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Weather Description

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' --- Descriptions of rules for weather ----'' THIS ENTIRE DOCUMENT IS OPEN GAME CONTENT' Includes portions of the System Reference Document, Copyright Wizards of the Coast.' Other portions, or rules modifications, written by Janik Zikovsky of Mad Scientist Studios''INSTRUCTIONS:''A ' before a line = a comment'Put a ### to signal the end of a block of text.'You may use RTF codes such as: '\par New Line (Not necessary if you separate the lines with a carriage return)'\b1 Bold Text\b0'\u1 Underlined\u0'\cf1 Red Text \cf2 Blue Text \cf0 Black Text'(Make sure you separate the "\..." tags with spaces)'-------- DESCRIPTIONS DEPENDING ON TEMPERATURE ------'Temperatures are in degrees Farenheit'Number of temperature categories (max 10)5'Name of effectAbysmal Heat'T is greater or equal to140'T is smaller than999'Short Description (one line)\b1\cf1 Abysmal Heat: \cf0\b0 1d6 hp normal damage / minute (no save). Fort save every 5 min (DC 15, +1/prev check) or 1d4 subdual damage. -4 to roll if in armor.'Description (followed by ###)\b1\cf1 Abysmal Heat\cf0\b0Deals normal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or sustain 1d4 points of subdual damage. Those wearing heavy clothing or any sort of armor have a -4 penalty to their saving throws. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.###Extreme Heat110140\b1\cf1 Extreme Heat: \cf0\b0 Fort save/10 minutes (DC 15, +1/prev check) or 1d4 subdual damage. Unconscious get 1d4 normal damage.\b1\cf1 Extreme Heat\cf0\b0In extreme heat (above 110 F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or sustain 1d4 points of subdual damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saving throws. A character with the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking normal damage (1d4 points per each 10-minute period).A character who sustains any subdual damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the subdual damage she took from the heat.###Very Hot90110\b1\cf2 Very Hot: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d4 subdual damage. Unconscious get 1d4 normal damage.\b1\cf2 Very Hot\cf0\b0A character in very hot conditions (above 90 F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or sustain 1d4 points of subdual damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saves. A character with the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking normal damage (1d4 points per hour).###Cold141\b1\cf2 Cold: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d6 subdual damage.\b1\cf2 Cold\cf0\b0An unprotected character in cold weather (below 40 F) must make a Fortitude saving throw each hour (DC 15, + 1 per previous check) or sustain 1d6 points of subdual damage. A character who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well.###Extreme Cold-9991\b1\cf1 Extreme Cold: \cf0\b0 Fort save/10 min (DC 15, +1/prev check) or 1d6 subdual damage\b1\cf1 Extreme Cold\cf0\b0In conditions of extreme cold or exposure (below 0 F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of subdual damage on each failed save. A character who has the Survival skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.###'-------- DESCRIPTIONS DEPENDING ON WIND SPEED------'Wind speeds are in MPH'Number of wind speed categories (max 10)7'Name of effectLight Wind'Wind speed (MPH) is greater or equal to 0'Wind speed (MPH) is smaller than11'Short Description (one line)\b1\cf2 Light Wind: \cf0\b0 No Effect.'Description (followed by ###)\b1\cf2 Light Wind\cf0\b0 A gentle breeze, having little or no game effect.###Moderate Wind1121\b1\cf2 Moderate Wind: \cf0\b0 50% of small flames extinguished.\b1\cf2 Moderate Wind\cf0\b0 A steady wind with a 50% chance of extinguishing small unprotected flames, such as candles.###Strong Wind2131\b1\cf2 Strong Wind: \cf0\b0 -2 to ranged attacks and Listen checks. Unprotected flames extinguished. T: knocked down, S: checked.\b1\cf2 Strong Wind\cf0\b0 Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty to ranged attacks and to Listen checks.Tiny creatures are knocked down, Small ones are checked.###Severe Wind3151\b1\cf1 Severe Wind: \cf0\b0 -4 to ranged attacks and Listen checks. 50% of protected flames extinguished, all unprotected. T: blown away, S: knocked down, M: checked.\b1\cf1 Severe Wind\cf0\b0 In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a -4 penalty. This is the velocity of wind produced by the gust of wind spell.Tiny creatures are blown away, Small ones are knocked down, Medium-sized ones are checked.###Windstorm5175\b1\cf1 Windstorm: \cf0\b0 -4 to ranged attacks and -8 to Listen checks. 75% of protected flames extinguished, all unprotected. S: blown away, M: knocked down, L or H: checked.\b1\cf1 Windstorm\cf0\b0 Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty to attack. Listen checks are at a -8 penalty due to the howling of the wind.Small creatures are blown away, Medium-sized ones are knocked down, Large or Huge ones are checked.###Hurricane-Force Winds75175 \b1\cf1 Hurricane-Force Winds: \cf0\b0 No ranged attacks or listen checks, no flames. M: blown away, L: knocked down, H: checked.\b1\cf1 Hurricane-Force Winds\cf0\b0 All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty to attack). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.Medium-sized creatures are blown away, Large ones are knocked down, Huge ones are checked.###Tornado-Force Winds175999 \b1\cf1 Tornado-Force Winds: \cf0\b0 No ranged attacks or listen checks, no flames. L: blown away, H: knocked down, C, G: checked.\b1\cf1 Tornado-Force Winds\cf0\b0 All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty to attack). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.Large creatures are blown away, Huge ones are knocked down, all others are checked.###'The following descriptions are of this format:'Name'Short Desc'Long Desc'###'Do not change the order of these'======================== Rain =====================Light Rain\b1\cf2 Light Rain: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extinguishes 50% of flames, 25% if protected.\b1\cf2 Light Rain\cf0\b0Rain reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Flames dance wildly, 50% change of extinguishing any unprotected flame, 25% for protected flames (such as those of lanterns). ###Rain\b1\cf2 Rain: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 50% if protected.\b1\cf2 Rain\cf0\b0Rain reduces visibility ranges by half, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 50% for protected flames (such as those of lanterns). ###Heavy Rain\b1\cf1 Heavy Rain: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 75% if protected.\b1\cf1 Heavy Rain\cf0\b0Rain reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% for protected flames (such as those of lanterns). ###Severe Rain\b1\cf1 Severe Rain: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames.\b1\cf1 Severe Rain\cf0\b0Rain reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames dance wildly, 100% change of extinguishing any flame. ###'=========== Snow ===============Light Snow\b1\cf2 Light Snow: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extinguishes 25% of flames, 10% if protected. 3/4 movement speed.\b1\cf2 Light Snow\cf0\b0Snow reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 3/4 of normal.###Snow\b1\cf2 Snow: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishes 50% of flames, 25% if protected. 1/2 movement speed.\b1\cf2 Snow\cf0\b0Snow reduces visibility ranges by half, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames dance wildly, 50% change of extinguishing any unprotected flame, 25% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 1/2 of normal.###Heavy Snow\b1\cf1 Heavy Snow: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extinguishes 75% of flames, 50% if protected. 1/2 movement speed.\b1\cf1 Heavy Snow\cf0\b0Snow reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames dance wildly, 75% change of extinguishing any unprotected flame, 50% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 1/2 of normal.###Severe Snow\b1\cf1 Severe Snow: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 75% if protected. 1/2 movement speed.\b1\cf1 Severe Snow\cf0\b0Snow reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 1/2 of normal.###'=========== Drizzle ===============Light Drizzle\b1\cf2 Light Drizzle: \cf0\b0 -1 to Spot, Search, Listen and ranged attacks. Extinguishes 25% of flames, 10% if protected.\b1\cf2 Light Drizzle\cf0\b0Drizzle reduces visibility ranges by one quarter, resulting in a -1 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -1 penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% for protected flames (such as those of lanterns). ###Drizzle\b1\cf2 Drizzle: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extinguishes 50% of flames, 25% if protected.\b1\cf2 Drizzle\cf0\b0Drizzle reduces visibility ranges by half, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Flames dance wildly, 50% change of extinguishing any unprotected flame, 25% for protected flames (such as those of lanterns). ###Heavy Drizzle\b1\cf1 Heavy Drizzle: \cf0\b0 -3 to Spot, Search, Listen and ranged attacks. Extinguishes 75% of flames, 50% if protected.\b1\cf1 Heavy Drizzle\cf0\b0Drizzle reduces visibility ranges by 3/4, resulting in a -3 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -3 penalty. Flames dance wildly, 75% change of extinguishing any unprotected flame, 50% for protected flames (such as those of lanterns). ###Severe Drizzle\b1\cf1 Severe Drizzle: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 75% if protected.\b1\cf1 Severe Drizzle\cf0\b0Drizzle reduces visibility ranges by 9/10, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% for protected flames (such as those of lanterns). ###'=========== Sleet ===============Light Sleet\b1\cf2 Light Sleet: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extinguishes 50% of flames, 25% if protected. 3/4 movement speed.\b1\cf2 Light Sleet\cf0\b0Sleet reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 3/4 of normal.###Sleet\b1\cf2 Sleet: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 50% if protected. 1/2 movement speed.\b1\cf2 Sleet\cf0\b0Sleet reduces visibility ranges by half, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 50% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 1/2 of normal.###Heavy Sleet\b1\cf1 Heavy Sleet: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 75% if protected. 1/2 movement speed.\b1\cf1 Heavy Sleet\cf0\b0Sleet reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% for protected flames (such as those of lanterns). Once on the ground, movement is reduced to 1/2 of normal.###Severe Sleet\b1\cf1 Severe Sleet: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames. 1/2 movement speed.\b1\cf1 Severe Sleet\cf0\b0Sleet reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames dance wildly, 100% change of extinguishing any flame.Once on the ground, movement is reduced to 1/2 of normal.###'=========== Freezing Rain ===============Light Freezing Rain\b1\cf2 Light Freezing Rain: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extinguishes 50% of flames, 25% if protected. 3/4 movement speed.\b1\cf2 Light Freezing Rain\cf0\b0Freezing Rain reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% for protected flames (such as those of lanterns). Covers the ground with slippery ice - movement is reduced to 3/4 of normal.###Freezing Rain\b1\cf2 Freezing Rain: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 50% if protected. 1/2 movement speed.\b1\cf2 Freezing Rain\cf0\b0Freezing Rain reduces visibility ranges by half, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 50% for protected flames (such as those of lanterns). Covers the ground with slippery ice - movement is reduced to 1/2 of normal.###Heavy Freezing Rain\b1\cf1 Heavy Freezing Rain: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames, 75% if protected. 1/2 movement speed.\b1\cf1 Heavy Freezing Rain\cf0\b0Freezing Rain reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% for protected flames (such as those of lanterns). Covers the ground with slippery ice - movement is reduced to 1/2 of normal.###Severe Freezing Rain\b1\cf1 Severe Freezing Rain: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Extinguishes 100% of flames. 1/2 movement speed.\b1\cf1 Severe Freezing Rain\cf0\b0Freezing Rain reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames dance wildly, 100% change of extinguishing any flame.Covers the ground with slippery ice - movement is reduced to 1/2 of normal.###'=========== Haze ===============Light Haze\b1\cf2 Light Haze: \cf0\b0 -1 to Spot, Search and ranged attacks. Extinguishes 25% of flames, 10% if protected.\b1\cf2 Light Haze\cf0\b0Haze reduces visibility ranges by 1/10, resulting in a -1 penalty to Spot and Search checks. Ranged weapon attacks are at a -1 penalty. ###Haze\b1\cf2 Haze: \cf0\b0 -2 to Spot, Search and ranged attacks. \b1\cf2 Haze\cf0\b0Haze reduces visibility ranges by 1/4, resulting in a -2 penalty to Spot and Search checks. Ranged weapon attacks are at a -2 penalty. ###Heavy Haze\b1\cf1 Heavy Haze: \cf0\b0 -3 to Spot, Search and ranged attacks. Extinguishes 75% of flames, 50% if protected.\b1\cf1 Heavy Haze\cf0\b0Haze reduces visibility ranges by 1/2, resulting in a -3 penalty to Spot and Search checks. Ranged weapon attacks are at a -3 penalty. ###Severe Haze\b1\cf1 Severe Haze: \cf0\b0 -4 to Spot, Search and ranged attacks. Extinguishes 100% of flames, 75% if protected.\b1\cf1 Severe Haze\cf0\b0Haze reduces visibility ranges by 3/4, resulting in a -4 penalty to Spot and Search checks. Ranged weapon attacks are at a -4 penalty. ###'=================================================================='====================== OTHER EVENTS =============================='==================================================================Hail\b1\cf1 Hail: \cf0\b0 -4 to Listen checks, 5% change of 1 hp of damage.\b1\cf1 Hail\cf0\b0 Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of damage (per storm) to anything in the open. Once on the ground, hail reduces movement by half.###Thunderstorm\b1\cf1 Thunderstorm: \cf0\b0 1 lighting bolt/minute, 1d10 x 1d8 hp damage if it hits.\b1\cf1 Thunderstorm\cf0\b0 Thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electrical damage equal to 1d10 eight-sided dice. One in ten thunderstorms is accompanied by a tornado.Odds of getting hit by a bolt depend on terrain, nearby targets, and size/composition of characters. Assume a 5% chance per bolt if out in the open, more if near a single tall tree/structure, less if in a forest.###Tornado\b1\cf1 Tornado: \cf0\b0 No ranged attacks or listen checks.\b1\cf1 Tornado\cf0\b0A tornado develops near the characters. There is a 20% chance that it comes near enough them to blow them away: Large creatures are blown away, Huge ones are knocked down, all others are checked.###Hurricane \b1\cf1 Hurricane: \b0\cf0 Strong winds, rain, and flash floods.\b1\cf1 Hurricane\b0\cf0 In addition to very high winds and heavy rain, hurricanes are accompanied by flash floods. Most adventuring activity is impossible under such conditions. Near the coast, the \b1 storm surge\b0 can raise sea level by several feet, causing additional flooding.\b1 Flash Floods: \b0 Runoff from heavy rain forces creatures in its path to make a Fortitude save (DC 15). Large or smaller creatures who fail the save are swept away by the rushing water, taking 1d6 points of subdual damage per round (1d3 points on a successful Swim check). Huge creatures who fail are knocked down and face potential drowning. Gargantuan and Colossal creatures are checked, but they only drown if the waters rise above their heads.###