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Move

A character may take one move each turn, generally up to 30 ft on foot, but a character might be able to jump or leap in addition to this base movement. A move incorporates minor necessary conduct such as opening doors, climbing ladders, swinging from a rope, etc. Moving silently, or hiding, is also part of your movement, assuming suitable terrain is available (the GM decides whether hiding is possible). Being stealthy usually requires a Dex (Stealth) vs Perc (Det) contest.

A move cannot be broken up with an action; an attack, casting a spell, and so on ends the move. Note that flying creatures and enemies riding mounts may make attacks part way through their move, provided the movement continues in one direction. Movement speed might be reduced due to poor visibility, when climbing, negotiating difficult or hazardous terrain, etc (GM discretion).

Double Move

A character may spend their action to gain a second move.

Charging

A charging character moves up to twice as far as normal (minimum 10 ft), and makes a melee attack (including any extra attack or second attack) with a +2 bonus. Until his next action however, all attack rolls against the character have advantage. Charging uses up the character's move and action.

Withdrawing & Free Attacks

If a character attempts to move out of an opponent's melee reach (or attempts to move more than 5 ft away from an opponent with 10 ft or 15 ft reach), the opponent gains one free melee attack against the character.

Blocking an Area

A man sized character effectively blocks an area about 5 feet in diameter, and enemies cannot move through this space without first removing the defender in some way. Very large or small creatures might ignore blocking (GM's call).

Intercepting

If a character is (i) not surprised, (ii) not in melee, (iii) hasn't moved this turn, and an enemy wishes to move within 30 ft, the PC may attempt an intercept. A Dex check is required (modified by armour), in which case the intercepting character moves herself into melee with the enemy (at some point before the enemy completes its intended movement). If a character attempts to intercept before her first turn in a new combat, the Dex check is made at disadvantage.

Standing Up from Prone

Standing up from prone costs half of the character's movement (ie usually 15 ft).

Falling

A common adventurer past time is falling from great heights onto hard surfaces. Every 10 ft an adventurer falls causes 1d6 damage (cumulative). A Luck (Dex) save reduces the damage by half. At the GM's option, sufficiently long drops automatically result in (explosive) death.

Party Retreat

At the start of a round, if the whole party wishes to flee from a battle, they must first explain to the GM how escape might be possible. If the GM agrees, agroup Luck check is required, possibly with Str or Con checks to carry away unconscious allies.

If successful, the whole party reduces their Luck by 1, and the adventurers manage to break away from the battle with incapacitated allies over their shoulders (or otherwise in tow, as explained by the players). Depending on the circumstances, fleeing may lead to a Chase.

If unsuccessful, the GM might permit any individually successful adventurers to flee, but the remaining PCs remain behind. The party, or any remaining PCs, may attempt to flee again next round if desired.

Chases

Characters sometimes get themselves into chase situations that aren't much fun using the (predictable) standard movement rules. Presented below is an abstract chase system that attempts to recreate the frenetic pace of an exciting pursuit. As always, what follows is just a guide, and GMs are encouraged to tweak chases as they see fit.

Setup

  • The chase has two sides: the chasers and the quarry.
  • The GM determines the starting gap between the two sides (alternatively 6d10+60 ft).

  • The chase is broken down into 3d6 legs (rolled secretly). The timescale for each leg is flexible, from thirty seconds to a few hours.

  • If the chasers reduce the gap to zero before the end of the last leg, the quarry are caught and the chase ends. Otherwise the quarry escape. The GM might also rule that the quarry escape if they open a wide enough gap (eg: 200 ft).

Resolving the Chase

  1. At the start of each leg, both sides choose one character to lead them. No character may lead a second leg until all allies have lead a first leg, and so on.
  2. The two leaders make opposed Con (Athletics) checks. The winning side widens or closes the gap by 1d10 ft per 10 ft movement rate of the leader (rounding up). Eg: a 25 ft movement rate = 3d10 ft.
  3. The player controlling the leader rolls on the Chase Event Table. There is a 50% chance the result applies to the leader and/or party, otherwise it affects the opposing side.
  4. Repeat until the chase ends.
1d20 CHASE EVENT
1 Large Crowd
A large group of creatures impedes the progress of the characters in a non-violent manner (eg: a funeral procession, wilder beast herd, dwarven mining crew, cloud of curious young air elementals). One or more characters may (amongst other things) attempt to persuade or intimidate the group to assist them (GM discretion). If the crowd is not managed or bypassed, the opposing side rolls to widen or close the gap.
2 Dangerous Hazard
The GM improvises a physical threat of some kind (eg: a street riot, poisonous vines, carnivorous plant, underground slime, swarm of giant insects). 1d4 characters must make a Luck (Dex) save or suffer 2d6+level damage.
3

Obstruction
The GM improvises a physical obstruction of some kind (eg: a horse & cart, thick scrub, crumbling passage, powerful winds). If the characters cannot bypass or resolve the obstruction, the opposing side rolls to widen or close the gap.

4

Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist themselves or act against the opposing side, provided they declare their action within a 5 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.

5

Random Setback
Roll 1d6:

  • 1 - Drop something: The character accidentally drops something valuable. Depending on the item, the GM might require a check to notice the loss.
  • 2 - Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC, the character drops out of the chase.
  • 3 - Head Strike: The character is struck on the head by an object. The character must make a Con check or be stunned and drop out of the chase.
  • 4 - Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc).
  • 5 - Hostile Third Party: The character is beset upon by a hostile random encounter. The character must make a Dex check or drop out of the chase and deal with the random encounter.
  • 6 - Lost: The character is somehow separated from any others. The character must make an Int check or become lost (momentarily or otherwise) and drop out of the chase.
6

Third Party
A single or small number of creatures impede the characters' progress in a non-violent manner (eg: 1d4 beggars, a drunk woodsman, 1d6 underground xornlings, 1d4 lost sprites). One or more characters may (amongst other things) attempt to persuade or intimidate the creatures to assist them (GM discretion). If the creature(s) is not managed or bypassed, the opposing side rolls to widen or close the gap.

7

Dangerous Hazard
The GM improvises a physical threat of some kind (eg: falling debris from an upper storey window, hunting trap, dungeon deadfall, hostile giant bird). 1d4 characters must make a Luck (Dex) save or suffer 1d6 + level damage. There is a 50% chance that a random piece of equipment is lost, damaged or destroyed (not including permanent magical items).

8

Obstruction
The GM improvises a physical obstruction of some kind (eg: barrels and crates, fast running stream, jammed dungeon door, smoke). If the characters cannot bypass or resolve the obstruction, the opposing side rolls to widen or close the gap.

9

Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act against the opposing side, provided they declare their action within a 5 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.

10

Cross Paths
A random chaser gets lucky with a shortcut and catches up to a random quarry lagging behind. Each character may make a single melee attack against the other, or take some other action, before being separated again.

11

Hidey Hole
The quarry locate a viable hiding place and may make a group Dex (Stealth) check opposed by the chasers' group Perc (Detection) check. The GM might impose modifiers on the checks depending on

distances and other circumstances. If the quarry succeed they escape. If they fail they are caught. Either way the chase ends.
12

Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act against the opposing side, provided they declare their action within a 5 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.

13

Major Obstruction
The GM improvises a major physical obstruction of some kind (eg: busy marketplace, slippery mud, spider webs, hail storm). If the characters cannot bypass or resolve the major obstruction, the opposing side rolls to widen or close the gap.

14

Dangerous Hazard
The GM improvises a physical threat of some kind (eg: startled horse kick, snake nest, archway blade trap, hunter's arrow). 1d4 characters must make a Luck (Dex) save or suffer 3d4+level damage.

15

Burst of Speed
The characters are inspired to dig deep and put on a final burst of speed. The characters roll to widen or close the gap.

16

Random Setback
Roll 1d6:

  • 1 - Drop something: The character accidentally drops something valuable. Depending on the item, the GM might require a check to notice the loss.
  • 2 - Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC, the character drops out of the chase.
  • 3 - Head Strike: The character is struck on the head by an object. The character must make a Con check or be stunned and drop out of the chase.
  • 4 - Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down stairs, injured knee, damaged object, etc).
  • 5 - Hostile Third Party: The character is beset upon by a hostile random encounter. The character must make a Dex check or drop out of the chase and deal with the random encounter.
  • 6 - Lost: The character is somehow separated from any others. The character must make an Int check or become lost (momentarily or otherwise) and drop out of the chase.
17

Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist themselves or act against the opposing side, provided they declare their action within a 5 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.

18

Major Obstruction
The GM improvises a physical obstruction of some kind (eg: fenced off side alley, tree rope noose traps, water logged dungeon passage, out of control airship). If the characters cannot bypass or resolve the obstruction, the opposing side rolls to widen or close the gap.

19

Major Dangerous Hazard
The GM improvises a physical threat of some kind (eg: alchemist explosion, carnivorous plant, hallway dart trap, toxic airborne spores). All characters must make a Luck save or suffer 2d6+level damage and 1d2 Dex or Str loss.

20

All in!
The whole party and up to the same number of characters from the opposing side, may take an action to assist themselves or act against their opponents, provided each player declares their action within a 5 second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.