Movement Examples in Primal Dawn | World Anvil
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Movement Examples

Imagine you have a character with:
  • Strength: D6
  • Agility: D6
  • Vigor: D8
Your carrying capacity would be (6+8)*3/4=10,5 kg.
However you are carrying 22 kg.

Long Distance Travelling

You are trekking through a treacherous mountain trail, full of loose or sharp rocks.
This means you need to check how much distance you manage to cover per day. Your lower die between Agility and Vigor is Agility, with D6.
This means your average travelling speed is 25 km/day. However, the terrain is difficult, so you only manage to cover half of that: 12,5 km/day.
The next day it starts rainaing heavily, so you have a nice combinatioon of damp equipment, slippery terrain and low visibility. Hence, the GM determines you move even slower, thus covering only  1/3 of your average travelling speed: approximately 8 km/day.
Since you spent two full days of constant trekking, you just reached the Stamina Threshold for the Walking pace. This means you need to make a Stamina check, which is a Vigor roll to check whether you endure the effort, or start suffering Fatigue.
The base difficulty for the roll is the Standard Difficulty, 5, plus modifiers.
You are overburdened, exceeding your Carrying capacity, and not only that, you carry more than double of that value. Hence, you suffer a +2 modifier to difficulty.

Furthermore, the terrain was very steep, so you get an extra +2 modifier.
So, the resulting difficulty is a 5+2+2=9. In order to achieve such value rolling 1D8 you would need to roll an ace!.
You roll and get a 7. So you suffer a Fatigue level, you are now Drained, and decide you will continue pressing on the next morning, in spite of this.
So, after the third day of walking, you suffer another Fatigue level, you reached Weary automatically, and gets a -2 to all his rolls. Nonetheless, it was woth the effort, since you crossed the mountains and reached some gentle hills and camp by a spring.
The fourth day starts, but you decide to remain in the camp to rest and recover during all that day. By nightfall you spent a whole night of sleep and a whole day of Resting, so you recover all the Fatigue that was caused by exertion, leaving you without any penalties. So you light a campfire, and prepare to sleep again.

Tactical Situation

Unluckily, your campfire caught the unwanted atention of a desperate thug that decides to kill you to steal your food.
Thankfully the thug was starved and weakened, you inflict a solid cut with your scrap dagger, and he flees.
You decide his boots are in better shape than yours, so you start chasing him.
You spend 2 action points of a turn chasing the thug at your maximum speed, at Sprinting pace, to reach him and stab hm. Since your Agility is D6, it means you can move 6 m per Action Point, so you move 12 m in total, allowing you to reach the thug, and with your remaining action point you will stab the bastard.
However, since you reached the Stamina Threshold of sprinting (one turn, no matter if you spent all your action points in sprinting), you need to make a Stamina check. Hence you roll Vigor against the Standard Difficulty, modified by how many action points you spent sprinting beyond the first. Since you spent 2 AP sprinting, you get a +1 modifier to the difficulty, so you have a 5+1=6 difficulty overall, since the terrain was not difficult.
You roll Vigor=1D8 and get a 7, a success. That means you suffer no Fatigue for your effort. You can now make your attack roll without any penalties.

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