Movement & Size
This page covers movement rules outside of combat, terrain effects, and the seven size categories. For combat-specific movement scenarios (climbing, swimming, slippery surfaces), see 3.2.0.0 Combat.
Movement budget
A character’s Movement Budget is determined by their highest speed (usually base Speed). During their Turn, a character can move a total number of meters up to their Movement Budget. This movement can take place at any point during a character’s Turn, either before or after any actions they take.
Characters cannot move through a space occupied by a non-allied creature.
Example
A character’s base Speed is 13 m and their Climb Speed is 7 m, so their Movement Budget is 13 m. They move 8 m on foot, leaving only 5 m of climbing available unless they use a Dash.
Dash
Spending 1 AP on Dash adds the character’s Speed to their Movement Budget for the round. Dash can be used multiple times.
Swim speed and climb speed
Both Swim Speed and Climb Speed are half of the character’s base Speed (round down), unless modified by a talent or trait. Movement while swimming or climbing draws from the same Movement Budget as normal movement.
Difficult terrain
Moving through difficult terrain (water, dense forest, rubble, etc.) doubles the cost of movement: each meter traveled costs 2 m of Movement Budget. A character can negate this by passing an Athletics or Acrobatics test before moving.
Jumping
A character may make an Acrobatics test to jump over or up to an obstacle, either horizontally or vertically. This can represent completely clearing the obstacle or jumping high enough to grab it with both hands, at the GM’s discretion.
If the character does not spend approximately one round running or preparing before the jump, they suffer -10 to the test.
Falling
Falling inflicts 1d10 + [meters fallen beyond 2] damage to the body. This damage ignores AR.
If a character falls 2 m or less and is in control of their body (not tied, Paralyzed, Unconscious, surprised, etc.), they take no damage from the fall.
Holding your breath
A character can hold their breath for 2 rounds per EB. This duration is doubled if the character does nothing but hold their breath (no actions or movement).
After the duration expires, the character gains one temporary level of fatigue per round until they die or regain access to fresh air. Temporary fatigue from suffocation is removed at a rate of 1 level per round once the character can breathe again.
Size categories
There are seven size categories. A character’s size affects to-hit modifiers and interactions with certain abilities (grappling, bashing, etc.).
| Category | To-hit modifier | Examples |
|---|---|---|
| Puny | -30 to hit (larger attackers or at range) | Kwama foragers, rats, mice |
| Tiny | -20 to hit (larger attackers or at range) | Cats, large cave rats |
| Small | -10 to hit at range | Wolves, goblins |
| Standard | None | Man and Mer |
| Large | +10 to hit at range | Horses, trolls |
| Huge | +20 to hit (smaller attackers or at range) | Giants, large Dwemer constructs |
| Enormous | +30 to hit (smaller attackers or at range) | Dragons |
Size and combat interactions
- Grappling: -30 to grapple a creature one size larger. Cannot grapple creatures 2+ sizes larger (see 3.2.0.0 Combat)
- Bash / Disarm / Trip: Target cannot be larger than the attacker (see 3.2.1 Combat Actions)