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Nov 20, 2009, 8:04pm



Since they had been established, the three packs lived in harmony until the forest territory of the Midnight Shade Shadows Pack was destroyed in a monstrous inferno. The entire pack fled, except for one of the Alpha’s female pups. That female lived on the territory alone for three years, waiting for wolves to join her pack of one. Over time, other wolves did come and the pack was restored. Soon, conflicts arose between all three packs, especially between the Midnight Shade Shadows Pack and the Fire Ashen Lands Pack. The Midnight Shade Shadows Pack turned to the Earthen Water Plains Pack for support, but none was given. After a year, the tensions cooled and peace once again returned. Sadly, this was not to last. An infectious disease spread throughout Astheria; its source was unknown to the wolves. Many succumbed to the sickness, leaving the packs with few members.

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Harmony seems to have returned to Astheria, but unbeknownst to the wolves, a new threat is on the rise and for the first time in eight years, three packs will have to become one in order to survive.

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Astheria :: Rules and Information :: Rules and Codes of Conduct :: Treacherous Terrain- Travelling around Astheria
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 Treacherous Terrain- Travelling around Astheria
« Thread Started on Aug 21, 2008, 11:24am »
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Everywhere in the world has its own dangers- and not all of them are the inhabitants. Atheria is no exception. From high peaks to rushing rivers, an unwary wolf can become prey to the land itself. Here are the rules to prevent a character from magically jumping across a river fifty feet wide.

Note:
dice roll + (speed bonus ÷ 5) = miles per hour you can run for the next 24 hours
Remember that the formula to discover how fast your wolf can run today is a dice roll plus your speed bonus divided by 5. The resulting number (don't round it) is how many miles per hour your wolf ran. You can reroll it at the end of the hour if you aren't happy with it, but you must reroll it if you are changing terrain (e.g. From the forest to the plains, from the plains to the swamp)
Should your wolf choose to conserve energy, you can always walk at a rate of 1/2 a mile an hour through forest or swamp or 1 mile an hour through flat plains.

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RIVERS:
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Rivers come in three sizes in Astheria-
Small or Brook- some of the streams in the Fertile Delta, the Trickling Poison in the Swamp
Medium or Stream- Ashen River, most of the branches of the Fertile Delta, Via, Ratterlin up to where it joins Via, Silver Stream, Waterway, Geoffre, Mayim, Icy Stream
Large or River- Ratterlin after it joins Via, Fire's Shadow, Everia

There are three safe ways to cross a river:
Stepping Stones- Marked as small gray specks across a river. They are slow, but safe. Found near the source of the Ashen River, midway down Fire's Shadow, and close to the source of Everera. To cross stepping stones, a wolf must take 15 minutes to balance across them.
Fallen Tree- Rivers that come close to the forest usually have a fallen tree across them at some point. Found midway down the Ratterlin as well as across the Silver Stream. A wolf can continue running across a tree as if nothing had happenned, but must reroll their running dice after crossing.
Bridge- Remenants built by humans, they are a sturdy, fast way to cross even the most dangerous river. Found at the joining of Ratterlin and Via and on top of the waterfall Veil of the Mist. A wolf can continue running across a bridge as if nothing had happenned.

However, in absence of a safe crossing (or if the wolf does not want to travel ten miles upstream to cross a river,) the wolf can attempt to get a big enough running start to jump. The wider the river, the harder the jump, and falling into the water could have dire consequences.
To jump across a river, roll the die before attempting and add your speed bonus. If you roll high enough to make it across (see below,) reroll your running speed and continue on your way. If you fall in, you must now turn to strength to climb out.
Roll the die and add your strength bonus. If you succeed getting the number required on the first try, continue on your journey after rerolling your speed. If you fail, you can try again until you reach the limit indicated below, at which point you begin to lose health points (again, specified according to river size.) When they reach 0 you either lose a life and fall unconcious (see: SARP) or die, depending on whether you have any lives left.
For each failed attempt at getting out, you drift further down the river.
Small/Brook:
To jump over a small river, you need to get 5
To get out of a small river, you need to get 5
You have unlimited tries to get out- you cannot drown in a brook
You drift 0.1 miles downriver each failed attempt.
Medium/Stream:
To jump over a medium river, you need to get 15
To get out of a medium river, you need to get 15
You have 5 penalty-free tries to get out, afterwhich you lose 3HP/attempt.
You drift 0.5 miles downriver each failed attempt.
Large/River
To jump over a large river, you need to get 30
To get out of a large river, you need to get 30
You have 3 penalty-free tries to get out, afterwhich you lose 5HP/attempt.
You drift 1 mile downriver each failed attempt.

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SWAMPS & SINKING SAND:
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Careless wolves can easily become prey to quicksand- if your wolf steps in a location marked as quicksand (sinking sand) on the map, then they will begin to sink, at which point they have two choices:
Wait: Any sensible wolf knows that if they do not struggle, they will sink slower. If they wait, they have 4 hours to be found by another wolf before your wolf sinks completely under. You either lose a life and fall unconcious (see: SARP) or die, depending on whether you have any lives left. Should they choose the other choice, this could change:
Struggle: A strong wolf has a fighting chance- the victim may, at any point during their sinking, roll a die and add their strength bonus. If they get 15 or more, they're out! If they get less, then they have taken an hour off of their life time as well as added 5 points of difficulty to the number required to get out.

When rescue comes, the two (or more) players roll the dice and attempt to get a combined score of 15 or more (up to 30, depending on whether the player has struggled.) Like before, each failed attempt costs an hour and 5 difficulty points.

Swamps, even not marked expressively as sinking sand, can still have pockets of quicksand. To tell whether your wolf has stepped in such a pocket, you must roll the die for every mile your wolf travels in the swamp. An 18, 19, or 20 means they have, any other number means they are safe. However, a wolf with fast reflexes may escape the quicksand- upon discovering sinking sand, roll the dice and add your reflexes bonus. A 15 or higher means your wolf has jumped out of the way, but if they do step into quicksand, turn to the above rules.

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MOUNTAINS:
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From the high peaks in the Cougars' domain to the low crests on either side of Everera, mountains can be dangerous for a clumsy wolf. But sometimes a wolf is driven into the mountain by an opponent or by hunger, and these rules dictate whether or not the wolf will make it out unscathed.

Mountains, like rivers, come in three sizes:
Small: These mountains are shown as nothing more than curves lines on the map. There are two spreads of small mountains on either side of Everera- Wolf's tail and Earthen Mountains.
Medium: Any mountain that is coloured in but has no snow is a medium mountain. The lower of these are inhabited by mountain goats, the higher by cougars. They make up the majority of the Spine of the World
Large: Any mountain covered in snow is considered a large mountain. There are few of these in Astheria, one of which is the Exploding Mountain- a temporarily dormant volcano whos ashes created the Charred Planes and lent the Fire Ashen Lands pack their name.

To attempt to climb a mountain, roll the dice and add your Reflexes bonus. Each mountain size has three specified numbers- the number required to climb safely (A,) the range in which your wolf sprains a leg (which means that they cannot run for three real time days) (B,) and the number of health points you lose if you roll below the second range, meaning you have fallen off the mountain (C.)
Small Mountain:
A= 5
B= 1-4
C= You cannot fall off a small mountain
Medium Mountain:
A= 15
B= 7-14
C= Fall and lose (1 dice roll - strength) health points
Large Mountain:
A=30
B= 15-29
C= Fall and lose (2 dice rolls - strength) health points

If you reach 0 health points as result of your injuries, you either lose a life or fall unconcious (see: SARP) or die, depending on whether you have any lives left.
« Last Edit: Jun 7, 2009, 1:47pm by Shadow »Link to Post - Back to Top  IP: Logged
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