DraftThese rules are a draft from the Roll Combat Core Rules System Player’s Guide. Numbers and wording can change before release.

Light, Biomes and Hazards

Light Levels, Biome Types, Threat Levels, the Hazard Severity table and the Survival Rules.

Light Levels

Light changes how far a Persona can see. Darkness is total: no sight at all, and the Persona is Blind.

Light Levels
LightVision Range keptConcealmentWhat it means
Radiant50%ObviousSearing light partially blinds you. You see silhouettes and motion, little detail. Vision Range −50%.
Bright100%ObviousNormal lighting. Vision Range is not affected.
Dim75%FaintLower than typical lighting that obscures fine details. Vision Range −25%.
Shaded50%VeiledGloomy. Shadows fill the area. You see silhouettes and motion, little detail. Vision Range −50%.
Dark0%HiddenTotal darkness. You cannot see silhouettes, motion or detail. Inflicts Blind.

Concealment

Concealment levels
LevelThresholdWhat it means
ObviousNoneCompletely noticeable. No roll needed to detect.
FaintNovice / EasyLightly concealed, easily detected by most.
VeiledStandard / ChallengingReasonably concealed. An observant person can find it.
HiddenTough / ExpertCompletely concealed. Found only with a Study check made with Stagger. Cannot be hit by single-target attacks.
InvisibleNoneCannot be detected at all, even in Sense Range, unless an Ability overrides it. Other senses still work.

Biome Types

Biome Types
BiomeDescription
AquaticLargely water, such as lakes and oceans.
CoastalWhere land meets ocean: cliffs, beaches and dunes.
DesertArid, with low rainfall, extreme temperatures and high wind.
ForestDense trees and shrubbery, each with their own ecosystems and weather.
IslandA small piece of land surrounded by water: rough seas, strong winds and storms.
MountainSteep slopes, high peaks and uneven rock. Higher means more extreme.
PlainsA large flat area with very few elevation changes.
SwampPermanently saturated with water, with trees and other woody plants.
TundraFrigid temperatures, little rain, long dark winters, short cool summers.
UndergroundBelow the surface, such as caverns: high humidity and limited airflow.
UrbanHighly populated regions with buildings and other amenities.

Threat Levels

Threat Levels
ThreatDescription
LowLittle to no danger. No specialised Equipment or Abilities needed.
ModerateSome threats and hazards. Basic Equipment or Abilities are required.
HighNoticeable threats and hazards. Intermediate Equipment or Abilities are required.
DeadlyMany threats and hazards. Specialist Equipment or Abilities are required.

Hazards

Hazard types
TypeDescription
BiochemicalSubstances that harm through inhalation, ingestion, skin contact or assault on the senses, plus disease-causing organisms.
ElementalHarsh weather, traps and other elemental-based abilities.
PhysicalDirect bodily trauma, commonly from blunt and sharp objects or self-neglect.

Hazard Severity depends on the Persona’s level. Each cell shows damage dice, the number of Effects and the Threshold to resist.

Hazard Severity by level
LevelsLowMediumHigh
1-41d4, 0 Effects, TH 62d4, 1 Effects, TH 83d4, 2 Effects, TH 10
5-82d4, 1 Effects, TH 103d4, 2 Effects, TH 124d4, 3 Effects, TH 14
9-123d4, 2 Effects, TH 144d4, 3 Effects, TH 165d4, 4 Effects, TH 18
13-164d4, 3 Effects, TH 185d4, 4 Effects, TH 206d4, 5 Effects, TH 22
17-205d4, 4 Effects, TH 226d4, 6 Effects, TH 247d4, 7 Effects, TH 26

Survival Rules

Survival Rules apply in High and Deadly biomes.

Survival Rules
AreaWhat changes
ProvisionsFood, water, medical supplies, materials and shelter are scarce. A Study or Track check finds limited resources (higher TH than usual), or buy and trade at higher prices.
InjuriesMore common. A Study or Track check can find limited medical resources (higher TH). Medics are rare and charge hefty fees or favours.
HazardsMore frequent and deadlier, harder to detect (higher TH) and harder to avoid and disarm, dealing more damage and harsher Effects.
Trait ChecksGenerally harder to pass, with more punishing consequences for failure.
ResilienceSome damage types are more or less effective, imposing Exposed or Fortified, typically from the environment.
VendorsLess common with limited stock. Higher prices, and they pay less for items you sell.
Social PhaseMore strained. Foes are less willing to talk and more likely to betray you.
Survey PhaseHarder, with reduced Sense Ranges and Motion. Extreme weather can make areas impossible without specialised gear.
Skirmish PhaseMore difficult and frequent. Special enemies are likely, and wildlife is more hostile.
Sentry PhaseMore likely to be interrupted. Full Rest is much harder to come by, with heavier reliance on Brief and Light Rests.