Environmental Effects: Difference between revisions

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Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round (typically set in advance by the GM, although eddies and rapids might have varying water speeds every few seconds). This is treated as a [[Push]] in the downstream direction that cannot be opposed by Forced Movement resistance, unless you can get your feet on a solid bottom.  The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. See the [[Movement]] skill for swimming in rough water.
Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round (typically set in advance by the GM, although eddies and rapids might have varying water speeds every few seconds). This is treated as a [[Push]] in the downstream direction that cannot be opposed by Forced Movement resistance, unless you can get your feet on a solid bottom.  The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. See the [[Movement]] skill for swimming in rough water.


Swept Away: Characters swept away by a river moving 60 feet per round or faster suffers according to the [[Collisions]] rules as they are bashed about in the water. A character may make a [[Might]] check as if trying to catch themselves while falling as they are swept away. The distance moved each round before the Might check is made is set each round by rolling a d8 times five feet, and that sets the difficulty of the Might check (this can be less than DC20 in this case).  When a Might check succeeds, they arrest their motion by catching a rock, tree limb, or bottom snag, and can escape the sudden flow.
===Swept Away===
Characters swept away by a river moving 60 feet per round or faster suffers according to the [[Collisions]] rules as they are bashed about in the water. A character may make a [[Might]] check as if trying to catch themselves while falling as they are swept away. The distance moved each round before the Might check is made is set each round by rolling a d8 times five feet, and that sets the difficulty of the Might check (this can be less than DC20 in this case).  When a Might check succeeds, they arrest their motion by catching a rock, tree limb, or bottom snag, and can escape the sudden flow.


===Flashflood===
===Flashflood===
A Flashflood is just like a Tsunami, except it can happen almost anywhere. Yay!  A horrible avalanche of water and debris that Suffocates anyone it catches!  Yay!
A Flashflood is just like a Tsunami, except it can happen almost anywhere. Yay!  A horrible avalanche of water and debris that Suffocates anyone it catches!  Yay!

Revision as of 18:36, 13 December 2018