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Maneuver
Rolls defined on this page are Mobility rolls. Mobility rolls are made the first time they are applicable during a round and apply for the entire round unless your roll suffers any penalty or the condition changes, such as moving from ice to oil.
Moving creates a sound of Magnitude 2 + your size. After moving, you are considered moving until you end your turn without moving any spaces that turn or pay 1 Movement to stop. At the start of your turn, restore all Movement.
Movement Types
Movement types define how movement occurs. You can only move by using a Movement type you have. Creature that have Movement limbs use those limbs to move. For the Movement type they are using, they must use more than half of the applicable limbs.
For Land and Swim, a creature can use a limb that is not for the Movement type to reach the number of limbs needed, but when doing so, counts as using a Secondary Movement type.
Land
You can move on solid ground.
Swim
You can move through water. You cannot run or be Prone.
Burrow
You can move through loose ground that falls closed behind you. Packed ground increases Movement cost by 1. The Soulweaver determines if ground is able to be burrowed through.
Flight
You can increase or decrease your elevation when moving. To increase your elevation, increase Movement cost by 1. If you carry more than your Bulk Limit, you cannot increase your elevation and you lose 1 elevation at the end of your turn. If you carry more than double your Bulk Limit, you fall. You cannot be Prone.
Flight with Wings
You can use 2 wings to have Flight. Count as 2 sizes larger for Crowded, sound you make from movement, and when you are attacked with a Strike. If you suffer Grit Injury, roll Athletics to not fall, DL equal to double Injury.
Advance (1 Movement | Movement Limb)
Move 1 space using a Primary Movement type. You can use a Secondary Movement type by increasing Movement cost by 1. You can reduce the Tier of sound you make with this any amount by increasing the Movement cost an equal amount.
Climb (Athletics)
While moving on land, if the space you will move to is angled over 45 degrees, you must first roll climb, DL 6, and increase your Movement cost by 1. On failure, the advance fails. If you fail by 4 or more, begin falling. While in a space that requires climbing, suffer -2 on all physical action rolls, defenses against physical attacks, and other Mobility rolls.
For each additional Manipulation or Movement Limb you use, gain +1 on your roll. Suffer penalties on your roll based on the surface. Having only small handholds causes -1 on your roll. Having no handhold, a surface steeper than 60 degrees, and a surface steeper than 90 degrees each causes -2 on your roll.
Jump (1 Movement - Athletics | Movement Limb)
Creatures can jump while moving on land, DL 3. Suffer a penalty equal to your sizes smaller than 0. If you are moving, gain a bonus equal to the amount your Movement Pool exceeds 5. Any time you could Advance, you can instead jump.
The distance of Jump is limited by the type used. You can long jump a number of feet equal to 3 x your Athletics Tier or high jump a number of feet equal to your Athletics Tier. If you are not moving, this distance is halved. You can increase the DL by 6 to treat your Athletics Tier as 1 higher any number of times.
To begin, specify the type of jump and declare a space you will attempt to move to that is at least partially within the distance you can go. Move to the declared space. Before each space beyond the first moved, you must pay 1 Movement. If you cannot, you remain in the air and continue moving when you gain additional Movement.
While off the ground, suffer -2 on all physical action rolls, defenses against physical attacks, and Mobility rolls. If your location or direction changes before the jump is complete, your chosen destination changes in the same way. After failure to long jump, move a number of feet equal to your roll towards the declared space and begin falling.
Falling
If your weight is not supported, begin falling. While falling, you are considered moving. When you begin to fall, fall 5 spaces immediately. At the beginning of your first turn while falling, fall 80 spaces, and fall 175 spaces on each other turn. While falling, suffer -4 on all physical action rolls, defenses against physical attacks, and Mobility rolls.
If you are physically connected to another subject, you also fall any time it does and do not fall at the start of your turn during a round you have already fallen.
Prevent Fall (Reaction - Athletics)
Before falling spaces, if you can fly, pay 1 Movement to reduce the spaces you fall on this and your next turn by the result. If this reduces the spaces to 0, you stop falling and begin flying.
While falling, if there is a surface in Reach that you would not Collide into and is not at the same elevation as where you would Collide, roll Prevent Fall, DL 6. On success, roll Catch, treating the surface as an object you can Grip. If you Catch the surface, Collide with it and any Serious Injury caused from Collision only affects the limbs used, then roll Climb based on that surface. On success, stop falling.
Colliding
Collision occurs when a subject is in motion and the path is blocked. If this occurs between two subjects and both were in motion, Collision occurs for each of them in order of priority. Each creature and object in a Collision suffers Bashing damage based on the conditions below. Armor does not affect damage from Collision. After a Collision, each creature must Balance, DL increased by the double Injury they suffer.
If no condition added damage, the damage becomes 1 unless any condition reduced the damage. The damage cannot be higher than 40. If you suffer Injury, end all Stances you are in.
If you Collide with an object and the object Breaks, the Injury you take cannot be higher than double the object's Bulk - its Tiers of Broken before the Collision. If two objects Collide, determine if the object that can handle the least Broken Tiers breaks first.
If you are falling, reduce the spaces you fall on this and your next turn by the Injury you suffer. If this reduces the spaces to 0, you stop falling. If you fall into an object that does not break, stop falling.
When a creature or object enters a space other than through its own movement, it counts as Attacking Blind against that space using a weapon 4 sizes larger than the moving creature or object. When this attack succeeds or there is no path of travel possible in the space, collision occurs and the creature or object stops moving.
Soften Collision (Reaction - Nimble | Torso)
Knowing how to fall correctly can help keep you safe when you have found yourself without ground beneath your feet. As you would take damage from Colliding, reduce the damage by 1 + 1 for each 3 you exceed the DL and become Prone, DL 6.
Dash (Major)
Enter Dash Stance for 1 round. This Stance is not prevented by climbing, swimming, flying, or burrowing. While in Dash Stance, treat your Athletics Tier as 1 higher to Jump while moving, increase the Magnitude of sound you make from moving by 1, and when you advance, you may move 1 additional space. If the additional space of movement has any added costs, you must pay those costs to move.
Run (Major)
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Enter Run Stance for 1 round. This Stance is not prevented by climbing, swimming, flying, or burrowing. While in Run Stance, treat your Athletics Tier as 2 higher to Jump while moving, increase the Magnitude of sound you make from moving by 2, suffer -1 on defenses against physical attacks, and when you advance, you must move 2 additional spaces. Before moving each additional space, you must pay any additional costs of the movement. If you cannot, Balance and lose any remaining additional spaces to move.
Turning while running causes Balance, DL increased by 3 for each 30 degrees you are turning. On failure, increase Collide damage you suffer from falling by your Movement Pool.
Balance (No Action - Nimble | Movement Limb currently holding you up)
Entering a space of narrow, unstable, or slippery surfaces requires Balance, DL 3. On failure, become Prone and begin falling.
A surface counts as narrow if it is less than 4 times your foot width. The DL is increased by 3 for each foot width the surface is less than 4. Suffer -2 on your roll for each if you are moving and if the surface is unstable.
Stabilize (Minor - Nimble)
Enter Stable Stance, DL 3. While in the Stance, gain on Balance rolls. Increase the bonus by +1 for each 3 you exceeded the DL.
Squeeze (Minor - Elude | Torso)
Use Squeeze to treat yourself as 1 size smaller for determining the space you occupy for 1 round, DL 6. You can increase the DL by 6 to instead treat your size as 2 smaller.
You may use Squeeze as a reaction to any action or effect. You can stop Squeezing for a cost of 1 Movement during your turn.
While Squeezing, suffer -1 on melee and thrown attack rolls, -1 on Overpower attack rolls, -1 on defenses against physical attacks, -3 on Mobility rolls, and increase cost of move actions by 1 Movement.
Squeezing is great for helping fit through small tunnels and to take cover behind rubble.
Stealth (Minor - Elude | Movement Limb)
Avoiding enemies may be easier than fighting them. Use Stealth to reduce the Magnitude of sound you make with movement by 1 + 1 for each 6 you exceed the DL by for 1 round, DL 6. If you are benefiting from Concealment against vision, also treat the Tier as 1 higher for each 1 you exceed the DL by for the purpose of being seen. This cannot grant more than the Tiers you are benefiting from.
Riding Mounts
While mounted, when your mount moves, you are moved in the same way. If you move to a space that is not shared with your mount, you are removed from your mount and begin falling. Suffer Tier 2 Encumbered while your mount is Dashing and Tier 4 while it is Running. You and your mount do not cause each other to be Crowded. Any time your mount makes an unexpected motion, roll Athletics, DL 9. On failure, you are removed from your mount and begin falling.
Mount / Dismount (Major and 1 Movement - Athletics | Manipulation Limb)
You can mount a creature with a long or wide torso who is 2 or 3 sizes larger than you. Mounting and dismounting a is DL 3. On failure, begin falling. If the mount is moving, increase the DL by 3. You may do this as a Minor action by increasing the DL by 6. You and mount do not cause Squeezing to each other.
Mounting a creature does not cause it to act during your turn. Make use of Prepare Action and waiting to time your actions to match their movement.
If the mount is unwilling, you must have them or their gear in a Hold before using Mount. If you Dismount a Moving mount, begin falling.
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