Difference between revisions of "Move (Action)"
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Revision as of 12:39, 19 February 2010
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.