Legacies of Veridocia: The Dark Dominion

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Just like in traditional Shining Force games, and the RPGs run by Alpha, a character moves based on three criteria:

 

·       Movement [MOV]

·       Move Type

·       Land Effect

 

MOV is self-explanatory; the maximum number of squares that a character can move in a round. This is determined by the GM, and is worked out based on a character’s race and class choices, using examples from the games to find a best fit.

Move Type and Land Effect determine how a character moves in battle based on the terrain. Land Effect also provides a small amount of protection against incoming damage from non-magical attacks. The movement types that a character might have are:

 

·       Slow

·       Normal

·       Fast

·       Vehicle

·       Heavy

·       Hover

·       Flight

·       Spirit *(Special Move Type for TUM’s character)

 

And the types of terrain, plus examples that can be encountered are:

 

·       Smooth (Dirt roads, stone floor etc). Protection: 0%

·       Clear (Grass, carpets, tiled flooring etc). Protection: 10%

·       Rough (Overgrowth and thick grass, heavy rugs, rubble etc). Protection: 20%

·       Obstructed (Forests, stalagmites etc). Protection: 30%

·       Incline (Hills, stairs, slopes etc). Protection: 20%

·       Unstable (Desert, beach, mud etc). Protection: 0%

·       Slippery (Snow, ice, glass etc). Protection: 0%

·       Warded (Sigils, runes etc). Protection: 50% * (Impassable by Spirit Move Type)

To enter a square always costs at least 1 point of MOV. The terrain types raise this cost by different amounts depending on the Move Type. These increased costs are found in the table below:

 

Costs to Enter Squares Based on Terrain and Move Type

Terrain Type

Protection

 

Move Type

Smooth

0%

Clear

10%

Rough

20%

Obstructed

30%

Incline

20%

Unstable

0%

Slippery

0%

Warded

50%

Slow

1

1

1.5

3

3

3

3

Use normal terrain type

Normal

1

1

1.5

2

1.5

1.5

1.5

Fast

1

1

1

1

1

2

2

Vehicle

1

1

1

1.5

1.5

1.5

2

Heavy

1

1

1

1

1

1

1

Hover

1

1

1

1

1

1

1

Flight

1

1

1

1

1

1

1

Spirit

1

1

1

1

1

1

1

Cannot Enter

 

Here are a couple of examples:

·       A character with Normal Movement has 5 MOV. He moves up 2 spaces across clear terrain, which costs 2 move. He then steps up onto a square of rough terrain, which costs 1.5 MOV to enter, so the character has spent 3.5 of his 5 MOV, leaving him with 1.5 remaining. There is a clear square to his left, an incline above, and obstructed terrain to the right. Stepping left onto the clear square would leave only half a MOV point left, which isn’t enough to move any further. The incline costs 1.5 MOV for the character, fully expending his movement. The obstructed terrain costs 2 for this hero, and with only 1.5 MOV left, can’t be moved to.

·       A Knight with the Slow Move Type and 7 MOV is stuck in obstructed terrain. Every step he takes costs 3 of his MOV, forcing him to be limited to 2 squares each turn. Upon reaching the edge, he is in rough terrain. As rough terrain costs Slow characters 1.5 MOV, he can now move through 4 squares of rough terrain for a cost of 6 of his MOV. If his 4th square of rough terrain is adjacent to smooth or clear terrain, the Knight could spend the 1 unspent MOV to move a 5th square onto it.