Difference between revisions of "Move (Action)"

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For greater Move scores, +10 Move equals *10 movement speed.
  
For greater Move scores, +10 Move equals *10 movement speed.
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== Schticks ==
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{{: Move_Schticks_(Action)}}

Revision as of 12:39, 19 February 2010

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Heroic Action Role-Play

This is a secondary attribute determined by your race; a measure of how fast you move. Most creatures can only run along the ground, but various power allows you to use your move for different things.

Humans have a Move of 5.

Combat Movement

In combat, a character can move a number of meters equal to his [Attributes/Move] with any 3-shot action he takes, or he can do a Full Move, moving twice that at the expense of other activity. The meters/action noted on the chart are not used.

Chase Action

Sometimes an action scene takes place at great speed. This requires open terrain; a road or open ground for cars, open water or sky for other vehicles. It is generally pretty obvious what kind of move should apply; if there is doubt use normal movement. In such an open scene, Move can be applied to the fullest, and you can move at the full meters/action speed - see Move Benchmarks .

Traffic Chase

When traffic is moving at a certain speed, anyone and anything capable of moving at this speed or faster can participate. Set up a traffic situation with vehicles on a road (or other venue); this is the static traffic and are all assumed to be traveling at a fixed speed. They make up the terrain of the chase. Then play out combat normally, moving among the vehicles as if they were static objects.

Move Benchmarks

This is the real-world values of different Move speeds.

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

For greater Move scores, +10 Move equals *10 movement speed.

Schticks

Dash

Trigger Action (Combo)

As a combo, before another action that allows movement, you can move an additional time.

Sprint

Inherent

You can exceed your racial Move by up to two points. You still have to pay for these attribute points.

Super Speed

Inherent

You can freely exceed the normal Move value based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.