Spirit D6 Travel&Environment

During the course of the game, the game master should track the overall weather and temperature conditions and visibility in any area the players visit. Visibility and Temperature are tracked in categories that give various modifiers to tasks the players might wish to do, depending on their endurance and equipment. Temperature conditions are usually one level lower at night than during the day.

 

Creatures with darkvision can treat visibility as one level higher than it is if low visibility is due to lack of light.

 

Beyond visibility and temperature, high winds can iinflict disadvantage on ranged attacks.

 

Temperature

Temperature Description
Freezing It is freezing cold. Any character who is not warmly dressed or otherwise resistant to the cold must make an endurance check (one success) every hour or suffer a wound. Any character who attempts to short rest or otherwise stop activity receives a level of fatigue, and any character who takes a long rest must make an endurance check (two successes) or die.
Cold It is cold. Any character who is not warmly dressed or otherwise resistant to the cold must make an endurance check (one success) every two hours or suffer a level of fatigue. Any character who is not warmly dressed who attempts to short rest or otherwise stop activity receives a level of fatigue.
Mild It is mild. Any character who long rests in mild weather without being blanketed or otherwise warmed must make an endurance check (one success) or receive a level of fatigue.
Warm It is warm. Wearing heavy armor while performing strenuous activity requires an endurance check (one success) every hour to avoid receiving a level of fatigue. If wearing medium armor, every 2 hours.
Hot It is hot. Wearing heavy armor while performing strenuous activity requires an endurance check (two success) every hour to avoid receiving a level of fatigue. If wearing medium armor, 1 success every hour.
Hellish It is close to the limits of human endurance. Wearing heavy armor while performing strenuous activity requires an endurance check three successes) every hour to avoid receiving a level of fatigue. If wearing medium armor, 2 successes every hour. In addition, a character in a hellish environment must find a way to cool themselves or make an endurance check (2 successes) every 2 hours to avoid receiving a level of fatigue.
 

Visibility

Visibility Description
Abysmal Heavy fog or total darkness obscure all beyond the closest two hexes.
Bad Visibility is very poor. Ranged attacks and perception checks beyond 5 hexes have disadvantage.
Obscured Visibility is not perfect. Ranged attacks and perception checks beyond 10 hexes have disadvantage.
Normal Visibility is normal and the surroundings are reasonably illuminated and not obscured.
 

Travel and Time

On average, a character can walk for about 30 kilometers per day or 4 kilometers per hour in normal conditions. A character may forced march to double this speed for an amount of hours equal to their endurance score, before becoming fatigured. A fatigued character cannot forced march.

 

The average character requires 1 day of rations and 3 liters of water per day to survive. Size -1 creatures require half of this amount. Surviving (gathering enough for one person) in a normally productive wilderness environment while moving up to half of their normal overland speed is a basic task, while foraging without slowing down is a moderate task. However, local conditions can change this. In addition, every level of success beyond the minimum needed doubles the food and water foraged.