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WEATHER:
Cover/ Obstacles
Fallen Log/ Fence:
It takes one turn to climb over an obstacle on a skill or DEX check. This is
considered low cover. -1 to MV.
Mud:
Combat in mud requires a DEX check. The DEX check must be made by the attacker
and the target or they fall down. Move up to normal MV rate depending on the depth of the mud.

Precipitation:
Rain, Purple:

Dark Black lightning causes 3D6 damage if struck.


While wet EP cannot be spent outside the users body. Magic items do not

work.
Rain, Black:

Acid rain. It does D4 damage to living tissue. No damage to any dead material.

Rain:

2D6 hours. Light rain -1 MV. Heavy rain -3 MV

Snow:

D6 hours Light Snow -2 MV (Heavy snow D4 feet of snow. MV -4)

Storm:

Sever winds and rain (Hail) and lightning. MV -2 high winds/ -3 Heavy Rains

Lightning bolt:

White in color. 3D6 damage.

Fog:

visibility 10, hide skills +20 MV-3

Downpour:

Heavy rain 2D4 hours. Visibility 20 feet. MV -3

Heat Wave/ Cold Snap:

Winds:

Winds, Calm:

+/- 10 degrees in one hour. -1 to MV.

0 10 MPH

Winds, Moderate:

11 20 MPH

Winds, Strong:
skills.

21 30 MPH. -6 to ranged attacks, -3 to DEX checks and balance based

Winds, Severe:
based skills. MV -2

31 50 MPH. -12 to ranged attacks, -6 to DEX checks and balance

Windstorm:

51 74 MPH. Range attacks are impossible, -9 to DEX checks and balance


based skills. Fly -5 MV. D4 damage to exposed players. MV -3

Hurricane:

75 174 MPH. Range attacks are impossible, -12 to DEX checks and balance
based skills.
Fly at -10 MV, 2D4 damage to exposed players from blowing rocks. MV -8

Tornado:

175 500 MPH. Range attacks are impossible, -15 to DEX checks, Balance
based skills are impossible. Fly at -20 MV, 4D4 damage from blowing rocks and
debris. MV -12

VISION:

Night Vision: 30-60 They can see in total darkness as if it were twilight

Low Light Vision: 20-40 With this you can see the outlines of objects and movement in
total darkness. Characters with low-light vision have eyes that are so sensitive to light that
they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster
with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as
a source of light. Characters with low-light vision can see outdoors on a moonlit night as well
as they can during the day.

Vision in Fog: Low light vision does not work

Vision in a Storm: Low light vision and night vision does not work.

Blind Sight: This is the ability to use a non-visual sense to see. Creatures with blind sight
cannot see colors and cannot be effected by any attack that requires being able to see. Some
creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination
of such senses) to operate effectively without vision. Such sense may include sensitivity to
vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and
concealment (even magical darkness) irrelevant to the creature. This ability operates out to a
range specified in the creature description. Blindsight does not subject a creature to gaze
attacks (even though nightvision does). Deafening attacks thwart blindsight if it relies on
hearing. Blinding attacks do not penalize creatures using blindsight. Blindsight works
underwater but not in a vacuum.

Tremorsense: A creature with tremorsense automatically senses the location of anything that
is in contact with the ground and within range.
If no straight path exists through the ground from the creature to those that its
sensing, then the range defines the maximum distance of the shortest indirect path. It must
itself be in contact with the ground, and the creatures must be moving. As long as the other
creatures are taking physical actions, theyre considered moving; they dont have to move
from place to place for a creature with tremorsense to detect them.

Infravision: The ability to sense or see heat. Usually it has only a 60 rage at best. Infravision
can be turned on or off by the user. Bright lights, including torches and fires, cause blindness
to anyone using infravision. Stone walls, stone floors, pit traps, and furniture are usually all at
the same temperature causing lots of accidents for those using infravision inside. It is also very
difficult to identify an elf from a human using infravision. They all have similar thermal
outlines.

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Biomes:

Desert:
Sand is a major identifier of the desert. The desert is a harsh environment with very little
rainfall and extreme temperatures; a desert is defined as a region that gets less than ten
inches of precipitation per year. Because of these dry conditions, there is limited plant and
animal life in deserts. Temperature here gets up to 120 degrees during the day and down in
the 40s at night. In the open desert hide skill checks get a -10.

Movement Adjustments:
o Rocky
-2
o Sand
-3
o Cacti Patches MV
o Sand Storm
MV
o Sunburn(heat) -1 MV

Light Undergrowth: (Cacti patches.) Moving through a cacti patch causes D2 damage per
turn unless the player makes a DEX check. Tumbling and move silent skills are normal but
automatically take the D2 damage with each turn the skill is used. While moving in a cacti
patch MV is at its normal rate. Hide skills get a +20 to skill attempts.
Oasis: Typically water in an oasis is 10 across and only about 3 feet deep. Plants can be found
here thick enough to hide in. Fruit trees are not uncommon.
Mirages: Illusions in the desert heat. They usually last 4D4 min WIS M. At anytime a player
can disbelieve in the illusion. (WIS check on D100) The illusion disappears if successful. It
remains if the check is failed. If the check is botched the player gains a derangement.
Sandstorm: Strong Winds blowing sand. People are blinded temporally. Visibility is cut to 10.
There is a -6 to spot, search and listen checks. These storms do D4 sand damage per hour in
the storm. Most storms last 2D4-1 hours. At the end of the storm sand has been blown around
to leave D6 of sand on everything.
Sunburn: A CON check is needed daily when exposed to direct sunlight for over 6 hours with
no shade. A failed check causes D4 damage. A botched check causes 3D4 damage and the
person is fatigued.
Quicksand: A typical patch of quicksand is 20 feet in diameter. Looks like a solid patch of
ground. A swim skill check is needed to escape quicksand. A player can be rescued by
reaching them with an object and both players making a STR score check to pull them free. A
DEX check is needed to avoid stepping in quicksand if not spotted. A player can be given a 1 in
6 chance to spot the quicksand without actively looking for it.

Grassland:
Grasslands (Planes, Savannas) come in two types. Tropical (Savannas) grasslands are hot year
round and have wet seasons. Temperate grasslands have hot summers and cold winters. All
grasslands are windy and dry.

Movement Adjustments:
o Undergrowth
MV

Undergrowth Grassland: Very thick patches of vegetation grow here giving a +30 to hide
skills. This also cuts movement to normal. There is even an occasional tree or two.
Streams: Most streams on the grasslands are 5 20 wide and 5 10 deep.

Marine:
The marine area includes the oceans, coral reefs, lakes and rivers.
Oceans have three layers. The uppermost layer is called the sunlit zone. Vision under the
water may range from 50 feet to 600 feet. That depends on how clear the water may be.
The second layer is a barely-lit area called the twilight zone. There is enough light to see
during the day. This zone appears deep blue or black in color. The temperature in this zone is
cold (39-41 degrees) and the pressure is high. (1470 PSI) (D6 damage per turn.) Many
creatures at this level are bioluminescent and make their own light. Most lights are an eerie
blue light. Rarely a fish will produce a red light. (Red is invisible to most creatures at this level.)
The deepest layer of the world's oceans gets no sunlight at all. This dark ocean layer is called
the midnight zone. Temperature is nearly freezing and decreases with depth. The pressure is
very high 3D6 damage per turn.
Coral Reefs: Coral reefs develop in shallow, warm water, usually near land. Water in these
areas are usually clear. Coral is hard and very sharp. Coral does D4 damage but is very brittle.

Ocean Plants: free-floating Algae- Red, Green and Brown algae.


Hypothermia: D6 damage per minute in very cold water.
Flooding Rivers: The water level goes up D10+10 feet.
Flowing Water: Moves at 60 per turn.
Fast Water: Whitewater raids, Moves at 90 feet per turn.
Invisibility in Water: The invisible object displaces water leaving a bubble that can be seen.
Thrown Weapons: They are ineffective in water.
Undertow: Swimming check or be pulled D10x10 in a random direction.

Mountain:
(Hills) Trees are not out of place on a hill or mountain. You can also find streams 5 10 feet
wde and about 5 feet deep. Some mountains have areas where caves can be found.

Movement Adjustments:
o Cliffs
-3 MV
o Rubble
-2 MV
o Hills, Rolling
-2 MV
o Hills, Foothills -4 MV
o Chasm
-3 MV
o Freezing cold winds
o High mountains-8 MV
o Low Mountains -4 MV

-1 MV

Cliff: Cliffs require a climb skill check to scale. Normally cliffs are 2D6 feet tall. Cliffs are not
always perfectly vertical. For every one turn climbing with a DEX check the person can travel
their MV in feet. For every climbing skill check made the person can climb their MVx2 in feet.
Avalanche/ Landslide: In the bury zone a person suffers 8D6 damage and becomes
entangled. In the outer slide zone a person suffers 3D6 damage.
Rubble:
The ground is covered by rocks of all sizes. Tumble and move silent skills are at
-20. Movement -5 per turn.
Hills: Hills are categorized with either a gradual slope or a steep slope. Gradual slopes incline
does not hinder movement. Steep Slopes are more inclined and players move at their
normal movement rate.
Chasm: Chasms function like pits. Typically they are 2D4x10 feet deep, 20 feet long and 5 20
feet wide.
Falling Rocks: A DEX check is needed to avoid falling rocks. Falling rocks do 3D4 damage.
Mountain Pass: Typically mountain passes are 1 4 feet wide and D4x10 feet deep.
Volcanoes: Found in tropical areas. Lava damage is 2D6. Smoke damage is D6 per min. The
fumes off the lava are an inhaled poison D4 damage. Heat damage is D6 per hour exposed. If
the volcano euripus it covers an area in lava doing 20D6 damage to everything in the area.
Thin Air: A CON check is needed every hour. For each hour check failed the players get -1 to
their skill checks.

Ice Patches: Slick patches of frozen water. DEX check to cross.

Rainforest:
(Jungles)Rainforests are very dense, warm and wet forests. There are four strata of the
rainforest.
o Emergent: Giant trees that are much bigger than the average canopy height.
o Canopy:
The upper parts of trees.
o Understory: A dark, cool environment under the leaves but above the ground.
o Forest Floor: Ground and roots layer.

Movement Adjustments:
o Undergrowth
MV
o Jungle, Med
-6 MV
o Jungle, Heavy -8 MV

Undergrowth: Vines, roots and short bushes cover much of the ground in a forest.
Undergrowth increases the difficulty of tumbling and move silent skills by -20 because leaves
and branches get in the way. Heavy undergrowth is easy to hide in, granting a +20 to hide skill
checks. Running and charging in undergrowth is impossible. Movement in the undergrowth is
reduced to MV speed.
Quicksand: A typical patch of quicksand is 20 feet in diameter. Looks like a solid patch of
ground. A swim skill check is needed to escape quicksand. A player can be rescued by
reaching them with an object and both players making a STR score check to pull them free. A
DEX check is needed to avoid stepping in quicksand unless spotted.
Mudslides: Movement of 60 feet per turn. Players will need a DEX on D100 to stop.

Tundra:
The tundra (Taiga) is a cold, treeless area; it is the coldest biome. The tundra is characterized
by very low temperatures. Taigas are a cold woodland that have a harsh climate.
o

Movement Adjustments:

Blizzard
MV

Hail
-2 MV

Ice Sheet

Snow Storm
MV

Chasm
-3 MV

Deep Snow
MV

Sleet
MV

Tundra
-3 MV

MV

Arctic tundras are frozen, windy, desert-like plains in the Arctic that are dotted with bogs and
ponds. Permafrost (a layer of frozen subsoil) covers the ground, so there is very little drainage
of water. The short growing season lasts for only 50 to 60 days.
Alpine tundra are located high in mountains worldwide, above the tree line. The growing
season is about 180 days, and nighttime temperatures are usually below freezing.
Blizzard:
Strong winds with blowing snow. Visibility is down to 20 range. People suffer
cold damage D6 per hour exposed to harsh cold. Dropping D3 feet of snow per hour and
lasting for D3 days.
Hail: Mild hail does D4 damage for every 6 turns exposed. Moderate hail does D4 for every 3
turns exposed to the weather. Severe Hail does D4 for each turn exposed to the weather.
Storms lasts D20 min.

Ice Sheets: Movement cut in . Cut only by with a DEX check to cross them.
Snowstorm: Visibility is cut to 20 feet. People suffer cold damage of D6 for each hour in the
storm. Blue lightning causes 3D6 damage if struck.
Frostbite: Exposure to freezing temperatures can lead to frostbite to exposed skin after 5
minutes. Frost bite does 3D6 damage.
Chasm: Chasms function like pits. Typically they are 2D4x10 feet deep, 20 feet long and 5 20
feet wide.
Deep Snow: Movement is slowed to normal movement rate.
Snow Blindness: Use a CON check in very sunny weather. Blind for D4 hours once inside.
Sleet: a heavy downpour of Ice in sheets. It blankets the ground quickly cutting the MV rate to
.
Ice Patches: Slick patches of frozen water. DEX check to cross.

Urban:
(Cities, towns and villages)
o

Movement Adjustments:

Roads
Normal Movement

Farm Fields
Normal Movement

Walls and Gates: A small stone wall is 5 feet thick and 20 feet high. Has 450 HP per 10-foot
section. A large stone wall is 10 feet thick and 30 feet high. It has 450 HP per 10-foot section.
Metropolis stone walls are 15 feet thick and 40 feet tall. Metropolis stone walls can have
tunnels and small rooms in them.
Watch Towers: Typical watch towers are about 10 feet taller than the wall they are connected
to. They have ladders or steps going p to the tower.
City Streets: Streets are narrow and twisting. Most streets average 15 to 20 feet wide. Alleys
range from 10 feet to only 5 feet. Main roads are 25 feet wide offering room for wagons to
pass each other- with a 5 foot sidewalk on each side.
Rooftops: Getting to a rooftop requires a climb check. Flat roofs, common in hot climates can
be crossed as flat ground. Moving along a peaked roof requires a DEX check or balance skill.
The distance between one roof and the next is D4X4 feet horizontally.
Sewers: Most sewers are 10 feet deep and 5 10 feet wide. They are likely to have D4 inches
of water in them and floors should be considered slippery when running or fighting. Grates
separate the street level from the sewers and can be lifted in one turn.
City Buildings: Most buildings are two to five stories high. Some buildings have businesses on
the ground floor with apartments or offices above them. Larger buildings (Inns, warehouses)
are freestanding and take extra space. Here are also small one-story wooden buildings around
the town. The lower two stories are made from stone and clay. Upper stories are made of
wood with board, thatch and slate roofs.
Lighting: Lights are hung on posts or off the ends of shops. Main streets are lit at sundown
and put out but guard patrols in the morning hours.

Wetland:
Wetlands (Marshes/ Swamps) are often bordered by lakes or other bodies of water. Some
wetlands, particularly swamps, have trees just as forests do, usually clustered in small stands.
Fog is common. The water level in fresh water marshes ranges from 1 to 6 feet deep. Shallow
pools and mud.

Movement Adjustments:
o Bog
-4
o Undergrowth
MV
o Swamp
-8 MV

Marsh Plants: Look for cattails and water lilies.


Bog: A bog has deep mud and standing water of about 1 foot in depth. Movement is cut in
when traveling across a bog. Tumbling skills have a -20 penalty in the bog. Most bogs have a
deeper area of standing water 4 feet deep and about 15-20 feet across. Tumbling skills are
impossible in a deep bog. Any area in a bog will have a -3 to move silent skill checks. Mists
obscure vision like fog. Visibility is cut to 30 while in these mists.
Undergrowth: The bushes and other tall grasses in wetlands function as undergrowth. Hide
skills gain a +20 in wetland undergrowth areas.
Quicksand: A typical patch of quicksand is 20 feet in diameter. Looks like a solid patch of
ground. A swim skill check is needed to escape quicksand. A player can be rescued by
reaching them with an object and both players making a STR score check to pull them free. A
DEX check is needed to avoid stepping in quicksand unless spotted.
Sink Holes: land is eroded away from underneath by water. When the land at the top of the
hole breaks away it causes a sink hole. Most sink holes are between 5 15 across and 10
50 deep.
Swamp Gas: Gasses build up under the water and mud. They are released by either an
explosion (D6 damage to a 6 foot area) or a gas jet (D6 Damage to one target).

Woodland:
Woodland (Forest) terrain can be divided into three categories: sparse, medium and dense. All
of which have trees. The trunk of a typical tree has 150 HP. A climb skill check is needed to
climb every 10 feet of a tree. The forest also has massive trees that take up the space of three
trees. These massive trees have 600 HP. Fallen logs generally stand about 3 feet high and
provide cover as a low wall. Visibility in a woodland is about 50 feet normally.
o

Movement Adjustments:

Undergrowth

Briar Patch

Forest, light

Forest, Med

Forest, Heavy

MV
MV
-2 MV
-3 MV
-4 MV

Undergrowth: Vines, roots and short bushes cover much of the ground in a forest.
Undergrowth increases the difficulty of tumbling and move silent skills by -20 because leaves
and branches get in the way. Heavy undergrowth is easy to hide in, granting a +20 to hide skill
checks. Running and charging in undergrowth is impossible. Movement in the undergrowth is
reduced to MV speed.

Forest Canopy: Its common for forest dwellers to live on raised platforms far above the
surface floor. Creatures on platforms or branches in a forest canopy are considered to have
cover when fighting creatures on the ground.
Forest Streams: Most forest streams are generally 5 to 10 feet wide and no more than 5 feet
deep.
Forest fires: The leading edge of a forest fire can advance at a movement rate of 22, faster
than the average person can run. Once a particular portion of the forest is ablaze, it remains so
for 2D4x10 minutes before dying out. Within the bounds of a forest fire, a character faces three
dangers: Heat damage, catching fire and smoke inhalation.
o Heat damage D4 each min exposed to the direct heat of the blaze.
o Fire damage D6 each turn a person or object is on fire.
o Smoke damage D6 each min a person is exposed to a fire. Forest fires produce large
amounts of smoke.
Layers of the Forest: There are five layers (also called zones or strata) in the forest. These
include the:

Tree stratum- the tallest layer, 60 -100 feet high, with large oak, maple,
chestnut, hickory, elm, basswood, linden, walnut, or sweet gum trees.
Small tree or sapling layer - short tree species and young trees.

Shrub layer - shrubs like rhododendrons, azaleas, mountain laurels, and


huckleberries.

Herb layer - short plants.

Ground layer lichens and mosses.

Briar Patch: Briar patches are full for thistles and undergrowth. Any creature takes D2
damage every turn moving in a briar patch.
Trip Holes: Animal dens are common. These holes act as trip holes for mounts and people. A
spot is needed to see them or a DEX check to avoid them.

Fantastic Terrain:

Cave Slime- very slippery slime growing on rocky surfaces. Large patches need a DEX check to
cross. It usually smells like standing water.

Frost Fog Super cooled air. Has the effects of fog and frostbite.

Cloudspore Mushrooms that give off a thick cloud of spores when disturbed. The spores
irritate eyes and breathing. -2 to all skill and combat skill checks.

Ember Moss Highly flammable moss. Used in making torches.

Grab Grass thick tough grass growing deep in the woods. It grabs targets as they pass. A STR
check is needed to pull away. It is not very strong.

Grasping Slime small pools of this yellow goo grabs insects as they fly past and envelopes
them. Too small to harm creatures over 1 tall.

Sacred Circle An area dedicated to good or Evil. Good ones give healing bonuses of +2 HP
healed per healing attempt. Evil ones give damage bonuses of +1 damage to fights in the
area.

Large Spider Webs created by giant spiders.

Other Ideas: Craters, Groves, Islands, Meadows, Mounds, Pools, Bluffs, Battle Grounds,
Graves, Ruins

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