Movement Actions

Sielu Vartija

We will start at learning how to walk, climb, and swim.

Talking.

Swinging our weapons.

Movement Actions

 

Combat Movement

Moving around the battlefield during Active Phase Encounters has an Activation cost. For every Tile we move, we must

Activation: (1AS|2RS|3FP)

Effect: We move our character 1 Tile


Jumping

A character may jump instead of walking.

Activation: (1AS|2RS|2FP)

Effect: We move our character 1 Tile

This effect does not necessarily make us immune to rough terrain or suffering effects from moving through a Tile, Within Reason.


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 (v:4+1) damage, divided by positive Agility, or multiplied by a negative Agility.

 

Climbing, Swimming, and Rough Terrain

Activation: 2AS|3RS|4FP

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 Load?

  • Physical Stress: (v:6)

Extreme: Nearly impossible. Burnout imminent. Saving Someone?

  • Physical Stress: 1 to 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.

 
The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Basic Attack

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Damage Effects