User Tools

Site Tools


dm_s_guide_chapter_6

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
dm_s_guide_chapter_6 [2019/05/30 12:28]
triptycho [Wet]
dm_s_guide_chapter_6 [2020/01/21 13:00] (current)
triptycho [Wet]
Line 17: Line 17:
 === The Rules === === The Rules ===
  
-Wet [[entity|entities]] suffer +1 [[weakness|Weakness]] to Lightning and Cold. Such entities, or entities climbing wet surfaces, suffer -1 [[dice_level|dice level]] to their opposed roll to successfully [[climbing|climb]] (usually [[acrobatics|Acrobatics]] or [[accuracy_dice|Inflict]]) and -1 dice level to most other Acrobatics checks, including anything related to balancing or maintaining a [[player_s_guide_appendix_a|Grab]].+Wet [[entity|entities]] suffer +1 [[weakness|Weakness]] to Lightning and Cold. Such entities, or entities climbing wet surfaces, suffer -1 [[dice_level|dice level]] to their opposed roll to successfully [[climbing|climb]] (usually [[acrobatics|Acrobatics]] or [[accuracy_dice|Inflict]]) and -1 dice level to most other Acrobatics checks, including anything related to balancing or maintaining a [[player_s_guide_appendix_a|Grab]]. Continuous application of water (such as from rain) prevents the use of mundane fire-based light sources, such as Wax Candles, Torches, Oil Lanterns, and Belt Lamps.
  
 However, wet entities enjoy benefits from their slippery state, gaining +1 dice level to Acrobatics rolls to escape from Grabs. The water also provides temporary protection from high temperatures;​ the entity gains +1 [[resistance|Resistance]] to Heat and Fire. However, suffering any Heat or Fire damage then dries the entity enough to make them no longer wet, at least until new exposure. However, wet entities enjoy benefits from their slippery state, gaining +1 dice level to Acrobatics rolls to escape from Grabs. The water also provides temporary protection from high temperatures;​ the entity gains +1 [[resistance|Resistance]] to Heat and Fire. However, suffering any Heat or Fire damage then dries the entity enough to make them no longer wet, at least until new exposure.
Line 25: Line 25:
 Use these rules during a rainfall or a swim, or after such a drenching until the entity has had time to properly dry off. Consider environmental effects when determining if an entity is likely to have dried; a PC that changed clothes and then walked around in a desert will dry much faster than one wearing soaked layers in a humid marsh. Use these rules during a rainfall or a swim, or after such a drenching until the entity has had time to properly dry off. Consider environmental effects when determining if an entity is likely to have dried; a PC that changed clothes and then walked around in a desert will dry much faster than one wearing soaked layers in a humid marsh.
  
-Do not apply these effects to entities that are inherently assumed to have this trait. For instance, many Aquatic enemies and/or those mostly made of water already have Lighting ​Weakness in their entries, and walls slick with slippery substances have a higher level and/or Endure or Acrobatics dice to reflect this. Only apply these effects to entities that aren't normally wet.+Do not apply these effects to entities that are inherently assumed to have this trait. For instance, many Aquatic enemies and/or those mostly made of water already have Lightning ​Weakness in their entries, and walls slick with slippery substances have a higher level and/or Endure or Acrobatics dice to reflect this. Only apply these effects to entities that aren't normally wet.
  
 You'll want an entity to be pretty solidly wet before applying these effects. A bit of sweat or dew, or a small spray of water (such as from a tossed waterskin) is unlikely to be sufficient. You'll want an entity to be pretty solidly wet before applying these effects. A bit of sweat or dew, or a small spray of water (such as from a tossed waterskin) is unlikely to be sufficient.
Line 44: Line 44:
  
 Once PCs get access to [[ritual|Rituals]],​ stop applying these rules from basic travel; at this point, PCs have enough general magic access to trivially clean from mundane circumstances,​ and any charm from needing to bathe after walking between cities has likely faded. Save it for the immediate aftermath of especially disgusting events or locations, mostly for the added flavor. Once PCs get access to [[ritual|Rituals]],​ stop applying these rules from basic travel; at this point, PCs have enough general magic access to trivially clean from mundane circumstances,​ and any charm from needing to bathe after walking between cities has likely faded. Save it for the immediate aftermath of especially disgusting events or locations, mostly for the added flavor.
 +
 +You might include additional effects in [[stealth|stealth]] scenarios. Being covered in mud might work like camouflage in some situations, granting a +1 dice level bonus to Endure against [[seeker|Seekers]]. On the other hand, scent-based Seekers might have an easier time discovering a smelly PC, resulting in -1 dice level in these circumstances. Don't overuse this, but have fun with it.
  
  
 Next: [[dm_s_guide_appendix_a|Appendix A: Optional Rules]] Next: [[dm_s_guide_appendix_a|Appendix A: Optional Rules]]
dm_s_guide_chapter_6.1559244499.txt.gz ยท Last modified: 2019/05/30 12:28 by triptycho