Traversal
In Obscured, movement isn't confined to merely walking or running. Depending on the situation, a Hunter may need to climb, swim, navigate tight spaces, fly, traverse treacherous terrain, or even jump to safety. Each type of movement has its own rules and can impact a Hunter's Speed.
In some scenarios, a Hunter might want to push their limits and go beyond their regular traversal Speed. In these cases, they can use their sprint action and need to make a traversal check with a Difficulty Threshold (DT) of 11, plus 1 for every 2 feet of additional movement. The additional movement required rounds up to the nearest 2.
DT = 11 + (additional movement)/2
An Overseer may decide that certain conditions increase the DT, such as slippery surfaces, heavy currents, strong winds, or other environmental factors. Conversely, the right equipment or a helpful ability might grant the Hunter advantage on their check.
Remember, once you commit to a traversal attempt and roll for it, you're locked in! So think twice before you roll the dice.
Climbing
When climbing, a Hunter can move a distance equal to half their Speed without needing to make a check. If they wish to keep climbing, they must make a Strength check against the traversal DT.
Swimming
In the water, a Hunter can swim a distance equal to half their Speed without needing to make a check. If they want to swim farther, they must make a Strength check against the traversal DT. A submerged Hunter without access to air can hold their breath for a number of rounds equal to their Durability modifier, after which they'll take a compounding 1d6 corruption damage.
Tight Spaces
When squeezing through tight spaces, a Hunter can move 5 feet without needing to make a check. If they want to move farther, they must make a Dexterity check against the traversal DT.
Flying
If a Hunter has a flying speed, they can move a distance equal to their flying Speed. However, factors such as strong winds or turbulent weather may require them to make a Dexterity check against a DT set by the Overseer to maintain control or stay aloft.
Treacherous Terrain
When moving through treacherous terrain, a Hunter can move a distance equal to half their Speed. If they want to move farther, they must make a Dexterity check against the traversal DT.
Jumping
A Hunter's jumping ability can be divided into two categories: long jumps (horizontal) and high jumps (vertical).
-
For long jumps, a Hunter can clear a distance in feet equal to their Dexterity modifier without needing to make a check. If they want to jump farther, they must make a Strength check against the traversal DT.
-
For high jumps, a Hunter can leap to reach a height in feet equal to twice their Strength modifier without needing to make a check. If they want to jump higher, they must make a Dexterity check with a Difficulty Threshold (DT) of 11, plus 1 for every foot of additional movement.
Remember, Overseer, these rules also apply to Horrors and NPCs. Like your players, they have limits. Keep their capabilities and limitations in mind when crafting your scenarios.
Overseer: "Alright, David. You're at the base of a weathered cliff, pocked with cracks and crevices. You can see the glow of the artifact...almost close enough to touch. The cliff is about 20 feet high. What do you do?"
David: "I want to climb the cliff. Can those cracks provide handholds?"
Amy: "Be careful, David! Don't slip."
Overseer: "Sure, the weathered rock should provide some handholds. You manage to climb the first 10 feet no problem. If you want to climb the rest in this turn, you'll need to make a Strength check. The DT is 16."
David: "I'll take the risk. I need that artifact!" rolls dice "Oh no, that's a 10..."
Overseer: "With a grunt, you try to pull yourself up, but your hand slips from a crumbling rock. You plummet 10 feet back to the base of the cliff, taking 1d6 impact damage. Oh, and by the way, you hear the sound of growling. It seems your fall attracted some unwanted attention."
Amy: "Great job, David. Now we have to deal with your broken ribs AND whatever you just woke up."