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Move Benchmarks


Move  m/s  kph  mph    Example 
0 1,00 4 2,5    
1 1,25 5 3    
2 1,60 6 4   Brisk walk
3 2,0 8 5    
4 2,5 10 6    
5 3 12 8   Running man
           
6 4 16 10    
7 5 20 13   Inner city traffic
8 6 25 16    
9 8 30 20   Freight ship
10 10 40 25   World-record sprinter
           
11 12 50 30   Inner-city traffic limit
12 16 60 40   Race horse
13 20 80 50   Highway traffic
14 25 100 60   Torpedo boat, Cheetah
15 30 125 80   Racing pigeon
           
16 40 160 100   Zeppelin
17 50 200 125    
18 60 250 160   Bullet train
19 80 300 200    
20 100 400 250   Most propeller planes
           
21 125 500 300    
22 160 600 400    
23 200 800 500   Fast propeller plane
24 250 1000 600    
25 300 1250 800   Jet liner

 

A set of benchmark tables for the Move attribute. The table is logarithmic, and can be extended indefinitely. The main use of these tables is to set the Move values of vehicles and other fast-moving things. In the game, the speeds indicated here are only used during chase scenes.

Move is the attribute value

m/s is the speed, in meters per second

kph is the speed, in kilometers per hour

mph is the speed, in miles per hour

Example gives examples of things that move at this speed.

Player characters can get absurdly high Move values. This need not imply that they can outrun trains, the GM might decide that they can only use absurd speeds (over 9) for tactical movement.

These are sprint values. A vehicle usually has a cruising speed of two-thirds of it's full speed. That is a Move two less than full speed. Over long distances, a man (or other living creature) can maintain a speed approximately equal to his Constitution in kilometers per hour. The only real exemption is fliers, who have cruising speeds like vehicles.

 


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Wed, Jun 7, 2000.