Terrain is a mechanic. It is the various surfaces, obstructions and variance of an Environment that may hinder or aid an Entity.
Any given area may be affected by a Terrain effect such as the ones below, these effect help represent things like oil slicks, heavy radiation, ripped open hulls with jagged metal, or any other dangerous or inconvenient conditions that may be prevalent.
Difficult Terrain is a type of Terrain that causes any Entity moving through it to use twice as many Movement Points.
Dangerous Terrain is a type of Terrain. When you enter or spend Movement Points within Dangerous Terrain, you suffer D6 Meat Damage.
Impassable Terrain is a type of Terrain that cannot be moved through. Impassable Terrain typically requires a [Breaching Charge] or similar effect to penetrate, or an Appropriate Action or Ritual to replicate those effects, recommended Difficulty of ~50.
Obscuring Terrain is a type of Terrain that prevents Perceiving an Entity hidden within or behind it with the Appropriate Perceptions, most often Visual.
Walls are a type of Terrain. They are a subtype of Impassable Terrain that additionally prevent Perceiving and Acquiring an Entity hidden within or behind them. If an Entity is pressed against or otherwise Adjacent to the Wall, but can still be Acquired, then they gain Cover - 10 instead.
A Wall typically requires a [Breaching Charge] or similar effect to penetrate, or an Appropriate Action or Ritual to replicate those effects, recommended Difficulty of ~50.
Obstacles are a type of Terrain. They can vary in shape and size, but by default require a Double Action to move over and grant Cover - 5 to Adjacent Entities against any Attacks are Acquired over the Obstacle that Entity is Adjacent to.
Version 0.5c - Sep 2026