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.