to swim through liquid water, although some spe-
cies are more adapted to it than others. Unless oth-
erwise noted, characters treat any body of water
as difficult terrain. The GM may also decide that
some bodies of water, such as a river with a swift
current or an ocean in a storm, are so difficult to
move through that they require a successful Athlet-
ics check to swim. In this case, swimming through
the water requires at least one action as well as any
number of maneuvers to traverse.
If completely submerged in water, a character can
hold his breath for a number of rounds equal to his
Brawn characteristic. Once this number is reached,
the character starts to drown and is treated as suf-
focating on each successive round (until he surfaces
or finds some other source of air).
VACUUM
For spacers, vacuum is an all-too-familiar and ex-
tremely dangerous environment, lurking just outside
the protective hull of their starship. Vacuum is not just
the lack of breathable air; the lack of pressure and ex-
treme heat or cold can cause veins to rupture, blood
to boil, and delicate membranes to freeze or tear.
When exposed to vacuum without protective gear, a
character may hold his breath for a number of rounds
equal to his Brawn characteristic. Once this number is
reached, the character begins suffocating. However,
each round a character is exposed to vacuum, he also
suffers three wounds. When the character exceeds his
wound threshold, he is incapacitated and suffers one
Critical Injury as normal, plus one additional Critical
Injury each additional round he is exposed to vacuum
(which likely will quickly result in death). This is in addi-
tion to the Critical Injuries he suffers from suffocating.
FIRE, ACID, AND CORROSIVE
ATMOSPHERES
Fundamentally, the effects of fire, acids, and corrosive
atmospheres are treated with the same rules. When
exposed to a fire, acid, or corrosive atmospheres, the
GM determines how dangerous the situation is by ap-
plying a rating. This rating is generally between 1 and
10, although higher ratings may also apply. A lower rat-
ing typically indicates minor, low-heat fire or mildly cor-
rosive liquid or atmosphere. The higher the rating, the
hotter the fire or the more corrosive the atmosphere.
See Table 6-8: Fire, Acid, and Corrosive Atmo-
spheres for some examples of different ratings.
Each round, a character subjected to one of these
hazards suffers wounds equal to its rating at the be-
ginning of his turn. This damage persists until he is no
longer exposed to the hazard. In the case of some cor-
rosive atmospheres, the GM may decide they do not
cause damage unless inhaled. In this case, the character
can hold his breath for a number of rounds equal to his
Brawn before having to breathe and suffer the damage.
It is primarily up to the GM as to how long the dam-
age from one of these sources lasts. Acids usually ne-
gate themselves after a certain period of time (as few as
several rounds, or as long as several minutes or hours).
Fires burn for as long as they have a fuel source, which
again could be very briefly, or for a very long time. A
corrosive atmosphere, on the other hand, usually deals
damage as long as the character is exposed to it.
Putting out fire/neutralizing acid: A victim might
be able to stop the damage by rolling around on the
ground by making a Coordination check. This is an
Average ^) check on hard surfaces such as the
deck of a spaceship, or an Easy (^) check on grass or
soft ground. Jumping into a body of water stops the
damage immediately. In the case of acid, it is up to
the GM to determine if the same procedures negate
the damage, or if he must apply some neutralizing
substance instead. The only way to prevent damage
from a corrosive atmosphere is to leave it.
SUFFOCATION
A suffocating character suffers three strain at the
beginning of each of his turns, until he is no longer
suffocating (how to stop suffocating depends entirely
on the circumstances that led to the character suf-
focating in the first place, but usually involves reach-
ing a breathable atmosphere, or removing something
preventing the character from breathing). Once he
exceeds his strain threshold, the character is inca-
pacitated. In addition, at the beginning of each of his
subsequent turns, if the character is still suffocating,
he suffers one Critical Injury. This continues until he
stops suffocating or he dies.
TABLE 6-8: FIRE, ACID, AND
CORROSIVE ATMOSPHERES
Rating Example
1-2
Campfires, mildly caustic substances such
as concentrated industrial cleansers, air
filled with ash and fumes from a heavy fire.
3-5
Flammable liquids and flame projectors,
dangerous substances such as industrial
acids, air contaminated by chemical leaks.
6-9
Welding torches, weaponized acids,
atmospheres with substantial parts
dangerous gases such as ammonia.
10 +
Lava, blast furnaces, atmospheres
completely made of unbreathable and
hazardous gases such as ammonia
methane mixes with acid vapors.
CONFLICT AND COMBAT
EDCE OF THE EMPIRE