Tables / Exploration / G.R.A.P.H — Heat/Cold
G.R.A.P.H — Heat/Cold
Exploration · Roll 1d7
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| 1d7 | Result |
|---|---|
| 1 | H0 Absolute Zero: Major cold damage per round; DC 20 (1 Disadvantage per previous check) or 3 Strain; soft suits hourly checks, hard suits protect. |
| 2 | H1 Frigid: Moderate cold per minute; DC 15 (1 Disadvantage per previous check) or 2 Strain; bundling or shelter: hourly; e-suits protect. |
| 3 | H2 Cold: Double food after half a day; unprotected DC 10 hourly or 1 Strain. |
| 4 | H3 Normal: No effect. |
| 5 | H4 Hot: Double water after half a day; unprotected DC 10 or 1 Strain. |
| 6 | H5 Extreme Heat: Moderate fire per minute (per round if lethal); DC 15 (1 Disadvantage per previous check) or 2 Strain. |
| 7 | H6 Inferno: Major fire per round; DC 20 (1 Disadvantage per previous check) or 3 Strain. |