legacy:rules:environment
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legacy:rules:environment [2025/02/28 20:54] – created tailkinker | legacy:rules:environment [2025/09/08 14:50] (current) – [Suffocation] tailkinker | ||
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The most fundamental tasks of adventuring---noticing danger, finding hidden objects, or hitting an enemy in combat---rely heavily on a character' | The most fundamental tasks of adventuring---noticing danger, finding hidden objects, or hitting an enemy in combat---rely heavily on a character' | ||
- | A given area might be lightly or heavily obscured. | + | Darkness is rated from 1 to 5, in the same manner as [[legacy: |
- | A heavily obscured area---such as darkness, opaque fog, or dense foliage---blocks vision entirely. | + | ^ Level ^ Description |
+ | | 1 | Minor shadows | ||
+ | | 2 | Dim light | ||
+ | | 3 | Poor light |Cloudy night outdoors, room with one small candle | ||
+ | | 4 | Very dark | ||
+ | | 5 | Total darkness | ||
+ | Note that cover, concealment, | ||
===== Light ===== | ===== Light ===== | ||
- | The presence or absence of light in an environment | + | A character who brings artificial |
- | **Bright | + | |
+ | * Out to twice the light source’s Radius: Subtract half the light source’s Brightness (rounded down) from the Darkness value. | ||
+ | * Beyond twice the Radius: The light does not penetrate; the Darkness value remains unchanged. | ||
- | **Dim light**, also called shadows, creates | + | <WRAP 80% box center> |
- | + | Zek find himself in an underground tomb, only a trickle | |
- | **Darkness** creates | + | </ |
- | + | ||
- | Of course, a character who is [[unbound: | + | |
===== Hazards ===== | ===== Hazards ===== | ||
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==== Falling ==== | ==== Falling ==== | ||
- | While a character can brace themselves to drop down even as far as six meters, an accidental fall leaves | + | While a character can brace themselves to drop down even as far as six meters, an accidental fall leaves no time to prepare. |
- | The damage inflicted on a fall depends on the distance fallen; | + | The damage inflicted on a fall depends on the distance fallen; |
- | Find the distance fallen by the character on the table below in order to find the damage. | + | * If the character was prepared for the fall and the total distance fallen is under thirty meters, drop the three lowest dice from the damage roll. |
- | + | | |
- | Damage | + | |
- | + | * After falling, the character | |
- | A character who falls farther than 140 meters | + | |
^Distance | ^Distance | ||
^Damage | ^Damage | ||
+ | |||
+ | <WRAP 80% box center> | ||
+ | Elyra missteps on the slick stone stairs and plunges down a six-meter drop. The GM consults the table: a 3–6 m fall inflicts 3d8 Vital damage. Elyra was unprepared, so all three dice count. She rolls 3d8 and takes the total damage, bypassing any Resistance. After hitting the ground, she is Prone, struggling to regain her footing before the next action. | ||
+ | </ | ||
=== Rocks Fall, Party Dies === | === Rocks Fall, Party Dies === | ||
- | Any reasonably-sized object that falls onto a character will inflict falling damage on that character. | + | Any reasonably-sized object that falls onto a character will inflict falling damage on that character, in a similar manner to falling damage inflicted upon a character. |
In addition, things that fall do not inflict Vital damage, but inflict a damage of a sort that would make sense, with Blunt damage being the most likely. | In addition, things that fall do not inflict Vital damage, but inflict a damage of a sort that would make sense, with Blunt damage being the most likely. | ||
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===== Suffocation ===== | ===== Suffocation ===== | ||
- | Air is very important | + | Air is vital to creatures that can breathe, but most adventuring |
- | + | ||
- | A creature has a number of Breath Points equal to four plus their Body score. | + | |
- | + | ||
- | At the start of each turn, a character who cannot breathe must expend one Breath Point, or else take 2d6 Vital damage. | + | |
- | + | ||
- | At the start of each turn, if a character //can// breathe, they recover one Breath Point, up to their maximum. | + | |
+ | A creature has a number of Breath Points equal to 4 + their Body modifier. Typically, this is not tracked unless suffocation is a possibility; | ||
+ | * **Deprived of Air**: At the start of each turn, a character who cannot breathe loses 1 Breath Point. If they have no Breath Points remaining, they instead take 2d6 Vital damage. | ||
+ | * **Breathing Normally**: At the start of each turn, a character who can breathe recovers 1 Breath Point, up to their maximum. | ||
===== Temperature ===== | ===== Temperature ===== | ||
legacy/rules/environment.1740776081.txt.gz · Last modified: by tailkinker