Weather Shifting Weather
For starting weather, roll 1d8 with a -1/-2 After determining starting weather, roll 1d12 on
modifier in especially hot climates, or a +1/+2 the following table at the end of each day, week
modifier in very cold climate. GMs might also or other interval (GM discretion) to determine
consider a 1 point modifier to reflect the season. if/how the weather shifts.
STARTING WEATHER SHIFTING WEATHER
1d8 Weather 1d12 Weather Change
-1 Extreme Heat/Wildfire 1 Much Hotter
0 Severe Heat/Humid 2 Warmer
1 Hot and Sunny 3 Similar but Drier
2 Clear and Sunny 4 Similar but More Humid
3 Warm, partly cloudy 5 Similar but Less Windy
4 Warm and Cloudy 6 Similar
Similar or reroll on Starting
5 Cool and Cloudy 7
Weather Table (50%)
6 Cold, Cloudy and Windy 8 Similar but Windier
7 Rain (and/or Fog 50%) 9 Similar but Less Humid
8 Thunderstorm 10 Similar but Wetter
9 Snow 11 Cooler
10 Heavy Snow/Blizzard 12 Much Colder
Micro Climates
As noted in the region descriptions, some
geographic locations have entrenched weather
conditions (for example, the Surrat Jungle is
predominately hot, humid and wet all year
round). In such instances the GM might skip the
Starting Weather table.
Catastrophic Weather
Truly catastrophic weather such as cyclones,
tsunamis, etc are left to GM discretion/reserved
as plot devices.