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) |
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