Difference between revisions of "Darkness"
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− | It is dark inside an ancient crypt. Really dark. Areas of Darkness may be marked with black ribbon, or the entire playing area may be designated Darkness. Optionally, any portion of the playing field laying wholly in shadow (from trees or other object or structure) may be called Darkness in a given game. | + | :''When the sun goes down, it gets dark. Really dark. While [[Vampire]]s and [[Werewolf|Werewolves]] have little fear of the gloom, humans and other mere mortals have to import their own light or end up lost - or worse.'' |
+ | ::''-[[Tales from the Vardo]]'' | ||
+ | |||
+ | :''It is dark inside an ancient crypt. Really dark.'' | ||
+ | ::''-[[Dor Un Avathar X]]'' | ||
+ | |||
+ | Areas of Darkness may be marked with black ribbon, or the entire playing area may be designated Darkness. Optionally, any portion of the playing field laying wholly in shadow (from trees or other object or structure) may be called Darkness in a given game. | ||
:Players must keep one foot on the ground at all times in an area of Darkness Doing otherwise will result in a leg wound (player’s choice of leg). | :Players must keep one foot on the ground at all times in an area of Darkness Doing otherwise will result in a leg wound (player’s choice of leg). | ||
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:Line of sight is limited to 20’ inside an area of Darkness. This is the maximum range for [[spells]] and [[projectiles]] as well. | :Line of sight is limited to 20’ inside an area of Darkness. This is the maximum range for [[spells]] and [[projectiles]] as well. | ||
− | [[Undead]], nocturnal creatures, and some others may be immune to Darkness. [[Reeve]]s may make any final ruling on which [[Monsters]] are immune. | + | [[Undead]], nocturnal creatures, and some others ([[Dwarf|Dwarves]], [[Elves]], etc.) may be immune to Darkness. [[Reeve]]s may make any final ruling on which [[Monsters]] are immune. |
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+ | [[Category: What Lurks Below Interior Rules]] | ||
+ | [[Category: What Lurks Below Terrain]] | ||
[[Category: 1001 Basic Interiors]] | [[Category: 1001 Basic Interiors]] | ||
− | [[Category:1001 Amtgardian Nights Terrain]] | + | [[Category: 1001 Amtgardian Nights Terrain]] |
− | [[Category:Tales from the Vardo Terrain]] | + | [[Category: Tales from the Vardo Terrain]] |
Latest revision as of 21:13, 10 July 2018
- When the sun goes down, it gets dark. Really dark. While Vampires and Werewolves have little fear of the gloom, humans and other mere mortals have to import their own light or end up lost - or worse.
- It is dark inside an ancient crypt. Really dark.
Areas of Darkness may be marked with black ribbon, or the entire playing area may be designated Darkness. Optionally, any portion of the playing field laying wholly in shadow (from trees or other object or structure) may be called Darkness in a given game.
- Players must keep one foot on the ground at all times in an area of Darkness Doing otherwise will result in a leg wound (player’s choice of leg).
- Players within 20’ of a Light Source may move normally.
- Line of sight is limited to 20’ inside an area of Darkness. This is the maximum range for spells and projectiles as well.
Undead, nocturnal creatures, and some others (Dwarves, Elves, etc.) may be immune to Darkness. Reeves may make any final ruling on which Monsters are immune.