Environmental Factors
Far be it from the varied landscapes of the Incipisphere to only have blank, featureless rooms.
While under cover, a creature has increased defences.
- You have half cover for +2 AC/Reflex if an intervening object between an attacker and yourself covers at least half your body from them.
- You have three-fourths cover for +4 AC/Reflex if an intervening object between an attacker and yourself covers at least three-fourths of your body from them.
- You have full cover to be untargetable and out of sight if you are completely shielded from them, such as a wall that they can’t actually see you through.
A creature can hold its breath for 1+CON minutes, and can survive for CON (min 1) rounds if out of breath. At the start of its next turn after the aforementioned number of rounds has passed, they drop to 0 hit points regardless of prior hit points. If they still cannot breathe after this, they will likely die momentarily after.
At the end of a fall, a creature takes 1d6 damage per 10 feet it fell. If they are forcibly moved and impact with a hard surface, they take P damage (or T if a monster inflicts it) per 5 feet they had left to move.
- For example, if a T3 Titachnid would push a creature back 35 feet but the creature hits a wall after 10 feet, the 25 feet of movement it was unable to move deals 15 damage.
- If a player then slammed the Titachnid for 30 feet and it hit a wall after 20 feet, the 10 feet of movement left would deal 2P damage.
If a creature is forcibly moved into another creature instead, use the same attack roll or check for the first creature on the second, splitting the damage taken evenly between the two if the second would take on a hit, failed check, etc. If it would not be hit or otherwise affected, the first creature still stops their movement adjacent to the second creature, but only the first creature takes the full damage.
- If a player Shoved an Imp into a second Imp, and the first Imp would take 2P damage, the second Imp may make an opposed check against your initial Shove check. If it fails, both Imps each take P damage. If it passes, only the first Imp takes 2P damage.
- If the second creature cannot be moved through, it is automatically hit.
- If two creatures are pushed into each other with the same ability, such as Fncysntakind, they automatically hit each other as well. Pool the damage both parties would take and evenly split the damage taken.
- If more than two parties would simultaneously collide, pool the damage all parties involved would take and evenly distribute the damage among them.
- If multiple parties crash into another creature but the multiple parties only share contact with the center creature, only the individual pairs of those multiple parties and the center creature take damage.
- For example, if four Imps are pushed into a Giclops from cardinal directions, and each Imp would normally take 2P damage, each Imp’s impact into the Giclops splits it into P damage for the Imp and P for the Giclops, for a total of P damage for each Imp and four instances of P damage for total 4P for the Giclops.
- Developer’s Note (2023-02-15): We don’t expect this to happen often, but the community wanted to be able to do slapstick like this.
- For example, if four Imps are pushed into a Giclops from cardinal directions, and each Imp would normally take 2P damage, each Imp’s impact into the Giclops splits it into P damage for the Imp and P for the Giclops, for a total of P damage for each Imp and four instances of P damage for total 4P for the Giclops.
