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adaptable tier transversal biome (desert, ocean, ice, forest)

Environments Designed by f
Tier
1
Type
Traversal
Difficulty
11
Impulses
Biome traspassing dangerous zones

Environment overview

biome environment

Potential adversaries

Features

Passives

passive
  • Pass the Biome

    Once enter on this biome, put a X countdown you decide how long is, every time they do an action related to pass the biome, crit: down 2 the cd, sucess: down 1 CD, failure: see Calm before the storm

  • Calm before the storm

    When party enters biome, put a x(half of pass the biome recommended) countdown, on a failure pc roll, down 1 the cd when it reach 0 something reach the party (storm, fire, blizzard, anything you find optimal)
    Optional can be enemies or dangers coming

  • Storm

    When storm start, put a 2xPC countdown, every hope player gains can be expend on reduce 1 CD, when reach 0, Storm stop, you decide if theres another coming, while on storm, all rolls are doing on disadvantage or every failure make a stress, or difficulty get plus 1xtier (what you think fills better)
    Optional you can do this event do damage to players (xd8+1, where X is tier), if that the case, i recommend to reduce calm before the storm counter, but apply damage only one time per storm trigger.
    Also if you make it enemies or danger, activate a encounter

  • adaptability

    The difficult of this environment is 8 + (3xtier)

Actions

action
  • Dangerous Crossing (optional)

    spend 2 fear to start a encounter , then you can spend up to 0-1-3 more fear to make it easy, balanced, of harder encounter, select adversary related with the biome
    Optional it can be a xd8 damage or half on a reaction roll

Reactions

reaction
  • Secure Place

    Party can do 1 tag team roll, on sucess, they find a safe place in the middle of the biome (oasis, small isle, etc), they can short rest there or recover 1d4 stress

About this environment

A biome environment that can be used as a transversal, or zone, adaptable to every tier.

adaptable tier transversal biome (desert, ocean, ice, forest)

Tier 1 Traversal

biome environment

Impulses: Biome traspassing, dangerous zones

Difficulty: 11

Potential Adversaries:

Features

Pass the Biome - Passive: Once enter on this biome, put a X countdown you decide how long is, every time they do an action related to pass the biome, crit: down 2 the cd, sucess: down 1 CD, failure: see Calm before the storm
Calm before the storm - Passive: When party enters biome, put a x(half of pass the biome recommended) countdown, on a failure pc roll, down 1 the cd when it reach 0 something reach the party (storm, fire, blizzard, anything you find optimal) Optional can be enemies or dangers coming
Storm - Passive: When storm start, put a 2xPC countdown, every hope player gains can be expend on reduce 1 CD, when reach 0, Storm stop, you decide if theres another coming, while on storm, all rolls are doing on disadvantage or every failure make a stress, or difficulty get plus 1xtier (what you think fills better) Optional you can do this event do damage to players (xd8+1, where X is tier), if that the case, i recommend to reduce calm before the storm counter, but apply damage only one time per storm trigger. Also if you make it enemies or danger, activate a encounter
adaptability - Passive: The difficult of this environment is 8 + (3xtier)
Dangerous Crossing (optional) - Action: spend 2 fear to start a encounter , then you can spend up to 0-1-3 more fear to make it easy, balanced, of harder encounter, select adversary related with the biome Optional it can be a xd8 damage or half on a reaction roll
Secure Place - Reaction: Party can do 1 tag team roll, on sucess, they find a safe place in the middle of the biome (oasis, small isle, etc), they can short rest there or recover 1d4 stress

Discussion

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