
Movement & A Few Others
Movement
Every character has movement, movement is equal to 10 + your Agility Modifier, every round of Combat you replenish your movement. You use your movement to move spaces, each space costing one of your movements. Moving through Water, climbing or trying to jump gives you the slowed condition.
Jumping
There are two kinds of jumps: standing or running. A standing jump is equal to 1/4th your movement, and a running jump is equal to half your movement. When you want to jump you spend an action to do it, if you have moved before spending that action it’s a running jump, if you haven’t it’s just a standing jump. You may increase the amount of spaces you move when you jump by rolling a reflex roll. If it was a standing jump you gain extra movement equal to 1/4th the dice roll and if running you gain extra movement equal to half the dice roll.
Falling
Sometimes you don’t notice there is nothing under your feet and then you will start to fall. When you first start to fall you get to do one action before you drop 100 spaces then you or anyone else is able to react. Others can take reaction to when you first fall. The damage you take when you fall depends on if it’s controlled or not. You ignore the first 5 spaces you fall, then for every 2 spaces you fall your take a d6 of blunt damage to a max of 30d6s. If you controlled the fall you only take half the total damage rolled. If someone chooses to catch you they take half the damage and you take the other half. Additionally when shoving someone and they hit someone they and the thing they hit both take half the damage of a d6 for every 2 spaces they move.
All this damage is special called collusion damage.
Range
Some Weapons and Powers have a range, but sometimes you need to go beyond that. Going beyond your range requires a Perception roll, you roll the d20 and the result you get is equal to the number of spaces beyond your range you’re able to use your abilities or shoot with a weapon.
If the ability is an attack or requires a roll against an armour class on a indirect hit the effect will fail.
You also get your Sphere, Cone & Line Range from this number. Sphere is 1/4 your range, Cone is half and Line is equal.
Throwing
Like extending your range you roll a d20 with Athletics and the number on the dice is how far you’re able to throw an object, but some other factors add to this. If you plan to deal damage you need to roll a Martial attack and on an indirect hit it will deal no damage.
The size of the object related to yourself will also determine how far you can throw it, if it’s two sizes smaller then you or more you double the result of your Athletics roll, if it’s one size smaller then you it goes as many spaces as the roll you made. If it’s the same size as you it’s half your roll and if it’s a size or two bigger it’s a fifth of what you roll. Anything beyond that you’re unable to throw.
Something has the thrown property you are able to throw it within your Range with no debuffs and if you want to throw it further you start at the end of your range.
Chasing & Racing
When Chasing someone you start at a landmark; the person you are Chasing or running away from will be at a different landmark than you. Each Movement Action you spend brings you to a new landmark.
A good way to represent this is have the players place their tokens on the board and make every space a different landmark. Try giving landmarks different obstacles that can get in their way.
You have Movement Actions equal to ⅕ rounded down of your Movement. Example: 15 Movement is 3 Movement Actions.
Once everyone has expended their Movement Actions they must do an Endurance Save if you had spent all of your movement actions that round. The Save starts at 10 and goes up by 1 after each round you expand all your movement actions If you succeed the Save or didn’t spend all your movement actions you regain all of them; if you fail, you regain all but one Movement Action. Every 5 under the Save is another Movement Action you lose.
If there is a special obstacle at a space, let the players choose, within reason, what role they want to make. Have a Save set for the special obstacle and if they fail getting past the obstacle, then requires an extra Movement Action. Some obstacles could be straight-up blocks the players will have to go around. Always be willing to make this an option, but of course, it costs more Movement Actions.
What if you want to slow someone down? If you use your Actions to make an Attack during a Chase scene, every Direct Hit you get off on someone will take away one of their Movement Actions next round. Spells that affect Actions keep their effects, and you still deal Damage. Indirect Hits count as Messing during Chases.
When you are at the same landmark as someone at the end of the round, if you still have a Movement Action you can use it to tackle them. Roll Athletics like it’s a Grapple. On a success you pin them to the ground; on a fail, you fall prone and have to use one of your Movement Actions to get back up.
If you’re riding on a vehicle or animal, they will use their endrance for the rolls. When doing Chases and the mount is doing the moving, you can count your Actions like it’s Combat as long as you spend at least one to keep the mount steady.
If you are transitioning from Combat into a Chase, the person running away must have all their Actions to do so. Everyone else only has as many Movement Actions as Actions they had left that round. If transitioning from Chase to Combat, you just treat it as entering a normal Combat encounter.
Finding your KPH
To find how fast you’re going KPH, multiply your Movement by 4 for expanding all your Actions to Dash. Take that number, divide it by 10, then multiply by 3.6. For example, the basic Agility player with 6 Movements:
10 x 4 = 40
40/10 = 4
4 x 3.6 = 14.4
This math is handy if people are able to take part in races against vehicles and shouldn’t be used to determine someone is just winning a Chase/Race.
Sizes
The size of something determines a lot about the thing, especially when it comes to rules like Shove, Grapple. Clashing and Tripping or how much space your abilities take up. The general rule of thumb is you can’t shove, grapple or trip anything that is two sizes bigger than you. If you grapple someone 2 spaces smaller you suffer no disadvantages from doing so.
Your abilities grow in size equal to 1/4 your own size, abilities with no size will gain a size of a sphere. Line albitites will add that size to their width, cone abilities will add it to all and same with sphere abilities. When clashing you also add 1/4 your size to your roll.
Sizes are determined by the space you take up if something is one space big that means they have a diameter of 1 space, I use metres as a space in game and then in the real world spaces that are about 3 cm big, you can use any measurements that work better for you and your game!
Sizes are broken down based on how many spaces big something is but there are some tiers they can enter counting on how many spaces they are that can give them benefits and debuffs depending. All God Marked Characters start with a size of one.
Tiny
Tiny objects and creatures are so small they are less then half a space big and count for anything smaller then that too even being the size of a nail. Tiny things take no damage on indirect hits, are able to hide anywhere even without cover & take double damage on all direct hits. Tiny creatures count as anything with negative size.
Small
Small objects and creatures are half a space big they gain no benefits compared to medium creatures besides counting as one size smaller then them. Small is 0 Size.
Medium
A medium creature is 1 Size.
Large
A Large Enemy is about 2 to 4 size.
Huge
A Huge enemy is able to be five, six or seven size. They gain double the amount of health.
Giant
A Giant Enemy is able to fill a 8-20 Size. They also gain an additional damage die their martial weapons.
Massive
Massive is the size for things that rival Skyscrapers, these enemies might even be the battle map themselves, they gain all the properties a Giant enemy has.
Scaling Giants
Once an enemy becomes Giant you can start to climb them and fight on their body. While on a Giant enemy you gain a bonce to your attack rolls, everytime they move you must make an Acrobatics check equal to 10 + their size if you fail you fall off of them. You can only move half your movement when climbing an enemy. Some abilities the enemy has might not be able to reach you while you are on them too.