Movement
Analysis is the enemy of horror. The more something can be understood, quantified and examined, the less horrific it becomes. The tension in horror comes from the unknown and from uncertainty. Chances are nothing the GM can possibly sketch out can compare to what the players can conjure up in their minds from snippets of description.
This being the case, Saga Machine assumes a “theater of the mind” style of combat. A character’s position as she moves is simply described by the player or GM when it happens. Distances can be given ballpark estimates, or described as by an unreliable narrator.
Move Score
How much distance you can cover is represented by your Move score. Every move action you take allows you to move up to that many meters. To calculate your Move score, use the formula below.
Move \= Median of Spd, End & Det
Engaging and Disengaging
When you move to where a foe is within your weapon’s reach in meters, you and that foe are said to be engaged. This means that it is possible to attack each other in melee combat. When you move away from a foe with whom you are engaged, this is called disengaging.
Disengaging with an enemy may trigger the Harry reaction. Similarly, moving close to an unengaged foe may trigger the Intercept reaction (see page XXX).
Difficult Terrain
Difficult terrain—such as shallow water or thick underbrush—may slow down movement. Each meter moved through difficult terrain counts as two meters of movement.
Obstacles
Some types of movement—such as balancing on a ledge, climbing a wall or vaulting over a rock—may require a test of some kind. If this test is failed, that move action is cut short. If you still have AP remaining, you may try again with another action.
Sneaking
You may attempt to sneak up in combat, provided you have cover or concealment of some kind. Unless surprised, most combatants are considered active guards (see page XXX).
Using a Grid
Some GMs prefer to use a grid to track movement and position in combat. Both square and hexagonal grids are common. If playing with a grid, treat every space as a meter across. In this way, your Move score is simply how many spaces you can move per action.