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 |
|
None |
2 |
Light Air |
27 |
1 to 3 |
< 1/2 |
|
None | |
3 |
Light Breeze |
61 |
4 to 7 |
1/2 ft |
Rippling |
|
None |
4 |
Gentle Breeze |
106 |
8 to 12 |
2 ft |
|
None | |
5 |
Moderate Breeze |
158 |
13 to 18 |
3 ft |
|
|
|
6 |
Fresh Breeze |
211 |
19 to 24 |
6 ft |
|
|
|
7 |
Strong Breeze |
273 |
25 to 31 |
9 ft |
|
|
|
8 |
Near Gale |
334 |
32 to 38 |
13 ft |
|
|
|
9 |
Gale |
405 |
39 to 46 |
18 ft |
|
|
|
10 |
Strong Gale |
475 |
47 to 54 |
23 ft |
|
|
|
11 |
Whole Gale |
555 |
55 to 63 |
29 ft |
|
|
|
12 |
Storm Force |
660 |
64 to 75 |
37 ft |
|
|
|
13 |
Hurricane Force |
Over 661 |
over 75 |
45+ ft (max 75) |
|
|
|
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.