Exploring unsafe structures

After the apocalypse, many of the structures of humanity have been blasted, mangled, or burned out, or have slowly rotted and rusted due to the weathering of time. This fact makes entering buildings a dangerous affair. Heroes moving about in an old, decrepit building run the risk of having walls topple over, floors cave in, or even the entire
structure falling on top of them!
A character entering a damaged building (any structure that has minor damage, major damage, severe damage, or is collapsed, as given on Table 2–1) must make a Survival check at the end of the first round in which he has moved more than 10 feet into the building. If the building is large, and the character explores more than a small area, he
makes additional checks: One check is made for every 1,000 square feet of the building’s total area. (A typical gas station or apartment is about 1,000 square feet. A convenience store is typically 1,000 to 2,000 square feet, and an average house might be as much as 3,000 square feet. Office buildings, department stores, and other structures may be
many thousands of square feet.) The DC for the check is given on Table 2–2. A character crawling or moving very carefully (half speed) gains a +5 bonus on the Survival check.
A character moving at greater than normal speed takes a –5 penalty on the check.

Table 2–2:
Survival Checks in Damaged Buildings

Structure Condition Survival Check DC
Minor damage 5
Major damage 10
Severe damage 20
Collapsed 30

If a character succeeds on the Survival check, he may move and act normally. Failure indicates a mishap. Consult Table 2–3, modifying the d% roll by adding the amount by which the Survival check was missed.

Table 2–3: Building Mishaps

d% Result
01–20 Floor punch-through
21–40 Debris fall
41–55 Wall collapse, minor
56–70 Ceiling collapse, minor
71–80 Wall collapse, major
81–90 Ceiling collapse, major
91–95 Floor collapse
96 or higher Structure collapse

Floor Punch-Through: A cracked or rotten
portion of the floor gives way beneath the character,
and his leg falls through. The character takes 1d4
points of damage (Reflex DC 15 half). Extricating
oneself from a floor punch-through is a full-round

Debris Fall: A plank, chunk of concrete, or
similar piece of debris falls from above, dealing
1d6 points of damage (Reflex DC 15 half).
Wall Collapse, Minor: A portion of a wall
topples on the character, dealing 1d6 points of
damage (Reflex DC 15 half). The 5-foot square in
which the character was standing is filled with
debris and impassable. Extricating oneself from the
debris is a full-round action. It takes 1d6 rounds
to clear the debris from the 5-foot square to make
it passable again.

Ceiling Collapse, Minor: Part of the ceiling
above the character falls on him, dealing 1d6 points
of damage (Reflex DC 15 half). The DC for additional
Survival checks made for exploring the building
is increased by 5.

Wall Collapse, Major: A large portion of wall
falls over on the character, dealing 2d6 points of
damage (Reflex DC 15 half). The structure condition
becomes one category worse (for example,
if the structure had minor damage, it now has
major damage).

Ceiling Collapse, Major: Huge chunks of the
ceiling fall on the character, dealing 3d6 points
of damage (Reflex DC 15 half). If the building is
more than one story tall, the 5-foot square on the
floor above the character is impassable (the floor
of the upper story is missing).

Floor Collapse: The floor caves in beneath the
character, and she plummets to the floor below. The
character takes 1d6 points of damage per 10 feet
fallen (in most buildings, the floors are roughly
10 feet apart), which can be mitigated by a Tumble
check as normal. When the character lands, she
must make a Reflex save (DC 20) or suffer another
mishap (roll on Table 2–3).
Characters within 5 feet of the hole must also
make Reflex saves (DC 15) or fall into it when the
floor around them shifts.
Ignore this effect if the characters are on the
building’s foundation floor.

Structure Collapse: The entire structure begins
to fall apart. The collapse takes 1d4 rounds. Each
round, the structure condition becomes one category
worse (for example, if the structure began with
major damage, after 1 round it has severe damage).
The structure might not collapse completely; for
example, if the structure began with minor damage
and only collapses for 1 round, it ends up with major
damage and does not collapse completely.
Every character within the structure must make
a Survival check every round during the collapse,
facing additional mishaps with failed checks. As the
structure’s condition worsens, the DCs for the Survival
checks get higher (as shown on Table 2–2).

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License