
Is it sunny, or is it pouring down destruction and kittens? Battle Weather effects can be combined in any fashion; you could have it raining while a thick fog rolls in. Battles in the Dragon Universe are cataclysmic and cause breakouts of magma even in the frozen landscape of the polar ice caps. Feel free to add flair to your encounters by adding Battle Weather during Combat Encounters, perhaps even changing it during the battle to represent the world-shaking effects of a particular attack!
Scale. Battle Weather can affect the whole area or just part of it. Traditionally, Battle Weather created by the ARC will be used across the entire Battlefield – but this isn’t always the case, your ARC will specify the Battle Weather (if relevant) when starting a Combat Encounter. Effects that create Battle Weathers will specify how many Squares it covers, typically through an AoE (see — AoEs).
The effects of any Battle Weather only apply if you are in the Squares that they influence.
Tier. Weather comes in various levels, known as the Weather Tiers. Each Battle Weather will have various effects that they apply depending on their Weather Tier. There are three Weather Tiers:
- Natural (1). This represents weather of an elevated degree, but nothing beyond what is normal for a planet like Earth.
- Unnatural (2). This represents weather that may be supernatural in origin, or represent the harsher weather patterns that may not seem natural to a planet.
- Cataclysmic (3). This represents weather that, if not controlled, could lead to planet-wide disasters. Such weather may occur when a planet is being destroyed.
Each Tier gains the effects of the earlier Tiers. If an effect has a number with (WT) after it, this means that the number is multiplied by the Weather Tier.
Replacing Weathers. Each Square can (with few exceptions) only have a single Battle Weather applied to it. To place a Battle Weather in an area already affected by the Battle Weather, the new Battle Weather must have a Weather Tier that matches or exceeds the Weather Tier of the Battle Weather already present in that area.
Created Weather. If you have created a Battle Weather, you may remove from the Battlefield as an Instant Maneuver during your turn. You can choose which squares to remove it from affecting, or choose to remove all instances of that Battle Weather you have created.
Connected Profiles. Each Battle Weather is connected to a Profile with Elemental in the name. Several Transformations and effects in the system will refer to this connection between Battle Weather and Profile.
Battle Weathers
Hot Weather: The extreme heat is enough to make even powerful warriors sweat!
–Connected Profile: Elemental (Fire)
–Natural Weather (Tier 1) Effect(s):
- Reduce the Dice Score of your Steadfast Checks by 1(WT).
–Unnatural Weather (Tier 2) Effect(s):
- Halve your Soak Value.
–Cataclysmic Weather (Tier 3) Effect(s):
- At the start of each Combat Round, reduce your Life Points by 10(bT).
Cold Weather: The chilling cold seeps into your bones, freezing you to the core.
–Connected Profile: Elemental (Ice)
–Natural Weather (Tier 1) Effect(s):
- Reduce the Dice Score of your Saving Throws by 1(WT).
–Unnatural Weather (Tier 2) Effect(s):
- Halve your Surgency.
–Cataclysmic Weather (Tier 3) Effect(s):
- At the start of each Combat Round, reduce your Ki Points by 10(bT).
Tornado Weather: Strong, cyclical winds lift the terrain and block visibility, buffering you around the battlefield.
–Connected Profile: Elemental (Wind)
–Natural Weather (Tier 1) Effect(s):
- Reduce your Speeds and Defense Value by 2(WT).
–Unnatural Weather (Tier 2) Effect(s):
- Halve your Haste.
–Cataclysmic Weather (Tier 3) Effect(s):
- Upon the creation of this Battle Weather, the creator (ARC or otherwise) will select a point within the Battle Weather to be the epicenter. At the start of each Combat Round, you are moved 3 Squares towards the epicenter in the most direct path possible (if any Feature or Character is in the way, then proceed to follow the typical rules for Collision – see Battlefields).
Storm Weather: A flash of lightning illuminates the sky as a crash of thunder shatters the skies overhead, randomly striking down anyone willing to brave the storm.
–Connected Profile: Elemental (Lightning)
–Natural Weather (Tier 1) Effect(s):
- At the start of each Combat Round, roll a 1d10. If the result is a 1(WT) or lower, you are struck by Lightning. Reduce your Life Points by 6(WT).
–Unnatural Weather (Tier 2) Effect(s):
- Halve your Awareness.
–Cataclysmic Weather (Tier 3) Effect(s):
- If you are struck by Lightning, you suffer from the Impediment Combat Condition until the end of the Combat Round.
Earthquake Weather: The ground beneath your feet rumbles, shakes, and splits open, endangering everyone for miles around.
–Connected Profile: Elemental (Earth)
–Natural Weather (Tier 1) Effect(s):
- While you are not in a High Environment, reduce your Might by 1(WT).
–Unnatural Weather (Tier 2) Effect(s):
- While you are not in a High Environment, halve your Defense Value.
–Cataclysmic Weather (Tier 3) Effect(s):
- At the start of each Combat Round, if you are not in a High Environment, you are knocked Prone.
Vile Weather: Poison rains down from the skies or bubbles up from below the surface, filling the air with deadly toxin.
–Connected Profile: Elemental (Poison)
–Natural Weather (Tier 1) Effect(s):
- You score a Botch Result for a Combat Roll on a Natural Result of 2(WT) or lower.
–Unnatural Weather (Tier 2) Effect(s):
- Reduce the Dice Score of your Stress Tests by 1(WT).
–Cataclysmic Weather (Tier 3) Effect(s):
- Reduce all of your Combat Rolls by 1(bT).