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Movement and Maps

Movement

Creatures have a movement speed equal to (5 + their Prowess) × 1 m. On their turn they may move up to their speed, split up as they like before, between, or after any actions they take.

Creatures with a movement speed higher than zero can walk or run across the ground.

Helpless creatures can crawl up to half their movement speed.

Other Movement Types

Climbing, swimming, flying.

Creatures may gain the ability to move in other ways besides walking from abilities or spells. The distance they can move is still limited by their speed, combined across all their movement methods.

Creatures that haven't been bestowed specific movement types may still be able to climb or swim, depending on the surface and distance, at the discretion of the Arbiter. They may need to roll to succeed if the task is difficult enough.

Climbing allows creatures to move across smooth, vertical surfaces. Climbing across a surface steeper than vertical may require a roll. They may also cling to walls without moving.

Swimming allows creatures to move through water in any direction, or stay still. Fighting strong currents may require a roll.

Flying allows creatures to move through the air, or hover in place. Flying creatures take no damage from falling regardless of their speed or distance fallen.

Falling

Characters which fall more than two metres take one damage for each metre past two that they fall (e.g. falling 3 metres causes 1 damage, falling 5 metres causes 3 damage). If this damage equals or exceeds the character's Endurance, they are immediately rendered helpless. If the damage exceeds the character's Endurance by 5 or more, they die.

Maps

For combat using a map, use a scale of 1 m per square (with characters taking up one square each). Count diagonals as 1 m.