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Saga Edition RPG Omnibus

Hazard: Rough Waters: Difference between revisions

(Created page with "{{hazard|hazardname=Rough Waters (CL 3)|hazardbook=Unknown Regions|hazardpage=104|hazardflavor=The wind whips across the water, causing whitecaps and tumultuous conditions.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.|hazardattack=+5 vs. Fortitude Defense|hazarddamage=2d8+2 (''Miss:'' Half damage).|hazardrecurrence=On tr...")
 
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{{hazard|hazardname=Rough Waters (CL 3)|hazardbook=Unknown Regions|hazardpage=104|hazardflavor=The wind whips across the water, causing whitecaps and tumultuous conditions.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.|hazardattack=+5 vs. [[Fortitude Defense]]|hazarddamage=2d8+2 (''Miss:'' Half damage).|hazardrecurrence=On trigger.|hazardskill1='''[[Knowledge#Physical_Sciences|Knowledge [physical sciences]]] (DC 14):''' The character identifies the presence of rough waters and recognizes the hazard’s effects on swimming creatures and aquatic vehicles.|hazardskill2='''[[Pilot]] DC 14):''' The pilot of an aquatic vehicle affected by rough waters can make a Pilot check as a [[reaction]] to avoid the rough waters.|hazardskill3='''[[Swim]] (DC 14):''' The character can make a Swim check as a reaction to avoid the effects of the rough waters.}}
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-->{{hazard|hazardname=Rough Waters (CL 3)|hazardbook=Unknown Regions|hazardpage=104|hazardflavor=The wind whips across the water, causing whitecaps and tumultuous conditions.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.|hazardattack=&#43;5 vs. [[Fortitude&nbsp;Defense]]|hazarddamage=2d8&#43;2 (''Miss&colon;'' Half damage).|hazardrecurrence=On trigger.|hazardskill1='''[[Knowledge#Physical_Sciences|Knowledge&nbsp;&#91;physical&nbsp;sciences&#93;]] (DC 14)&colon;''' The character identifies the presence of rough waters and recognizes the hazard&rsquo;s effects on swimming creatures and aquatic vehicles.|hazardskill2='''[[Pilot]] DC 14)&colon;''' The pilot of an aquatic vehicle affected by rough waters can make a Pilot check as a [[reaction]] to avoid the rough waters.|hazardskill3='''[[Swim]] (DC 14)&colon;''' The character can make a Swim check as a reaction to avoid the effects of the rough waters.}}<!--
 
 
 
 
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Latest revision as of 22:41, 26 October 2025

Rough Waters (CL 3)

     Saga Edition Core Rulebook, page 3 (table of contents).

The wind whips across the water, causing whitecaps and tumultuous conditions.

Type: Natural

Trigger: A creature begins its turn swimming in the area of the hazard, or the pilot of an aquatic vehicle starts his or her turn in the area of the hazard.

Attack: +5 vs. Fortitude Defense

Damage/Effect: 2d8+2 (Miss: Half damage).

Recurrence: On trigger.

Skills:
Knowledge [physical sciences] (DC 14): The character identifies the presence of rough waters and recognizes the hazard’s effects on swimming creatures and aquatic vehicles.
Pilot DC 14): The pilot of an aquatic vehicle affected by rough waters can make a Pilot check as a reaction to avoid the rough waters.
Swim (DC 14): The character can make a Swim check as a reaction to avoid the effects of the rough waters.