Movement
Movement deals with how characters get around in combat.
Contents
Movement from Actions
When characters use a Move Action, a Standard Action as a Move Action or a Full Round Action for Movement, the action is not to move from one point to the other.
The only exception is the Step action, which uses up Move Points.
Step Action
A character who has not used any actions to gain Move Points and not spent Move Points on any other movement in a round may take a single Step action as a Free Action to move without provoking Attacks of Opportunity, if they are able to Move.
If the character uses this Step action, they become unable to use any actions to gain Move Points.
Move Points
Move Actions gives the character 1/2 their Full Move in Move Points.
A Full Action gives the character their Full Move in Move Points.
The values listed on the Stats Sheet refer to an Unmodified Move; if a character has their move modified by something else, these should be factored in first.
Providing a character has Move Points, they may spend them to Move whenever they are normally able to take a Move or Standard Action. They can Move the moment their Base Speed is arrived at in Combat, between attacks, at the end of the Round or in any time between their Base Speed and the End of the Round, providing it is during their own or an Allied Phase.
Different Move Scores
A character gains Move Points from their highest Full Move Score. These can be spent freely amongst different Movement Types so long as no Full Move Score is exceeded.
For instance, a Mermaid has a Full Swimming Move Score of 18 and a normal Full Move of 1. This means they gain 18 Move Points but could only spend a maximum of 1 of these on Land Movement.
Free Move Point
A character has 1 Move Point around, providing they have not used any actions to gain Move Points. If they do, they only make up to the normal amount of Move Points, ignoring this Free Move point.
Move Point Loss
If the character become unable to take Move actions (due to being Stunned for example) or if they become unable to spend Move Points (due to being Immobile for example), they lose any remaining this Move Point.
If a character ends a round with a Movement type action unfinished (for example, if a character is Running), the character must a Continue Moving action (a Move Action) or else lose any remaining Move Points from between rounds.
Moving
By default, moving 5 feet (1 tile) costs 1 Move Point. This is altered by Terrain Features, Alternative Movement and Encumbrance.
The most a character may move in a given Phase is equal to their Full Move. If they are moving at a faster rate (due to Running or Sprinting for example) they continue to move over several Phases.
A character may get more Move Points (and, thus, move faster) depending on their Movement Method - Humanoid Movement or Beast Movement. These are discussed more deeply in Humanoid Movement Methods and Beast Movement Methods.
Changing Movement Methods
If a character is able to change from Humanoid Movement to Beast Movement abruptly as either a power or due to changing movement types (from Move to Swimming Move or Flying Move), their current movement speed (Running and Sprinting vs Canter, Gallop and Dash) convert to the nearest comparable Move speed.
For instance, a Character has Move 6 when using Humanoid Movement and Move 12 when moving using Beast Movement. They are using x4 Sprinting to gain a Move Score of 24. If they suddenly swap to Beast Movement, they would be Galloping, as 24 is 12 x2 and this is the nearest comparable speed of movement.
If a character loses more than half their current Full Movement due to changing Movement methods and they are currently moving, they are treated as having tried to Stop as per Beast Movement, regardless of which method they are changing to.
Move Costs Above Move Points
If a character is unable to spend the amount of Move Points to enter a tile immediately, even with a Full Move, they are effectively in transit to it and must pay the Move Point cost over several turns. They must spend any Move Points they receive every round on this movement and must spend at least one action on a Move Action to do so. Until they arrive in the new tile, they are considered to still be in the original tile.
If a character that is in transit to a tile ever becomes unable to do this (if they become unable to spend an action on the movement, lose all their Move Points, an opponent occupies the tile, etc.) they are no longer in transit and lose all progress in moving to the new tile. If the tile is also Poor Footing they also risk being Knocked Down.
Remaining Move Points
Any Move Points remaining at the is available, it is lost unless the character gains another 1/2 Move Point within the round. For instance, a character with a Full Move of 13 has a Half Move of 6.5. They use a Move action to move 6 tiles. They cannot move 1/2 a tile and so decide to stop. If they continue, using another action, they would move a total of 7 more tiles (0.5 + 6.5).