2.1. Move
The Move Ability is a Free Action, meaning it doesn't require a Beat and you can use it multiple times on your Turn, using Movement before, after, or between your other Abilities.
Movement
On your Character Sheet, you will find a list of Movement Styles (in the "Abilities" box.)
Each Movement Style provides you with a different mode of travel that you can use to get around the world. By default, a Movement Style lets you move a Spitting Distance(4u) in the manner described by that Movement Style before it becomes unavailable to you until your next Turn. Walking, for example, lets you move a Spitting Distance(4u) along horizontal, solid surfaces.
If the word "Half" precedes a Movement Style (e.g. Half Jump(2u)) it will instead become unavailable after moving a Spearing Distance(2u) in that style. Conversely, if the word "Double" precedes a Movement Style (e.g. Double Jump(8u)) then you can move a Throwing Distance(8u) in that style before it becomes unavailable.
The largest Movement Style found on your Character Sheet also defines a cap of total amount of Movement you can use across all your Movement Styles combined. Any easy way to track this is to give yourself a pool of Movement that you can use at the start of each of your Turns equal to the Distance you could cover with your largest Movement Style. You can then spend that pool of Movement into each Movement Style (up to its own maximum) until your pool of Movement is gone.
Most Level 1 characters will begin with the ability to Walk(4u), Half Jump(2u), and Half Swim(2u). That means the total amount of Movement they can use on a Turn is a Spitting Distance(4u) of Movement.
Remember, you can use your Movement at any time on your Turn, dividing it up and spending it into any Movement Style or combination of Movement Styles before, after, or between your Abilities and improvisations on your Turn. When you use a new Movement Style, that Movement Style becomes active and its ruleset will take over.
- On #Alice's Character Sheet is says she can Walk and Half Jump.
- #Alice knows she has 4 units of Movement she can use on her Turn (since her largest Movement Style is Walking at 4 units.)
- #Alice spends 1 unit of Movement to Jump 1 unit. #Alice has 3 units of Movement remaining.
- #Alice casts a Spell Ability.
- #Alice spends 1 more unit of Movement to Jump 1 unit back to where she was before. Since #Alice can only Half Jump (a range of 2 units) she cannot Jump any further this Turn. #Alice has 2 units of Movement remaining.
- #Alice spends her remaining 2 units of Movement to Walk 2 units. Since #Alice can Walk up to 4 units, she did not hit her Walking limit.
- #Alice is now out of Movement and so she cannot move any further this Turn.
- #Alice then ends her Turn.
Interrupted Movement
In your travels, you may come across a Flying creature that you wish to knock out of the air. You can do this by Interrupting its active Movement Style. Not all Movement Styles will describe an effect that occurs when it's Interrupted. If a Movement Style describes no such effect, then Interrupting that Movement Style has no effect. As an example, Interrupting Flying will always lead to the creature Falling — which, in-turn, can lead to them taking Damage. Conversely, Interrupting a creature that is Levitating will have no effect and the targeted creature would stay in the air, rather than Falling to the ground.
Some Abilities explicitly state that they Interrupt Movement. If you have none of those available to you, you can also Interrupt Movement by inflicting two Stacks of the Slowed Condition on your target (see 3.7. Status Conditions.) If none of your Abilities inflict the Slowed condition, you can, attempt an "Improvised Maneuver" using one of your Basic Attacks. This lets you add the ability to inflict the Slowed Condition to your Basic Attack, but you will also have a Disadvantage on the Ability Test. The Disadvantage will make it difficult to pull off, so be sure to check what other options you have first.
The Movement Style List appendix contains a list of all the Movement Styles and their associated rules. The Movement Style List divides the Movement Styles in two: "Common" and "Uncommon" Movement Styles. The "Common" Movement Styles include the following:
Improvised Movement
If you do not explicitly have a Movement Style listed on your Character Sheet, you are not barred from attempting to use that Style of Movement. Most Level 1 characters, for example, will not have Climb or Swim listed on their Character Sheet.
To improvise a Movement Style, first describe to the GM how you are going about that Movement Style and any preparations or precautions you are taking. The GM may then grant or deny you that Movement Style. Before granting you the Movement Style, the GM may also make you perform a Test (like an Athletics Test.) Failing the Test may count as an Interrupted version of that Movement Style or bring about some other negative consequence.
Unless the GM says otherwise, when you gain an Improvised Movement Style, you will gain the "Half" variant of that style. To gain a normal amount of that Movement Style, you would need to improvise well. For example, if you tip a bed frame up against a wall to create a makeshift ladder, the GM may let you Climb(4u) it instead of Half Climb(2u) it.
The Dash Ability
If you ever need more Movement on your Turn, you can "Dash" as a Reaction to starting the Move Ability. Doing so double all your Movement Styles for the Turn, also doubling your total limit on Movement.
#Bob spends a Hook to "Dash", which doubles all his Movement Styles. #Bob's Half Jump(2u) is now a Jump(4u). #Bob uses his increased Movement to make four 1-unit jumps over each of the mines in the floor.
Next Up: 2.2. Investigate