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unbound:rules:movement [2024/05/15 15:45] – [Using Different Speeds] tailkinkerunbound:rules:movement [2024/09/17 02:41] (current) tailkinker
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 ===== Standard Movement ===== ===== Standard Movement =====
 +
 +At the start of your turn, you have no movement available!  You must perform an action to increase your movement.  The standard actions to move are [[unbound:actions:charge|Charge]], [[unbound:actions:Step]], [[unbound:actions:Walk]], [[unbound:actions:Run]] or [[unbound:actions:Sprint]].
  
 Over the course of your turn, you may move a distance, in meters, equal to your speed.  You may split this movement up as you see fit, taking any amount of it before, between or after your actions.  The only limitation is that you cannot move in the midst of taking an action, unless that action specifically instructs you to do so. Over the course of your turn, you may move a distance, in meters, equal to your speed.  You may split this movement up as you see fit, taking any amount of it before, between or after your actions.  The only limitation is that you cannot move in the midst of taking an action, unless that action specifically instructs you to do so.
  
-To increase your speed, you may take the [[unbound:actions:Run]] action.  As this is a simple action, you can take it twice in one turn If you elect to Run after spending movement, the movement still counts against your total movement in that turn.+Movement leaves your character open for a [[unbound:actions:Counterattack]].  Any time that you leave a square that an enemy threatens, they may use their reaction to [[unbound:actions:Counterattack]].  You can avoid this by taking the [[unbound:actions::Step]] action. 
 + 
 +==== Movement Outside Combat ==== 
 + 
 +When you are acting in minute scale, the party may, at the end of each minute, move a distance equal to the speed of its slowest member, times ten meters.
  
-Movement leaves your character open for a [[unbound:actions:Counterstrike]].  Any time that you leave a square that an enemy threatensthey may use their reaction to [[unbound:actions:Counterstrike]].  You can avoid this by taking the [[unbound:actions::Step]] or [[unbound:actions::Shift]] actions.+When you are acting in hour scalethe party may use the [[unbound:actions:Travel Overland]] action to move a distance equal to the speed of its slowest member, in kilometers.
  
 ==== Using Different Speeds ==== ==== Using Different Speeds ====
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 <WRAP 80% center box round> <WRAP 80% center box round>
-For example, if you have a speed of 6 and a flying speed of 12 because you are under the effects of a Flight spell, you could fly four squares, then walk two squares, and then leap into the air to fly four squares more.  One meter of distance was lost when you changed from flying to walking, and a second meter of distance was lost when you changed back to flying.+For example, if you have a speed of 6 and a flying speed of 12 because you are under the effects of a Flight spell, you could fly four meters, then walk two meters, and then leap into the air to fly four meters more.  One meter of distance was lost when you changed from flying to walking, and a second meter of distance was lost when you changed back to flying.
 </WRAP> </WRAP>
  
 ==== Moving Around Other Creatures ==== ==== Moving Around Other Creatures ====
  
-You can move through a non-hostile creature's space. In contrast, you can move through a hostile creature's space only if you use the [[unbound:actions:Enter an Occupied Square]] action.+You can move through a non-hostile creature's space. In contrast, you can move through a hostile creature's space only if you use the [[unbound:actions:Enter a Threatened Square]] action.
  
 Whether a creature is a friend or an enemy, you can't willingly end your move in its space.  If you try to enter another creature's space, and do not have the movement remaining to move out again, you fail to enter that space in the first place. Whether a creature is a friend or an enemy, you can't willingly end your move in its space.  If you try to enter another creature's space, and do not have the movement remaining to move out again, you fail to enter that space in the first place.
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 <WRAP box round 80% center> <WRAP box round 80% center>
-In the example below, the character moves one square orthagonally, then two diagonally---paying one meter of movement for the first square, and two for the second---then finishes his movement by moving two squares orthagonally again.  Overall, the character spends six meters of movement, and traverses a total of five squares. +In the example below, Aria moves one square orthagonally, then two diagonally---paying one meter of movement for the first square, and two for the second---then finishes his movement by moving two squares orthagonally again.  Overall, Aria spends six meters of movement, and traverses a total of five squares. 
-{{ :unbound:rules:move.svg?400 |}}+{{ :unbound:rules:movement.gif |}}
 </WRAP> </WRAP>
  
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 A character who is slid is moved a stated distance in a straight line as directed by the source of the slide.  Unlike a push or pull, a slide that moves the character into a square containing another creature or a solid obstacle ends the character's movement before the character enters the square, and the character neither takes damage nor displaces a creature. A character who is slid is moved a stated distance in a straight line as directed by the source of the slide.  Unlike a push or pull, a slide that moves the character into a square containing another creature or a solid obstacle ends the character's movement before the character enters the square, and the character neither takes damage nor displaces a creature.
  
 +===== Teleport =====
 +
 +A character who teleports will move up to the maximum distance of the teleport, by vanishing from one spot and reappearing in another.  Teleporting never provokes a [[unbound:actions:Counterattack]], and the character does not enter any intervening squares, so traps and the like will not be triggered by teleporting.
unbound/rules/movement.1715787952.txt.gz · Last modified: by tailkinker