You aren’t always adventuring in sunny, perfectly comfortable locales. Various weathers you might encounter are detailed here. All of them except for Clear weather interact with various Abilities. All except for Clear and Harsh Sun weather come in 4 Tiers.
Weathers interact with different Types in special ways, usually by increasing a creature’s Combat Stats or damage output.
Acid Rain
Only found in polluted areas, acid rain can be very deadly. Acid Rain operates as Heavy Rain, except it has no effect on Fire or Water effects, instead having a Corruption Tier which indicates its acidity. It deals 1 x Corruption Tier direct Poison damage per round to all creatures and objects that are not immune to the Poisoned status.
Exposure to Acid Rain can inflict a persistent status equal to its Tier depending on its chemical makeup, with Poisoned, Burned, and Paralyzed being common afflictions. A Tier 3 Acid Rain could, theoretically, set everything it touches On Fire. A creature exposed to Acid Rain has Athletics Rank x 3 continuous rounds before being afflicted with a status.
Acid Rain increases all Poison-type creatures’ Defense and Special Defense by (2 x Creature’s Tier)
Clear
The default weather. Confers no bonuses or penalties of any kind.
Plague
Rare outside of bug hives, a Plague involves large numbers of miniscule insects swarming around a single area, mindlessly looking for food. Plagues increase the Tier of Bug effects by 1, and decrease the Tier of all other Primordial Types by 1. The bugs deal 1 x Tier direct Bug damage per round to all creatures and objects that are not Bug-type.
A Tier 1 plague has millions of bugs. A Tier 2 plague has billions of bugs. A Tier 3 plague has trillions of bugs. A Tier 4 plague has quadrillions of bugs.
Plague increases the damage of Bug-type attacks by (5 x Creature’s Tier)
Hail & Snow
Precipitation when the Cold Tier is 1 or higher, but is more likely at higher tiers. Creatures without Naturewalk (Tundra) are Slowed when moving through snow. Hail & Snow typically impair a creature’s sense of sight, sound, and smell, imposing a -2 penalty to relevant Perception checks. A day of snow typically leaves 0.1 meters of snow on the ground.
Blizzards treat their inhabitants as if they were in ‘clearer’ fog and are usually accompanied by Tier 2 or 3 Winds. A day of blizzard typically leaves 1d4 meters of snow on the ground. Blizzards are at least Tier 2 and inflict 1 x Tier direct Ice damage per round to all creatures and objects that are not Ice-type or immune to the Frozen status.
Hail & Snow increases all Ice-type creatures’ Special Defense by (5 x Creature’s Tier)
Harsh Sun
Weather when the Heat Tier is 1 or higher and the sun is visible. Raises the Heat Tier by 1. Typically lowers the ambient humidity by 1 Tier. Fire effects are 1 Tier higher and Water effects are 1 Tier lower.
Harsh Sun increases the damage of all Fire-type attacks by (5 x Creature’s Tier)
Heavy Rain
A deluge rains upon you. Typically raises the ambient humidity by 1 Tier. Water effects are 1 Tier higher and Fire effects are 1 Tier lower. Heavy Rain typically impairs a creature’s sense of sight, sound, and smell, imposing a -2 penalty to relevant Perception checks.
Especially heavy rains treat their inhabitants as if they were in ‘clearer’ fog and are usually accompanied by Tier 2 or 3 Winds.
Heavy Rain increases the damage of all Water-type attacks by (5 x Creature’s Tier)
Sandstorm
Dust is blown around violently. Typically does not appear outside Low Humidity areas. Ground effects are 1 Tier higher. Sandstorms treat their inhabitants as if they were in ‘clearer’ fog and are accompanied by Tier 2 or 3 Winds. Sandstorms typically impair a creature’s sense of sight, sound, and smell, imposing a -2 penalty to relevant Perception checks. A day of sandstorming typically leaves 0.1 meters of sand on the ground.
Especially heavy sandstorms treat their inhabitants as if they were in dense fog and can be accompanied by Tier 4 Winds. These heavy sandstorms are at least Tier 2 and inflict 1 x Tier direct Ground-type damage per round to all non-Ground, Rock, or Steel-type creatures.
Sandstorms increases all Rock-type creatures’ Defense by (5 x Creature’s Tier)
Thunderstorm
Some storms, whether they be hot or cold, are accompanied by lightning. Electric effects are 1 Tier higher, as are Wind Tiers. Thunderstorms generally let out 1 x Tier bolts per minute at the center of the storm and aim at objects that are Weak to Electric attacks, or are particularly conductive (such as most metals). Bolts that strike something inflict 10 x Tier direct Electric damage.
Natural thunderstorms may be accompanied by Tier 5 Winds. When the thunderstorm is encountered, the GM must roll a 1 on a d10 for this to happen.
Thunderstorms increase the damage of all Electric-type attacks by (5 x Creature’s Tier)
Wind
The wind is pushing me, and comes in 5 Tiers depending on the speed of the winds. Differently sized creatures can be blown away by the wind unless they have the Windveiled Capability. A creature must pass the corresponding Athletics DC or be subject to the Wind’s Effect. These status effects are detailed in the Status Afflictions section.
Wind Tier
Wind Speed
Attack Penalty
Creature Size
Wind Effect
Athletics DC
decibel
1 (Moderate)
15-39 kmph
0
Tiny or smaller
Knocked Down
4
30
2 (Strong)
40-69 kmph
-2
Tiny
Blown Away
6
55
Small
Knocked Down
Medium
Checked
3 (Stormy)
70-119 kmph
-4
Small or smaller
Blown Away
8
80
Medium
Knocked Down
Large or Huge
Checked
4 (Hurricane)
120-279 kmph
-8
Medium or smaller
Blown Away
11
105
Large
Knocked Down
Huge
Checked
5 (Tornado)
280+ kmph
Impossible
Large or smaller
Blown Away
14
130+
Huge
Knocked Down
Massive or Gigantic
Checked
Moderate Winds have a 50% chance each round to extinguish unprotected Tier 1 flames. Typically around 30 db in volume.
Strong Winds automatically extinguish Tier 1 flames and have a 50% chance each round to extinguish Tier 2 flames. Non-Flying ranged attacks take a -2 Accuracy penalty. Typically around 55 db in volume.
Stormy Winds automatically extinguish Tier 2 flames and have a 50% chance each round to extinguish Tier 3 flames. Non-Flying ranged attacks take a -4 Accuracy penalty. Typically around 80 db in volume.
Hurricane Winds automatically extinguish Tier 3 flames and have a 50% chance each round to extinguish Tier 4 flames. Non-Flying ranged attacks take a -8 Accuracy penalty. Typically around 105 db in volume. Capable of felling trees.
Tornados automatically extinguish all fires and make Non-Flying ranged attacks impossible. Characters who fail their Athletics checks are sucked towards the tornado instead of being Blown Away. Those who come into contact with the funnel are whirled around for 1d10 rounds, taking 30 direct Flying-type damage per round, and are horribly and violently expelled at Tier 4 speeds. Tornadoes generally travel at a rate of 100 meters per round. Typically 130+ decibels. Can uproot trees and destroy buildings.
Wind increases the Speed of all Flying-type creatures by (5 x Creature’s Tier)