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Exposure – Heat and Cold

As a race, ponies are acclimated to temperate zone climates of between about 5-35 °C (roughly 40-90 degrees Fahrenheit). Beyond that range, unless properly equipped and supplied, they tend to suffer. Most other races present in Equestria suffer from the elements in the same way, including alicorns and hellhounds (but not ghouls). As high-altitude races, Pegasi, Griffins and Yao Guai tolerate temperatures between 0-30 °C (30-80 °F); Zebra are the only noteworthy exception to this in the other direction, preferring temperatures of between 15-45°C (60 to 110 °F). Note that these are all ranges of 30 degrees. Additional information on how these four exceptional races react is provided in both of the subsections; it is safe to assume that they behave like characters of other races unless noted otherwise, merely with shifted temperature boundaries.

In the case of cold, characters will rapidly burn energy to try and stay warm. Failing this, they may suffer from crippling onset of frostbite and eventual death by hypothermia.

For low temperatures starting at 5°C (40°F, or the bottom of the tolerance range for a given race), characters must roll endurance MFD 1 for every 30 minutes spent out in the cold. They receive a penalty to this roll equal to twice the number of degrees below freezing it is. This means they take no penalty until the temperature drops to below 0°C (32°F). For every Celsius degree below this point, they take a -2 penalty on their roll.

So at -5°C, they’d be taking a -10 penalty to their endurance roll. Between 5 and 0, they must still roll END MFD 1 every half hour, but take no roll penalties.

 

Table XXXIX: Cold Effects

Number of Failed Endurance Rolls Effect
Numbing Cold – Temporary -1 penalty to AGI,  
Numbing Cold – Additional Temporary -1 penalty to AGI  
Numbing Cold – Reduced movement speed by 5’ per action.Digging and flight are reduced by 10’ per action.
Numbed Face – 1 MFD step penalty to all CHA based rolls, including skills and intimidation rolls.
Disorienting Cold – -25 penalty to survival for navigation Additional Temporary -1 penalty to AGI
Cold Exhaustion – Character must consume an additional serving of food or else make an INT check MFD ½ to remain awake.
Tiredness – INT MFD ½ to remain awake without stimulants. Additional Temporary -1 penalty to AGI
Extreme Tiredness – INT MFD ¼ to remain awake without stimulants. Additional Temporary -1 penalty to AGI
Frostbite – A random extremity becomes frostbitten. Frostbite can be alleviated if the character is warmed up to above 40°F and healed with healing magic or a potion within five minutes of onset. Otherwise, that extremity is lost.
Hypothermia – Death within 5 minutes unless warmed and healed using healing magic or a healing potion.

If they fail the END roll, they start taking penalties outlined in the Cold Effects table above. All of these penalties stack; if a character is at five on the table, he also incurs all of the effects of the preceding four levels of the table added together. These penalties, with the exception of permanent effects like death or full-onset frostbite, can be removed at any time by warming up the character to above 5°C (40°F, or whatever the bottom of their range is) and keeping them that at least that warm for at least 30 minutes.



If a character critically fails a roll, it counts as 3 failed rolls; they’ve done something to waste a large amount of heat. If a critical failure happens to a character that has already accrued four or more failures without being warmed up, they develop frostbite on a randomly selected extremity; ears, legs and nose are the most common. Frostbite can be alleviated if the character is warmed up to above 40°F and healed with healing magic or a potion within five minutes of onset.

For every piece of warm clothing they’re wearing in a frigid environment, a character’s effective temperature is five degrees higher than their surroundings. This can prevent them from having to make an endurance roll at all, if they’re sufficiently attired. Most clothing, leather or cloth armors count as warming. Metal armor only counts if it’s got some kind of heavy or insulating cloth backing (most don’t, but you can certainly add one with the repair skill). Full body clothing like powered armor or heavy robes increases the effective temperature by 10°C, but still only counts as a single article of clothing. Fully sealed powered armor suits can compensate for up to 40°C of temperature shifts.

Zebra characters must begin rolling at 15°C (60°F), but still don’t begin incurring penalties on their rolls until the temperature falls below 0°C. Pegasi, Griffins, and Yao Guai must begin rolling at -5°C, and start with their endurance rolls taking the -10 penalty for being that far below zero.

 

In the case of heat, excessive temperatures can cause characters to suffer from rapid dehydration, leading to heat exhaustion or possibly even heatstroke. Characters who spend more than three hours of a given day at temperatures above their maximum acceptable temperature range (45°C/110°F for zebra, 35°C/90°F for most others, or 30°C /80°F for the three high altitude races), must increase their intake of hydrating items for that day by a factor of 1.5x (6/day instead of 4/day), in addition to any penalties incurred by way of the heat effects table below.

Starting at their maximum comfortable temperature threshold, all characters must begin rolling END every half-hour they spend without relief from the heat. Similarly to cold weather, this END roll’s MFD is 1. At 5°C above their maximum (so starting at 35°C for high altitude races, 40°C for ponies, 50°C for zebra), the roll begins to receive penalties. For every degree above 5°C hotter than their comfortable maximum, they suffer a penalty of -2 to the roll.

Unlike with cold, any sort of clothing or barding incurs further penalties to this roll – it retains heat. Each accessory incurs a -5 penalty (this includes things like battle saddles, pipbucks, saddlebags, bandoliers, and other accessories you might not normally think of – anything that touches a pony’s skin or goes on top of something else that does). Clothing and bardings incur a penalty equal to their weight, with the partial exception of powered bardings; due to temperature control systems, sealed powered bardings incur a bonus of 1/10 their weight instead of a penalty. Non-sealed powered bardings incur only half their weight as a penalty. Penalties stack – add them together. Pith helmets, cowpony hats, and zebra bardings and helmets never incur a penalty to any heat endurance rolls regardless of their weight – they were designed for use in hot and arid environments, and shield their wearer enough to account for their burden.

Clothing and accessory penalties to the endurance roll are applied whenever a character must roll endurance for heat effects, even if they’re less than 5°C above their comfortable maximum.

As with cold, if a character fails a roll, they start taking penalties outlined in the Heat Effects table below. All of these penalties stack; if a character is at five on the table, he also incurs all of the effects of the preceding four levels of the table added together. These penalties, with the exception of permanent effects like death, can be removed at any time by cooling a character off to within their comfortable temperature range and keeping them there for at least 30 minutes.

If a character critically fails a roll, it counts as 3 failed rolls; they’ve done something to drastically heat themselves up while trying to beat the heat.

 

Table XL: Heat Effects

Number of Failed Endurance Rolls Effect
Excessive Sweating – Dehydrated more than normal. Character requires an extra hydrating item to prevent dehydration today.
Excessive Sweating - Dehydrated more than normal. Character requires an extra hydrating item to prevent dehydration today.
Dry Throat – Temporary -2 penalty to CHA  
Heat Exhaustion – Temporary -1 penalty to STR, END and AGI  
Mirage – Temporary -1 penalty to PER and INT.  
Heat Exhaustion – Additional temporary -1 penalty to STR, END and AGI.  
Mirage – Additional temporary -1 penalty to PER and INT  
Heat Exhaustion - Additional temporary -1 penalty to STR, END and AGI  
Cold Flashes – Character feels suddenly freezing. Willpower (INT and CHA, take the better of the two results) MFD ¾ every five minutes to resist actively trying to put on and keep on additional layers or articles of clothing.
Heat Stroke – Character passes out. If they’re not cooled off and given at least one hydrating item in the next 30 minutes, they will die.


Date: 2015-12-11; view: 979


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