Transportation: Difference between revisions
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=== Walking/Swimming/Climbing === | === Walking/Swimming/Climbing === | ||
Simply put the old fashion way. Manual propulsion through space/time. In [[Combat|combat]] a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of | Simply put the old fashion way. Manual propulsion through space/time. In [[Combat|combat]] a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of x4 which takes a full round action. | ||
Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise. | Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise. | ||
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Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more). | Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more). | ||
In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. Same goes for Climbing. However | In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. The DC is 15 if they are attempting to sprint through unfavorable terrain. Same goes for Climbing and Swimming in unfavorable conditions. However the check becomes an Athletics check | ||
Below is a table to help show movement over time based on character speed. | Below is a table to help show movement over time based on character speed. | ||
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|- | |- | ||
| Run (x2) || 30ft || 40ft || 50ft || 60ft | | Run (x2) || 30ft || 40ft || 50ft || 60ft | ||
|- | |- | ||
| Sprint(x4) || 60ft || 80ft || 100ft || 120ft | | Sprint(x4) || 60ft || 80ft || 100ft || 120ft |
Revision as of 06:41, 28 June 2016
This section is dedicated to personal modes of transportation. This includes everything from a horse and carriage to hover boards. However this does not include Mechs or Space Ships.
Personal Transportation
Walking/Swimming/Climbing
Simply put the old fashion way. Manual propulsion through space/time. In combat a character is already in a state of a x2 run speed of 30ft per 3 seconds. There is also a sprint speed of x4 which takes a full round action.
Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.
Walking across rough terrain or unfavorable conditions can also slow down a parties movement. Say you are stuck on an alien world that is abnormally hot for your species. This may not slow down your character immediately so it doesn't count against movement speed while in combat. However the hot weather does account for the other all speed of a long trip. (Long being anything an hour or more).
In combat the terrain is made up of 5ft squares and not all squares may be considered unfavorable. The GM has to announce if the players are going to cross terrain that is unfavorable or rough. Normally a unfavorable or rough terrain block costs twice the movement the character has. A 5ft block now takes 10ft of movement for a character to transfers. If the character attempts to run across an that terrain they have to take an Acrobatics skill check of DC12 (up to the GM on the level of difficulty) or else trip and fall. The DC is 15 if they are attempting to sprint through unfavorable terrain. Same goes for Climbing and Swimming in unfavorable conditions. However the check becomes an Athletics check
Below is a table to help show movement over time based on character speed.
Speed | 15 Feet | 20 Feet | 25 Feet | 30 Feet |
---|---|---|---|---|
One Round (Combat) | ||||
Walk | 15ft | 20ft | 25ft | 30ft |
Run (x2) | 30ft | 40ft | 50ft | 60ft |
Sprint(x4) | 60ft | 80ft | 100ft | 120ft |
One Minute | ||||
Walk | 150ft | 200ft | 250ft | 300ft |
Run (x2) | 300ft | 400ft | 500ft | 600ft |
Sprint(x3) | 450ft | 600ft | 750ft | 900ft |
Sprint(x4) | 600ft | 800ft | 1000ft | 1200ft |
One Hour | ||||
Walk | ~1.5 Miles | 2 Miles | 2.5 Miles | 3 Miles |
Hustle(x2) | 3 Miles | 4 Miles | 5 Miles | 6 Miles |
One Day | ||||
Walk | 12 Miles | 16 Miles | 20 Miles | 24 Miles |