English edition v1.3.3

#Spirit Realm Weather Hazards — The Skies of the Five Hells

Contents

Core reference: Zone Gimmick Catalog (區域仕掛圖鑑)

The Spirit Realm has skies. Each hell has a different sky. A sky where ash falls, a sky where black hail falls, a sky where boiling steam rises. PCs make checks under these skies. Weather is not background. It is a modifier.

#1. Weather Structure

Each hell direction has its own weather system. Weather is rolled with d10. Do not roll every round; roll once when the depth step changes or when the scene shifts.

A weather roll determines the following four things.

  1. Visual conditions — how far can be seen
  2. Auditory conditions — what can be heard
  3. Check modifier — how it affects all checks
  4. Exposure modifier — how it affects Spirit Realm Exposure increase(03-02)

For each hell's weather table, roll d10 and find the 1~10 result. Weather with the same modifiers may be shared across multiple hells, but sensory description is unique to each hell.

#2. North · Reviving Weather Table

The Reviving sky has an edge. Iron-colored clouds. Instead of stars, blade-like rays of light appear here and there. Wind blows with the sound of passing over a blade.

d10WeatherSensationCheck ModifierExposure Modifier
1Still Silver(靜銀)silver stillnessnonenone
2Dewfine dew gathersnonenone
3Iron Windwind that cuts thinly across the skinphysical -1none
4Overcastiron-colored cloudsvisibility checks +1none
5Blade-Lightone sharp beam of lightmental -1none
6Needle Rainfine rain falls like needlesphysical -1, concentration -1+1
7Scar Windmarks where wounds form in the windphysical -2+1
8Falling Blade(落刀)rarely, one blade falls from the airEvasion Target Number 11; on failure, physical harm+1
9Rainbow of Revivalwounds heal on their own and open againhealing effects reversed+2
10Crimson Kites(紅鳶)red kites fill the skyall checks -2, hallucinations triggered+2

Common theme of Reviving weather: the repetition of "healing, then opening." The sensation that a wound seems to close for a moment and then opens again permeates the entire weather system.

#Reviving Weather Operation Tips

When Crimson Kites(10) appears, the GM describes the whole space turning red. Hundreds of red kites covering the sky becomes one of the most striking scenes in the middle steps of Reviving. This weather appears only at depth 3 or deeper; if 10 is rolled at depth 0~2, adjust it to 9.

#3. Northeast · Black Rope Weather Table

The Black Rope sky is divided by thick lines. Actual black cords hang in the air. They cut through clouds, cut through light, and at times cut through the PCs' vision.

d10WeatherSensationCheck ModifierExposure Modifier
1Pine-Resin Windwind soaked with the smell of pine resinnonenone
2Hemp Hueyellow-brown atmospherenonenone
3Binding Rainrain falling like cordsmovement -1none
4Binding Fogfog that grabs anklesmovement rounds +1+1
5Vertical Linesvertical black cords in the airvisibility -1, Evasion -1+1
6Knot Cloudsclouds fixed in knot shapesmental -1+1
7Noose Windwind with the feeling of a cord around the necktriggers Mental Save, Target Number 10+1
8Black Rope(黑索)a black rope hanging somewhere in the airevent trigger when discovered+1
9Bound Starsstars connected by linesall checks -1+2
10Self-Binding(自結)the feeling that one's body is bound to itselfphysical -2, action restriction for 1 round+2

Black Rope's theme: "being bound by oneself." The sensation of a PC tying their own hands with their own hands is the essence of this hell.

#Black Rope Weather Operation Tips

Noose Wind(7) may focus on only one PC. The GM may ask the players "which PC's neck tightens," or choose the character with the strongest emotional entanglement. On a failed Mental Save, that PC's actions slow for 1 round.

#4. East · Screaming Weather Table

The Screaming sky is always clouded with steam. The upper sky cannot be seen. Sound is wet. The air clings to the skin.

d10WeatherSensationCheck ModifierExposure Modifier
1Thin Steamthin vapornonenone
2Lukewarm Heattepid airnonenone
3Dense Steamvision narrowsvisibility -1none
4Boiling Roadthe ground underfoot is hotphysical -1, movement -1+1
5Hot-Droplet Rainhot water dropletsphysical -1+1
6Distant Shout(氣喊)shouting heard from far awaymental -1+1
7Rising Waterhot water up to the anklesmovement rounds +1, physical -1+1
8Screaming Windthe wind speaksmental -2, Mental Save, Target Number 10+2
9Boilingwater begins to boilphysical -2+2
10Gate of Great Screamingscreams fill the skyall checks -2, uncheckable segment occurs+2

Screaming's theme: "heat that never cools." Once something begins to boil here, it boils forever.

#Screaming Weather Operation Tips

Do not imitate actual screaming when describing Screaming Wind(8). Instead, use an abstract statement: "the wind speaks like a sentence." Leave what the PC heard to each player's imagination. That interpretive gap increases the density of fear.

#5. South · Scorching Heat Weather Table

The Scorching Heat sky is covered with ash. There is no sun; all light comes from ash. A gray noon, neither bright nor dark.

d10WeatherSensationCheck ModifierExposure Modifier
1Drifting Ashash drifts lightlynonenone
2Dry Airextremely dryphysical -0, thirst +1none
3Ash Rainash falls like rainvisibility -1+1
4Black Hailblack lumps fallphysical -1, Evasion Target Number 10+1
5Charcoal Ash(炭灰)ash mixed with charcoal piecesPhysique check, Target Number 10+1
6Heat Pillarhot pillars in the airphysical -1, detour required+1
7Sparks(火花)fragments of flame driftburn risk+1
8Black Skythe whole sky turns blackmental -1, directional disorientation+2
9Ash Stormash surges violentlyall checks -1, visibility 0+2
10Great Shadow(太陰)all light disappearsno checks possible, Exposure +2 fixed+3

Scorching Heat's theme: "nothing remains except ash." Not annihilation, but reversion: everything becomes ash.

#Scorching Heat Weather Operation Tips

Black Hail(4) varies in size. The GM describes hail size through sensation: "small black lumps," "fist-sized black lumps," "head-sized black lumps." Evasion Target Number ranges from 10 to 14 depending on size.

Great Shadow(10) appears extremely rarely, and is best placed near a scenario climax. In this state, PCs see nothing, and the GM leads the scene only through sensory description.

#6. West · Avici Weather Table

Avici has no sky. More precisely, it has one, but PCs cannot see it. When they look up, they see a uniform gray surface. No clouds, no stars, no sun.

d10WeatherSensationCheck ModifierExposure Modifier
1Windlessno windnone+1
2Uniform Grayuniform graymental -1+1
3Slow Airthe air moves slowlymovement rounds +1+1
4Time Hazeloss of time sensechecks impossible (time-related)+2
5Soundlesshearing cut offall auditory checks impossible+2
6Endless Plainhorizon never endsmental -2+2
7Vanishing Shadowone's own shadow is goneMental Save, Target Number 11+2
8Repeating Scenerythe same scenery repeatsdirectional disorientation+2
9Infinite Whisperwhispers that cannot be heardmental -2, hallucinations triggered+3
10Nothingness(無)all sensation briefly disappearsno checks possible (1 round)+3

Avici's theme: "no end." The gradual disappearance of sensation is Avici's weather.

#Avici Weather Operation Tips

Avici's baseline Exposure modifier is always +1 or higher. This contrasts with d10=1 in other hells, which means "no modifier." Staying in Avici itself slowly stains the PCs.

When Nothingness(10) appears, the GM remains silent for 1 minute. An actual 1 minute. This silence is Avici's strongest staging tool. The players are unsettled, and that uncertainty is the experience of Avici.

#7. Common Hazards — Apply to All Directions

Separate from the five hells' unique weather, there are common hazards that cover the entire Spirit Realm. Roll d100 once per session to determine whether they occur.

#Spiritual Storm (occurs: d100 01~05)

A massive current that shakes the barrier dome. It affects all zones and depths. Duration: 1~3 rounds.

EffectModifier
Barrier Target Number+4
Movement rounds+2
Exposure modifier+3
Incense burn rate3 times

The chance of a spiritual storm is 2 times higher during high tide(d100 01~10). During a great tide period, it is 3 times higher. In a long campaign, spiritual storms are a standard event placed at a season finale.

#Rain of Ash (occurs: d100 06~15)

A rare weather in which ash falls even outside Scorching Heat. For 1 round, weather in every direction receives the "Drifting Ash" effect. Exposure modifier +1.

#Black Hail (occurs: d100 16~20)

A phenomenon in which black hail falls even outside Scorching Heat. Apply the same effect as the "Black Hail" entry in the Scorching Heat weather table to every direction.

#Auditory-Hallucination Fog (occurs: d100 21~35)

The most common common hazard. In the fog, PCs hear sounds that do not exist. Duration: d10 rounds.

Effects:

  • Hallucinated sound is mixed into all auditory checks (false information at GM discretion)
  • Mental Save, Target Number 10 (once)
  • Exposure modifier +1
  • No barrier check modifier

The GM improvises the content of the hallucination. Convention: the voice of the dead, the voice of a distant ally, or the PC's own voice. Choose from these three.

#Vortex Current (occurs: d100 36~45)

Energy swirls at one point in the Spirit Realm. Diameter about 10m. A character who enters gains Exposure +1 every 1 round, and all checks -1. It is not visible from outside.

If a PC wanders into it by chance, roll d10; on 5 or less, they can escape by themselves. On 6 or higher, incense or ally help is required.

#Windless Stagnation (occurs: d100 46~55)

The wind stops completely. For 5~10 rounds, incense smoke is fixed in the air. Direction-sensing checks are impossible in this state. PCs do not know which direction they are in.

This stagnation often occurs during deep low tide(chance 2 times higher).

#Rain of Stars (occurs: d100 56~60)

A rare and beautiful hazard. Fragments of pale light fall from the sky. Lasts for 1 round.

Effects:

  • Exposure modifier -2 (the only reduction effect)
  • Barrier Target Number -1
  • Mental Save, Target Number 10 (paradoxically, excessive beauty is frightening)

Rain of Stars is called a "gap in hell" event. It appears rarely, but a PC who encounters it never forgets the scene.

#Remainder (61~100)

Only normal weather operates. No common hazard.

#8. Relationship Between Weather and Depth

Weather tables are adjusted by depth. Extreme weather does not appear at shallow depths, and calm weather is rare at deep depths.

#Adjustments by Depth

Depthd10 Adjustment
0-2 (minimum result 1)
1-1
2baseline
3+1
4+2
5+3 (result expands up to 13, 10 or higher uses 10 effect)

At the Gate(門) of depth 0, the weather table is effectively limited to the 1~8 range. At the Heart(心) of depth 5, 4~10 is the baseline, and extreme weather from 5~10 constantly dominates.

#9. Flow of Weather Checks

#Roll Timing

The GM rolls d10 when one of the following occurs.

  1. PCs enter a new depth step
  2. Scene transition (a skip such as "the next morning" during the session)
  3. Staying 3 rounds or more in one depth step
  4. Immediately after a common hazard occurs

#Weather Duration

Normal weather lasts until the scene ends. Extreme weather(9~10) may shift to another weather after 1~3 rounds. The GM judges as appropriate.

#Order of Weather Description

When declaring weather, the GM is advised to use this order.

  1. Sensory description first (sight, sound, smell, touch)
  2. Then numerical effects (check modifiers, Exposure)
  3. Last, ask for PC reactions

Sensation should stand before rules.

#10. PC Weather Responses

#Role of Incense

Lighting incense reduces some weather effects.

EffectReduction
Exposure modifier-1 (always)
Visibility -1 weathercanceled
Auditory check obstaclecanceled
Extreme weather(9~10)apply half the modifier

The burn time of one stick of incense is 1 round. Therefore, staying for a long time at a depth with bad weather requires an incense reserve.

#Protective Gear

Protective gear corresponding to a specific hell may exist in the campaign. The "Iron Robe(鐵袍)" for Reviving cancels physical check modifiers. Introduce it into a long campaign at GM discretion.

#Evasion and Escape

Immediately after extreme weather is rolled, PCs may attempt a "fall back" check. On a successful Evasion check, Target Number 10, they avoid the weather effect for 1 round. On a failure, it applies normally.

#Staging Tips

#Scent — Before the Weather Roll

Just before rolling d10, the GM describes the incense. The incense smoke shows signs of the weather. If the smoke shoots upward, violent weather; if it flows slowly, calm weather. This description is possible even before the GM knows the roll result; its purpose is to build player tension.

#Law — Weather Application Order

Remember these four steps: weather table roll → depth adjustment → incense and protection effects → final modifier declaration. If depth adjustment is skipped in particular, extreme weather will appear too often at low depths and overload the session.

#Staging Tip — Weather Change

When weather changes within one scene, the GM announces the transition with one sentence: "the wind changes." Briefly describe the sensation of the new weather, then declare the modifier. The sudden change itself can become drama.

#Staging Tip — Value of Weak Weather

Even when d10 rolls 1~3 and the modifier is "none," the GM does not skip sensory description. Do not say "nothing happens"; say "today, the Reviving sky is silver." Explicitly describing calm preserves the hell's overall sensory texture.

#Connection — Resonance With Tides

The combination of high tide + extreme weather creates the session's peak. Conversely, low tide + calm weather becomes a deliberate breathing space. The GM places these two states as rhythm.

#11. Weather Combinations — Overlapping Hazards

When two or more weather phenomena occur at once, the GM applies overlap rules.

#Hell Weather + Common Hazard

The most common overlap. A common hazard is layered onto the result of a hell weather roll. In this case, apply the following.

  • Add all modifiers from each effect (cap -5)
  • For Exposure modifier, apply the larger value
  • If the check modifier exceeds -4, that check automatically fails

Example: Scorching Heat depth 3, "Black Hail"(hell) + "Spiritual Storm"(common) occur at the same time.

  • physical -1 (hell) + check -4 component (common storm +2 downward modifier) = total -5
  • automatic check failure state; PCs can only endure this segment.

#Hell Weather + Hell Weather (Boundary)

At a direction boundary, the weather of two hells may operate at the same time. In this case, apply only the more unfavorable effect. This is not stacking, but "merging": two hells become one strange weather.

The GM gives this merged weather an improvised name. Examples: "iron-hemp rain" for the Reviving + Black Rope boundary, or "boiling ash" for Screaming + Scorching Heat.

#High Tide + Common Hazard + Hell Weather

Triple overlap should occur only at the campaign climax. This state becomes the central event of that session.

Rules:

  • Apply all modifiers (cap -6)
  • Exposure modifier automatically +3
  • Barrier checks impossible
  • PCs need an "endure" check (combined mental + physical) Target Number 13
  • On failure, Exposure immediately +2, possible unconsciousness

Triple overlap is the peak of drama. The lives of the PCs may be decided here.

#12. Weather Reversal — Rare Beneficial Weather

Weather is generally unfavorable to PCs, but rarely it can create beneficial effects. "Rain of Stars" above is one example. The following are other beneficial weathers.

#Prayer Fog (occurs: d100 61~63)

In normal time slots, 61~100 means no event, but under certain conditions this range is redefined as "Prayer Fog."

Trigger Condition: A major rite is underway inside the domain. Fog flows across the barrier into the Spirit Realm.

Effects:

  • Exposure modifier -2
  • Movement rounds -1
  • Barrier Target Number -1

This fog is a rare state of harmony between the domain and the Spirit Realm. When PCs meet this fog, they feel that "the domain is still alive."

#Clear Moonlight (occurs: full moon + low tide)

A special time slot when the full moon and low tide overlap. Moonlight shines through the Spirit Realm with unusual clarity.

Effects:

  • Visibility checks +1
  • Exposure modifier -1
  • Target Number for Direction-sensing checks -2

Clear Moonlight is called the "golden hour" of Spirit Realm exploration. Skilled explorers know and use this time.

#First Frost (specific day of a specific month)

The first frost-falling night as autumn turns to winter. Thin frost settles across the entire Spirit Realm.

Effects:

  • Movement rounds -1 (all hells, temporary)
  • Weather roll modifier -1 (softening)
  • Exposure modifier -1

The night of First Frost comes only 1 day per year. Record it on the campaign calendar, and the GM can use this day for a special scenario.

#13. PC Weather Use — Turning It Back

#Using Weather as a Weapon

Some advanced PCs can use certain weather to oppose yoma.

  • "Falling Blade" during Reviving weather harms both PCs and yoma. If a yoma is weakened, it can become a decisive blow.
  • Scorching Heat's "Heat Pillar" can be used as a weak-point attack against certain yoma(ice types).
  • Screaming's "Boiling Road" is an obstacle that blocks land-moving yoma.

The GM allows such turnabouts as creative PC checks. The Target Number is 10~14 depending on the situation.

#Using Weather as an Escape Tool

Unfavorable weather can also be used as an escape tool. In "Auditory-Hallucination Fog," pursuers have trouble finding the PCs. A tactic where PCs deliberately enter the fog to block visibility. Target Number for Tracking checks +3.

During a "dense shadow" event, energy gathers, and PCs may receive -2 to Barrier Target Number itself by using the shade of the shadow.

#Weather and Rites

Some rites have a higher success rate only during specific weather. For example, during "Rainbow of Revival"(Reviving d10=9), a bodily recovery rite has double effect by turning the reversal effect back around. The GM places these cases individually in the scenario.

#14. Long-Term Observation — Learning Weather Patterns

In a long campaign, accumulated weather observations by the PC party become a campaign resource.

#Observation Records

If players record weather roll results during the session (with GM permission), the following become possible.

  • Understanding the frequency patterns of a specific hell's weather
  • Sensory learning of the correlation between tides and weather
  • Inferring occurrence conditions for rare weather, such as Rain of Stars

A party that accumulates 10 or more observation records may gain the title "Spirit Realm Appraiser(鑑定家)" (GM discretion). This title grants the ability to reroll once when rolling weather (1 time per session).

#Limits of Observation

Spirit Realm weather never becomes fully patterned. No matter how much is observed, extremes such as spiritual storms or Nothingness(無) cannot be predicted. This unknowability is also part of the Spirit Realm's essence.

#Staging Tips

#Scent — Before the Weather Roll

Just before rolling d10, the GM describes the incense. The incense smoke shows signs of the weather. If the smoke shoots upward, violent weather; if it flows slowly, calm weather. This description is possible even before the GM knows the roll result; its purpose is to build player tension.

#Law — Weather Application Order

Remember these four steps: weather table roll → depth adjustment → incense and protection effects → final modifier declaration. If depth adjustment is skipped in particular, extreme weather will appear too often at low depths and overload the session.

#Staging Tip — Weather Change

When weather changes within one scene, the GM announces the transition with one sentence: "the wind changes." Briefly describe the sensation of the new weather, then declare the modifier. The sudden change itself can become drama.

#Staging Tip — Value of Weak Weather

Even when d10 rolls 1~3 and the modifier is "none," the GM does not skip sensory description. Do not say "nothing happens"; say "today, the Reviving sky is silver." Explicitly describing calm preserves the hell's overall sensory texture.

#Staging Tip — Weight of Extreme Weather

When d10 rolls extreme weather at 9~10, the GM extends the description time by 2 times. Do not rush to announce only numbers; unfold the scenery fully. Extreme weather is rare, so when it appears it should become the protagonist of the scene.

#Connection — Resonance With Tides

The combination of high tide + extreme weather creates the session's peak. Conversely, low tide + calm weather becomes a deliberate breathing space. The GM places these two states as rhythm.