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.
Upon taking effect, you will move according to the plan created, if possible, then spend the Movement you 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 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 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:
- Speedy(1).
- Gain an Advantage on the Athletics Test needed to avoid being Slowed.
- You can use your Artifice Stat instead of your Athletics Skill on to avoid being Slowed.
- Speedy(2).