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Hazards

Collapsing Structure

Level 15

commonComplexEnvironmentalKaiju

Stealth +20 (master) to notice cracks forming in the walls of the structure as the kyokor (or another kaiju) approaches. Disable DC 43 Athletics (master), Civil Engineering Lore (master), or Crafting (master) check to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. Demolish Reaction The kyokor (or other kaiju) applies any amount of force to the structure; --- Routine (1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed in Disable. On a success, dust and debris fall within the building and 30 feet around it, providing concealment and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 basic Reflex save); on a critical failure, a creature is also knocked prone. On a critical success on the flat check, the --- Reset The building becomes susceptible to Demolish again 1d6 rounds after it's stabilized.

Complex Hazard · Level 15

The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative.

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