Tile
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Tile

  • A Tile refers to the squares, hexagons, circles, megagons, or other strange shapes we find on the grid of a playing mat.

  • In Vaia a Tile is 1 Meter.

  • In many table tops a Square is 5ft.

  • To keep things easy in translation, we will refer to distances as Tiles, as in the Tiles on our Grid.

  • The mechanics don’t care as long as we don’t mention the differences between 1 meter and 5 feet.

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Trail
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Trail

  • Trail Areas of Effect move at the discretion of the caster from one Tile to the next.

  • These Tiles must be Adjacent to each other.

  • Trail: 5 moves up to five Tiles in any direction.

  • Trail Areas of Effect do not stack their effects if they visit the same Tile multiple times in a single cast.

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Cube
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Cube

  • Cubes, Squares, and Rectangles are defined by Length, Width, and Height.

  • Cube Areas of Effect may be cast Adjacently by edge or corner.

  • Some Cube Areas of Effect may be cast centered on self. Within Reason.

  • Cube Areas of Effect that have a Range use the farthest edge or corner, meaning the AoE must fall entirely between your character and the maximum Range.

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Cone
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Cone

  • Cones travel outward from their Point of Origin to their Target Tile as a Line within Range.

  • Cone Effects have Reach Anchors. These Anchors designate a Tile within the Range then define the Cone Effect’s Reach from that Tile.

  • A Cone that does not travel its full Range still activates its final Reach Anchor, hitting all within the Anchor’s Reach, potentially including the caster.

  • A Reach Anchor’s Reach can not exceed the Range of the Cone.

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Rail
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Rail

  • Rail Area of Effects are a straight Line out to their Range.

  • Rail also affects any Targets within the Reach of the Line. IE:

    • Range: 6

    • Reach: 4

  • A Rail travels out Six Tiles, and any time a Target is within Four Tiles of that Line, The Rail Effect affects them.

  • A Rail Effect with Six Range and Four Reach has an effective range of Ten Tiles from Point of Origin to farthest possible point of affect.

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Aura
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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 AoE damaging effects like Aura of Voltage, kill their Victims if they drop them to 0 Hit Points.

  • Aura AoE may sometimes be shaped by the caster.

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Falling
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Falling

  • Falling Area of Effects come from above the Targeted.

  • Falling Effects come with an Impact Timer.

  • Falling: H, FS

    • H = Height of the effect in Tiles.

    • FS = Fall Speed is the number of Full Rounds until Hit. Falling AoE resolve during Upkeep.

  • Falling AoE are typically able to be targeted during their fall.

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Area of Effect
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Area of Effect

  • There are several types of Area of Effects, all different shapes and sizes.

  • While each may only be slightly different the distinctions are likely life or death.

  • AoE Types:Impact, Engulf, Emanation, Aura, Falling, Rising.

  • AoE Shapes and Sizes: Specified, Line, Rail, Cone, Cube, Sphere, Disk, and Trail.

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Adjacent
Combat Encounters, Hit Mechanics The Developer Combat Encounters, Hit Mechanics The Developer

Adjacent

  • Any Tile connected to the Tile your character occupies is an Adjacent Tile.

  • If an Effect may only Target an Adjacent Tile, even if equipped with a Reach or Ranged weapon, you may still only Target the Adjacent Tile.

  • With Portals and Gates, Adjacent is the Tile directly on the other side of the Portal or Gate, only if the Portal or Gate is at least as wide as a Tile.

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