The distance you can walk, fly, swim, climb, and more is determined by your Movement Score and Movement Types. Every round you have a total Movement as a resource. Anytime during the Command and Action Phases of your Activation, even during specific Actions, you can use Movement as a Free Action, deducting the amount moved from the appropriate Movement Allowance.
Each Movement Type represents a different mode of movement. To cover a few examples, Overland encompasses all traditional on-ground movement (walking, running, etc.), Swim includes all in-water movement, and Flight covers anything in the air (including what 1e separated out as levitation).
Keep in mind that Movement is a per round resource. That means if you spend all of your Movement before the round ends, you cannot use any more until the next round. For example if your Movement resource is 10m per round and you have two Activations, if you spend all 10m of Movement on your first Activation, you cannot move anymore on your next Activation.
When you use a Movement Type to move, you deduct an amount equal to the distance moved from that Type’s Allowance for the remainder of the round, as well as from any Types that are as high or higher than that Type. To illustrate, let’s take Charizard as an example, which has the Overland and Flight Movement Types, with Movement Scores of 10 and 15 respectively.
On its first Activation, if Charizard moves 3m Overland, both its Overland and Fly Allowances for the Round are reduced by 3 (to 7 and 12). But if it decides to then move 4m using its Flight Allowance, only Flight is reduced (to 8), leaving Charizard with 7 Overland and 8 Flight to use for the rest of the Round. Then, at the end of the Round, its Allowances are reset to the Charizard’s default Scores: 10 Overland and 15 Fly.
If you find that your movement is insufficient in a given round, you can choose to Rush. Rush is a Simple Action that can add to the Score of a Movement Type you possess for the rest of the round, essentially a gamble to ensure that you can “sprint”. By succeeding at a Skill Test with the Skill associated with the Movement Type you wish to add to you gain +1 to that Movement Type’s Movement Score for every degree of success rolled for the remainder of the Round.
It is significant to note that you may only transition between being submerged and surfaced in a medium such as water or dirt once per activation unless an action would override this under specific circumstances (Such as using Dive or Dig with the Rapid style.). This is to prevent Dive/Burrow kiting abuse.
Available by default to most creatures are four (4) Actions: Rush, Jump, Leap, and Breach. These four Actions have a number of similarities. Some of them are locked behind the user having access to certain Skills, Movement Allowances, and Traits. One such trait is [Jump X].
[Jump X] denotes firstly, if a creature is capable of the act of "jumping". Some creatures lack the capacity to "spring" up or around, bounding from a solid surface to do so. Creatures' Jump Height outside of combat is equal to its Height multiplied by a value, determined by the creature's specific Jump Trait.
Note: Jump heights are automatically calculated and listed on an Actor's sheet. Unlike with Size Classes, Jump Heights are not determined by the Height Measurement Type a creature possess.
Jump Trait | Jump Height Multiplier multipled by creature's Height |
---|---|
Jump 1 | x 0.1 |
Jump 2 | x 0.4 |
Jump 3 | x 0.8 |
Jump 4 | x 1.4 |
Jump 5 | x 3 |
Jump 6 | x 8 |
Jump 7 | x 16 |
Jump 8 | x 30 |
Rush is the one Movement-modifying Action players are most likely to use, solely because it's so widely applicable.
As a Simple Action, a creature may make a Demanding Skill Check with the Skill associated with the Movmeent Allowance they are using. For every 2 DoS, the user gains +1m to that Movement Allowance until the end of the Round.
Addiionally, if the they feel they need more more movement, they may spend PP to improve the result of their roll by +10 per PP spent, up to 10 PP total.
Jump is a bit more situational. Compared to the Leap Action below, Jump is more of a free-standing jump focused on verticality.
As a Free Action, the user may make a Challenging Acrobatics Roll to Jump, moving a number of meters through the air equal to 1/3 their Jump Height (which is a minimum 1m if they have a [Jump X] Trait).
Then, the user gains or loses Jump distance equal to 1+X/3
meters for every 3 DoS or DoF, where X is based on their [Jump X] Trait value.
Like with Rush, creatures may spend PP, up to 10, to add +10 to the roll's result.
Example
Eric, a human character, attempts to Jump. He has [Jump 2], like most humans. He rolls his 60 Acrobatics Skill at Challenging, rolling a 92 - 3 DoF, which means he jumps
1 - (1+2/3)
m, which rounds down to 0m.Normally, Eric wouldn't move at all, but if he spends 3 PP, he'll be able to Jump 1m.
There are two restrictions for using Jump:
Leap is similar to Jump, but a bit more applicable like Rush.
As a Free Action, the user may make a Challenging Running Roll to Leap, moving a number of meters through the air equal to their Jump Height (which is a minimum 2m if they have a [Jump X] Trait).
Then, the user gains or loses Jump distance equal to 1+X/3
meters for every 2 DoS or DoF, where X is based on their [Jump X] Trait value.
Like with Rush, creatures may spend PP, up to 10, to add +10 to the roll's result.
Example
A Treecko attempts to leap between two large trees across a ravine. She has [Jump 5], and a Running Skill of 100. Because she doesn't have a ton of room to move on the branch she's on and build up speed to Leap, the GM opts to make it an Intense Running Check. Treecko rolls a 17 against a 60 - 5 DoS, which means she leaps
2 + (2+10/3)
m, which rounds down to 7m.Luckily. the ravine was only 6m wide, so she's able to reach the tree on the other side, grabbing a brach 1m down.
There are two restrictions for using Leap:
Breach is similar to Rush, but specifically focuses on traversing Movement Allowances - such as actively diving into the water.
As a Free Action, the user may make a Demanding Skill Roll associated with the medium they're in. Upon rolling Breach, the user gains +1m to the Movement Allowance of the Moveement Type they would require to traverse the new medium for every 3 DoS and must utilize that Movement.
The following are examples of what skills would most commonly be applicable in common scenarios:
Like with Rush, creatures may spend PP, up to 10, to add +10 to the roll's result.
Example
Sharpedo attempts to break out of the water he's in, to attack a human taunting him from a boat. He has a Swim Skill of 120. Sharpedo rolls a 35 on the Demanding Swim Check, earning 9 DoS, which means he gains 3m of Flying Movement.
Unfortunately, the side of the boat is 3m up, and the human is 1m back from the edge, meaning Sharpedo would need to spend 3 PP to be able to land on the boat.
There are two restrictions for using Leap:
Actions with the Dash Trait allow the user to freely use one of the four Actions above to try and close the gap between themselves and a potential target after declaring the Action and before rolling the Accuracy Check.
Be warned, if you can't get close enough to actually execute the Action, the Action fails and any Actions, PP, or other resources spent to declare the Action are still spent!
Certain situations or actions may confer Cover, which determines how concealed or "covered" a creature is by obstacles, walls, fortifications, or some other mitigating factor that prevents attacks from reaching them.
Broadly speaking, Cover is generally only applied to Ranged, non-melee attacks, but can sometimes come into play in odd situations, such as with Fog Weather. There are two types of Cover: Low Cover and High Cover. Low Cover is the result of some minor obscuring factors, generally covering up 10-50% of a creature's body. High Cover is this, dialed up a fair bit, with 51-90% of a creature being obscured.
Lower Cover confers the equivalent of +1 default EVA stage when it applies as a creature is being targeted by an Action or Attack, while High Cover confers +2 default EVA stages.
Being within a body of fluid such as water applies Low or High Cover to creatures on either side of the surface of the medium (Which is at GM discretion). For example, a Magikarp beneath the surface of a river would likely receive *Low Cover against attacks from above the water's surface, but other creatures above the surface would get Low Cover against the Magikarp's attacks.
Similarly, a creature burrowing beneath the ground would almost always receive High Cover or total cover against attacks from the surface, unless the creature in question is using Tremorsense and [Earthbound] moves.