|Referees, you know you want to do this to your players!|
Who hasn't seen a film or show in which the hero must navigate an area full of dangers? It could be a burning building, a collapsing mine shaft, an avalanche, or an artillery barrage. The hero dashes, dodges, jumps, ducks and otherwise displays their physical prowess by coming through without a scratch. This is also a way to get rid of the villain, who disappears in a shower of flying doom.
I've worked up some simple rules to simulate these thrilling scenes.
Watch Out For Falling Rocks!
To determine the possibility of avoiding damage from collapsing structures, avalanches, rock slides, fires, etc., use the following throws. This can be used any time a character must move through an area of avoidable environmental danger or random gunfire. It will not apply to radiation, extreme heat or cold, or any other unavoidable condition.
The character moves at speed 1 (walking speed) representing the need to dodge and weave to avoid hazards. Expend one combat blow and make a throw every round until the character is out of the danger zone.