Environment
From shadowed halls to rugged wilderness, the world tests your limits.
The effects of the environment are at the whim of the GM and the world they have you exploring. Circumstances may vary, but despite any consequences, how you choose to interact with your environment is up to you.
Carrying #
You can lift, carry, pull, or push objects and characters up to twice your Carrying Capacity.
If something exceeds your Carrying Capacity but is still within twice your limit, you can move it, but your movement is Hindered while doing so.
Falling #
If you are airborne and not supported by flight, levitation, or another effect, you will fall due to gravity.
- You fall 500 meters at the start of each turn.
- When you hit the ground, you take 2 physical damage for every meter fallen.
You may reduce fall damage if something softens your landing, slows your descent, or protects you.
Suffocating #
You can hold your breath for up to 10 × Body seconds.
Holding your breath does not require Concentration, but functions similarly—if you take damage, you must roll a Concentration check to avoid gasping and beginning to Suffocate.
While Suffocating:
- You immediately begin Dying, regardless of HP.
- You have 20 seconds before you become Unconscious.
Once you stop Suffocating, you stop Dying. If you fell Unconscious, you remain Unconscious for up to 10 minutes, or until someone attempts to resuscitate you as a 2 AP action.
While holding your breath or Suffocating, you cannot speak.
Vision #
Visibility affects how you perceive your surroundings:
VISIBILITY LEVEL
EFFECTS
Zero Visibility
The area is completely Obscured to anyone relying on normal sight.
e.g. smoke clouds, dust storms, pitch darkness
Low Visibility
Perception checks to see anything in the area are rolled with Disadvantage.
e.g. mild fog, moonlit night, shaded areas
Clear Visibility
No effect.
e.g. direct sunlight, bright lighting, illuminated rooms
Passive Senses #
When the GM needs to make subtle rolls without alerting players, Passive Senses are used as static DCs for hidden interactions.
Passive Stealth
Determines how naturally you blend into your surroundings when you’re not actively trying to hide.
Passive Insight
Detects subtle social cues or hidden motives when you aren’t consciously watching for them.
Passive Perception
Senses hidden dangers and other hard-to-notice details without active effort.









