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Movement

How far you get, and what gets in the way: in a round, across bad ground, up a wall, through water, in a chase and on the road. Every rule here works two ways, theater of the mind and tactical, and they use the same numbers, so a table can switch between them mid-session.

The actions that go with movement - what each Action Bracket lets you do - are at the end, under Actions.

Two Ways to Play

Theater of the mind. There is no map. The GM describes the scene, you say what you do, and the picture lives in everyone’s head. It still runs on the sheet: everything that moves has a Movement Rate in meters, the GM keeps rough distances in meters (“about 30 meters, across the car park”), and the distance puts a target in a Range Band. The band follows from where you end up. The GM gives distances when they matter, and a player can always ask how far. Close enough is fine; nobody measures.

Tactical. The scene goes on a map. One hex is one meter, so Movement Rate is the number of hexes you move, and a map printed at 1 inch = 1 m keeps tokens to scale.

Range Bands

Band Theater of the mind Tactical What it looks like
Melee Contact, out to ~1m The next hex Arm’s reach
Close 1 to 10m 2 to 10 hexes The same room, across a bar, the width of an alley
Near 10 to 50m 11 to 50 hexes Across a street, the length of a corridor, the far side of a car park
Far Beyond 50m 51 hexes or more Rooftop to rooftop, the far end of a warehouse

Movement Rate

Movement Rate = 5 + Air, in meters (or hexes).

Air 1 2 3 4 5 6 7 8 9 10
One move 6m 7m 8m 9m 10m 11m 12m 13m 14m 15m
Dash (2x) 12m 14m 16m 18m 20m 22m 24m 26m 28m 30m
Sprint (5x) 30m 35m 40m 45m 50m 55m 60m 65m 70m 75m

Exhausted 3 halves it. Grabbed sets it to 0.

Moving in a Round

You declare What you do How far you move
Fast One action: a move 1x Movement Rate
Fast One action: anything else None
Normal A move and one other action 1x Movement Rate
Normal - Dash Two moves 2x Movement Rate
Normal Two actions, neither a move None
Slow One empowered action A 1m step (one hex), before or after the action
Slow - Sprint Moving and nothing else 5x Movement Rate

A move can be split around the other action in a Normal round: move then attack, attack then move, or move, attack and move again, as long as the total stays within your Movement Rate. A Dash and a Sprint are all movement and don’t split.

A Sprint can be bumped like any Slow action: 1 Ki resolves it in the Normal band, 2 Ki in the Fast band. It stays a Sprint - 5x Movement Rate, and nothing else.

Leaving Melee

You can always move away. There is no free attack and no roll to break off. What leaving costs is time: anything that hasn’t acted yet this round, and declared Normal (a move and an attack), follows and attacks if its move reaches where you end up.

A Grabbed character has Movement Rate 0: escape first, then move.

Disengaging is choosing to leave Melee. A Gift or Flaw that says you can’t disengage means you can’t choose to move out of Melee.

Moving Past People

In theater of the mind, the GM rules whether a crowd or a doorway lets you through.

Getting Low

Cover

One rule for every action that gets you behind something. The GM calls the grade:

Cover wears down. Where it’s plausible (GM’s call), cover can be shot down: attack it as an item, and at 0 Health Levels it stops being cover. See the materials table for what a wall, a car door or a sandbag berm can take.

Advantage and Disadvantage count sources. Belly Down behind partial cover is two sources against a ranged attack: no harder to hit than partial cover alone, but a shooter who Aims (+1) is still left at Disadvantage.

Terrain and Footing

Ground Costs Examples
Clear 1m per 1m A floor, a road, a lawn
Rough 2m per 1m Mud, deep snow, rubble, undergrowth, knee-deep water
Wild Land 3m per 1m Bog, a collapsed building, a thicket, drifts past your waist

Push through it. Roll Athletics, Difficulty 6, once per turn, when your movement takes you onto bad ground. A success crosses Rough as if it were Clear, and Wild Land as if it were Rough - never better. A failure pays the full cost. Descriptors can argue a different Element for Athletics, as for any Skill. Snowshoes cancel the cost of deep snow.

Footing (ice, a slick deck, loose scree). A normal move across it needs no roll. A Dash, Sprint or Bulldoze across it needs Athletics, Difficulty 6; failure leaves you Prone where the footing gave out.

Tight spaces (a crawlspace, a vent, the gap between buildings). Squeezing through costs 2m per 1m, you can’t attack, and attacks against you are at Disadvantage. The GM decides what’s too tight for a given body.

Climbing, Jumping and Swimming

Climbing

Climbing costs 2m per 1m. Roll Athletics once per turn at the surface’s Difficulty: success climbs at your full rate, failure at the double cost, and a catastrophic failure (a roll of 20) means you fall. A rope & climbing kit, grappling hook, grapple gloves or ice axe gives Advantage where its entry says. Rain, wind or darkness make a surface one or two steps harder.

Difficulty Surface
10 A stepladder, a waist-high wall
9 A ladder
8 A tree with low branches, a chain-link fence
7 A sturdy rope with knots tied in it
6 A rock face with good holds, a drainpipe
5 A plain rope, a brick wall with crumbling mortar
4 A rough stone wall, a rope while carrying someone
3 An overhang, a crumbling cliff
2 A sheer, rain-slicked cliff face
1 Smooth concrete, bare ice without tools
0 Vertical glass

Nearly Impossible is not impossible: at this scale, the strongest can climb glass.

Jumping

Jump Distance, no roll
Running long jump Your Air, in meters
Standing long jump Half your Air
High jump Half your forward distance: half your Air running, a quarter standing

The distance counts against your movement. To go farther, roll Athletics:

Past your Air +1m +2m +3m +4m +5m
Difficulty 8 6 4 2 0

Fall short and you land at your Air distance. If that’s over the gap, you go down it - unless you land next to an edge, in which case roll Athletics, Difficulty 6 to catch yourself. A success leaves you hanging on; climbing up is a climb.

Swimming

Swimming can’t be used untrained. A character without the Swimming Skill who ends up in deep water starts the No-air clock at once, unless they’re holding something that floats.

A swimmer moves at their Movement Rate - water doesn’t cost double. Staying up uses the endurance rule:

Water Free time Then roll Water + Difficulty, once per Starting Difficulty
Calm Stamina Hours Hour 8
Rough (a current, waves, carrying weight) Stamina Minutes Minute 6

The Difficulty drops by 1 each roll, and each failure costs a level of Exhausted. Exhausted 5 means you go under, and the No-air rule takes over. Immersed in cold water adds its own levels on top.

Creatures That Move Differently

A listed mode is a creature’s rate in that medium, with no extra cost and no roll - “14m swimming” swims 14m the way a character walks 14m. Flight, swimming, climbing and burrowing move at the listed rate; glide can only descend or hold height; drift ignores ground costs. A creature with no mode for a medium uses the rules above.

Unless the characters changed the ground. Rubble the party brought down, a room they flooded, caltrops they threw: the creature pays the cost and makes the roll like anyone else.

Chases

A chase is ordinary movement, round after round, with a roll for the route.

  1. Declare movement as usual - a move, a Dash, or a Sprint (which can be bumped).
  2. Everyone makes a Chase roll, Difficulty 6, with the Skill for how they’re moving: Athletics on foot, Driving, or Piloting. The GM makes it one or two steps harder where the route calls for it. Gear that helps counts (Motorcycle, Off-road SUV). Being faster gives no Advantage - the meters already reward speed.
  3. Resolve. One side succeeds and the other fails: the side that failed moves at half this round. Both succeed or both fail: full moves. A critical success moves 1.5x.
  4. Check the gap. 1m or less: caught - Melee. Out of sight: broken away, for now.

Out of sight isn’t gone. The GM sets where sight breaks as the chase goes. The quarry then rolls Stealth against the pursuer’s Perception (a creature’s card: “Perception 7 vs. Stealth”). Success, and they’ve lost it. Failure, and it’s back on their trail at the edge of sight. When the characters give chase, they roll Perception or Tracking against the quarry’s Stealth.

Running is exhausting. A Sprint is running flat out: Stamina Rounds free, then Water + Difficulty each Round, starting at 6 and dropping by 1, with a level of Exhausted per failure. Exhausted 1 puts Chase rolls at Disadvantage.

Travel

  Rule
Pace 3 + Air/5 km per hour on clear ground
Travel day 4 + Stamina hours of walking
A group Moves at its slowest member’s pace, and stops when its shortest travel day runs out
Bad ground Rough halves the distance, Wild Land cuts it to a third. No roll
Forced march Past your travel day, Water + Difficulty each extra Hour, starting at 7 and dropping by 1; a level of Exhausted per failure. A Full Night’s Rest clears it
Getting lost Only when the GM calls for it: roll Navigation. A compass and a map mean no roll
Character Air Stamina Pace Travel day Distance
Air 1, Stamina 1 1 1 3.2 km/h 5 hours 16 km
Air 3, Stamina 2 3 2 3.6 km/h 6 hours 22 km
Air 5, Stamina 3 5 3 4.0 km/h 7 hours 28 km
Air 7, Stamina 3 7 3 4.4 km/h 7 hours 31 km
Air 10, Stamina 5 10 5 5.0 km/h 9 hours 45 km

Travel happens off the map; a map comes out when the journey turns into a scene.

Actions

What each Action Bracket lets you do. A Gift or weapon that states its own action cost always overrides these.

Empowered Actions

A Slow round is one empowered action, plus a 1m step before or after it. A bump with Ki carries the empowerment along. Distracted drops the action to a Normal one, and it loses what its empowerment gave.

Action What it gives
Aim Advantage on the attack
Called Shot You hit something specific - a hand, a strap, a weapon, a Zone. No Advantage
Study a Target No roll - the round is the cost. Your next attack against it, next round, has Advantage, a Called Shot included
Careful Work Advantage on a Skill roll made with full concentration. It persists on the same task, round to round, until you’re interrupted
Brace Until your next turn, you can’t be Bulldozed, shoved or knocked Prone
Bulldoze Charge a target to force it out of its space. Move at least 5m and at most 2x your Movement Rate to reach it, then roll your Potence in d10s against its Soak (the contested pool). Each die over pushes it back 1m, and you step into the space it left. If nothing connects, you stop beside it
Spellcasting Always Slow, once magic exists

One per round. Aim and a Called Shot can’t be combined in one round - but Study a Target this round makes next round’s Called Shot roll with Advantage.

Special Actions

Action Band What it does
Attack on the Run Fast only A full move and an attack, ranged or melee, at Disadvantage. The attack can come anywhere in the move
Snap to Cover Fast only A 1m step into adjacent cover, staying on your feet
Dive for Cover Fast or Normal Fast: move up to your Movement Rate at once and land Belly Down. Normal: a full move, then the dive. Cover applies
Sprint Slow only 5x Movement Rate and nothing else. Can be bumped

Combat Actions