TEXT: Gregorius21778:
  Weather for the dry badlands of
  the post-apocalypse
  Version 1.1-MFC; 2016
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog
  My other releases
  Cover artwork:
  Some artwork copyright John Buckley, used with permission 
  Page artwork:
  Misfit Studios(c) 2007 by Steve Trustrum, used with permission. 
  All rights reserved.
  „Mutant Future(tm) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(tm) and 
  Mutants & Mazes(tm) are trademarks of Daniel Proctor. These trademarks are used under the 
  Mutant Future(tm) Trademark License 1.1 
  Got no copy of Mutant Future(tm)? Get it for free!
  Looking for more post-apocalyptic add-ons? I´ve got you covered! 
  100 names for androids and other artificial beings
  100 names of post-apocalyptic tribes
  99 names for roadwarrior vehicles
  Looks & Details of post-apocalyptic marauders
  Loot tables for stuff inside of post-apocalyptic battlecars
  Looks & Loot of degenerated underground dwellers
  Special License Grant:
  By buying this product the owner is granted the non-transferable, non-exclusive, non-sublicensable
  right to use the text, tables, ideas and concepts presented in this product (NOT the artwork!) in
  his or her own publications as long as the following terms are met:
  1) credit is given:  [Some ideas and concepts taken from “Gregorius21778: Weather for the 
  dry badlands of the post-apocalypse”; used with permission.] 
  2) the publication is non-commercial
  3) the publication is more than just a reproduction of this product.
  Do not hesitate to contact me if you have any questions regarding the license: 
  gregorius21778@fantasymail.de  (answers might take a while, please be patient).
  
  Post-Apocalypse. The world has gone south, and the weather has not changed for the better
  either. This supplement provides a number of different weather conditions that were written to
  fit dry badlands in a post-apocalyptic setting. So, break out the dice and create your own
  forecast for your player group. 
  How to create your own weather zone
  Below you will find seven types of weather, each with a brief description and some rules. You can either
  choose the weather condition you like the most or use a random table (see above) that is based on a d20.
  As already mentioned, all of them have been tailored for a type of terrain best described as “dry
  badlands”. It does not need to be a desert, but both vegetation and water should be scarce.  
  If you wish to randomize when the weather is going to change, use the following method: first, determine
  if the current weather is going to last longer or only briefly. My suggestions is that dry thunderstorms,
  sandstorms  and  heavy  rain  last  only  briefly  while  all  other  weather  types  last  longer.  
  Any weather that lasts only briefly will be gone after 1d3 hours (1d6 /2). On a natural result of “1” it will
  be over in less than an hour. Any kind of weather that lasts longer will stay the same for 2d6 hours, while
  a result of “doubles” means that the weather will stay that way for the rest of the day.  Et violá, a
  regional weather system!
  But perhaps, you have different things in mind. Maybe sandstorms are much more common in your setting
  or there is no rain at all. Perhaps you have no need for a light cloud cover as the sky is always black in
  your game world. No problem! A “blank” table is provided as well, enter your own numbers and feel free to
  leave some results out altogether. But keep in mind that every “point” on a d20 is equal to a 5% chance).
  Furthermore, you can always add special rules. For example, I would suggest that heavy rain never
  happens more than once a month. Thereby all further results in the same “game month” would be re-
  rolled. You could rule that  windless heat  is always followed by a  dry thunderstorm.  Or, if the
  weather in your game world has completely gone nuts, that it changes every 1d3 hours. Take the
  entries and methods mentioned in this supplement as set of toys. TOY WITH THEM!
  If a character wants to predict the weather the ML should have the player roll a d6. On a result of
  5 or 6 the character is able to determine the weather for the next three hours. 
  #d20
  Weather
  #d20
  Weather
  01 - 05
  A light breeze
  A light breeze
  06 - 09
  Windless heat
  Windless heat
  11 - 12
  Light cloud cover
  Light cloud cover
  13 - 15
  High winds
  High winds
  16 - 17
  Dry thunderstorm
  Dry Thunderstorm
  18 - 19
  Sandstorm
  Sandstorm
  20
  Heavy rain
  Heavy rain
  
  A light  breeze is  both  one  of  the  most  common  and  one  of  the  few  desirable  weather
  conditions the post-apocalyptic badland has to offer. While the overall temperatures are high
  and the time around noon will still be much to hot for any kind of physical activity the wind that
  comes up now and then helps to fend of the worst effects of the heat. “It could be worse” is
  the catch phrase here. 
  Mutant Future rules: As this is considered to be the standard condition, no special rules come into
  play here. If the ML would like to play up the heat, a Saving Throw vs. Death can be called for
  whenever a character was involved in a strenuous activity. On a failure the character will suffer a -1
  penalty to all further Ability Tests as well as on all rolls for damage and to force doors open. This
  penalty is cumulative but can be negated by rest (at last one hour).  The ML might wish to increase
  the time that the characters take to cross a hex in the wilds by 10%
  Windless heat is the other most common weather condition, and the characters will hate and
  dread it. With no wind at all the heat built ups quickly. Any kind of activity will be exhausting
  and due to the glimmering air it becomes harder to spot things while they are still far away. Far
  away is the good distance, the distance that allows the watchful survivor to survive just a little
  longer by picking the encounters instead of being picked by them. 
  Mutant Future rules: The ML should call for an Saving Throw vs. Death as soon as the characters
  do anything. Any character that fails it should receive the same penalties as mentioned above. If a
  character actually engages in any strenuous activity another Saving Throw is called for. The time
  that the characters take to travel across a hex should be increased by 20% and the distance at
  which the characters will encounter a monster in the wild should not be higher than 200 yards (see
  p.44 of the MF core rules). Last but not least the characters might be forced to increase their
  water intake by 10% to 20% if this weather conditions lasts the better part of the day (and if the
  game involves any such book keeping). 
  Light cloud cover is a weather condition welcome to everyone traversing the dry badlands. With
  the merciless sun blocked most of the time travel becomes much easier and the need for water
  is reduced a little bit. This might not sound like much of an advantage, but in situation where
  water needs to be rationed already it becomes a blessing. 
  Mutant Future rules: The characters might be allowed decreased their water intake by 10% if this
  weather conditions lasted the better part of the day (and if the game involves any such book
  keeping). 
  
  High winds are a common occurrence in a landscape that is void of trees or other natural wind
  barriers. While strong winds alone are enough to slow travel and to hamper attempts to set up a
  camp for the night, more often than not the wind will carry sand or dust.  Sand and dust are
  painful to the unprotected eye, reduce sight and threaten to clock filters of personal gear like
  gas masks and those of machinery like combustion engines. 
  Mutant Future rules: The time that the characters take to travel across a hex should be increased
  by up to 10% and the distance at which they encounter a monster in the wild should be determined
  with 3d6 instead of 4d6 (see p.44 of the MF core rules). If the optional rules for Technology
  Condition (p.42 of the MF core rules) are used, a Functional-Roll for each item with a filter should
  be called for (unless it is not exposed to the elements). On an failure, the Condition Grade of the
  item drops by one. 
  A dry thunderstorm brings both thunder and lighting but no drop of rain will touch the surface.
  It is wise to seek shelter quickly as there is a real risk to get struck by a lightning if one is still
  out in the open when it begins. But lighting strikes are not the only imminent danger, as dry
  thunderstorms often cause fires (if any vegetation is left to be set ablaze). A patch of savanna
  can quickly turn into a field of fire.  
  Mutant Future rules: If the characters are surprised by a dry thunder storm (if in doubt the ML;
  rolls a d6 . On a result of 1 or 2, they are) and cannot find shelter quickly each character has 5%
  chance of suffering a lightning strike. Those who get hit need to pass a Saving Throw vs Death. If
  the saving throw is passed the character will suffers 4d8 points of damage, if it is failed the
  character will die instantly. As long as there is enough vegetation to support a fire, there is a 10%
  chance for one to break out nearby during or after a dry thunderstorm. 
  An actual sandstorm will force everyone into hiding. It is impossible to march on, direction is
  lost instantly and the wind literally tears at the traveller while the sand (or loose, dry earth)
  will be painful, especially if the eyes, nose and mouth are unprotected against the elements.
  Driving a car through a storm is most unwise as well as the wind will carry so much sand and dirt
  that the filters cannot deal with it and the engine ends up damaged. All one can do is to seek
  shelter and wait till the storm is over. 
  Mutant Future rules: If the characters are surprised by a sandstorm (if in doubt the ML rolls a
  d6 . On a result of 1, they are) they better find something that shields them against the storm.
  Those who don´t will suffer 2d6 points of damage (half of it if a  Saving Throw vs. Death is
  passed). The damage is from inhaled sand, the tearing wind and the risk of getting buried or knocked
  over. If the  optional rules for Technology Condition  (p.42  of the  MF core  rules) are used,  a
  Functional-Roll for each item with a filter should be called for (unless it is not exposed to the
  elements). On an failure, the item stops to function. 
  
  Heavy rain might at first sound like a gift from heaven itself, but the truth is that the time of
  heavenly gifts is no more. The dried-out earth is incapable of dealing with the sudden and
  massive downpour of water, and as vegetation is sparse there are no roots to hold the ground in
  place.  This  results  in  landslides  and  flash  floods,  especially  in  old  city  ruins  where  the
  canalization is now largely blocked by debris. Out in the wasteland wide plains and dirt-roads
  suddenly  turn  into  deep  quagmire, and  right  after  the  rainfall  insect  populations  explode
  overnight. The only good thing about heavy rain is that it will be easy to find water during the
  next days ...unless of course the rain was acidic, radioactive or otherwise contaminated. Even
  rain that is simply black from grime or ashes means trouble as it carries the dirt through every
  opening, which may spoil food or ruin delicate equipment. 
  Mutant Future rules: Most of the consequences of heavy rain (see above) are story related, it is up
  the ML to incorporate them into the game. Roll a d6 to determine the type and effect of the
  contamination (if any!)
  1-3:
  No contamination (to speak of...)
  4:
  Acidic rain is usually not aggressive enough to eat away the skin, but it is caustic and harmful. 
  All characters that were exposed to it for a longer period of time must pass a Saving Throw  
  vs. Death. If the Saving Throw is failed a character will suffer 1d4 points of damage. 
  5:
  Radioactive rain or poisonous rain are possibly the result of war or pollution: 
  Roll a d6 to determine which type it is (odd: radioactivity / even: poisonous). Determine the 
  Strength/Type of the radioactivity/poison by 1d3 and call for a matching Saving Throw. 
  6:
  Black rain is a result of heavy air pollution by particles like grime, ashes or (other) industrial 
  exhausts: roll a d6 for each food ration (one day worth of food) a character carries through 
  the rain (unless it is inside of waterproof packaging). On a result of 6 the ration becomes so 
  bitter that it is  inedible.  Any  character  that  would  try  will  vomit  the  food  up  again  
  immediately. If the optional rules for Technology Condition (p.42 of the MF core rules) are 
  used, a Functional-Roll for each item with a filter should be called for (unless it is not exposed 
  to the elements) On an failure, the Condition Grade of the item drops by one. 
  
  #
  Weather
  Duration
  Special rules
  A light breeze
  Windless heat
  Light cloud cover
  High winds
  Dry Thunderstorm
  Sandstorm
  Heavy rain
  
  DESIGNATION OF PRODUCT IDENTITY:  The product identity of 
  Gregorius21778 includes (but is not limited to) : The artist names 
  “Gregoriu21778”, the product layout, its presentation and wording. With 
  the exceptions of game mechanics, methods, procedures, processes and 
  routines designated as Open Game Content by (or Product Identity of) 
  Wizards of the Coast(tm), Goblinoid Games(tm) and Lamentations of the 
  Flame Princess(tm) all improvement over prior art and all names and 
  details of new monsters, spells, magic items and characters are Product 
  Identity of Gregorius21778. All product names and line names, logos, 
  identifying marks, trade dress, artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements,dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
  themes and graphic, photographic and other visual or audio 
  representations, names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities, places, locations, environments, creatures, equipment, magical or
  supernatural abilities or effects, logos, symbols or graphic designs, and any
  other trademarks or registered trademark, writing, layout, presentation, 
  characterization, setting, compilation, summary, reformatting, or other 
  content is designated Product Identity of Gregorius21778, with the express
  exception of terms or content designated as Open Game Content by, or 
  Product Identity of, Wizards of the Coast(tm); Goblinoid Games(tm) or 
  Lamentations of the Flame Princess(tm), licensed artwork, or unaltered 
  artwork and texts from the public domain.
  NO CHALLENGE TO COPYRIGHT: Gregorius21778 makes no claim of 
  ownership to Mutant Future(tm); Labyrinth Lord(tm); Lamentations of the 
  Flame Princess(tm) or other Product Identity of Goblinoid Games(tm), 
  Wizards of the Coast(tm), Lamentations of the Flame Princess(tm) or OPEN 
  GAME CONTENT. No challenge of copyright is intended.
  DESIGNATION OF OPEN GAME CONTENT: to the extent, and only to the 
  extent, required by Open Game License Version 1.0a (Copyright 2000 
  Wizards of the Coast, Inc.) and the Labyrinth Lord(tm) Trademark License 
  1.1 and the Mutant Future(tm) Trademark License 1.1, content not 
  designated as Porduct Identity above is considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; 
  (f) "Trademark" means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated
  products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) "You" or "Your" means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and
  You must add the title, the copyright date, and the copyright holder's 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in
  another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/Weather for the Dry Badlands of the Post-Apocalypse (MuFut).pdf