III - Game mechanics

Movement by air

The Movement Value (VMv) in the air and the Movement Points (PtMv) that costs to cross an Eido by air are expressed in simple parentheses. For example: (1). Flying animals have a fix PtMv value to fly over any type of land Eidos, because they are not affected by the Terrain Types. However, since sea Eidos are on average larger in size than land Eidos, the PtMv cost of traversing the former is higher. On the other hand, bad weather conditions increase the PtMv needed to move by air both over the land and over the sea. Thus, movement by air follows the following rules:

  • In Good Weather (TB) conditions, flying over a land Eido costs (1) PtMv. Flying over a sea Eido costs (3) PtMv.
  • In Messy Weather (TR) conditions, flying over a land Eido costs (2) PtMv. Flying over a sea Eido costs (5) PtMv.
  • In Storm (TM) conditions, flying over a land Eido costs (3) PtMv. Flying over a sea Eido costs (7) PtMv.

In addition, the weather also influences the chances of Accident when traveling through the air (see Modifications to the Event Roll when traveling through the air).

Wandering Movement by Air

There are beings whose insignificant size can cause them to be blown by the wind. Even in good weather conditions, the air currents that blow in the most exposed areas of the islands can tear oestrimios, xente cativa and demiños from the surface of the rocks and carry them tens or hundreds of meters.

A character in Wandering Movement through the air will roll 1d6 on his Movement Roll and will move as follows:

  • Result of 1,2,3,4 on the die: same criteria as for Wandering Movement by sea
  • Result of 5 on the die: it is assumed that the wind carries the character to a low altitude and he manages to grab onto some element of the terrain (a rock, a stem of xesta, the twig of a tree if he flies over a forest...). If he/she flies over a marine Eido, he/she falls into the water without any damage.
  • Result of 6 on the die: it is assumed that the air hits the character against the ground. A new roll must be made to determine the damage, following the following rules:
    • Die result of 1: suffers a shock (xSk)
    • Die result of 2:  suffers a Light Wound (xLv)
    • Die result of 3:  suffers a Serious Wound (xGv)
    • Die result of 4-5: suffers a Mortal Wound (xMt)
    • Die result of 4-5: suffers a Mortal Wound (xMt)
      When a character or animal in Sea Wandering Movement is taken off the board

Unlike what happens at sea, PC that are blown outside the boundaries of the board by the wind will automatically be considered dead.

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