World Events
Weather of the Day
Roll D8 to determine daily weather to make the world of Synk’maa feel even more real. Additionally, some skills or events might be dependent on weather.
Naturally, any rain is replaced by snow during winter times.
01: Clear as the mind of a believer.
02: Mildly cloudy, completely stale air. Any boats or ships won’t move a bit.
03: Thick, dark clouds block the sun perfectly.
04: Cold mist lingers above the ground while drizzle fills the air.
05: Unearthly fog limits vision dangerously low. It rains lightly.
06: Heavy rain and roaring thunder. Traveling at sea is almost impossible.
07: Strong cold wind blowing through the bones.
08: The storm is so strong that staying inside is advised. Sand whirls and dust storms roam the lands.
Cursed Countdown
The world of Synk’maa is full of danger and despair, and sometimes things go wrong right after waking up.
The GM rolls one D10 at the start of every day. A Curse occur according to the following pattern;
Day 01; if D10 is 10.
Day 02; if D10 is 9-10
Day 03; if D10 is 8-10
Day 04; if D10 is 7-10
Day 05; if D10 is 6-10
Day 06; if D10 is 5-10
Day 07; if D10 is 4-10
Day 08; if D10 is 3-10
Day 09; if D10 is 2-10
Day 10; a curse occurs automatically.
When a Curse occurs, the counter resets. The effects described in the events may stack.
If the event is targeted to a PC, the PC should be determined randomly with an appropriate die roll.
Roll D5 to determine the Curse pool. Roll D5 again to determine the precise Curse.
Pool 01:
01: No Rest (party); the night was cruel and full of nightmares; the party gains no HP after sleeping.
02: Mugged (party); a silent thief has visited your camp; one third of every PCs money is stolen; round up the amount of money left.
03: Cataract (PC); your sight is gray and blurred; Strength and Agility based rolls in combat are DR+3 for the day.
04: Down with the Sickness (PC); any negative status effects last +2 combat rounds longer.
05: Shell Shocked (PC); you are haunted by your past for a day; test Presence DR10 before any other rolls during combat rounds; if failed, escape from the combat; Presence DR10 to come back to your senses.
Pool 02:
01: Brain Freeze (PC); you feel a lot slower today than usual; all Knowledge rolls are DR+3 for today.
02: Narcolepsy (PC); test Toughness DR12 in social situations and during combat rounds; if failed, you get Sleep status effect; Sleep lasts D3 combat rounds when in combat.
03: Mental Block (PC); all the rolls for casting spells are Presence DR+3 for the day.
04: To Dust (party); half of the potions and other healing items have turned to sand.
05: Apocalyptic Vision (PC); a nightmare of horrendous visions and eldritch hallucinations has crumbled your mind; lose 1 Psyche point.
Pool 03:
01: Funeral Mist (world); a thick fog covers the land; somehow it strengthens all the undead beings, necromancers and vampires; skill rolls are DR-3 for the mentioned beings.
02: Unending Hunger (PC); you are starving so badly you cannot concentrate on anything; test Toughness DR12 during various situations; if failed, stop everything you were doing to have something to eat.
03: Heart Failure (PC); in combat you have to rest every third combat round; otherwise take D8 unblockable damage.
04: Dawn Never Came (world); the night won’t go away; people are afraid and act weirdly.
05: Morphosis (world); a shapeshifter has taken over a neutral/friendly NPC; it attacks the party when they least expect it.
Pool 04:
01: Arson (party); the camp is on fire, save what you can; two random items from the inventory are ruined.
02: Blood Vomit (PC); test Toughness DR12 about once per hour; if failed, HP drops to 1; if you are already at 1 HP, do not test Toughness; curing the condition costs 75 coins.
03: Cursed Armor (PC); it feels like your armor is heavier than ever, as if you were going to get crushed by it; you cannot wear any armor for the day.
04: Out of Luck (party); your party didn’t regain any Luck Points after sleeping.
05: Muscular Atrophy (PC); all the melee attacks do -D4 damage for the day.
Pool 05:
01: Storm Winds (world); the wind is so strong it knocks people down; Strength DR12 to keep upright when outside; Agility rolls are DR+4 when using ranged weapons outside.
02: Lightheaded (PC); test Toughness DR14 when using Strength or Agility; if failed, faint for D8 minutes or D2 combat rounds.
03: Pica Disorder (PC); test Presence DR15 during certain situations; if failed, eat something inappropriate.
04: Rusty (PC); Armor is covered in rust and the material decays; Heavy armors are degraded to Medium armor; Medium armors are degraded to Light armor; Light armors are totally unusable.
05: Fat Bastard (PC); all dodge rolls are DR+3 for the day.