Difference between revisions of "Movement"

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A character can also spend Action Points to move around the area in which the combat is taking place, closing with foes, or escaping them. The starting base speed for player characters is 10 ft. per action point spent. For instance, if Brian's character [[Phineas]], an ambassador, is ambushed by enemies, and Brian spends all 6 of Phineas' AP, Phineas can move up to 60 ft. on his turn.  
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A character can spend Action Points to move around the area in which the combat is taking place: to close with foes or to escape them. The starting base Speed for player characters is 10, meaning 10 feet per AP spent. For instance, if Brian's character [[Phineas]], an ambassador, is ambushed by enemies, and Brian spends all 6 of Phineas' AP, Phineas can move up to 60 ft. on his turn.  
  
 
Characters can use the [[Gymnastics]] skill to tumble, roll, cartwheel, and breakdance right by their foes. If an opponent is blocking your way, make a Gymnastics check at a DL of 20. Upon success, you can move right past an opponent. Failure will put you smack dab in front of a hostile with the equivalent of a neon "Hit Me" sign.
 
Characters can use the [[Gymnastics]] skill to tumble, roll, cartwheel, and breakdance right by their foes. If an opponent is blocking your way, make a Gymnastics check at a DL of 20. Upon success, you can move right past an opponent. Failure will put you smack dab in front of a hostile with the equivalent of a neon "Hit Me" sign.

Revision as of 15:07, 24 December 2018

A character can spend Action Points to move around the area in which the combat is taking place: to close with foes or to escape them. The starting base Speed for player characters is 10, meaning 10 feet per AP spent. For instance, if Brian's character Phineas, an ambassador, is ambushed by enemies, and Brian spends all 6 of Phineas' AP, Phineas can move up to 60 ft. on his turn.

Characters can use the Gymnastics skill to tumble, roll, cartwheel, and breakdance right by their foes. If an opponent is blocking your way, make a Gymnastics check at a DL of 20. Upon success, you can move right past an opponent. Failure will put you smack dab in front of a hostile with the equivalent of a neon "Hit Me" sign.

If an obstacle or difficult terrain is between you and where you need to be, you can try to tough through it, moving at half speed. You can also attempt a Gymnastics check to jump over it.

A character who is using Stealth moves at half speed. You can take a −10 on the check to move at full speed.