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Rules / Adventuring / Environment

Environment

TBD

Darkness

Light Levels (LL)

LL  SP  Light Level
 4  -1  Twilight
 3  -2  Partial Darkness
 2  -4  Deep Darkness
 1  -4  Deepest Darkness
 0  -4  Total Darkness

Sight Penalty (SP)

Regular humans are subject to a Sight Penalty as indicated in the Light Levels table above. They treat Deep and Deepest Darkness as Total Darkness, but not everybody does.

Sight Penalty is capped at -4, at which point you are considered Blind.

Sight Penalty is applied to all Melee and Ranged Skills, and to many other checks relying on sight to an extent.

For blind Ranged Attacks, an extra -2 is applied for each Range increment exceeded.

Light Sources

Each light source has a Range and emits light either in a cone or in all directions.

The area within Range of a light source is considered Twilight (LL4). For each Range increment exceeded, the Light Level decrements by 1.

Lighting an equipped light source usually takes 1 CA.

Heights

Climbing

Climbing Skill:

  • By expertise: Stealth, Survival, or Combat//2.
  • Characters with a climbing affine background have Level//2
  • Characters who grew up near mountains or cliffs have 0.
  • Everyone else has -2.

For each climbing route, the GM determines the difficulty meter by meter. A typical difficulty can go from 0 (routine challenge) over 5 (very challenging) to 10 (almost impossible for normal people without tools). He describes the route and difficulty in abstract terms.

Each character decides how far he wants to climb, or into how many segments to break a route, but he has to roll for each segment. Then he rolls for each segment:

Climbing Result =
    Finesse
  + Climbing Skill
  + tool bonus
  - 2 if wet / slippery

The GM compares the Result to the route Difficulty for each change in Difficulty, from bottom to top (or top to bottom if climbing down).

If Result - Difficulty is < 0, the character falls as soon as he reaches the height of that Difficulty. If it is exactly 0, he is stuck at that height and must make a new roll to climb either up or down, potentially in addition to a Morale check.

Falling

Falling from a height of more than Finesse meters causes [DR + Height (m) - Survival OR Stealth] Damage. For soft or hard surfaces add a small modifiers, such as -1 for earth or +1 for rough stone. For water, divide heights by 5, for a haystack by 2.

Armor gives 1 point of Protection.

If the character is not controlling his fall, add +2 damage and ignore the height minimum.

Fire

Fire Attacks

Area Fire cannot be avoided. When expose to a burning area, characters take Fire Damage at the end of each Morale Phase, after checking for Recovery from Dazed.

Flame Attacks are regular ranged fire attacks, except each Obstacle is subject to the attack, and they need to be Evaded without shield bonus, or Deflected with the shield using Missile Evasion. Deflecting doesn't avoid the attack, but reduces Fire Damage and chance of Burning as below.

Damage = DR
  + Fire Damage (varies by attack, 5 by default)
  + Character Flammability (usually 0)
  - Armor Protection (for most armors) OR
    Armor Protection // 2 IF already Burning OR
    0 if ABLAZE
  - Shield Missile Defense  IF Deflected
  - Vigor

After rolling for Damage, roll for Burn:

Burn Result =
    Fire Damage (same as used in Damage Roll)
  + Attack Burn Modifier (normally 0)
  + Character Flammability (usually 0)
  - 2 if wet UNLESS Burning
  - Shield Missile Defense // 2  IF Deflected
  - 1d6

If > 0, the victim's new Burn Rate is Result, unless he already has a higher Burn Rate.

Burning and Burn Rate

A Burning character has a Burn Rate from 1-6, which can be tracked using a d6. If it ever exceeds 6, he becomes Ablaze.

If unbothered by the damage, he can otherwise act normally.

A Burning character receives Fire Damage equal to his Burn Rate each Morale Phase as if exposed to a burning area, although Burn is not rolled for this.

Afterwards, his Burn Rate automatically increments by 1.

Ablaze State

An Ablaze character takes 7 Fire Damage at the end of every Morale Phase, and armor doesn't protect him anymore.

He cannot act at all, counts as defenseless, and spends all his MP running in a randomly determined direction (even if Dazed).

If Downed, he dies immediately.

Extinguishing

One attempt per Turn can be made to extinguish a Burning character, at the cost of 1 CA. If he receives outside help, the helper needs an appropriate tool, both need to spend 1 CA.

Extinguish Result = DR
  + Finesse
  + 2 if receiving help with blanket or similar tool
  - Burn Rate
  - Character Flammability (usually 0)
  - Attack Burn Modifier (normally 0)

Any positive Result is immediately subtracted from the Burn Rate. If it drops < 1, the fire is extinguished.

An Ablaze character can only be extinguished by submersion in water, magic, or other drastic methods. Usually, no roll is required for this.

Water

Swimming Skill

  • Characters with a nautical background have Level//2
  • Characters who grew up within 30 km of the Sea or a major Lake have 0.
  • Everyone else cannot swim without checks and has a skill of -2.

Swim Checks

Swim checks are usually DR + Finesse + Swimming Skill - Difficulty.

Unencumbered characters who can swim need not check under normal conditions.

Encumbrance

In water, armor and Helmets count as unequipped for encumbrance purposes.

Encumbered characters incur a -2 penalty to Swimming Skill. If that drops them below 0, they count as non-swimmers for Swim Checks.

Drowning

Characters who are underwater during the Morale Phase check for Breath:

Breath =
    Vigor
  + Swimming Skill
  + Breath Modifier (usually 0)
  - Accumulated Drown Rate
  - 2 if engaged in strenuous activity

Result  Effect
 <= 0   Add 2 to Drown Rate
  1-3   Add 1 to Drown Rate
    4+  --

Drown Rate can be tracked using a d6. Drown Rate // 2 is applied as a penalty to almost all checks, including Recovery from Dazed.

If Drown Rate exceeds 6, the character is Downed. Instead of checking for Breath, he must now check for Survival each Turn as per Death's Door, with a Severity of Drown Rate and without being able to stabilize, until rescued. After each check, the Drown Rate automatically increments by 1.

Cold

TBD