Other Hazards

Darkness

In complete darkness, you cannot Dash or hit targets with ranged attacks. Further, melee attacks in darkness are made with Disfavor.

Torches & Lanterns

Torches and Lanterns illuminate 10 meters with bright light and an additional 10 meters with dim light. Lighting a torch or lantern requires an action, flint and tinder or some other fire source.

Torches and lanterns must be carried in one hand, taking up one of your readied item slots, meaning you cannot wield a two-handed weapon and hold a torch or lantern. Dropping a torch or lantern has a 1 in 6 chance that the flame goes out and leaves you in darkness. A torch can be used as a club that deals fire damage. A successful attack with a torch also has a 1 in 6 chance of putting the flame out.

Torches and lanterns can burn for one shift before they burn out or run out of fuel.

Poison

Poisons are measured by their potency. A poison's potency determines how hard it is to resist; a weak poison has a potency of 9, a moderate poison has a potency of 12, and a strong poison has a potency of 15 or more.

Poisons have three primary gateways: ingested/injected, inhaled, and contact. This determines how the victim is affected by it.

Whenever you are affected by poison, you roll against your CON with a Threshold of the Poison's Potency. Failure means you suffer the poison's full effect, success means you resist it, and success under the Potency means you suffer the limited effect.

Disease

Similar to poison, disease is rated by its Virulence. When exposed to a disease, you make a roll against your CON with a Threshold equal to the disease's virulence. Success means you resist the disease; failure means you catch it. Success under the Virulence means you suffer the symptoms but not the disease.

Each disease has its own symptoms and effects on the victim. You make a new roll each day to see if you recover from the illness.

Healing

An ally can assist your recovery by rolling against a Healing roll in the place of your CON roll for the day. Unless precautions are taken, your caretaker risks contracting the disease as well.

Falling

Falling from a height onto a hard surface inflicts 1d6 damage for every two meters you fall. A successful roll against Athletics (AGI) cuts this damage in half. Armor does not protect against this damage.

Drowning and Suffocation

A character can hold its breath a number of rounds equal to its CON Base Talent. Each round beyond this starts ticking down your Death Clock.

Hunger

A character must eat one ration worth of food each day. Failure to do this leaves the character Hungry, and they cannot heal HP or WP or reset their Death Clock or Conditions without the aid of magic until they eat.

Further, each day you go without food reduces your Death Clock by one. When it reaches zero, you die from starvation.

Cold or Heat

Extreme cold and heat are equally dangerous. Each shift you are exposed to the elements requires a roll against Bushcraft. In some extreme circumstances, you may need to make the roll more often.

On a failure, you lose d6 HP and WP, and can no longer heal in these conditions. When you reach zero HP from the elements, you die from the next failed roll.

Sleep Deprivation

You need at least one shift of sleep every day. After three days without sleep, you can no longer heal WP or recover Conditions. You also lose d6 WP each day without sleep. When you reach zero WP, you fall unconscious and sleep for at least a shift. You cannot be awakened during this shift. Once you've slept for at least one shift, you can heal WP and Conditions as usual.

Willpower & Strain

Your Willpower maximum is equal to your RES score. If your Willpower reaches zero, you start ticking your Strain Clock. Your Strain Clock has a number of ticks equal to your RES Base Talent.

Using Strain:

On your turn, you may spend points of strain for access to temporary Willpower. Each tick you spend grants you 1d6 Willpower to spend as normal for casting or maintaining spells.

Having Zero Strain

If this clock loses its last tick, your connection to magic is severed until you regain at least 1 Strain.

Recovering Willpower:

Each Stretch you spend in uninterrupted meditation or prayer allows you to recover 1d6 WP or 1 tick from your Strain Clock.

Exhaustion

Exhaustion is a condition of being physically and mentally drained. While exhausted, you cannot heal HP, recover WP, or remove conditions. Further, all rolls while exhausted are made with Disfavor.

You can recover from being exhausted at the end of a Shift Rest.