Weather

Weather

Weather

Different Weather Environments have different effects.

Wyrlde has Magic, Powers, Spirits, and more than can all affect weather on a local, regional, or large scale, in addition to the normative weather patterns.

Extreme Temperatures

Equiv (°F)

Temp (°W)

Common Level

Effects

Frequency of Checks

-50

-5

Fatally Cold

DC 25 Vitality + DC20 Con or 2 pt Fatigue

1 Minute

-40

-4

Deadly Cold

DC 20 Vitality + DC15 Con or 1 pt Fatigue

10 Minutes

-30

-3

Frigid

DC 15 Vitality + DC10 Con or 1 pt Fatigue

1 Hour

-20

-2

Freezing

DC 10 Vitality or 1 pt Fatigue

4 Hours

-10

-1

 

DC 5 Vitality or 1 pt Fatigue

8 Hours

0 – 30

0

Frosty

  

31 – 40

1

Cold

  

41 – 50

2

Cool

  

51 – 80

3

Comfortable

  

81 – 90

4

Warm

  

91 – 100

5

Hot

  

101 – 110

6

 

DC 5 Vitality or 1 pt Fatigue

8 Hours

111 – 120

7

 

DC 10 Vitality + DC15 Con or 1 pt Fatigue

4 Hours

121 – 130

8

Blistering

DC 15 Vitality + DC20 Con or 1 pt Fatigue

1 Hour

131 – 140

9

Deadly Hot

DC 20 Vitality + DC 25 Con or 2 pt Fatigue

10 Minutes

141+

10

Maximum

DC 25 Vitality + DC 30 Con or 3 pt Fatigue

1 Minute

Extreme Temperatures have an impact. Extreme Temperatures cause Fatigue and have additional risks.

The table gives the Equivalent temperature in degrees Fahrenheit, the Wyrlde temperature, and the common term for temperatures in that range. Armor always increases the effective temperature for a given character by 1. Temperatures below and above the listed have the same effects as the final.

The Effects show the nature of the roll(s) that must be made for each time of exposure in that temperature.

  • For each period of time in extreme weather, the DC increases by one.
  • When two rolls are required, both must be successful in order to resist the point of fatigue.

Certain Cold Weather clothing can provide a reduction of one level in risk, others may reduce the DC.

Strong Winds

Strong Winds can have significant impact. The following table lists general descriptions and impact for winds.

Strong Winds also can create Sandstorms and increase Wave Height.

Strong Winds can be combined with storms, for additional or increased effects.

Degree

Up to Speed

MPH

Wave Height

Swim/Fly/Handling

Impact

Effect

1

Calm

9

0

0 feet

Calm

  • Calm wind.
  • Smoke rises vertically with little if any drift.

None

2

Light Air

27

1 to 3

< 1/2

 
  • Direction of wind shown by smoke drift, not by wind vanes.
  • Little if any movement with flags.
  • Wind barely moves tree leaves.

None

3

Light Breeze

61

4 to 7

1/2 ft
(max 1)

Rippling

  • Wind felt on face.
  • Leaves rustle and small twigs move.
  • Ordinary wind vanes move.

None

4

Gentle Breeze

106

8 to 12

2 ft
(max 3)

 
  • Leaves and small twigs in constant motion.
  • Wind blows up dry leaves from the ground.
  • Flags are extended out.

None

5

Moderate Breeze

158

13 to 18

3 ft
(max 5)

  • Choppy
  • -3 to Swim Speed
  • -2 to Fly Speed
  • Handling Check +1
  • Wind moves small branches.
  • Wind raises dust and loose paper from the ground and drives them along.
  • Flying STR Check DC 10
  • +2 Dc Hearing

6

Fresh Breeze

211

19 to 24

6 ft
(max 8)

  • Cresting
  • Handling Check +2
  • -4 to Swim Speed
  • -3 to Fly Speed
  • Large branches and small trees in leaf begin to sway.
  • Crested wavelets form on inland lakes and large rivers.
  • Disadvantage on ranged Weapons
  • Disperses Fog & Smoke
  • Flying STR Check DC 15
  • +4 DC Hearing

7

Strong Breeze

273

25 to 31

9 ft
(max 12)

  • Rough
  • Handling Check +3
  • -5 to Swim Speed
  • -4 to Fly Speed
  • Large branches in continuous motion.
  • Whistling sounds heard overhead.
  • Umbrellas used with difficulty.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Flying STR Check DC 20
  • Piloting Check
  • +6 DC Hearing

8

Near Gale

334

32 to 38

13 ft
(max 19)

  • Crashing
  • Handling Check +4
  • -7 to Swim Speed
  • -5 to Fly Speed
  • Whole trees in motion.
  • Inconvenience felt when walking against the wind.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • Piloting Check
  • +6 DC Hearing

9

Gale

405

39 to 46

18 ft
(max 25)

  • Breaking
  • Handling Check +5
  • -10 to Swim Speed
  • -10 to Fly Speed
  • 10 damage/hour
  • Wind breaks twigs and small branches.
  • Wind generally impedes walking.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • Piloting Check DC 15
  • +10 DC Hearing

10

Strong Gale

475

47 to 54

23 ft
(max 32)

  • Tempest
  • Handling Check +7
  • -15 to Swim Speed
  • -15 to Fly Speed
  • 20 damage per hour
  • Structural damage occurs, such as chimney covers, roofing tiles blown off.
  • Ground is littered with many small twigs and broken branches.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • Piloting Check DC 20
  • +15 DC Hearing

11

Whole Gale

555

55 to 63

29 ft
(max 41)

  • Wrack
  • Handling Check +9
  • -20 to Swim Speed
  • -20 to Fly Speed
  • 30 damage per hour
  • Considerable structural damage occurs, especially on roofs.
  • Small trees may be blown over and uprooted.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • Piloting Check DC 25
  • +20 DC Hearing

12

Storm Force

660

64 to 75

37 ft
(max 52)

  • Tidal
  • Handling Check +11
  • -25 to Swim Speed
  • -25 to Fly Speed
  • 40 damage per hour
  • Widespread damage occurs.
  • Larger trees blown over and uprooted.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • Piloting Check DC 30
  • +25 DC Hearing

13

Hurricane Force

Over 661

over 75

45+ ft

(max 75)

  • Devastating
  • Handling Check +13
  • -30 to Swim Speed
  • -30 to Fly Speed
  • 50 damage per hour
  • Severe and extensive damage.
  • Roofs can be peeled off.
  • Windows broken.
  • Trees uprooted.
  • Large vehicles overturned.
  • Moving vehicles can be pushed off the roadways.
  • Disadvantage on ranged Weapons
  • Extinguishes flames
  • Disperses Fog & Smoke
  • Ends Flying
  • +30 DC Hearing
Storms

The most challenging for of weather is storms. Storms on Wyrlde last 1 to 12 hours in general.

Storms are often accompanied by wind, and so these effects are added to existing effects of any Wind.

Rain Storms

The most common sort of storm. Rainstorms will be Mild, Average, or Intense.

  • Mild Storms are more annoyance than anything. They reduce visibility and Obscure anything beyond 90 feet. They add +5 to Handling.
  • Average storms will reduce speed by half, and Obscure anything beyond 60 feet. They add +7 to handling.
  • Intense storms reduce speed to one quarter and Obscure anything beyond 30 feet. They add +9 to handling.
Thunderstorms

Thunderstorms are a type of rainstorm that can also be mild, average, or intense.

Thunderstorms introduce a chance to be struck by lightning of 1 in 999 (a roll of 1 on 3d10, with each die being a different digit). Being struck by lightning does 20d10 Lightning damage to anything it hits.

Hailstorms

Hailstorms can also be mild, average, or intense. Hailstorms last 1d4 hours. Hailstorms cause 1 point of damage to vehicles each minute, overcoming thresholds.

  • A Mild hailstorm features small, pebble sized ice. For each hour out in a mild hail storm, a being or vehicle takes 1 hp of bludgeoning damage.
  • An Average size storm features larger hailstones. For each hour out in an average hailstorm, 1d6 bludgeoning damage happens.
  • An Intense hailstorm features fist sized hailstones. For each hour out in an intense hailstorm, 2d6 crushing damage is taken.
Tornadoes

Tornadoes have a 33% chance of including a hail storm, and a 50% chance on including a rainstorm. Tornadoes typically have a radius of 125 feet where they touch ground, an eye of 1d20 feet, and being caught in one will have a few different effects. Being caught in a Tornado adds +15 to Handling.

Tornadoes have a Speed of 5500 and move each round in a random direction (d8).

Tornadoes last 1d6 minutes at a time, but in a given hour, there can be 2d6 Tornadoes.

Characters holding on to something or Flying under their own power must make a Str check against a DC20 to resist being sucked up.

  • 6d6 bludgeoning damage from debris caught in the funnel.
  • Carried 5d10 feet into the air.
  • Moved 6d12 feet in a random direction away from last position.
  • Falling damage based on height of fall once released.
Hurricanes

Hurricanes are always Intense Storms, with a radius of 125 miles and an eye of 25 miles. Being caught in a hurricane will cause 5 hp per hour of abrasion damage. Falling unconscious while exposed in a hurricane has a chance to drown a character. Hurricanes add +6 to Handling.

Blizzards

Blizzards are snowstorms. Blizzards can be Average or Intense.

An Average Blizzard reduces visibility to 30’, and each hour of exposure the folks out in it must make either a Con or Vitality save against a DC of 18. Failure means they take 1d6 Cold Damage and 1 point of Fatigue.

Intense Blizzards reduce visibility to 15’, and each hour a Vitality check is made against fatigue, and a Con check is made to avoid cold damage. Intense Blizzards add +10 to Handling.

Sandstorms

Sandstorms happen when the wind hits 6th Degree (a speed of 211 (19 to 24 mph) or higher), called a Fresh Breeze. Sandstorms can last 1d6 hours.

  • At (7) Strong Breeze, visibility becomes lightly obscured, and Perception Check have a DC of 10.
  • At (8) Near Gale, Visibility becomes Obscured, and Perception Checks have a DC of 13.
  • At (9) Gale, Perception checks are at disadvantage, and Perception Checks have a DC of 16.
  • At (10) Strong Gale, Sandstorms do 1d6 damage per hour of exposure, and Perception Checks have a DC of 18.

For each degree above 10, the Perception DC increases by 3. Sand storms increase Handling DC by +1 for each degree above 6 as a result of reduced visibility.

Stormy Seas

As noted in the Strong Winds table, large open bodies of water (seas, oceans, etc.) become very dangerous in high-speed winds. Combined with a storm, they can be downright devastating.

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