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Wind Chill
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Effects of the Environment
Hotoru (god of wind)
Fei Lien & Feng Po
(gods of the wind)
Phaulkon (god of winds)
WSG

Table 5: WIND VELOCITY EFFECTS
 
Wind Velocity Classification Missile Combat Melee Combat Move 
vs. Wind
Wind Velocity (km)
0 to 10 light breeze - - - 0 to 17
11 to 20 moderate breeze 0 / -1 / -2 / -3 - - 18 to 32 
21 to 30 strong breeze -1 / -2 / -3  / xx -1 3/4 33 to 48
31 to 45 strong gale -2 / -4 / xx / xx -2 2/3 49 to 73 
46 to 79 storm -4 / -6 / xx / xx -4 1/2 74 to 127
80+ hurricane xx / xx / xx / xx -8 1/4 128+

<* Move down 1 line for moderate precipitation>
<* Move down 2 lines for heavy precipitation>

<compare to wind breath>
<compare to divine wind(kamikaze): this spell summons hurricane-force winds>

<
calm = 0-1
light breeze = 2-7
moderate breeze = 8-18
strong breeze = 19-31
strong gale = 32 to 54
storm = 55 to 72
hurricane = 73 to 136

    * Any wind of strong gale force || better will have a % chance to do damage to the ship
        There is also a chance for men to be blown overboard.
        The amount of damage and how many men may be blown overboard will be determined by the DM.
        Checks are made every 6 hours, or until winds subside.

<
see WSG.110:
"Wind velocity represents the highest speed the wind will reach on the day in question, during gusts that can last anywhere from a few seconds to a few minutes."
Divide by 2 to get the avg. wind {SPEED}."
For playability && balance, this is very important to remember!

Determine actual wind speed prior to combat.
It's easiest to just keep it a constant, round-to-round.
 
Wind Velocity 
(Max During Day)
Average 
During Day
Wind Variance 
(Check before combat)
5 2.5 d2 + d3
10 5 d4 + d6
15 7.5 2d8 -1
20 10 2d10
25 12.5 2d12 + 1
30 15 3d10
35 17.5 3d12 - 1
40 20 2d20
45 20.5 4d10 + d6 - 1
50 25 5d10
55 27.5 5d10 + d6 - 1
60 30 3d20

You don't need to check Wind Variance if the max. Wind Velocity is 10 or less.

>

How to Use the Wind Velocity Effects Table

    1st, the DM must know the current wind velocity.
This represents the max. velocity that the wind can
reach, but does not mean that the wind blows constantly at this
max. {SPEED}. Therefore, the DM can decide
that, at any given moment, the wind velocity is less (perhaps
considerably less) than the max. {SPEED} it can reach. Of course,
in most cases the characters would be immediately aware of any
significant change in the wind velocity, and thus they should be
kept informed, in general terms, of what the wind SPEED is at any
time -- esp. during combat, when a decision about whether
or not to loose an arrow may depend entirely on how hard the
wind is blowing.

Missile Combat gives the "to hit" adjustment for point blank,
short, medium, and long range whenever a missile is releasead
during certain wind conditions. The direction in which a missile is
fired makes no difference; an arrow sent sailing in the same
direction the wind is blowing is just as likely to go off course
as one fired at right angleas to the wind direction. An entry of 'xx" in this
column means "impossible"; under normal circumstances, an
intended TARGET cannot be hit, However, the DM may
decide to be more liberal in this determination (and if so, players
should be informed of this decision). For instance, he may decide
to allow a possibility, however small, that an archer can hit what
he aims at even if the target is at medium range in a wind of 35
miles per hour. Also, it is conceivable that an attacker could fire a
missile at a clustered group of creatures and hit something, even
if he doesn't strike the creature he was aiming at. Determinations
of this sort depend upon the circumstances of an adventure or
encounter, and the preference of the DM. All
missile-combat penalties that apply are cumulative with
any other adjustments, incl. those given under the "Attack Rolls"
column of the Temperature Effects Table.

Melee Combat gives the penalty on both "to hit" and damage
rolls that applies at a certain wind velocity when a character
engages in melee combat. These adjustments are cumulative with
those given under the "Attack Rolls" column of the Temperature
Effects Table; however, a damage roll can never be reduced below
1 point as the result of these penalties.

MOVE vs. Wind gives a fraction that represents the amount of
reduction in a character's maximum movement rate when he attempts
to travel directly into the wind. If a character is moving perpendicular
to the wind direction, use the line pertaining to the next lower
velocity. This movement reduction applies for as long as
the maximum wind velocity remains at its current level; a character's
movement rate does not fluctuate with every momentary
and temporary change in wind velocity.

    Example: The current maximum wind velocity is 35 mph, and the wind blowing
    from the N. A character with a movement rate of 12" who
    is traveling N is restricted to a max. movement rate of 8".
    If he is traveling E or W, his movement rate is 9".
 

Gale: This is a very strong wind, ranging in velocity from 46 to 79 miles per hour.
The basic effects are as described on the Wind Velocity Effects table.
In addition, the DM may wish to incorporate some aspects of the effects of a hurricane, especially
if the wind velocity is in the upper part of the given range. A
severe gale may be treated as a light hurricane for purposes of
possible damage to structures. Also, the DM may
require a STR Check every round (or every turn, depending
on the severity of the wind) for characters who attempt to stand
and move under such conditions. A character who is knocked off
his feet by a gale-force wind should only take 1d3, or perhaps as
little as 1d2, points of damage, instead of the 1d6 points of damage
that a hurricane wind will cause. However, if gale-force winds
are accompanied by precipitation, the effects upon characters
will be the same as for a light or normal hurricane, depending on
the velocity of the wind and the intensity of the precipitation.

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