Actions

From The Hidden Room

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.
Table 1. Long Jumping Distances
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 1m 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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