Weather

Inclement weather can hamper player movement and actions. Extreme weather can become dangerous, such as blizzards, lightning storms, and intense sun.

Weather is an incredibly diverse terrain effect that can vary by the hour. Use these to help bring encounters to life by creating storms at sea, burning desert suns, and arctic winds.

Winds:


No wind or minimal wind:

No effect


Light wind:

-5ft to movement


Moderate wind:

-10ft to movement,

Anyone flying must make an SR 4 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Strong wind:

-15ft to movement.

Anyone flying must make an SR 12 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Gale force winds:

-25ft to movement

Anyone flying must make an SR 4 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Rains:


Light mist or no rain:

no effect


Light rain:

-1 Cognition

Anyone flying must make an SR 3 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Heavy rain:

-3 Cognition

Anyone flying must make an SR 8 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Intense rain:

-4 Cognition

Anyone flying must make an SR 10 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Snow:


Light snow:

-1 Cognition

Anyone flying must make an SR 3 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Heavy snow:

-6 Cognition, -10ft to movement speed

Anyone flying must make an SR 6 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Hail:


Light Hail:

-3 Cognition

Anyone flying must make an SR 8 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Intense Hail:

-4 Cognition

Anyone flying must make an SR 18 dexterity roll when taking off and on their turn. Failing this roll knocks them out of the sky.


Sunlight


Overcast:

Thick storm clouds block out the sun. The area is filled with dim light, vision is impaired and light may be needed.


Dim sun:

Thin clouds cover the sky. No sun can be seen, but vision is not affected.


Clear sky:

No clouds block the sun.


Bright sun:

The area is bathed in bright light. Characters adapted to dark environments may be affected or blinded.


Intense sun:

This is common during the summer.

The sun is intense and saps the strength of anyone outside for too long. Every hour all party members must make an SR 4 fortitude roll. On failure they gain mild exhaustion.

If a character has mild exhaustion, they instead gain exhaustion.

If a character has exhaustion, they instead gain severe exhaustion.

The SR increases by 1 each time they make a roll.

Heavy armor increases the SR by 4.

Drinking water once per hour decreases the SR by 1.


Burning sun:

This is common during the summer near the equator and in deserts.

The sun is unrelenting and saps the strength of anyone outside for too long.

Each hour someone is in the sun without any form of shade, they gain 1 level of burned.

Every hour all party members must make an SR 6 fortitude roll. On failure they gain mild exhaustion.

If a character has mild exhaustion, they instead gain exhaustion and dehydration.

If a character has exhaustion, they instead gain severe exhaustion and severe dehydration.

The SR increases by 2 each time they make a roll.

Heavy armor increases the SR by 6.

Drinking water once per hour decreases the SR by 1.


Types of weather:

These are the weather conditions during different common types of weather.

In addition, under the listed conditions these weather types can happen.


Weak Thunderstorm:

Wind: Light

Rain: light

Other effects:

Each rotation all creatures roll fortune. The creature that rolls the lowest is struck by lightning, dealing 10D10 electric damage.


Thunderstorm:

Wind: Moderate

Rain: Heavy

Other effects:

Each rotation all creatures roll fortune. The creature that rolls the lowest is struck by lightning, dealing 100+10D10 electric damage.


Intense Thunderstorm:

Wind: Strong

Rain: Intense

Other effects:

Each rotation all creatures roll fortune. The creature that rolls the lowest is struck by lightning, dealing 200+10D10 electric damage.


Blizzard:

Wind: Strong

Snow: Heavy

Hail: Light

Other effects:

Anyone not undercover takes 3D10 ice damage each turn and gains 1 chilled each rotation.