Positioning

The following rules assume play is done on a 1 inch = 5 feet grid.

Placement and Movement
Each Combatant takes up a certain number of spaces. Medium and Small creatures take up one space. Large creatures take up a square of 4 spaces. Huge creatures usually take up a square of 9 spaces. The Combatant does not usually fill the entire space, rather the space represents the region the Combatant has near complete control over.

Movement
On their turn, Combatants may move around the Battlefield. On a grid, movement is done in 5 foot increments. As long as the total movement for the turn has not exceeded the Speed of the Combatant, the Combatant may move. Movement may be broken up between Actions or discreet parts of Actions, such as when a Combatant may make a second attack when using the Attack Action.

Combatants may prevent the movement of other Combatants through their space. Friendly Combatants may move through each other's spaces. Combatants may take actions from within other Combatant's spaces, but may not end their turn there.

Difficult Terrain
Some spaces on the grid are Difficult Terrain. Difficult Terrain costs twice as much movement to enter. Difficult Terrain might be slippery ice, sticky oil, thick foliage, or anything which makes traversing the space especially difficult.

Diagonal Movement
A square grid does not emulate non-orthogonal distances well. Players may use a ruler to measure out their movement while rounding to the nearest 5 feet. When a ruler is unwieldy or unclear, a Player may trace their movement one space at a time. The first diagonal costs 5 feet, the second costs 10 feet, and each proceeding diagonal costs 5 feet and 10 feet, alternating.

Jumping
A character may jump 10 feet horizontally standing still and up to 15 feet horizontally with a running start. A character may jump up to 5 feet vertically with a running start. These are definitely not realistic distances, but make it easier to judge what can be done in combat.

Movement Types
Irreverant RPG has 4 predefined movement types. Each movement type has an associated Speed. Any movement used counts against all Speeds. A creature can use a movement type so long as their total movement in the round does not exceed that movement type's Speed. Effects that increase Speed without specifying a type increase all types that a character already has.

Walking
The most common form of movement. A creature with a Walking Speed can move along horizontal surfaces and climbing verrtical surfaces with sufficient grips or hand holds. Climbing costs twice as much movement. If the Walking Speed is followed by "(Climber)" then Climbing does not cost extra movement.

Flying
A creature with a Flying speed can move through open air. If the Flying Speed is followed by "(Hover)" then the creature does not require physical effort to stay aloft and do not lose elevation when Prone.

Swimming
A creature with a Swimming Speed can move freely through water and has Water-Breathing unless otherwise noted.

Digging
A creature with a Digging Speed can move freely through dirt, earth, and stone. Movement through stone costs twice as much movement.

Skidding Stop
If some effect or condition causes a creature to stop or lose their speed while moving, the creature is placed in the space they were moving into. If this would cause them to end their turn in another Combatant's space, they are instead in the space they were moving from.

Falling
A creature that falls more than 10 feet takes 1d6 Bludgeoning Damage per 10 feet they have fallen when they hit the ground.

Cover
Combatants can benefit from helpful terrain in a battle that may protect them from incoming attacks.

Partial Cover
Combatants whose bodies are at least half covered by an intervening object from an attack gain Partial Cover against the attack. Partial Cover grants +2 AC. The following list contains examples of situations which provide Partial Cover, but the list is not exhaustive.


 * Another Combatant is in the way
 * A Combatant standing behind a short wall or barrels
 * A Combatant standing behind a column

Heavy Cover
Combatants whose bodies are almost entirely covered by an intervening object from an attack gain Heavy Cover against the attack. Heavy Cover grants +6 AC. Heavy Cover supersedes and replaces Partial Cover. The following list contains examples of situations which provide Heavy Cover, but the list is not exhaustive.


 * A Combatant standing behind a wall with an arrow slit
 * A Combatant standing behind a portcullis

Total Cover
Combatants whose bodies are entirely covered by an intervening object from an attack gain Total Cover. Combatants with Total Cover cannot be the target of a Spell or a Weapon Attack directly.

Line of Sight
Anything a Combatant can see is within their Line of Sight. If it is unclear if a space is in a Combatants Line of Sight, draw a line from the center of a square the Combatant occupies to the center the square in question. If the line does not pass through anything that would grant Total Cover to the square, the Combatant has Line of Sight.

Peeking
If a Combatant is adjacent to an object that is providing total cover to the desired target, they may Peek around the corner by using the a corner of their square opposite of the adjacent cover as the point to measure their Line of Sight line from instead of the center of their square.

Attacks of Opportunity from Movement
When a Combatant moves and leaves the Reach of an opposing Combatant they provoke an Attack of Opportunity.

Reach
Reach is a property of Melee Weapons. If unspecified, the reach of a weapon is 5 feet. Reach is measured from the edge of the space occupied by the Combatant. So a Reach of 5 feet allows a medium Combatant to make a Melee Attack at a target in the 8 squares that surround their space.

Flanking
A Combatant is Flanking an opposing Combatant if the opposing Combatant is within Reach, there is an allied Combatant with the opposing Combatant within Reach, and there is a line between the centers of the squares occupied by the allied Combatants that passes through opposite sides or corners of the opposing Combatant. A Flanking Combatant gains +2 Attack on Attack Rolls against the Flanked Combatant.