Avatar: Movement: Difference between revisions

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== In General ==
Movement is a reflexive action that may be
performed on every turn. This reflects that participants
in battles are constantly moving, trying to get an
advantage. The character moves up to a number
of yards equal to her Dexterity on any turn in which
she takes a movement related action. A character may not dash while take a normal movement action in the same turn, its one or the other. A character
knocked prone cannot move until she
uses a automatic action to stand.
== Specifically ==
Walking and running normally don’t require dice
rolls. The exact distance he can cover while moving
normally or dashing all-out is based on Dexterity as shown
on pp. 192 and191. (Dots of FINESSE affect this
speed as well, as shown on p. 127.) If obstacles (such as
hurdles or crowds of people) or adverse conditions (such
as ice or tornado winds) make crossing an open space
especially difficult, however, a roll (Dexterity + Athletics)
might be called for. If the roll succeeds, the character
covers the full distance to which he is normally entitled.
If the roll fails, he can move only half that distance, at
most. If the roll botches, he trips and falls prone.
Any Avatar can jump (Strength + Athletics) yards
vertically or twice that horizontally, which requires
no roll. Remember that bonus dice and successes
(from stunts or other sources) increase the character’s
(Strength + Athletics) for determining jumping distance.
Characters without a Divinity rating use the same value,
but count jumping distance in feet instead of yards.
Climbing is also a form of movement. When a
character ascends, descends or moves left or right along
a vertical surface, his player rolls (Dexterity + Athletics).
If this roll succeeds, the character can cover half the
distance that he could cover on the ground in a normal
Move action (see p. 192). Failure on the (Dexterity +
Athletics) roll means the character makes no progress
at all. A character whose player botches a climb roll is
likely to fall. While climbing, a character cannot engage
in multiple actions.
If a character has at least one dot of Athletics, he
can swim. Swimming in calm water requires no dice
rolls, and the character covers half the distance he can
cover in a normal Move action (see p. 192). To swim
in rough water or adverse conditions, the Avatar’s player
rolls (Dexterity + Athletics). If the roll succeeds, the
character covers half the distance of a normal Move
action. If the roll fails, the character makes no progress.
If the player botches the roll, the character suffers one
level of unsoakable bashing damage as he goes under
briefly, choking on water.
When a character swims, climbs, runs or even walks
for a long time over a long distance she is considered to
be performing a “fatiguing activity.” See p. 182 for the
rules concerning fatiguing activities.
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Latest revision as of 14:53, 14 October 2019

Avatar: The Godhead

In General

Movement is a reflexive action that may be performed on every turn. This reflects that participants in battles are constantly moving, trying to get an advantage. The character moves up to a number of yards equal to her Dexterity on any turn in which she takes a movement related action. A character may not dash while take a normal movement action in the same turn, its one or the other. A character knocked prone cannot move until she uses a automatic action to stand.

Specifically

Walking and running normally don’t require dice rolls. The exact distance he can cover while moving normally or dashing all-out is based on Dexterity as shown on pp. 192 and191. (Dots of FINESSE affect this speed as well, as shown on p. 127.) If obstacles (such as hurdles or crowds of people) or adverse conditions (such as ice or tornado winds) make crossing an open space especially difficult, however, a roll (Dexterity + Athletics) might be called for. If the roll succeeds, the character covers the full distance to which he is normally entitled. If the roll fails, he can move only half that distance, at most. If the roll botches, he trips and falls prone.

Any Avatar can jump (Strength + Athletics) yards vertically or twice that horizontally, which requires no roll. Remember that bonus dice and successes (from stunts or other sources) increase the character’s (Strength + Athletics) for determining jumping distance. Characters without a Divinity rating use the same value, but count jumping distance in feet instead of yards.

Climbing is also a form of movement. When a character ascends, descends or moves left or right along a vertical surface, his player rolls (Dexterity + Athletics). If this roll succeeds, the character can cover half the distance that he could cover on the ground in a normal Move action (see p. 192). Failure on the (Dexterity + Athletics) roll means the character makes no progress at all. A character whose player botches a climb roll is likely to fall. While climbing, a character cannot engage in multiple actions.

If a character has at least one dot of Athletics, he can swim. Swimming in calm water requires no dice rolls, and the character covers half the distance he can cover in a normal Move action (see p. 192). To swim in rough water or adverse conditions, the Avatar’s player rolls (Dexterity + Athletics). If the roll succeeds, the character covers half the distance of a normal Move action. If the roll fails, the character makes no progress. If the player botches the roll, the character suffers one level of unsoakable bashing damage as he goes under briefly, choking on water.

When a character swims, climbs, runs or even walks for a long time over a long distance she is considered to be performing a “fatiguing activity.” See p. 182 for the rules concerning fatiguing activities.