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Flood - Floods occur when there is too much water for the terrain<br>
to handle at one
time. It may be as little as a few inches<br>
of water to a overflow
of a river. The amount of water spread<br>
and water height is up
to the Referee but should reflect the<br>
terrain type
itself.<br>
<br>
Terrain Notes -<br>
Jungle -
Floods here generally occur in monsoon type weather<br>
where there is constant long rain. It can create generally<br>
knee up depth of water at times since the trees tend not<br>
to compensate by soaking it up.<br>
Forest -
Forest flooding typically occurs from nearby terrain<br>
like river or swamps where the forest gets some of the<br>
overflow from that terrain.<br>
Mountain -
Floods here are typically mudslides or from melting<br>
snow up the mountain. This can create streams and waterfalls<br>
that are fast moving as the water gets to the bottom.<br>
Hills -
Typically are mudslides<br>
Swamp -
Swamp is mostly water already so floods here tend to<br>
occur when the water rises above its normal height. This<br>
can send the water to other nearby land areas. When<br>
swamps flood there is little or no land usually leftover.<br>
Plains -
Plains are so flat that most floods are from strong<br>
storms but tend to be soaked up fast. In some cases they<br>
can form rivers of water down gullies or canyons however.<br>
Underground
- Underground floods typically occur when<br>
the cave is ALREADY full of water when found or from<br>
cave ins which cause water to flow into the underground<br>
area from a underground water shed or source.<br>
Waterways -
Rivers can flood easily as their banks are<br>
surpassed by water. This can cause problems with<br>
farmlands or other areas. Floods in this area can<br>
cause torrents of water and cause normally calm rivers<br>
to be mad rivers which takes anything with it.<br>
-------------------------------------------------------<br>
<br>
Fog - Fog works best in cool
temperatures near coastal<br>
territories.
However some fog can still exist deep<br>
inland. The best
conditions for Fog is at sunrise<br>
and sunset when the
overall climate is changing due to<br>
the shift in day and
night. Noon day fog is an extreme<br>
rare condition.
The Referee can determine the type of<br>
fog on the Fog Table
below (Roll D100):<br>
Fog Type
Visibility<br>
Fog
Mist
1 Mile<br>
Light Fog Half Mile to 1 Mile<br>
Moderate Fog 10-100
Feet<br>
Heavy
Fog
5-10 Feet <br>
Fog Blanket
12-60 Inches<br>
Missile fire through Fog
can be affected by the visibility<br>
and obscure rules.
Wind can affect Fog by moving the<br>
fog away or toward
characters. <br>
<br>
Conditions to form -
Conditions to form Fog is generally<br>
cool and
humid temperatures. Natural bodies of water<br>
like
waterways or ocean help. Ground fog can also<br>
form of the
moisture in the air. Cloud fog forms when<br>
clouds
settle to the ground (but usually is a higher<br>
elevation). Hot climates tend not to have fog. <br>
<br>
Terrain Notes -<br>
Desert Fog -
Only tends to occur at night or before sunrise<br>
when the desert is in cold temperatures. It quickly<br>
evaporates when the sun comes up so does not exist during<br>
the day so if Desert Fog is rolled during day you should<br>
re-roll.<br>
Badlands -
Some day fog can exist here but only when its<br>
colder when sun rises.<br>
Jungle -
Jungle fog can be very mystical to those not<br>
used to it. The way it surrounds trees and mingles<br>
with them seem almost magical. Since jungle is thick<br>
already the Referee should decrease visibility more.<br>
Forest -
Forest Fog tends to stay low on the ground but<br>
can be as high as the tree tops itself.<br>
Mountain Fog
- This fog will grow in size and strength<br>
as the elevation increases. Once the height is such<br>
that clouds exist below that line fog is common.<br>
Swamp -
Swamp fog is fast moving and ever shifting due<br>
to the amount of standing water in the area.<br>
Underground
Fog - This type of fog is created by the<br>
dampness and coolness in the air.<br>
Waterway -
Fog in this terrain can cause "ghost" ships<br>
to be seen and decreases ship movement.<br>
Ocean Fog -
Same as Waterway. Ship movement can be<br>
reduced to as much as 25% of its full speed in some fog. <br>
-------------------------------------------------------<br>
<br>
Gas - Volcano and Underground
terrains can create gas that can<br>
be harmful to
characters.<br>
<br>
Underground Gas - Treat
as Swamp Gas but there should not<br>
be any Light
Gas.<br>
Volcanic Gas - This gas
can be very fast moving that can<br>
overtake the
fastest of players. It can suffocate the<br>
player. The Referee should treat it as Swamp Gas but<br>
with Bursts
and fast dispersion with Toxic effects.<br>
<br>
In underground areas
there are situations where some gas<br>
can be detected like the
bird in the bird cage but<br>
in volcanic situations
it can be immediate and very<br>
unpredictable.<br>
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<br>
Hail - Hail are hard atmospheric
objects made of ice and crystal<br>
of various sizes that
are formed high in the atmosphere and<br>
fall to the
ground. Because the stones are hard they can<br>
damage items and
people. The size of the hail storm is up<br>
to the Referee but a
good typical size is 2 square miles<br>
around the party.
Hail stones can be as little as dime size<br>
pebbles or as big as
fists. To determine the amount of hail<br>
that drops the Referee
can roll on the table below:<br>
Hail Size Concentration Damage per
stone Roll<br>
Small
2D30
1 01-30<br>
Medium
D30
D3
31-60<br>
Large
D20
D6
61-90<br>
Extreme
D10
D10 91-100<br>
Concentration is the
amount of possible stones in the<br>
every hex of the
party. Each tactical hex the party<br>
is a new concentration
should be rolled. The listed<br>
damage is done per stone
to people and items.<br>
<br>
Terrain Notes -<br>
Aerial
- Hail while in the air tends to be far bigger<br>
since it has not melted on the way down. To reflect<br>
this per 1000 feet up increase the size by one factor.<br>
Thus Large would be Extreme.<br>
Volcano - Hail around active volcano areas are possible<br>
but rare. In some cases they can be larger in some<br>
cases due to the dust in the air thus GM can add a<br>
point or two of damage if Referee desires. <br>
<br>
Duration - Hail Storms
only last typically 1-3 minutes max (D3).<br>
Hail storms can be in
virtually any condition including little<br>
if no clouds since they
are from high up. But typically they<br>
would occur during a
rain storm most of the time. For each<br>
stone the Referee would
roll on the +4 line on the combat<br>
table giving a basic 58%
chance of the stone hitting. The<br>
players can dodge the
stones if they see them coming and<br>
know the stones are
falling. The Referee is free to modify<br>
the combat line but this
reflects the Base Line for Throwing<br>
Objects. <br>
<br>
Example: A party is
camped out in a 20 foot circle. A hail<br>
storm suddenly bursts
during a light rain drizzle. So two<br>
hexes are covered the GM
rolls 90 which has the hail stones<br>
as large as a small ball
that can be held in the hand.<br>
The GM rolls 2 D20s and
get 2 and 7. So in one hex only 2<br>
stones fall while in
another 7 hit in that particular hex.<br>
If any hit he would roll
d6 for each stone.<br>
-------------------------------------------------------<br>
<br>
Haze - Haze is a collection of smoke
and fog or other<br>
particle pollution like
dust. It generally does not<br>
inteefere with the
players except distortions of vision<br>
and distance
slightly. <br>
<br>
Terrain Notes -<br>
Desert
- Haze in Desert can actually lead to Mirages.<br>
Mirages can confuse and mislead party members.<br>
Badlands - Like Desert.<br>
Jungle
- Jungle haze is typically over the jungle<br>
as if looking at it over the tree tops from high<br>
up and generally is only seen in this position.<br>
Forest
- Like Jungle but its possible to see some<br>
of the haze from the ground.<br>
Mountain - Haze from here can be seen at a distance<br>
to see the blue and gray haze that typically<br>
is found at mountains that distort views of the<br>
mountains.<br>
Plains
- Desert but mirages are less intense.<br>
Waterways/Ocean - Haze here is seen at the horizon<br>
or far distance and can mislead to navigation<br>
errors if the navigators aren't too skilled.<br>
-------------------------------------------------------<br>
<br>
Heat - This is the same as Cold
above but works through heat.<br>
This may be a pocket of
hot air trapped for some time or<br>
volcanic type heat from
some deep underground source.<br>
It may just increase
temperatures or do heat like<br>
spell effects.<br>
-------------------------------------------------------<br>
<br>
Hot Springs - Hot springs are
typically found in swamp areas<br>
but could be found in
others in some cases. These springs<br>
of super heated water is
said to help in the healing process.<br>
Players can soak in them
to help tired bones and relax the<br>
body. They may not
heal physical damage but they do seem<br>
to uplift the
spirit.<br>
<br>
Optional: To reflect
this boost in energy by the springs<br>
the Referee could add D3
Energy points back to a person<br>
who soaks in the springs
for more than 6 hours. These<br>
springs can also help to
fight of infection as it burns<br>
off virii and other
things on the skin and in open wounds.<br>
-------------------------------------------------------<br>
<br>
Hurricane - Hurricanes are strong
oceanic storms of wind<br>
and energy.
They only tend to form from the Summer<br>
and Fall
seasons. The table below gives the data on<br>
each storm and
their category.<br>
<br>
Category
Wind Knots Storm Surge Damages<br>
One 74-95
64-82 4-5 ft. Trees, Mobile homes<br>
Two 96-110 83-95
6-8 ft. Trees, minor house damage<br>
Three 111-130 96-113 9-12 ft. Minor
structural home damage<br>
Four 131-155 114-135 13-18 ft. Can blow houses
down<br>
Five 155+ 135-149
18+ ft. Massive damage area wide<br>
<br>
The Referee can
determine the type of hurricane that is<br>
forming by rolling
on the table below or choose:<br>
Roll Hurricane Type/Category<br>
01-30 Tropical Storm<br>
31-50 One<br>
51-84 Two<br>
85-92 Three<br>
93-96 Four<br>
97-100 Five<br>
<br>
Size of a
hurricane can vary but as little as 100 miles<br>
or as big as 1000
miles in diameter (a rare one can be<br>
as big as 1000
miles). Referee can roll a D100 x the<br>
Category of the
storm (if tropical then x0.5). Ships<br>
caught in the
hurricane will have a hard time battling<br>
themselves out of
it. Once a hurricane hits land<br>
it will slowly
decrease in power and strength. <br>
-------------------------------------------------------<br>
<br>
Land Shift - This volcanic effect
occurs when the mountain<br>
is about to burst it
will shift its land mass in dramatic<br>
ways before it
explodes. The lava dome may collapse or<br>
may slide in a
rockslide. Usually this event is deadly<br>
if the players are right
on it.<br>
-------------------------------------------------------<br>
<br>
Lava - Lava is molten rock that can
melt lead. As a result<br>
anyone touched by lava
will burn and die. Even the<br>
supernaturally high Fire
Resistance or immunity may not<br>
stop this effect.
Usually however lava is slow moving<br>
and shifting so players
can avoid lava with plenty of<br>
time if they have the
chance to. Temperatures can<br>
be as high as 200
degrees or hotter and as cold as only<br>
120 in lava depending on
its state of cooling down. So<br>
one could treat this as
12D10 to 20D10 points o damage.<br>
Players should not
approach near lava as well and tend<br>
to only get within 10
feet o lava before they have to<br>
back away. <br>
-------------------------------------------------------<br>
<br>
Lava Ejecta - This is active lava
rocks that eject from<br>
a volcano that tend to
go up in the air rather than<br>
roll down the volcano
like normal lava. these rocks<br>
can go as high as 1500
feet before coming down and<br>
hitting the
ground. These may not be as critically<br>
damaging as lava since
they cool down so if one hits<br>
a player the damage is
about 6D10 to 10D10. Fire<br>
can occur if the rock
hits clothing and other material.<br>
The character can dodge
it like falling objects with<br>
their dodge
ability. <br>
-------------------------------------------------------<br>
<br>
Mud Slides - Mud slides occur from
melting snow or heavy<br>
intense constant rains
on hills or mountains. Once<br>
it occurs its like a
rockslide or avalanche. These<br>
slides can be dramatic
and fast as 80 mph down the<br>
hill. Some mud
slides have been known to cover a town<br>
or village with 6 feet o
mud virtually destroying the<br>
town. For
simplicity the Referee can roll D10 for the<br>
number of feet of mud he
determines will end up on<br>
the ground in a area he
chooses.<br>
-------------------------------------------------------<br>
<br>
Overcast - In this condition the sky
is 76-100% clouded over<br>
with gray and black
clouds. Seeing the sun or stars in<br>
this condition is very
difficult. It generally means<br>
a storm is approaching,
already there or brewing somewhere<br>
out in the skies in the
distance. <br>
-------------------------------------------------------<br>
<br>
Partly Cloudy - The sky has a
scattering o clouds that is<br>
from 1-25% of the
sky. At this state it is hard to see<br>
if a storm is brewing in
this condition.<br>
-------------------------------------------------------<br>
<br>
Quicksand - Quicksand typically
occur in badland and swamp<br>
terrain but could occur
in other terrain Referee so<br>
desires. These
areas are where the sand is so loose<br>
that anyone sinking in
will sink with it. No one knows<br>
if there is a bottom or
not. Those that enter it and<br>
move sink faster.
Unless helped out the person who<br>
steps in quicksand will
drown in sand and die. Some<br>
versions of this sand
have a bit of water but others<br>
do not need it to be
quicksand. There is a 20% chance<br>
that the quicksand
encounters is Lightning Quicksand.<br>
If this is the case the
person who steps on it and is<br>
physically able (ie over
the hole most of his body) he<br>
will immediately fall
into the sand and sink down to<br>
over his head. He
will just be below the surface and<br>
can be saved if the
players act quickly. but he will<br>
have D3 phases to be
saved or he will sink further and<br>
no help is
possible.<br>
<br>
Terrain Notes:<br>
Badlands -
Quicksand here is typically near ridges where<br>
the earth is ever shifting and creates air pockets in<br>
the soft soil. They can be in the open but there is<br>
less of a chance.<br>
Swamps -
Swamp quicksand is common and can have water<br>
in it that leads to some underground areas. So if<br>
the person doesn't drown from sand he will water.<br>
-------------------------------------------------------<br>
<br>
<br>
Rain - Rain is the simple event of
normal raindrops but<br>
the amount of rain would
depend on the type of storm<br>
and cloud cover.<br>
<br>
Basic
Condition Rain Amount Duration (in minutes)<br>
Sunny/Clear
Drizzle 1-3<br>
Partly
Cloudy
Light 3-5<br>
Cloudy
Moderate 5-10<br>
Overcast
Heavy 15-20<br>
<br>
Duration is only a base
factor the Referee is free to modify<br>
it in any way. For
Drizzle rain see Drizzle section. It<br>
can be sunny and still
drizzle. Light and Moderate rain can<br>
be enough to completely
get players wet. For Heavy Rains<br>
the GM should roll D100
on a 01-50 it is Heavy Rains on 51-100<br>
it is Sheets o
rain. If sheets of rain fall it can do damage<br>
to items and players
since it is a virtual blanket of rain that<br>
falls and slams against
the players. Player should seek<br>
shelter during Sheets of
rain. It can cause stun like damage<br>
to the player that is
hit by it. For every 5 minutes in the<br>
open during sheets 1
point of stun damage is done. It is<br>
not physical but can
slow down a person or confuse players<br>
since its hard to see in
this form of rain. For every point<br>
of stun damage -1 to MR
is done as the character becomes<br>
tired moving through the
heavy rain pour. <br>
-------------------------------------------------------<br>
<br>
Sleet - Sleet is a mixture of frozen
or partially frozen ice.<br>
It is generally a mix of
rain, snow and hail or any combination<br>
thereof. This type
of condition occurs when its cold enough<br>
to snow and thus would
not occur in hot climates or with hot<br>
temperatures. The
GM can determine the type of sleet below:<br>
Roll Sleet Type<br>
01-25 Snow, Rain<br>
26-50 Snow, Hail<br>
51-75 Snow, Hail, Rain<br>
76-100 Rain, Hail<br>
Sleet of Snow can be
actual snow or ice or both. Sleet<br>
can interfere with
visibility and lower temperatures.<br>
For other effects see
Rain, Snow and Hail sections.<br>
<br>
Terrain Notes<br>
Tundra -
Sleet in Tundra/Arctic areas would be more intense<br>
and should reflect the amount of ice and snow (little<br>
rain in this area). To reflect this the Referee can add<br>
damage to the Hail Damage listed.<br>
-------------------------------------------------------<br>
<br>
Rockslide - Rockslides only occur
where there is enough material<br>
for the loose rocks to
slide. There are 2 reasons the rocks<br>
will slide either by
player interactions (ie climbing the<br>
side of the cliff) or
naturally through wind or minor<br>
earth tremors. The
effect of this slide is up to the Referee<br>
as it is based on many
factors. A good rule of thumb though<br>
might be that D100
stones would fall down the cliff (or<br>
mountain, hill).
If it is a rocky surface that could be<br>
D100x2. There
could be as little as pebbles falling or<br>
rocks the size of a
person's head falling down. The larger<br>
the stone the more
damage they could occur. The Referee could<br>
use the table below to
help him determine at a glance the effect.<br>
D100
Roll Pebble Fist Sized Head
Sized Boulder<br>
01-25
50%
30%
18% 2%<br>
26-50
26%
50%
20% 4%<br>
51-75
14%
30%
50% 6%<br>
76-100
30%
30%
30% 10%<br>
<br>
Example: Two players
trying to climb a cliff. The GM determines<br>
there is a
rockslide. He rolls D100 and determines 43 objects<br>
will slip. He then
rolls for severity on the above table and<br>
rolls 92 which means
higher chance of boulders slipping than<br>
pebbles. He
determines that 13 pebbles will fall (30% of 43),<br>
13 fist and 13 head
sized stones (both 30% of 43) and 4<br>
boulder sized rocks will
fall. If those boulders fall they<br>
could cause severe
damage.<br>
<br>
Rockslide Damage<br>
Pebble - 0-1 per Head Sized Stones - D6<br>
Fist
Sized Rocks - D3 per
Boulders -
D10<br>
<br>
To determine if the
rocks hit the party the Referee can use<br>
the +4 Base Line on the
combat table. This is if the person<br>
is directly under the
falling rocks. If the party is away<br>
from the cliff there is
no chance of being hit. Finally<br>
there is a 1% chance
(Roll D100) that the rockslide causes<br>
the entire side of the
cliff/mountain to fall creating a<br>
large avalanche of
rock. if this is the case you can modify<br>
the above to include
sand or improve damage or see Avalanche.<br>
<br>
Terrain Notes -<br>
Mountain/Hills - Rockslides are common here. More so<br>
on mountains than hills. Usually if the soil is<br>
loose from rain or wind conditions are ripe for rockslides.<br>
Badlands - These arid locations can have rockslides but<br>
tend to be unpredictable until they occur.<br>
Underground - Treat rockslides as a minor roof cave in<br>
or slide from tall cavern walls.<br>
Tundra/Glacier - Rockslides here tend to be pure ice or<br>
snow blocks. <br>
-------------------------------------------------------<br>
<br>
Snow - Snow is a collection of
frozen rain or ice. For<br>
conditions of snow it
must cold enough for rain to freeze<br>
in some manner. To
determine the type of snow roll<br>
on the table below
(D100):<br>
Roll Snow
Type Amount
Duration Frostbite<br>
01-25
Flakes/Crystals 0-1
. 5
min 3%<br>
26-50
Light
12-24 15
min 5%<br>
51-75
Moderate
12-36 30
min 10%<br>
76-94
Heavy
36-60 1
hour 20%<br>
95-100
Blizzard
60-120 1-3 hours 30%<br>
Flakes once they hit the
ground tend to melt so its just<br>
a fine dust of snow on
the ground. For Blizzard see<br>
the Blizzard
section. Amount is the amount of snow<br>
that builds up during
the duration in inches. The<br>
duration is the amount
of time MAX the storm can occur.<br>
<br>
Snow can cause Frostbite
to open skin if a person is<br>
left out in snow.
The listed frostbite is the percentage<br>
chance per hour left out
in the snow. This percentage<br>
is a cumulative
effect.<br>
<br>
Example: Two characters
are in the Tundra when a snow<br>
cell occurs. One
character is found in a moderate snow<br>
drift and has no
shelter. First hour he has a 10% chance<br>
of frostbite and second
hour 20%. A character in a blizzard<br>
20 miles away has 30%,
60%, 90% and by the 4th hour if he<br>
is left in the open he
going to HAVE frostbite.<br>
<br>
Snow can disrupt
visibility as well. <br>
Snow Type Visibility <br>
Flakes/Crystals Normal<br>
Light
1 mile<br>
Moderate 1000
feet<br>
Heavy
50 feet<br>
Blizzard
Arm's length<br>
This table is only a
base and can be modified to suit the<br>
amount of snow.<br>
<br>
Snow can also blind
characters if they find themselves<br>
in a field of it for
extended periods of time if they<br>
do not take precautions.
This blindness effect only<br>
disrupts movement and
vision slightly but the longer the<br>
exposure to the
snowfield the more dangerous it can become.<br>
-------------------------------------------------------<br>
<br>
Storm - This is a more severe form
of Rain the Thunderstorm.<br>
Like Rain storms can be
seen in the distance and avoided<br>
if the players act
quickly. Roll D100 on the table below<br>
to determine the type of
storm:<br>
Roll
Storm Type Hail% Tornado% Lightning
Duration<br>
01-25
Light
5% 1%
500-750 5-10 min<br>
26-50
Moderate 10%
3% 750-1000 15 min<br>
51-94
Heavy/Severe 15% 5%
1500-2500 30 min<br>
95-100 Super
Storm 30% 10%
3000-5000 45 min<br>
Hail is the percentage
that hail will occur in that storm<br>
cell. Tornado is
the percentage chance that a tornado<br>
will occur from the
storm. If hail exists see hail above.<br>
If conditions are good
for a tornado then roll D3 for the<br>
number of tornadoes that
can form from this one cell.<br>
To determine the chance
the tornado hits the ground use<br>
the below chart:<br>
Storm
Type Land Chance Amount of
Rain<br>
Light
5% 1-2
Inches<br>
Moderate
10% 1-3
Inches<br>
Heavy/Severe
15% 1-4
Inches<br>
Super
Storm
30% 5+
Inches<br>
This reflects that the
larger the storm front the better<br>
chance of such
conditions. <br>
<br>
Lightning above reflects
the number of actual flashes<br>
of lightning during the
duration of the storm. A<br>
good rule of thumb for
the amount of strikes that hit<br>
the ground is 10% of the
total number of flashes. The<br>
chance that a strike
hits within 100 feet of the party<br>
is 5%. The chance
that it occurs within one hex of<br>
the party is 1% per
ground strike. The chance that<br>
a party is hit within
that hex is 10%. If the person<br>
is holding metal items
or metal items exist around the<br>
player the chance goes
up by 5% to 15%. If a character or<br>
item is hit by lightning
it will take 4D10 points of damage.<br>
There is also a 30%
chance the character will die from the<br>
electricity (stroke,
etc.). Lightning can travel great<br>
distances even without a
storm in the area. It is shown that<br>
lightning can strike a
person up to 5 miles away where<br>
there exists no storm
and its virtually clear (documented fact). <br>
<br>
Duration is the amount
of time in minutes the storm typically<br>
stands in the area
before moving on or ending completely.<br>
<br>
Example: A party is in a
Severe Thunderstorm during the<br>
storm up to 2500 flashes
can occur. The party is<br>
camped. There is
likely 250 ground strikes. The<br>
storm is about 5 miles
wide. The GM could roll all<br>
strikes or judge
himself. In this case the GM determines<br>
there are 250/5 miles=50
strikes within 1 mile of the<br>
party location.
This rounds it down to lower odds.<br>
Referee can randomize
each strike or use some quick<br>
formula of his
own. In this case the GM figures there<br>
is a possible 10 strikes
within 100 feet of the party.<br>
He rolls 10 times but
closest he gets is 2 6s so none<br>
hit close enough to harm
the party.<br>
<br>
This information is only
a rough sketch the Referee is<br>
free to modify any of
the above. An optional form might<br>
be to use a size factor
of the storm. Don't forget<br>
that Storms create high
amounts of wind.<br>
<br>
There is a 10% chance
that a fire can occur from a<br>
ground strike per strike
itself. Thus a storm with<br>
200 ground strikes is
likely to have up to 20 strikes<br>
that can cause fire if
it hits a tree or grass. But<br>
the amount of rain can
quickly stop the fire. To<br>
determine the chance the
fire is stopped use the<br>
table below:<br>
Storm Type Chance Fire ends<br>
Light
50%<br>
Moderate
60%<br>
Heavy/Severe 70%<br>
Super Storm 90%<br>
Rain Sheets 100%<br>
A quick way to figure
out if a fire occurs from a storm is<br>
to determine the amount
of ground strikes then roll the<br>
base chance above for
the entire group of strikes. For<br>
example a storm of 200
ground strikes (Heavy storm) has<br>
a 90% chance no fire
would occur. <br>
<br>
Terrain Notes -<br>
Aerial
- Aerial storms can be more intense as the<br>
player may be actually IN the storm itself. Thus<br>
chance of being hit by lightning increases.<br>
Desert
- Desert Thunderstorms can be more dangerous<br>
since storms are rare in the desert. Thus<br>
when they do occur they can be quick, so quick<br>
that players may not have time to avoid it.<br>
-------------------------------------------------------<br>
<br>
Smoke - See Fire, See Fog (Same
Conditions). Smoke can cause<br>
Players to cough, tear
up and even die. Smoke can also<br>
be used in a tactical
battle situation as cover. <br>
-------------------------------------------------------<br>
<br>
Spouts - These are water
spouts that act like tornadoes on<br>
the waterways or ocean
areas. They are not as strong as<br>
tornadoes but act like
F0 or F1 on the tornado scale in<br>
terms of their
wind. At most these may cause players to<br>
lose footing or a small
boat to rock or submerge but<br>
in most cases these are
harmless. <br>
-------------------------------------------------------<br>
<br>
Swamp Gas - Swamp gas is gas that
seeps up from underground<br>
sources (springs, holes,
hot springs, etc.). The gas<br>
can be as harmless as
sparkling lights that ignite when<br>
hit the oxygen or can be
toxic and deadly to players.<br>
The Referee can
determine the type of gas by rolling on<br>
the table below
(D100):<br>
Roll Gas Type<br>
01-25 Lights<br>
26-50 Other<br>
51-84 Smell<br>
85-94 Knockout<br>
95-100
Toxic<br>
Lights are gases that
emit sparkles or make odd things<br>
above the swamp that
some mistake for magic or supernatural<br>
forces.
These lights are harmless to players but are a<br>
pretty light show.
Other gas may be gases like helium,<br>
natural gas (that
doesn't smell), petroleum fumes or other<br>
gases the Referee can
determine. These gases may or may<br>
not be harmful.
Smell gases are gases like sulfur that<br>
are smelly and drive
animal and people away from the source.<br>
They may cause gagging,
choking, coughing and tearing but<br>
should not be harmful
once the person leaves the area.<br>
Knockout gas is gas that
can slowly knock out a person<br>
or do it in one full
speed action. Toxic gases can<br>
kill once breathed by
the players.<br>
<br>
The amount of gas that
leaks from the ground can be<br>
determined by the below
table. The other table determines<br>
how the gas
leaves.<br>
Roll Gas Exposure Time
Roll How Gas Leaks<br>
01-25 Existing
- 01-25 Natural<br>
26-50 Seeping D20x3p
26-50 Bursts, Random<br>
51-75 Fast Leak D6p
51-75 Bursts, Scheduled<br>
76-100
Burst
D3p 76-100 Creature<br>
Existing gas is gas that
is already in the area when the<br>
party encounters.
It is already in the air and can affect<br>
the party
immediately. Seeping gas is gas that slowly<br>
leaks out and takes
time. This gives the party (if they<br>
know it) time to flee
the area. Fast leak are leaks that<br>
are fast acting usually
in seconds compared to minutes<br>
for seeping leaks.
Bursts are leaks that burst out and<br>
are on the scene almost
immediately. The time is in phases<br>
the leak takes to
expose. For the other table natural gas<br>
leaks are leaks from the
ground, water or holes. Bursts<br>
are natural leaks but
Random determines they burst out in<br>
random intervals while
scheduled leaks that occur on some<br>
set time frame like once
every hour (as gas builds up).<br>
Creature leaks occur
when animals or humanoids uncover some<br>
hole where the gas can
leak from.<br>
<br>
Knockout and Toxic gas
may or may not be smelt. The<br>
Referee will have to
determine this. The type of gas<br>
exposure determines how
long the gas may need before<br>
acting on players.<br>
<br>
Knockout gases though
will take D3 turns of exposure before<br>
the player may be
knocked out. The player should roll his<br>
will to try to stay
awake. Each phase he will add 10<br>
from his roll as the gas
is starting to take over.<br>
The person will remain
knocked out for D6-CB hours. If<br>
the result is 0 at least
1 hour. <br>
<br>
Toxic gas can be handled
like Fog of Death or Choking<br>
Moisture but for
simplicity the Referee can allow D3 phases<br>
for dead using a BL5
Slow Death roll. Optionally the<br>
Referee can use
Immediate Death, Slow Death or paraylytic<br>
death rolls depending on
the gas that is toxic.<br>
<br>
Example: A warrior rides
into a swamp after a felon.<br>
The referee determines
its a creature event. So the horse<br>
uncovers a rock where a
hole leaks out gas. The referee<br>
determines its a
knockout gas. It is a fast leak taking<br>
only 2 phases. It
the rider and horse stay in the area<br>
he may be
affected. If he does his will is 50. He<br>
will roll and need 1-50
to stay awake. On second phase<br>
he adds 10 to his
roll. He rolls 44 first time and<br>
second time a 43.
The 43 is now a 53 and he is knocked<br>
out.<br>
<br>
Dispersion of the gas is
up to the Referee or he can<br>
roll on the table below
(D100):<br>
Roll Dispersion<br>
01-25 Cloud<br>
26-50 Ground<br>
51-75 Air<br>
76-100 Whiffs<br>
A cloud is everywhere in
the area and can be as wide as<br>
D3" in
diameter. Ground dispersion means the gas tends<br>
to settle to the ground
no more than D3 feet high. So<br>
in most gases there is a
chance the players won't be<br>
affected unless they are
sleeping on the ground. These<br>
tend to be heavy
gases. For air dispersion this is where<br>
the gas will float
higher and tend to be D10+3 feet high<br>
as they float higher
up. They can range from 1-13 feet<br>
or all in between.
Whiffs are gases that float in bits<br>
and pieces. A
single hex may have 5 gas areas where gas<br>
is but then 10 areas
where gas isn't. It depends on the<br>
wind and other
conditions.<br>
<br>
A Swamp Survival roll
can be made to detect possible Swamp<br>
Gas dangers and avoid
them.<br>
-------------------------------------------------------<br>
<br>
Tornado - A single tornado that
comes from a thunderstorm.<br>
There are 5 classes of
Tornado and each builds on itself.<br>
The Referee can
determine the type of tornado as below:<br>
Roll Tornado
class Winds<br>
01-37 F0 - Gale Tornado
40-72<br>
38-74 F1 -
Moderate
73-112<br>
75-86 F2 - Significant
113-157<br>
87-97 F3 -
Severe
158-206<br>
98 F4 -
Devastating 207-260<br>
99 F5 -
Incredible 261-318<br>
100 F6 - Inconceivable
319-370<br>
Most tornadoes are weak
enough they do little if any damage<br>
but the stronger ones
should be devastating to homes and<br>
people. <br>
-------------------------------------------------------<br>
<br>
Unexpected Ravine - This event means
that an expected<br>
break in the earth or
ravine is found. The Referee is<br>
free to determine the
dimensions but a good rule o<br>
thumb to use is:<br>
Length: 1D10x2
feet<br>
Width : 2D10x2
feet<br>
Depth : 2D10x2
Feet<br>
There is a 10% chance
the ravine is not spotted by the player<br>
and they may fall in
unless conditions state otherwise (like<br>
plenty o light,
etc.).<br>
-------------------------------------------------------<br>
<br>
<br>
Whirlpool - These rare events occur
on waterways or in the<br>
ocean. On
waterways like a lake or river they tend to<br>
be rare (20% chance) but
on oceans they are more likely<br>
to exist (80%).
The bigger the body of water the higher<br>
the chance they can
exist. This is a vortex of water that<br>
swirls and sucks water
and anything else in its path down.<br>
Once under the vortex
may go for hundreds of feed or be<br>
pushed down to the
bottom to be swept out into the water<br>
by a strong
current. For simplicity the Referee can determine<br>
the values of the
whirlpool by the below.<br>
<br>
Size: D10+1 (Radius) in
feet (Size of whirlpool side to side<br>
Force: D6+2<br>
Duration: D10x5
Turns<br>
Depth: D100 Feet [or
until bottom is hit]<br>
<br>
The size is the
whirlpool from the left arm or side to the<br>
right arm or side.
On average they are twice as big as<br>
a man's full
length. The force is the current strength<br>
and power of the
whirlpool. A person's MR or ship's MR<br>
must be greater than the
listed force to escape its pull.<br>
The duration is how long
the whirlpool keeps its pull and<br>
stays intact. The
depth is how far the funnel goes down<br>
before it lets you loose
of its grip. The Referee can<br>
determine some factor
that every X feet the force will go<br>
down by 1. <br>
<br>
If a boat is caught in
the whirlpool the size of the craft<br>
is its only
chance. The larger the better. For simplicity<br>
the chance of a ship
overturning and thus going under is<br>
100-(Craft Length
(Feet))%. A ship that is strong enough<br>
through magic to
overcome the Whirlpool Force can escape<br>
the whirlpool.<br>
<br>
Example: A whirlpool
forms in a harbor by a evil sea wizard.<br>
Two boats are in the
area. The size is 12 feet in diameter,<br>
the force is 2 (a light
whirlpool), the duration is 25 turns<br>
and the depth is 82 feet
down. So it is using strong under<br>
currents to form its
funnel and may build up in strength.<br>
A large freighter is 82
feet long and comes in the area<br>
of the whirlpool but its
rowers make the ship speed at 8<br>
which is well over the
force so it glides over with no<br>
problem. But the
chance it can still be overturned is<br>
100-82=18%. GM
rolls a 59 so in just seconds it passes<br>
over the
whirlpool. Then a one man rowboat enters the<br>
area and is only 4 feet
long. The man tries to overtake<br>
the side but can only
get a speed of 2 at best. A<br>
struggle ensues.
The chance it is going to be pulled<br>
in and overturned is
100-4=96% The GM rolls a 84 and<br>
the rowboat overturns
and goes down the whirlpool. The<br>
man's swimming is fast
but is sucked in likely to his doom.<br>
<br>
Optional: Referee can
have some whirlpools grow as they<br>
gain more underwater
energy and current. Per turn it<br>
exists the Size can grow
by D3 feet (both sides), the<br>
force goes up by 1 and
the depth increases by D10 feet.<br>
-------------------------------------------------------<br>
<br>
Winds - This is any mild breeze to
extreme gale force winds.<br>
This can cause problems
with movement and problems with<br>
nearby terrain (like
trees falling, etc.).<br>
If you wish to further
define the winds you can roll on<br>
the following Wind
Table:<br>
Wind Type Roll
Speed <br>
Low
Winds 01-25
1-5 <br>
Medium
Winds 26-50
10-20 <br>
High
Winds 51-75
21-50 <br>
Extreme
Winds 76-97
51-89 <br>
Hurricane
Force 98-100 90+<br>
If there is no hurricane
in the area subtract 3 from the roll.<br>
You an determine if the
wind is steady or a gust that<br>
lasts for a short
while. Roll D100:<br>
Steady Wind 01-50<br>
Gusts 51-100<br>
Duration of Steady Winds
is constant while Gusts could<br>
last as short as 5
seconds or as long as 3 minutes.<br>
<br>
Wind Terrain
Notes:<br>
Aerial
Winds - Tend to be cooler winds as the elevation<br>
increases. This can drop the temperature down in<br>
addition to the normal factors. Aerial Winds can<br>
also help through Thermals that allow drifting on<br>
air currents without little physical energy to keep<br>
in the air. However a player could find himself<br>
in a Jet Stream type air current and lose all ability<br>
to move against the wind as its the strongest wind<br>
that is around (that isn't storm related).<br>
Mountain/Hills - Winds that sweep down the side of mountains<br>
can speed up speed thus increasing their basic speed<br>
above. The higher the mountain the faster and<br>
stronger the winds.<br>
Plains
- Winds on the open plains have no physical areas<br>
to obstruct it so Plain Winds tend to be more constant<br>
wind. Referee can -20 to the roll above to determine<br>
Wind Gust or Steady.<br>
Tundra/Glacier - These winds are chilling to characters<br>
as they are bursts of extreme cold. This will decrease<br>
temperature in addition to other factors.<br>
Volcano - Like tundra but are Hot winds.<br>
<br>
Wind Temperature Effects
- The faster the wind the harder<br>
the
temperature variance. For every 10 mph of the wind<br>
the
temperature will change by 1 degree. This change<br>
will go down
for Cold Winds and up warmer for Hot winds.<br>
<br>
Example: The party is on
the plains travelling and have<br>
a Wind occurrence.
Referee Rolls 60 for high Winds (21-50<br>
mph). This is a
range of 30 which works with a D30. The<br>
Referee rolls 12 so the
wind speed is 21+12=33 mph a very<br>
strong wind
indeed. He rolls a 68 and determines this<br>
wind is a Gust which
only lasts a minute.<br>
<br>
Winds help to create
tornadoes, spouts and even hurricanes.<br>
Winds can act like a
Wind Spell to slow down movement.<br>
<br>
7) Other Notes and Information <br>
<br>
Allergy - Another common consequence
of weather is Allergy<br>
season which can cause
players to sniff, cough, gag, breath<br>
hard or give sinus
problems. the referee is free to use<br>
Allergy as a normal
everyday occurrence depending on his<br>
needs and adds spice to
everyday character limitations.<br>
-------------------------------------------------------<br>
<br>
Cold - Cold or Flus should be given
to characters who suffer<br>
from long periods of
rain or cold temperatures. This<br>
will add spice to player
interaction and role playing.<br>
f For simplicity the basic
chance of getting a cold could<br>
be determined on the
below table if exposed to more than<br>
10 minutes of being
rained on. Roll a D100-<br>
Roll Cold Type
Duration Symptoms<br>
01-50 Common Cold 1-3
days Sniffle, Sneezing, cough<br>
51-60 Intense Cold 5-9 days
Cold + Drainage, Fever<br>
61-75 Sinus Infection 10-12 days Cold + Fever,
Headaches<br>
76-80 Cold and Sinus 10-16 days All above<br>
81-90
Flu
6-10 days Coughing, fever, exhaustion<br>
91-100
Bronchitis 10-30 days Flu but usually
bedridden<br>
Of course a Cure Disease
spell may help here. <br>
-------------------------------------------------------<br>
<br>
<br>
Monsoon - Monsoon season tends to be
Summer but sometimes fall<br>
in certain equatorial
coastal climates. In these regions<br>
it may rain constantly
and heavily for weeks on end<br>
creating floods of
immense size that displaces thousands.<br>
The charts above do not
include this but Referee is free<br>
to use Monsoon in
certain cases if need be.<br>
-------------------------------------------------------<br>
<br>
Tsunami - This is not covered in the
charts above but this<br>
tidal wave can be used
in the game by Referee if they<br>
wish to. They are
caused by underground earthquakes<br>
deep at sea or by shifts
of land masses at sea. I<br>
the Referee chooses to
include a tidal way he can<br>
pick one or generate it
randomly below.<br>
<br>
Tidal Wave Height: D10x5
feet<br>
Tidal Wave Length: D100
Feet<br>
Tidal Wave Pause:
D100 feet<br>
Tidal Wave Inflow:
Height x 2 feet<br>
Tidal Wave Speed:
5"+(Height/10) per phase<br>
<br>
Height is the height of
the wave from the top of the<br>
normal sea to the top of
the wave (5-50 feet). The<br>
length is the length of
the wave in feet from one crest<br>
to another crest thus
creating a trough or pause of<br>
wave o D100 feet before
the next wave hits. The Inflow<br>
is how far the wave will
go inland when it hits from<br>
the tip of the
beach. The speed is how fast the wave is<br>
travelling.<br>
<br>
8) Final Notes<br>
<br>
Weather and society should work hand
and hand with everyday<br>
life. Weather can make life
thrive by increasing crops<br>
and even births (cold nights).
But weather can also cause<br>
deaths by famine, drought and damage
from weather itself.<br>
The Referee should balance the game
with weather and use<br>
it as he sees fit. A campaign
might get boring if its<br>
sunny and clear all day everyday for
months.<br>
<br>
Magic can even enhance or hinder
weather. We already have<br>
spells to create weather (Storm
Powers) and protect against<br>
things from weather (crop
protection, etc.). Doing magic<br>
to prevent or help weather could
even be a whole new class<br>
of full time jobs for wizards.
Magic should enhance or<br>
improve on the damage done by
weather. A evil chaotic wizard<br>
may wish to create a F3 Tornado but
by its magic it suddenly<br>
becomes a F4. While a Lawful
wizard may make a desert area<br>
rain for 3 hours by creating
clouds. The sky is endless<br>
in the area of magic and
weather.<br>
<br>
City life is critical to weather
compared to wilderness life.<br>
City life can go indoors when it
gets bad. But farms may<br>
depend on weather for crops but hate
it during floods. Market<br>
and even economic structures can
depend on weather. A marketplace<br>
may find items not going to market
due to snow or washed out<br>
roads from rain. These are all
factors society should consider<br>
for a campaign.<br>
<br>
The Sea of Tears article also has
more details on Ocean Storms<br>
that might be of benefit to this
article.<br>
<br>
While some of this data is purely
guesswork some of it is<br>
factual based on observations and
web research to collect<br>
data on the charts and weather
systems. <br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
<div>ICQ: 24436933</div>
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