Movement
As we transition from Tile to Tile, the amount of Action Slots committed to the movement determine the total distance we may travel.
Climbing, Jumping, Falling, and Swimming follow specialized mechanics.

Line Step

Movement
Celerity: (0|1) Basic Action
Move between the Tile Center to the Tile Line, or from the Tile Line to the Tile Center.

Careful Step

Movement
Celerity: (1|2) Basic Action
When using Careful Step, we move 1 Tile. Due to the caution a Character has during this step, they may avoid obvious hazards, or hazards which they are aware of without chance for triggering those hazards’ effects.

Rush

Movement
Celerity: (2|3) Basic Action
A Rush allows us to quickly move 3 Tiles. This may trigger obvious hazards and hazards the Character is unaware of in those Tiles.

Jog

Movement
Celerity: (4|5) Grants Momentum Basic Action
A quick Jog lets us move 8 Tiles and gain Momentum.

Momemtum

Movement
Duration: [S] Buff
The Momentum Status is granted by Jog and Sprint.
If any Action is taken other than Sprint while the Momentum is active, Momentum ends.

Sprint

Movement
Celerity: (1|-) [Requires Momentum] Basic Action
Move 4 Tiles. Sprint perpetuates Momentum.
Climbing
Ascending and descending obstacles presents a challenge that requires physical effort and time.
Different surfaces present different difficulties for movement. Unless an Action states otherwise, Climbing is only possible on surfaces that offer hand and footholds.
There are three difficulties for Climbing: Assisted, Rough, Sparse, and Sheer.
  • Assisted: An Assisted Climb benefits from a ladder, secure grapling and rope, or other equipment.
  • Rough: A Rough Climb tends to have plenty of hand and footholds and doesn't need special equipment or effects.
  • Sparse: A Sparse Climb requires a successful Accuracy Check for each Climb Action, failure leads to a slip and fall.
  • Sheer: A Sheer Climb requires specialized equipment and is impossible by normal means.

Grip & Ascend/Descend

Movement
Celerity: (2|3) Basic Action
Move up or down 1 Tile.
Requires a free hand or appropriate equipment.

Careful Climb

Movement
Celerity: (5|6) Basic Action
Move up or down 1 Tile Safely
Reduces Grip Accuracy Check Value by 5.

Scramble

Movement
Celerity: (3|4) Basic Action
Move up or down 2 Tiles.
Requires two free hands.

Free Climb

Movement
Celerity: (3|4) Basic Action
Move up or down 3 Tiles.
Requires two free hands.

Climbing Challenge Assessment

Assessment
Celerity: (1|1) Basic Action
Determine Difficulty of Next Climb Action.
Reveals the Grip Accuracy Check Value required for next Climb Action, if there is one.

Failing a Grip Accuracy Check

Consequence
Celerity: (1|1) Basic Action
Each time you fail a Grip Accuracy Check you begin Falling. As long as you remain within 1 Tile of the climbing surface, you may attempt to Grip each (v:4+1) Tiles. For each Tile you fall, the Grip Accuracy Value increases by 1, stacking with the difficulty of the Tile you're trying to Grip.
For every Tile you fall up to 5 Tiles, you take doubling damage from 1. 1 Tile is 1 damage, 2 Tiles is 2 damage, 3 Tiles is 4 damage, 4 Tiles is 8 damage. 5 Tiles is 16 damage. See Falling for longer falls.
Jumping
There are multiple Jump Actions we can use to close gaps, and outright clear obstacles like Pits, Traps, and Hazardous terrain.
Clearing Traps and Hazardous Terrain requires an Agility Check. For Pits, the Jump Distance simply needs to exceed the Tile Width of the Pit.
There are three types of Jumps: Jump, Leap, and Vault.

Jump

Movement
Celerity: (3|4) Basic Action
Jump 2 Tiles horizontally or 1 Tile vertically from a standstill.
This may move you over a 1 Tile wide pit or clear 1 Tile worth of Sheer Climb to a Gripable Tile.
This may move you over a 1 Tile wide pit.

Leap

Movement
Celerity: (1|1) [Requires Momentum] Basic Action
Leap allows you to clear 3 Tiles, landing on the 4th Tile from the start of the Leap. Anywhere during the Leap, if you come within 1 Tile of a Climbable Surface, you may attempt a Grip Check. Leap Requires Momentum to Activate.

Vault

Movement
Celerity: (1|1) [Requires Momentum] Basic Action
With a Vault, you only move 2 Tiles forward, but can clear an Obstacle which is 2 Tiles high. Using a Vault to start a Climb puts you 3 Tiles up vertically with a successful Grip Accuracy Check. Vault Requires Momentum to Activate.
Falling
While falling, a Character or Unit's fall speed will increase based on the distance of the fall.
During Freefall, the first Full Round we fall 150 Tiles and Reach Assigned Terminal Velocity. Assigned Terminal Velocity is 250 Tiles per Full Round.
Certain mechanics will assign a distance falled, such as falling while climbing, this time is considered to lapse as part of the Action which triggered it. In those cases, Failing to Grip or otherwise meet the conditions to stop the fall places the Character or Unit in Freefall.
  • Short Fall Damage: For every Tile you fall up to 5 Tiles, you take doubling damage from 1. 1 Tile is 1 damage, 2 Tiles is 2 damage, 3 Tiles is 4 damage, 4 Tiles is 8 damage. 5 Tiles is 16 damage.
  • Long Fall Damage: Starting at 5 Tiles, we take 16 damage. Between 5 and 10 Tiles we take 32 damage. Between 10 and 20 Tiles we take 64 damage. Between 20 and 100 Tiles we take 128 damage. Between 100 and 150 Tiles we take 256 damage.
  • Freefall Damage: At 151+ Tiles we take 512 damage.
Fall damage is applied as an Impact Injury Card. Falls that cause their Victim to become Vulnerable Maim them if they land on their feet, breaking both their legs, or Execute them if they land on their Head.
Swimming
Navigating water and deep bodies of liquid requires specialized effort. Being fully submerged or moving against a current adds to the difficulty. Prolonged swimming may cause Fatigue to stack, making extended periods of swimming dangerous.

Float

Movement
Celerity: (4|4) Basic Action
Using deep, slow breaths to remain buoyant, the Character or Unit may remain at the surface of the body of water they're in.
While Float does not cause Fatigue in short stints, it is only usable when at the surface of the body of water.
Every hour using Float causes 1 Fatigue. If Fatigue has reached a point when Float may no longer be accomplished in a single Full Round, the Character or Unit begins Sinking.

Fatigue

Enfeeblement
Physical Status Temporary
Fatigue can stack up to 13 times. For each stack, all Celerity costs are increased by 1. When a Character or Unit reaches 13 stacks, they are rendered Unconscious.

Waterflow Current

Forced Movement
Environmental Status Hazard
Waterflow Current [x]: The current in a body of water such as a river will sweep away Characters or Units. The [x] value of Waterflow Current is how far the Character or Unit is moved every single time they spend 1 Action Slot or Reserved Slot.

Swim

Movement
Celerity: (2|3) Fatigue: (v:8@1) Basic Action
Our Character or Unit moves 1 Tile through the water in any open direction. Repeating the Action increases the distance traveled to 2 Tiles per use.

Submerged

Enfeeblement
Physical Status Conditional
The Character is fully underwater and cannot speak or use ranged weapons unless designed for underwater use. The Character must hold their breath.

Holding Breath

Capability
Physical Condition Vitality
A Character can hold their breath for a number of Full Rounds equal to their Vitality score. After this duration, the Character gains 1 stack of Asphyxiation during re:Cycle. At 3 Stacks of Asphyxiation, the Character or Unit dies.
Previous
Previous

Action Hit & Area Mechanics

Next
Next

Basic Actions