Environmental Effects: Difference between revisions

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See: [[Survival#Forage | Survival]] Skill
See: [[Survival#Forage | Survival]] Skill
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==Suffocation==
==Suffocation==
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Unless they can remove the Asphyxiating condition, they die promptly.
Unless they can remove the Asphyxiating condition, they die promptly.


===Slow Suffocation:===
===Slow Suffocation:===


A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of [[Non-Lethal Damage]] every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of Non-Lethal Damage, the character begins to take lethal damage at the rate of 3d6 per 15 minutes. Small characters consume half as much air as Medium characters, Large character consume twice as much.
A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of [[Non-Lethal Damage]] every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of Non-Lethal Damage, the character begins to take lethal environmental damage (which is coded as non-lethal, thus, most resistance will not work) at the rate of 3d6 per 15 minutes. Small characters consume half as much air as Medium characters, Large character consume twice as much.


==Storm==
==Storm==
Source: PCh:HotJ


See also: Wind Effects, Lightning, Falling Trees
===Lightning Storm===


Equatorial storms can be both devastating and predictable. In many jungle areas, rainstorms come every afternoon and last anywhere from 20 minutes to 6 hours. In other areas, ferocious storms break suddenly and end quickly. These tend to deliver more precipitation than heavy wind, as the thick jungle growth protects those beneath it from the direct force of the storm. Still, in addition to the inconvenience of being wet and miserable, jungle storms bring with them dangerous possibilities including falling trees, lightning, and floods (see separate entries below.)
Despite the flash and thunder of a severe lightning storm, the danger from the lightning is very small. If a character is struck, the damage is 1d6+1 of electricity damage per CR of the area, or the character's CR, whichever is higher. A much larger danger is the risk of falling trees, which are defined as Falling Objects, typically size Gargantuan or bigger, falling a distance equal to their height (which can easily exceed 100 feet), with a -1 per die since they are brushy and 'soft'.  The GM adjudicates all effects, of course.


Sandstorm
===Sandstorm===
A sandstorm can represent the fine grit we are familiar with, or it may be caused by icy spicules on a glacier, or driving needles of bone in a vast graveyard, or tiny spores in a giant field of poppies, or many other effects.


See also: Desert Terrain.
. A sandstorm does not cause miss chances in combat or offer concealment.  A sandstorm deals 1d3 points of environmental [[Non-Lethal Damage]] per hour to any creatures caught in the open, on top of any Heat of Cold effects the environment may be inflicting. 


==Tsunami==


Tsunami
A Tsunami is an Avalanche, of water.  See the Avalanche rules above.


Source: Gamemastery Guide.


Tsunamis, sometimes referred to as tidal waves, are crushing waves of water caused by underwater earthquakes, volcanic explosions, landslides, or even asteroid impacts. Tsunamis are almost undetectable until they reach shallow water, at which point the mass of water builds up into a great wave. Depending on the size of the tsunami and the slope of the shore, the wave can travel anywhere from hundreds of yards to more than a mile inland, leaving destruction in its wake. The water then drains back, dragging all manner of debris and creatures far out to sea. The exact damage caused by a tsunami is subject to the GM's discretion, but a typical tsunami obliterates or displaces all temporary and poorly built structures in its path, destroys about 25% of well-built buildings (and causes significant damage to those that survive), and leaves serious fortifications only lightly damaged. As much as a quarter of the population living in the area (including animals and monsters) perishes in the disaster, either swept out to sea, drowned on shore, or buried under rubble.
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A creature can avoid being pulled out to sea with a DC 25 Swim check; otherwise it is pulled 6d6 x 10 feet away from shore. Waters after a tsunami are always treated as rough or stormy, barring magical conf lict. A creature caught in a collapsing building takes 6d6 points of damage (DC 15 Reflex save for half), or half that amount if the building is particularly small. There is a 50% chance that the creature is buried (as for a cave-in), or the tsunami may tear the building apart, freeing the creature from the rubble.


==Volcano==
==Volcano==

Revision as of 19:46, 11 December 2018