Page 40 - GM EBOOK
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In fast-moving water it is more difficult to move. ness Point chances, the character dies.
To determine how hard the water is swim in, The Weather Hazards
GM should roll 1D4+2 and subtract that number from
the character's Movement Points. If the character Japan's weather types span across all types of
tries to swim under this type of water they have -1 to weather patterns, and each type of weather has the
resurfacing. ability to take an effect on all characters on some
way. As GM designing an environment, should in-
The various levels of a body of water's depth can clude some type of weather. Below is a list of how
C have different effects on a character. Many things weather could affect game play.
h
a need to be realized about deep water as the GM
p Precipitation
t brings it into a scenario. Water depth can not only
e have a negative effect on movement, but also visibil- Rain- reduces visibility depending on the strength of
r
ity. However, it can also give a bonus to the charac- the rain fall. It also has an ability to reduce the range
ter's Stealth. The GM should roll 1D4 and subtract of projectile weapons. Rain can also affect the use of
that number from the Movement Points of the charac- unprotected flames, and depending on the amount of
ters that are in the water. Also, the characters should precipitation, can extinguish a flame.
receive a 1D4 reduction to Awareness Points, but al- Snow- has the same potential effects as rain. On the
so receive the same number bonus to that character's ground snow also adds a -1 Movement effect to all
Stealth Points. characters.
Cold water can be a treacherous challenge in itself Sleet- has the same effect as rain while falling, and
during any game. To determine how difficult this has the same -1 Movement effect to all characters
hazard is to maneuver in, The GM should apply the when on the ground. However, sleet can also extin-
effect(s) of cold to the water. guish flames in lanterns.
While creating environments with water a GM can Hail- Hail does not reduce Awareness Tests using
combine as many types of water, however, keep in visibility, but does give a -2 to Awareness Tests
mind that there should be reasons as to why the water while it is falling. If the hail is strong enough hail
changes. For example, a GM can design an area map can add 1 point of damage per storm to anything it
for a scenario with cold, deep fast moving water (a hits. On the ground, hail effects movement in the
river). This would require the GM to implement all same manner of snow.
of the rules from all of the adjectives being used at
once to provide accurate elemental jurisdiction.
Another hazard that comes with water, especially
deep and/or fast-moving water, is drowning. Drown-
ing can occur to any character that remains underwa-
ter for too long. If a character does not return to the
surface in time they may drown. As a player reaches
the end of their Movement Points while swimming,
they must inform the GM that they are going to sur-
face and roll 1D6 (applying any swimming bonus to Storm Multiplier
the roll) verse the GM's 1D4 roll. If the player fails Storms can add hindrances to precipitation. The
this is the start of the character drowning. The player strength and duration of the storm can multiply the
then has the character's remaining Awareness Points affects or damage capability of any storm type. GMs
as their number of rolls to return to the surface and should combine the effects of both the precipitation
get air before drowning. The player may also elect to type and the storm type together to get the full effects
remain under water while using Stealth to avoid de- of the storm. If the storms effect the same attribute,
tection in dire instances. If the player is not able to combine the two.
cast hire than the GM and expels all of their Aware-
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