Movement Action
Movement Actions are actions taken by characters to relocate themselves or change their stance in the game. They may be basic movements such as walking from point A to point B or more complex ones such as jumping on to a moving train.
Each character will have a moment speed that is expressed as x + y + z. For typical humans this would be 2 + 1 + 1. X represents the basic movement a character may take during the Flop phase. Basic movement does not cost sweat.
The y and z represent the movement a character may take in the Turn (y) and River(z) phases. This additional movement costs 1 sweat per phase that the character moves in. To move in only the Flop is free, Flop and Turn costs 1 sweat and Flop, Turn and River costs 2 sweat.
In normal terrain each 3-foot square of movement costs 1 movement point. A normal human taking a movement action may move 2 squares in a round with no additional costs, or up to 4 squares if they pay the 2 sweat (1 per the Turn and River phases).
A character may also take 1 movement as part of any other action without using a movement action. This is important as many skills cannot be performed simultaneously with a movement action. A character may not take this 1 movement in addition to a movement action.
Movement is also used to change position in the game. Changing 1 position level costs the same as moving a 3 foot square. This means characters can make 1 position change without taking a movement action provided they don’t use that to move.
Changing between positions at the same level has no cost. For example a character can go from laying to crawling with no movement action or use of free movement.
Position Levels:
Category | Position | Level |
Upright | ||
Standing | 3 | |
Mid | ||
Sitting on something (Chair, rock, etc) | 2 | |
Kneeling | 2 | |
Crouching | 2 | |
Down | ||
Prone | 1 | |
Hands and Knees (Crawling) | 1 | |
Laying down | 1 |
Positions also modify movement and various skills. Higher level positions are advantageous in melee combat, but lower-level positions are better in a shootout. Movement also slows down as you get into lower positions. Specifics skills may also be modified.
Positional Modifiers:
Position | Movement | Melee | Ranged Attack | Ranged Defense |
High Ground* | N/A | +1 Reach | N/A | N/A |
Upright | None | None | None | None |
Mid | No + Movement (Turn/River) | -1 Reach | -1 Distance | +1 Distance |
Down | No + Movement (Turn/River) | -2 Reach | -2 Distance | +2 Distance |
Jumping actions are movement actions. A character may jump vertically or horizontally 1/2 of the Flop movement (round down) as if they were taking normal movement. They may jump the full distance of their flop movement speed by making a Vigor Casting Check in addition to the attempted jump.
Jumps can be attempted during the Turn and River even if that phase doesn’t have enough movement in the single phase by combining both phases movement to meet the required movement for the jump. Some creatures or even humans may have specific modifications to this rule.
Climbing actions may only done using the base Flop movement and the difficulty is determined by the object or terrain. Things designed to be climbed such as ladders have no reduction in movement speed, but more difficult things such as rock faces will have specific movement rates.
Swimming
Swimming takes affect any time a character is a corporal, non-aquatic creature and is in water too deep to stand in.
When in the water:
- Not moving (treading water) costs 1 sweat
- Cannot make + movements
- Cannot take free 1 square movement
- All movement costs 1 sweat per square
- Water condition can increase this cost
- Water current moves characters at no expense to character
Water Conditions
- Calm – No Modification
- Wavy – 2 Sweat per round to tread water
- Choppy – 2 Sweat per round to tread water, 2 sweat per square movement
- White Water – 4 Sweat per round to tread water, 4 sweat per square movement