack, but the resistance roll must be made per bullet which hits until failed. Most poisons and attacks have damage that recovers over time. If the recovery time of a poison or similarly damaging attack is not stated, use the following guideline: |
21 | Weak | recover one lost SPECIAL point every ten minutes |
22 | Moderate | recover one lost SPECIAL point every hour. |
23 | Strong | recover one lost SPECIAL point each day. With a full day of rest, she may recover all lost SPECIAL points if she makes a successful END check at a penalty of -1. |
24 | Deadly | once per day, the character may recover one lost SPECIAL point if she makes a successful END check at a penalty of -3. |
25 | ||
26 | Radiation | builds up in a character’s body. For every Exposure Interval (EI) that the character is exposed to radiation, she absorbs an amount of rads equal to the amount of rads the hazard inflicts reduced by her radiation resistance. The length of an EI is determined by the hazard. Passing through a warehouse of seeping barrels of glowing goo will likely inflict Rads every turn, while passing near a megaspell crater will probably only inflict Rads every hour. Rad-inflicting consumables, such as irradiated food, inflict their radiation only once. (Note: the boost to radiation resistance from equipment such as radiation suits do not reduce rads from consumed sources, but the radiation resistance boost from magic or chems will.) Rads are cumulative. When a character’s rads increase beyond certain levels, she takes damage to her SPECIALs according as below, reducing the SPECIALs affected (minimum 1). 0-199 No Effect No Damage 200-399 Minor Radiation Poisoning -1 END 400-599 Advanced Radiation Poisoning -2 END, -1 AGI 600-799 Critical Radiation Poisoning -3 END, -2 AGI, -1 STR 800-999 Deadly Radiation Poisoning -3 END, -2 AGI, -2 STR 1000+ Fatal Radiation Poisoning Death This damage remains until her accumulated rads are reduced to a lower level. |
27 | ||
28 | Sleep Deprivation | also results in SPECIAL loss. The EI for sleep deprivation is 12 hours (if using a 16-hour day, or 16 hours if using a 24-hour day). Characters lose one SPECIAL at the end of every EI that they have stayed awake. SPECIALs are lost in the following order: Agility, Intelligence, Perception, Endurance. |
29 | ||
30 | (Example: Father White-Eyes and Cherry Topping have stayed awake for 96 hours. Cherry Topping is suffering -2 to Agility and Intelligence, -1 to Perception and Endurance. Father White-Eyes, being a ghoul, is just fine.) | |
31 | ||
32 | These losses will drop the SPECIAL to a minimum of 1. Once the character loses more than one point of Perception, hallucinations may begin. Death does not actually occur from sleep loss, although the severely compromised Endurance of somepony suffering sleep deprivation can make sickness and other hazards far more deadly. | |
33 | ||
34 | A solid hour of sleep regains a lost SPECIAL. SPECIALS lost to sleep deprivation are regained in reverse order. | |
35 | ||
36 | Exreme weather | will have Exposure Intervals and may offer resistance rolls to avoid damage. (Example: A Crimson’s Caravans detachment traveling in the Frozen North finds themselves facing extreme cold which deals -1 AGI damage (minimum 0) then -1 END (minimum 0) with an EI of one hour and an END roll to resist with a bonus of +1 to +3 for suitable winter barding. Fortunately, huddling together in shelter around a campfire will allow them to regain lost SPECIALs.) |
37 | Adverse conditions | Flight and navigation can be hampered by adverse conditions, including poor visibility, combat and extreme weather. These conditions can impose a -1 to -3 penalty to Agility checks for flight and a -10 to -30 penalty to Survival checks for navigation. In combat, penalties for different types of adverse conditions can stack beyond the normal maximum of -3 for SPECIAL checks and -30 for Skill checks. Failure for an Agility check can result in freefall or being swept up in the adverse weather. |
38 | ||
39 | Adverse conditions can artificially increase or reduce a flying character’s effective flight rank. Strong head winds can reduce flight rank by up to two effective levels to the character’s movements rates. Strong tail winds can add an effective level of flight rank to the character’s movement rates. | |
40 | ||
41 | Flying characters who are ascending at more than a casual angle (generally, any angle over 45 degrees) loses an effective flight rank. Flying characters who are descending in a steep dive gains an effective flight rank. | |
42 | ||
43 | Effective flight rank only applies to movement rates and meeting requirements for performing Pegasus Tricks. If a character’s effective flight rank is lower than the Flight Rank required to perform a Trick, she are too hindered to perform it. However effective flight rank does not change the effectiveness of Pegasus Tricks she can perform. Nor does it alter the character’s defensive bonuses (if any) granted by her Flight Rank perks. Effective flight rank cannot allow a character to perform a pegasus trick that they have not learned (although there have been rare cases when the pegasus trick corresponded to the pegasus’ Special Talent). | |
44 | ||
45 | If a character is carrying more than her Carry Weight allows, the character’s effective flight rank drops to 1 in addition to the normal penalty for being over-encumbered. If the character is encumbered enough to drop her Agility to 0, she loses the ability to fly. | |
46 | ||
47 | When pulling a wagon or other vehicle that is up to one size category larger than herself, a flying character can use the Pegasus Trick Haul to negates the encumbrance-based drop in effective flight rank to 1 and reduces the Agility penalty caused by the weight of the vehicle and its contents to -3. This drop in Agility will still cause the effective flight rank of the character to drop if the character no longer meets the prerequisites for their Flight Rank perks. | |
48 | ||
49 | Crippling | Crippled limbs give a -3 penalty on all Strength and Endurance checks, and a -30 to all attack rolls with weapons using those limbs, as well as a corresponding drop in damage for Melee and Unarmed attacks. A crippled head gives a concussive -3 penalty to all Perception rolls. A crippled torso increases all AP costs by 10. A crippled leg will severely impede movement, doubling move AP for each crippled leg. With three crippled legs the victim will be stricken immobile. A character with even one crippled leg cannot pull a wagon or other vehicle. A crippled wing reduces a character’s effective flight rank to 1 and negates any penalties to attacks against her that an opponent would normally take due to her Flight Rank perks. Having both wings crippled renders a character unable to fly. If both wings are crippled, the character must make a succeed on an Endurance check or enter freefall. Success allows the character to make a controlled fall, landing safely. A character with a crippled wing cannot haul a vehicle through the air. If a flying character is hauling a vehicle and suffers a crippled wing, the character loses the benefit of Haul and must immediately make an END check as per having two crippled wings. Crippled limbs may be cured with the right medical spells or with a successful medicine check and the use of a Doctors Bag. If a crippled limb is not treated, any further damage to that limb runs the risk of severing or destroying the limb entirely. Severed limbs can be re-attached with the right medical spells shortly after dismemberment. Disintegrated or completely destroyed limbs cannot be replaced so easily. Needless to say, while most re-attached limbs regain full functionality, re-attaching a severed head will not bring a character back to life. An alicorn or unicorn whose shattered (or otherwise lost) horn has been repaired may make an Endurance roll at a penalty of -3 each day to regain a point of lost Potency. A horn may be targeted at a penalty of -50 for ranged attacks or -35 for melee or unarmed attacks. However, the horn is not a normal hit location and cannot be hit without being specifically targeted. Horns can take an amount of damage equal to half the character’s full HP (rounded up) before being crippled. However, horns are inherently magically resilient, possessing extra DT equal to the unicorn’s or alicorn’s Potency (plus any bonus from perks), and a bonus to Damage Reduction equal to double her Potency. A crippled horn is severely painful and makes all spellcasting require a successful Science check and inflicts a -30 penalty on all spell casting which stacks with any other penalties. All other actions are at a penalty of -10 which stacks with any other penalties. Additionally, all spells cost an extra +10 strain. If a horn is crippled through a critical hit, the horn is shattered, reducing her Potency to 0, making spellcasting impossible, and increasing the penalty for all other actions to -20. A character may use a React action to target a unicorn’s or alicorn’s horn while she is casting. A successful hit, regardless of damage, will cause the caster to lose the spell. The caster may make an Endurance check at a penalty of -1 for every full ten points of damage dealt (to a minimum effective END of 1) to attempt to recover the strain. A tail may be targeted for circumstantial effects (such as disarming a character using Tail Trick), but attacks to the tail do not cause any loss of health and the tail is not a normal hit location. |