T3

Attributes / Move

How far can you move in an action, how fast can you run on a racetrack? More important that you think in an action scene.

While large and heavy creatures usually have poor reflexes, they may well have a respectable Move score because of their long legs. However, true sprinters are still slight of build.

Move m/s kph mph Example
O 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

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

Combat Movement

In combat, a character can move a number of meters equal to his Move with any 3-shot action he takes, or he can dedicate an action to running, moving twice that at the expense of other activity.

Noncombat Movement

Movement out of combat is handled differently, In general, you move much more quickly out of combat than when you are ducking and weaving in combat - see the table above. This assumes there are no obstacles to hinder movement - which there usually is.

Moving at noncombat speed in combat, if allowed, means you may not use your Dodge for defence - only your Move. You can only attack once per sequence, at the very end.

The rules do not really cover high-speed combat and chases at this point.

Jumping

A character can normally jump a distance equal to half her Move as the second part of a double move action - the first part bing a running start. A standing jump is only Move/4 meters. You can push your Move for jumping in the normal way.

Distance

When calculating jump distances, add the vertical and horizontal parts of the jump together, and distance upwards counts double. So a leap two meters up and four meters forward counts as an eight-meter jump.

Attribute Schticks

These are the Schticks related to Movement. Check with your GM which of them are applicable for this game.