Core Rules: Movement & Combat
Movement
Base Movement
- Characters between 4ft and 6ft tall: 50ft per round
- For every +1 Agility modifier: +10ft
- For every –1 Agility modifier: –10ft
Size Modifiers
- All player characters count as Humanoid size
- Creatures under 4ft: 40ft base movement
- Creatures over 6ft:
- Gain +10ft per 12 inches over 6ft
- Lose 1 Agility due to bulk
- Creatures larger than Humanoid are targeted by Constitution, not Agility, for attacks requiring a "hit" to apply damage.
Terrain & Conditions
- Difficult terrain: Halves movement
- Stealth or climbing: Halves movement
- Stealth + climbing: Movement reduced to ¼
- Encumbrance: If carrying more than
Strength × 10 lbs
, lose 10ft per 10 lbs over
Flanking
- If two or more allies are directly flanking an enemy (i.e., positioned on opposite sides), you gain a +2 bonus to attack checks against that enemy.
- This bonus applies to all attacks made while flanking.
- Flanking does not grant advantage.
Interaction & Combat Movement
- 5ft: Interact with an item (draw weapon, drink potion)
- 10ft: Disengage without provoking reactions or counters
Source Strain
- If Source is empty (including attuned items): Movement is halved due to fatigue
Attacks
- Melee: Use Strength or Agility
- Ranged: Use Agility
You may spend one of the following to attack:
- 1 Core Action
- 2 Source Dice
- 20ft Movement
- 10ft Movement + 1 SD
Weapon Requirements
If you don't meet the weapon's minimum score:
- Add the difference to the attack’s DC
Weapon Requirement Table
Weapon Type | Min Strength | Min Agility |
---|---|---|
1H Melee/Shield | +1 | +1 |
2H Weapon | +2 | +1 |
Ranged | +1 | +2 |
Damage
For a successful melee, ranged, or cantrip hit using a Core Action or movement:
Base Damage = Ability Modifier + Proficiency (if applicable)
Damage Pool
When you spend SD for a damage action (e.g., using 2 SD instead of Core Action):
- Add SD to the damage pool
- Commit SD before rolling the d20
If you miss: SD are lost
If you hit: Roll the pool and apply damage
SD spent to scale effects (not damage) do not go into the damage pool
Source Scaling
After paying the base attack cost, you may spend extra SD to:
- Enhance effects
- Increase damage
- Increase #targets
- Increase range (for ranged weapons/spells)
SD spent must be declared before the roll
Miss = SD is still lost
Committed Dice
You must commit SD before rolling to attack or counter:
- Declare how much Source (or Movement) you spend
- On success: resolve as normal
- On failure: SD (or Movement) are lost
Melee Movement Scaling
Press the Attack
If you hit with a melee attack, you may spend unused movement:
+1 damage per 10ft spent
Dig In
You may spend unspent movement to reduce damage:
–1 damage per 10ft spent
Spells that affect movement may boost these
Last Gasp Initiative
- When you are reduced to 0 HP, you immediately gain the next turn in the round (your “Last Gasp”).
- Your movement speed is reduced to zero. However, you may spend 1 SD for every 10ft of movement you wish to use during this turn.
- During your Last Gasp, you may spend Source Dice equal to your level.
- If you exceed your proficiency cap, you take strain as normal.
- If your Source reaches zero at any point during your Last Gasp, your turn ends and you die.
- Alternatively, you may use your Last Gasp Initiative to describe your death or speak your final words.
Death, Recovery, & Resurrection
Death is just a door. If the party is able and willing, fallen comrades can be returned to life by various powers or quests.
- Recovery is determined by the method used to restore a character to life—whether through specific powers, spells, or the outcome of a narrative quest.
- The precise effects and consequences of resurrection are set by the rules of the spell, ability, or GM discretion.
The story may dictate unique consequences, costs, or requirements for returning from death, at the GM’s option.
Encounters
Encounters include combat, negotiation, or other tense scenes.
Encounters & Initiative
When combat or a turn based encounter begins, roll for Initiative:
- Roll d20 + Wisdom modifier
- Add proficiency if proficient in Wisdom
- Highest result goes first
Turns proceed in descending order
Rounds
Combat proceeds in rounds:
- Each creature acts or passes
- A Round ends when all have taken a turn (including counters)
- Turn: May spend SD up to proficiency; use your movement; pass when resources exhausted or by choice
Surprise
If ambushing or acting unnoticed:
- Ambushers Agility (Stealth) vs targets’ passive Knowledge (Perception)
- On success: Gain a free round before initiative order begins
For groups, GM may determine success as per creature or threshold-based