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Movement

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Rough Terrain

Stairs & hills steeper than 45 degrees are Rough Terrain & halve your Run score. The GM may also rule certain other kinds of terrain (such as tightropes, which may require a Save to cross successfully, or narrow cracks) as being Rough Terrain due to difficulty of navigation.

Forced March

Travel beyond 8 hours in a day is a Forced March. Each additional hour of travel requires a Save. The Save starts at +0 and decreases by 1 for each additional hour. On a Failure or Fumble, the party cannot continue and must rest. On a Seven, the party can continue but one character takes 1 Physical Damage per hour beyond the first failed Save.

Climbing

Climbing a surface requires hands-free movement at half the character’s Run score. Climbing without a rope or with a sheer face of 75 degrees or greater requires a Save for each 50’ climbed. On a Failure, the character cannot proceed further; on a Fumble, they fall.

Weather

Heavy rain, snow, or direct sunlight halves the party’s travel rate. Storms and blizzards quarter it. Extreme temperatures require appropriate gear or a Save to avoid taking 1d6 Damage per hour.

Visibility

Torches and lanterns illuminate a 30’ radius. Moonlight provides dim visibility to 60’. Complete darkness leaves characters effectively blind without a light source or darkvision.

Jumping

Jumping is resolved using the Jump Action.

Jump (Action)
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Duration:Instant

Cost:Minor Action

Trigger:When you attempt a jump.

As a Minor Action, attempt a jump. Horizontal jumps cover a number of feet equal to half your Run score on a running start, or one quarter standing still. Vertical jumps reach one quarter of those distances. Characters who are encumbered halve their effective jumping distance.

Swimming

Characters with a Swim score move at that rate in water. Characters without a Swim speed move at half their Run score and must Save once per minute or begin drowning.

Falling

A fall of 10’ or more deals 1d6 Physical Damage per 10’ fallen, to a maximum of 20d6. Characters may Save to halve the damage by landing in a controlled posture (if they are conscious and aware of the fall).