Movement
Dash
When a character dashes, they move 2 Tiles. They also gain the Momentum Status.
Activation
Celerity: 1 Action Slot
Movement: 2 Tiles
Effect: Gain Momentum.
Momentum
Momentum Status
While Momentum is active, gain +1 Tile of Movement during your next Action. At the end of that action, Momentum Status is lost.
Actions with Movement: Restricted do not benefit from Momentum.
Jump
A character may jump instead of walking.
Activation
Celerity: 2 Action Slots
Effect: We move our character 2 Tiles without touching the ground.
This effect does not necessarily make us immune to Hazardous Tiles or suffering effects from moving through a Tile, Within Reason. If a trigger requires Stepping on the tile, Jumping over it will not activate the trigger.
Falling
Flying is fun, but have you tried falling?
For each Tile you fall when falling more than three Tiles, when you land you take 10 damage, divided by Agility. If this division would reduce the damage to 1 (or a decimal greater than 0 and less than 2), no damage is taken.
Climbing, Swimming, and Hazardous Tiles
Free Movement can not be taken while Climbing, Swimming, or moving through Hazardous Tiles.
Activation
Celerity: 2 Action Slots
Effect: Our character climbs, swims, or traverses rough terrain 1 Tile.
Difficulty: How hard moving one Tile depends on the Story Guide. Within reason, success is guaranteed at a cost. Well, if you can pay the cost.
Easy: No pack weight or armor to weigh you down.
Physical Stress: (v:20)
Mid: Pack equipped, Armor equipped.
Physical Stress: (v:10)
Hard: Packs and Armor equipped. Near max Every Day Carry?
Physical Stress: (v:6)
Extreme: Nearly impossible. Burnout imminent. Saving Someone?
Physical Stress: 1 to 10 (v:10)
Drowning & Suffocating
If your character can’t breathe for more than 12 Full Rounds they become unconscious.
Once unconscious if the character remains where they can not breath for another 12 Full Rounds, they die.