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- -- (Very) Quick and Dirty Cold Weather Rules --
- Here's my attempt to make a simple yet moderately realistic cold weather system, no fancy descriptions and stuff.
- - Temperature -
- The most important factor is the actual temperature, which is divided into categories. Each category has different effects on characters caught in it without adequate protection (see further down).
- Cold: 5 to -15 °C
- Severe Cold: -15 to -30 °C
- Extreme Cold: -30 to -45 °C
- Unearthly Cold: -45°C or less
- Cold: Unprotected ponies must make a roll against 10, which increases by 1 for each hour spent in the cold, every hour, or take 1d4 of nonlethal damage. Characters whose protection level is at least 1 are safe at this temperature.
- Severe Cold: Unprotected PCs must make a roll as under Cold, but once every 10 minutes, or take 1d4 nonlethal damage. Partially protected characters need only roll once per hour. A character with level 2 protection or higher is fully protected, a level 1 protected character counts as partially protected.
- Extreme Cold: Unprotected characters take 1d4 LETHAL damage per 10 minutes, with no roll to resist. In addition, they must make a roll as under cold vs 15 (increasing again by 1 for each roll) to resist taking 1d4 of nonlethal damage. Any character wearing uninsulated metal armor takes an additional 1 point of lethal damage every 10 minutes, and 1d6 lethal damage from ripping skin if they attempt to take off the armor without warming it first. A partially protected character takes damage and needs to roll only every hour. A level of protection of 3 or higher is required to be safe, 2 is considered partially protected, and 1 offers no protection.
- Unearthly Cold: Unprotected people take 1d4 points of lethal and 1d4 points of nonlethal damage per minute with no roll to resist. Partially protected characters take damage once per 10 minutes instead of once per minute. Level 4 protection is required for full protection, level 2 or 3 is considered partial protection, and level 1 offers no protection.
- - Temperature Variations -
- High Altitude: Generally down one category starting at 1500m, and then by two starting at 5000m.
- Wind Chill: High winds don't actually cool down the temperature per se, but makes the body lose more heat, as such it can be ruled that it "virtually" drops the temperature by one category.
- Water: Dropping into cold water provokes an immediate roll and applicable damage as appropriate to temperature, at a -10 penalty. This -10 penalty remains as long as the character is wet in the cold.
- - Temperature Protection -
- Every pony has the default protection level of 0 against cold(It could be decided that ponies have a default level of 1 due to their fur). An animal with thick fur, or a furless animal native to cold terrain, has a default level of 1. An arctic animal with fur or a monster native to arctic terrain generally has 2 and a magical creature native to the arctic usually has 3 or better. The following things can modify this protection (they all stack unless otherwise noted):
- Cold Winter Clothing (+1 Protection)
- Heavy Furs (+1): Can be stacked on top of Cold Winter Clothing, but should give a penalty to agility, me thinks.
- Having the Strength Perk Level 3 (+1)
- Insulated Armor (+1): Doesn't stack with Cold Winter Clothes, stacks with heavy furs.
- Improvised Shelter (+3): If one does not attempt to move but instead tries to make a fire, dig a cave, etc.
- - Frostbite -
- Being exposed to great cold can numb ones limbs. If a character takes any nonlethal damage from cold, they are affected by frostbite and take -2 on all rolls requiring dexterity or finesse (including combat) until they spend 10 mins or so in a warm environment.
- - Hypothermia -
- Hypothermia is a potentially fatal condition caused by the lowering of the internal body temperature and can occur from any exposure to cold. The condition is marked by pale skin, rigid muscles and loss of consciousness. Whenever a character takes nonlethal damage from cold, he is affected by mild hypothermia. This has no effect beyond some mild shaking and pale skin, yet. Any character already affected by mild hypothermia that fails another roll against cold is affected by moderate hypothermia, taking a -6 penalty to all rolls requiring dexterity or finesse as his body becomes hard to move and stiff. At this time, the character will have an overwhelming urge to lay down and go to sleep. It is important to stop him from doing that. Any character that fails another save against cold while beset by moderate hypothermia is affected by severe hypothermia, causing him to curl up and try to sleep, all muscles to rigid to move. He is treated as unconscious and needs external help. Lowering Hypothermia from Moderate to Mild or Mild to None takes a warm environment, dry clothes (or no clothes) and 10 minutes. Lowering Severe hypothermia takes an hour and requires a warm and dry environment.
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