Difference between revisions of "Environment"

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(With a number that ugly, I'm going to want to make it into a statistic.)
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=== Environmental Hazards ===
 
=== Environmental Hazards ===
  
'''{{Anchor|Falling}}''': A creature falls 170 meters during the first round, and 430 meters per round every round after that. Falling 3 meters or more deals 1d6-1 damage. This increases by 1 damage for every 5 additional meters fallen, to a maximum of 1d6+20 at 108 meters. Larger creatures take 4 extra damage per [[size]] category, and smaller creatures take 4 less per [[size]] category: this change is applied after the maximum. Soft surfaces like sand or grass reduce the damage increase to 1 per 8 meters, and very soft surfaces like hay bales or bushes reduce the damage increase to 1 per 15 meters.
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'''{{Anchor|Falling}}''': A creature or object falls 170 meters during the first round, and 430 meters per round every round after that. Falling 3 meters or more deals 1d6-1 damage. This increases by 1 damage for every 5 additional meters fallen, to a maximum of 1d6+20 at 108 meters. Larger creatures take 1 extra damage per doubling in weight beyond 70 kilograms, and smaller creatures take 1 less per halving in weight less than 70 kilograms: this change is applied after the maximum. Soft surfaces like sand or grass reduce the damage increase to 1 per 8 meters, and very soft surfaces like hay bales or bushes reduce the damage increase to 1 per 15 meters. Falling creatures and objects also damage whatever they land on, and use an attack bonus of +0 to hit creatures in their path rather than the ground below those creatures.
  
 
'''{{Anchor|Wind}}''': Wind interferes with projectiles, causing penalties to attack rolls. Strong wind also [[fling|flings]] creatures in the area 1 meter at the beginnings of their turns unless they succeed on a DC 10 [[Strongman]] check. Flying creatures are [[fling|flung]] 2 meters, which is reduced to 1 meter on a DC 10 [[Strongman]] check. Strong Wind also gives creatures in the area a -3 penalty to [[Acrobatics]] checks.
 
'''{{Anchor|Wind}}''': Wind interferes with projectiles, causing penalties to attack rolls. Strong wind also [[fling|flings]] creatures in the area 1 meter at the beginnings of their turns unless they succeed on a DC 10 [[Strongman]] check. Flying creatures are [[fling|flung]] 2 meters, which is reduced to 1 meter on a DC 10 [[Strongman]] check. Strong Wind also gives creatures in the area a -3 penalty to [[Acrobatics]] checks.

Revision as of 07:09, 30 May 2013

Environmental Hazards

Falling: A creature or object falls 170 meters during the first round, and 430 meters per round every round after that. Falling 3 meters or more deals 1d6-1 damage. This increases by 1 damage for every 5 additional meters fallen, to a maximum of 1d6+20 at 108 meters. Larger creatures take 1 extra damage per doubling in weight beyond 70 kilograms, and smaller creatures take 1 less per halving in weight less than 70 kilograms: this change is applied after the maximum. Soft surfaces like sand or grass reduce the damage increase to 1 per 8 meters, and very soft surfaces like hay bales or bushes reduce the damage increase to 1 per 15 meters. Falling creatures and objects also damage whatever they land on, and use an attack bonus of +0 to hit creatures in their path rather than the ground below those creatures.

Wind: Wind interferes with projectiles, causing penalties to attack rolls. Strong wind also flings creatures in the area 1 meter at the beginnings of their turns unless they succeed on a DC 10 Strongman check. Flying creatures are flung 2 meters, which is reduced to 1 meter on a DC 10 Strongman check. Strong Wind also gives creatures in the area a -3 penalty to Acrobatics checks.

Heavy Rain: Heavy rain grants concealment to any creature that is more than 10 meters away from its observer or attacker.

Lava: Lava is swum through rather than walked on. Anything that touches lava is lit on fire, and a creature that spends any part of its turn partly or fully immersed in lava takes 1d6+4 points of Heat damage.

Materials

Sometimes, people may wish to destroy objects. Objects have an AD of 5, unless otherwise noted. Attacking an object typically destroys approximately a 2x2 meter square of it (unless it's an area of effect attack), with depth depending on the damage dealt.

Table: Common Materials

Name Toughness HP per meter
Wood 3 25
Granite 6 10
Iron 5 20
Gold 4 25
Salt 6 5
Bone 4 20
Glass 6 7
Timestone 6 5

Timestone: Timestone is a material much like sandstone, aside from its unique interaction with [ time ] effects: If an object would be affected by a [ time ] effect, all timestone in contact with that object is affected as well.

Firing Through Objects

With single-target attacks, it is possible to target something on the other side of an obstacle. Use only one attack roll, with all penalties one would have for either attacking the target or the obstacle: if the attack does not hit AD 5, it misses completely. Otherwise, it hits the obstacle, and the attacker rolls one damage roll: if it does enough damage to the obstacle to break it, it leaves a 6 centimeter hole in the obstacle. If the attack roll is sufficient to hit the creature and a hole was made in the obstacle, then that same damage roll is also applied to the creature.