The storm is, by its very nature, unpredictable and chaotic. Some favor one of the four elements, becoming freezing tundras or bellowing infernos, while others simply radiate the raw chaos of the storm. There are however some common principles of Storms:
One, that the Storm cannot be harmed by physical violence, nor by any of the elements, nor otherwise destroyed by force. The Storm is raw energy, chaos and passion; destruction only fuels it further. The only way to stop a Storm is to neutralize its chaotic forces by means of harmony and self-control, dissipating the roiling forces of the Storm. This is usually tremendously painful, as the Storm will try to bring negative emotions to the surface.
To dissipate a Storm, a Storm Knight must reach the Eye of the storm (see below) and roll (Soul + Storm Lore + Neutralize). The difficulty for this is usually very high, starting at 24 for regular Storms. However, just as with resisting Storms, the Knight gains a bonus to this roll equal to the number of nearby Storm Knights (including himself). Conversely, he suffers a -3 if he attempts to do it alone.
Two, that the Storm is the source of all storm beasts, within their natural habitat, beasts are fueled by that power, gaining 1 Energy Point each round. Storm Knights, especially Sturmmeisters, can also tap into the Storm to replenish lost Energy, but this is fairly dangerous. Doing so requires a Soul+Resistance roll, as if exposed to latent Storm Energy. If the roll fails, the character suffers the normal dangers of Storm Exposure. If the roll succeeds, he or she becomes attuned to the Storm and begins respiring Energy Points as a Storm Beast does. Note, however, that this is believed by some scholars to have insidious effects.
Three, that Storm Exposure is very dangerous. Whenever a Storm Knight is exposed to raw Storm Energy (like from the destruction of a Storm Beast), roll (Body or Soul)+Resistance. Body is used against effects that physically warp the person, while Soul is used against Storm Madness. The difficulty of this roll varies with the strength of the source. If the roll fails, something very bad happens. If it succeeds, the Storm Knight is safe from that particular source of Storm Energy.
Note that only raw Storm Energy has the ability to warp reality. Environmental effects like a rain of glass or a burning earthquake do not count as Storm Exposure.
Four, that Storms have an Eye. The Eye of the Storm is its geographical center, from which the Storm Energy emanates. Usually, this Eye will be defended by the most fierce Storm Beasts the Storm has to offer, as well as the worst kinds of environmental hazards. The Eye itself is usually visible as a swirling vortex of energy.
Five, that Storms are full of surprises. Besides the Storm Beasts and raw Storm Energy, they often manifest dangerous and harmful environmental effects. The types of hazard are nearly limitless, but often thematic to the surroundings and even the people in it. If a random effect is needed, roll 2d6, one for each of the columns below:
1: Defend against… (the Storm makes an attack, that must be defended against. Use Defense.)
2: Resist effect of… (an effect that cannot be avoided, only resisted, e.g. searing heat or drowning. Use Body+Resistance.)
3: Clouding… (an effect that blinds, deafens, confuses, or otherwise limits perception. Use Mind+Heightened Senses or Awareness)
4: Frightening… (an effect that is incredibly freaky, disconcerting, or frightening, but causes no physical harm. Use Soul+Integrity to resist.)
5: Transforming… (Something in the characters’ vicinity is transformed or taken over by the Storm. To stop the transformation, use an appropriate Skill.)
6: Storm Beast of… (A new Storm Beast is spawned by the effect).
1: Fire (blasts of flame, jets of smoke)
2: Earth (earthquakes, spikes of stone)
3: Water (roiling waves, freezing ice)
4: Air (hurricane winds, razor-sharp gusts)
5: Life (animated objects, mutant vermin)
6: Darkness (waves of pure dread, tendrils of darkness)
Transforming sub-table (roll 2d6)
2-3: The character’s weapon is transformed.
4-5: The character’s armor or clothes are transformed
6-8: An unattended item nearby is transformed
9-10: A random small item in the character’s possession is transformed
11-12: A rare moment of luck. The Storm responds to the Storm Knight’s wishes, allowing the player to dictate what item is transformed, and into what.
Anything represented as an Item on a character sheet is not permanently transformed, merely temporarily taken over by the Storm. Other items may or may not revert to their natural state.