Rules Index | GM Screen | Player's Guide


Chapter 10: Game Mastering / Environment

Forest

Source Core Rulebook pg. 513 2.0
These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.

Canopies

Source Core Rulebook pg. 513 2.0
Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an Acrobatics or Athletics check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa.

Trees

Source Core Rulebook pg. 513 2.0
While trees are omnipresent in a forest, they typically don’t provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically.

Undergrowth

Source Core Rulebook pg. 513 2.0
Light undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground.