Movement Speeds
A Move Speed cannot be increased (by skills and abilities) unless it is usually above 0, unless stated otherwise.
Move Speed: The name of the Move Speed.
Mechanics: The game rules of the Move Speed.
Definition: the Definition for the purposes of the game, and as per a popular search engine (with the exception of Blink).
Move Speed: The name of the Move Speed.
Mechanics: The game rules of the Move Speed.
Definition: the Definition for the purposes of the game, and as per a popular search engine (with the exception of Blink).
Move Speed | Mechanics | Definition |
---|---|---|
Walk | Requires two functioning legs for bipeds, or four functioning legs for other creatures. If half of your necessary legs are injured, but not missing, your Walk Speed is halved. While Prone, you may Crawl at half of your walk speed. Some inclines are too steep to Walk on such as hills and walls which are between 60 and 120 degree angles. Such inclines can be climbed as long as you have something to hold on to, taking up twice as much Walk Speed as usual in order to climb. Cliff faces and stone, earth, or brick walls will often have imperfections such as cracks, or roots growing through to use as hand holds, but other (often creature-made) formations will lack such ledges, walls of metal, marble, or other refined materials are often made smooth in cities, making them impossible to climb. You may use 3 Walk Speed to Leap 1 Space. |
Move at a regular pace by lifting and setting down each foot in turn, never having both feet off the ground at once. |
Slither | Creatures which do not usually have legs usually slither to move while constrained by gravity. A creature with a slither speed cannot be considered Prone while conscious. Some inclines are too steep to Slither on such as hills and walls which are between 60 and 120 degree angles. Such inclines can be climbed as long as you have something to hold on to, taking up twice as much Slither Speed as usual in order to climb. Cliff faces and stone, earth, or brick walls will often have imperfections such as cracks, or roots growing through to use as hand holds, but other (often man-made) formations will lack such ledges, walls of metal, marble, or other refined materials are often made smooth in cities, making them impossible to climb. You may use your Slither Speed to Swim. |
Move smoothly over a surface with a twisting or oscillating motion. |
Swim | Swimming is used to move while submerged in water. Some creatures have a designated Swim speed, which requires fins or an aquatic tail, but creatures may use their Walk or Fly Speed to Swim at one third of their Walk Speed (1/3rd of 30ft is 10ft, for example). If the body of water is too small for you to be fully submerged in, you cannot Swim in it, and it is instead Difficult Terrain. | Propel the body through water by using the limbs, or (in the case of a fish or other aquatic animal) by using fins, tail, or other bodily movement. |
Leap | A singular burst of forwards and upwards movement. While Leaping, you ignore ground based difficult terrain, but suffer the effects of aerial difficult terrain. Whenever you would take fall damage, first reduce your fall's height by an amount equal to half of your Leap Speed. |
Jump or spring a long way, to a great height, or with great force. |
Burrow/Drill | You cannot Burrow if you do not have a Burrow Speed. You may pass inside of any earth and silt as if Swimming, ignoring all difficult terrain. A Drill Speed is the same as a Burrow Speed, but it allows you to move through earth, silt, and stone. |
Advance into or through something solid by digging or making a hole. |
Fly | Flying is a movement type which typically requires at least 2 wings, or magic. You cannot Fly if you do not have a Fly Speed. While Flying you are immune to effects ground based Difficult Terrain, but suffer the effects of aerial Difficult Terrain. While Flying, you do not fall. |
Move through the air using wings. |
Levitate | Levitation exists only in supernatural and magical form. While Levitating, you are immune to difficult terrain from any source besides increased gravity. While Levitating, you do not fall. |
Rise or cause to rise and hover in the air, especially by means of supernatural or magical power. |
Teleport | Change your location to another location no further than Teleport Speed's number of spaces away from you. If you change your location to the inside of anything corporeal while you are also corporeal you and the target move away from each other instantly, and whichever has lesser mass between the two of you being the only one which moves in the shortest and most direct route possible to be not inside of anything corporeal, completing their movement adjacent to what they were inside of (for example, a Tiny gnat has less mass than a Medium human, so the gnat is jettisoned outside of and away from the Human). If you teleport inside of water, or another liquid, the liquid is displaced harmlessly as if you had entered it normally. Any creature which is inside of something or has something inside of it due to Teleportation takes an amount of True Damage equal to the damage they would take from falling triple the height as the distance they traveled (minimum 1d6). |
Transport or be transported across space and distance instantly. |
Blink | Blink is identical to Teleport in all ways, except that it may not travel through or inside of objects, instead transporting you instantly to any space you would typically be able to reach by Walking. | Transport or be transported across space and distance instantly. |
(If a slope is steeper than the below triangle, you'll probably have to climb).
Terrain and Difficult Terrain
All terrain which is not Difficult Terrain, is assumed to be Normal Terrain. Normal Terrain changes nothing about your movements, or how they interact.
Difficult Terrain is terrain which is difficult to move across. Unless otherwise stated, difficult terrain costs twice as much movement speed to move across (for example, to walk across 1 Square of difficult terrain, you would need to spend 2 Squares of Walking Speed). Examples of typical difficult terrain is fine sand, gravel, mud, or water you're not swimming through. Feel free to add additional rules such as for every 3 Squares you move on ice, you slide an additional 1 Square in the direction you moved most.
There are natural and unnatural forms of difficult terrain. An example of natural Difficult Terrain would be a fallen tree branch, while an example of unnatural Difficult Terrain would be caltrops. All Difficult Terrain is assumed to be Natural Difficult Terrain, unless stated otherwise.
Difficult Terrain is terrain which is difficult to move across. Unless otherwise stated, difficult terrain costs twice as much movement speed to move across (for example, to walk across 1 Square of difficult terrain, you would need to spend 2 Squares of Walking Speed). Examples of typical difficult terrain is fine sand, gravel, mud, or water you're not swimming through. Feel free to add additional rules such as for every 3 Squares you move on ice, you slide an additional 1 Square in the direction you moved most.
There are natural and unnatural forms of difficult terrain. An example of natural Difficult Terrain would be a fallen tree branch, while an example of unnatural Difficult Terrain would be caltrops. All Difficult Terrain is assumed to be Natural Difficult Terrain, unless stated otherwise.