Difference between revisions of "Environment"

From Gempunks
Jump to: navigation, search
(Materials)
Line 82: Line 82:
 
|- class="noalt"
 
|- class="noalt"
 
|}
 
|}
 +
 +
'''{{Anchor|Water}}:''' Water is difficult to see through. 100 meters of clear water or 5 meters of murky water grants [[concealment]], and it's impossible to see more than 10 times that far through it.
  
 
'''{{Anchor|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.
 
'''{{Anchor|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.

Revision as of 05:32, 24 January 2014

Environmental Hazards

Falling: A creature or object falls 820 meters during the first round, and 1075 meters per round every round after that. Falling 3 meters or more deals 1d6-1 Physical damage. This increases by 1 damage for every 5 additional meters fallen, to a maximum of 1d6+20 at 108 meters. Damage taken is adjusted by a weight-dependent modifier from the table below: this change is applied after the maximum. Soft surfaces like sand or grass reduce the damage increase to 1 per 8 meters, very soft surfaces like hay bales or bushes reduce the damage increase to 1 per 15 meters, and sharp objects like spikes increase the damage by 2. 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.

Table: Fall Damage Modifier by Weight

Weight Damage Modifier
Less than 1 kilogram -6
1-10 kilograms -4
11-40 kilograms -2
41-200 kilograms +0
201-1000 kilograms +2
1001-5000 kilograms +4
5001-25000 kilograms +6
25001 or more kilograms +8

Light Wind: Light wind interferes with projectiles, causing penalties to attack rolls.

Strong Wind: Strong wind interferes with projectiles, causing penalties to attack rolls. It also flings creatures in the area 5 meters at the beginnings of their turns unless they succeed on a DC 10 Strongman check. Flying creatures are flung 10 meters, which is reduced to 5 meters 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, and creates sufficient sound to count as significant ambient noise for Auditory Stealth.

Hail: Hail functions as Heavy Rain, but also deals 1d6-2 Physical damage to each creature and unattended object at the beginning of its turn. Damage increases to 1d6-1 for more severe hail.

Lightning Storm: Each round, 1d6-4 (minimum 0) lightning bolts strike beneath the thundercloud. Each lightning bolt picks a random 5 meter wide cylinder beneath the cloud, and strikes the highest creature or unattended object in that cylinder, for an attack with a +5 Attack Bonus and 1d6+3 Electricity damage; wounded targets are stunned for 1 round.

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.

Toxic Waste: Toxic waste is swum through rather than walked on. Anything that touches toxic waste takes 1d6 Acid damage, and a creature that spends any part of its turn partly or fully immersed in toxic waste takes 1d6+3 points of Acid damage instead.

Extreme Temperature: Extremely hot or cold atmospheres or metal surfaces are unpleasant to touch. At 100° C, the atmosphere or surface deals 1d6-2 Heat damage per round. This increases by 1 damage for every 50 additional degrees.

At -20° C, the atmosphere or surface deals 1d6-2 Cold damage per round. This increases by 1 damage for every 50 fewer degrees.

Vacuum: Extremely low pressure environments are low on friction, and breathability. Any creature that ends its turn holding its breath in a vacuum takes 1d6+2 Noise damage. Projectiles can travel unlimited distances in a vacuum: unless a projectile speed is specified they travel 8 times their maximum range per round.

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, in which case it destroys the touched regions, or a Piercing attack, in which case it destroys a 6x6 centimeter hole), with depth depending on the damage dealt.

Table: Common Materials

Name Toughness HP per meter
Dirt 2 30
Wood 3 25
Granite 6 10
Iron 5 20
Gold 4 25
Salt 6 5
Bone 4 20
Glass 4 7
Water 1 5
Timestone 6 5
Cherelith 6 8
Airsteel 8 -

Water: Water is difficult to see through. 100 meters of clear water or 5 meters of murky water grants concealment, and it's impossible to see more than 10 times that far through it.

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.

Cherelith: Cherelith is a type of marbled rock, part dark and metallic, part transparent and glowing blue. Any significant quantity of Cherelith emits bright illumination out to 2 meters, and deals 1d8 Light damage to creatures in a 10 meter spray each round.

Airsteel: Airsteel is air that has been linked to form a single solid shape. 1 wound is enough to break the link and shatter the Airsteel, independent of its size. Airsteel, being air, looks like air.

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 (including criticals, but only those that are confirmed against both ADs), with all penalties one would have for either attacking the target or the obstacle: if the attack does not hit the obstacle's AD (normally 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 destroys a normal amount of the obstacle. If the attack roll is sufficient to hit the creature and a hole was made in the obstacle, then any damage over the amount needed to destroy the obstacle is applied to the creature.

Piercing weapons apply the full damage value to a creature instead of only the amount left over after destroying the obstacle.