A Hazard includes any effect that can cause harm, but does not have a stat block. Most Hazards are self-contained dangers that affect anyone or anything that comes into contact with them. A scorching desert, a Toxic Atmosphere or Corrosive Atmosphere, and a virulent Disease are all examples of Hazards.
Hazards affect organic creatures, machines, or both. A Hazard resolves its effects by making an attack roll against one of the target's Defense Scores; if the attack succeeds, the target suffers the effects of the Hazard, including damage that may require special actions to treat. A Hazard may affect all targets within an area or a single target, depending on its nature and range.
All Hazards have one or more keywords that describe how the hazards function mechanically. Some creatures have bonuses against certain types of Hazards (For example, a Beast might ignore environmental hazards in certain terrain). The following Keywords represent most of the existing mechanical elements of hazards, but feel free to create new ones for special conditions that are common in your campaign. When you design a Hazard, be sure to select the right Keyword(s) based on its nature.
Hazards with the Acid Keyword deal Acid damage. All Acid Hazards should have the Contact Keyword as well.
Hazards with the Area keyword make Area Attacks, and their damage can be halved or negated by heroes who have the Evasion Talent. Not all Hazards that deal damage to creatures in more than 1 square are Area Hazards; only those that specifically make Area Attacks have this Keyword.
Hazards with the Artificial Keyword are manufactured or produced and do not occur naturally.
Hazards with the Contact Keyword are triggered by touch. Contact Poisons and Acids are good examples of these Hazards.
See also: Crushing Damage
Some Hazards, such as hydraulic walls or doors, can deal continual crushing damage to anyone or anything trapped inside. Hazards with the Crushing Keyword require no attack roll as long as the target is completely encompassed by the Hazard.
Main Article: Diseases
Diseases are a special type of Hazard that attack the immune systems of creatures. They always attack the Fortitude Defense of a target, ignoring Equipment bonuses to Fortitude Defense, Damage Reduction, and Shield Rating. If a Disease moves a target down the Condition Track, it likely imposes a Persistent Condition as well, which cannot be removed until the Disease is cured or until it fails an attack roll against the target twice. Some Diseases require special equipment to treat.
Hazards with the Energy Keyword deal Energy damage.
Hazards with the Fire Keyword deal Fire damage.
A Hazard with the Ingested Keyword is triggered only if consumed by a creature.
A Hazard with the Inhaled Keyword affects creatures that breathe within its area. Creatures that do not breathe (Such as Droids) and creatures wearing Breath Masks or Environmental Suits are immune to the effects of an Inhaled Hazard.
Hazards with the Natural Keyword are created with no intervention from sentient beings.
Main Article: Poisons
Hazards with the Poison Keyword represent toxins that are harmful or fatal to creatures. They always attack the Fortitude Defense of a target, ignoring Equipment bonuses to Fortitude Defense, Damage Reduction, and Shield Rating. If a Poison moves a target down the Condition Track, it likely imposes a Persistent Condition as well, which cannot be removed until the Poison is cured or until it fails an attack roll against the target.
Unique Hazards Edit
Some Hazards exist that don't directly impede or obstruct the heroes. Such Hazards add variety, but not necessarily difficulty, to an encounter.
|Falling Damage||When a creature, Droid, object, or Vehicle falls from a great height, it will take damage from the fall.|
|Falling Objects||Just as creatures take damage when they fall, so too do they take damage when hit by Falling Objects.|
|Gravity||The force that gravity exerts on a creature determines how they develop physically as well as their ability to perform certain actions.|
|Smoke||Creatures breathing heavy Smoke, ash, or other toxic gasses are subject to Smoke Hazards.|
|Visibility||It's a rare mission that doesn't end up in the dark somewhere, and heroes need a way to see.|
Additional Unique Hazards Edit
The following Hazards are unique complications that cannot properly be categorized by the Keyword system.
|Starships of the Galaxy|
|Starship Hazards||Battlefield hazards that can hamper Starships and their passengers.|
|Knights of the Old Republic Campaign Guide|
|Sith Scrolls and Tomes||Ancient Sith records that attempt to taint those that try and gleam their secrets.|
|Scum and Villainy|
|Space Travel Hazards||Dangerous mishaps that can occur in flight.|
|Galaxy at War|
|Crushing Damage||When creatures are pinned between heavy objects and a solid surface.|
|Station Hazards||Traps and hazards common to Battlestations and other secure locations.|
|Complications||Mental disorders, trauma, insanity, or crippling injuries that cannot be healed with a simple Medpac.|
|Injuries||A new class of status effect for characters, Injuries represent lasting negative qualities similar to, but not quite as severe as Persistent Conditions.|