Hazards
Troubles while adventuring don't only come from adversaries. If a creature is not careful, they can easily fall prey to traps, environmental hazards or simply fall to their deaths. This chapter talks about how to handle such situations and examples that the Fates can use as reference.
General Damage
Traps and damage can be at varying levels of severity. A trap designed to kill a human might not do much against a dragon. When designing traps, keep in mind who the target is for and use the table below to determine the right DC and Damage to apply:
| Tier | DC | Negligible Damage | Severe Damage | Deadly Damage |
| 0-Mortal | 1 | 2 | 5 | 7 |
| 1-Awakened | 2 | 4 | 9 | 14 |
| 2-Defiant | 5 | 7 | 17 | 26 |
| 3-Unbound | 8 | 8 | 21 | 34 |
| 4-Ascendant | 11 | 12 | 30 | 48 |
| 5-Sovereign | 14 | 14 | 35 | 48 |
| 6-Absolute | 17 | 19 | 48 | 77 |
Suffocation
Most creatures in Home Defiant require air to breathe unless specified. Regardless, when a creature could not breathe, they are able to hold their breath for a number of minutes equal to
Falling
When the ground beneath a creature disappears or the creature jumps off a cliff, they are considered to be falling. At the end of a creature's turn, if a creature is falling, they are moved 300m towards the ground at the end of their turn. Upon landing, a creature will
No comments to show