Legacies of Veridocia: The Dark Dominion
(Combat Mechanics) |
(Movement) |
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.