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Move Action

A Move Action, also known simply as a Move, is an essay performed by a creature or character to effect a change of position within the environment.

Each character gets two movements in their turn, unless they are gifted with great dexterity (ie. having Powerful Sinews; that is, in the basic game, having a Sinew score of +6 or greater)

These two movements are either:

A 'move' in this case being a practical movement within the world of up to the characters' general move speed (or speed). Thus the first item above, 'move and move' implies the character can move a distance of twice its' move speed in one round as long as it does not take any other sort of 'action' (ie. act). This double-move can be viewed as it's run speed.

The word 'act' in the list above referring to some essay to manipulate the current situation (such as opening a door, or reaching for a sword mounted on the wall, beginning an inquiry with the porter in the lobby, or casting a powerful spell at one's foe, for example).

If there is some chance of failure in the action (perhaps the door is stuck, or the sword is very large and heavy or bolted to the wall, or maybe the porter is in a bad mood), then dice are rolled to resolve success or failure the activity.

In the basic game, a character's move speed? represents the maximum absolute distance in world or grid units that it can move in one action (that is, a character might choose to move less than the full distance if that is all that is needed).

A variant game rule, relevant when a character is striving to achieve a certain distance in a turn (such as during a race or chase), is that a power dice is rolled, and the result added to the character's move speed to resolve how far the character is actually able to move in his turn. The power roll might make use of either the Muscle or Sinew vital, depending on the situation (brute force over straight terrain, or tricky moves over broken ground or precipitous locations).


See also: