Wind Hazard
Wind, the movement of air, can become a hazard in its own right when it becomes strong enough. The force of wind can impact movement, balance, and even communication, especially when it becomes so powerful that it carries debris or forms dust clouds. Wind affects the olfactory sense by both enhancing it and obscuring it depending on relative location (i.e. upwind or downwind).
- Upwind: A creature is upwind if the wind passed over it before the wind reaches you.
- Downwind: A creature is downwind if the wind passed over you before it passed over the creature.
Ranged Weapon Attacks
Ranged weapon attacks are subject to effects if they pass through the area of wind. This applies whether the attack originates within the wind, targets a creature within it, or simply crosses through the windy area at any point during its trajectory.
Light Wind
Light wind is typically a gentle breeze or minor gust. It has little impact other than to carry away smells. Areas with Light Wind have the following effects:
- +2 bonus to Awareness and Scent skill checks against creatures that are upwind and they can be detected twice as far as normal.
- Partial Concealing Terrain (Smell, Blocking, 20ft distance) against creatures that are downwind.
Moderate Wind
Moderate wind is typically a strong breeze or moderate gust that can blow around diminutive objects. It tends to impact ranged weapon attacks, muffle sounds, and can carry away smells. Areas with Moderate Wind have the following effects:
- Ranged weapon attacks without the Heavy Thrown quality have 1 Disadvantage.
- +2 bonus to Awareness and Scent skill checks against creatures that are upwind and they can be detected twice as far as normal.
- Partial Concealing Terrain (Smell, Blocking, 10ft distance) and Total Concealing Terrain (Smell, Blocking, 30ft distance) against creatures that are downwind.
- Partial Concealing Terrain (Sound, Blocking, 30ft distance).
Strong Wind
A Strong Wind is typically characterized by powerful gusts that are substantial enough to displace tiny objects. It completely distorts smells (making downwind/upwind irrelevant), makes communication difficult, and significantly interferes with ranged weapon attacks. Areas of Strong Wind have the following effects:
- Ranged weapon attacks with the Heavy Thrown quality have 1 Disadvantage. All other ranged weapon attacks have 2 Disadvantages.
- Partial Concealing Terrain (Smell, Sound, Blocking).
- Total Concealing Terrain (Smell, Blocking, 10ft distance). Applies to everything except large scale odors.
- Total Concealing Terrain (Sound, Blocking, 50ft distance).
- The area is considered Moving Terrain for Tiny and smaller creatures, and any creature that flies.
Gale Force Winds
Gale force winds can severely hinder movement, make communication difficult, and pick up debris that can cause injury. They can also form dust clouds which obstruct vision. Areas of Gale Force Winds have the following effects:
- Ranged weapon attacks with the Heavy Thrown quality have 2 Disadvantages. Large Weapon attacks (such as those made by siege engines) have 1 Disadvantage. All other ranged weapon attacks automatically miss (GM's Discretion).
- Partial Concealing Terrain (Smell, Sound, Blocking).
- Total Concealing Terrain (Smell, Blocking). Applies to everything except large scale odors.
- Total Concealing Terrain (Sound, Blocking, 10ft distance).
- The area is considered Moving Terrain for Small and smaller creatures, and any creature that flies.
- Entangling Terrain for creatures moving on the ground.
- The wind may be strong enough to create dust clouds that act like Haze.
Hurricane Force Winds
Hurricane force winds are exceptionally powerful and can cause catastrophic damage, preventing most forms of movement, silencing communication, and propelling debris at deadly speeds. They can also stir up dust clouds and other particulates, severely hampering visibility. Areas of Hurricane Force Winds have the following effects:
- Ranged weapon attacks made by Large Weapons (such as siege engines) have 2 Disadvantages. All other ranged weapon attacks automatically miss (GM's Discretion). If the winds are particularly powerful, Ranged attacks by large weapons may automatically miss as well.
- Total Concealing Terrain (Smell, Sound, Blocking).
- The area is considered Moving Terrain for Large and smaller creatures, and all creatures that fly.
- Entangling Terrain for all creatures moving on the ground.
- Depending on the environment, the wind can create thick dust clouds that act like Haze.
- Large and stationary objects may become Unstable Terrain, as the wind's force may dislodge or topple them.