Difference between revisions of "Move (Action)"

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== Combat Movement ==
 
== Combat Movement ==
In combat, a character can move a number of meters equal to his [[Move_(Action)|Move]] with any basic (3-shot) action he takes, or he can do a [[Actions (Action)#Full Move|Full Move]], moving twice that at the expense of other activity. The meters/action noted on the chart are '''not''' used. Combat movement normally happens before actions and ends when your action ends; if you split your action the movement ends as you finish the last part of your action.
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In combat, a character can move a number of meters equal to his [[Move_(Action)|Move]] with any basic (3-shot) action he takes, or he can do a [[Actions (Action)#Full Move|Full Move]], moving twice that at the expense of other activity. The meters/action noted on the chart are '''only''' used as benchmarks and to gauge the speed of overland travel, never fort tactical movement. Combat movement normally happens before actions and ends when your action ends; if you split your action the movement ends as you finish the last part of your action.
  
 
== Chase ==
 
== Chase ==
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 |Move Benchmarks ]].
+
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 land movement. In such an open scene, Move can be applied up to the limits of the terrain, and you can move at the full meters/action speed - see [[#Move Benchmarks |Move Benchmarks ]]. However, since everyone in the chase is moving at about the same speed, we not track movement relative to the other racers instead of relative to the ground. The map is a moving frame focused on the racers, with terrain passing by at high speed.
  
 
=== Chase in Traffic ===
 
=== Chase in Traffic ===
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||4|||4|||2.5|||10|||6|||Brisk walk  
 
||4|||4|||2.5|||10|||6|||Brisk walk  
 
|-
 
|-
||5|||6|||4|||16|||10|||Running man
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||5|||6|||4|||16|||10|||Running human
 
|-
 
|-
||6|||10|||6|||25|||16|||Inner city traffic  
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||6|||10|||6|||25|||16|||Inner city traffic, athletic human run
 
|-
 
|-
 
||7|||16|||10|||40|||25|||World-record sprinter  
 
||7|||16|||10|||40|||25|||World-record sprinter  
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||14|||400|||250|||1,000|||600|||Jet liner  
 
||14|||400|||250|||1,000|||600|||Jet liner  
 
|-
 
|-
||15|||600|||400|||1,600|||1,000|||Speed of sound
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||15|||600|||400|||1,600|||1,000|||Speed of sound in air
 
|-
 
|-
 
||16|||1000|||600|||2,500|||1,600|||Muzzle velocity of an assault rifle
 
||16|||1000|||600|||2,500|||1,600|||Muzzle velocity of an assault rifle
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||20|||6,000|||4,000|||16,000|||10,000|||Ballistic missile
 
||20|||6,000|||4,000|||16,000|||10,000|||Ballistic missile
 
|-
 
|-
||21|||10,000|||6,000|||25,000|||16,000|||Space shuttle on re-entry
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||21|||10,000|||6,000|||25,000|||16,000|||Earth satellite orbital velocity
 
|-
 
|-
 
||22|||16,000|||10,000|||40,000|||25,000|||Escape velocity of Earth
 
||22|||16,000|||10,000|||40,000|||25,000|||Escape velocity of Earth

Latest revision as of 10:59, 22 September 2013

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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 and most humanoids have a Move of 5.

Combat Movement

In combat, a character can move a number of meters equal to his Move with any basic (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 only used as benchmarks and to gauge the speed of overland travel, never fort tactical movement. Combat movement normally happens before actions and ends when your action ends; if you split your action the movement ends as you finish the last part of your action.

Chase

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 land movement. In such an open scene, Move can be applied up to the limits of the terrain, and you can move at the full meters/action speed - see Move Benchmarks . However, since everyone in the chase is moving at about the same speed, we not track movement relative to the other racers instead of relative to the ground. The map is a moving frame focused on the racers, with terrain passing by at high speed.

Chase in Traffic

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.

Chase in Terrain

If a chase does not take place in traffic, speeds are usually still limited by terrain rather than top speed. Often, the slower party has an incentive to look for hindering terrain to avoid being easily overtaken by those of higher speed. Run such a chase like a chase in traffic, only there are no other vehicles to make up "movable terrain". A chase in terrain usually has numerous hazards.

Hazards

Chase hazards are non-moving terrain features that all participants in a chase must pass. They generally occur between rounds and require Ride or Maneuver rolls to pass safely. If you fail this roll, you lose one shot per point of negative outcome. If the negative outcome matches your Reflexes or that of your vehicle, you also suffer a Setback.

Move Benchmarks

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

Move Meters/action m/s kph mph Example
1 1 0.60 2.5 1.6 -
2 2 1.00 4 2.5 -
3 3 1.60 6 4 -
4 4 2.5 10 6 Brisk walk
5 6 4 16 10 Running human
6 10 6 25 16 Inner city traffic, athletic human run
7 16 10 40 25 World-record sprinter
8 25 16 60 40 Race horse
9 40 25 100 60 Torpedo boat, Cheetah
10 60 40 160 100 Zeppelin
11 100 60 250 160 Bullet train
12 160 100 400 250 Most propeller planes
13 250 160 600 400 -
14 400 250 1,000 600 Jet liner
15 600 400 1,600 1,000 Speed of sound in air
16 1000 600 2,500 1,600 Muzzle velocity of an assault rifle
17 1,600 1,000 4,000 2,500 Flight airspeed record
18 2,500 1,600 6,000 4,000
19 4,000 2,500 10,000 6,000
20 6,000 4,000 16,000 10,000 Ballistic missile
21 10,000 6,000 25,000 16,000 Earth satellite orbital velocity
22 16,000 10,000 40,000 25,000 Escape velocity of Earth
23 25,000 16,000 60,000 40,000
24 40,000 25,000 100,000 60,000 Orbital speed of Earth around the sun
25 60,000 40,000 160,000 100,000

For greater Move scores, +5 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.