Zone Traits & Features Zone Traits     A zone trait is a physical aspect of a zone that modifies the default rules in the Combat chapter. For example, a spacious or confining zone might change the proportion of a group that can be protected via group defense, or the terrain might change the dice used in SPD rolls for movement.
Movement Default: d12s are used for movement rolls.
Easy Terrain     d10s are used for movement rolls.
    Examples: Paved roads, Alacrian stone, well-kept grass parks.
Rough Terrain     d20s are used for movement rolls.
    Examples: Swamps, rocky land, steep slopes, rubble, deep snow, slippery ice.
Confinement Default: Group defense can protect 1/3 of a group's members. A character can receive a maximum of 3 melee attacks per round. You usually cannot see or make ranged attacks against enemies at long range.
Wide-Open Environment     Group defense can protect 1/4 of a group's members. A character can receive a maximum of 4 melee attacks per round. You can usually see and make ranged attacks against enemies at long range.
    Examples: Meadows, fields, arenas, Alacrian plazas.
Confining Environment     Group defense can protect 1/2 of a group's members. A character can receive a maximum of 2 melee attacks per round. Melee weapons with the Reach tag cannot make competent attacks. May also exclude flight and large creatures via narrow passage rules.
    Examples: Boulders, ruined walls, dense forest, most building interiors.
Narrow Corridors     Group defense must protect all characters except 2; there is not enough room for more characters to fight. A character can receive a maximum of 2 melee attacks per round. Melee weapons with the Reach tag cannot make competent attacks. 4 Hindrance is added to any attempt to bypass group defense. Visibility and attack range may be restricted to short range. May also exclude flight and large creatures via narrow passage rules.
    Examples: Hallways, tunnels, narrow castle walls or building interiors.
Visibility Default: Visibility is determined by Confinement traits and stealth rules.
Firing Lanes     Characters can see and make ranged attacks against enemies at long range, regardless of Confinement traits. This trait may or may not be limited to certain neighboring zones.
    Examples: Particular arrangements of trees or rubble, extremely long hallways.
Restricted Visibility     Normal vision cannot see beyond medium range, regardless of Confinement traits.
    Examples: Fog, thick brush
Terrible Visibility     Normal vision cannot see beyond short range.
    Examples: Dense fog, dense clutter
Zone Features     A zone feature is a unique element that does not describe the whole zone, but is not large or different enough to be considered a separate zone. A zone may contain any number of random objects that may or may not be described by the GM, but a zone feature will always be mentioned because of its potential impact on combat - often to give a more mobile character an edge. Examples of zone features include a watchtower or small building, a caved-in pit in the middle of an ancient stairway, a fortified room inside a large house, or a tall pile of boulders in the woods. In most cases, a zone feature is small enough that all characters inside count as engaged/grouped-up.
Benefits Vantage Point     Depending on the layout of neighboring zones, characters may be able to see and attack enemies at long range, if this is not already possible via zone traits. Detection rolls receive 1 Easing.
Defensible     Within the feature, group defense is more effective; use the rules for a more defensible Confinement zone trait.
Fortified     Characters fighting from cover within the feature have improved cover.
Hidden     Normal vision cannot see into the feature from outside of it, and/or vice versa.
Access Simple     The feature is a spot that can simply be moved in and out of via normal movement.
Difficult     2-3 Hindrance is added to any SPD roll to enter the feature, and possibly to exit it.
Climb     Follow Climbing rules to access the feature.
Fall    Characters can fall into the feature, or climb down safely. Climbing rules are necessary to exit.