Rules

Movement

Movement

When you’re not in a dangerous, difficult, or time-sensitive situation, you don’t generally need to worry about how fast you move. However, when you’re under pressure (such as when you’re in danger or when the action tracker is in play), the following rules apply.

Moving Close During Actions

If you’re doing something that requires an action roll, you can also freely move to a location within your Close range (including Very Close and Melee), either before or after you use that action. This location must be somewhere your character could easily reach within the story. If you want to move Far or Very Far, or if you want to reach an area that’s not easily accessible (such as one that requires climbing, swimming, or jumping), follow the rules below.

Moving Far or Without an Action

If you’re not already making an action roll, or if you want to move farther than your Close range, you’ll typically 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 something might prevent you from moving at all. If there is no risk or potential complication in moving a certain distance, no roll is required.

Adversary Movement

When an adversary uses an action (such as making an attack or picking a lock), the GM can generally move them to a location within their Close range as part of that action. If the GM wants to move the adversary Far or Very Far, this uses an entire action on its own, but the adversary doesn’t have to succeed on an Agility roll like a PC would.