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This started as a suggestion from Misguidedcashew, and the more I sat with it the more I wanted to ship it. Mortal Needs can finally turn movement itself into a survival mechanic - characters don't just get hungry over time, they get hungry from the journey.

Movement-based advancement. Pick any need - hunger, thirst, exhaustion, fatigue, a custom one - and tell the module how movement should drain it. Maybe Exhaustion ticks up by 10 every 2 squares. Maybe Thirst gains a point every 5 hexes when the party is dragging itself across a desert. You pick the metric (grid spaces, movement cost, or scene distance), the interval, and the amount per need. Partial movement is preserved between moves, so even a one-tile shuffle counts toward the next threshold.

This unlocks the kind of long-haul travel scenes I keep wanting to run, where the map starts to feel heavy and the distance actually means something at the table.

Foundry v14 support. Verified on v14. Still good on v13. v12 should keep working but I haven't tested it in a while - consider that one "should be fine, no promises."

Compatibility

Foundry VTT v12–v14 (verified on v14)

No migration needed from 2.1.x - movement is opt-in, off by default per need

The movement feature itself relies on the v13 moveToken hook, so it only kicks in on v13 or newer

Install

Through Foundry's package browser!

Thanks for running survival games with this thing. Every story you tell with it pushes me to keep building - and a special shoutout to Misguidedcashew, whose idea this whole release rests on.

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Comments

Arue

Mortal Needs is what I came here for. I can't believe how perfectly this scratches my itch. Yet to test if the movement-based advancement works if it's the party token that's moving, but... Even if not, just the whole IDEA is next level for my solo games!