Rules

Movement

Movement

When you’re not in a dangerous, difficult, or time-sensitive situation, you don’t need to worry about how fast you move. However, when you’re under pressure or in danger, the following rules apply.

Moving Close During Actions

When you make an action roll, you can also move to a location within Close range as part of that action. This location must be somewhere your character could plausibly and easily reach within the narrative. If you want to move somewhere beyond your Close range but within Far or Very Far range, or if you want to reach an area that’s not easily accessible (such as one that requires climbing, swimming, or jumping), use the following rules.

Moving Far or Moving As Your Primary Action

If you’re not already making an action roll, or if you want to move farther than your Close range, you’ll need to succeed on an Agility Roll to safely reposition yourself. The GM sets this Difficulty depending on the situation. On a failure, you might only be able to move some of that distance, the adversaries might act before you can make it, or a hazard might prevent you from moving at all.

Adversary Movement

When an adversary is in the spotlight and makes a move such as attacking a target or picking a lock, the GM can move them within their Close range as part of their action. For example, the adversary can pick a lock to open a door and then move within their Close range toward a PC inside the room beyond. If the GM wants to move the adversary somewhere beyond their Close range but within their Far or Very Far range, this uses their entire action, but the adversary doesn’t have to succeed on an Agility Roll like a PC would.

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