Environmental Objects

Environmental Objects are unlocked by the Course of Surroundings.

In most environments there will be several structures a character can interact with. The list of environmental objects is not meant to be a complete list, but rather to inspire explorable spaces that give the players more options than to walk up to the enemy and attack them. Each interaction below lists some example objects that could use that interaction, as well as how you can give the object an added challenge to make use of it, and importantly what the interaction provides to the player. Note that the added challenges are optional for a given object, decided on a per object basis by the GM.

Some Environmental Objects have a Level (L) which modifies how dangerous they are: L should typically be the average Level of player characters in the party.

## Terrain Features

Terrain features add variety to creatures' line of sight and available hexes to move to.

**Blocked Terrain**

**Can Appear As**: sparse wreckage, open shelving units, furniture which can’t be used as Cover

**Recommended Size**: 10% of the area

This obstacle can’t be passed through but it also doesn’t work as **Cover** because it can be easily shot through or into. If a Blocked Terrain can be climbed over, it is instead treated as very rough terrain.

**Cover**

**Can Appear As**: wall, pillar, statue, stalagmite, tree

**Recommended Size**: 10% of the area

Cover protects against ranged attacks. See Cover.

**Thin Cover**

**Can Appear As**: overturned table furniture, thin wall

**Recommended Size**: 10% of the area

A **Thin Cover** acts as a **Cover** except ranged damage rolls which are not doubles (attacks which would normally hit the Cover only) deal half damage to the **Thin Cover** and half damage to the creature behind cover (which can be reacted against as a normal attack). Attacks which ignore all Armor deal full damage to both the **Thin Cover** and the creature, acting as if the creature had no Cover.

**Low Cover**

**Can Appear As**: overturned table, fallen tree or pillar, pile of rocks or sandbags

**Recommended Size**: 10% of the area

A **Low Cover** acts as a Cover except creatures can move over the **Low Cover** by treating it as **Very Rough** terrain.

**Very Low Cover**

**Can Appear As**: overturned table, fallen tree or pillar, pile of rocks or sandbags

**Recommended Size**: 10% of the area

A **Low Cover** acts as a Cover only when creatures trying to use it for Cover are prone. Creatures can move over the **Very** **Low Cover** by treating it as **Rough** terrain.

### Terrain Feature Modifiers

**Requires Setup**

**Can Appear As**: a table to overturn, a nearly-fallen tree which can be felled, a slab of metal which can be propped up

The terrain feature is unusable until an Action or Reaction is spent to manipulate it.

**Imperfect**

**Can Appear As**: Made of cracked stone, has a structural flaw

The terrain feature is destroyed after taking 10L damage.

**Breakable**

**Can Appear As**: Made of weak wood, rusty, thin

The terrain feature is destroyed after taking 3L damage.

**Easily Breakable**

**Can Appear As**: Made of weak wood, rusty, thin

The terrain feature is destroyed after taking L damage.

## Surfaces

Surfaces affect how creatures can move or are moved on certain hexes. Surface effects stack, except for rough / very rough.

**Pushing**

**Can Appear As**: slide, wind tunnel, rapid river, conveyor belt

**Recommended Size**: a single line of contiguous hexes

When a creature enters the space of a **Pushing** object, that creature is moved 3-12 meters by the **Pushing** object. The speed and direction of the push are determined when making this object.

**Rough**

**Can Appear As**: tall grass, dense forest, broken stone, crowded streets

**Recommended Size**: 25% of the area

See rough.

**Very Rough**

 **Can Appear As**: water, severe storms, narrow passages

**Recommended Size**: 25% of the area

See very rough.

**Slippery**

**Can Appear As**: ice, wet surface, greasy surface

**Recommended Size**: 25% of the area

Once per turn, when a creature moves onto a slippery surface, they must make a DL 10 + L Agility check. If they fail this check, they immediately move an additional 1d6 hexes their current direction and end their Move action. If this d6 shows a 5 or 6, the creature also falls prone. Climbing a slippery surface has an increased DL of +L/2.

### Surface Modifiers

**Toggled**

The surface can be activated or deactivated by some switch, lever, or button using an Action or Reaction.

## Interactable Objects

**Explosive**

**Can Appear As**: barrel of oil or gunpowder, unstable tech, pipe carrying volatile liquid

**Recommended Size**: 1 hex

**Explosives** have either 1 HP or 2L HP, chosen when the object is placed in the Scene. When an **Explosive** reaches 0 HP, it bursts. This deals 3d6 damage to all adjacent hexes and half of that to everything within a radius of 3 meters. This attack has an Accuracy of 5L and can be reacted to normally.

**Explosive, Large**

**Can Appear As**: barrel of oil or gunpowder, unstable tech, pipe carrying volatile liquid

**Recommended Size**: 1 hex

**Explosives** have either 1 HP or 2L HP, chosen when the object is placed in the Scene. When an **Explosive** reaches 0 HP, it bursts. This deals 3d6 damage to all adjacent hexes and half of that to everything within a radius of L/2 meters. This attack has an Accuracy of 5L and can be reacted to normally.

**Explosive, Powerful**

**Can Appear As**: barrel of oil or gunpowder, unstable tech, pipe carrying volatile liquid

**Recommended Size**: 1 hex

**Explosives** have either 1 HP or 2L HP, chosen when the object is placed in the Scene. When an **Explosive** reaches 0 HP, it bursts. This deals Ld6 damage to all adjacent hexes and half of that to everything within a radius of 3 meters. This attack has an Accuracy of 5L and can be reacted to normally.

**Swing**

**Can Appear As**: chandelier, dangling rope or chain, vines, pole and hooked rope

**Recommended Size**: 1 hex

When a creature is adjacent to a **Swing** during a Move action, they may move AGI hexes in any direction (including up) for free before continuing their Move action. Each Swing may be used once per Move action.