Terrain and Cover

Common terrain:


Clear Ground:

This is the majority of terrain, usually plain dirt, grass, paved roads, or other such surfaces.

The ground is open and clear, and players are not affected.


Uneven Ground:

Loose sand, gravel, rocky terrain.

The ground is uneven and unpredictable.

Creatures have -5 feet to movement speed and -2 to Sneak rolls.


Difficult Ground:

Thick snow and mud.

The ground shifts as you walk, making movement difficult.

Creatures have -10 feet to movement speed, -6 to Sneak rolls, and all Dexterity rolls have their SR increased by 2.


Weak Impassable Terrain:

Thin walls.

If the terrain cannot be crossed (Such as walls or magic barriers) it can be destroyed.

This type of terrain has 100 to 1,000 health depending on the size and material.

If the terrain can be crossed (Such as rock or wood piles), movement speed is reduced to a maximum of 5 feet, creatures cannot Sneak, and cannot Dodge.

Creatures cannot see through this unless made from transparent or translucent material.

Projectiles and spells can pass through this, but have -10 to hit.


Impassable Terrain:

Standard walls, boulder piles, unstable barriers.

If the terrain cannot be crossed (Such as walls or magic barriers) it can be destroyed.

This type of terrain has 1,000 to 10,000 health depending on the size and material.

If the terrain can be crossed (Such as rock or wood piles) movement speed is reduced to 5 feet, creatures cannot Sneak, and cannot Dodge.

Creatures cannot see through this.

Projectiles and spells cannot pass through this.


Heavy Impassable Terrain:

Cave walls, castle walls, Large boulders, mountains, etc.

This is terrain that cannot be destroyed by normal attacks (within a reasonable amount of time).

Creatures cannot see through this.

Projectiles and spells cannot pass through this.


Underbrush:

Characters have -5 to movement speed and -2 to Sneak rolls while moving.

Stationary characters have +2 to Sneak rolls.

Spending 1 full action with a weapon removes this terrain. If this space takes at least 20 fire damage, it is reduced to Underbrush.

Creatures cannot see through this terrain.

Projectiles and spells can pass through this, but have -5 to hit.


Thick Underbrush:

Characters have -25 to movement speed and -6 to Sneak rolls while moving.

Stationary characters have +10 to Sneak rolls.

Spending 2 full actions with a weapon reduces this to Underbrush.

If this space takes at least 50 fire damage, it is reduced to Underbrush.

Creatures cannot see through this terrain.

Projectiles and spells cannot pass through this.


Water:

Very Shallow Water:

A thin layer of water covers the ground.

All creatures have -2 Dodge and -2 to Sneak rolls.


Shallow Water:

Higher than ankle deep water covers the ground, impeding movement.

All creatures have their movement speed reduced by 5 feet and have -4 to Dodge.


Water:

The water comes up to your waist, further impeding movement.

All creatures have their movement speed reduced by 10 feet, have -6 to Dodge, and have their AP costs increased by 3.

Characters shorter than 3 feet tall must swim.


Deep Water:

Water comes up to most character’s necks, making movement very difficult.

All creatures have their movement speed reduced by 15 feet, have -8 to Dodge, and have their AP costs increased by 5.

Characters shorter than 5 feet tall must swim.


Very Deep Water:

Water is 10 feet deep or deeper, making normal movement almost impossible.

All creatures have their movement speed reduced by 15 feet, have -8 to Dodge, and have their AP costs increased by 5.

Characters shorter than the water's depth must swim.


Other Terrains:

Acid Puddle:

Anyone that ends their turn in this space loses 1 Armor and their boots (if they are wearing any) become one quality level lower. If not wearing boots, they take 1D8 acid damage for every action they take while standing in or moving through this space.


Burning Ground:

Anyone that ends their turn in this space gains 1 level of Burned.


Combustible Gas:

This space is filled with highly combustible gas. If any fire, electric, or magic damage is dealt in this space, the gas ignites. This deals 3D20 fire damage in a 5 ft() area and removes the gas.


Fertile Ground:

Ground very rich in nutrients. Anything planted in this dirt grows twice as fast and produces twice as much (including seeds). If a druid spell would affect a space of fertile ground, it also affects all adjacent spaces.


Poisoned Ground:

Anyone standing in this space gains 3 levels of Poisoned at the end of their turn. Anyone passing through this space gains 1 level of Poisoned.


Smoldering Ground:

Cracked burning ground with lava or fire spewing from beneath. Anyone that ends their turn in this space gains 1 level of Burned and takes 2D20 fire damage. Anyone passing through this square takes D12 fire damage. Anyone in this space is immune to being Frozen and gains 150 DR vs Ice.


Frozen Ground:

Anyone that passes through this space must make an SR 12 Dexterity roll. On failure, they are knocked down and their turn ends. They only roll once per rotation, no matter how many spaces of Frozen Ground they pass through.


Chilling Ground:

Anyone that passes through this space gains 1 level of Chilled. Anyone that ends their turn on this space gains 1 level of Chilled.


Blighted Ground:

Anyone that passes through this space gains 1 level of Blighted. Anyone that ends their turn on this space gains 1 level of Blighted.


Corrupted Ground:

Anyone that passes through this space gains 1 level of Corrupted. Anyone that ends their turn on this space gains 1 level of Corrupted.


Aether Ground:

Anyone that passes through this space gains 1 level of Aetherealized. Anyone that ends their turn on this space gains 1 level of Aetherealized.


Magic Void:

These are areas where no magic can exist. All spells, magic abilities, gifted powers, elemental attacks or effects, etc. do not work here.

Anything in this area loses D100 magic per rotation and D20 health per rotation at the start and end of their turn.


Antimagic:

These are areas where standard magic cannot be sustained. Elements, elemental effects, and spells, etc. disappear upon entering this area.


Stress Field:

Using gifted powers in this area causes the caster to gain 5 additional Psionic Stress.

Entering this area causes any active gifted or other psionic powers to end.

Anyone in this area is immune to psionic damage, mind effects, and all gifted or psionic powers