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There is only one climate on Apokolips, giving the entire planet a constant temperature of 65 to 70 degrees Fahrenheit. Warmer temperatures can be found near the Fire-Pits or from heavy machinery such as the smelting cauldrons in the mines. These areas are uncomfortable with heat, sometimes fatally so.
There is neither wind nor storms on Apokolips, except for those created by Darkseid's minions. On a few occasions, a tornado-maker or similar weapon has been tested, often leveling a few square miles of the landscape.
Changes in weather come in the form of pollution clouds. They settle on an area, then begin to move across the landscape very slowly. Eventually they evaporate, leaving minor but widespread damage.
Light Clouds are made of dust and harmless pollutants. Each take one day to form and is about 32,000 to 1 million cubic feet in volume. It will settle for 2-10 days, then slowly disappear. Once it has settled, the cloud obscures vision to half that of normal range and lowers the temperature by 20 degrees. It has no other effects.
Thick Clouds can only form within one mile of a factory, mining area, or Fire-pit. Each begins as a light cloud (same size), but becomes dangerously thick on the second day. A thick cloud lasts for 7-12 days, reducing the local temperature by 50 degrees nad cutting vision to one quarter standard range. When the thick cloud's duration is over, itbecomes a light pollution cloud for a day, then evaporates completely.
Acid Rain is rare on Apokolips, occurring only once or twice a year. A storm of this type will cover a volume of 65,000 to 4 million cubic feet and last for only one hour. The clouds build quickly, without warning or hindrance of normal vision. They are thick and gray, often mistaken for light pollution clouds, until the murky rain burns skin and clothing upon contact.
Anyone caught in acid rain takes physical damage from FB up to RM based on the amount of time exposed to the rain (FB in round 1, PR in round 2, etc.).
An acid rain cloud will move at either FB or PR speed. Use the following chart to determine the surface distance of a cloud.
VOLUME - AREAS
32,000 - 40 feet
65,000 - 80 feet
130,000 - 150 feet
260,000 - 100 yards
500,000 - 200 yards
1 million - 1/8 mile
2 million - 1/4 mile
4 million - 1/2 mile
This distance is needed when Hunger Dogs wait out the storm from a secure shelter, or when a hero must escape the rain by running in the opposite direction that it is moving.
Harmful Pollution Clouds consist of dust, gases, and deadly chemicals. There are three types: poison inhalation clouds, poison contact clouds, and a combination of both. The inhalation clouds form from the pollution made by Darkseid's secret labs and power installations; the skin-burning contact clouds are usually formed from a violent accident in one of the installations.
The forming time, size, and so forth for harmful pollution clouds are identical to those of thick or light clouds. Their harmful aspects will not be obvious until the victims feel the chemicals attack their bodies.
A character in a poison inhalation cloud is attacked by Poison Touch with a rank from TY to RM. This attack is made every round. Life Support will protect the character up to its duration. Rudimentary protection such as a cloth over the face or gas mask will reduce the rank by -1CS to -3CS.
Disease and Illnesses come in many forms on Apokolips. They are not very common because the majority of the population, the Hunger Dogs, can resist the average malady. Darkseid and his minions, however, will create a disease from time to time and test it ina small section of the planet. From these tests, new strains of illness emerge, contracted from wandering creatures, contaminated water, or an infected area.
To contract a disease or disorder the GM rolls for infection. An illness can range from FB to RM intensity versus Endurance. A feat roll is made every round the character is exposed until they either contract the disease or are no longer exposed to it. The GM should also determine if it is a minor or major disease, as per page 12 in the Judge's Book. The GM is free to create any special diseases he likes.
If the hero is at long range from the carrier he receives a +2CS. At short range and physical contact with the carrier the modifier is -1CS. If the skin or mouth are covered while exposed he gets a +1CS. If a contaminated substance is consumed then a -2CS is applied, and in a quarantined area is -3CS. Column shifts are cumulative if applicable.
Traveling on Apokolips is also very rigorous. High Winds cause a -2CS to movement rates when going against the wind). Confusing Geography requires a periodic EX intensity Intuition feats to avoid getting lost. It is hard to navigate from the air due to the rough terrain. Quick chases on foot can also be dangerous due to pits, craters, loose debris, sudden dead ends, and so forth. Any player moving faster than walking should have their max speed reduced by 1/4.
An incident is any unplanned event that relates to the players, but does not immediately relate to the plot. An incident is anything that can affect the heroes, such as, an attack from a creature, riot, or fire, distant Parademon scout parties, or the discovery of an important item.
To determine if there is an incident, the GM should use the character's abilities with the intensity either EX for passive, low-violence areas and AM for riotous areas such as Argametto. If they are trying to locate someone or something, or get to a specific place, the lowest Reason or Intuition in the group should be used. If they are moving while trying to avoid detection, the GM should use the lowest Agility rank. Any anti-Detection power or talent can be used in this situation.
The GM is encouraged to make an incident roll every 15 minutes of game time, increasing or decreasing the frequency of these checks according to the party's strength and the tone of the adventure.
Column shift penalties to the incident rolls should be added as the GM sees fit, with the following as examples.
Heroes are extremely loud (-2CS)
Very active: combat, construction, etc. (-3CS)
Party size: 10 or more, or any full-size vehicle (-1CS)
Brightness: the use of Fire Generation, Light Emission, etc. (-2CS)
Here is a list of incident types. The GM should choose an appropriate one based on the current game-situation, as well as how well or poorly the feat roll was made or failed by the group.
Parademon attack group
Major experimental disaster
Infantry "peace-keepers"
Robot Patrol
Creature, Major Threat
Infantry "attack" force
Dog Cavalry unit
Patrol vehicle, ground
Creature, Major Threat
Creature, Minor Threat
Harmful pollution cloud
Evil Eye/Sound Shark
Rioting Hunger Dogs
Diseased Hunger Dogs
Indifferent Hunger Dogs
Helpful Hunger Dogs
Rebels or minor NPC
Major helpful NPC
When an incident occurs, the GM must answer several questions. Have the heroes noticed the encountered group, or will they be surprised by a sudden attack? What is the distance between the two groups? If a disaster or collapse has occurred, what happens to the heroes? How can they avoid it?
Many encounters with living things will require an initial reaction between them and the heroes. All soldiers will report their findings to the communications network. If the heroes are particularly tough or well-known, reinforcements will soon arrive.