unbound:rules:environment
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unbound:rules:environment [2024/05/14 14:10] – tailkinker | unbound:rules:environment [2024/05/28 10:31] (current) – external edit 127.0.0.1 | ||
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**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: |
- | **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: |
+ | |||
+ | Of course, a character who is [[unbound: | ||
===== Hazards ===== | ===== Hazards ===== | ||
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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. | 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. | ||
- | A creature has a number of Breath Points equal to four plus their Body score. | + | 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, a character who cannot breathe must expend one Breath Point, or else take 2d6 Vital damage. | ||
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===== Temperature ===== | ===== Temperature ===== | ||
- | The temperature of an environment can make a character' | + | The temperature of an environment can make a character' |
**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. | ||
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**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. | **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. | ||
- | **Dangerous** temperatures can cause permanent harm within minutes of exposure. | + | **Dangerous** temperatures can cause permanent harm within minutes of exposure. |
unbound/rules/environment.1715695857.txt.gz · Last modified: by tailkinker