Movement
Free Movement: Unless an effect says otherwise, a character may move 1 Tile for every single Action Slot used during any Action. Some Actions will have a set amount of Tiles the character may move or must move. There are a few Actions which restrict movement to Zero/0 Tiles.
As long as all activation requirements are met at some point during the action, then the action may take place. This includes a melee attack action which takes 5 Action Slots. As long as at least one Action Slot is spent within the appropriate range, then the action qualifies its activation requirements.
Dash
When a character dashes, they move an additional tile along with their normal movement for a total of 2 Tiles of movement. They also gain the Momentum Status.
Activation
Celerity: 1 Action Slot
Effect: Move 2 Tiles and gain Momentum.
Rush
While Momentum is active, the character may use Rush. Activating Rush ends the Momentum Status, and grants it again as long as 3 Tiles are moved during the Rush.
Activation
Celerity: 1 Action Slot
Effect: Move 3 Tiles and gain Momentum.
Note: Normally a Character may move 1 Tile during any Action Slot used as part of any action, unless the action has an overriding mechanic.
Jump
A character may jump instead of walking.
Activation
Celerity: 2 Action Slots
Effect: We move our character 2 Tiles without touching the ground.
This effect does not necessarily make us immune to Hazardous Tiles or suffering effects from moving through a Tile, Within Reason. If a trigger requires Stepping on the tile, Jumping over it will not activate the trigger.
Falling
Flying is fun, but have you tried falling?
For each Tile you fall when falling more than three Tiles, when you land you take 10 damage, divided by positive Agility, or multiplied by a negative Agility. If this division would reduce the damage to 1 (or a decimal greater than 0 and less than 2), no damage is taken.
Climbing, Swimming, and Hazardous Tiles
Free Movement can not be taken while Climbing, Swimming, or moving through Hazardous Tiles.
Activation
Celerity: 2 Action Slots
Effect: Our character climbs, swims, or traverses rough terrain 1 Tile.
Difficulty: How hard moving one Tile depends on the Story Guide. Within reason, success is guaranteed at a cost. Well, if you can pay the cost.
Easy: No pack weight or armor to weigh you down.
Physical Stress: (v:20)
Mid: Pack equipped, Armor equipped.
Physical Stress: (v:10)
Hard: Packs and Armor equipped. Near max Every Day Carry?
Physical Stress: (v:6)
Extreme: Nearly impossible. Burnout imminent. Saving Someone?
Physical Stress: 1 to 10 (v:10
Drowning & Suffocating
If your character can’t breathe for more than 12 Full Rounds they become unconscious.
Once unconscious if the character remains where they can not breath for another 12 Full Rounds, they die.