Arctic Environments

The forbidding climates of the far north or far south, along with the frigid upper regions of tall mountains, provide dangerous sites for adventures.
==Frigid Cold==
Terrible cold and frigid winds can sap the strength of adventurers with prolonged exposure. Intense cold requires characters make an Endurance check (DC 10) every minute or suffer 1 point of Constitution damage. Truly extreme cold demands an Endurance check every round.
==Ice Sheet==
The ground is covered with slippery ice. It costs two Moves to enter a square covered by an ice sheet, and the Difficulty Class of Acrobatics checks there increases by 5. An Acrobatics check (DC 10) to balance is required to run or charge across an ice sheet. This use of Acrobatics does not suffer the increased DC.
==Iced-Over Lake==
Most open bodies of water freeze over in arctic conditions, but the ice might not be strong enough to support a creature. Use the rules given for the ice sheet above. In addition, the following triggered event zone applies to the encounter.
Damage 2 (Extras: Alternate Resistance (Fortitude), Linked (Drain), Extended Duration (Sustained); Flaws: Additional Resistance (Reflex); FX Feats: Triggered (when a character steps on a square of thin ice)); Drain 1 (Physical Ability Scores; Extras: Linked, No Resistance) (9 ep)
On a failed Reflex check, the character falls through the ice. In addition to the normal effects of attempting to swim and drowning, a character in freezing cold water suffers 2 Damage each round. The bitter cold of the water damages the character if it overcomes his Fortitude Resistance instead of his Toughness. He also must make a Perception check (DC 10) to find the hole in the ice if he sinks below the water’s surface.
==Snow==
When using snow in an encounter, give it a size rating similar to a creature’s size category. The rating determines how deep the snow is compared to a creature. A creature with the same size category as the snow stands thigh-deep in it. It costs twice the normal movement allowance to move in a zone that is covered with snow equal to your size. Smaller creatures must pay quadruple the normal movement cost, while larger creatures can move as normal.
Category:Rulebook
Category:Action
Category:Environment