100867_RAA_Quill & Codex_R1_PROOF

The Cullen Bunn Role-Playing Game

• Attacking an enemy • Using Spellcraft • Using Faith • Moving up to 25 feet What about Actions not listed here? Sure. Why not? Players and Game Masters can work together to determine any other action an Adventurer or NPC wishes to take in a battle.

MOVEMENT A s of this iteration of QUILL & CODEX, movement during combat is an abstract concept. While your group is welcome to use miniatures and tokens to mark the positions of combatants on a map, no detailed rules on the matter are provided. An Adventurer or an NPC may move 25 feet as an action. Some NPCs might have Special Abilities that alter this movement rate. TAKING ACTION A n Adventurer takes one Ac tion on each of their Turns. Adventure Points can be spent to take additional actions. An action might be:

A basic guideline is that anything the Adventurer wants to do—beyond speak ing a few words—requires an Action.

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