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--- | ||
title: Burrow | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Take Cover | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Crawl | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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# Crawl | ||
*Move*<br> | ||
**Actions:** 1<br> | ||
**Requirements:** You are [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/) and your speed is at least 10 feet. | ||
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You move 5 feet by crawling and continue to stay [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). |
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--- | ||
title: Drop Prone | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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# Drop Prone | ||
*Move*<br> | ||
**Actions:** 1 | ||
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You fall [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). |
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--- | ||
title: Grab an Edge | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Leap | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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# Leap | ||
*Move*<br> | ||
**Actions:** 1 | ||
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You take a careful, short jump. If your movement speed is at least 15 feet, you can Leap across any space up to 5 feet wide, safely clearing any obstacle on the same or lower elevation as your starting point, then land on the next space beyond. If your movement speed is at least 30 feet, you can Leap across a space 10 feet wide in the same manner. For every 10-foot drop in elevation from your starting to ending point, your Leap may cover an extra 5 feet of cleared distance. | ||
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If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. | ||
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Jumping a greater distance requires using the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill. |
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--- | ||
title: Mount | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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2 changes: 1 addition & 1 deletion
2
Combat/Actions/Overrun/index.md → Combat/Moves/Overrun/index.md
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--- | ||
title: Overrun | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Stand | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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# Stand | ||
*Move*<br> | ||
**Actions:** 1 | ||
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You stand up from [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). | ||
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If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), then standing requires that you either succeed at a DC 10 [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check, or you must spend 5 feet of your movement to [Turn](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Turn/) from [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/) to [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/). | ||
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## Standing Up in Melee | ||
Rising from a throw or fall in the heat of battle is difficult. To do so quickly takes training and skill. This is an even greater challenge when under attack. | ||
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When you stand while in melee range of hostile creatures, make an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check with a DC of 10 + 2 for each enemy for whom you are within reach. If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), this DC increases by 5. If you beat the DC to stand by 5 or more, you may also choose to tumble 5 feet into an unoccupied space and stand up there. | ||
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If you fail, then you must succeed at a defence check vs the weapon skill of each hostile creature individually. Failure results in being hit by an [attack of opportunity](https://stormchaserroleplaying.com/stormchaserRPG/Combat/MakinganAttack/MeleeAttacks/#opportunity-attacks). If any defence check fails by 10 or more, then you are knocked [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/). |
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--- | ||
title: Step | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Stride | ||
parent: Basic Actions | ||
parent: Movement Actions | ||
grand_parent: Combat | ||
--- | ||
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--- | ||
title: Movement Actions | ||
parent: Combat | ||
has_children: true | ||
nav_order: 4 | ||
--- | ||
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# Movement Actions | ||
Movement actions are how you navigate your surroundings during combat, or at any other time when actions are counted individually. Some of these actions will be used very regularly, while others may only be applicable when a character benefits from a special movement type (e.g. [Fly](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Fly/)). |
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--- | ||
title: Fleeing | ||
parent: Conditions | ||
--- | ||
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# Fleeing | ||
You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using movement actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Delay/) or [Ready](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Ready/) while fleeing. |
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--- | ||
title: Persistent Damage | ||
parent: Conditions | ||
--- | ||
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# Persistent Damage | ||
Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be increased or decreased based on the result of the corresponding attack roll. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. | ||
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Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots and the like. The GM determines when this occurs, but it usually takes 1 minute. | ||
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## Assisted Recovery | ||
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. | ||
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The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. | ||
* The action to help might require a skill check or another roll to determine its effectiveness. | ||
* Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. | ||
* Automatically end the condition due to the type of help, such as healing that restores you to your maximum Stamina to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. | ||
* Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. | ||
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## Immunities, Resistances and Vulnerabilities | ||
Immunities, resistances and vulnerabilities all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations. | ||
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## Multiple Persistent Damage Conditions | ||
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage that you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're dying with several types of persistent damage, the persistent damage increases your dying condition only once. | ||
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For example: | ||
* If a character is splashed with Alchemist's Fire for 2 persistent fire damage, then splashed with acid for 1 persistent acid damage, they would take 2 persistent fire damage and 1 persistent acid damage at the end of each turn and need to remove each with successful checks. | ||
* If a character is hit by a red dragon's fire breath and takes 5 persistent fire damage, then a mage's fireball spell and takes 3 persistent fire damage, they would only take 5 persistent fire damage and need to remove it with one successful check. |
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--- | ||
title: Slowed | ||
parent: Conditions | ||
--- | ||
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# Slowed | ||
* Slowed always includes a value, such as "Slowed (1)" | ||
* When you regain your actions at the start of your turn, reduce the number of actions that you regain by your slowed value. Since slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn. |
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--- | ||
title: Staggered | ||
parent: Conditions | ||
--- | ||
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# Staggered | ||
* A staggered creature's speed is halved. Any increases to the creature's speed are added before halving it. | ||
* The target cannot take the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) or [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) actions. |
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