Behind the Helm

Weather

Weather is tracked on three axes, each on a 1-to-6 scale: Clouds, Wind, and Heat.

At the beginning of the game (or every time the players enter a new region, or when a significant amount of time passes in-world without the characters acting), for each axis, roll 3d6 and take the middle value of the three to find the Score at which the axis starts.

Every time a week passes, for each axis, roll d6: if larger than the current score, raise it by one; if smaller, lower it by 1.

Interpreting the Scores

Clouds

  1. Extreme Sun: without solar protection, you all get sunburn.
  2. Sunny
  3. Sunny
  4. Overcast
  5. Rainy
  6. Rainstorm: staying outside means becoming ill. Dirt roads are unusable, low areas are flooded.

Wind

  1. Doldrums: sailing is impossible. Trade via sea is halted.
  2. Stiff breeze
  3. Stiff breeze
  4. Light winds
  5. Windy
  6. Squall: Roofing and light structures are blown away. Need to grab onto something to walk outside without falling over.

Heat

  1. Freezing: You die within the hour if standing outside unprotected.
  2. Cold
  3. Chilly
  4. Warm
  5. Hot
  6. Heatwave: Drink twice the normal amount of water or get heatstroke.

#mechanics