Move

Time: Passive

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 start of each of your Turns, 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 cleared at the start of your Turn.

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

The following Abilities are always Prepared:

Move

Time: Free Action Target: Self
Requires: Movement
Effect: Movement

When starting this Ability, you will lay out which Movement Styles you will use and in what quantities. You must plot out your movement for all to see. You also must have the Movement required to fulfil that plan.

Upon taking effect, you will move according to the plan created, if possible. You will then spend your Movement into each Movement Style used.

Dash

Time: Action Target: Self
Test: Athletics
Effect: Movement

Double your Movement Style ranges (and by extension your total Movement available) until the start of your next Turn.

† If you attempt to Dash a second time in one Round, you must make an Athletics Test:

Basic Ability or Rogue Upgrades: