Version 2.0 (06/25/2026)
Movement
Movement is measured in Combat Spaces. As a general guideline, 1 Combat Space equals approximately 2 meters (2 yards).
A typical human has a Move of 5 Combat Spaces. Characters with 3D or higher in Strength: Athletics or Stamina: Fortitude begin play with a Move of 6 Combat Spaces.
Terrain
Terrain and environmental conditions may affect movement.
| Situation | Examples | Difficulty Modifier |
| Easy | Flat ground, calm water, ladder | None |
| Moderate | Uneven ground, small obstacles, tree climbing | +1 Difficulty Level |
| Rough | Rubble, strong current, rough wall | +2 Difficulty Levels |
| Very Rough | Dense obstacles, storm conditions | +3 Difficulty Levels |
| Hazardous | Minefield, narrow ledge, smooth wall | +4 Difficulty Levels |
| Extreme | Falling debris, hurricane, complete darkness | +5+ Difficulty Levels |
Normal Movement
As part of a Basic Action, a character may move up to their full Move. As a Free Action, a character may move up to half their Move, rounded down.
Movement Tests
Running, swimming, and climbing are resolved using Strength: Athletics with the appropriate specialization.
A character may move farther than their normal Move by making a Movement Test.
Each additional multiple of the character’s Move increases the Test Difficulty by one Difficulty Level.
| Distance | Difficulty |
| Up to Move | No Test |
| Up to 2× Move | Easy |
| Up to 3× Move | Standard |
| Up to 4× Move | Moderate |
| Up to 5× Move | Difficult |
| Up to 6× Move | Very Difficult |
Running up to 2× Move is a Basic Action. Moving farther than 2× Move is a Full Action. If the Test fails, the character moves only their normal Move.
Swimming
A character’s swimming Move is half their normal Move (rounded up).
Climbing
Characters with Strength: Athletics (Climbing) climb at their normal Move.
Characters without the specialization climb at half their normal Move.
Jumping
Jumping is resolved with a Strength: Athletics (Jumping) Test. A standing jump covers 1 Combat Space.
Every 2 Result Points increases the jump by 1 additional Combat Space, to a maximum of 6 additional Spaces.
A running start of at least half the character’s Move grants +1D to the Test.
The Game Master may modify the Test for unusual gravity or environmental conditions.
Holding Your Breath
Without preparation, a character may hold their breath for a number of seconds equal to 10 × their Stamina: Fortitude Die Code.
With proper preparation, a character may hold their breath for a number of minutes equal to 5 × the result of a Stamina: Fortitude Test.
Fatigue
A character may perform continuous strenuous activity for a number of Rounds equal to their Stamina: Fortitude Die Code.
After this limit is reached, they must make a Stamina: Fortitude Test each Round.
The Difficulty increases by one Difficulty Level each additional Round.
On a failure, the character becomes Fatigued and must immediately stop the strenuous activity.
