Tiles & Movement
Overview
Space at the Table may be tightly confined to the grid. Knowing how far we can move, the distance our effects may travel, and the area they affect gives us constraints for our imagination.
  • A Tile refers to the squares, hexagons, circles, megagons, or other strange shapes we find on the grid of a playing mat.
  • A Tile is between 1 Meter to 5 Feet and is descriptively interchangeable.
Tile Center and Tile Lines
Tile Center
Normally we only occupy the Tile Center.
The Center of a Tile may only be occupied by one unit.
Targeted effects will always use the Tile Center to determine whether or not target is in range.
Tile Line
The Tile Line is the border between Tiles.
Standing on the Tile Line occupies both Tiles
AoE's affect victims as normal when they hit their occupied Tile Center even if they're on a Tile Line partially outside the effect.
Many Effect Trees, Boons, and Situational Variables may influence how the above rules function.
Movement
Momentum Action Slots Distance
Line Step (0|1|1) Center to Tile Line
Careful Step (1/2/2) Safely Move 1 Tile
Rush 2 Move 3 Tiles.
Jog 4 Move 8 Tiles.
Momentum +1 Move 4 Tiles.
    Movement: The number of Action Slots spent on a single movement action increases the total distance traveled.
    Any additional Action Slots spent beyond 4 allows moving 4 Tiles per Action Slot.
    The movement speed of Momentum Carries over to the next Full Round if the last Action Slot is committed.
    Momentum is an Active Phase only effect
Effective Range
Overview
We might find ourselves out of touch, out of reach, out of range.
Positioning ourselves to an advantage is oftentimes the line between victory and defeat.
From the Center of our Tiles our effects may grasp our enemies, our victims.
Positioning ourselves to an advantage is oftentimes the line between victory and defeat.
Touch
The Target of a Touch Effect must occupy the same Tile as the Initiator.
Touch To Hit is a Static Total of Accuracy and Awareness vs. Evasion.
If a Touch Effect's Static Total won't exceed the Target's Evasion it provokes a regular Accuracy Check and does not ignore bonuses.
Adjacent
The Target of an Adjacent Effect must occupy a Tile directly next to the Initiator.
Adjacent To Hit is (v:20) + Accuracy.
Reach
Reach 1: May hit an Adjacent Tile.
Reach 2: May hit an Adjacent Tile or the Tile immediately beyond it.
Reach 3: May hit an Adjacent Tile, the Tile immediately beyond it, or the Third Tile from Center.
Clear Path: To Target an occupant of a Tile in Reach there must be a clear path.
Range
Ranged Effects are displayed in (x) number of Tiles.
Range To Hit is (v:20) + Accuracy.
Line of Sight: To Target an occupant of a Tile in Range there must be a clear Line of Sight.
AoE Shapes & Sizes
Overview
There are several shapes and sizes of Area of Effects.
While each may only be slightly different, the distinctions are likely life or death.
AoE Shapes and Sizes include Specified, Line, Rail, Cone, Cube, Sphere, Disk, and Trail.
The AoE Type determines how the effect functions, from explosions to lightning bolts.
AoE Entries are read AoE - Type - Size & Shape:
Fire everywhere might look a bit like: AoE - Blast - Sphere: 3
Line, Rail, & Cone
Line
A Line Area of Effect Hits all targets in a straight Line out to the targeted Tile's Center.
Line vs. Tile advantage: All Tiles between the two Center Tiles are affected by the effect.
Rail
Rail Area of Effects are a straight Line out to their Range.
Each Tile the Rail Line travels through affects Victims out to the Reach of the Rail from the Tile Center.
Cone
Cones travel outward from their Point of Origin to their Target Tile as a Line.
Cone Effects have Reach Anchors. These Anchors designate a Tile within the Range then define the Cone Effect’s Reach from that Tile.
AoE- "Type" - Cone: 5|3:2|5:3 This cone is 5 Tiles in length. The Third Tile has a Reach of Two, and the Fifth Tile has a Reach of Three.
A Reach Anchor’s Reach can not exceed the Range of the Cone.
Specified
Specified Area of Effects target a number of Tiles within a certain Range and Reach.
AoE - Type - Specified: Targets: 3, Range: 10, Reach: 5
This sample Hits Three chosen Tiles up to 10 Tiles away. The effect has a Reach from the chosen Tiles out to Five Tiles.
Sphere
A Sphere has Range to its Point of Origin and has Reach from its Point of Origin.
AoE - Type - Sphere: Range: 10, Reach: 3
This sample Hits Three chosen Tiles up to 10 Tiles away. The effect has a Reach from the chosen Tiles out to Five Tiles.
These Areas of Effect include the caster when the caster is the Point of Origin.
Trail
Trail Areas of Effect move at the discretion of the Initiator from one Tile to the next.
These Tiles must be Adjacent to each other.
AoE - Type - Trail: 8 This Area of Effect Hits Eight tiles with the shape chosen by the Initiator.
Trail Areas of Effect typically do not stack their effects if they visit the same Tile multiple times in a single cast.
AoE Types
Aura
Aura fills the area from their Point of Origin out to their Reach.
Aura effects can not be countered unless a specified mechanic overrules their specific effect.
Aura Areas of Effect that deal damage, such as Aura of Voltage, kill their Victims if they drop them to 0 Hit Points.
Blast
Blast Area of Effects have a point of origin and a Travel Vector.
Blast Areas of Effect deal damage to both Armor and Victim
Blast Area of Effects may pass through environmental barriers, they must reduce the objects they Hit Durability to 0 first. Damage spent reducing the Durability of an object such as a wall is subtracted from the total damage before it affects the next Target in the line of the Blast's Reach.
Blast Area of Effects kill their Victims if they drop them to 0 Hit Points.
Impact AoE may Maim Unarmored Victims. 50% Chance without them being Vulnerable, 100% Chance on Vulnerable.
Emanation
Emanation fills the area from their point of origin and pass around objects, but not through walls.
Blast Areas of Effect deal damage to both Armor and Victim.
Emanation AoE damaging effects like Irradiated, kill their Victims if they drop them to 0 Hit Points.
Emanating: (x) Emanating Effects increase their reach by (x) at each Upkeep for the Duration of the Effect.
Engulf
Engulf fills the area without an Impact.
Engulf Effects ignore Armor, but still damage it.
Engulf Areas of Effect such as Toxic Gas, will kill their Victims if they drop them to 0 Hit Points.
Engulf Areas of Effect travel freely around objects in their area, but not through walls.
Falling & Rising
Falling Area of Effect
Falling Area of Effects come from above their Target.
Falling Effects often have an Impact Timer. Impact timers count down and resolve during Upkeep.
Falling Areas of Effect that involve a falling object are typically able to be targeted during their fall.
AoE - Falling 5/5 - Sphere: is summoned 5 Tiles high and will take 5 Upkeeps to impact.
Rising Area of Effect
Rising Areas of Effect come up from beneath the targeted area.
These Effects by default are only 1 Tile in height, but may have a unique height in description.
Rising Areas of Effect do not affect flying creatures, and may possibly be jumped over.