Environment

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Revision as of 05:13, 21 January 2013 by Foxwarrior (Talk | contribs) (Materials)

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Environmental Hazards

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.

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
Stone 6 10
Iron 5 20
Gold 4 25
Salt 6 5
Bone 4 20
Glass 6 7