MOVEMENT

Movement rates

Three distinctive movement rates are used in this game. When using the faster movement rates, a character becomes vulnerable to tripping, triggering traps and other threats of the GM's choosing depending on the environment.

A character can move with his Max. rate for minutes equal to his CON value, with his Fast rate for minutes equal to 4 times his CON value, and with his Normal rate for minutes equal to 100 times his CON value. For example, a character with CON value 5 and SPD value 6 can run for 5 minutes with the Max. rate advancing 700 meters each minute, for 20 minutes with the Fast rate advancing 490,0 meters each minute, and for 500 minutes with the Normal rate advancing 98,0 meters each minute.

The chart below indicates how many meters per turn, minute, and hour a character can move with each rate. A Turn lasts for about 5 seconds and it is used for combat situations.

MOVEMENT RATE
SPD Value Rate (m/Turn): Rate (m/Minute): Rate (m/Hour):
  Normal Fast Max. Normal Fast Max. Normal Fast Max.
1 1,4 6,8 9,7 16,3 81,7 116,7 980,0 4 900,0 7 000,0
2 2,7 13,6 19,4 32,7 163,3 233,3 1 960,0 9 800,0 14 000,0
3 4,1
20,4 29,2 49,0 245,0 350,0 2 940,0 14 700,0 21 000,0
4 5,4 27,2 38,9 65,3 326,7 466,7 3 920,0 19 600,0 28 000,0
5 6,8 34,0 48,6 81,7 408,3 583,3 4 900,0 24 500,0 35 000,0
6 8,2 40,8 58,3 98,0 490,0 700,0 5 880,0 29 400,0 42 000,0
7 9,5 47,6 68,1 114,3 571,7 816,7 6 860,0 34 300,0 49 000,0
8 10,9 54,4 77,8 130,7 653,3 933,3 7 840,0 39 200,0 56 000,0
9 12,3 61,3 87,5 147,0 735,0 1 050,0 8 820,0 44 100,0 63 000,0
10 13,6 68,1 97,2 163,3 816,7 1 166,7 9 800,0 49 000,0 70 000,0

Climbing

Characters can climb at half their normal movement rate. Nothing else can be done while climbing. If a character wishes to perform an action he or she must stop climbing for the action's whole duration. Also, ropes, ladders, etc. can be climbed at half the Normal rate unless stated otherwise. Surfaces without much friction, such as frozen cliff sides, can be climbed with 10% of the character's normal movement rate.

Moving in water

When the water level is below a character's knees, there is no effect on his movement rate. When the water level is above the character's knees, his speed is reduced to half of the used movement rate. If the character is not accustomed to living in water (like fish, otters, beavers, etc.) the maximum speed of swimming is half of the character's normal movement rate. Only characters with the Swim Special Skill are able to swim.

Terrain's effect on movement

Jumping, horizontal

A character can jump horizontally for an amount of meters equal to his SPD value divided by two horizontally.

Jumping, vertical

There are two areas in a Vertical Jump. One involves a character trying to jump as high as possible and the other a descent with the intention of landing on one's feet with minimum amount of damage. A character can jump up an amount of meters equal to his SPD value divided by ten. For example, a character with the SPD value of 5 can jump up 0,5 meters. A controlled descent means that a character is trying to land on his feet without being damaged when jumping down from a tree, for example. A character can descend for an amount of meters equal to his SPD value divided by five. If he is trying to descend longer distances, normal Unopposed Success Check using the character's AGL is made, and the chart below gives the difficulty values. If the character succeeds in the check, no damage occurs, if he fails he receives damage as determined below in Falling.

JUMPING, VERTICAL - CONTROLLED DESCENT
DESCENT METERS DV
SPD / 5 No check needed
SPD / 2 Experienced
SPD Heroic
SPD times 1,5 Incredible
SPD times 2 Legendary
SPD times 2,5 Miraculous

Falling

When a character falls uncontrollably, he receives damage equal to the result of the formula below. If the outcome of the check is a success, no damage is dealt, but if the outcome is a negative value, the value is deducted from the character's HPs. A character taking damage from a fall is very likely to drop all things carried in his hands.

FALLING DAMAGE

Your AV(CON / 2 + a DIE ROLL)
Vs
the DV(METERS FALLEN times 2 + a DIE ROLL)