Clarification: Jumping, Moving and Dashing

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Jumping

is a Misc (5/-1) Action - this is full blown dedicated jump with all the appropriate charge up (running start, etc.), not a quick hop over a table as part of an maneuver.

  • It can be flurried as part of another action, but can only be done once. You cannot flurry it 5 times to move super fast in 5 seconds.
  • Vertical distance is equal to the dice pool of (Str + Athletics) in yards, and 2x that horizontally
    • Willpower successes adds 2 yards to the vertical (and 4 yards to the horizontal)
    • Direct dice adders (stunts, excellencies, etc) add to the dice pool normally
    • Wound penalty and Mobility penalty modifier the dice pool directly as well
  • Since this action is Str + Athletics, it means Lunars only can add up to their Str in dice, while Solars can add Str + Athletics (E.g. From a pure dice pool point of view Lunars have shorter max jump distance if not using Full Moon Anima or other charms).



Dashing

is a Simple (3/-2) Action - this is reckless, I don't care if I run people over or I fall at the end but I need to get there fast, full speed run.

  • Speed is (Dex + 6) or (Dex + Normal Dex (E.g. no Charms)) yards per tick, whichever is higher
    • Wound Penalty and Armor Mobility penalty modifies this value directly
    • Since this is a raw stat based action, Lunars can still add excellency dice, Solars are out of luck (since theirs excellencies are ability based)
  • Minimum Distance is 1 Yards per tick
    • Though I will probably rule you cannot dash if you are carrying your max lift, heavily hurt, waist deep in quicksand, etc.
  • Cannot Parry without stunt



Move

is a Reflexive (0/-0) Action - Goes from crawling to fast running

  • Speed is (Dex) yards per tick
    • Wound Penalty and Armor Mobility penalty modifies this value directly
  • Cannot Parry without stunt
  • Minimum Distance is 1 Yards per tick
    • Though I will probably rule you cannot dash if you are carrying your max lift, heavily hurt, waist deep in quicksand, etc.
  • Being a reflexive action means you get 1 move free on each action you make, without the need to flurry. Or you can just make the reflexive action (e.g. continually walk) on each tick. This effectively makes it (1/-0) Action
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