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rpg-system-notes/Version 1/Chronicles of Fate/07 🟡 Interacting with the World/03 🔵 Movement.md
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Previous Section: [[02 🔵 Tracking Time]]
# Movement
The GM can summarize movement without calculating exact distances or travel times but sometimes it's important to know more precisely how long it takes to get somewhere. Rules for this depend on a few factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
## Speed
Every creature has one or more ways to move through the world, called Speed. Speed is the distance a creature can cover with a [[03 🔵 Actions#Move (I)|Move]] action. On a character sheet or in character statistics, speed is always listed with a number measured in feet.
All creatures have a base walking speed. Creatures that have no ground-based movement have a base walking speed of 0. In addition to a base walking speed creatures may have one or more of the following movement speeds.
### Burrowing
Creatures with a burrowing speed can move through sand, soil, mud, or ice. A creature can't burrow through solid rock or anything of similar hardness unless it has a special trait for that.
### Climbing
Creatures with a climbing speed can move with ease on vertical surfaces. Unlike most creatures, a creature with a climbing speed doesn't need to spend extra movement when climbing using their climbing speed.
### Flying
A creature with a flying speed can use all or part of its movement to fly through the air. Most creatures with a flying speed must stay in continual motion to remain airborne, but some can hover. If a creature can hover, it is noted in parentheses after its flying speed.
### Swimming
Creatures with a swimming speed can move with ease in water or similar liquids. Unlike most creatures, a creature with a swimming speed doesn't need to spend extra movement when swimming using their swimming speed. In addition, creatures with a swimming speed don't make melee weapon attacks at disadvantage while underwater.
## Special Movement Rules
Characters often find themselves traversing dangerous environments or navigating perilous situations that require special kinds of movement. Characters might have to climb, crawl, swim, or jump to get where they need to go. In such circumstances, the following special movement rules apply.
### Climbing
While climbing, you move at half speed. If you climb in difficult terrain, each foot of movement costs 2 extra feet. At the GM's option, climbing a slippery vertical surface or one with few handholds might require one or more Strength + Athletics checks. Failing such a check might cause a creature to fall.
### Crawling
While crawling, you move at half speed. If you crawl in difficult terrain, each foot of movement costs 2 extra feet.
### Jumping
Several factors determine how far and how high a creature can jump.
#### Long Jump
When you make a long jump, you can cover a number of feet equal to Strength + Athletics. If you move at least 10 feet on foot immediately before the jump, you can cover an additional number of feet equal to half you walking speed. Either way, each foot you clean on the jump costs 1 foot of movement.
This rule assumes the height of your jump doesn't matter, such as a jump across a stream or chasm. At the GM's discretion, you must succeed on a DV 10 Strength + Athletics check to clear a low obstacle (no taller than a quarter of the jump's distance).
When you attempt to land in difficult terrain, you must succeed on a DV 10 Agility + Acrobatics check to land on your feet. Otherwise, you land prone.
#### High Jump
When you make a high jump, you leap into the air a number of feet equal to 3 + Strength if you move at least 10 feet on foot directly before jumping. When you make a standing high jump, you can jump half of that distance. Either way, each foot you clear on the jump costs 1 foot of movement. At the GM's discretion, you might be able to make a Strength + Athletics check to jump higher than you normally can.
### Swimming
While swimming, you move at half speed. At the GM's discretion, gaining distance in rough water might also require a successful Strength + Athletics check. Failing such a check might cause a creature to start drowning ([[06 🔵 Suffocating|Suffocating]]). Certain weapons are also more difficult to use while swimming.
## Difficult Terrain
Characters often travel on rough ground. Such areas are considered difficult terrain. You move at half speed in difficult terrain. Moving 1 foot in difficult terrain costs 2 feet of speed. If two or more sources of difficult terrain occur in the same space, you still move at only at only half speed.
## Forced Movement
Some effects or consequences move you against your will. Forced movement never provokes [[03 🔵 Actions#Intercept (A)|Intercept]] attacks from hostile creatures.
### Falling
Falling is a common hazard for characters. At the end of a fall, a creature lands prone and takes 1d10 bludgeoning damage for every 10 feet it fell (to a maximum of 20d10) unless it has a feature or trait that allows it to avoid taking damage from the fall. When a creature starts falling they immediately fall 30 feet. If the character has not hit the ground they may take a turn and then fall an additional 30 feet at the end of their turn. This continues until the creature hits the ground.
If a falling creature is knocked prone, has its flying speed reduced to 0, or otherwise loses the ability to move, immediately starts falling, unless it has the ability to hover or is held aloft by other means.
### Pulling and Pushing
Some affects such as the [[03 🔵 Actions#Push (I)|Push]] action can pull or push you away from a source. A creature that has grappled you might also drag you with it during its move.
## Traveling
Traveling is a method of movement used when creatures journey across great distances for long periods of time. When traveling, use travel pace rules to abstract this kind of movement.
### Travel Pace
While traveling, the party collectively decides if they move at a fast, normal, or slow pace. Consult the Travel Pace Table to find how far a group can move in a period of time for their pace, and whether the traveling at the pace has any benefits or penalties. Note that the Travel Pace Table assumes a party is moving through normal terrain. If a party is moving through difficult terrain, the distance they can travel is halved.
#### Mounts and Vehicles
For short time spans (up to 1 hour), many animals move much faster than Humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 10 to 12 miles, characters can cover larger distances at this pace, but this is rare except in densely populated areas.
Characters in animal pulled ground vehicles choose a pace on the table as normal. Characters in other vehicles are limited to the speed of the vehicle, and don't suffer penalties for a fast pace or gain benefits from a slow pace.
Mounts and vehicles can not travel at a fast pace while traveling through difficult terrain. Difficult terrain does still impose a movement speed penalty while using a mount or vehicle.
#### Travel Pace Table
| Pace | Distance per minute | Distance per hour | Distance per quarter day | Effect |
| ------ | ------------------- | ----------------- | ------------------------ | ------------------------------ |
| Fast | 525 feet | 6 miles | 36 miles | -5 penalty to Perception score |
| Normal | 350 feet | 4 miles | 24 miles | N/A |
| Slow | 175 feet | 2 miles | 12 miles | Can use stealth |
# Next Section
[[04 🔵 Interacting with Creatures]]