User Tools

Site Tools


unbound:rules:environment

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
unbound:rules:environment [2024/05/14 14:10] tailkinkerunbound:rules:environment [2024/05/28 10:31] (current) – external edit 127.0.0.1
Line 17: Line 17:
 **Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. **Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
  
-**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a lamp, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.+**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a lamp, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.  Characters in dim light or shadows are considered [[unbound:conditions:Dazzled]].
  
-**Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even on most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.+**Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even on most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.  When in darkness, characters are considered [[unbound:conditions:blinded|Blind]]. 
 + 
 +Of course, a character who is [[unbound:conditions:Dazzled]] or [[unbound:conditions:blinded|Blinded]] by light conditions cannot remove that status condition until such time as they return to normal lighting conditions.
  
 ===== Hazards ===== ===== Hazards =====
Line 50: Line 52:
 Air is very important to creatures that can breathe, but most adventuring happens in places where air is sufficiently common that the characters won't need to consider it.  This is not always the case, however.  Flooded underground tunnels, caves filled with toxic gasses, or swamps with patches of miasma are all places where the air supply might not be as easily available. Air is very important to creatures that can breathe, but most adventuring happens in places where air is sufficiently common that the characters won't need to consider it.  This is not always the case, however.  Flooded underground tunnels, caves filled with toxic gasses, or swamps with patches of miasma are all places where the air supply might not be as easily available.
  
-A creature has a number of Breath Points equal to four plus their Body score.  You won't typically record this, because it only really matters when suffocation is a possibility.+A creature has a number of Breath Points equal to four plus their Body score.  You won't typically record this, because it only really matters when suffocation is a possibility.  Only when you are deprived of air will your Breath Points be less than full.
  
 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, a character who cannot breathe must expend one Breath Point, or else take 2d6 Vital damage.
Line 58: Line 60:
 ===== Temperature ===== ===== Temperature =====
  
-The temperature of an environment can make a character's life difficult.  Typically, temperatures will be comfortable, uncomfortable or dangerous.  Temperature is, of course, relative, and a character who belongs to an ancestry noted for living in hot or cold climes may find that their comfort zones are shifted.+The temperature of an environment can make a character's life difficult.  Typically, temperatures will be comfortable, uncomfortable or dangerous.  Temperature is, of course, relative, and a character who belongs to an ancestry noted for living in hot or cold climes may find that their comfort zones are shifted.  (No such ancestries yet exist, but they may be added in future expansions.)
  
 **Comfortable** temperatures are the default, and a character who is in an area with comfortable temperatures will suffer no penalties. **Comfortable** temperatures are the default, and a character who is in an area with comfortable temperatures will suffer no penalties.
Line 64: Line 66:
 **Uncomfortable** temperatures may be too warm or too cold, and while they can reach harmful levels, are survivable for short periods of time.  A character who is in uncomfortable temperatures suffers slight to all skill checks.  Note that specific items of equipment may remove this penalty. **Uncomfortable** temperatures may be too warm or too cold, and while they can reach harmful levels, are survivable for short periods of time.  A character who is in uncomfortable temperatures suffers slight to all skill checks.  Note that specific items of equipment may remove this penalty.
  
-**Dangerous** temperatures can cause permanent harm within minutes of exposure.  Dangerous levels of cold are typical of the Arctic in winter during a blizzard, whereas dangerous levels of heat include a literal inferno\[em]equatorial heat never really reaches dangerous levels.  A character exposed to dangerous temperatures suffers 1d4 points of Cold or Fire damage at the start of each of their turns.+**Dangerous** temperatures can cause permanent harm within minutes of exposure.  Dangerous levels of cold are typical of the Arctic in winter during a blizzard, whereas dangerous levels of heat include a literal inferno---equatorial heat never really reaches dangerous levels.  A character exposed to dangerous temperatures suffers 1d8 points of Cold or Heat damage at the start of each of their turns.
unbound/rules/environment.1715695857.txt.gz · Last modified: by tailkinker