Heat
In ordinary hot weather, you will experience no ill effects if you stay in the shade and don't move around much. But if you are active in temperatures in the top 10° of your comfort zone or above – over 80°F (+27 °C), for humans without Temperature Tolerance – make a HT or HT-based Survival (Desert) roll, whichever is better, every 30 minutes.
Modifiers: A penalty equal to your encumbrance level (-1 for Light, -2 for Medium, and so on); -1 per extra 10° heat.
Failure costs 1 FP. On a critical failure, you suffer heat stroke: lose 1d FP. As usual, if you go below 0 FP, you start to lose 1 HP per FP. You cannot recover FP or HP lost to heat until you move into cooler surroundings.
In addition, at temperatures up to 30° over your comfort zone (91-120° for humans), you lose an extra 1 FP whenever you lose FP to exertion or dehydration. At temperatures up to 60° over your comfort zone (121-150° for humans), this becomes an extra 2 FP.
Intense Heat: Human skin starts to burn at 160°; see Flame for damage. Even if no damage penetrates your DR, you will rapidly overheat if the ambient temperature is more than 6 × your comfort zone's width over your comfort zone (e.g., in a fire). After 3 × DR seconds, make a HT roll every second. On a failure, you lose 1 FP. Your DR provides its usual protection against burning damage, but it has no effect on this FP loss.
Sunburn: After a day of full sun on unprotected skin, an albino will be near death and a light-skinned Caucasian will be very uncomfortable (1d-3 damage). Darker-skinned individuals may itch, but aren't in much danger. Details are up to the GM.
Armor: Armor prevents sunburn and provides its full DR against burning damage – but only armor that provides Temperature Tolerance (through insulation or a cooling system) can prevent FP loss due to heat. This feature is standard on battlesuits and TL9+ combat armor.
Fahrenheit to Celcius Table
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