Movement (Playtest Rules)
Movement Rate (MR)
- Base MR for an unencumbered human: 6
- MR is the maximum distance moved using one Leg action
- MR cannot drop below 1 unless immobilized
Armor & Packs
Apply only the single worst penalty from armor or pack.
Armor
- No / Light: no penalty
- Medium: −1 MR
- Heavy: −2 MR
Packs
- No / Light Pack: no penalty
- Medium Pack: −1 MR
- Heavy Pack: −2 MR
Heavy Pack Restrictions
- A pack may be doffed as a Hand action
- While wearing a Heavy Pack:
- You cannot sprint, leap, or perform acrobatic movement
- MR penalties still follow the non-stacking rule
Using Movement
- Spending your Leg action allows movement up to MR
- Movement may be split before or after other actions
- An unused Leg action counts as unused defense
- Normal movement/reposition still allows Dodge as a reaction this round
Sprinting
- Spend 1 stamina to gain +2 MR for that movement
- Sprinting is not allowed while wearing a Heavy Pack
- Sprinting may be used only during your own turn
- If you Sprint, you cannot Dodge until your next turn (unless a trait says otherwise)
Engagement & Movement
- You cannot freely move while adjacent to an enemy
- Attempting to do so allows the enemy to spend a defense action
- To avoid this, you must use an action skill (e.g. shove, tumble, feint)
- These are not movement and are resolved separately
Dangerous Terrain
- Dangerous terrain requires an Athletics check to traverse safely
- DC is set by the substance or hazard
- Failure may result in falling, slipping, or other consequences
Difficult Terrain
- Difficult terrain reduces MR or forces a Dangerous Terrain check
- Effects are determined by the environment
Injuries
- Each leg injury reduces MR by 1
- Effects are cumulative
Crits During Movement
- Partial Crit: You may ignore enemy defense actions during the movement
- Double Crit: Same effect, but you look extremely impressive
- Crits do not increase distance or negate terrain consequences
Movement Techniques
While using your Leg action for movement, you may incorporate any of the following as part of the same movement:
- Tumble
- Leap
- Sprint
- Navigate terrain
- Move stealthily
These do not require separate actions, but may:
- Trigger contested rolls,
- Require Athletics or Stealth checks,
- Provoke defense actions if performed while adjacent to enemies,
- Be restricted by armor, packs, injuries, or terrain.
The Leg action represents continuous body movement, not a single step.
Dodge Availability by Footwork
- Move/Reposition only: Dodge remains available.
- Sprint or Leap used: Dodge is unavailable until your next turn.
- Traits may override this (for example, Acrobatic Finesse).
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Crawling
Swimming
Swimming covers movement through water deep enough that the creature cannot stand or breathe normally.
- A swimming check is only required while under pressure, such as combat, current, injury, panic, heavy load, or rough water.
- Base swim DC is
10in calm water. - Movement Rate while swimming is
1. - If a creature cannot breathe, it loses
1 staminaat the start of each round. - Each point of negative stamina adds
+1 Pressureto Athletics checks to swim or remain above water. - Apply only the single worst Pressure from armor or pack, using the same categories as normal movement:
- No / Light armor or pack: no Pressure
- Medium armor or pack:
+1 Pressure - Heavy armor or heavy pack:
+2 Pressure
- Carrying or dragging another creature adds at least
+2 Pressure.
Climbing
Flight
Winged
Supernatural
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