Movement
Every character has a stat called Speed which indicates how many meters they may move when using an Action to do so (on a grid, Speed indicates how many spaces a character may enter during a move Action). This kind of Action is called a Movement. During a movement, you...
Rough TerrainSome terrain such as knee-high water, mud, sand, and loose gravel can be difficult to move through. This Rough Terrain slows down anyone who moves through it. A space of Rough Terrain counts as 2 meters of Movement instead of 1 (though if your Speed is 1, you can ignore this and move through Rough Terrain normally).
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OTHER MODES OF MOVEMENTSwim: In an aquatic environment, a character may move in 3 dimensions. Unless specifically adapted to aquatic environs, swimmers must treat the water they're swimming in as Rough Terrain and provide Advantage to those who attack from dry ground. Additionally, while swimming underwater, you'll have to hold your breath. Jump: You can jump 1 meter vertically or 2 meters horizontally as a part of any Movement you make (with a Feat if necessary). Some special abilities will allow you to jump much higher and farther. While jumping in this manner, you can move however many meters vertically and/or horizontally the ability allows you to, but must end the Movement on solid ground. Climb: With a roll +Brawn, you may climb almost any surface. This roll is required each time you move via climbing and failure causes you to fall to the ground. A climbing creature moves at half Speed (to a minimum of 1) and provides Advantage to attackers who are not climbing. The Difficulty of this Feat depends on the surface:
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SPECIAL MOVEMENT
The following types of movement are not normally possible for Mortals without magical or supernatural means. These types of movement are normally followed by parenthesis indicating the Speed one has when traveling this way. For example, Fly (5) indicates that for every Action spent flying, the character can fly 5 meters. There are certain considerations to take into account for each of these modes of movement:
- Fly: You may move in any direction, even vertically and may end movements airborne while able to fly.
- Glide: You automatically move horizontally as you fall, at a rate of 5 meters (diagonally downwards in a direction of your choosing) when your turn starts. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
- Hover: You float just 1 meter above the ground, avoiding land-based obstacles, hazards, and Rough Terrain.
- Jump: While you can normally only jump 1 meter vertically or 2 meters horizontally while moving, this special type of movement allows you to leap skywards for the duration of the movement, but you must end the move by landing on a viable surface and cannot remain airborne when the movement ends (otherwise you crash to the ground).
- Teleport: You instantly appear in any space (within range of the teleport) which you have Line of Sight to.