Random Generation: Weather
Day/Night Cycle: In most climates, the temperature modifier will be 1 or more points lower during the night. Keep the same roll you made for the day temperature and simply apply the new modifier, or you can re-roll.
Optional Rule: Simplified Wind Chill
If cross-referencing values to determine the effective temperature is too cumbersome, simply subtract the wind speed from the actual temperature. This should produce results close enough to the ones in the table in most cases.
Wind Direction
In certain situations, wind direction plays an important role. If this is the case, roll 1d12 on the following table every 12 hours. If wind direction isn’t important or if there’s no wind, ignore this step.
D12 |
Wind Direction |
1 |
Northerly |
2 |
Northeasterly |
3 |
Easterly |
4 |
Southeasterly |
5 |
Southerly |
6 |
Southwesterly |
7 |
Westerly |
8 |
Northwesterly |
9-12 |
Prevailing wind direction for this locale |
This table works best for overland travel. For convenience in small scale combat situations, determine the wind direction by rolling Scatter (p. B414).
Determining Weather Modifiers
The temperature, precipitation, and wind modifiers are determined by the season of the year cross-referenced against the climate of the region. Each climate is assigned a two- or three-digit climate code based on the Köppen Climate Classification system. If you are a worldbuilder by hobby, you’ll probably have worked out the climate for your entire continent and region. If not, you can use the Climate by Terrain table to decide which climate code to use based on how you’ve imagined the setting.
Continental vs Temperate: These climates are similar in that both occur at middle latitudes and both have four distinct seasons. However, continental climates occur in the interior of continents at middle latitudes, while temperate climates occur on the coasts of continents at middle latitudes. Once you have the climate code for the 24-mile hex, consult the Weather Modifiers by Climate and Season table, opposite, to find the temperature, precipitation, and wind modifiers.
Daily Weather Table
2d result + modifier |
Temperature (+0 or less) |
Temperature (+1 or more) |
Precipitation |
Wind |
-7 or less |
-74 F -1d10 F (avg. -79 F) |
- |
Sunbaked |
Still |
-6 |
-64 -1d10 F (avg. -69 F) |
- |
Sunbaked |
Still |
-5 |
-54 - 1d10 F (avg. -59 F) |
- |
Sunbaked |
Still |
-4 |
-49 - 1d6 F (avg. -52 F) |
- |
Sunbaked |
Still |
-3 |
-39 - 1d10 F (avg. -44 F) |
- |
Sunbaked |
Still |
-2 |
-23 - 2d8 F (avg. -32 F) |
- |
Sunbaked |
Still |
-1 |
-11 - 1d12 F (avg. -17 F) |
- |
Clear |
Still |
0 |
-5 - 1d6 F (avg. -8 F) |
32 + 1d4 F (avg. 34 F) |
Clear |
Still |
1 |
-6 + 1d6 F (avg. -3 F) |
36 + 1d4 F (avg. 38 F) |
Clear |
Still |
2 |
5 + 1d10 F (avg. 10 F) |
40 + 1d10 F (avg. 45 F) |
Clear |
Still |
3 |
15 + 1d10 F (avg. 20 F) |
50 + 1d6 F (avg. 53 F) |
Clear |
Still |
4 |
25 + 1d6 F (avg. 28 F) |
56 + 1d6 F (avg. 59 F) |
Partly Cloudy |
Still |
5 |
32 + 1d4 F (avg. 34 F) |
62 + 1d6 F (avg. 65 F) |
Mostly Cloudy |
2 mph |
6 |
36 + 1d4 F (avg. 38 F) |
67 + 1d4 F (avg. 69 F) |
Overcast |
4 mph |
7 |
40 + 1d10 F (avg. 45 F) |
70 + 1d4 F (avg. 72 F) |
Drizzly/Flurry/Foggy |
5 mph |
8 |
50 + 1d6 F (avg. 53 F) |
75 + 1d4 F (avg. 77 F) |
Drizzly/Flurry/Foggy |
10 mph |
9 |
55 + 1d6 F (avg. 58 F) |
79 + 1d3 F (avg. 81 F) |
Drizzly/Flurry/Foggy |
15 mph |
10 |
60 + 1d6 F (avg. 63 F) |
82 + 1d4 F (avg. 84 F) |
Rainy/Snowy/Foggy |
20 mph |
11 |
65 + 1d4 F (avg. 67 F) |
86 + 1d4 F (avg. 88 F) |
Rainy/Snowy/Foggy |
25 mph |
12 |
68 + 1d4 F (avg. 70 F) |
90 + 1d4 F (avg. 92 F) |
Rainy/Snowy/Foggy |
35 mph |
13 |
- |
94 + 1d4 F (avg. 96 F) |
Rainy/Snowy/Foggy |
40 mph |
14 |
- |
98 + 1d6 F (avg. 101 F) |
Rainy/Snowy/Foggy |
50 mph |
15 |
- |
103 + 1d6 F (avg. 106 F) |
Rainy/Snowy/Foggy |
55 mph |
16 |
- |
108 + 1d4 F (avg. 110 F) |
Rainy/Snowy/Foggy |
60 mph |
17 |
- |
112 + 1d4 F (avg. 114 F) |
Rainy/Snowy/Foggy |
65 mph |
18 |
- |
115 + 1d6 F (avg. 118 F) |
Rainy/Snowy/Foggy |
70 mph |
19 or more |
- |
120 + 1d10 F (avg. 125 F) |
Rainy/Snowy/Foggy |
70+1dx5 mph |
Wind Chill Table
This is a table from AD&D Wilderness Survival Guide, but there apparently is a similar one in GURPS Basic Set 3e.
Temp., F |
Wind velocity, mph |
|||||||
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40+ |
|
35 |
35 |
20 |
15 |
10 |
5 |
5 |
0 |
0 |
30 |
25 |
15 |
10 |
5 |
0 |
0 |
-5 |
-5 |
25 |
20 |
10 |
0 |
-5 |
-5 |
-10 |
-15 |
-15 |
20 |
15 |
0 |
-5 |
-10 |
-15 |
-20 |
-20 |
-25 |
15 |
10 |
-5 |
-10 |
-15 |
-20 |
-25 |
-30 |
-30 |
10 |
5 |
-10 |
-20 |
-25 |
-30 |
-35 |
-35 |
-40 |
5 |
0 |
-15 |
-25 |
-30 |
-35 |
-40 |
-45 |
-45 |
0 |
-5 |
-20 |
-35 |
-40 |
-45 |
-50 |
-50 |
-55 |
-5 |
-10 |
-25 |
-40 |
-45 |
-50 |
-55 |
-60 |
-65 |
-10 |
-15 |
-30 |
-45 |
-50 |
-60 |
-60 |
-65 |
-70 |
-15 |
-20 |
-40 |
-50 |
-60 |
-70 |
-75 |
-80 |
-80 |
-20 |
-25 |
-45 |
-60 |
-70 |
-75 |
-80 |
-85 |
-90 |
-25 |
-30 |
-50 |
-65 |
-75 |
-85 |
-90 |
-90 |
-95 |
-30 |
-35 |
-60 |
-70 |
-80 |
-90 |
-95 |
-100 |
-110 |
-35 |
-40 |
-65 |
-80 |
-90 |
-95 |
-100 |
-105 |
-110 |
-40 |
-45 |
-70 |
-85 |
-95 |
-105 |
-110 |
-115 |
-115 |
-45 |
-50 |
-75 |
-90 |
-100 |
-110 |
-115 |
-120 |
-120 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
extra -5 |
Weather Modifiers by Climate and Season Table
Temperature
Cold temperatures outside the character’s comfort zone (below 35 F for humans) may cause FP loss (p. B430). Hot temperatures outside the character’s comfort zone (above 90 F) and even in the top 10 degrees of the comfort zone may cause FP loss, increase FP loss from exertion and dehydration, and increase water consumption (p. B434).
Sunburn
Spending at least 4 hours outdoors in the sun with unprotected skin during Sunbaked condition deals 1d-3 damage due to sunburn.
Wind
The most comprehensive rules for wind effects can be found on page 14 of GURPS Disasters: Hurricane. For each level of the Beaufort Scale, you get values for penalized Move, attribute and skill penalties, and damage to artifacts. However, that’s far from everything.
Climbing: Under hurricane conditions, Climbing rolls are at -2 in addition to all the normal penalties.
Drifting Effects: Airborne persistent effects with Drifting (p. B105) move with the wind. Divine wind speed by 2 to convert miles per hour to yards per second.
Flight: Those with Flight (Lighter Than Air) subtract 1 yard/second from air Move per 5 mph of wind speed if moving against the wind, or add 1 yard/second to air Move per 5 mph of wind speed if moving with it. Those with Flight (Lighter Than Air, Passive) use the same method to derive horizontal air Move. Those with Flight without Lighter Than Air subtract or add 1 yard/second per 10 mph of wind speed. Those with Walk on Air must roll against DX once per minute in hurricane-force winds (73+ mph) to avoid falling.
Hearing: Hearing and Vibration Sense (Air) rolls are negatively affected by wind. The penalty is listed in the Beaufort Wind Scale table.
Sandstorm: Wind creates dust clouds and sandstorms in deserts. The Hearing penalty listed in the table also applies to Vision, Infravision, and Ultravision rolls.
Shooting: Crosswinds may push a projectile off course. This comes into play when shooting at extended ranges. The exact range where the penalties begin to accumulate depends on the type of projectile. The base penalty is equal to the IQ roll penalty listed in the Character Effects column in the Beaufort Wind Scale table. It doubles per step on the Size and Speed/Range Table (p. B550) beyond the base range for the projectile type.
For arrows, bolts, and sling bullets, wind deflection starts at 150 yards. For firearm bullets, wind deflection starts at 300 yards. For thrown weapons, wind deflection starts at 500 yards. For blowpipe darts, wind deflection starts at 30 yards.
For example, an arrow fired in 35 mph crosswind (-1 base penalty) at a target 200 yards away (one step on the table from the base range of 150 yards) would take a -2 penalty.
Unprotected Flames: Wind speeds of 50 mph or higher automatically extinguish unprotected flames, such as candles and torches.
Vehicles: Water and air vehicle control rolls made by the operator take a penalty equal to the DX penalty imposed on the characters. For air vehicles, this penalty is doubled when close to the ground or maneuvering around mountains or tall buildings. The effect of wind speed and direction on sailing speed is described on pages 158-159 of GURPS Vehicles.
Water is considered rough for the purpose of attacking from a moving vehicle and bad footing penalties when wind speed is 10 mph or higher.
Beaufort Wind Scale
These speeds and effects are valid for Earth
near sea level. Effects at each level are not cumulative with previous levels. The
wave height is the average wave height at sea. Note that the intensity of
effects is also related to the atmospheric density; at extreme elevations, such
as on top of a mountain, use the effects of one level lower for every 5,000’
above sea level.
Beaufort Scale |
Description |
Wind Speed, mph |
Wave Height, ft. |
Move Effect |
Character Effects |
Artifact Effects |
Hearing |
0 |
Calm |
<1 |
0 |
- |
- |
- |
- |
1 |
Light
Air |
1-3 |
0-1 |
- |
- |
- |
- |
2 |
Light
Breeze |
4-7 |
1-2 |
- |
- |
- |
- |
3 |
Gentle
Breeze |
8-12 |
2-3.5 |
- |
-1
to all DX rolls |
- |
-1 |
4 |
Moderate
Breeze |
13-18 |
3.5-6 |
- |
-1
to all DX rolls |
- |
-1 |
5 |
Fresh
Breeze |
19-24 |
6-9 |
- |
-1
to all DX rolls |
- |
-2 |
6 |
Strong
Breeze |
25-31 |
9-13 |
- |
-1
to all DX rolls |
- |
-3 |
7 |
High
Wind |
32-38 |
13-19 |
Move/2 |
-2
to all DX rolls; -1 to all IQ, ST, skill, and self-control rolls |
- |
-4 |
8 |
Gale |
39-46 |
18-25 |
Move/2 |
-2
to all DX rolls; -1 to all IQ, ST, skill, and self-control rolls |
- |
-5 |
9 |
Strong
Gale |
47-54 |
23-32 |
Move/2 |
-2
to all DX rolls; -1 to all IQ, ST, skill, and self-control rolls |
- |
-6 |
10 |
Storm |
55-63 |
29-41 |
Move/4 |
-3
to all DX rolls; -2 to all IQ, ST, skill, and self-control rolls |
2
points of damage per minute of continuous wind |
-7 |
11 |
Violent
Storm |
64-72 |
37-52 |
Move/4 |
-3
to all DX rolls; -2 to all IQ, ST, skill, and self-control rolls |
10
points of damage per minute of continuous wind |
-8 |
12 |
Hurricane |
>73 |
>46 |
Move/10 |
-4
to all DX rolls; -3 to all IQ, ST, skill, and self-control rolls |
50
points of damage per minute of continuous wind |
-9 |
Clouds
Clear, Partly Cloudy: These results are purely descriptive.
Precipitation
If the Temperature is 32 F or lower (i.e. below freezing), then Drizzly precipitation creates Flurry conditions and Rainy precipitation creates Snowy conditions. If the Wind is Still, then Drizzly or Rainy precipitation creates Foggy. Such conditions impede Vision rolls based on normal vision and Infravision, but not Ultravision. The severity of the impairment is modeled with Range Increments. Each multiple of a Range Increment results in ‑1 to Vision. The listed increments are for open terrain; double them while beneath heavy vegetation.
Drizzly: Drizzly conditions represent either short rain showers periodically through the day or light but continuous rainfall of about 1/4” per day. The Range Increment for Vision impediment is 50 yards. Hearing and Vibration Sense (Air) rolls take a -2 penalty. Alternatively, if you’d like more variety, roll 1d4x25 yards to find the Range Increment for Vision rolls and 1d3 to find the Hearing penalty. Mud forms after three days of Drizzly conditions.
Rainy: Rainy conditions bring heavy or violent precipitation of at least 1” per day. The Range Increment for Vision impediment is 10 yards. Hearing and Vibration Sense (Air) rolls take a -5 penalty. Alternatively, if you’d like more variety, roll 4d6 yards to find the Range Increment for Vision rolls and 1d4+3 to find the Hearing penalty. Mud forms after one day of Rainy conditions. An adventurer who endures rainy conditions for seven consecutive days must make a HT roll to avoid catching a disease. Halve overland travel speed.
Flurry: Flurry conditions represent either periodic snow showers or light but continuous snow flurries at a rate of about 1/2” per day. The Range Increment for Vision impediment is 50 yards. Hearing and Vibration Sense (Air) rolls take a -1 penalty. Alternatively, if you’d like more variety, roll 1d3x25 yards to find the Range Increment for Vision rolls. Snow forms after three days of Flurry conditions.
Snowy: Snowy conditions bring heavy snowfall of at least 10” per day. The Range Increment for Vision impediment is 10 yards. Hearing and Vibration Sense (Air) rolls take a -5 penalty. Alternatively, if you’d like more variety, roll 4d6 yards to find the Range Increment for Vision rolls and 1d4+3 to find the Hearing penalty. Snow accumulates after a day of snowy weather. An adventurer who endures snowy conditions for seven consecutive days must make a HT roll to avoid catching a disease. Halve overland travel speed.
Foggy: Foggy conditions can arise from hazy mist, or dense fog. The Range Increment for Vision impediment is 100 yards. Alternatively, if you’d like more variety, roll 1d20x10 yards to find the Range Increment for Vision rolls. Halve overland travel speed.
Mud and Snow
Snow accumulates after one day of Snowy or three days of Flurry conditions. Once snow accumulates, adventurers have their speeds halved for all purposes. Roads provide no benefit and wheeled vehicles cannot move in snow. Snow melts in seven days of moderate temperatures or one day of 95 F or hotter temperatures, creating mud (as above). A combination of snow and Sunbaked conditions may cause snow-blindness (GURPS Tactical Shooting: Extreme Conditions, p. 9).
Climate by Terrain Table
Köppen Code |
Name |
Biome |
Typical Terrain
Type |
Af |
Tropical rainforest |
Rainforest |
Jungle |
Am |
Tropical monsoon |
Rainforest |
Jungle |
Aw |
Tropical savanna with a dry
winter |
Savanna |
Grassland (savanna) |
As |
Tropical savanna with a dry
summer |
Savanna |
Grassland (savanna) |
BWh |
Hot arid desert |
Desert |
Desert (sandy or rocky) |
BWk |
Cold arid desert |
Desert |
Desert (sandy or rocky) |
BSh |
Hot semi-arid steppe |
Semi-Arid Desert |
Barrens (rocky) |
BSk |
Cold semi-arid steppe |
Steppe |
Grassland (steppe) |
Csa |
Temperate with a dry hot
summer |
Scrub |
Scrubland (low, sparse or
high, dense) |
Csb |
Temperate with a dry warm
summer |
Scrub or Forest |
Scrubland (high, dense) or
Forest (deciduous) |
Csc |
Temperate with a dry cold
summer |
Forest |
Forest (deciduous) |
Cwa |
Temperate with a dry winter
and hot summer |
Forest |
Forest (deciduous) |
Cwb |
Temperate with a dry winter
and warm summer |
Forest |
Forest (deciduous) |
Cwc |
Temperate with a dry winter
and cold summer |
Forest |
Forest (deciduous) |
Cfa |
Temperate and damp
year-round with a hot summer |
Forest |
Forest (deciduous) |
Cfb |
Temperate and damp
year-round with a warm summer |
Forest |
Forest (deciduous) |
Cfc |
Temperate and damp
year-round with a cold summer |
Taiga |
Forest (taiga) |
Dsa |
Continental with a hot dry
summer |
Forest |
Forest (deciduous) |
Dsb |
Continental with a warm dry
summer |
Taiga |
Forest (taiga) |
Dsc |
Continental with a cold dry
summer |
Taiga |
Forest (taiga) |
Dwa |
Continental with a dry
winter and hot summer |
Steppe |
Grassland (steppe) |
Dwb |
Continental with a dry
winter and warm summer |
Steppe |
Grassland (steppe) |
Dwc |
Continental with a dry
winter and cold summer |
Steppe |
Grassland (steppe) |
Dwd |
Continental with a dry
winter and very cold winter |
Tundra |
Barrens (tundra) |
Dfa |
Continental and damp year-round
with a hot summer |
Prairie |
Grassland (prairie) |
Dfb |
Continental and damp
year-round with a warm summer |
Taiga |
Forest (taiga) |
Dfc |
Continental and damp
year-round with a cold summer |
Taiga |
Forest (taiga) |
Dfd |
Continental and damp
year-round with a very cold winter |
Taiga or Tundra |
Forest (taiga) or Barrens
(tundra) |
ET |
Polar tundra |
Tundra |
Barrens (tundra) |
EF |
Polar ice cap |
Tundra |
Barrens (tundra) |
Supernatural Weather
Elemental Hazards - https://enragedeggplant.blogspot.com/2022/03/hazardsequipment-elemental-hazards.html
Horror Environments - https://enragedeggplant.blogspot.com/2018/12/hazards-horror-environments.html
Supernatural Desert Hazards - https://enragedeggplant.blogspot.com/2018/11/supernatural-desert-hazards.html
Supernatural Frostfell Hazards - https://enragedeggplant.blogspot.com/2018/09/supernatural-frostfell-hazards.html
Supernatural Sea Hazards - https://enragedeggplant.blogspot.com/2018/11/supernatural-sea-hazards.html
Vile Weather - https://enragedeggplant.blogspot.com/2018/04/vile-weather.html
Can you made The status of Pathfinder's Svathurim from the Monster Codex and the adventure Maiden, Mother, Crome.
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