Environmental Effects: Difference between revisions
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(→Cold) |
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See also: Arctic climatic zone | See also: Arctic climatic zone | ||
Cold and exposure deal | Cold and exposure deal [[non-lethal damage]] to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of [[non-lethal damage]] equal to her total [[hit point]]s, any further damage from a cold environment is lethal damage. | ||
[[non-lethal damage]]. A character who has the [[Survival]] skill may receive a bonus on this [[saving throw]] and might be able to apply this bonus to other characters as well (see the skill description). | |||
[[non-lethal damage]] on each failed save. A character who has the [[Survival]] skill may receive a bonus on this [[saving throw]] and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. | |||
A character who takes any | A character who takes any [[non-lethal damage]] from cold or exposure is beset by frostbite or hypothermia (treat her as [[fatigued]]). These penalties end when the character recovers the [[non-lethal damage]] she took from the cold and exposure. | ||
[[non-lethal damage]]. | |||
Movement on Ice | ===Movement on Ice=== | ||
:Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for [[Acrobatics]] checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from '''severe cold'''. | |||
Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold. | |||
==Darkness== | ==Darkness== |