Concept

The first thing you'll need is a concept for your hazard. What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, tech, or all of the above? This is a good time to consider the hazard's description and how to disable it.

Hazard Types

The three main types of hazards are traps, environmental hazards, and haunts.

Traps are usually built or placed. They can also form accidentally, such as if a rift opens in time or between realities, or a vehicle's autopilot malfunctions. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by dispel magic, and those without a listed proficiency rank for Stealth can be found using detect magic. Tech traps can be affected by the glitching condition but never lose actions.

Environmental hazards might be living things, like spores and molds, or features of the terrain or environment, like rockslides. Some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas.

Haunts are usually formed when the spiritual essence of a location is imprinted with instincts and emotions from a living being's demise. Haunts lack matter, so they rarely involve a physical component, or they are incorporeal or might even be damaged only by vitality energy. Typically, PCs can learn clues to determine what it would take to lay a haunt to rest permanently.