Page 41 - GM EBOOK
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Tornadic- A tornadic storm is an especially severe number of turns to find something to eat. If the play-
storm that is usually separated or isolated from other er is dos not find food, they must again lose a Stami-
thunderstorms. na Point, then attempt to find food or drink. If the
player fails to find food and expels all of their Stami-
Effect: All flames are extinguished. Projec-
tile weapons are useless. -4 to all Awareness na Point as chances, the character dies.
Tests. Roll 1D20 damage per round to all Suffocation
objects or characters in the path of the storm.
GM Note: Roll 1D8 twice to determine the A character cannot live without air. A player may
storm’s direction go without food for two days before feeling the ef- C
h
(1=Northwest, 2=North, 3=Northeast, 4=East, fects of being malnourished. If a character is being a p
5=Southeast, 6=South, 7=Southwest, suffocated by any means, and cannot escape the suf- t e
8=West) focation, the player must roll a 1D6 verse a GM 1D4. r
Failing this roll means that the character is exhibiting
Duration: 1D20x2 melee rounds.
stages of suffocation. The player then has the charac-
Heavy- A heavy storm is a storm with high ter's remaining Stamina Points as their number of
winds. This type of storm is capable of push- turns to escape and get air. If the player is not able
ing rains and winds severely. to, they must again lose a Stamina Point, then attempt
Effect: Odds & Evens Rolls for ½ of all lan- to find air again. If the player fails to find air and
terns to be extinguished. All unprotected expels all of their Stamina Point as chances, the char-
flames are extinguished. Projectile weapon acter dies.
are useless. -3 to Awareness Tests. Lava- does a fire effect that does 1D20x2 damage,
Duration: 1D20x6 melee rounds unless the character is totally immersed in lave where
they instantly lose all of their Health Points. Lava
Medium- A typical thunderstorm with medi- also continues to do 1D6 damage after it is extin-
um wind speeds and heavy precipitation.
guished lasting 1D6 more rounds.
Effect: -1 to Awareness effectiveness of lan- Smoke- has the ability to both obscure vision and suf-
terns or unprotected flames. focate a character depending on the density of the
Duration: 1D20x8 melee rounds smoke. Below is a chart to help GMs determine the
hindrance smoke will do:
Light- A gentle storm that does not have any
added effect on gameplay. Light- can be anything from incense smoke to
a light smoke from a small fire or flame. This
Effect: N/A
smoke is usually a white color and does not
Duration: 1D20x12 add any problems to the visibility of a charac-
Other Environmental Dangers ter.
Starvation and Thirst Medium- can be a light or dark grey smoke
and have enough density to give a slight vis-
A character can go without water for one day plus
a number of hours equal to his Stamina Point. Also, ibility problem when it accumulates in a
a player may go without food for two days before room's corner or on the floor. +1 Stealth
feeling the effects of being malnourished. If this Points when smoke has accumulated.
time elapses and a character does not eat or drink Heavy- is a thick black smoke from large
they may exhibit physical ailments. A player who amounts of burning material, large fires, burn-
has failed to eat must roll a 1D6 verse a GM 1D4. ing buildings, etc. This smoke is hard to see
Failing this roll means that the character is exhibiting through in most cases where wind is not a
stages of starvation, thirst or both. The player then factor. +1 to Stealth Points. Suffocation pos-
has the character's remaining Stamina Points as their sible when smoke is enclosed in a room.
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