The Ascension Project
Movement Position and Distance
Few characters in a fight stand around motionless. Enemies appear and charge the party or maneuver for better position and cover. Movement is an important element for gaining the upper hand on the battlefield and very important to help dodge bullets and other attacks.
Speed is the base amount a creature can move on land (the amount of distance it can cover in one action). If the creature wears armor that reduces its speed, the creature’s base land speed is reduced while wearing that armor.
You can use your movement action to move up to your speed. If you take this kind of move, you cannot perform 5-foot Steps in that round.
It takes 1 free action to crouch. While crouching your size as a target is reduced and your Speed is reduced to 1/2 (speed is rounded down to the nearest multiple of 5). A character cannot perform this action if during its turn it has already previously made a Stand Up action.
Firing while crouched increases accuracy, reducing total recoil penalty by 1; however this bonus does not stack with any cover recoil bonuses. Being crouched provides a +2 bonus to Defense against ranged attacks, a -2 penalty to Defense against melee attacks, and a -2 penalty to make melee attacks from crouched (This bonus doesn’t stack with cover).
It takes 1 action (either a movement action or an attack action) to get to the ground. While prone, your size as a target is reduced and your Speed is reduced to 5 feet. A character cannot perform this action if during its turn it has already previously made a Stand Up action.
Firing while prone reduces their weapon’s total recoil penalty by 2; however this bonus does not stack with any cover recoil bonuses. Being prone provides a +4 bonus to Defense against ranged attacks, a -4 penalty to Defense against melee attacks, and a -4 penalty to make melee attacks from prone. (This bonus doesn’t stack with cover).
Standing up from crouch requires half your movement action, while standing up from prone always requires a full movement action.
This action allows a character to move up to 4x their speed, in a straight-line and without making any turns, or 3× their speed if they are carrying a Heavy Load. This special action requires a full-round action to use. The Run feat increases the running speed to 5× character’s speed or 4× while in Heavy Load.
If a character is fired upon while taking the Run action, the defending character gains a +2 defense bonus. (The defending character must be moving, at least 45 degrees, laterally in relation to their attacker).
Characters can, on their turn, make this special movement action. With it characters are able to move 5 feet without provoking Attacks of Opportunity. Making 5-foot Steps doesn’t use any kind action but once done the character cannot use actions to move. They also cannot use a 5-foot Step if they have used actions to move in their turn. This special movement action cannot be used to enter or move inside difficult terrain.
When measuring distance, the first diagonal counts as 5 ft (1 square), the second counts as 10 ft (2 squares), the third counts as 5 ft, the fourth as 10 ft, and so on. You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent. You can also move diagonally past other impassable obstacles, such as pits.
Difficult terrain, such as rubble, an uneven cave floor, thick undergrowth, swamp terrain and the like, hampers movement. Each square of difficult terrain counts as 10 feet (2 squares) of movement. (Each diagonal move into a difficult terrain square counts as 15 feet (3 squares), despite the number of diagonals made, which is an exception to the normal Diagonal Movement rules). You can’t run or Charge across difficult terrain. If a character occupies squares with different kinds of terrain, he can move only as fast as the most difficult terrain he occupies will allow. (This is often significant for creatures whose space fills more than one square).
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it, such as a low wall or a deadfall of branches, each obstructed square or obstacle between squares counts as 2 squares of movement. A character must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If he doesn’t have sufficient movement to cross the barrier and move into the square on the other side, he can’t cross the barrier. Some obstacles may also require a skill check to cross (such as Climb or Acrobatics). On the other hand, some obstacles, such as floor-to-ceiling walls, block movement entirely. A character can’t move through a blocking obstacle.
In some cases, a character may have to squeeze into or through an area that isn’t as wide as his occupied area. They can squeeze through or into a space that is at least half as wide as his normal occupied area. For instance, a human (whose occupied area is 5 feet, or 1 squares) can squeeze through or into a space at least 2,5 feet (1/2 square) wide. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space the character takes a –4 penalty on attack rolls and a –4 penalty to Defense. When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square. To squeeze through areas less than 1/2 occupied area, the character must succeed on a DC 10 Dexterity check, made each action. Besides the normal penalties for squeezing, a character squeezing in this situation cannot attack and has its Dexterity bonus to Defense denied. A character cannot squeeze through areas with a space less than 1/4 the character’s occupied area.
You can’t move through a square occupied by an opponent, unless the opponent is helpless ( dead, unconscious, paralyzed, bound, or the like). You can move through a square occupied by a helpless opponent without penalty. (The GM may rule that some opponents, such as an enormous creature, present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.)
Ending Your Movement
You can’t end your movement in the square of another creature unless it is helpless.
Very Small Creature
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes AoO doing so.