Movement in Primal Dawn | World Anvil
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Movement

Components of Movement

Movement has two main components:
  • Speed: How fast you move, normally expressed in meters per action point for tactical situations, or km per day for long range travel.
  • Stamina threshold: How much time you can sustain moving at a certain pace without risking Fatigue. This risk is reflected in making Stamina rolls.

Movement Pace

There are three standard paces:
  • Walking: Normal and effortless displacement. Stamina threshold after 2 days of continuous marching (stopping to sleep for enough hours, and some minor breaks during the walk).
  • Hurried: A quick displacement, more demanding. Stamina threshold is 1/2 hour.
  • Sprint: Maximum speed, very demanding, Stamina threshold is a turn, no matter how many action points you spend sprinting.

Different paces mean different speeds for different people and species. In humans, the speed you can reach at each pace is determined by your Agility. Creatures of different species with the same Agility die may have different speeds at the same pace.
The normal Pace during a normal combat is considered to be Hurried. In most cases, moving at this pace during combat shouldn't cause any Stamina rolls.

Difficult Terrain

On difficult terrain, the distances you can cover at a certain pace are halved.
This, however can be modified by the GM. Slightly difficult could mean a 25%-30% penalty while very difficult may mean dividing by 3.
By difficult terrain we refer to any ground surface where there is a significant risk of falling, or obstacles that make you slower, considering also weather complications.
This doesn't affect your stamina rolls, because you will adapt and move slower.
Examples: Forest ground full of protruding tree roots, irregular mountain trail filled with loose rocks and pebbles, muddy terrain in a marsh, knee-level water when wading a river, jungle full of dense vegetation, snow up to your knee, slippery ice, etc. Or, walking on rocky slopes in the rain, or through a plain in a snow storm, or exteme heat in the desert.

Stamina Rolls

Stamina rolls are made to check whether you start getting fatigued for moving at a certain pace for sustained periods of time. These periods of time are called Stamina thresholds, and depend on the pace you sustain.
When you reach the Stamina thresholds while sustaining a certain pace you must make a Stamina roll:
  • Roll Vigor & Athletics, at Standard Difficulty  + modifiers (see below).
    • If you succeed, you can continue moving normally at that pace, for another Stamina threshold worth of time before having to make another Stamina roll.
    • If you fail the roll, you gain a Fatigue level, and you must choose between two options:
      • You can force yourself to endure another period equal to the Stamina Threshold, but it will gain you immediate Fatigue, without the right to roll again. You can keep on getting more and more fatigued until you literally pass out.
      • You reverse your pace to walking, in order to catch your breath, for a period of at least the Stamina Threshold of the pace you were sustaining. This won't allow you to lose the Fatigue you already gained. If you were walking, you need to stop and rest for at least half a day.

Modifiers to Difficulty

  • Combat/Chase Sprinting: +1 per each Action Point you spend in sprinting.
  • Carrying more weight than your carrying capacity: +1
  • Carrying double your carrying capacity: +2
  • Steep Slopes (no matter if you are going up or down): +2
If you need further explanation, please refer to Movement Examples.

Human Movement

Applies to humans moving on foot.

Speed

The distance you are allowed to move with one action point in tactical situatons is determined by your Agility die. The distance you are allowed to move with one action point when traveloing long distances is determined your smaller die between Agility and Vigor.
The table below is suitable for combat movement.

Human Speeds

Expressed as meters covered spending 1 Action Point.


AgilityWalkingHurriedSprinting
4124
6236
8248
103510
123612

The table below is suitable for long distance travelling.

Travelling Speed for Humans on Foot

The table is expressed in Km/day at normal walking pace, considering minor breaks.
Distance is given by your lower die among Agility and Vigor.
When travelling in group, you must consider the lowest Agility or Vigor die among all the group members.
Or... you could leave the weaklings to the vultures.


Agility or VigorDistance per day
D415
D625
D835
D1040
D1250

Animal and Mount Movement

In this section Speeds are listed, generically, without dependence on agility.
Stamina rolls are made in the same way humans must do it.

Animal and Mount Speeds

(T) denotes a tactical setting (combat, chases), in which cases the value is in meters covered spending 1 Action Point.
Long Range means long distance travel, in which cases the value is in Km/day, mostly walking, but mixing with faster paces to avoid exertion, and taking minor resting breaks. Thus considering 7 hr/day of effective movement.


SpeciesTypeWalking(T)Hurried(T)Sprinting(T)Long Range
HorseNag361240
HorseNormal481550
HorseFast5102060
HorseSturdy471480
WocogAll471490
UnderhunterAll351020


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