====== Movement ====== During your turn in combat, you can move a number of yards equal to your Speed score using your primary mode of locomotion—walking, rolling, slithering, or fluttering. ===== Special Forms of Movement ===== In addition to walking and its equivalent, you might move in any of the following ways. Each requires you to expend yards of your normal movement. ==== Climb ==== You can climb surfaces that have handholds and footholds, or when you have a rope. For every 2 yards of movement you expend, you can climb up, down, or across a distance of 1 yard. If you use a rope, you can descend 2 yards for every yard of movement you expend. You grant 1 boon on rolls against your Defense and Agility while you climb. === Difficult Surfaces === Climbing might be more difficult if you have to avoid attacks, contend with a greased surface, or need to make your own handholds. If you attempt to climb under such conditions, the Sage might require you to make a Strength roll. On a failure, you make no progress. On a critical failure, you lose your grip and fall. === Harm While Climbing === Once per round, if you suffer any form of harm while you are climbing, make a Strength roll. You roll with 1 bane if you are injured. On a failure, you lose your grip and fall. ==== Crawl ==== You crawl while prone. For every 2 yards of movement you expend, you crawl 1 yard across a surface on which you are prone. ==== Drop Prone ==== You can expend 1 yard of movement to drop to the surface on which you are standing. You become prone. ==== Fly ==== A trait, magical talent, or spell can grant you the ability to fly. When you fly, you move 2 yards for every yard of movement you expend. Once airborne, you remain so until you land, the effect enabling your ability to fly ends, or something causes you to land. If you become held, prone, stunned, or unconscious while flying (or are prevented from flying in any other way), you fall. If you fall because you are knocked prone, you can make an Agility roll at the end of the round if you have not landed yet and you are not held, stunned, or unconscious. On a success, you end the prone affliction and can continue flying. Otherwise, you continue falling. Repeat this process until either you succeed on the Agility roll or you hit something and suffer the consequences. If you can hover, you are at risk of falling when flying only when you become unconscious. You remain airborne even if you are held or stunned. ==== Jump and Leap ==== You jump when you try to reach something overhead or drop down to something below you. You leap to hop over an obstacle. To jump or leap, you expend 2 yards of your movement. The distance you jump or leap depends on your Size. You can jump up a number of yards equal to half your Size, or your full Size if you used an action to run. You can safely jump down to a surface within a number of yards equal to twice your Size. Beyond that distance, you fall. You can leap a number of yards equal to twice your Size or four times your Size if you are running. You can double your jumping and leaping distances by making an Agility roll to jump or a Strength roll to leap. If you would jump or leap even farther, the Sage might impose 1 or more banes on your roll. ==== Mount and Dismount ==== You can expend 3 yards of movement to mount a friendly creature with the Mount trait within reach or dismount one you are riding. When you mount, you move into that creature’s space and share that space until you are no longer riding the creature. When you dismount, you move from the creature’s space into an empty space of your choice within 1 yard of the creature. See Mounts for more information. ==== Retreat ==== When you are in the reach of an enemy, you can retreat to safely move out of its reach provided you can move to a space not in the reach of another enemy. For each yard you would move, expend 1 additional yard of movement, preventing the enemy from making a free attack against you. ==== Sneak ==== You attempt to move without making much, if any, sound. For every 2 yards of movement you expend, you sneak 1 yard across the surface on which you are standing, making no more sound than a whisper during your movement. If you wear heavy armor or attempt to sneak across a noisy surface, such as broken glass, gravel, and the like, the Sage might call for you to make an Agility roll. You make normal sounds from moving on a failure. A critical success indicates you make no sound at all, while a critical failure means you make a particularly loud noise. ==== Stand Up ==== If you are prone, you can expend 4 yards of movement to stand up, thus ending the prone affliction. ==== Swim ==== You can swim in just about any liquid, though immersing yourself in acid or toxic goo is never a good idea. For every 2 yards of movement you expend, you swim 1 yard in any direction inside the liquid. While swimming, you make rolls to attack with 1 bane and you grant 1 boon on rolls to attack you. In rough conditions, when you wear medium or heavy armor, have your hands bound, or are hindered in some other way, you might have to make a Strength roll, possibly with 1 or more banes. On a failure, you make no progress, and on critical failure, you sink beneath the surface and risk suffocation. ==== Teleport ==== Magical effects can teleport you, transporting you with whatever you are wearing and carrying from one place to another in an instant. When you arrive in the new location, you do so in the same orientation and posture had when you left the previous position. So, if you were prone, you remain prone after teleportation. If an effect teleports multiple targets, all of them appear in the same positions they had relative to each other before they moved. Finally, movement by teleportation does not trigger free attacks. Some teleportation effects enable you to teleport to empty spaces. Any space you deem to be empty is a legitimate target for the spell. However, if there is an invisible creature or object in that space, you make an Intellect roll. On a failure, both you and the creature or object occupying the space lose 1d6 Health and the smaller of the two (if the same Size, the Sage chooses) is pushed into the nearest empty space away from the direction you traveled. ==== Mounts ==== You treat any friendly creature you ride that has the Mount trait as your mount. You gain control of the mount and maintain it each round by expending 2 yards of your movement. The mount moves as you direct it using its own Speed score. If you cannot control the mount and you are not secured in some way, you make a luck roll at the end of the round. You fall prone in a space within 1 yard of the mount on a failure. //**Attacks:**// When a mount under your control uses an action to attack, you choose the target of its attack. //**Prone:**// If an effect knocks you prone while you ride a mount, you fall prone in a space within 1 yard of the mount in a direction away from the effect that knocked you prone. Your mount then makes a luck roll with 1 boon. On a failure, the mount falls prone and you make an Agility roll. If the Agility roll is a failure, the mount falls on you, causing you to lose 1d6 Health per point of the mount’s Size, and you become held until the mount stands up or is moved off you. You can overcome this affliction with a successful Strength or Agility roll with 1 bane. If an effect knocks your mount prone, make an Agility roll. On a success, you leap clear of the mount and land in an empty space of your choice within 3 yards of the mount. On a failure, you fall prone and the mount falls on top of you as described above. ==== Vehicles ==== Vehicles are objects that move when drawn by creatures, pushed by wind, or powered by engines. In combat, a vehicle might be immobile, granting cover to creatures behind it, or mobile, creating new complications in the battle. //**Controlling a Vehicle:**// The driver or pilot becomes the vehicle’s controller until it stops driving or piloting the vehicle or the vehicle comes to a stop. The controller must be in a position inside the vehicle that allows control, and must expend 3 yards of movement to take or maintain control until the end of its next turn. If the controller leaves that position, it stops being the controller and the vehicle becomes uncontrolled. //**Movement:**// A vehicle moves in the direction and at the velocity its controller chooses. A vehicle has a Speed score, the number of yards the vehicle moves on the controller’s turn (See Vehicles in Chapter 3 for more information). A vehicle moves just once per round, regardless of how many controllers it has during the round. The controller can maintain the vehicle’s velocity when it establishes or maintains control. The controller can increase the vehicle’s velocity (up to its maximum Speed) by 1 or decrease it by 1 for each yard of movement expended. A vehicle moves in the direction it is heading, though changes in terrain might cause the vehicle to drift or turn slightly. The controller can turn the vehicle up to 45 degrees by expending 1 yard of movement. The Sage might call for Agility rolls from the controller to maintain control of the vehicle under challenging circumstances, such as turning at maximum velocity, moving over an obstacle, or being caught in a powerful blast of wind. A failed roll typically results in a loss of velocity, but the Sage can also decide that the vehicle becomes uncontrolled, moves in an unexpected direction, or tips over. //**Entering and Exiting:**// You expend 1 yard of movement to enter a vehicle you can reach or to exit from a vehicle in which you ride. Once on board, you can move around the interior as normal. If you attempt to board a moving vehicle, the Sage might call for an attribute roll or even a luck roll to determine if you succeed. If you exit a moving vehicle, you lose 1d6 Health per 5 yards of the vehicle’s velocity and fall prone. //**Collisions:**// A collision occurs when a vehicle’s movement brings it into contact with a creature or an object. If the creature or object is smaller than it, the vehicle slows down but continues moving. If the creature or object is the same size as the vehicle or larger, the vehicle stops moving. When a collision occurs, the vehicle, its occupants, and whatever was hit take damage if the vehicle is moving at velocities of 5 or faster. When the collision occurs, the creature or object struck takes 1d6 damage plus 1d6 damage for every 2 yards of the vehicle’s velocity above 5. The vehicle takes half this damage if it continues moving after hitting a pedestrian, or twice this damage if the collision stops its movement, such as slamming into a wall. Any creature inside a vehicle that has stopped due to a collision makes a luck roll. On a failure, it takes damage equal to that taken by the vehicle. On a success, it takes half the damage, or no damage with a critical success. The Sage might decide there are other consequences from a collision—occupants might be thrown from the vehicle, fall off, or become trapped inside. ==== Obstacles ==== Obstacles slow or prevent movement. A pit in the center of a passageway, a gigantic boulder on a narrow path, a scattering of caltrops on the floor, a cramped tunnel, or a steep slope can all make movement difficult, even perilous. Unless an obstacle poses a risk of harm, as long as you have plenty of time to bypass it, you can continue moving. If an obstacle is dangerous or you’re under pressure, the Sage might call for an attribute roll to keep moving. A failed roll indicates no progress and might result in damage or the loss of Health, depending on the nature of the obstacle. ==== Challenging Terrain ==== Any terrain that is difficult to traverse counts as challenging. Rubble, ice, oil, caltrops, deep water, and other factors make movement perilous. Normally, challenging terrain covers the ground and sometimes walls, but strong winds and turbulent waters count as challenging terrain to fliers and swimmers, respectively. For each yard you would move across challenging terrain, you must expend 1 extra yard of movement. If you run across challenging terrain, make an Agility roll, possibly with 1 or more banes. On a failure, you fall prone on the challenging terrain and your Speed drops to 0 until the start of your next turn. === Clearing Away Challenging Terrain === It takes 1 hour using a heavy tool kit to clear a surface of challenging terrain within a Size 3 space. If multiple creatures work on clearing the terrain and have their own heavy tool kits, divide the total required time by the number of creatures contributing to the effort to see how long the work takes. ==== Falling ==== You fall when you drop a distance greater than your height. At the end of the first round you fall, you descend 50 yards. You descend another 150 yards at the end of the second round, 250 yards at the end of the third round, 350 yards at the end of the fourth round, and so on until you land on a solid surface that can bear your weight. On landing, you lose 1 Health for every yard you fell. You make a luck roll, losing half as much Health on a success, or no Health with a critical success. On a critical failure, you lose all your Health and die. If you lose any Health from the fall, you also land prone. If you fall onto a liquid surface, you halve the amount of Health you would lose. If you dive into the liquid, you can make an Agility roll in place of a luck roll. ==== Squeezing ==== You can squeeze through tight spaces by crawling. You can typically squeeze through a space of half your Size (minimum 1/2). So, a typical person can squeeze through a Size 1/2 space, while a Size 3 creature could squeeze through a Size 1 space. Certain spaces might be too small for squeezing, as the Sage decides, or the Sage might require a successful Agility roll to squeeze. While you are squeezed in a space, you cannot use reactions, you grant 1 boon on rolls against your Defense and Agility, and you make Agility rolls with 1 bane. ==== Minor Activities ==== You can perform minor activities chosen from the following options by expending 2 yards of movement for each. * Open an unlocked door, a chest, or some other container in your reach. * Retrieve an item from your backpack or some other container you carry. * Pick something up off the ground. * Pull a lever or flip a switch. * Draw or stow a weapon. * Any other physical activity that involves movement and does not require an attribute roll to perform or resist it. ==== Special Movement Traits ==== Many creatures have special movement traits, which are described below. //**Burrower:**// The creature burrows 1 yard into a solid surface of earth or stone for every 2 yards of movement it expends. It leaves behind a tunnel with a diameter equal to its Size – 1. //**Climber:**// The creature climbs 1 yard for each yard of movement it expends; it can climb across ceilings and overhangs; it grants no boons on rolls to attack it due to climbing; and it rolls to climb with 1 boon. //**Fly:**// The creature can fly when it moves. //**Hover:**// The creature ignores any effect other than being unconscious that would cause it to fall while flying. //**Insubstantial:**// The creature can move through or end its movement inside a solid object. While it is inside a solid object, the creature cannot be harmed until the object is destroyed. The creature ignores the effects of wind and other kinds of challenging terrain that can ordinarily affect flying creatures. //**Mount:**// The creature enables other creatures to ride upon it. //**Silent:**// The creature can sneak 1 yard for each yard of movement it expends and rolls to sneak with 1 boon. //**Slippery:**// The creature’s moves do not enable other creatures to make free attacks against it. //**Squeeze (# inches):**// The creature can squeeze through openings of the indicated size. //**Strider:**// The creature reduces by 1 the number of yards of movement it expends to move each yard across challenging terrain. //**Swimmer:**// The creature swims 1 yard for each yard of movement it expends; it ignores the effects of swimming on its attribute rolls, on its rolls to attack, and on rolls against its Defense; and it makes rolls to swim with 1 boon. //**Teleport #:**// This creature can expend its move to teleport to an empty space that it can see within the indicated number of yards. //**Water Walk:**// The creature can move across liquid surfaces as if they were solid and treats them as challenging terrain. ===== Movement Complications ===== Various complications, coming from effects that target you or from the nature of your environment, might restrict your movement. ==== Forced Movement ==== An effect that forces you to move propels you in the direction and to the distance indicated unless you encounter an obstacle that prevents you from continuing to move. If being moved would expose you to peril, such as pushing you over the edge of a cliff or into a fire, you can make a luck roll and, on a success, drop prone at the edge of the danger. Being moved in this way does not enable enemies to make free attacks against you. ==== Moving Out of Reach ==== If you willingly move out of the reach of one or more enemies, you trigger a free attack from each enemy whose reach you leave. You can avoid this risk by retreating. ==== Climbing or Jumping onto Creatures ==== You can attempt to climb or jump onto a creature whose Size score is higher than your own. You must be able to reach the target to climb onto it, or the target must be somewhere you can jump onto it. Typically, you make a Strength or Agility roll to climb or jump onto the target, though if it resists the effort, you roll against the target’s Agility. Once on the target, you move with it when it moves. If you try to move across its body, you treat it as challenging terrain. At the end of the round, if the Sage deems your situation on the target to be precarious—the creature ran, or moved in an erratic manner, you make a Strength roll to maintain your hold. On a success, you stay put. On a failure, you fall off, with consequences determined by the Sage, such as taking damage from a fall.