12-29-2019, 09:22 AM | #41 | |
Join Date: Aug 2007
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Re: GURPS Disasters: Hurricane
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Also, while compromised wood will go first, even large branches can break off with no visible weakening. Even with no visible signs when examined after falling. <shrug>"Don't plant trees that are only adapted to strong thunderstorms in a hurricane area" seems a simple rule but it isn't folowed always..
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Fred Brackin |
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01-05-2020, 09:10 PM | #42 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Disasters: Hurricane
I just read it, ill write my review later but wanted to say good book.
I like the Search and Rescue skill once you read it. There is a lot here more than just the hurricane that can be adapted to other situations. The limit of 1 inch absorption rate gives me something to add to my weather magic games.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
01-19-2020, 09:28 PM | #43 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Disasters: Hurricane
Forgot to do my review!!
Addressed that this evening, also added to the Wiki. https://refplace.blogspot.com/2020/0...urricanes.html
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
01-20-2020, 10:12 AM | #44 | |
Join Date: Apr 2005
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Re: GURPS Disasters: Hurricane
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If you're planning for it, you can cope with steady 20 mph winds with no problem, but even then it tends to blow tools, clothing, and equipment around. Accuracy of low tech or hurled missile weapons is definitely impaired. Accuracy of larger and lighter melee weapons can also be slightly impacted (e.g., things like capes, nets, or broad-bladed polearms). Anything involving climbing or outdoor survival gets way more dangerous in high wind conditions. On the road at highway speeds, crosswinds or headwinds can certainly mess with a driver's ability to control a light and/or high profile vehicle, especially if you drive from a "wind shadowed" area into an unsheltered area. At higher speeds things become even more dangerous. Pilots of light planes have to exert extra care to compensate for even relatively low-speed winds at ground level when landing or taking off. Crosswinds and tailwinds are potentially very dangerous under such conditions. Even commercial jets can be grounded by tailwinds of just 10-15 knots (11-18 mph) if they can't turn around to take off into the wind. Then there's the problem that wind speeds aren't steady. If you're getting an average of 18 mph winds, you're more likely to be getting gusts which can vary significantly from the baseline. Wind direction might also randomly change. That seriously messes up any activity which requires you to compensate for wind effects. So, yeah, under combat or crisis conditions, a -1 penalty to DX or DX-based skills seems right on the mark. |
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01-20-2020, 10:20 AM | #45 | |
Join Date: Apr 2005
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Re: GURPS Disasters: Hurricane
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And, most people, even many alleged landscape professionals, know bupkis about trees. Non-native trees get imported to unsuitable regions because they're cheap and because that's what ignorant people demand. Even worse, people plant trees too close to buildings because of property lines and ignorance as to how huge some mature trees can get. That sets up the potential for tragedy when a tree that's survived for 100 years finally meets a full-blown storm and crushes someone's bedroom. |
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01-20-2020, 10:27 AM | #46 | ||
Join Date: Apr 2005
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Re: GURPS Disasters: Hurricane
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It certainly would be appropriate for animals with wide, low stances and birds adapted to "ride" storm fronts. |
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01-21-2020, 10:09 AM | #47 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
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Re: GURPS Disasters: Hurricane
I've been vaguely looking for rules about wind effects to airborne creatures.
GURPS Magic, for example, has several wind spells, but most of them explain the consequences for land-walking creatures. Does this supplement go into any details about wind force and airborne navigation during extreme atmospheric events? |
01-21-2020, 10:20 AM | #48 | |
Join Date: Jul 2008
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Re: GURPS Disasters: Hurricane
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Airborne navigation is virtually impossible even in good conditinons without reference to external navigational indicators. Visible landmarks or astronomical features, or radio beacons, or terrain-mapping radar...you're not going to get anywhere (that you intend to) trying to just use your measurable airspeed to figure out where you're going.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-21-2020, 11:14 AM | #49 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Disasters: Hurricane
Pure wind effects at 18 mph are only a few pounds on a human-sized object, which won't really affect movement unless it's a surprise. It will cause rain to fall at fairly high angles and might cause cheap umbrellas to fail. If it's raining, you might get penalties.
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01-21-2020, 12:13 PM | #50 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Disasters: Hurricane
Quote:
As for wind effects on flying creatures it does talk about wind effects in relation to aircraft but points out the issues are really in taking off and landing or close to the ground.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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