TCR: Movement and Positioning

Movement and Positioning

All characters possess a movement speed, typically around 30 feet for an average adult.
Spending 1 Action Point (AP) on a Move action allows a character to travel up to their full speed in a round.

Movement can be split around other actions.
For example, a character may:

  • Move part of their speed,
  • Perform a 1 AP action (such as attacking or using an item),
  • Then continue moving with the remainder of their distance.

When using a battle grid, assume 1 square = 5 feet.
In theater-of-the-mind play, the GM may instead use abstract ranges such as Close, Medium, and Long to describe positioning.


Tactical Positioning

Positioning is a key part of survival in combat.

  • Take cover behind obstacles (walls, furniture, debris) to impose penalties on ranged attacks against you.
  • Keep distance from melee-focused enemies to reduce your risk of being struck.
  • Close the gap quickly if you rely on short-range weapons or unarmed combat.

Good positioning can mean the difference between life and death, especially when ammunition, light, or morale are limited.


Melee Range and Disengagement

When you are adjacent to an enemy (within arm’s reach), you are considered to be in melee range.
Attempting to move away from a melee opponent without care may provoke a free attack (at the GM’s discretion).

To safely retreat:

  • Use a Dodge reaction or a Full Defense action before moving away.
  • Some creatures, traps, or enemies may have special traits that increase their range or reaction speed.

Likewise, pursuing a fleeing target may require you to spend AP on movement or even use your reaction to keep pace.


Modifiers and Conditions

Various factors can alter movement speed or maneuverability:

  • Perks such as Fleet-Footed may increase speed.
  • Heavy armor, injuries, or encumbrance can reduce movement.
  • Environmental conditions—darkness, debris, cramped hallways—can slow or restrict movement (see Environmental Effects).

The GM should describe movement challenges vividly, reinforcing the setting’s sense of realism and tension.


Strategic Considerations

Movement is not just about distance—it’s about control.
Every decision to advance, retreat, or reposition changes the flow of battle.
In a horror setting, hesitation or poor movement can be fatal.

Sometimes the smartest move isn’t to attack—it’s to run, regroup, or hide.
Always consider your surroundings, available cover, and escape routes before deciding whether to stand your ground or run like hell.