What are you looking for?

No content found...

Movement

Rules • Home Defiant TTRPG

Prev Article
Resources
Next Article
Roles on the Table
Link 1 Link 2 Link 3

Movement

One meter could be the difference between being engulfed in flames or escaping with only a singed eyebrow. Positioning in important not just in combat but also in situations where Skills can come into play. Remember, it Right Place before the Right Time.

Speed

Speed describes how far a creature can move per second. For most creatures, their Speed is Vigor + Size to a minimum of 1m. Whenever they take the Move action, they gain Movement equal to their Speed. One movement can be spend to move 1 meter away from the creature's current position.

Each time you move, you can try to push yourself to go an extra distance. Whenever you take the Move action, you can spend 1 Potential to push yourself. If you do so, perform a Vigor + Survival check. You can move an additional number of meters equal to the number of hits.

Jumping

Jumping can be perform as a part of normal movement. A creature is able to comfortably jump over a gap that is 1m + Might wide and 0.5m + ( 0.5m x Might ) high. However, they can try to extend the jump distance and height in meters by the number of hits in a Might + Survival check.

Whenever you try to jump, you can try to push yourself to go an extra distance. Whenever you jump, you can spend 1 Potential to push yourself. If you do so, perform a Might + Survival check. You can extend your jump height or distance equal to the number of hits.

Moving Through Other Mediums

Normally, you only need to go through air. However, moving through water or climbing is neceessary. In these case, treat those surfaces like a Rough terrain. The Fates should determine how difficult it is to move through the mediums using the Rough X notation. However, note that some Skills will be able to reduce the Rough values of the terrain.

For example, a creature may have the "Amphibious" skill that reduces the Rough Water terrain level by 2. So, in normal waters, this allows the creature to swim without any penalty. However, in rougher waters like in Rough 3 water terrain, they only need to spend 1 additional movement to swim through it while other creatures require 3 additional Movement per meter.

Rough Terrain

Some terrain may not be smooth enough for creatures to easily run through. Rough terrain is described as Rough X where X is the amount of additional Movement needed to move 1 meter in the terrain. For example, a creature with Speed 10 on a Rough 2 terrain will only be able to move 5m per Move Action.

Falling

When the ground beneath a creature disappears or the creature jump off a cliff, they are considered to be falling. At the end of a creatures turn, if a creature is falling, they are moved 300m towards the ground. Upon landing, a creature will take 1 Wear for every 6m they fell. As a reaction (+1s) to landing, a creature can tuck and roll by performing a Survival + Dexterity check. Reduce the amount of damage taken for every hits rolled.

Prev Article
Resources
Next Article
Roles on the Table

Movement

Rules • Home Defiant TTRPG

0 Comment

Cancel
Comment

No comments to show

Find the Homebrew for you

What are you looking for?