The below rules for Terrain can be used to determine how Characters interact with the environment around them.
Movement
A Character’s Movement through Terrain will be determined by the Scene.
In Suspense, Interlude and Montage Scenes movement is abstracted. Terrain may present challenges the Player Characters must overcome, but the relative position of Characters is not actively tracked.
If an Effect used during these Scenes specifies a Distance in Spaces, each Space will represent 10m or 30 feet. A Round meanwhile would represent roughly 2 minutes and a Scene would represent roughly 10 minutes.
In Action Scenes the relative position of Characters is tracked using either a Grid or Clocks.
Relative Position between Characters is tracked in terms of Spaces, whose distance will vary depending upon the Scene.
See the Action Scenes Page and Chases Page for more.
Walking, Running and Crawling
A Character which moves is typically assumed to either be Walking or Running.
This Movement does not require additional rules.
However, if a Character is crawling (i.e. they are Down and moving along the floor) they must expend one additional Movement for each Space they Move, or make FLIGHT Checks to Move with Disadvantage.
Jumping
As part of a Characters Movement they can Jump across gaps and leap up to reach high places and surfaces.
If a gap is particularly wide, or a surface particularly high, the GM can require a FLIGHT Effect Check be made as part of the Movement.
A Talent in Athletics or a Specialism in Jumping will each grant a Character Advantage on such Checks.
A Character can typically jump across a 2m gap or to height of 1m without making an Effect Check.
Climbing
When a Character Climbs, they must expend one additional Movement for each Space they Move, or make FLIGHT Checks to Move with Disadvantage.
A Character with a Talent in Athletics or a Specialism in Climbing will not expend Additional Movement when they Climb, and will not have Disadvantage on their FLIGHT Checks to Move. If they have both a Talent in Athletics and a Specialism in Climbing, they will move 2 Spaces for each Space of Movement they expend, and make FLIGHT Checks made to Move with Advantage.
Swimming
When a Character Swims, they must expend one additional Movement for each Space they Move, or make FLIGHT Checks to Move with Disadvantage.
A Character with a Talent in Athletics or a Specialism in Swimming will not expend Additional Movement when they Swim, and will not have Disadvantage on their FLIGHT Checks. If they have both a Talent in Athletics and a Specialism in Swimming, they will move 2 Spaces for each Space of Movement they expend, and make FLIGHT Checks made to Move with Advantage.
Difficult Terrain
Terrain which is “Difficult” is particularly challenging for a Character to Move through.
When a Character enters a Space which is Difficult, they must expend one Additional Space of Movement to do so or make FLIGHT Checks to Move into or through it with Disadvantage.
If a Character would be able to Fly or Jump over the parts of the Terrain considered to be Difficult, they are not impeded by it.
Vertical Space
Generally an Action Scene will only need to consider Horizontal Distances, however in some cases terrain may cause differences in height to occur and some Characters may even be capable of Flying.
Vertical Space in Action Scenes is represented by 4 layers: Ground, Low, High and Very High.
The Ground Layer represents all Spaces in contact with the ground, or the lowest layer available in the Map.
The Low Layer represents Spaces which are not in contact with the ground, but are considered Adjacent to Spaces in the Ground Layer and the High Layer.
The High Layer represents Spaces which are not Adjacent to the Ground, but are Adjacent to Spaces in the Low and Very High Layers.
The Very High Layer represents Spaces which are very distant from the Ground, and are also the limits of how high a Character can fly without Leaving the Scene.
Characters are considered Adjacent to each other if they are in an Adjacent Space and within one Layer of each other.
Flying
In some cases a Character will be capable of Flying. This will be granted by the Flying Effect.
There are three forms of Flying: Weak Flying, Normal Flying and Strong Flying.
A Character with Weak Flying must spend 1 Additional Movement for each Space they Move by Flying, and will have Disadvantage on FLIGHT Checks made to Move while Flying.
A Character with Flying does not expend Additional Movement for each Space they Move by Flying, and will not have Disadvantage on FLIGHT Checks made to Move while Flying.
A Character with Strong Flying can move 2 Spaces for each Space of Movement they expend and will not have Advantage on FLIGHT Checks made to Move Flying.
A Character who is Flying against gravity (i.e. moving upwards a layer) must expend 1 Additional Movement to do so and will have Disadvantage on their FLIGHT Checks to Move upwards.
A Character who is Flying with gravity (i.e. moving downwards a layer) can move 2 Spaces for each Space of Movement they expend and will have Advantage on their FLIGHT Checks to Move downwards.
A Flying Character which is Knocked Down, Restrained or Frozen will immediately begin Falling.
Falling
When a Character Falls, they must make a DC15 FIGHT Effect Check. On a Successful Check they take 3 Bludgeoning Damage for each Layer they fell by. On a Failed Check, the Damage is 5 for each Layer they fell by and the Character is Knocked Down.
When a Character begins to Fall, an Adjacent Character can as a Reaction attempt to catch them. They must make a DC 15 FIGHT Effect Check. On a Success, they Grapple the Character, stopping their fall. On a Fail, they Miss the Character.
Movement
On a Character’s Turn, they may use the Move Action to gain Movement equal to their Speed Bonus (typically 3). They may expend one Movement to move one Space.
Once a Character has expended all of their Movement, they cannot Move any further, unless they use the Move Action again.
You may use other Actions on your Turn Before, After or During your Movement.
You may also use the Move Action to end the Prone Condition for yourself or a Character who is the same Size Category as you or Smaller.
Collision Damage
When an effect would Move a Character, and a solid surface such as a Wall prevents that Movement, they will take Damage.
For each Space a Character is prevented from Moving, they will take 1d6 Bludgeoning Damage, up to a maximum of 4d6, and they must make a DC15 Body Defense Check.
On a Failed Check, Double the Damage caused by this Effect.
Balancing
In some cases, a Character may need to cross Terrain requiring particular care. It might be an area of slick ice, a narrow ledge, a ship deck being rocked by a fierce storm, or a precarious rope bridge.
In such cases the Character may be posed with a choice: expend Additional Movement to Move through the Terrain without any risk, or Move through it without expending additional Movement and make a Dexterity with Athletics Check, with the GM deciding an appropriate DC for Balancing and rewarding the Check’s Performance as they would any Skill Check.
In most cases, Failing this Check will cause the Character to be Knocked Prone (see Conditions), and may include other detriments, such as falling and taking Damage.
As a guide, the DC for Balancing while moving at a normal speed on ice or a narrow beam would likely be a DC 10, while along a tightrope would likely be DC20.
Occupying a Space
Each Space on the Grid should only have one Character within it at a time, irrespective of the true distance the Space represents, as this helps Players better visualize the relative positions of Characters and the Areas they Control.
Characters which are Large, Medium or Small Sized may each occupy a single Space Only.
Characters which are Huge Sized or larger may occupy multiple Spaces, with the number of Spaces varying depending upon the scale of the Abstract Grid (e.g. where Spaces represent 2m Squares, a Huge Sized creature might occupy an area of 9 squares (i.e. a 6m sided cube), while in a Conflict whose squares are 10m they may occupy a single square (i.e. a 10m sided cube).
Characters who are considered friendly or neutral to each other may Move through each others Spaces freely, provided they have sufficient Movement to end their Movement in an unoccupied Space. However, a Character typically cannot Move through a Hostile Character’s Space (i.e. the Hostile Character controls that Space), except under the following circumstances provided you have enough Movement to end the Move in an unoccupied position:
- You may Move through a Hostile Character’s Space if that Character cannot See you.
- You may Move through a Hostile Character’s Space if you are two or more size categories larger or smaller than the other Character, or you are Tiny Sized Character.
- You may Move through a Hostile Character’s Space if they are Knocked Prone or Immobilized.
If the none of the above conditions are met, you may wish to use a Skill Check to provide yourself with a means to move through their space. See Conflicts for more.
Cover
Cover represents when elements of the Characters environment would obscure their position, or block projectiles from reaching them.
Characters may benefit from Cover from either the properties of the Terrain they are in (see Terrain below) or from obstacles which stand between themselves and a Character who may be Targeting them.
For example, a Space with Wooded Terrain would grant a Character Cover. Alternatively, if a Space between a Ranged Attacker and a Target is occupied by a Medium or Larger Sized Character, or that Space otherwise presents obstacles such as Trees, that Character may benefit from Cover.
When a Target is in a Space which provides Cover with respect to a location, or obstacles otherwise provide them Cover, then Ranged Attacks made against them from that location are made with Disadvantage. Additionally, if an Area Effect extends from a point of origin through Cover, or into a Space whose Terrain provides Cover, then Characters will have Advantage on Body Defense Checks against that effect.
The Attacks of Characters who are within Spaces whose Terrain provides Cover are not affected by the detriments of that Cover. For example, a Character who is gaining Cover from Wooded Terrain would be assumed to Move to the edge of that Terrain to make an Attack against a Character outside of that Space. Similarly, a Character who gains Cover from High Ground would be able to make Ranged Attacks against Characters on lower Terrain without Disadvantage.
Cover may also be effectively provided by other effects, such a certain Spells, or Weather effects. For example, a strong wind which is passing from the right side of the grid to the left would provide Cover to Characters when Ranged Attacks are made against the wind, but not when they are made in the same direction as the wind.
Obstacles or Terrain which would completely block projectiles (e.g. walls) are described as “Full Cover”. Full Cover causes Ranged Attacks against Targets benefitting from it to automatically fail, and
Area Effects
Some effects may refer to a number of Spaces or Targets which are affected within a certain proximity to a particular location.
These are known as Area Effects.
There are two types of Area Effect: Spheres and Rays.
Sphere Effects
For a Sphere Effect, a Space from which the Effect emanates will be defined. Often a Sphere Effect will begin from your own location, and in some cases you may Choose the location.
Next, the Spaces which may be affected by a Sphere Effect will be defined by the Sphere’s Radius, defined in Spaces. Any locations which are within Range of that Space may be affected.
For Example, a Sphere Effect with a location of Self and a Radius of 1 Space would be capable of affecting any Spaces which are Adjacent to you. Meanwhile the same Effect with a Radius of 2 Spaces would be capable of affecting any Spaces which are up to 2 Spaces away from you.
Ray Effect
For a Ray Effect, the Space from which the Effect emanates will always be your own Space.
Like with Sphere Effects, the Spaces which may be affected by a Ray Effect will be defined by the Ray’s Radius, defined in Spaces.
However, with a Ray Effect, in addition to them being within Range the locations affected must also be in the same Direction (e.g. Up, Down, Left, Right, towards a particular location etc).
You may determine whether a Target is within the same Direction by whether you could turn less than 45 degrees from the Direction of the Ray to face the Space the Target is within. You may also wish to imagine a 90 degree cone emanating from your position where any Spaces the cone Touches are affected by the Ray Effect.
Terrain
Terrain represents when a particular Space on the Grid would provide a Character with certain benefits or detriments based upon the elements of the environment a Character is likely to encounter within it. These benefits and detriments are described by the properties a Terrain has.
GMs may use these properties to describe a number of different Terrain types, although some example Terrains and their properties are described below.
If there is ever any ambiguity over what properties a Terrain has, the GM has discretion to rule what is appropriate. If a Square borders between two different types of Terrain, the GM has the discretion to decide which Terrain the Character may benefit from.
Difficult and Very Difficult
Terrain which is considered “Difficult” will either include a number of obstacles or a type of ground which requires additional time or effort to move across.
To enter a Space with Difficult Terrain, a Character must expend one additional point of Movement.
In some cases, multiple effects within a Space may contribute to making it Very Difficult to pass through.
To enter a Space with Very Difficult Terrain, a Character must expend two additional points of Movement.
Some Movement types may allow a Character to ignore the effects of certain forms of Difficult Terrain. For example, if the obstacles posed by the Terrain would not affect a Character who is Flying, they would be able to Move into that Terrain without expending additional points of Movement.
Cover
Terrain with the Cover property presents sufficient obstacles that Characters within it are considered as benefitting from Cover against Characters outside of that Space.
Steep
Steep Terrain typically borders Terrain which is High or Very High. Such Terrain requires a Character Climb when they enter it. In most cases this requires they expend one additional point of Movement, though Characters with a Climbing Speed may ignore this requirement.
High and Very High
High Terrain represent Terrain which is higher than surrounding Terrain. Characters in a Space which is High compared to surrounding Terrain have Cover against Attacks made from lower Terrain, unless they are Exposed.
Very High Terrain represents Terrain which is even higher than that represented by High Terrain, granting Characters in those Spaces Cover from Attacks even from Characters on High Terrain, unless they are Exposed.
If Adjacent Characters are on Terrain at different Heights from each other, and they are not on a Terrain which could reach that Terrain (e.g. a hillside leading up a Hill), then they cannot hit each other with Melee Attacks.
Shallow and Deep Water
Shallow Water represents Terrain where a Character may choose to either Walk or Swim to enter it.
Deep Water represents Terrain where a Character must Swim to enter it, and remains Swimming as long as they remain in that Space.
Precarious
Precarious Terrain is Terrain where a Character must take care to maintain their Balance. On entering this Terrain, a Character may choose to expend one additional point of Movement to move safely, or opt to instead make a Dexterity with Athletics Check to move at a normal speed though it. A failed Check will result in them being Knocked Prone. See the Conditions Page for more.
Dark and Full Dark
Dark Terrain represents Terrain with greatly reduced light levels. The Dark Property may apply on moonlit nights, dense woodland, abandoned houses and narrow back alleys.
Characters within Dark Terrain are considered Obscured from Characters who cannot See in the Dark.
The Dark Property is suppressed by Light Sources which are either in the same Space or an Adjacent Space.
The Full Dark Property represents Terrain with a complete absence of Light. The Full Dark property may apply on dark nights, deep caves or locked rooms without light sources.
Objects and Characters in Full Dark are considered Fully Obscured from Characters who cannot See in the Dark.
The Full Dark Property is suppressed by Light Sources which are either in the same Space or an adjacent Space, and features such as Darkvision may allow Characters to See in Pitch Dark.
Exposed, Obscured and Fully Obscured
The Exposed Property represents Terrain where there is a complete lack of possible cover or hiding places (although you may benefit from both if the Terrain is also High or Very High). Character’s within exposed Terrain cannot attempt to Hide.
Obscured Terrain represents Terrain which partially blocks the vision of Characters seeing into, out of or through it, such as woods, brush, or containing numerous obstacles.
Character’s within or behind Obscuring Terrain may hide from Characters they are Obscured from.
Fully Obscured Terrain represents Terrain which completely blocks the vision of Characters seeing into, out of or through it.
Character’s within or behind Fully Obscuring Terrain may hide from Characters they are Obscured from.
Hazardous
Hazardous Terrain represents Terrain which is unsafe in some regard. It may be that it may be volcanic, and Characters must avoid parts of the hot Terrain, or contains sharp thorns that may injure a Character passing through it.
Unless an effect states otherwise, a Character must succeed on a DC 15 Body Defense Check when entering Hazardous Terrain to avoid the effects of that Terrain.
As a guide, here are some example Hazards and their effects on a Failed Defense Check:
Example Hazards | Effect |
Lava | Causes 2d12 Fire Damage |
Fire | Causes 2d6 Fire Damage |
Electrical Hazards | Causes 2d6 Lightning Damage |
Thorns | Causes 1d4 Slashing Damage |
Smoke or Smog | Character takes 1d6 Poison Damage (which ignores Damage Reduction) and is Poisoned until the end of the Conflict. May be avoided by Holding your Breath. DC 15 Medicine Skill Check to end the Poisoned Condition. |
Trapped
A Terrain may contain a Trap somewhere within it, likely due to actions of another Character in the Conflict. When a Character unaware of the Trap enters this Terrain, the effects of the Trap are triggered.
Unless an effect states otherwise, a Character must succeed on a DC 15 Body Defense Check when entering Trapped Terrain to avoid the effects of that Trap.
Example effects of Traps are given below:
Example Traps | Effect |
Pit Trap | Character is Knocked Prone and takes 2d6 Bludgeoning Damage |
Net Trap | Character is Restrained by a Net. Body Defense DC15 to end the effect, or a Character may destroy the Net (AC, DR and Damage Limit are 5, it is immune to Poison, Bludgeoning and Psychic Damage, but Vulnerable to Fire Damage). |
Poison Darts | Character takes 1d6 Poison Damage (which ignores Damage Reduction) and is Poisoned for the remainder of the Conflict. DC 15 Medicine Skill Check to end the Poisoned Condition. |
Example Terrains
Below are a range of different Example Terrains you may consider using within your maps. This is a non-exhaustive list: some Fantasies might introduce other Terrain Types or you may consider creating new Terrain types of your own!
Example Terrain | Properties |
Plains | Exposed |
Long Grass | Obscured |
Woodlands | Obscured, Cover |
Dense Woodlands | Obscured, Dark, Difficult, Cover |
Hillside | Exposed, Steep |
Plateau | Obscured, High |
Mountainside | Exposed, Steep, High |
Peak | Obscured, Very High |
Mountain Pass | Exposed, Very High, Precarious |
Soft Sand | Exposed, Difficult |
Sand Dunes | Exposed, Difficult, Steep |
Swamp | Obscured, Difficult, Shallow Water, Dark |
Coast | Exposed, Shallow Water |
Town | Obscured, Cover |
Sea | Exposed, Deep Water |
Caves | Fully Obscured, Dark, Difficult, Full Cover |
Fortification | Fully Obscured, Full Cover |
Low Altitude, Clear Sky | Exposed, High |
High Altitude, Clouds | Obscured, Very High |
River | Obscured, Difficult, Shallow Water, Hazard (DC15 Body Defense or Knocked Prone) |