Movement

Movement is a vital part of any combat encounter. Any creature can use one action to move up to its SPEED. A creature’s SPEED indicates the number of 5-foot increments (squares) it can move in one action (it also indicates its normal speed in miles-per-hour).

SPEED is the total of the raw dice pool of STRENGTH and AGILITY plus one relevant skill.  Movement skills include (but are not limited to) running, climbing, swimming, flying, and zero-g.

Surface Difficulty

Cliff, rough, many handholds Challenging [13]

Brick or stone wall, few handholds Difficult [16]

Ice or smooth metal Demanding [21]

Overhand or ceiling Demanding [21]

Narrow ledge or plank Challenging [13]

Tightrope Strenuous [25]

Fighting while climbing. Fighting while hanging from a wall is difficult. A non-climber attacking a climber gains a +2d6 bonus to the attack. A climber attacking a nonclimber suffers a –2d6 penalty. If both combatants are climbing, nobody gets any bonuses or penalties.

Creatures with primary climbing modes. If a creature has climbing as a natural movement mode, it simply moves its Speed along walls and ceilings with no checks requires or combat checks imposed.

Falling. Characters who fall from a height take 1d6 damage for every 10’ fallen. (Falls of less than 10’ do not cause damage.) Any fall results in the character landing prone unless an AGI check with a difficulty value equal to the number of feet fallen is made (this represents an attempt to reduce falling damage by jumping down; see below).

Jumping. Every character and creature has a “free” Jump allowance noted on its character sheet or stat block. This is a distance that the character may make a running jump without making any check at all; it simply happens automatically (for a standing jump, simply half the values). A jump counts as one action.