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.
|