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.
Movement Types
Movement types define how movement occurs. You can only move by using a Movement type you have.
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.
Moving
Creature that have Movement limbs require using those limbs to move. For the Movement type they are using, they must use more than half of the applicable limbs. At the start of your turn, restore all Movement.
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.
After moving, you are considered moving until you end your turn without moving any spaces that turn or pay 1 Movement to stop. Moving creates a sound of Magnitude 2 + your size.
Advance (1 Movement)
Move 1 space. When using a Secondary Movement type, increase Movement cost by 1 and count as 1 minute towards Overexertion. Any time you could advance, you can instead jump.
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 Free Limb, hoof, or foot 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 slippery surface, a surface steeper than 60 degrees, and a surface steeper than 90 degrees each causes -2 on your roll.
Jump (1 Movement - Athletics)
Creatures can jump while moving with land or swim, 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.
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. On failure to long jump, also 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.
If you are physically connected to another subject, you also fall any time it does. Do not fall at the start of your turn during a round you have already fallen. While falling in a group, the subject falling the fastest determines the maximum number of spaces any subject in the group can fall during the round. Once any subject in the group has fallen that far, none of them fall further that round.
Prevent Fall (Reaction - Athletics)
Before falling spaces, if you can fly, pay 1 Movement to reduce the spaces you fall on this and following turns 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, roll climb. If you succeed to climb that surface, stop falling and any Serious Injury caused from Collision only affects the limbs used.
Colliding
Collision may occur and deal damage while you are moving and your path is blocked. Each creature and object in a Collision takes Bashing damage, and if multiple creatures or objects were moving in opposing directions before Collision, the damage from each is added to each other. Armor does not reduce damage from Collision and each part of armor also takes half the damage you take. Injury from Collision causes Balance, DL increased by the Injury. Several factors determine how much damage is dealt by Collision.
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)
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 fall Prone, DL 6.
Exert (No Action)
At any time during your turn, you can push yourself harder than normal for a brief time while not Fatigued or Exhausted. Gain +2 on Mobility rolls, Bulk Limit, Endure rolls, and Movement Pool. Each round counts as 1 hour towards Overexertion and you suffer Body damage equal to the DL on failure.
Dash (Major)
If your Movement costs are increased, reduce the increase by 1. Otherwise, treat your Athletics Tier as 1 higher to Jump while moving, increase the Magnitude of sound you make by moving by 1, and when you step, you may move an additional space for 1 round. Each round counts as 10 minutes towards Overexertion.
Run (Major)
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If your Movement costs are increased, reduce the increase by 2. Otherwise, treat your Athletics Tier as 2 higher to Jump while moving, increase the Magnitude of sound you make by moving by 2, and each time you step, move an additional 2 spaces for 1 round. You cannot use Minor Actions while running. Each round counts as 20 minutes towards Overexertion.
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)
Traversing narrow, unstable, or slippery surfaces and certain other conditions and events require using Balance. When you enter such a space or are affected by an effect that causes Balance, become Prone and begin falling unless you Balance, DL 3. A surface counts as narrow if it is less than 1/3 of your width. The DL is increased by 1 for each 1/10 of that width it is smaller and by 2 if the surface is unstable. Suffer -2 on your roll if you are moving.
Squeeze (Minor - Elude)
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. While Squeezed, double the number of creatures you count as for each size reduced to determine Crowded and you cause Crowded to yourself.
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, increase cost of move actions by 1 Movement, and you can stand up for 1 Movement.
Stealth (Minor - Elude)
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 increase the Tier by 1 for each 1 you exceed the DL by. This cannot increase the Tier by more than the Tiers you are benefiting from.
You may increase the Movement cost by any amount to reduce the sound Magnitude made by an equal amount, DL 0.
Riding Mounts
While mounted, your movement is affected. You cannot move and when your mount moves, you are moved in the same way. Suffer Tier 2 Encumbered while your mount is Dashing and Tier 4 while it is Running. You count as in all spaces of your mount for determining any effects and you and your mount do not cause each other to be Crowded.
Control Mount (Minor Action - Nature)
You must control your mount at the start of each turn, DL 9. You can use Free Limbs to gain +3 on the roll for each and the limbs cannot be used for any other task for 1 round. If you do not control your mount, it will take any actions it chooses. Any time your mount makes an unexpected movement, roll Athletics, DL 9. On failure, fall off your mount and become Prone. If you are using a saddle, gain +3 on rolls in relation to your mount.
Mount / Dismount (Major or Minor Action - Athletics)
To mount or dismount a creature is DL 3 and costs 1 Movement. On failure, fall Prone. When not done as a Major Action, increase the DL by 9. If you Dismount a Moving mount, begin Falling. As a creature you could mount or vehicle you could enter moves into your space, you can mount or enter it using Catch, DL 9.
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