Movement



Walking

Walking your character around the board does not cost any Action Points. Instead, on each turn, you may move your character up to as many spaces as their MOVE attribute allows. Movement is restricted to open spaces; you cannot walk through solid wall or other terrain.

Moving a character from one open space to an adjacent open space costs 1 MOVE. A diagonal movement would be considered an expenditure of 2 MOVE points.

You may move through friendly-occupied spaces at no cost, however your movement turn must end on a blank space -- you cannot occupy the same space as another character. Moving through spaces occupied by neutral or hostile creatures is not allowed, unless performing a Dodge (See Dodge under Actions).


Extra Walk

A character may use their Action Points to walk additional steps. 1 Action Point can be converted into 1 Move Point. However, Move Points cannot be converted to Action Points.


Moving Silently

Your character may attempt to walk in such a way that minimizes noise, which may be useful in situations where one wishes to avoid detection. Unlike regular walking, Moving Silently is an action (see Move Silently) and requires 1 Action Point.


Running

Running allows you to move double your normal MOVE spaces, however you are limited to spending 1 Action Point that round.

For example, if Turgar the Orc's MOVE is 5, then on every turn he may walk up to 5 spaces, using his 3 Action Points however he pleases. If he chooses to RUN, he may move up to 10 spaces on his turn, however he may only spend 1 Action Point.


Jumping

Jumping costs 2 Move Points. To JUMP over an adjacent space, spend 2 Move Points and roll a d20. Add your DEX to the roll, plus any other relevant modifiers. If your total is 10 or higher, you jump over the adjacent space. If your total is less than 10, then your character remains in place.


[ Illustration of character jumping, with success and fail outcomes ]


Long Jump

Your character may attempt to jump over 2 consecutive spaces instead of one.

Your character must be RUNNING and have at least 4 Move Points to spend. Roll a d20 and add your DEX, plus any other relevant modifiers. If your total is 10 or higher, you jump over 2 spaces, at a cost of 4 Move Points; if you fail your roll, you only jump over the adjacent space, and land at the space immediately following that space.


[ Illustration of character long jumping, step-by-step, with success and fail outcomes ]


Crawling

Crawling allows your character to fit into small areas, hide behind terrain, and gain an advantage on Move Silently rolls.

A crawling character spends 2 Move points to crawl 1 space. Place a figurine face down when it is crawling.

A crawling character may perform Melee Attacks at a -3 penalty to the Attack roll. A crawling character rolls their normal Defense (including all modifiers) when defending against an attack, albeit with a -3 penalty to their Defend roll.

Returning to standing while crawling or after being tripped costs 3 Move Points (see 'STANDING UP' below).


Falling

FALLING inflicts:

0 HP DAMAGE at 0 - 6 ft,

d8 HP DAMAGE at 7 - 25 ft,

d20 + d12 HP DAMAGE at 26 - 50 ft,

instant UNCONSCIOUS at 51 - 90 ft,

and instant DEATH at anything after that.


Climbing Up / Down

(3 Move Points per 6 ft up / down): Standing adjacent to an object or terrain feature that is 6 ft (one square) tall or more and deemed climbable by Zaldar, spend 3 Move Points to CLIMB 6 ft up or down that feature.

Both hands must be free of items.

Certain circumstances may incur additional penalties, including requiring additional Move points or Action Points, as per Zaldar's discretion.


Swimming

Swimming allows you to travel across or under water. A single MOVE over a water space costs 3 MOVE points, whether above or under the surface. A character in general cannot perform actions while swimming, however Zaldar may agree to offer the attempt, albeit at a dramatic penalty.


Standing Up

(3 Move Points) If you've been Tripped or have just recovered from being knocked Down, it costs 3 Move Points to stand up. You may not run on the same turn that you stand up, however your Action Points are unaffected. A creature treats their Base Defense roll as if they rolled a 1 when defending while Tripped or Down, but they still add their DEX, Armor, and any other relevant modifiers to their Defend rolls.

Alternately, if you've been tripped, you can spend 2 Move Points to start crawling (See Crawling above).






Passing Through a Space Occupied by an Opponent

(See Dodge under Actions)