45 lines
1.8 KiB
HTML
45 lines
1.8 KiB
HTML
<h2>ENVIRONMENTAL EFFECTS</h2>
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<p>
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Any battle can be made more interesting by adding environmental effects. You
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should try to introduce such features after one or two sessions to grow
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familiar with the combat rules before experimenting with them!
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</p>
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<p>
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Here are some examples of environmental effects; the damage they deal should
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be based on the table on <a href="/books/core/#page-93">page 93</a>.
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</p>
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<h3>ELEMENTAL AURA</h3>
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<p>
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This effect grants all creatures a Resistance or Vulnerability to a specific
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type of damage (such as a cursed cathedral granting everyone Resistance to
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light damage, or ocean water granting Resistance to fire but Vulnerability to
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bolt).
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</p>
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<h3>RISING DANGER</h3>
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<p>
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This effects adds one or more elements of increasing danger to the scene;
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perhaps the site of the battle is cursed and causes a new penalty at the end
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of each round (such as MP loss, a status effect, or direct HP loss). This puts
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a timer on the battle and forces the heroes to take risks in order to defeat
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the enemy quickly.
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</p>
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<h3>TRAPS AND HAZARDS</h3>
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<p>
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A natural danger or a mechanical contraption might deal damage to some
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creatures at the end of each round, or to any character that performs a
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specific action. Typical examples are poisonous fogs, lightning storms, or
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magical anomalies.
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</p>
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<h3>UNSTABLE AREA</h3>
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<p>
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The battlefield might react to specific actions, dealing damage to all
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participants or to randomly selected characters. For instance, explosive
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barrels might detonate whenever a fire-based spell is cast or a fire-based
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attack is performed.
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</p>
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<p>
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When you introduce an environmental effect, you should allow Player Characters
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to find ways to disable it or turn its effects against their adversaries. This
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will normally require filling a Clock through the Objective action.
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</p>
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