Swimming across a rushing river, sneaking down a ketch corridor, scaling a treacherous mountain slope—how you get around your environment plays a key role in your adventure.
Airborne and Grounded
A creature or object that is flying, falling, hovering, or mounted in the air (such as a shrieker) is airborne. If a creature is not airborne, not Prone, and is supporting itself on a solid surface, it is grounded.
Grounded on Other Objects. If a creature or object is on an airborne solid surface, the surface is airborne but the creatures and objects on it are grounded. Think about being aboard a jumpship in flight: the jumpship is airborne, but the crew and equipment aboard the jumpship are all grounded. If you were flying within the cargo hold of a jumpship in mid-flight, both you and the jumpship are airborne, but the cargo is grounded.
Payload Weapon Attacks vs Airborne Targets. Airborne creatures using a flying speed have advantage on Payload saving throws they make. If they succeed on their Payload saving throw, they take no damage from the Payload weapon attack, and the round fired continues along its trajectory until it impacts with a solid surface. If they fail their Payload saving throw, the round impacts on them and is resolved as normal.Attack Rolls vs Airborne Targets. If a creature is airborne but it does not have a flying speed, or is unable to use or benefit from its flying speed, attack rolls and weapon attacks against it are made with advantage. Conversely, such an airborne creature has disadvantage on its Strength saving throws, Dexterity saving throws, weapon attacks, and attack rolls.
Jumping
There are two types of jumps: the long jump and the high jump. Each jump is then further modified by whether you were running or standing as you made your jump. In order for your jump to qualify as a running jump, you must have moved at least 10 feet on foot immediately before the jump. Otherwise, your jump is a standing jump.
You can extend your arms to help you grab onto objects or creatures you are jumping toward. The length of your arms is half your body’s height. If you make a jump that puts you within arm’s length of a creature, you can perform a grapple, following all the rules of a grapple like normal, to grab onto the creature.
If performing your jump causes you to land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land Prone. At your Architect’s discretion, the DC for this ability check may increase or decrease depending on the specifics of the situation.
Long Jump. When you make a running long jump, you perform a horizontal movement that covers a number of feet up to your Strength score. When you make a standing long jump, you can only cover half that distance. Either way, each foot you clear on the jump costs 1 foot of movement, as normal.
Your Architect may decide your long jump requires a Strength (Athletics) check to not hit a low-lying obstacle, such as a fallen log or parked sparrow, that is in your trajectory. The standard DC for this is 10, though circumstances may call for a higher or lower DC. If your Architect calls for this ability check and you fail, you hit the obstacle and you land Prone at the end of your jump.
High Jump. When you make a running high jump, you perform a vertical movement that has a maximum distance equal to 3 + your Strength modifier. When you make a standing high jump, you only move half that distance. Either way, each foot you clear on the jump costs 1 foot of movement, as normal.
In some situations, your Architect might allow you to make a Strength (Athletics) check to jump higher than you normally can. The standard DC for this is 11, though circumstances may call for a higher or lower DC. If you succeed, the maximum distance you can cover with a running high jump becomes equal to 5 + your Strength modifier, and the maximum distance of a standing high jump is half that.
Teleportation
Various traits, features, and other sources may allow you to teleport. The distance and conditions under which you are allowed to teleport will be described by the source, but in addition to those conditions, you cannot teleport through a space if that space is too small for you to at least squeeze through. For example, a Medium creature can’t teleport through the keyhole of a door.
Some forms of teleportation do allow you to teleport to any destination within range, even if it’s through a space you couldn’t normally at least squeeze through. This will be indicated in the description of that specific form of teleportation.
It doesn’t normally cost any movement to teleport, but some sources of teleportation may still consume part or all of your movement.
Transmat
Transmat, or matter translocation, refers to any technology of matter-energy conversion or spatial displacement used to effectively teleport material or people. Humanity developed transmat after the Traveler’s arrival using advancements made possible by its paracausal phenomena, and Guardians still use those Golden Age systems and transmat protocols. Other races, like the Eliksni and Cabal, have similar technologies, while the Vex and Hive achieve similar effects with varieties of dimensional manipulation and true teleportation.
When attempting to transmat a person or object, the bandwidth of the local transmat network determines the maximum size that can be moved. A Large bandwidth allows for objects of a Large size or smaller to be transmatted, for example. Most networks, particularly those in Vanguard patrol zones, are only Small or Medium networks. It takes a significant investment in resources for a Large or greater transmat network.
There are two main types of transmat network structures: multi-node networks and single-node networks. Multi-node networks are quantum-capable, able to transmat almost any number of objects at a time to any location within the network, but they need at least two nodes—one to send, one to receive—in order to function. Multi-node networks are also limited to certain locations where they may send or receive from, typically a predetermined spot within range of the node.
The range of the node will vary from node to node. The larger the range, the more valuable and resource-intensive the construction of the node is. The average quantum node can transmat objects within 10 feet of it.
Single-node transmat networks have a limited range and a much smaller maximum number of objects they can move at a time. Typically, a single-node network cannot reach a distance greater than a few hundred feet from the node. However, they are more versatile in terms of where they send or receive objects from within their range, and can more easily boost their bandwidth to accommodate larger objects.
Zero-Gravity Movement
Guardians will often find themselves traversing the vacuum of space. They might be traveling in a space-capable ship or exploring the boundaries of the Reef, or, if they’re particularly unlucky, floating free in space, waiting for someone or something to pass by.
Movement in zero-gravity conditions requires a certain degree of finesse and practice to do well. It’s one thing to push yourself along a corridor, but another to take advantage of every aspect of the environment to move in a dynamic manner.
Speed
Your speed in zero-gravity or microgravity conditions is determined by the amount of force exerted on you. When pushing off a hard surface, your speed becomes half your Strength score. This remains as your speed indefinitely until acted on by another force. The theoretical maximum speed of an object is the speed of light.
Collisions
If you collide with a hard surface, you must succeed on an Athletics or Acrobatics check, or you take 1d6 bludgeoning damage for every 10 feet of speed you have. The DC of this check is equal to 10, and increases by 1 for every 10 feet of speed you have. This is not dependent on distance traveled: if your speed in zero gravity is 50 feet, and you moved 5 feet before colliding with a hard surface, you would need to succeed on a DC 15 Athletics or Acrobatics check, or take 5d6 bludgeoning damage.
Changing Direction
When moving in zero gravity, you can only travel in straight lines. You cannot change direction mid-movement without sufficient force to alter your trajectory. The faster your speed in zero gravity, the more force is required to alter your path.
Resting
Though Risen may come across as demigods to Lightless people, they can’t spend every hour of every day in the depths of some pit of Darkness, fighting wave after wave of putrid evil. They do need to rest, though how a Guardian defines a rest is very different from your typical Ghostless adventurer.
The terms below describe the types of rests Guardians perform. Keep in mind that for any non-Risen creature, including your Ghost, the rules for resting and recovering hit points during the rest are exactly as described by the core 5th edition rules.
Brief Rest
A brief rest is a very short period of downtime that lasts approximately 5 minutes. During a brief rest, you can perform quick actions such as reloading your firearms or consuming a ration.
Brief rests can be completed while traveling to another location if the travel time is approximately 5 minutes or longer. So long as you do not engage in combat, a forced march, or other strenuous activity, the travel can be considered a brief rest.
When a Risen creature completes a brief rest, they recover all their energy shield points, but no health points.
Short Rest
A short rest is a period of downtime that lasts at least 1 hour, during which your character does nothing more strenuous than eating, drinking, reloading weapons, reading, or any other idle activities.
Effects that end when you complete a brief rest also end when you complete a short rest. If you recover one or more uses of a feature, trait, or other source when you complete a brief rest, you also recover those uses when you complete a short rest.
Long Rest
A long rest is an extended period of downtime that lasts for at least 8 hours, during which you may sleep or perform extended actions, such as fixing broken equipment, spending glimmer to program a new weapon, or standing watch for no more than 2 hours. If the rest is interrupted by strenuous activity—combat, 1 hour of walking, or similar adventuring activity—you must begin the rest again to gain any benefit from it.
You cannot benefit from more than one long rest in a 24-hour period.
Effects that end when you complete a brief or short rest also end when you complete a long rest. If you recover one or more uses of a feature, trait, or other source when you complete a brief or short rest, you also recover those uses when you complete a long rest.
Paracausal Force
The Light and the Darkness are in constant flux in the universe, a continuous ebb and flow like the tides of the sea. How you interact with your Light, and your Ghost’s ability to heal or resurrect you from death, may be affected by the type of paracausal force surrounding you.
Paracausal force is not a linear scale in which one effect always leads directly into another, nor is the list of possible paracausal forces finite. The forces listed below are simply the most commonly encountered.
Abundant Power Zone
This is where paracausal Powers are easy to draw upon. Risen are at their absolute best in an Abundant Power Zone.
- When your Ghost invokes its Restoration feature to heal or resurrect you, it doesn’t cost a use of the feature to do so.
- You have advantage on Power recharge rolls: make the recharge roll twice, taking the higher of the two results and discarding the lower.
Standard Power Zone
An area where both Light and Darkness flow freely and in roughly equal measure. There are no special effects in a Standard Power Zone.
Dampened Power Zone
An area where the flow of Power, both Light and Darkness, is hindered or blocked in some way.
- Your Ghost can’t use its Restoration feature to resurrect you from death on their own. Instead, it must capture your Power and then have a different Risen creature perform the Revive action.
Stifled Power Zone
An area where paracausal forces beneficial to Risen are nearly or completely shut out or gone. Rarely, these zones exist as natural phenomena, but usually they are caused by some powerful entity. Defeating that entity may be the only means of changing the zone’s type.
- Your Ghost can’t use its Restoration feature to resurrect you from death on their own. Instead, it must capture your Power and then have a different Risen creature perform the Revive action.
- If your Ghost resurrects you from death in a Stifled Power Zone, it can’t resurrect you again until it completes a long rest in a Standard or Abundant Power Zone.
