Wednesday, September 20, 2017

Nuts & Bolts #132 - MCC - Random Weather Tables

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On the most recent Glowburn Judges Forrest and James mentioned that a weather phenomenon table would be a great resource for MCC GMs. I agree, and since I'm getting prepped to start GMing MCC I figured this would be a good exercise for me to undertake. Roll a d5 and a d4, or pick, you're allowed. Oh, and, yes, I know some will percieve this table as extremely harsh, but if you're going to roll on a table you may as well have something interesting come up most of the time. Don't roll on this unless you are prepared for something to happen, if you didn't want the weather to make an impact why'd you even bother rolling?
  1. Glow Storm!
    1. Minor storm: Strange lights in the sky but no ill effects
    2. Major storm: Strange lights, terrible winds and radiation blast the area, take 1d4 radiation damage (DC 12 Fort save for half).
    3. Powerful storm: As above but take 1d6 radiation damage (DC 14 Fort save for half).
    4. Glownado!: A glownado carves a path of destruction. Arrives in 1d3 rounds. Each round a character is caught within its 300 foot wide diameter they must make a DC 13 reflex save or take 1d14 physical damage, they also suffer 1d7 radiation damage (DC 15 Fortitude save to halve).
  2. Weird Event!
    1. Solar flare: The sun bloats and turns angry hues of red. Take 1d5 radiation damage for each hour in the sun (DC 13 save for half)
    2. Meteor Storm: Great rocks from the Sky Arc rain down! 1d3 meteors rain down. Roll d16 per meteor to determine the DC of the Reflex save to avoid. Impact and heat damage is 1d14.
    3. Artifact fall: A machine of the ancients falls back to earth. Roll a d20, any character with AC lower than the roll takes 1d10 damage from the impact. The object within may be of value (75%). 
    4. EMP: A wave of strange energy washes over the landscape. All non-battery artifacts of the ancients roll to save with a penalty equal to their Complexity Level (DC 10). Failure drains all remaining charges from the device. 
  3. Foul weather!
    1. Extreme heat: DC 12 Fortitude save or suffer 1d3 points of temporary stamina drain from fatigue. +2 circumstance bonus for reptilian manimals and plantients.
    2. A tornado cuts across the landscape: It arrives in 1d3 rounds! Each round a character is caught within its 1d3x100 foot diameter must make a DC 13 reflex save or take 1d14 physical damage.
    3. Thunderstorm: Heavy rain and lightning lash the region for the next 1d5 hours. Once per hour a random PC must test Luck or be struck by Lightning for 1d16 damage (DC 14 Reflex save for half).
    4. Extreme cold: Water freeze solid and a DC 12 Fortitude save is required each hour to prevent 1d5 cold damage if not protected. 
  4. Precipitation
    1. Rain: Everything gets wet. Lowest luck character rolls on Luck or a random artifact they carry stops working.
    2. Snow: Slow going and cold. Reduce travel speed by half. Make a DC 10 fortitude save each hour or take 1d3 cold damage.
    3. Blizzard: Visibility is reduced to no more than 20 feet. Reduce travel speed by half. Make a DC 12 fortitude save each hour or take 1d4 cold damage.
    4. Driving rain/monsoon: Water and mud everywhere. Every character is soaked through. Visibility and travel speed are reduce by half. Lowest d3 luck characters roll on Luck or a random artifact they carry stops working (if not artifact they slip and fall taking 1d3 damage instead).
  5. Fair or foul!
    • If the die is Even the weather is fair for the remainder of the day.
    • If the die is odd drop two dice and combine! If conflicting results are rolled the weather swings wildly between the two (e.g. driving rain at one moment, sunny and hot the next)