21 June 110 PA
Midday
The heat was oppressive. It had been hot when the team had left New Del Rio but now it was truly oppressive. The thick jungle had only grown thicker. The environmental controls of the ATV were pushed to their limit. The temperature in the ATV had been climbing steady for hours. Now it was pushing 100°F inside. Everyone knew if the environmental controls failed the inside would rapidly overtake the temperature outside and that was over 130°F. They were running low on fuel and with the thick canopy the solar cells were not working.
Density manifested an hour after noon. @Henry was following a overgrown trail when the trail suddenly ended at a cliff. To late he slammed on the brakes and the front tires slid over the cliff and the ATV dangled dangerously into space. Something must have jarred in the control panels because the vents start blowing very hot air into the cabin.
Everyone Rolls
Surviving the Heat - Roll Vigor -2 for extreme heat and -1 more for vigorous activity. EBA adds +4.
- Raise - no additional effect
- Success - no effect from heat
- Failure - take 1 fatigue
- Critical Failure - take 2 fatigue
- Raise - Spot them quick and get +1 to your action roll.
- Success - Spot them and get an action roll at no mods.
- Failure - Slow to spot them and get -1 to your action
- Critical Failure - Only spot them when they bite you. Take -2 to your action and get bumps and bruises. (1 fatigue)
Fixing the ATV - ATV has 1 level of fatigue. Roll Repair or Electronics (whichever is lower)
- Raise - takes 30 minutes to fix the problem
- Success - takes 1 hour to fix the problem
- Failure - you will have to scrounge up 1d4 x 250 credits in parts.
- Critical Failure - Roll technical difficulties (1-3 glitch, 4-5 Serious Problem, 6 Severe Failure. Repairing a Glitch takes 1d6 × 5 minutes and a Repair roll at −1. A Serious Problem takes 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost. To repair a Severe Failure requires 1d6 days, a Repair check at −4, and parts equal to 40% of the item’s base cost.) These times and cost stack atop of the initial hour.
- Raise - You have done your job well. Your sergeant notices and praise your combat prowess.
- Success - You are competent and escape with only bumps and bruises. (1 fatigue)
- Failure - You are too slow and weak. You live but take 1 wound
- Critical Failure - Your failure has shamed the squad. @Henry restricts you to half rations for the rest of the day. Take 1d4 wounds.