1) Basic Movement Stats
Movement Stats are stats that so how far you can move in a certain time frame. These stats are all based on Speed. These stats include World, Adventure Actions, and Battle.
- World: This is how far your character can travel on a world map each hour. World maps are maps that cover a large area of land meant to be measured in miles instead of feet. Thus movement across a world map represents movement over a very large area of land. World Movement is a dice instead of a flat stat. It might be a 1d6 or a 1d20. The dice roll for your character's World Movement Rate is determined by your character's Race. However, your character's Speed also affects World Movement.
|Human, Talusian, Deztunian, Xodian||1 + 1d8||1 + 1d12||2 + 2d8||2 + 2d12||3 + 3d10||3 + 2d20||4 + 4d12||4 + 2d20 + 2d6||5 + 3d20||5 + 3d20 + 2d6||5 + 4d20 (+1d10 per every 10 speed)|
|Elf, Namara||1 + 1d10||1 + 2d8||2 + 1d20||2 + 2d12||3 + 3d10||3 + 3d12||4 + 2d20||4 + 5d10||5 + 3d20||5 + 2d20 + 2d12||6 + 3d20 + 3d6 (+1d10 per every 10 speed)|
|Dwarf, Goblin||1 + 1d4||1 + 1d6||1 + 1d8||2 + 1d10||2 + 1d12||2 + 2d8||3 + 1d20||3 + 2d12||3 + 2d20||4 + 5d10||4 + 3d20 (+1d10 per every 10 speed)|
|Cathar, Canid||1 + 1d12||1 + 1d20||2 + 2d12||2 + 3d10||3 + 3d12||4 + 2d20||4 + 5d10||5 + 3d20||5 + 2d20 + 2d12||6 + 4d20||6 + 1d% (+1d10 per every 10 speed)|
|Yeti||1d4||1d6||1d8||1d10||1d12||2d8||1d20||2d12||3d8||2d20||3d10 (+ 1d6 per every 10 speed)|
|Fae||1 + 1d10||2 + 2d8||3 + 1d20||4 + 2d12||5 + 3d10||6 + 3d12||7 + 2d20||8 + 5d10||9 + 3d20||10 + 2d20 + 2d12||11 + 3d20 + 2d10 (+ 1d12 per every 10)|
|Angerian||2 + 1d8||2 + 1d12||4 + 2d8||4 + 2d12||6 + 3d10||6 + 2d20||8 + 4d12||8 + 2d20 + 2d6||10 + 3d20||10 + 3d20 + 2d6||11 + 4d20 (+ 1d10 per every 10)|
|Dracokin||2 + 1d4||2 + 1d8||3 + 1d12||3 + 2d8||4 + 1d20||4 + 2d12||5 + 3d10||5 + 2d20||6 + 5d10||6 + 3d20||7 + 4d20 (+ 1d10 per every 10)|
- Adventure Actions: This is how much your character can do on an area map within one hour. This includes moving, turning corners, opening doors, checking for traps, opening chests, etc. Area maps are maps that cover a small area, such as towns or dungeons. Distances in these maps are measured in feet. To determine your character's Adventure Actions, simply take the first digit of your character's Speed stat X 5. So if your character's Speed stat is 10, your character's Adventure Actions is 5. If your character's Speed stat is 48, your character's Adventure Actions will be 20.
- Battle: This is how far your character can travel on a battlefield map with one movement. Battlefield maps typically cover a smaller area than area maps, focusing on where the action takes place. However the time spent in the battle is counted in minutes and not hours. Thus the battle movement rate may seem very small when in fact it represents movement over a shorter time period. To determine your character's Battle Movement Rate, simply take the first digit of your character's Speed stat + 3. So if your character's Speed stat is 10, your character's Battle Movement Rate is 4. If your character's Speed stat is 59, your character's Battle Movement Rate will be 8. 1 round of combat counts as 1 Adventure Action as well.
2) Special Movement Situations
Of course you will not always be walking when in world movement. You might decide to run some, or you may have to climb through a mountain range or swim across a raging river. Therefore you may find yourself needing to use a movement ability. Typically, these would be climbing, swimming, and run. Some races may have their own movement abilities, such as short range teleport or flying. Sprint, however, is one movement ability that you cannot use in world movement. Below are the main movement skills that you may need to use, and how they work for world movement. Some movement abilities are abilities that all characters have such as running.
Climbing: There are various situations in which you might need to climb, and mastery in Skillful Climbing is used cover these. The specializations are: Mountain, Cliff, Tall Tree, and Flat Wall. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing. The EP cost depends on the difficulty of the climbing environment.
Simple Climb: 5 EP per 5 movement; movement decreased by 1/4.
Average Climb: 8 EP per 5 movement; movement decreased by half
Hard Climb: 12 EP per 5 movement; movement decreased by 3/4.
Challenging Climb: 15 EP per 5 movement; movement decreased to 1.
Swimming: As long as you are unarmored, you can swim. Everyone in Nor'Ova has basic swimming ability. If you are wearing armor, you will need the Swimming While Armored ability. Swimming does cost EP and can impact your world movement rate, depending upon the swimming environment.
- Wading: You aren't really swimming as you can reach bottom. Your world movement is decreased by 1/4th.
- Gentle Waters: A still pond or a creek with barely any current, this water is easy to swim in. 3 EP per 5 movement, world movement decreased by 1/4th
- Average Currents: a river with a steady current, 5 EP per 5 movement. If moving with current world movement increased by half. If going against the current world movement decreased by half.
- Rapids: heavy currents, 10 EP per 4 movement and agility checks may be required to keep swimming and not drown. If moving with current world movement is doubled. If going against the current world movement decreased by 3/4th.
Run: You can run over long distances. Every character can. You simply use 5 EP per 5 movement that you run, increasing your world movement rate by the dice roll of your movement speed (or by half if no dice roll). If you are running downhill, increase movement rate by an additional 1/4th.
Racial Movement Abilities or Skills: You can use any racial movement skill such as fly or teleport. Their effect and cost is once per hour.
Jumping: You may have noticed that there's a lack of a jump stat. Instead, jumping comes from your character's movement rates. Whether you are jumping up in the air or leaping across a chasm, the range is the same. You can jump at x 0.25 your movement range, with that range depending upon battle or world. When using Adventure Actions, you can jump a range of the first digit of Speed + 2 in feet.