Wasteland HERO

The Post-Apocalyptic Role Playing Sourcebook for the HERO System

By Ronald A. Miller ©Copyright 1999

 

V. Ecologies

EXPOSURE RULES

In recognition to the dangers of exposure, the GM should implement the following rules when a character finds him or herself trapped without survival equipment in hazardous environments. The listing gives a general rule base first, followed by rules per terrain type, which can be used with the GM's discretion.

General Exposure Rules

The following table lists the appropriate affects of exposure as a function of time spent unprotected. A GM should assign an Exposure Class (ExC) to signify the severity of the situation. The exposure class for, say, a gentle rain would be on the order of 1, for a monsoon it might be ten. The exposure class can then act as the Damage Class of the exposure. A modification chart giving adjustments for the Exposure Table is also given below.

Reading the table:

 

Time Exposed

CON Roll Mod.

Recovery Mode

Effects

5 Minutes

Normal

Normal, rest for (20-CON score) in phases

Per type

Hour

-1/2 per EC over 2

Rest for equal time

Per type

5 Hours

-1 per EC over 2

Rest in shelter for equal time

Per type and exhaustion

Day

-1 1/2 per EC over 2

Only with AID in shelter for equal time

Per type and exhaustion

5 Days

-1 per EC

Only with AID in shelter for equal time

Per type and exhaustion

Week

-1 1/2 per EC

Only with AID in shelter for equal time and CON roll

Per type and exhaustion

Month

-2 per EC

Only with AID in shelter for equal time and CON roll

Per type and exhaustion

 Note: The CON modifier is only applied to those who are fully EXPOSED to the element. Normal protection such as clothing and tents may be sufficient for ECs below ExC 4, but beyond that special equipment is needed. Round down when 1/2 values are encountered.

Any exposure after a month may be treated as if the body has readily adapted, taking no more than Monthly damage over extended periods.

 

Exposure Class (DC)

Damage Type

Example

1

Normal

Light rain, grassland terrain, temperatures near 70 F

2

Normal

Rain, snow, mud, scrubland, windy conditions

3

NND Normal

Sheet rain, temperature +/- 25F of normal, rough terrain, light hail, low swamp, vegetated desert, harsh winds

4

NND Normal

Storm, blizzard, dry conditions, small hailstorm, rainforest

5

NND Normal

Strong storm, extreme heat or cold, infectious disease area, quicksand, mild background radiation, high swamp, desert

6

Killing

Severe storm, dehydrating conditions, freezing conditions, airborne disease zone, cliff region, background radiation, barren desert/wasteland

7

Killing

Lightning, temperature extreme, biohazard area, medium background radiation, large hailstorm

8

Killing

High background radiation

9

NND Killing

Concentrated biohazard, very high background radiation, scorching heat

10

NND Killing

Radioactive slagpile, hurricane force, area of rampant disease

 

MAJOR BASES

Mutant Safe Zones are denoted by (MSZ). The residents who know about this status of their base keep very quiet about it due to the violent reactions of some Humans, namely the Anti-Mutant League (AML). Mutants are generally not welcomed in Human society, and since they are in fact humans, they most try to blend in with their "kind" as much as possible. The MSZ organizers have to be rooted out, they won’t normally approach mutants for fear of being revealed and destroyed. Data about the whereabouts of such areas is highly valued to the AML leaders. 

Dune City (MSZ)

If one city can claim to be the hope of civilization, it would be Dune City (DC). The populous City is growing in leaps and bounds and it's leader, Alcan Heyz, plans on keeping things that way. The City boasts a university of sorts for Humans overseen by the Scholars themselves. The Scholar's Library is the most extensive collection of literature known throughout the Wastelands. The City itself is relatively immense, just the right place for one to get lost among the crowd. Law is kept by the elite Peacekeepers who are organized, armed and efficient. Among the Peacekeeper ranks are Psychers who mentally probe each newcomer as they enter through the Trade Gate. The City is also the headquarters for Troll slavers under N'Gok, who is given the responsibility of punishing criminals, illegal activity will most likely result in slavery or death. The City has two public restaurants and two hotels where the weary traveler may stay. Dune City is second only to Trademajor in terms of commerce. The locals will be more than a little agitated if this is brought to their knowledge, these two cities have somewhat of a rivalry going and the locals are quite fond of saying: "If you can't find it in Dune City, then it probably isn't for sale…"

Location:

 Northern Wastelands west of the Ash Faults and south of the Crimson Forest

Leader(s):

 Alcan Heyz (Human)

Government:

 Democratic with Police State leanings

Population:

 1700 transients, 2800 residents

Society:

 Capitalist

Tech Level:

High, government has access to Advanced and Ultra equipment and uses it regularly in keeping the peace.

Power:

 Electricity fueled by both natural gas and fossil fuels

Interests:

 Trade and information, education of humans

Rumors:

 The mutant rebel called "The Liberator" operates from within Dune City

The Scholars will protect their Tomes of Knowledge at ALL costs, even if it means assassination.

Alcan Heyz is a member of the Mutant Liberation Front.

 

Ferro (MSZ)

This crude militant barrack site is well organized if not state-of-the-art. Ironjaw keeps a close watch on any non-mutants visiting his camp. He's not outwardly aggressive and it is possible to be his guest if you are not "gifted", but he doesn't guarantee that the stay will be a pleasant one. The city walls of Ferro are stacked flat stones surrounded by a smattering of steel plating that arch upward at no less than 80o relative to the hard packed ground. The buildings are built with the same shale like stones packed together with natural clay or mortar. Buildings and the outer perimeter are fortified with sandbags and barbed wire. Some sporadic vegetation sprouts here and there within the town itself, mostly of the cactus and weed strains. The housing is community living, there is one General Shop where the citizens can get their allotted rations and some trading is carried out although Ferro doesn't readily give up anything of great use as trading fare. Within the walls of Ferro, there are no limitations to arms control since mutants are the normal citizens. Fights are allowed to go to completion unless property damage results, this Ironjaw will not tolerate. There are no prisons, either expulsion or death will be the price paid for stepping out of line to radically. The citizens of Ferro have weekly contests to entertain themselves, these include (but are not limited to) alcohol fermenting, "power wrestling", storytelling, card tournaments, and footraces.

 Location:

 

Leader(s):

 Ironjaw (Human Mutant)

Government:

 Dictatorship

Population:

 1500

Society:

 Militant

Tech Level:

 Middle

Power:

 Beast driven machinery, wind-harnessing, alcohol furnaces

Interests:

 Protection of human mutants, destruction of oppression, exploration

Rumors:

 All mutants are welcomed, those who have performed crimes against disrespectful humans are seen as heroes.

The Cursed use Ferro as a base of operations.

Ironjaw has been conducting random raids of Road Clan merchants in order to bulk up his arsenal and supply sheds.

Ironjaw conducts pro-terrorist camps to help mutants "defend" themselves proactively.

 

Horizon

This hub of human elitists is the outermost population before reaching the Great Void of Newmerica. They pride themselves in their history and in their genetic purity. They take much safety in the fact that their city is practically unreachable by large non-mechanized forces and allow themselves to concentrate on exploring the region's Ancient Cities. This leads to excessive lacks in military preparedness and will certainly be the city's downfall. To outsiders they are snide, brash and rude - and that's towards their human brethren. When it comes to mutants, they have a zero tolerance policy. They treat 'muties' as their early forefathers treated slaves and this explains why their movement hasn't yet caught on as they had hoped. Regardless of their political and social views, they do bring in some serious revenues from their spelunking efforts from the lost civilization. They don’t travel much other than to trade, and then only in hurried missions to the nearest human colonies.

 Location:

 

Leader(s):

 Commander Neal Tremaine (Human)

Government:

 Socialist

Population:

 1250

Society:

 Communist

Tech Level:

 High

Power:

Electricity run by fossil fuels, beast-powered machines, slave labor (human prisoners)

Interests:

 Exploring, chartering and cleansing the land to rekindle the lost civilization of humankind, information revealing the lost civilization

Rumors:

 Mutants don't stand a chance of getting a fair trial, imprisonment and slave labor are left for humans whereas mutants are expelled without supplies or murdered outright depending on the crime.

It's only a matter of time before the Horizon military attack Ferro (who rescue and harbor Horizon's most wanted criminals).

The bulk of Horizon's population is involved in exploration of nearby Ancient Cities, lowering the city's defenses for long periods of time.

 

Inferno

Inferno lies at the border where the Wastelands begin to give way to coastal marshlands. The temperature in the area surrounding Inferno reaches over 90o F regularly. This natural occurrence drives the inhabitants to be nocturnal. The entire town wakes when the sun begins to set. Inferno is a town of survivalists. They try to keep to themselves and don't provoke any trouble. All of their military might is focused on keeping it's inhabitants safe from the insect plagues. The buildings of Inferno are linked by access tunnels, covered rope bridges, and vehicle roads. They keep out of the sun in the day and avoid the unpredictable night. They are not hermits, however. They go to and fro whenever necessary and have a committee which travels to other towns trading and making political contacts as needed. Due to their proximity to the Dismal Mountains, Underworlders and Trolls are well represented in Inferno. Reptilians are also in pretty good number due to the town's access to Dead Marsh. The Committee is elected tri-annually or when needed, the one-shared goal besides survival is the surveying of the Wastelands in the hopes of finding a more suitable locale (that dream is dying, however).

 Location:

 

Leader(s):

 "The Committee"

Currently: Aquin (Human), Nearra (Human) and Greeneye (Underworlder)

Government:

 Democracy

Population:

 1600

Society:

 Socialist

Tech Level:

 Middle to High

Power:

 Electricity run by natural gas

Interests:

 Minor trade, surveying the wastelands, self-sustaining their community

Rumors:

 The humans at Inferno accept all other races, but still deride human mutants

 

New Hope

 Location:

 

Leader(s):

 Duke Thaddeus Graves and the Graves Family (Human Monarchy)

Government:

 Monarchy

Population:

 1750

Society:

 Socialist

Tech Level:

 High

Power:

 Electricity using steam driven engines fuelled by coal and wood furnaces

Interests:

 Reunification of humankind, information on pre-apocalypse society, advanced technology, expansion of controlled territories for safe and well-established trade routes, increasing trade

Rumors:

Duke Graves has selfish ambitions to be ruler over all humankind, hiding it behind his "Reunification Agenda". 

The Duke's predecessors were well-supplied survivalists that survived the Plague Years by occupying well-established Vaults. The locating of such Vaults is of utmost priority to the Duke.

The Graves' have unreasonable wealth in the form of natural goods, survival supplies, technology and artifacts. They regularly use ancient vehicles and have even been said to have functional ancient airships.

The Scholars at New Hope pride themselves in their engineering capabilities and will pay highly for information on the whereabouts of robots, technical manuals and construction goods.

 

Tempest

 Location:

 

Leader(s):

 Myder Myder (Thin Man)

Government:

 Patriarchy

Population:

750

Society:

 Socialist (97% Thin Man, 2% Human (advisors), 1% Mixed Races)

Tech Level:

 Organotech

Power:

 Swamp gas and bioelectric vegetation

Interests:

 Self-sustaining commune, organotechnology, animal training, horticulture

Rumors:

 The low population of Thin Men does not make this city defenseless as they allow their myriad of trained "pets" to protect them. The inaccessibility of Tempest frustrates many would-be attackers (Trolls and Ravagers mostly).

 

Trademajor (MSZ)

There's no denying the fact that Trademajor is what the Ancients used to call a "tourist town". Unless you speak to someone from Dune City (see above), you would find out that Trademajor is the business and commerce center of the Wastelands. Trademajor is open to all, and living there is so expensive that only the very rich (and very foolish) desire to do so. Everything is business in Trademajor, they care little about the restructuring of civilization, but they do glorify (and even worship) the old deities of Democracy and Free Trade. As far as attractions go, Trademajor has it all. They have their own Zoo called "The Wildpark" (they pay top credits to new and unusual findings if brought in alive) and they also have an arena that they call "Merciless Stadium" where warriors can try to earn social acceptance and tangible rewards if they come out alive. If one is looking for steady employment, then Trademajor is the town to strike out for. Caravans of Traders are sent out almost daily and those caravans need protecting. It's a big city and a good place to lay low, questions are never asked and this makes it a dangerous town to roam around in. The peace is kept by street law, meaning you settle your own score or bring in a body guard that can do it for you. There is no mercy for the weak at Trademajor… unless they're willing to pay for it.

 Location:

 

Leader(s):

 Tri-el Bazz (Human Mutant)

Government:

 Democracy

Population:

 2200 transients, 500 residents

Society:

 Capitalist

Tech Level:

 High to Advanced

Power:

 Electric generators driven by natural gas and fossil fuels

Interests:

 Trade,

Rumors:

 Trademajor has it's own zoo of bizarre creatures and will pay high prices for new exotic animals and plants.

The Arena is used to test a warrior's ability in order to gain citizenship. These contests often use zoo creatures as opponents.

 

TERRAIN TYPES

THE HARDLANDS

The hardlands are the product of the now silent Mount Juno (a pre-Apocalypse plasma power-generator prototype) which blew due to neglect. Upon discharge, it filled the radioactive sky with plasma and tons upon tons of ash. The hardlands are a frozen landscape with everything perfectly preserved in stone. There are stone forests, stone "lakes" which became water filled quarries, stone corpses, but mostly just long stretches of flat uncorrupted concrete. Little survives too long unprepared in the hardlands. It is a favorite hunting ground of the Cursed and the Ravagers, and they are both believed to be based there. Some life forms have, of course, have adapted. Vegetation comes in the form of mobile plants and fungi. Animal life forms are usually the flying sort.

The Ash Faults

 

Natural Dangers

ExC

Special Effects

Cold Spells

5

 ExC = DC in NND (LS: Intense Cold) Damage

Dust Storms

1-5

Darkness to sight group and radar, ExC in NND from inhalation

Earthquakes

4-10

 Damage from falling objects possible, ExC/2 = DC for vibration damage if appropriate

Exposure

6

 See Exposure Rules above

Faultlines

3

 Falling damage

Fire Geysers

9

 ExC = DC in KA (fire), explosion, time delay (unpredictable), hot ash descends afterward making Change Environment to natural darkness and high heat

Fire Pits

8-9

 ExC/2 = DC and Change Environment to Intense Heat and Flame Explosion for heat damage, Continuous

Gravel Storms

7

 ExC = DC for TOTAL Physical Damage, divide damage among the time exposed, Autofire (x5), Reduced Penetration, Area Effect (Any), Continuous, Duration is 5 minutes to an hour usually

Gravity Wells

2-6

 ExCx5 in Telekinesis focused downward, Explosion (so Wanderers know that they are going towards a heavy gravity epicenter and don't get caught without warning). It forms a dome as well endangering flying creatures. The well does ExC/2 in NND damage (vs. Density Increase or Anti-Gravity technology) each turn from the harmful effects of increased gravity.

Ion Storms

5-8

   ExC in Drain vs. END Battery, may also Drain REC for END Batteries if the REC mode is electronic (permanent loss), and ExC/3 in RKA - ExC is full if character is in contact with metal. Attacks are once per determined phase (roll 2D6 for SPD)

Jagged Terrain

3

  DEX rolls suffer -3, one DEX roll should be made per hour, if failed the character may sprain an ankle, leg or knee. If this occurs, the character suffers 1D6 Running Drain and 3D6 DEX Drain for maneuvers involving footwork

Wind Storms

3-4

 ExC in EB (Physical) and in D6 NND (independent breathing), Double Knockback with ExCx3 STR Telekinesis, AE (Line- across the front)

Lifeforms:

 

 

DeathHawks

 

 

Giant Rats

 

 

Stone Doggies

 

 

Temperature:

 

 

Rainfall:

 

 

Wind:

 

 

Oddities:

 

 

 

 

MOUNTAINS

 

Natural Dangers

ExC

Special Effects

Crags

2

 DEX rolls at -2 for footwork maneuvers from uneven ground

Ion Storms

5-8

  ExC in Drain vs. END Battery, may also Drain REC for END Batteries if the REC mode is electronic (permanent loss), and ExC/3 in RKA - ExC is full if character is in contact with metal. Attacks are once per determined phase (roll 2D6 for SPD)

Plate Eruptions

4-7

Force Wall erupting from ground ExCx10 in Area, Falling Damage if character misses a DEX roll and is on the edge of an erupting plate, may take ExC/2 in vibrational damage (EB)

Rockslides

7

 ExC in EB (Physical), AE (Line across front), Autofire (x10), and Force Wall (DEF and BOD as per rock type)

Swarms

5

 See the HERO Bestiary

Tar Pits

 6

 Entangle ExC in D6, Sticky, takes no damage, AE (Any), sinking rate may vary, but should be at least 1 Location/Turn starting at knee height or higher depending on how deep it is. Once the head is under, use the Drowning rules in the Rule Book.

Wind Storms

3-6

 ExC in EB (Physical) and in D6 NND (independent breathing), Double Knockback with ExCx3 STR Telekinesis, AE (Line- across the front)

Lifeforms:

 

 

Trolls

 

 

Underworlders

 

 

Hail Bats

 

 

Temperature:

 

 Very Low to Moderate

Rainfall:

 

 Very Low to High

Wind:

 

 Low to Very High

Oddities:

 

 

 

OASISES

The two largest pockets of vegetation in Newmerica are described below. Smaller islands are also scattered about Newmerica. Due to the amount of food available in these green areas, many They are very dangerous places to tread.

The SkyWood

Thousands of acres cover the west and southern Newmerica hundreds of miles north of the Hardlands. Disease is said to run rampant. It is said that unprepared wanderers are more likely die from disease than from the most ferocious predator. It is common knowledge that Reptilians possess a nearly universal vaccinate within their blood, but getting it from them is a true task.

 The Crimson Forest

This central forest gains its name from the red foil-like leaves that filter the sun and cause an array of red to spill over everything within. Some predators take advantage of this monochrome environment. It has been said that an individual needs a full day's recuperation once they leave the forest just to adjust their eyes. Any long amounts of time (around 1 week depending on the character's EGO) spent within may wear away at a character's sanity.

 

Natural Dangers

ExC

Special Effects

Disease Plagues

 5-10

  Various see the HERO Bestiary for ideas.

Geysers

 3

  ExC = DC in KA (physical), explosion, time delay (unpredictable), mist descends afterward making Change Environment to natural darkness and dampness

Heat Waves

 2

 ExC = DC in NND (LS: Intense Heat) Damage

Swarms

 2-3

 See the HERO Bestiary

Thunderstorms

 4-6

 ExC = DC, Lightning (two 1's rolled on a 4D6 chance of being struck, modified by "Unluck" and flatness of terrain) is full DC in electrical damage KA NND (grounded) as well as Flash, Winds act as Force Wall 2rPD, Rain and sleet act as Darkness and Change Environment to dampness

Lifeforms:

 

 

Carnivorous Plants

 

 

Beast Herds

 

 

Temperature:

 

 High to Very High

Rainfall:

 

 Humid, Moderate to Severe

Wind:

 

 Scarce to Low

Oddities:

 

 

 

RUINS

 

Natural Dangers

ExC

Special Effects

Biogenic Agents

 7-10

 Variable, ExC in KA NND (LS: Disease), Continuous

Cold Spells

5

 ExC = DC in NND (LS: Intense Cold) Damage

Disease Plagues

 5-10

  Various see the HERO Bestiary for ideas.

Dust Storms

 2-4

 Darkness to sight group and radar, ExC in NND from inhalation

Explosions

 4-6

 ExC = DC in either EB (steam/natural gas) or KA (fuels and explosives) depending on source, Explosion

Fog

 1

  Darkness for various radiuses, lighter fogs have "Hole In The Middle" so that a character can see one hex adjacent around him/her, dispersed by high winds, lasers ineffective in a foggy area, radar has a lot of background noise.

Radiation

 4-7

 ExC = DC in KA (Energy), also see the HERO System Rules Book (under "Living in a Dangerous World"

Swarms

 5

 See the HERO Bestiary

Thunderstorms

 4-6

 ExC = DC, Lightning (two 1's rolled on a 4D6 chance of being struck, modified by "Unluck" and flatness of terrain) is full DC in electrical damage KA NND (grounded) as well as Flash, Winds act as Force Wall 2rPD, Rain and sleet act as Darkness and Change Environment to dampness

Traps and Snares

Var.

 Various, Force Walls, EB (Physical), Entangle, Drain

Unstable Constructs

3-4 

 DEX at ExC Penalty, Falling Damage, Potential to sprain or break joints and bones

Lifeforms:

 

 

Rotters

 

 

Giant Insects

 

 

Temperature:

 

 Very Low to Very High

Rainfall:

 

 Moderate

Wind:

 

 Low to Very High

Oddities:

 

 

Radiation Pockets

 

 

Biohazard Areas

 

 

 

SWAMPS

Dead Marsh

Sludge Swamp

This area represents certain death to those who are found within, it boasts a terrifying landscape full of predators and death traps. It is defined by the delta composing of the D'vai River to the Dry River and then down to the Hooge Sea. It gives way to higher ground miles before reaching the Dry River (hence the river's name).

Meeko Swamp

This large bog surrounds the city of Tempest and in turn provides the city with protection from large raiding squads. In it, however, are enemies to those who trespass through it. The Thin Men at Tempest have somehow developed a symbiotic relationship with the swamp and it's inhabitants, harnessing the gas found within to provide energy and farming it's depths for natural wonders which keep the Thin Men free of the old technology and rich in neo-technology which is based on organics.

 

Natural Dangers

ExC

Special Effects

Quicksand

 5

 Entangle ExC in D6, takes no damage, AE (Any), sinking rate may vary, but should be at least 1 Location/Turn starting at knee height or higher depending on how deep it is. Once the head is under, use the Drowning rules in the HERO System Book.

Swamp Gas

 2-3

 ExC in NND (vs. gas) or Drain to STR, DEX, END, or STN, dissipated by wind, Explosion (diminishing fx per hex out) from source

Ion Storms

 6-9

  ExC in Drain vs. END Battery, may also Drain REC for END Batteries if the REC mode is electronic (permanent loss), and ExC/3 in RKA - ExC is full if character is in contact with metal. Attacks are once per determined phase (roll 2D6 for SPD)

Fog

 1

 Darkness for various radiuses, lighter fogs have "Hole In The Middle" so that a character can see one hex adjacent around him/her, dispersed by high winds, lasers ineffective in a foggy area, radar has a lot of background noise.

Disease

 4-6

 Various see the HERO Bestiary for ideas.

Lifeforms:

 

 

Alligators

 

 

Carnivorous Plants

 

 

Giant Insects

 

 

Plagues

 

 

Surge Wraiths

 

 

Swamp Lighters

 

 

Swarms

 

 

Temperature:

 

 Moderate, Low to High

Rainfall:

 

 Humid, Moderate to Severe

Wind:

 

 Very Low to Moderate

Oddities:

 

 

Swamp Lights (Natural)

 

 

 

THE WASTELANDS (most to all activity in the wasteland is at night)

The Wasteland is the vast portion of the Ancient Lands that didn't survive the Cataclysm. It was created, for the most part by a succession of events that began with the Nuclear Winter. It is a barren desert that covers well over 75% of the North American continent. Only the trade routes between the major hubs have been mapped, but if any other islands of life exist beyond the Wastelands, it is not known (although rumors persist). There is some evidence of quiet, slow encroaching of the Wasteland is invading the last pockets of life in Newmerica.

There is no permanent source of food or water in the Wasteland. The ground is hard and clay-like with varying consistency from rock hard (red to dark brown in color), to quicksand (beige to brown) to sandy (red or tan). Winds are warm to hot and it persistently kicks up dust. This causes the sun to be obscured almost constantly by continuous curtains of sand and gravel.

Exposure: An unprotected wanderer will likely die within days. Without the benefit of life support, food, water and companionship, unprepared travelers are subject to 1/2 D6 KA NND vs CON roll per day without the benefit of rest (healing is slowed). In addition 1D6 Character Points of REC and EGO will be Drained per day (1 point per every two points rolled, round down). The mucus membranes must be covered in order to make the CON roll to avoid the KA NND. EGO checks must be made every 12 hours after spending (# days = EGO) in the Wasteland or else insanity will creep in due to desperation and hopelessness. The number of companions the individual has with him/her will each give a +1 to this roll, and if proper supplies and equipment are present for travel and shelter, then up to a +5 can be gained depending on how physically prepared the individual is to face the desolation.

Radiation or "The Curse" is a persistent threat to all that is healthy. The levels range from background (mostly harmless) to full effect in the ruins of most major Ancient cities. The rules outlined in the HERO System Rules Book (under "Living in a Dangerous World" should be consulted as a guide. Hard radiation may further change human mutants with random results. A beneficial mutation should be fairly rare with a 1 in 6 probability (the GM may choose to modify this chance based on the character’s CON).

 

Natural Dangers

ExC

Special Effects

Dehydration

Var.

 See Provision Rules in the Essentials section

Disease

6-9 

 Various, see the HERO Bestiary

Dust Storms

2-3

 Darkness to sight group and radar, ExC in NND from inhalation

Exposure

5-8

See special notes above and see the Essentials section

Fire Storms

8-10

 ExC in KA (Energy) damage, AE (Radius), Change Environment to Intense Heat

Gravity Wells

 6-8

 ExCx5 in Telekinesis focused downward, Explosion (so Wanderers know that they are going towards a heavy gravity epicenter and don't get caught without warning). It forms a dome as well endangering flying creatures. The well does ExC/2 in NND damage (vs. Density Increase or Anti-Gravity technology) each turn from the harmful effects of increased gravity.

Heat Waves

2-6

 ExC = DC in NND (LS: Intense Heat) Damage

Ion Storms

 6-9

  ExC in Drain vs. END Battery, may also Drain REC for END Batteries if the REC mode is electronic (permanent loss), and ExC/3 in RKA - ExC is full if character is in contact with metal. Attacks are once per determined phase (roll 2D6 for SPD)

Quicksand

 5

 Entangle ExC in D6, takes no damage, AE (Any), sinking rate may vary, but should be at least 1 Location/Turn starting at knee height or higher depending on how deep it is. Once the head is under, use the Drowning rules in the HERO System Book.

Radiation

 7-12

ExC = DC in KA (Energy), also see the HERO System Rules Book (under "Living in a Dangerous World"

Starvation

Var.

 See Provision Rules in the Essentials section

Lifeforms: (Nocturnal beasts)

 

 

Temperature:

 

 Moderate to High

Rainfall:

 

 Arid, Very Low to Scarce

Wind:

 

 Moderate to Severe

Oddities:

 

 

 

 

 

Random Carnivorous Plant Creator

 

 

 

 

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