Other combat conditions
Darkness penalties
If the battlefield is not sufficiently lit, the characters get penalties according to the following table:
Darkness penalties
Light Penalty
dim (moonlight) - 2
poor (night) - 5
complete darkness - 10
The same applies to invisible enemies - the less visible they are, the greater the defender's penalty - a fight with a completely invisible opponent is the same as a fight in complete darkness.
Fighting in water
In water you can fight only with close weapons, shoot crossbows or throw large throwing weapons (harpoon, spear, javelin). Of close weapons, flails, two hand flails, war scythes and whips are unusable. Characters cannot use poison-coated weapons (the water washes the poison off) or fire weapons and spells.
Fighting in water
Depth Penalty
partly - 2
fully - 5
great depth - 10
Soggy ground
On soggy ground everyone has a penalty to movement, and heavier characters sink into the mud (penalty to defense). The GM sets the amount of the penalty.
Ice, slippery floor
On ice (grease) characters roll against falling with every attack and defense:
Success roll
Dex + 2d6 / 8 + 2d6
A character can try to fight more carefully - for each point of penalty to hit and defense it gets a +1 bonus against falling.
Movement on ice is almost impossible (movement drops by 10 or more); otherwise the character rolls against falling with every step.