This section is dedicated to personal modes of transportation. The point of such detail is to help GM plan games that involve trekking large distances especially when time is important. For more on person modes of transportation visit the Vehicles or the Space_Ships page.
The purpose of these rules are to provide a tool for the GM when dealing with adventures that spawn across large distances especially when time may be a factor.
To learn about different personal planetary Vehicles and modes of transportation visit the Vehicles page.
|Speed||15 Feet||20 Feet||25 Feet||30 Feet|
|One Round (Combat)|
|Walk||~1.5 Miles||2 Miles||2.5 Miles||3 Miles|
|Hustle(x2)||3 Miles||4 Miles||5 Miles||6 Miles|
|Walk||12 Miles||16 Miles||20 Miles||24 Miles|
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.
Personal or Mass transportation can be used. The Characters will have to acquire the transportation or already have a reason for owning or having access to different mods of transportation.
On average a Vehicle is 20x faster then walking and a form of plan or super fast magnetic left train or other such system is 200x faster then walking.
To learn about different space ships and FTL you can visit the Space Ships page.
Space is MASSIVE. So in order to break down FTL speeds it is easier to think in terms of fuel usage and break distance into 4 simple increments. Small, Medium, Large and Extreme. To learn what FTLs have what distances you can learn about them here.
- This distance is considered anything within a solar system. Roughly 250 AUs of distance. AU stands for Astronomical Unit and one AU is the average distance from the Sun to the Earth.
- This is anything within a few solar systems reach. Anything within a Stars neighboring systems. No more then 50ly. LY is Light Year or the distance light can travel in one year or 63,241.1 AU.
- This is anything within a cluster of stars and its neighboring clusters. Anything within 250ly.
- This is anything within 1,000ly. The Milky Way Galaxy is 100,000 light years across.
A ship normally has enough fuel to go 1.5 times it's distance. The 0.5 is reserve emergency fuel.
The Epic Star Gates that have been setup by the Jove over the course of tens of thousands of years are Super-Extreme Jump Gates capable of hurdling tens of thousands of ships of any size daily up to 2,500ly. They are what links the Ring together. There are 90 working ones however there are some that are disabled or even abandoned in the deep far reaches of space.
A ship will need fuel. Its fuel cost is based on the Size of the craft and its FTL type.
Assisted Jump Drive: (N/A) Personal Jump Drive: $1,000 Warp Drive: $500 Slip Stream: $750 Phase Shift: $1,500
The base price is doubled each ship size above small.
Fuel can also be obtained by a Gas Extractor communally known as a fuel scope. A Refinery Bay is also required to take the Gas and convert it to fuel.
Dangers of Space Travel
Space travel can be hazardous. If pirates do not get you thing accidental navigation malfunctions or safety failures can cause other issues. Rogue planets, micro meteoroid pockets, plasma storms, dust clouds and micro black holes are just some of the things a good FTL is suppose to protect its ship from. However this doesn't always work.
FTLs have a durability rating. This rating is used to help defend the ship against unwanted interruptions like the hazardous things mentioned above but also bounty hunters, police, military, pirates and in-laws that may all want to stop you from where you are going. A special ship Accessory called an Introdictor that utilizes the Ship Jamming Function is checked against a ships FTL durability rating which is enhanced by the Ships Engines Mod + Pilot Mod.
Random Hazards have static DC that a Pilot has to check against. However enemy vessels attempting too pull a ship out of warp go against the Pilots static Mod + Engines Mod + FTL Durability rating. The default Durability rating on all FTL's is 10. You cannot pull a ship out of a Jump. Also a ship itself is not technically in warp if it is traveling through a wormhole so there is no need for Introdiction then.