Progeny uses a simplified spatial system instead of grids or precise measurements. Locations are divided into zones and edges.
Zones and Edges
Zones are distinct tactical areas where a character can move freely. A cargo bay, a control room, a section of corridor; each is a zone. As a rough guideline, zones represent areas of about 100-300 square feet, but size matters less than function. A zone is defined by what can be accomplished within it.
Edges are the transitions between zones: doorways, stairwells, gaps, elevation changes. Crossing an edge requires deliberate movement.
Example map:
[Escape Pods] ←→ [Central Hub] ←→ [Medical Bay] ↓ ↓ ↓ [Control Room] ←→ [Main Corridor] ←→ [Life Support]
You don't need precise battle maps. A quick sketch of circles (zones) connected by lines (edges) is enough.
Movement
Within a zone: Characters move freely within their current zone as part of any action. Repositioning behind cover, circling an opponent, or maneuvering around obstacles costs nothing unless environmental effects say otherwise.
Between zones (crossing edges):
| Who | How They Move |
|---|---|
| Spotlight player | During the instant window, may cross one edge instead of using an instant talent. Additional movement comes from talent effects or action outcomes. |
| Supporting players | Can only cross edges through instant talents that grant movement, or through effects caused by the spotlight player's action. |
| NPCs | Move through abilities on their stat blocks. |
The DM can relax these rules during exploration, social scenes, or any time tactical positioning isn't relevant.
Range
Range is simplified to three categories:
Here: Anything in your current zone. Here abilities can target around cover and obstacles through close-quarters maneuvering (indirect line of sight).
There: Anything in adjacent zones. There abilities require direct line of sight: obstacles between or within zones can block them entirely. There weapons and abilities cannot target things in your own zone.
Anywhere: Any zone on the map (here, there, or beyond). The ability's description specifies whether line of sight is required.
Environmental Challenges
Environments don't treat all movement equally. The DM can designate zones and edges with terrain types that create tactical variety.
Difficult Terrain
Difficult terrain imposes additional movement costs.
Spotlight player in a difficult zone: Must forego their instant action to reposition within the zone, or they can reposition but their action roll must be risky.
Spotlight player crossing a difficult edge: Must use their one-edge-of-movement (foregoing their instant talent) and their action roll must be risky, or they can spend their entire turn on crossing the edge (no action roll).
Supporting players: Cannot move within or across difficult terrain unless they have an instant talent that specifically grants movement through it.
NPCs: The DM must spend 1 interruption token for any NPC movement within or across difficult terrain.
Examples: knee-deep water, heavy gravity, steep slopes, debris fields (difficult zones); narrow beams, locked doors, cliff faces (difficult edges).
Hazardous Terrain
Hazardous terrain allows normal movement but inflicts harm (capacity rolls, direct hits, or wounds).
Examples: fire-filled corridors (1 hard hit), toxic atmosphere (Vigor roll or lose 1 Vigor), electrified barriers (Vigor roll or 1 hard hit), thorny passage (1 light hit).
Deadly Terrain
Deadly terrain contains lethal hazards that block passage entirely until something changes. Crossing is generally impossible unless an effect or action makes it viable.
Examples: lava flows, hard vacuum without protection, high-voltage barriers, gaps over molten metal.