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    <title>Core Mechanics on AAA</title>
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    <description>Recent content in Core Mechanics on AAA</description>
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      <title>Useful Tables</title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>&lt;h1 id=&#34;useful-tables&#34;&gt;Useful Tables&lt;/h1&gt;&#xA;&lt;h3 id=&#34;table-p11-combat-movement-effects&#34;&gt;TABLE P11: COMBAT MOVEMENT EFFECTS&lt;/h3&gt;&#xA;&lt;table&gt;&#xA;  &lt;thead&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;th style=&#34;text-align: left&#34;&gt;Movement&lt;/th&gt;&#xA;          &lt;th style=&#34;text-align: left&#34;&gt;Action Penalty&lt;/th&gt;&#xA;      &lt;/tr&gt;&#xA;  &lt;/thead&gt;&#xA;  &lt;tbody&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;All-out Sprint&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;No actions&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;All-out Swim&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;No actions&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;All-out Fly&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;No actions&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Sprint&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;+3 steps&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Run&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;+2 steps&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Walk&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;No penalty&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Easy Swim&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;No actions&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Glide&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;+1 step&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;      &lt;tr&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;Fly&lt;/td&gt;&#xA;          &lt;td style=&#34;text-align: left&#34;&gt;+2 steps&lt;/td&gt;&#xA;      &lt;/tr&gt;&#xA;  &lt;/tbody&gt;&#xA;&lt;/table&gt;&#xA;&lt;p&gt;In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it&amp;rsquo;s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.&lt;/p&gt;</description>
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