Rule: Movement and Movement Types

Summary

  A creature's Movement is a resource it uses to move around on their turns. It replenishes every round at the start of a creature's turn, and can be added to or impaired with certain actions or abilities. Using other movement types first depletes Movement first before becoming it's own movement speed, and cannot be used if one's Base Movement was 0 at the start of their turn.
  Movement, or Movement Speed is a reusable kind of statistic in CHASE, akin to other Actions. All creatures have a Base Movement, and can use it in difference ways.  

Using Movement

  On a creatures' Turn, they can move a distance up to their Max Movement, spending 1 Movement per ft moved. This is usually broken up into 5 ft squares, but other measurements can exist. They can use as little or as much Movement as they please on their turns, as long as they follow the rules and deduct Movement accordingly.   All Movement replenishes at the start of a creature's turn. Unused movement does not carry over to the next turn, so it advisable (if the creature is smart or in a favorable position) to use it.  

Breaking up Movement

Movement can be broken up between uses, using some before and after any Actions. As an example, if a creature has 20 ft of Movement, they can move 10 ft, use their actions to use an ability like Faultless Fusillade, then spend the other 10 ft to move into a more favorable position. Alternatively, the creature can move 5 ft to use an action to Attack another, move another 10 ft to attack another creature, then use the remaining Movement (5 ft) to move and spend their last action to attack yet another creature.  

Adding to Movement

Many feat/ures or abilities can add extra Movement, essentially making a creature faster. An optional available to all players and some Bestiary creatures is the Stride Action, adding 10 ft or more (depending on STR / Strength) to Max Movement for the turn.  

Impairing or Reducing Movement

Certain conditions or effects from abilities can reduce the Movement gained at the start of a creature's next turn. Some do some incrementally, some outright reduce a creature's movement by up to all of it. A creature that starts their turn at 0 ft are often forbidden from doing other actions as well.  

Other Uses

Movement is used in small edge cases that require a creature to move. One case is using 10 ft of movement to stand up from being Prone. Movement cost can also be doubled or more when moving over Difficult Terrains.   Then, there are the different types of Movement, which are also important for creatures involved.  

Types of Movement

Many creatures have different kinds of Movement, such as a 'Flying Speed'. Rather than being it's own separate pool, it is an option for the creature, and can provide a wholly different experience depending on the terrain.   Alternate types of Movement use Base Speed before using their own Movement, adding the extra distance as Bonus Movement. As an example, a creature with 25 ft of Base Movement and 50 ft of Flying Speed can spend 25 ft on land or flying, then fly for another 25 ft exclusively. Likewise, if an effect reduces a creature's base Movement to 5 ft, they can only fly up to 25 ft, or fly 20 ft if they move 5 ft on the ground.   If a creatures' Movement is reduced to 0 ft (such as falling Prone or becoming Restrained), they can't use their Alternative movement types, either. This would lead to a swimming creature sinking, or a flying creature starting to fall, if either were caught in a Net.   Normal methods of adding to movement do not apply to alternative types, unless stated otherwise by the effect giving such.  

Burrowing

A burrowing speed allows a creature to dig in loose dirt. While underground, a creature can become 3/4ths Obscured while digging down 5ft, and Fully Obscured thereafter, but they can also become unaware of their surroundings and easily be caught Off-Guard if they have no way to see or perceive around themselves.   Burrowing in anything harder than Clay is considered Difficult Terrain.  

Climbing

A creature with a Climbing Speed can scale walls with ease, no matter the surface. A creature can choose to stay on a wall if they are not Exhausted, or Prone.   Climbing on an angle lesser than 90 degrees (or on the ceiling) is considered Difficult Terrain.  

Flying

A creature with a flying speed, well, flies. It is like regular Movement, except in 3 dimensions as long as the creature is not on the ground.   Flying vertically in any direction (either straight up or at a diagonal) is considered Difficult Terrain, and flying against strong winds or in other turbulent conditions is considered Greater Difficult Terrain. If a flying creature is assisted (such as a hawk using thermal convection), this is reduced by one step (Not Difficult Terrain and just Difficult Terrain, respectively).   Another name for Thermal Convection is thermals. It's a fun word to say. Try it.  
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Swimming

A creature can swim in water with ease. Other liquids don't provide any hassle unless their viscosity is, like, really bad. I guess?   Swimming in rough waters is considered difficult terrain, though. An example would be swimming against a current or up a stream.

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