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Speed

The speed of Horrors is a crucial aspect that can significantly affect the nature of encounters. Just like Hunters, Horrors can move and traverse in various ways. Some may be slow but powerful, while others may be fast and nimble. Some might be able to scale vertical surfaces with ease, or glide through the water like a shadow, or even phase through solid matter.

Speed refers to the distance a Horror can cover in a single turn. It is mainly dependent on the Horror's nature and physical capabilities. A lumbering Undead might have a slow speed, while an Abyssal creature could move incredibly fast in water.

Remember, Horrors are not bound by human limitations. They can have unique and interesting ways of movement. For example, a spectral Horror might be able to float or pass through walls, while a plant Horror could tunnel underground to move around.

Example

Overseer: "Hey Jason, I've got this Alien Horror that can phase through objects. How should I handle its speed?"

Jason: "That sounds like a fun mechanic! You could assign it a regular speed for when it's in its solid form, and then a different speed for when it's phasing through objects. Maybe it's slower when phasing, which could add an interesting strategic element to the encounter."

Overseer: "Oh, that's a cool idea! So the Hunters could use that to their advantage, trying to force it to phase and slow down. Thanks, Jason!"

Jason: "No problem, always happy to help spice up an encounter!"

Remember to refer to the Combat Chapter's subsection on Movement for the rules on speed, and the Fundamentals Chapter's section on Traversal for the rules on various forms of movement. The way your Horror moves can make an encounter more dynamic and challenging, so don't shy away from giving them unique and unusual modes of traversal!