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 | Vision Range kept | Concealment | What it means |
|---|---|---|---|
| Radiant | 50% | Obvious | Searing light partially blinds you. You see silhouettes and motion, little detail. Vision Range −50%. |
| Bright | 100% | Obvious | Normal lighting. Vision Range is not affected. |
| Dim | 75% | Faint | Lower than typical lighting that obscures fine details. Vision Range −25%. |
| Shaded | 50% | Veiled | Gloomy. Shadows fill the area. You see silhouettes and motion, little detail. Vision Range −50%. |
| Dark | 0% | Hidden | Total darkness. You cannot see silhouettes, motion or detail. Inflicts Blind. |
Concealment
| Level | Threshold | What it means |
|---|---|---|
| Obvious | None | Completely noticeable. No roll needed to detect. |
| Faint | Novice / Easy | Lightly concealed, easily detected by most. |
| Veiled | Standard / Challenging | Reasonably concealed. An observant person can find it. |
| Hidden | Tough / Expert | Completely concealed. Found only with a Study check made with Stagger. Cannot be hit by single-target attacks. |
| Invisible | None | Cannot be detected at all, even in Sense Range, unless an Ability overrides it. Other senses still work. |
Biome Types
| Biome | Description |
|---|---|
| Aquatic | Largely water, such as lakes and oceans. |
| Coastal | Where land meets ocean: cliffs, beaches and dunes. |
| Desert | Arid, with low rainfall, extreme temperatures and high wind. |
| Forest | Dense trees and shrubbery, each with their own ecosystems and weather. |
| Island | A small piece of land surrounded by water: rough seas, strong winds and storms. |
| Mountain | Steep slopes, high peaks and uneven rock. Higher means more extreme. |
| Plains | A large flat area with very few elevation changes. |
| Swamp | Permanently saturated with water, with trees and other woody plants. |
| Tundra | Frigid temperatures, little rain, long dark winters, short cool summers. |
| Underground | Below the surface, such as caverns: high humidity and limited airflow. |
| Urban | Highly populated regions with buildings and other amenities. |
Threat Levels
| Threat | Description |
|---|---|
| Low | Little to no danger. No specialised Equipment or Abilities needed. |
| Moderate | Some threats and hazards. Basic Equipment or Abilities are required. |
| High | Noticeable threats and hazards. Intermediate Equipment or Abilities are required. |
| Deadly | Many threats and hazards. Specialist Equipment or Abilities are required. |
Hazards
| Type | Description |
|---|---|
| Biochemical | Substances that harm through inhalation, ingestion, skin contact or assault on the senses, plus disease-causing organisms. |
| Elemental | Harsh weather, traps and other elemental-based abilities. |
| Physical | Direct 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.
| Levels | Low | Medium | High |
|---|---|---|---|
| 1-4 | 1d4, 0 Effects, TH 6 | 2d4, 1 Effects, TH 8 | 3d4, 2 Effects, TH 10 |
| 5-8 | 2d4, 1 Effects, TH 10 | 3d4, 2 Effects, TH 12 | 4d4, 3 Effects, TH 14 |
| 9-12 | 3d4, 2 Effects, TH 14 | 4d4, 3 Effects, TH 16 | 5d4, 4 Effects, TH 18 |
| 13-16 | 4d4, 3 Effects, TH 18 | 5d4, 4 Effects, TH 20 | 6d4, 5 Effects, TH 22 |
| 17-20 | 5d4, 4 Effects, TH 22 | 6d4, 6 Effects, TH 24 | 7d4, 7 Effects, TH 26 |
Survival Rules
Survival Rules apply in High and Deadly biomes.
| Area | What changes |
|---|---|
| Provisions | Food, 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. |
| Injuries | More common. A Study or Track check can find limited medical resources (higher TH). Medics are rare and charge hefty fees or favours. |
| Hazards | More frequent and deadlier, harder to detect (higher TH) and harder to avoid and disarm, dealing more damage and harsher Effects. |
| Trait Checks | Generally harder to pass, with more punishing consequences for failure. |
| Resilience | Some damage types are more or less effective, imposing Exposed or Fortified, typically from the environment. |
| Vendors | Less common with limited stock. Higher prices, and they pay less for items you sell. |
| Social Phase | More strained. Foes are less willing to talk and more likely to betray you. |
| Survey Phase | Harder, with reduced Sense Ranges and Motion. Extreme weather can make areas impossible without specialised gear. |
| Skirmish Phase | More difficult and frequent. Special enemies are likely, and wildlife is more hostile. |
| Sentry Phase | More likely to be interrupted. Full Rest is much harder to come by, with heavier reliance on Brief and Light Rests. |
