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Hazards

Rules • Home Defiant TTRPG

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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 1 + Vigor (minimum 1) minutes. When their breath runs out, they will begin to drown. At the start of each of their turn, they must make a Survival + Vigor check against DC 1. On a success, they are unharmed. On a failure, they gain 1 Shallow Wound. Regardless of success, the DC for the check is increased by 1 for the next turn.

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 gain 1 Wear for every 3m they fell. As a reaction (+1s) to landing, a creature can tuck and roll by performing a Survival + Dexterity check. Reduce the amount of damage taken for every hits rolled.

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Hazards

Rules • Home Defiant TTRPG

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