Special Terrain

Sometimes, the battlefield itself plays as big a role as the combatants. Special terrain is used to describe aspects of the area that have unique effects. All areas of special terrain, except clouds require an additional point of movement to enter for each pace moved. However, it is not any more difficult to shove a character into difficult terrain.

Each area may only have one type of special terrain at a time, although clouds may float over other terrain. If an area already contains special terrain and a new special terrain would be added, the GM will decide weather the new terrain replaces the old, weather the old terrain remains, or weather they combine into a new special terrain or cancel each other out.

Many special terrains apply additional effects to characters who become knocked-down in them. Some special terrains also change when they are included in certain types of skills. These effects apply to any area that includes a character targeted by a skill with the specified tag, as well as any area in an blast or line with that tag.

Shattered Terrain

Shattered terrain is covered in large rocks or rubble. A character knocked-down into shattered terrain is disarmed.

If a floor becomes shattered terrain, it may collapse into an area below at the GM’s discretion. Wooden floors will usually collapse, but stone ones will usually not. Shattered terrain lasts indefinitely.

Tangled Terrain

Tangled terrain is covered in thick bushes, webs, or other fibers. While you’re in tangled terrain, all your attacks suffer a bane, and all attacks suffer a bane against you. A character knocked-down into tangled terrain becomes restrained by the thick fibers.

An area of tangled terrain is transformed into burning terrain if it is included in a fire skill or if it contains a burning character. Tangled terrain lasts indefinitely.

Spiked Terrain

Spiked terrain is covered in sharp spikes, thorns, caltrops, or other jagged material. You lose your choice of -1 poisemomentum, or focus for each pace you move or are shoved into spiked terrain. A character knocked-down into tangled terrain becomes bleeding.

Spiked terrain lasts indefinitely.

Burning Terrain

Burning terrain is on fire. When you enter burning terrain for the first time in a round or end your turn there, you must spend -4 poise or you become burning. A character knocked-down into burning terrain automatically becomes burning.

Burning terrain sheds dim light out to one pace away. An area of burning terrain included in a water or ice skill is transformed into an obscuring cloud. Burning terrain returns to normal after 1 round unless it contains flammable material. If there is flammable material, then it lasts indefinitely and may spread to other flammable objects.

Wet Terrain

Wet terrain is covered in at least a foot of water, and deep water is also wet terrain. A lightning blast or line skill that includes a area of wet terrain also includes all areas of wet terrain within one pace. A character knocked-down into wet terrain gains the wet condition. While you are in wet terrain, you may choose to become wet as a reaction on your turn.

An area of wet terrain included in a fire or lightning skill is transformed into an obscuring cloud. An area of wet terrain included in an ice skill is transformed into icy terrain. Wet terrain returns to normal at the end of the round if the water can flow away, otherwise it lasts indefinitely.

Icy Terrain

Icy terrain is covered in a sheet of slippery ice. When you enter icy terrain for the first time in a round or end your turn there, you must spend -4 poise or you become unbalanced. For each pace you are shoved into icy terrain, you are moved two paces instead of one. A character knocked-down in icy terrain becomes chilled.

An area of icy terrain included in a fire skill is transformed into wet terrain. Icy terrain thaws after at least a minute, but could last indefinitely depending on the weather.

Snowy Terrain

Snowy terrain is covered in a thick sheet of fluffy snow. A character knocked-down in snowy terrain becomes chilled.

An area of snowy terrain included in a fire skill is replaced by an obscuring cloud. Snowy terrain thaws after at least a minute, but could last indefinitely depending on the weather.

Goopy Terrain

Goopy terrain is covered in mud, sludge, quicksand, or some other goo that makes moving and getting up difficult. The kneeling condition is persistent while you’re in goopy terrain. When you get up from being knocked-down while you’re in goopy terrain, you automatically become kneeling.

Goopy terrain lasts indefinitely.

Oily Terrain

Oily terrain is covered in a layer of slippery, flammable oil. When you enter oily terrain for the first time in a round or end your turn there, you must spend -4 poise or you become unbalanced. For each pace you are shoved into oily terrain, you are moved two paces instead of one. A character knocked-down in oily terrain becomes oiled.

Oily terrain is replaced by burning terrain and becomes burning terrain if it is in the area of a fire area or line ability or if it contains a burning character. If one area of oiled terrain becomes burning, all contiguous areas also become burning. Otherwise, oiled terrain lasts indefinitely.

Corrosive Terrain

Corrosive terrain is covered in extremely caustic liquid that eats away at anything immersed in it. When you enter corrosive terrain for the first time on a round or end your their turn there, you suffer 1 stress. A character kneeling or knocked-down in corrosive terrain becomes corroding and suffers three stress instead of one.

Corrosive terrain normally loses its potency after one minute.

Blessed Terrain

Blessed terrain has been hallowed by a force of justice. When you enter blessed terrain for the first time in a round or end your turn there, you must spend -4 focus or you become blessed. Undead and demons suffer a bane on attacks against targets in blessed terrain.

Blessed terrain returns to normal after 1 minute.

Cursed Terrain

Cursed terrain has been desecrated by a force of evil. When you enter cursed terrain for the first time in a round or end your turn there, you must spend -4 focus or you become cursed. Undead and demons gain a boon on attacks against targets in cursed terrain.

Cursed terrain returns to normal after 1 minute.

Obscuring Cloud

An obscuring cloud fills the are above the terrain with dense mist or smoke. While you’re in an obscuring cloud, you can only see things within one pace of you, and can only be seen by characters within one pace.

The obscuring cloud dissipates at the end of the round if a strong wind is present, otherwise it lasts 1 minute.

Toxic Cloud

A toxic cloud fills the air above the terrain with flammable, poisonous vapors. When you enter burning terrain for the first time in a round or end your turn there, you must spend -4 focus or you become choking.

The toxic cloud is flammable and is transformed into burning terrain if it is included in a fire skill or if it contains a burning character. The toxic cloud dissipates at the end of the round if a strong wind is present, otherwise it lasts 1 minute.

Lava

Lava is extremely dangerous molten rock. When you enter lava for the first time in a round or end your turn there, you immediately become burning and suffer five stress. A character knocked-down into lava suffers 5d6 stress instead. Minions without fire resistance or immunity are immediately defeated when knocked into lava.

Lava takes at least 10 minutes to cool to safety, and may last indefinitely.