Abyssal Storm Rules

The Abyssal Storm is a constant part of life on Valerick now. One must learn to read it, understand it, if one is to survive.

Manifestation

The Abyssal storm has five levels. Level 0 is the normal, this is what day to day life is like. Below are detailed the other four levels and how they effect Regular people, versus how they effect Arcane magick users. Note Arcane casters do also suffer from the effect that Normals do, as well. Note if you are in level 3, all negatives apply from the previous levels IN ADDITION to the new one.
Abyssal Storm Level...........................Effect upon Normals.........................................Effect upon Magi
1..........................................-10 to any tests against gaining corruption......................+10 to any rolls on Perils tables
2.........................................-10 to any tests against fear or otherwise.......................+10 to any rolls on Perils tables
3..........................................-10 to any Willpower tests..............................................+10 to any rolls on Perils tables
4..........................................-10 to all tests...........................................................Any cast provokes Perils table, period
  The only blessing is that these storms don't just crop up at level 4. That just doesn't happen. But when they do start, they can ramp up really fast, and most people seek somewhere to wait it out, or try to get out of the area if possible. Perception tests to realize an Abyssal storm is approaching are at (-20) just due to the fact that they start off with naught but grey clouds and a bit of thunder and lightning. Seemingly a perfectly normal thunderstorm. However magi do not receive this negative, as they can...feel.. the bubbling madness just beyond the veil. A level 1 Abyssal Storm is merely a thunderstorm, but for those whom pay attention, their are some odd circumstances. Some of the rain may do full loops, never quite hitting the ground, and falling back up. Lightning will occasionally launch from the ground up into the clouds, not the other way around. And the sky may go a slight reddish-purple color, barely perceptible to our eyes. This strength lasts the longest, but is the least dangerous. It lasts 1d10+5 minutes. After this duration, one of four things happens. roll a d100. (1-39) Storm just ends. (40-69) Kicks up to a level 2. (70-99) Ramps immediately to a level 3. (100) Suddenly ramps up immediately to a level 4.
  Level two gets more obvious. The rain will gain an obvious tint, as the storm starts taking shape. A red, blood like hue, perhaps, or a black slime like quality. The clouds start crackling and are a deeper purple-red, occasionally showing twisted images from certain angles. Lightning won't just launch from the ground now, occasionally a bolt may just start atop someone's head, not harming them, but leaving them very confused, as it flies into the sky, or off in a random direction. The wind kicks up to howling, and occasional funnels in the clouds appear, though naught comes of it. At this strength the storm lasts for 1d10 minutes. After that duration one of 4 things will happen. Roll a d100. (1-9) It just ends outright. (10-59) it steps down to a level 1, (60-99) it kicks up to level 3. (100) Immediately ramps up to level 4.
  Level 3 is the highest that has happened in the last century, and many uneducated believe the idea of any stronger a storm is but a myth. At level 3, it is no longer subtle. The clouds are a vicious deep purple, crackling with abyssal energy. The lightning from those clouds seems to begin seeking to harm people, no longer falling as randomly (1/minute a bolt will strike an individual or structure as if aiming for it. Treat this as ranged thrown attack rolling against a 65. It deals 6+SLs and ignores all AP. If target is wearing or touching metal, deals an extra 1d5 damage. The target person or structure should be assigned at random. The funnels in the sky begin making actual twisters, but it is only a 25% chance any touch down, and even if they do, they only last 1d10 rounds, and move at a speed of 10m, flat rate. At this strength the storm lasts 1d5+5 minutes. After that time one of three things will happen. Roll a d100. on (1-9) it just ends. On (10-49) it drops to level 1. On (50-95) it drops to level 2. On (96-100) it kicks up to level 4.
  Level 4 is naught but a myth to most, for it has been a little over a hundred years since such a calamity struck anywhere people live. At this point, the storm becomes truly malicious. It is no longer just a storm. There is a 25% chance for every minute the storm lasts (it only lasts 1d5 minutes at this strength. These are short, excessively violent events) that it summons some sort of Abyssal entity at random. The Rain is now Corrupting (1 point every minute of exposure unless successful Endurance test at -20), and Corrosive [8] damage every minute to all non magic items and to people exposed. Ignores AP. The lightning bolts are now actively malicious and always seeming to aim for people or structures. damage has not changed, just now every round, a bolt flies at a structure or person. And only at structures or people. Finally at least one tornado will touch down for the duration of the storm. Moves at 30m a round. Deals 12 damage to anything it hits. Bashing damage, ignores AP, and throws them in a random direction =10x (damage dealt after soak) meters. This will deal another 1 damage for every 10 meters thrown, full soak applies. Also must make a Endurance (-20) test or gain Stunned[3]. Once the time rolled for this is up, the storm immediately drops to a level 3.
  With the above info, it would seem that it could be possible for an Abyssal Storm to last forever. However that is not the case, as such storms consume magick like a fire needs oxygen to burn. They max out at 50+1d10 minutes, that is the hard cap, after which, regardless of the strength, it will just end. However if one lasts this long, the area it took place in is completely void of magick for a time, as the leylines must flow and replenish the energies consumed. This dead magic zone lasts for days= the maximum level reached. Even should it end before this time limit, sometimes a magick dead zone is still created. Abyssal storms that end before this hard limit (as most do) generally leave a dead magick zone for days= 1/2 the max level the storm reached, rounded down. See the Magick Dead Zone section for the effects of this phenomenon.

Localization

These storms are also strange for their sizing. They only cover areas of 500(1d10) meters. So some can be so localized you would believe they were malicious. Unlike actual storms, they also don't move, even with the massive winds. They are a supernatural occurrence after all. Once they start, they remain stationary until the dissipate . If you roll random weather for parts of your adventure, note that this type of weather only should occur in most areas on a roll of 100. Period. There are places that are exceptions and will be detailed in further sections.

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