After issuing any commands on their initiative step, a character can make a move up to their speed characteristic. A creature may have different types of speed, such as a fly or climb speed, which allow it to move in different ways. A rule of thumb for this is that a character can never move more than the max speed that they have. For example, if a creature has a land speed of 30ft and a fly speed of 90ft, even if the character moves their 90ft of fly, they could not then move an additional 30ft of movement on land. They could, however, use their 30ft of movement on land and then fly up to 60ft. Characters cannot move through other characters or items with the Solid keyword, except through special kinds of movement.
Land Speed
Land speed represents the base movement of most creatures, which, as one would guess, requires solid ground to move on. Certain terrain still allows movement, but may come with a penalty, which will be discussed in that terrain type under XXX. This type of movement is obstructed by objects on the same plane as the character, and thus they must move around objects like trees, rocks, or other solid objects, or use a Climb speed.
Swim Speed
Swim speed represents the movement of a creature through water, something that most creatures have the ability to do. This represents their speed on the top of the water, creatures may have the Dive keyword next to their movement, which allows them to also move under the water. When moving this way, creatures can move from the original Sea Level Plane (Plane 0), and move to different planes, discrete 5ft zones such as Plane -1 (5ft below Sea Level), or Plane -5 (25ft below Sea Level). Different creatures can move to different sections of these planes based on their maneuverability, which will be shown in their abilities, an allows the creature to go in between planes in sections such as Plane -1.4 or Plane -1.8. For every .2 costs 2 feet of movement, whereas for every 1 costs 10ft of movement. Creatures can only move up to 90 degrees in their turn while swimming, limiting their maneuverability unless they have special abilities that change this.
Climb Speed
Climb speed represents a creatures ability to traverse terrain, entering different planes, though still requiring something solid underneath their feet. This can be overrun by the Scale keyword next to their movement, which allows them to move along vertical solid objects, such as trees or walls. Most climbing is done over elevation, ascending to different planes similar to that under Swim speed, though the plane that one enters is represented by a positive value. Climbing over a elevation such as a hill requires one to know the elevation of the hill which is represented by a number such as 10x5, this shows the land speed in the first value that will be used, and the second value represents the climb speed that will be used. As such, 15ft feet of movement would be used to move up the five feet and across the ten feet. When moving vertically with Scale, you simply move the climb speed up to height of the vertical object.
Fly Speed
Fly speed represents the creatures ability to fly across the air, which is usually the fastest means of moving across the battlefield. Flying allows a character to move into the positive plane without any terrain underneath them, with some restrictions. Similar to a swim speed, allowing you to pass up and down in planes, as long as the plane they move into is a positive plane. Similar to the swim speed, it costs twice as much movement to ascend, while it also costs half as much movement to descend. A creature must use all of its fly speed if it intends to remain in the air, or will begin to fall unless it has the Hover keyword. Creatures can only move up to 90 degrees in their turn while flying, limiting their maneuverability unless they have special abilities that change this.
Dig Speed
Dig speed allows for a creature to move through terrain and into either the negative or positive planes, or through certain kinds of fortifications. Dig speeds are generally slow and do not cover much ground, but can be incredibly useful to reposition. All movement across elevation also apply to dig speed.
Ranged Attacks
Ranged attacks can be split into four different categories: Thrown, Shot, Psionic, and Magical. To make a ranged attack, you first must determine if the target is within effective range or within long range. When attacking from the end of effective range to long range, you decrease the value of all rolls by 1. You cannot attack a target if the are beyond the max range of the weapon.
Thrown
Thrown ranged attacks use physical weapons such as hatchets, cudgels, knives, and javelins that are flung at the enemy. It can also include weapons such as slings that still require strength as a measure of how powerful the attack will be. To make a thrown weapon attack, roll a number of dice equal to your Physical Domain stat, gaining a degree of success for every value equal to or greater than your Precision stat. Your opponent also rolls a number of dice equal to their Physical Domain stat, gaining a degree if success for every value equal to or greater than their Agility stat. If the number of degrees of success of Precision is higher than the degrees of success of Agility, the attack hits, otherwise the attack misses. The attacker then again rolls the number of dice equal to the Physical Domain stat, gaining a degree of success for every value equal to or greater than their Brawn stat. The opponent also rolls a number of dice equal to their Physical Domain stat, gaining a degree of success for every value equal to or greater than their Fortitude stat. If the number of degrees of success of Brawn is higher than the degrees of success of Fortitude, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Shot
Shot ranged attacks use physical weapons such as bows, crossbows, and firearms, which do not require brawn to deliver their attacks, but maintain a static power roll. Some of these weapons do require a base Brawn in order to use, but once fired the Strength value of the weapon does not change unless changed by an ability. To make a shot weapon attack, roll a number of dice equal to your Physical Domain stat, gaining a degree of success for every value equal to or greater than their Precision stat. Your opponent also rolls a number of dice equal to their Physical Domain, gaining a degree of success for every value equal to or greater than their Agility stat. If the number of degrees of successes of Precision is higher than the degrees of success of Agility, the attack hits, otherwise the attack misses. The attacker then determines the Strength of the weapon, which determines the degrees of success of Brawn equal to the Strength of the weapon. The defender then rolls a number of dice equal to their Physical Domain stat, gain a degree of success for every value equal to or greater than their Fortitude stat. If the number of degrees of success of Brawn is higher than the degrees of success of Fortitude, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Psionic
Ranged psionic attacks use psychic weapons and abilities which use the power of the mind to deal devastating damage. Psionic attacks are drawn primarily from Psionic powers, which can be learned and unlocked. To make a psionic attack, you must first have used the Psionic Power Enter Mind, which allows for Psionic Powers to affect a mind with psionic damage. You then may make a ranged Psionic attack, with which you roll a number of dice equal to your Mental Domain stat, gaining a degree of success for every value equal to or greater than your Precision stat. Your opponent also rolls a number of dice equal to their Mental Domain stat, gaining a degree of success for every value equal to or greater than their Intelligence stat. If the number of degrees of success of Discipline is higher than the degrees of success of Intelligence, the attack is able to target the opponents mind, otherwise, the attack misses. You then roll a number of dice equal to your Mental Domain stat, gaining a degree of success for every value equal to or greater than your Concentration stat. Your opponent also rolls a number of dice equal to their Mental Domain stat, gaining a degree of success for each value equal to or greater than their Wisdom stat. If the number of degrees of success of Concentration is higher than the degrees of success of Wisdom, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Magical
Ranged magical attacks use spiritual weapons and abilities that sue the power of the spirit the create magical energies. Magical attacks are drawn primarily from Spells, which can be learned and unlocked. To make a magical weapon attack, roll a number of dice equal to your Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Control stat. Your opponent also rolls a number of dice equal to their Spiritual Domain, gaining a degree of success for every value equal to or greater than their Charm stat. If the number of degrees of successes of Control is higher than the degrees of success of Charm, the attack hits, otherwise the attack misses. The attacker then again rolls the number of dice equal to the Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Power stat. The opponent also rolls a number of dice equal to their Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Composure stat. If the number of degrees of success of Power is higher than the degrees of success of Composure, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Melee Attacks
Melee attacks can be split into 3 different categories: Physical Melee Attacks, Psionic Melee Attacks, and Magical Melee Attacks. Melee attacks typically occur within 1 tile of another character, though some allow you to attack from a tile away.
Physical Melee Attacks
To make a physical melee weapon attack, roll a number of dice equal to your Physical Domain stat, gaining a degree of success for every value equal to or greater than your Precision stat. Your opponent also rolls a number of dice equal to their Physical Domain stat, gaining a degree if success for every value equal to or greater than their Agility stat. If the number of degrees of success of Precision is higher than the degrees of success of Agility, the attack hits, otherwise the attack misses. The attacker then again rolls the number of dice equal to the Physical Domain stat, gaining a degree of success for every value equal to or greater than their Brawn stat. The opponent also rolls a number of dice equal to their Physical Domain stat, gaining a degree of success for every value equal to or greater than their Fortitude stat. If the number of degrees of success of Brawn is higher than the degrees of success of Fortitude, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Psionic Melee Attacks
Melee psionic attacks use psychic weapons and abilities which use the power of the mind to deal devastating damage. Psionic attacks are drawn primarily from Psionic powers, which can be learned and unlocked. You then may make a melee Psionic attack, with which you roll a number of dice equal to your Mental Domain stat, gaining a degree of success for every value equal to or greater than your Precision stat. Your opponent also rolls a number of dice equal to their Mental Domain stat, gaining a degree of success for every value equal to or greater than their Intelligence stat. If the number of degrees of success of Discipline is higher than the degrees of success of Intelligence, the attack is able to target the opponents mind, otherwise, the attack misses. You then roll a number of dice equal to your Mental Domain stat, gaining a degree of success for every value equal to or greater than your Concentration stat. Your opponent also rolls a number of dice equal to their Mental Domain stat, gaining a degree of success for each value equal to or greater than their Wisdom stat. If the number of degrees of success of Concentration is higher than the degrees of success of Wisdom, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.
Magical Melee Attacks
Melee magical attacks use spiritual weapons and abilities that sue the power of the spirit the create magical energies. Magical attacks are drawn primarily from Spells, which can be learned and unlocked. To make a magical weapon attack, roll a number of dice equal to your Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Control stat. Your opponent also rolls a number of dice equal to their Spiritual Domain, gaining a degree of success for every value equal to or greater than their Charm stat. If the number of degrees of successes of Control is higher than the degrees of success of Charm, the attack hits, otherwise the attack misses. The attacker then again rolls the number of dice equal to the Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Power stat. The opponent also rolls a number of dice equal to their Spiritual Domain stat, gaining a degree of success for every value equal to or greater than their Composure stat. If the number of degrees of success of Power is higher than the degrees of success of Composure, the attack damages the target based on the damage of the weapon, otherwise the attack does not deal damage.