====== Environmental Conditions ====== ===== Journeys ===== Characters may become //Fatigued// or //Deprived// during their journeys through difficult terrain; any time you are exposed to an extreme environment, test Vigor+Will or Vigor+Survival vs severity of the environment (see below). `GFA` = receive the //Fatigue// [[clockworkrules:conditions|condition]] (stackable). After failing 3 fatigue tests, you become //Incapacitated//. Further failures result in the //Deprived// condition instead. `GTH``GTH` = receive a Wound, and `GDE` may result in immediate //Incapacitated// or //Deprived// condition. Prepare for a journey through extreme environments with Reason+Survival (Difficulty in table below); `GSU` = character is "Prepared"; `GFA` = "Ill-Prepared", `GFA` with `GTH` = "Unprepared." If you have no access to appropriate gear/supplies, you are considered "Unprepared", or if you have successfully prepared for a different environment you are considered "Ill Prepared" {{:clockworkrules:pasted:20201017-232515.png}} *//Conversion note: Divide difficulty by 2 (round up) to find the number of `GDI`// {{:clockworkrules:pasted:20201017-232653.png}} ===== Falling & Impact ===== Any character falling from a significant height will hit the ground at the end of their next turn, so there is generally a chance to act before landing. Test Vigor+Will //(yes, two Aptitudes)// vs `GDI``GDI``GDI` - Take 1 Wound for every 10' fallen, mitigated by 1 Wound per`GSU`.