Difference between revisions of "Move (Action)"
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Latest revision as of 10:59, 22 September 2013
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.