Friday, April 12, 2013

Environmental Dangers:

MaL is a game designed to be explored by the player characters, but as with real life, even without terrifying animals and other foes to face in an area, there are other potential dangers in every environment.  Technology, magic and pollution, as detailed in last post, are three common danger types, though there are several other types as well:
  1. Heat: Excessive heat, or excessive decrease in heat, can greatly affect players, NPC, monsters and gameplay in general. While there is a range of temperatures from the void of space to over four trillion degrees celsius recorded in laboratories on Earth, having such a wide scale would be far too broad, given the limitation of most life to survive within. With that in mind, MaL uses a system of 0, being absolute zero, to +400, being 1600 Kelvin, being over four times the boiling point of water. As such, each degree in the heat range is the equivalent of 4 degrees Kelvin, starting from 0 degrees Kelvin. The temperature in this range that water boils at, would then be 93. Every degree in Fahrenheit is equivalent to approximately 64 MaL degrees. Every degree in Celsius is 33.8 degrees Fahrenheit, and approximately 68.5 MaL degrees. Thus 93 MaL is the boiling point of water. Therefore, any conceivable temperature for necessary racial survivability in the Core Books is able to be calculated and determined. For those wishing to increase the temperature range further in the high end, it may continue upward with relative ease. Each species has its own survivability range in MaL Heat, which may be further extended or reduced with technology or magic, though should whichever is in use fail, the creature outside their range would perish within seconds, just like astronauts freezing in the void of space if their suit were to be removed.
  2. Poison: While poison can be intentionally cause in combat, it can also be an effect of the environment, with toxins in water and the like. As such, Poison is both a combat mechanism and an environmental hazard, though either way it is tabled together. 0 Poison is being under no effect of poison. 20 Poison is in effect 100% poison spread in a body, and means certain death to those who are affected by poison, unless treated before it reaches that level. Poison resistance, on the other hand, means a reduction in the amount of poison initially absorbed and spread per turn. Having 10 resistance would mean that the effect of the poison would be cut in half initially, and slow its spread in half as well.
  3. Electricity: Certain species are resistant or benefit from electricity being used on them without technology or magic being needed, though those are few and far between. Electricity ranges from 0, being no excess felt, to 1, being a tingling sensation, to 100, being a transfer rate of 2000 milliamps. This is more than enough to cause most species to kill instantly. While electricity also has voltage, wattage and other technical terms, the amperage is the most dangerous, and hence what is calculated for dangers, rather than the sum total, which work for power generation, usage and the like.  The other aspects of electricity may be used for other means, but they aren't environmental dangers.
  4. Disease: There are a lot of various diseases that an area may have, many which affect most species, and some which affect a very slim number. They may be airborne, vectored by food or water, sexually transmitted or otherwise spread. For a listing of diseases that affect the player species, NPCs and animals, players will be able to reference an index of diseases as well as the species profile pages.
  5. Acid and Alkali: The fumes coming off most acids count as poisons, but the acids themselves are highly corrosive, depending on their strength. Alkali can cause problems with plant growth and other chemical alterations requiring light acidity, whereas too much acidity will corrode and break down most materials. The scale for Acidity to Alkalinity is the pH system, usually running from 0 to 14 in nature, with decimal points digits used for further accuracy. In MaL, the same system is used, though with 0 to 20. Absolute 0 would be 3 points below the normal scale, and 20 would be 3 points above. The reason for this is the possibility of both technological and magical substances which may be an acid or alkali, as well as current observation that certain acids sometimes fall below the normal pH scale. Therefore, if using a normal substance's pH, just add 3 for the MaL range.
  6. Falling: Players characters may fall from heights or into depths, and obstacles such as rocks, snow and buckets of water above doors may fall on them as well. Both routes cause a character damage, differing dependent on the height fallen from, and speed of the item falling. Additionally, the further one has to fall, the more time there is to be able to attempt, perhaps, to cast a spell or utilize one's jetpack.
  7. Starvation and Thirst: Almost every species in MaL requires some form of food to ease their hunger and liquid to sate their thirst. The range of hunger goes from 0 to 100, each being about 8 hours without food. For most human characters, death would occur prior to hitting 72. The range of thirst goes from 0 to 100, each being about 2 hours without liquid. For most human characters, for example, death would occur around 36, or earlier. For GMs creating sessions containing characters with longer lasting resistance to starvation and thirst, either through future new species and their traits, magic or technology, then the ranges may be further expanded upwards.
  8. Suffocation: Almost every species in MaL require some form of respiration in order to survive. Humans, for example, breath in air taking oxygen from it, and output carbon dioxide out. Being unable to breath for three minutes on average, will make a human start to suffocate. As each species may breath differently, a good GM should list how the air content differs if a player or group enters an area containing a potentially dangerous mixture of air, if it is able to be smelled or seen by the characters, or start dropping hints of the effects if odorless and colorless. Ideally, each species has a maxium of respiration points. Each point is thirty seconds of breathable air, so for humans there are 6 on average. If airflow is available, such as while outdoors away from hazardous gases, then the points would not begin dwindling. In an area of danger, the points will decrease, causing the effects as dictated in each species listing. Each species has its own respiratory needs, being a particular type of gas, or liquid form of that gas, or in rare cases, none at all. In an open environment, away from smoke, stench, toxic fumes (or liquid form of that gas), respiration should be treated as infinite due to ventilation, though in enclosed areas without proper ventilation, on high elevations, or deep underground, available respiration fulfilling matter may be decreased or unavailable.
  9. Liquid Dangers: Too much liquid intake for species that respirate with gas or a different liquid may drown them. Toxic, disease-tainted, poisoned or acidic liquid may cause their effects on one who swallows or possibly even just swims in them. Electrified or heated water disperses its effects, though not entirely, and over time the dispersal is worn down to be negligible. Additionally, fast moving current, undertow, waterfalls and the like are further liquid dangers, as well as slipping and falling, hypothermia for cold liquids if a species can't handle them being that cold, or pressurization.
  10. Weather: Weather comes in many mundane, arcane and toxic forms. Calm weather is preferable for most species. Very cold weather can cause many species' immune systems to suppress and more easily catch illness or even freeze in place depending on the temperature. Too hot and some species become sluggish, or even may melt or catch on fire. Rain can create help crops and the like, create mud out of dirt, create downpours, floods, and fog. Powerful storms can create Blizzards, Tornadoes, Dust Devils, Hurricanes and Thunderstorms. Too many toxins in the air can create acid rain or toxic smog. Too much magic in the local area can cause arcane lightning.
  11. Crushing and Vacuum: Pressure, or lack thereof, can crush or tear apart most species. Being too deep underwater, or in the void of space, is extremely hazardous. As is having the air sucked out of a room via vacuum technology or magic, or having a grating ceiling closing down on you.
  12. The Unknown: Simply, a lack of knowledge of the pitfalls, flora, fauna and like of an area can kill someone if they are unprepared for hazards and threats. Is that animal a herbivore or carnivore? Is that plant toxic? What does quicksand look like? Is there a pit inside the cavern, or is it more level? Getting lost, poor visibility, difficult to navigate terrain and other dangers potentially await for any hapless adventurer with a craft GM adding a little difficulty, or even worse, a massive injection of realism. Balance is always encouraged, but reward players for playing to their roles, their knowledge, and also their appropriate reasoning skills if entering unknown areas.

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