Mk 1 force soles and "movement"


Rules Questions


the Force soles in Armory say:

armory pg.92 wrote:
Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.

By full land speed does it mean it allows double moves and run actions?

If not, it only calls out being on solid ground to end the movement. So can you jump to midair and walk to the opposite side of whatever gap you're crossing?

What about in zero-g, do you move in the direction you were, or just kind of hang in the air at the end of your movement?

I am very curious about these devices :P

Grand Lodge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

My assumption would be it lasts until the end of your turn, then you fall. I can see an argument for RAW being if you take a move action, you fall immediately, but if you run it lasts the whole time, which is silly but that’s RAW for you.


I think you’re limited to moving your base speed before you fall, so a single move action.

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