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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Exploration / G.R.A.P.H — Heat/Cold

G.R.A.P.H — Heat/Cold

Exploration · Roll 1d7

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1d7Result
1H0 Absolute Zero: Major cold damage per round; DC 20 (1 Disadvantage per previous check) or 3 Strain; soft suits hourly checks, hard suits protect.
2H1 Frigid: Moderate cold per minute; DC 15 (1 Disadvantage per previous check) or 2 Strain; bundling or shelter: hourly; e-suits protect.
3H2 Cold: Double food after half a day; unprotected DC 10 hourly or 1 Strain.
4H3 Normal: No effect.
5H4 Hot: Double water after half a day; unprotected DC 10 or 1 Strain.
6H5 Extreme Heat: Moderate fire per minute (per round if lethal); DC 15 (1 Disadvantage per previous check) or 2 Strain.
7H6 Inferno: Major fire per round; DC 20 (1 Disadvantage per previous check) or 3 Strain.