#Zone Modification (區域變形, Topology Modification)
Contents
The GM's authority and guidelines for changing the shape of the battlefield.
Related: Zone Layout · Encounter Design
#Modification Types
| Modification | Effect | Example |
|---|---|---|
| Delete Zone | That zone cannot be used | Back-to-the-river formation: delete allied Rear Zone → cannot retreat |
| Block Passage | Movement between two zones becomes impossible | barricade, cliff, flames |
| Capacity Limit | Limits the maximum Domination inside the zone. When one faction reaches the cap, it creates a Blockade — the opposing faction cannot enter normally, and can force entry only through Blockade Breakthrough Target Number 15. | Narrow bridge: Domination cap 3. Narrow Path §Blockade |
| Add Zone | Create a new zone | underground passage, 2nd floor of a tower, secret room |
| Merge Zones | Turn two zones into one | wall collapse → Front Zone+Core Zone merge |
| Environmental Effect | Add a persistent gimmick to a zone | poison fog(1 Wound every round), swamp(movement +1 Energy), flames(1 Wound at lull) |
#Modification During Combat
The GM can modify zones during the lull step or when a specific trigger occurs.
- Example: "The enemy destroyed the bridge" → block the Front Zone↔Core Zone passage.
- Example: "The fire spread" → add a fire environment to the Flank Zone.
#Modification Formula
Use the following formulas to unify the numeric effects of modifications. This makes it easier to predict how the "weight" of a modification affects the entire battlefield balance.
#Domination Cap After Merging Zones
When two zones are merged into one, the new zone's Domination cap = the smaller cap among the original two zones + 1. If a baseline zone with no cap(Front Zone, Rear Zone, and so on) is included, calculate from baseline value 10.
| Original Zones | New Cap | Example |
|---|---|---|
| Front Zone(10) + Core Zone(baseline 10) | 10 (baseline maintained) | inner castle falls after wall collapse |
| Narrow bridge(3) + Front Zone(10) | 4 (smaller side +1) | secure space beside the bridge |
| High Ground(Domination +1 modifier) + flat ground | flat ground maintained + High Ground modifier disappears | flatten a captured high-ground position |
#Environmental Effect Stacking Rules
When multiple environmental effects accumulate in one zone:
- Same type (example: flames twice, poison fog twice): apply only the highest value (cannot stack).
- Different types (example: flames + poison fog): apply all (each operates by round).
- Type cap: one zone can have up to 3 simultaneous environmental effects. If exceeded, the GM declares the oldest one gone first.
#Conditions for Reopening a Blocked Passage
To reopen a blocked passage, make a check matching the cause of the zone gimmick. Baseline formula:
- Physical obstacle (barricade/debris):
2d10 + Physique + Disable >= 13. 4 Energy, -1 with squad support. - Environment such as flames or poison fog: disappears naturally after 1~2 rounds, or is removed immediately by a feng shui master using [Spirit-Vein Twist] or a Pure Land monk using [Great Dharma Assembly].
- Spiritual barrier: requires the Exorcism skill.
2d10 + Wisdom + Exorcism >= 15.
#Cost to Add a Zone (GM Side)
Adding a new zone during combat must be tied to a narrative event. Numerically:
- Small added zone (underground passage/2nd floor of a tower): no cost; declare at the lull step.
- Large added zone (a new battlefield joins): requires a scenario milestone. Enemy reinforcements usually enter with it.
The formulas above are the baseline. If the scenario needs a more dramatic modification, the GM may adjust freely.
The battlefield is not fixed.