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- {
- "breadcrumbs": [
- "Chapter 10: Game Mastering",
- "Environment",
- "Climate",
- "Wind"
- ],
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- "category": "rules",
- "exclude_from_search": false,
- "id": "rules-644",
- "markdown": "<title level=\"1\" right=\"Rules\">[Moving in Wind](/Rules.aspx?ID=644)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don’t succeed at a minimum of one such check each round.\n\n Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Moving in Wind",
- "next_link": {
- "label": "Natural Disasters",
- "url": "/Rules.aspx?ID=645"
- },
- "previous_link": {
- "label": "Temperature",
- "url": "/Rules.aspx?ID=642"
- },
- "rarity": "common",
- "release_date": "2019-08-01",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate / Wind\r\n</additional-info>",
- "source": [
- "Core Rulebook"
- ],
- "source_raw": [
- "Core Rulebook pg. 517"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>",
- "speed": {},
- "text": " Moving in Wind Source Core Rulebook pg. 517 4.0 Wind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don’t succeed at a minimum of one such check each round. Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=644",
- "weakness": {}
- }
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