2.1. Move

The Move Ability states:

Move

Time: Free Action Target: Self
Requires: Spend Movement
Test: *Sneaking
Effect: Movement

When starting this Ability, you will lay out your path and which Movement Styles you will use in what quantities. You must have the Movement available to fulfill that plan. Movement resets at the end of your Turn.

When this Ability takes effect, you will move according to the plan you created, if possible, then spend the Movement used into the proper Movement Styles. (See [[#Movement Styles]] below.)

Once per Round, if your Movement takes you to a new location where you are at least half obscured from all foes, you can attempt a Sneaking Tests. If you Pass the Test, you gain a Stack of a Stealth Condition of your choice.

Dash

As a Reaction to starting this Ability, you can double your Movement Style ranges (and by extension your total Movement available) until the start of your next Turn.

Long Chases

For longer chases, the GM may have you perform an Athletics Test as a part of an improvised Montage Ability instead of using this Ability.

Movement Styles

Each Movement Style that you know provides you with a different mode of travel that you can use to get around the world. Unless otherwise stated, all creatures start with the following Movement Styles:

At the end of each of your Turns, after clearing Fleeting stacks of Status Conditions, you will gain Movement equal to your largest Movement Style's Distance. You can later spend Movement into a Movement Style to move using that Movement Style's rules.

A Movement Style lets you move a Spitting Distance(4u) each Round using the rules of that style. A Movement Style prefixed with "Half" will instead become unavailable after moving a Spearing Distance(2u). Conversely, a "Double" Movement Style lets you move a Throwing Distance(8u) before it becomes unavailable. All Movement spent into your Movement Styles is reset at the start of your Turn.

If a Movement Style describes an effect that occurs when it's Interrupted, that effect will trigger when an Ability affects you and says that it "Interrupts Movement" as one of its effects. Gaining two Stacks of Slowed also Interrupts Movement.

Improvised Movement

You can improvise a Movement Style that you do not explicitly have access to. To do so, 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.

Basic Ability or Rogue Upgrades:

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.

Example: Movement

#Alice starts 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:

Walk

Move along a relatively horizontal and solid surface. If there is no surface below you, you will begin to Fall (see Fall Damage) and cannot otherwise move yourself.

This is the default Movement Style that is active if no other Movement Style is active.

While this Movement Style is active, you can become Prone. While Prone, half any all Movement spent on this Movement Style before moving. You can become Prone as a Free Action. You can also stop being Prone as a Free Action, if you also spend a Swinging Distance(1u) of Movement. (Note: Abilities like the Basic Attacks are often affected by a Prone target, making that target harder or easier to hit.)

Jump

Move through the air, launching yourself from a relatively horizontal and solid surface. If, at the end of your movement, you do not land on a similar surface, you will begin to Fall (see Fall Damage.)

Veteran Note: You can break up your Jump into separate, smaller Jumps.

Climb

Move along walls or ceilings. If Interrupted, you will begin to Fall (see Fall Damage.)

Swim

Move through water in any direction. Halting movement keeps you where you are in the water unless there is a current, then you will drift at the speed of the current.

This Movement Style becomes the default Movement Style while you are in water.

If Interrupted, you will begin to float upward a Swinging Distance(1u) per Turn. If you have more than half of your Good spots filled, you will instead begin to sink a Spearing Distance(2u) per Turn. You may also begin to sink if you are carrying something that isn't buoyant and that is as heavy or heavier than you are.

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.

Example: Jumping Further

#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.

Movement Reactions

You will want to take care as you move around a battlefield. Enemies may be able to take Reactions in response to your Movement.

Next Up: 2.2. Investigate