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, minus 1m if your Might or Agility is 2 or lower.
- The jump includes an optional horizontal equal to the height of the jump if starting with a run of 2m of more.
- The run distance and jump height are both modified by Size Multiplier.
- A creature that can jump at all is always able to jump as high as ¼ their height.
- Examples are in Tables 1 and 2, below.
Table 1. High Jump Distances
Start |
Might/Agility |
Tiny Height |
Small Height |
Medium Height |
Large Height |
Huge Height |
Gargantuan Height
|
0m (Standing) |
< 2 |
0m |
0m |
0m |
1m |
2m |
4m
|
0m (Standing) |
Normal |
0m |
1m |
1m |
2m |
4m |
8m
|
0m (Standing) |
> 6 |
1m |
1m |
2m |
4m |
8m |
16m
|
2m (Running) |
< 2 |
0m |
0m |
0m |
1m / 1m |
2m / 2m |
4m / 4m
|
2m (Running) |
Normal |
0m |
1m / 1m |
1m / 1m |
2m / 2m |
4m / 4m |
8m / 8m
|
2m (Running) |
> 6 |
1m / 1m |
1m / 1m |
2m / 2m |
4m / 4m |
8m / 8m |
16m / 16m
|
Table 2. High Jump Diagrams
Start |
Score < 2 |
Score Normal |
Score > 6
|
Standing |
|
|
|
2m Run |
|
|
|
Long Jump
- Cost: 4 Movement
- Effect: Jump 2m horizontally, plus 1m if your Might or Agility is 6 or higher, minus 1m if your Might or Agility is 2 or lower.
- The distance is doubled if you run 2m before jumping.
- The distance is tripled if you run 4m before jumping.
- Movement is reduced to zero for the current turn when after landing a running long jump.
- Landing on rough or slippery terrain may require an Agility check to avoid falling prone.
- The jump includes clearing a maximum height of ¼ the jump distance.
- The running distance and jump distance are both modified by Size Multiplier.
- Examples are in Tables 3 and 4, below.
Table 3. Long Jumping Distances
Start |
Score |
Tiny Distance |
Small Distance |
Medium Distance |
Large Distance |
Huge Distance |
Gargantuan Distance
|
0m (Standing) |
< 2 |
0m |
1m |
1m |
2m |
4m |
8m
|
0m (Standing) |
Normal |
1m |
1m |
2m |
4m |
8m |
16m
|
0m (Standing) |
> 6 |
1m |
2m |
3m |
6m |
12m |
24m
|
2m (Running) |
< 2 |
1m |
1m |
2m |
4m |
8m |
16m
|
2m (Running) |
Normal |
1m |
2m |
4m |
8m |
16m |
32m
|
2m (Running) |
> 6 |
2m |
3m |
6m |
12m |
24m |
48m
|
4m (Running) |
< 2 |
1m |
2m |
3m |
6m |
12m |
24m
|
4m (Running) |
Normal |
2m |
3m |
6m |
12m |
24m |
48m
|
4m (Running) |
> 6 |
2m |
5m |
9m |
18m |
36m |
72m
|
Table 4. Long Jump Diagrams (Medium Size)
Start |
Score < 2 |
Score Normal |
Score > 6
|
Standing |
|
|
|
2m Run |
|
|
|
4m Run |
|
|
|
Difficult Terrain
- Cost: +1 Movement per Difficulty Rating
- Effect: Move a distance of 1m. Only affects Run, Swim, Climb, or Crawl movement through difficult terrain. If Movement cost exceeds base Speed, the terrain is impassable.
Grappled Move
- Cost: Special
- Effect: While grappling a creature, the grappler's Speed is halved.
Standard Actions
Each turn you get a single Standard Action that defines most of what you can do in a turn of combat.
Attack
Grapple
Shove
Dash
Disengage
Evade
Escape
Hide
Prepare
Bonus Actions
Use Readied Item
Reactions
Opportunity Attack
Readied Action
Special Actions
Class Features, Spells, Items
Stunts