Actions
Movement Actions
Each turn you generate Movement equal to your Speed. You can spend Movement on the following actions at any time during your turn, until you do not have Movement remaining. You do not need to spend all of your Movement, but unspent Movement is lost at the end of your turn.
Run
Cost: 1 Movement Effect: Run a distance of 1m.
Climb
Cost: 2 Movement, or 1 Movement if you have the Natural Climber Feat Effect: Climb a distance of 1m. This distance is affected by your Size Modifier.
Swim
Cost: 2 Movement, or 1 Movement if you have the Natural Swimmer Feat Effect: Swim a distance of 1m. This distance is affected by your Size Modifier.
Drop Prone
Cost: 0 Movement Effect: Fall prone.
Crawl
Cost: 2 Movement Effect: Crawl a distance of 1m. This distance is affected by your Size Modifier.
Stand Up
Cost: ½ Speed Effect: Stand up from prone.
High Jump
Cost: 2 Movement Effect: Jump 1m straight up air, plus 1m if your Might or Agility is 6 or higher. This distance is affected by your Size Modifier.
Long Jump
Cost: 2 Movement Effect: Jump 2m horizontally, plus 1m if your Might or Agility is 6 or higher. The distance is doubled if you run 2m before jumping. The distance is tripled if you run 4m before jumping. Landing on rough or slippery terrain may require an Agility check to avoid falling prone. Examples are in Table 1 and Figures -, below.
Start | Score >= 6 | Tiny Distance | Small Distance | Medium Distance | Large Distance | Huge Distance | Gargantuan Distance |
---|---|---|---|---|---|---|---|
0m (Standing) | No | 1m | 1m | 2m | 4m | 8m | 16m |
0m (Standing) | Yes | 2m | 3m | 6m | 12m | 24m | |
2m (Running) | No | 1m | 2m | 4m | 8m | 16m | 32m |
2m (Running) | Yes | 2m | 3m | 6m | 12m | 24m | 48m |
4m (Running) | No | 2m | 3m | 6m | 12m | 24m | 48m |
4m (Running) | Yes | 2m | 5m | 9m | 18m | 36m | 72m |
Standard Actions
Attack
An attack action involves
Evade
Cast a Spell
Dash
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