Movement (stride)
Stride | Hexes/AP |
---|---|
Wary | 1 |
Walking | 2-3 |
Running | 4-5 |
Sprinting | 6-8 |
Movement describes the action point (AP) cost to travel from one combat hex to another, each hex being 5 feet in diameter. By increasing the character's stride, more distance may be covered in the space of a combat round at the same AP cost. There are four types of stride: wary, walking, running and sprinting; the AP cost for each is shown on the right-hand table. The spread enables the combatant to select a specific speed of movement; for example, if running, the character may use 1 AP to move either 4 hexes per point or 5. Both are counted as "running" for game purposes.
Procedure
Prior to movement, the player announces their stride as "stride-n" or "S-n," with "n" indicating the number of hexes per AP they wish to move. The stride used in the previous turn is not considered. Characters may adjust their stride mid-turn one time.
- For example, Marcus rushes to join a fight by expending two AP with a stride of 3, travelling six hexes, then use his last AP to reduce his speed to S-2, reaching his destination eight hexes from his original position. Marcus would not, however, be able to start at S-1, increase speed to S-4 and then slow to S-2, all in the same turn.
The character is allowed to change their direction 60° left or right at the end of each spent AP, without possibility of failure so long as the character is wary, walking or running. The turn can be made while sprinting, but the character must make a dexterity check, which indicates the turn is made without fault. A fail within 4 points of the character's dexterity indicates that the character has moved 1 hex beyond their intended turn hex before the turn is made; the rest of the character's movement is made normally. However, if the die is 5 points or more above the character's dexterity, the character is forced to continue straight or else elect to trip over their own feet.
- For example, Hof, Woodsoul and Aleksandra have spent 1 AP in order to sprint at S-6, and each wishes to make a turn to the right. Aleksandra makes her dexterity check at "X" and turns right normally. Woodsoul rolls 1 above her dexterity and so she misses her intended turn, drifting into 0404 and then turning right. Hof rolls 6 above his dexterity and continues straight. If Hof were trying to avoid an obstruction, or were turning against a cliff, he would most likely choose to tumble rather than run into or over the obstacle.
Characters can make as many zigzags as they are able during their game turn, rolling dexterity as necessary.
Melee
Melee affects movement by imposing a penalty of 1 AP when attempting to move out of a melee hex. Regardless of the character's chosen stride, this penalty must be paid first by engaged combatants before additional movement is possible.
A Wary stride allows a combatant to move out of a melee hex and within reach of an enemy without provoking an attack of opportunity