Heat

Basic Set: Campaigns · p.434

Open source p.434

In ordinary hot weather, you will
experience no ill effects if you stay in
the shade and don’t move around
much. But if you are active in temper-
atures in the top 10° of your comfort
zone or above – over 80°F, for humans
without Temperature Tolerance (p. 93)
– make a HT or HT-based Survival
(Desert) roll, whichever is better, every
30 minutes.
Modifiers: A penalty equal to your
encumbrance level (-1 for Light, -2 for
Medium, and so on); -1 per extra 10°
heat.
Failure costs 1 FP. On a critical fail-
ure, you suffer heat stroke: lose FP.
As usual, if you go below 0 FP, you
start to lose 1 HP per FP. You cannot
recover FP or HP lost to heat until you
move into cooler surroundings.
In addition, at temperatures up to
30° over your comfort zone (91-120°
for humans), you lose an extra 1 FP
whenever you lose FP to exertion or
dehydration. At temperatures up to 60°
over your comfort zone (121-150° for
humans), this becomes an extra 2 FP.
Intense Heat: Human skin starts to
burn at 160°; see Flame (p. 433) for
damage. Even if no damage pene-
trates your DR, you will rapidly over-
heat if the ambient temperature is
more than 6 ¥ your comfort zone’s
width over your comfort zone (e.g., in
a fire). After 3 ¥ DR seconds, make a
HT roll every second. On a failure, you
lose 1 FP. Your DR provides its usual
protection against burning damage,
but it has no effect on this FP loss.
Sunburn: After a day of full sun on
unprotected skin, an albino will be
near death and a light-skinned
Caucasian will be very uncomfortable
( damage). Darker-skinned indi-
viduals may itch, but aren’t in much
danger. Details are up to the GM.
Armor: Armor prevents sunburn
and provides its full DR against burn-
ing damage – but only armor that pro-
vides Temperature Tolerance (through
insulation or a cooling system) can
prevent FP loss due to heat. This fea-
ture is standard on battlesuits and
TL9+ combat armor.