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Movement

Add both tactical and narrative rules  

Detailed Movement

  During a Round, characters may move at one of four speeds: Half Move, Full Move, Charge, or Run. The number of meters a character may move in their Turn is determined by their Agility Bonus. Traits can modify some or all movement speeds. Details on these modes of movement can be found in Combat.  
AB Half Move Full Move Charge Run
0 1/2 1 2 3
1 1 2 3 6
2 2 4 6 12
3 3 6 9 18
4 4 8 12 24
5 5 10 15 30
6 6 12 18 36
7 7 14 21 42
8 8 16 24 48
9 9 18 27 54
10 10 20 30 60
 

Narrative Movement

  Narrative Movement describes the standard speeds a character can move at a leisurely pace under ideal circumstances. Environment (see following) can affect these speeds, hindering the characters as they travel.  
AB Per Minute Per Hour Per Day
0 12m 0.75km 7km
1 24m 1.5km 15km
2 48m 3km 30km
3 72m 4km 40km
4 96m 6km 60km
5 120m 7km 70km
6 144m 9km 90km
7 168m 10km 100km
8 192m 12km 120km
9 216m 13km 130km
10 240m 14km 140km
Assumes 10 hours of walking.  

Narrative Movement and Terrain

  Halve distances when moving through tightly packed foliage, dense urban areas or similarly difficult terrain. The Game Master will determine what, if any, modifiers apply to Narrative Time caused by the environment.  

Hurrying

  Characters can pick up the pace, moving up to double their movement in Narrative Time for a number of hours equal to their Toughness Bonus. At the end of this time, characters must successfully Test Toughness or take 1 level of Fatigue. In addition, hurrying characters are less likely to pay attention to their surroundings and thus take a –10 penalty to all Perception Tests. Characters may push on, even with these penalties, but they must Test Toughness, with a cumulative –10 penalty, again after a number of hours equal to their reduced Toughness Bonus or take additional levels of Fatigue.  

Running and Narrative Time

  When running, a character triples their rate of movement, but each hour of sustained running requires the character to Test Toughness, with a cumulative –10 penalty per hour after the first, to sustain the pace. On a failed Test, the character takes 1 level of Fatigue. Characters moving at this brisk pace are focused on running and watching their steps, so they take a –20 penalty to all Perception Tests. As with hurrying, characters can continue running after a failed Test, but penalties gained from multiple failed Tests are cumulative.  

Forced Marching

  There’s nothing stopping characters from pushing themselves beyond the standard ten hours of marching. Characters may safely push themselves for a number of extra hours equal to their Toughness Bonus. Beyond this, a character must Test Toughness, with a cumulative –10 penalty per hour, for each hour they travel beyond their Toughness Bonus. A failed Test indicates that the character takes a level of Fatigue. It is possible to march oneself into unconsciousness. Fatigue taken from forced marching is removed after the character has rested for two hours for each hour they marched beyond their Toughness Bonus.  

Movement and Environment

  The movement rates for characters described in Detailed Movement assume a relatively clear battlefield. There may be a few obstacles, puddles or wisps of fog, but characters can more or less, move at their standard rates. There are, however, some circumstances that reduce a character’s speed. These can include rubble-strewn hallways, deep snow, dense fog, thick underbrush and a variety of other conditions that make it tough to navigate. In such environments, a character’s movement is halved. If a character charges or runs, they must succeed on an Agility Test or fall prone. The difficulty of this Test depends on the terrain. See the table below for suggestions.  
Condition Difficulty
Fog or Smoke Ordinary (+10)
Mud Challenging (+0)
Shallow Water Challenging (+0)
Darkness Difficult (–10)
Snow Difficult (–10)
Underbrush Difficult (–10)
Dense Crowds Hard (–20)
Zero Gravity Hard (–20)
Rubble Hard (–20)
Tremors Hard (–20)

The Effects of Gravity

 

Low Gravity

in low gravity environments, all characters increase their Agility Bonus by 2 for the purposes of movement . In addition, characters add 4 to the total of their Strength Bonus and Toughness Bonus for the purpose of determining carrying, lifting and pushing limits. Characters also add 2 to their Strength Bonus for determining how far they can throw objects. Double all Jumping and Leaping distances.  

High Gravity

  in high gravity environments, all characters decrease their Agility Bonus by 2 (to a minimum of 1) for the purposes of movement. In addition, characters subtract 4 (to a minimum 0) from the total of their Strength Bonus and Toughness Bonus for the purpose of determining carrying, lifting and pushing limits. Characters also subtract 2 from their Strength Bonus (to a minimum of 0) for determining how far they can throw objects. Finally, halve all Jumping and Leaping distances.

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