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Weather is an important aspect, especially for stealth and infiltration, which can change whether one should travel or remain in a location for the time being. Weather changes environments and its conditions, for example, it could be more slippery due to it raining.

Weather should be factored when travelling and dealing with encounters, as it can make or break an entire journey or event.

Impacts

(not done)

List of Weathers

Below is a list of common weathers in universes, weathers may vary in intensity and difference depending on the region and it’s main content.

Sunny

The clouds are rather clear today, all places outside are affected by bright light.

Overcast

Clouds block out the suns of the planet, all places outside are affected by dim light.

Storm

It is currently raining and thundering, lightning comes from the clouds and randomly shocks the ground. Every 30 minutes out of cover, roll a Luck action for a random player, on a 1 or lower, all hair on the character (if any) is currently sticking up, if the character does not move 10m away in 1 round, they are then struck by lightning and take 1,000 (d2%) Electric Damage. If the character is wearing or holding a metal weapon or metal armour, this chance is now 10 or lower, and the damage received is doubled. The rain reduces all actions made to hear by -20%. Races with echolocation gain a +20% bonus to all actions made to sense where things are while it rains.

Snow

There are bits of snow falling from the clouds due to how cold it is, the temperature is reduced by 1 step, if it has been snowing for longer then 8 hours, all terrain is difficult. All water is turned into ice and is considered fragile terrain when stepped on.

Rain

There is water falling from the clouds in the sky. Rain reduces all actions made to hear by -20%. Races with echolocation gain a +20% bonus to all actions made to sense where things are while it rains.

Acid Rain

There is acid falling from the sky, Acid Rain reduces all actions made to hear by -20%. Races with echolocation gain a +20% bonus to all actions made to sense where things are while it rains. Acid Rain deals 50 Acid Damage per round that someone is exposed to it, and affects all currently equipped equipment and items.

Natural Disasters

Natural Disasters are events that can happen on a planet, usually seemingly at random, unless there were something to cause the Natural Disaster willingly. They are devastating and generally are designed to wipe out multiple populations.

Flood

Starting before an extreme storm characterised by incredibly heavy rain, water or similar liquid begins filling up a location. Followed by the failure of a sewerage system. Most cities and buildings are submerged underwater. Follow the table below to determine how deep a flood can be.

Swarms

Swarms are bugs, nanites, or any living creatures that have decided to invade an area. All foraging actions automatically fail while an area is affected by a swarm. All houses and items made with living material that have no repellent for creature performing the swarm take 5,000 damage per hour of the swarm, but may increase in intensity.

During the swarm, everyone receives a -25% penalty to all Senses and Nerve actions. Remaining in swarms deals 25 bludgeoning or poison damage every minute.

Earthquake

The ground begins to tremor and shake, rumbling and pulling apart, creating multiple cracks. All buildings begin to take 250 Bludgeoning damage per round, those in an unenclosed area take 25 damage per round that the earthquake occurs

Plagues

Plagues are natural disasters that are caused through the spread of disease, usually areas affected by plagues are affected permanently until all instances of the plague is removed, each time someone comes in contact with something that has a plague on it, they receive the disease or plague that is causing it based on the DC of the plague

Meteor Strike

Floating rocks in space can strike the planet due to it’s gravitational pull, when it strikes the ground, it creates a large shockwave that affects all in it’s vicinity, Meteors are typically large and affect a circle area of d100 + 35m. All those in this radius are affected by the Meteor Shower power.

Tsunami

Tsunami’s are large bodies, ranging in height differently, but averaging around d12m tall. Characterised by the tide pulling back for a long period, a giant wave is created that has the force to knock over anything in it’s path, dealing large amounts of devastation to an area as it deals 150 Bludgeoning damage to all unattended structures and items per metre tall as well as any additional effects that the liquid causes.

This can only occur on planets with large bodies of liquid on it.

Avalanche

Caused by large, grainy materials that are resting on one another, having a lack of structural integrity, avalanches occur when any of this soil is disrupted, either by wind, physically touching, or even quiet soundwaves slightly rumbling any of the soil.

When an avalanche occurs, it can be heard from up to 10km away, each person in the area of the avalanche must take an action to prevent themselves from being affected (e.g. dodge), on fail, they fall prone, and begin to be suffocated by d6m of grainy materials covering them. Those with a burrow speed are unaffected by the avalanche

This can only occur on planets with desert biomes, grain silos, in snow, or similar conditions.

Cyclone/Hurricane

Tornado