Difference between revisions of "Darkness"

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A type of [[Terrain]] described in [[By Night They Dance]].
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:''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.''
===Description===
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::''-[[Tales from the Vardo]]''
Be it through nature or choice, most of the creatures in this book are nocturnal by nature. While having the occasional quest after dark is fine, most Amtgarding is done by the light of day. It requires a little imagination and a careful eye by the [[Reeve|Reeves]], but it is possible to “role play” being lost in the night.
 
*1. Any area set aside as Darkness should be marked with dark blue ribbons for ease of boundary recognition.
 
*2. No movement faster than a slow walk should be undertaken in Darkness. Running players (Questors) will be penalized with a leg wound to represent falling and twisting an ankle.
 
*3. Players within 20 feet of a [[Light Source]] may move normally. If they leave the 20 foot area, the usual rule for running is invoked (see above).
 
*4. [[Projectiles|Projectile]] and Thrown Weapons may not be used at a range of more than 20 feet, regardless of nearby Light Sources. Likewise, you may not fire a bow or throw a weapon into an area of darkness. Bows must be half-drawn, regardless of nearby light.
 
*5. Nocturnal creatures, [[Undead]] and some Personas (Elves, Dwarves, etc.) may be immune to the effect of darkness. Check with a Reeve before the quest begins to clear up who is affected and who is not. Players who can “see in the dark” may lead other players as though they carried a Light Source (see #3 above) even if no light is present.
 
*6. Range of all spells and abilities is limited to the extent of available light. In the absence of light all spells and abilities are limited to touch.
 
  
[[Category: Terrain]]
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:''It is dark inside an ancient crypt. Really dark.''
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::''-[[Dor Un Avathar X]]''
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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.
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: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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:Players within 20’ of a [[Light Source]] may move normally.
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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.
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[[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]]
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[[Category: What Lurks Below Terrain]]
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[[Category: 1001 Basic Interiors]]
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[[Category: 1001 Amtgardian Nights Terrain]]
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[[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.
-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 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.