Splatbook*

Weather

The weather is an important part of any journey. It colors the whole trip and can be a challenge all by itself.

You decide when it rains and when the sun shines, based on your agenda and principles but also on your sense of theme and story. Include the weather when you describe the environment ("It's a chilly morning, a thin fog blanketing the land") and invoke the weather with your GM moves. Announce trouble by describing how the wind picks up and the canopy sways and the sky goes dark. Bar the way with a blizzard. Separate them in the fog.

If you want, let the Die of Fate guide your choices. For example, you could ask the players what sort of weather they hope for, then have them roll a d6 to see how well fate complies. If they're sneaking into a mercenary camp in winter, they might hope for winds and snow to hide their approach. On a 1 or 2, nope, it's a clear, still night with a bright moon, so cold that every step squeaks. On a 3 or 4, there's a driving wind or a gentle snow. On a 5 or 6, yeah, just what they wanted.

Another way to use the Die of Fate is with preset results, based on the season. Here are some general tables that do just that. Use these as-is, or make your own for specific locales and specific seasons, informed by the most recent Seasons Change move (page 517).