Volume 1: Issue 4: Summer
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Weather Events - Various
Various

Note: Damage rules are in 4th with 5th in ().

Material by Brutorz Bill
(I borrowed this stuff from Talislanta.)

The Last War wreaked havoc on the environment, affecting much of the world. Clouds of toxic smoke, toxic fumes, and irradiated dust particles dispersed into the upper atmosphere as a result of this cataclysmic event continue to affect weather conditions throughout many parts of the world. The most common of these meteorological anomalies include:

Acid Rain
A yellowish rain with caustic properties, believed to be caused by clouds of corrosive gasses commingling with ordinary rain clouds in the upper atmosphere. Acid Rain withers plants, discolors stone, causes non-magical metals to become pitted, and does 1 point of damage per round (1 wound point per minute) to organic substances (wood, cloth, hide, etc.) and unprotected living creatures. Duration of an Acid Rainfall is generally 1-20 (d20) minutes.

Black Lightning
Black lightning is comprised not of electrical energy, but of some unknown energy of the Ancients. Its cause remains unknown; Technomancers have theorized that this uncommon effect occurs in regions where a Black Wind (q.v.) has dispersed, investing the surrounding area with unstable energies, lending to the theory that this was some weapon of the Ancients. A dark, swift-moving thundercloud is often the only warning that such a storm is about to occur.

A Black lightning storm can last up to ten minutes, and may produce as many as a dozen discharges of force, each capable of causing massive amounts of damage. Individuals and structures standing at higher elevations are most likely to be struck, particularly those that carry or house any type of energized paraphernalia, weapons, or armor; black lightning is attracted to powered items as ordinary lightning is to metal. A strike will cause death 65% of the time. 45% of the time a person so struck will be reduced to d6 hp (d4 mortal).

The Black Wind
A dark, swift-moving cloud of unnatural vapors, charged with accumulated energies. The effects of a Black Wind are unpredictable: instances of random metamorphosis, transmutation, changes in skin tone or bodily height, toxic contamination, impossible to predict. Black Winds seem to originate in areas where vast amounts of energy have been unleashed, either all at once or over the course of time. Black Winds rarely last longer than a few minutes. A Black Wind causes a mutation which has 85% chance of being a defect.

Shard Rain
A dangerous type of frozen precipitation resembling a hail of dagger-sharp shards of ice, ranging up to a foot in length. Icicle rain does 2 hit points per round to living creatures, vegetation, and all but the most durable sorts of objects, equipment and structures (1 wound point per minute). The duration of an icicle rainfall rarely exceeds ten rounds.

Ghost Wind
A chilling wind that is said to blow forth from the spirit realms, emanating from the countless ruined cities, graveyards and battlegrounds that litter the wastelands of Meriga. While seldom of an intensity sufficient to cause any great difficulty to travelers, Ghost Winds have an ominous effect on most types of living creatures. Wild beasts become agitated, and domesticated animals may panic or desert their masters. Intelligent beings are often instilled with a vague sensation of fear; in extreme cases, individuals may experience temporary attacks of insanity, or claim to be possessed by spirits. A Ghost Wind passes swiftly, though its effects can last for several hours. Any time spent in a Ghost Wind requires a morale check (a mental resolve check).

Witch Wind
In common usage, a colloquialism for any strong, howling wind. In legend, it is believed that strange sounds are borne on a Witch Wind: moaning voices, curses, ancient chants and incantations, terrible secrets and mystifying prophecies. A Witch Wind occurring in open or flat terrain may develop into a tempest, capable of capsizing ships at sea or causing great damage to all but the sturdiest structures. Such storms may last for hours, or pass after just a few moments. All combat rolls are at -5 while in a Witch Wind (a 3 step penalty).


Material by Sidhain

Frostbite
Frostbite is essentially irradiated bacteria that survive because they are light and caught upon the wind by specialized parasail-styled. Looking much like snowflakes they encase themselves in protective covering which "melts" whenever they contact warm flesh; whereupon their cilia begins moving bacteria clusters inside the body, absorbing the heat of the creature they inhabit, increasing the likelihood of REAL frostbite and illness from cold climes. Exposure to increased heat like that of running the infected area through a flame for a few moments kills the delicate bacteria.

Glowsnow
Glowsnow is caused by highly radioactive fallout particles becoming encased in the crystalline structure of a snowflake, they glow at night as they fall. This glow interferes with sensors of robots and the night sight of some creatures, robot sensors and night vision distance is cut in half. They are relatively harmless even in vast quantities. Every 3 inches of snow inflicts one point of radiation (for amounts between 3 and 12 inches, treat it as Radiation 2, for 13+ inches as Radiation 3).


Material by Derek Holland (5th edition only)

Ozone holes
Holes in the ozone were caused by some of the weapons during the Cataclysm. These are slowly being repaired, but the danger of being under one is still unfortunately common on Gamma Terra. There is a 1% chance per day that a hole will pass over the heroes. If so, they must make CON feat checks with the following results: CF- permanent blindness; F- blinded for 3d4 weeks; O- partial blindness, 4 step penalty to all skills needing sight; G- partial blindness, 1 step penalty to all skills needing sight; A- no effect.

Animal rain
This well documented occurrence still happens on Gamma Terra. During a animal rain, between 30 and 3000 small animals, which could be anything from fish to insects, fall to the ground. Only 10-20% of them survive the fall. Anyone out in the rain will take 1 wound point per round due to impacts.