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'''<u> <span style="color:#ff0000"> UNDER CONSTRUCTION!!! </span> </u>  '''


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.  
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.  


== Personal Transportation ==
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.


=== Walking/Swimming/Climbing ===
== Planetary Transportation ==


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 x3 which takes a full round action. And if the character has the skill their sprint speed can be x4. However this means that the average speed of a character not in combat is 15ft per 3 seconds. Also the speed of a character can be slower faster based on there species.  
To learn about different personal planetary Vehicles and modes of transportation visit the [[Vehicles]] page.


Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.
=== Walking/Swimming/Climbing ===


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).
{| class="wikitable" style="float:right; margin-left: 10px;"
 
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 Swimming it becomes a Str check.
 
Below is a table to help show movement over time based on character speed. 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Movement and Distance
|+ Table: Movement and Distance
! style="text-algin:left;"| Speed
! style="text-algin:left;"| Speed
Line 28: Line 24:
|-
|-
| Run (x2) || 30ft || 40ft || 50ft || 60ft
| Run (x2) || 30ft || 40ft || 50ft || 60ft
|-
| Sprint(x3) || 45ft || 60ft || 75ft || 90ft
|-
|-
| Sprint(x4) || 60ft || 80ft || 100ft || 120ft
| Sprint(x4) || 60ft || 80ft || 100ft || 120ft
Line 55: Line 49:
|}
|}


=== Riding an Animal ===
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.


Animals are a low tech solution to being able to go further other time. They are great if you do not have much in the means of advance technologies to help pave the way. They are also great a carrying things.  
Climbing and Swimming are all 1/2 a characters walking speed unless specified otherwise.


The carrying capacity of an animal is based on the Strength of the animal. If the animal is burdened with extra load it will travel slower. Below is a table using the horses as an example:
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).  
 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Horse Mount
! style="text-algin:left;"| Horse (carrying load)
! Per Hour
! Per Day
|-
| Light horse || 5 miles || 40 miles
|-
| Light horse(175-525 lbs.)|| ~3.5 miles || 28 miles
|-
| Heavy horse || 5 miles || 40 miles
|-
| Heavy horse(229-690 lbs.) || ~3.5 miles || 28 miles
|-
| Pony || 4 miles || 32 miles
|-
| Pony(151-300 lbs.) || 3 miles ||24 miles
|-
| Cart or Wagon || 2 miles || 16 miles
|}
 
=== Driving/Riding a Vehicle ===
 
This is a wide range of vehicles for most Tech Level ~0 to ~1ish Civilizations.
 
==== Boats/Ships ====
 
To drive a Boat or Ship requires the Drive skill. Driving may be intuitive for a motor vehicle but it is not with boats and sailing ships. The skill is required if the character is to attempt to drive anything Sea/floating related or else suffer a Major (-4) disadvantage when doing the skill check. This includes hybrid vehicles such as a hover craft.
 
Below is an example table for different boats.
 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Boats and Ships
! style="text-algin:left;"| Ship Size
! Avg. Speed
! Cost
|-
| Sail Boat Small(6 person)|| 5 knots || $1,0000/2,500
|-
| Sail Boat Medium(12 person)|| 5 knots || $20,000/30,000
|-
| Sail Boat Large(24 person)|| 5 knots || $65,000/75,000
|-
| Motor Boat Small(~6 person)|| 40 knots || $10,000
|-
| Speed Boat Small(~4 person)|| 70 knots || $100,000
|-
| Cruisers Boat Medium(~12 persons)|| 30 knots || $80,000/110,000
|-
| Yacht Boat Small(6-8 persons)|| 5/30 knots || $200,000/300,000
|-
| Yacht Boat Medium(9-12 persons)|| 5/30 knots || $450,000/2,000,000
|-
| Yacht Boat Large(12+ persons) || 4/30 knots || $4,000,000/10,000,000
|}
 
==== Motor Vehicles ====
 
These are vehicles that generally stay on the ground of a planet. Although hybrid version of these vehicles can float and even fly the basic principle ferrying persons from one point to another usually within a short (short being relative to the species and there technical level) distance. Longer distances would normally require a more powerful vehicle that is large enough to carry the proper amount of fuel and recourse to keep its occupants alive. Such as air and food.
 
Most tech level 0 too tech 1 Civilizations will likely use the invention of the wheel as a way to move across a flat service. Unless they live on a water world. Most of these vehicles will have attributes such as speed/carrying capacity and distance traveled before refueling (This can include charging). The better at any one of these things and the greater the cost and rarer the vehicle.
 
Below is the average options sorted by Carrying Capacity.
 
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Motor Vehicles
! style="text-algin:left;"| Carrying Capacity
! Avg. Speed
! Distance Traveled
! Avg. Cost
|-
| 1(Motor Cycle) || 0-60 in 4sec || 50 Mpg || $12,000
|-
| 2(Sports Car)  || 0-60 in 3.4sec || 20 Mpg || $120,000/500,000
|-
| 5(Sedan) || 0-60 in 5+sec || 30 Mpg || $35,000
|-
| 8(Mini Van) || 0-60 in 6+sec || 30 Mpg || $45,000
|-
| 11(Event Van) || 0-60 in 7+sec || 27mpg || $55,000
|-
| 12+(Bus) || 0-60 in 10+sec || 17mpg || $100,000
|}
 
==== Planes ====
 
==== Mass Transit ====
 
=== Futuristic Forms of Transportation ===
 
== Table of Vehicles ==
 
== OLD RULES ==
Vehicles
 
All modern vehicles share similar game traits that are universal for the modern setting.
 
All modern vehicles use a petroleum based fuel for propulsion.
 
All modern vehicles use a Profession skill for a driving check.
 
Land - Profession: Driver
 
Water - Profession: Sailor
 
Air - Profession: Pilot
 
All modern vehicles are considered Facing Forward.
 
All modern vehicles use some form of a steering wheel as a Driving Device.
 
Most modern air and land vehicles have a driving space in the most forward squares. Water base vehicles are center/rear.
 
Most modern vehicles do not have a restriction to buy.
 
More information on vehicles can be found in The Pathfinder Role Playing Game: Ultimate Combat
Vehicle Table
 
Name: Make and Model of the vehicle.
 
Vehicle Type: The following skills will add your skill points to the base stats for the vehicle.
 
Squares: The number of squares the vehicle takes up on the battle mat. A vehicle's width is always considered to be one square.
 
Cost: This is the purchase cost to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market.
 
AC and Hardness: The vehicle's base Armor Class.
 
All vehicles also have a Hardness rating depending on type.
 
To calculate a vehicle's actual Armor Class, add the character's Profession (driver, pilot or sailor) modifier to the vehicle' base Armor Class.
 
Hit Points: The vehicle's full normal hit points. When a vehicle reaches half its hit points, it is disabled.
 
Base Save: The vehicle's base save modifier. All of a vehicle's saving throws (Fortitude, Reflex and Will) have the same value.
 
To determine a vehicle's actual saving throw modifiers, add the character's Profession (driver, pilot or sailor) modifier to this base value.
 
Maximum Speed: This is the fastest the vehicle can move.
 
CMB and CMD: This is the vehicle's base CMB and CMD.
 
To calculate a vehicle's actual CMB and CMD, add the character's Profession (driver, pilot or sailor) modifier to the vehicle's base Armor Class.
 
Acceleration: This is how fast a vehicle can increase or decrease safely in a round.
 
Crew: The first number lists the minimum crew complement the vehicle needs to function normally.
 
The second value lists the vehicle's maximum of passengers.
 
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 200 pounds of unused cargo capacity.
Name Type Sq Cost AC Hardness Hit Points Base Save Max Speed CMB/CMD Acceleration Crew Cargo Capacity
Audi R8 Land 1 $114,000 9 5   +0   4/14 32 1/1 100 lbs.
BMW 535I Land 1 $50,000 7 5   +1   4/14 28 1/4 300 lbs.
Cadillac CTS Land 1 $40,000 8 5   +2   4/14 28 1/4 400 lbs.
Dodge Charger Land 1 $30,000 8 5   +2   4/14 26 1/4 350 lbs.
Ford Mustang Land 1 $30,000 8 5   +1   4/14 28 1/3 250 lbs.
Honda Civic Land 1 $17,000 8 5   +2   4/14 24 1/3 150 lbs.
Mini Cooper Land 1 $21,000 8 5   +1   4/14 25 1/3 100 lbs.
Chevrolet Silverado Land 1 $25,000 8 6   +2   4/14 18 1/2 750 lbs.
Dodge Sprinter Cargo Van Land 2 $46,000 6 6   +4   4/14 16 1/7 3 tons
Jeep Commander Land 2 $38,000 9 6   +3   4/14 17 1/6 500 lbs.
Nissan Xterra 4x4 Land 1 $28,000 8 6   +2   4/14 18 1/4 400 lbs.
Ford F-350 Dually Land 1 $40,000 9 7   +4   4/14 16 1/4 1.5 tons
Volkswagen Routan Land 1 $32,000 7 6   +3   4/14 16 1/7 350 lbs.
Ducati 1198 SP Superbike Land 1 $22,000 10 3   +1   4/14 37 1/0 0
Harley Davidson Road King Land 1 $20,000 9 3   +1   2/14 25 1/1 50 lbs.
Suzuki RM-Z Land 1 $8,000 9 3   +0   2/14 18 1/0 0
Triumph Tiger Land 1 $9,000 9 3   +0   2/14 18 1/0 25 lbs.
Polaris Sportsman ATV Land 1 $9,000 9 3   +0   2/14 10 1/0 75 lbs.
Kenworth T-Moving Truck Land 1 $76,000 6 8   +4   6/16 15 1/2 14 tons
Armortek Armored Truck Land 1 $1,750,000 8 12   +5   10/20 15 1/3 3 tons
Armortek Armored Limousine Land 2 $650,000 8 10   +4   8/18 18 1/8 250 lbs.
Monterey Cabin Cruiser Water 3 $20,000 6 7   +4 80 10/20 8 1/12 1.5 tons
Sport Nautique Water 3 $60,000 8 6   +2   8/18 10 1/10 1000 lbs.
Yamaha Waverunner Water 1 $9,000 9 3   +1   6/16 11 1/1 0
Sikorsky Helicopter Air 3 $750,000 6 3   +4   8/18 22 2/12 2 tons
Bell 212 Jet Ranger Air 2 $550,000 6 7   +4   10/20 24 1/6 1000 lbs.
Learjet Mode. Corporate jet Air 3 $2,400,000 6 7   +4 1 12/22   2/10 500 lbs.
Cessna Caravan Prop Airplane Air 2 $1,700,000 6 5   +4   10/20 22 1/8 1.5 tons
Quicksilver GT Ultralight Air 1 $27,000 4 3   +5 80 8/18 8 1/1 50 lbs.
Civilian Cars
 
Most new civilian cars include such standard features as air conditioning, air bags, antilock brakes, cruise control, keyless entry and an AM/FM radio with CD & MP3 players. Luxury vehicles often also include extras such as heated side mirrors, power seats, leather upholstery, sunroofs and built-in GPS navigation. In general, these luxury amenities can be added to a non- luxury car with an increase of $1000 to the vehicle's cost.
 
Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers, who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover).
 
Driving a land vehicle is covered by the Profession: Driver skill.
Audi R8
 
This is a true supercar in every sense, with a lightweight body powered by a V-10 engine. At around 550 horsepower, the quick and agile R8 is tough to keep up with.
BMW 535I
 
A luxury sport sedan of the highest quality, this four-door car is built like a tailored suit. Catering to the business elite, this BMW mixes speed and agility with comfort and amenities.
Cadillac CTS
 
The CTS is a mid-size luxury sedan that offers great performance at a reasonable price. It offers roomy comfort while boasting superior handling.
Dodge Charger
 
The Charger is a popular remake of an American classic muscle car. This sedan offers an attractive style and gutsy performance.
Ford Mustang
 
Another icon of American horsepower, the Mustang is legendary for its performance and handling. As a two-door coupe it lacks passenger and cargo space, but that's not why consumers buy them.
Honda Civic
 
Few cars have matched the reliability of the Honda Civic. This compact sedan offers an enjoyable ride at a reasonable price
Mini Cooper
 
Classic British styling combines with German engineering to produce a thrilling little compact coupe. Short on room but long on handling.
Civilian Trucks
 
Trucks include pickups, sport utility vehicles, vans and minivans. They generally have the same features as civilian cars.
 
Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover.
Chevrolet Silverado
 
Rugged and reliable, the Silverado stands to be a solid V-8 powered work truck. With added styling and luxury features, this truck is also a popular daily driver.
Dodge Sprinter van
 
The Sprinter represents the new design of full-size cargo hauling vans. Highly adaptable for a variety of work applications, it can also serve as a passenger or personal-use van.
Jeep Commander
 
Superb off-road capabilities are the hallmark of this large SUV. The Commander offers full-size passenger space at a moderate price.
Nissan Xterra
 
The Xterra is an affordable compact SUV that is built for rugged off-road use. A definite lack of luxury is not missed when most owners only want to play in the mud.
Ford F-350 Dually
 
This super duty truck is made to haul heavy loads. The 6.7 liter supercharged diesel engine provides serious towing capacity and the various crew-cab styles offer a range of work-to-luxury options.
Volkswagen Routan
 
The Routan is a stylish passenger minivan that offers practical horsepower and stable handling.
Civilian Motorcycles
 
Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
Ducati 1198sp


This Italian superbike is built for speed and performance. It is loaded with superior suspension, shocks and steering-dampers.
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
Harley Davidson Road King


The Road King is a classically styled cruiser/tour motorcycle. Heavy and stable, with a powerful motor that rumbles like no other, this bike is made for the open highway.
Below is a table to help show movement over time based on character speed.
Suzuki rm-Z450


The RM-Z450 is a high performance motocross dirt bike. Precision steering and handling make this rugged bike a true competitor.
=== Vehicles ===
Triumph Tiger


The Tiger is a versatile mid-powered motorcycle that can be adapted for on-road or off-road riding. For those that mix it up between the street and the trail, this reliable bike fits all bills.
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.
Other Civilian Vehicles


A few types of vehicles don't fit neatly into the categories covered above. Many of these (such as the armored truck and the limousine) are usually custom built, so the model name isn't specified as it is with most other vehicles in this section. The description and stats reflect a typical model.
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.
Polaris Sportsman ATV


This heavy-duty four-wheeled ATV is built for work or play and can be adapted to hauling, towing, trailblazing or hunting.
== Space Transportation ==
Kenworth T-370 Moving Truck


This medium duty truck is all business, offering a solid and reliable cab & chassis coupled with a powerful diesel engine pushing 360 hp and 1050 ft-lbs of torque. With a 24' box body attached to the frame, this Kenworth can haul some respectable loads.
To learn about different space ships and FTL you can visit the [[Space Ships]] page.
Armortek Armored Truck


The classic armored vehicle used to transport money and other valuables. All windows, walls and doors are heavily armored, with extra protection in the operator's location. Hidden gun ports increase the defensive capabilities of this truck.
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 [[Space_Ships#Space_Ship_FTL_Drive|here]].
Armortek Armored Limousine


A stretched sedan that offers a high level of luxury, along with the solid protection of an armored vehicle.
;Small: 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.
Civilian Water Vehicles
;Medium: 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.
;Large: This is anything within a cluster of stars and its neighboring clusters. Anything within 250ly.
;Extreme: This is anything within 1,000ly. The Milky Way Galaxy is 100,000 light years across.


Piloting a water vehicle is covered by the Profession: Sailor skill.
A ship normally has enough fuel to go 1.5 times it's distance. The 0.5 is reserve emergency fuel.
Monterey Cabin Cruiser


This large boat is about thirty feet long and is built for running in open waters. Luxury options can reach obscene levels, but each Monterey is built to be comfortable and reliable.
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.
Sport Nautique


This boat is mainly geared toward family water sports and activities. It is adaptable to many uses and luxury options are available.
A ship will need fuel. Its fuel cost is based on the Size of the craft and its FTL type.  
Yamaha Waverunner


The Wave runner is a personal watercraft. It allows its operators to get into the tight spots that boats cannot. It can move quickly atop the water and has potential for several uses.
Assisted Jump Drive: (N/A)
Civilian Aircraft
Personal Jump Drive: $1,000
Warp Drive: $500
Slip Stream: $750
Phase Shift: $1,500


All aircraft, from one-seat to jumbo jets, are controlled by the use of the Profession: Pilot skill. A few examples are provided here from the variety of air going vehicles that might be available to characters.
The base price is doubled each ship size above small.  
Sikorsky 76 Helicopter


This jet-assisted helicopter was made for passenger transport in various levels of luxury. Used mainly by the business-class, there are also government and even military applications applied to the 76.
Fuel can also be obtained by a [[Ship_Equipment#Gas_Extractor|Gas Extractor]] communally known as a fuel scope. A Refinery Bay is also required to take the Gas and convert it to fuel.
Bell 212 Jet Ranger


This is a popular helicopter used by many different corporate and government agencies. With a good capacity for either passengers or cargo, there's no wonder these helicopters are seen throughout the world.
=== Dangers of Space Travel ===
Learjet Model 45


When you need to fly in reliable luxury, the Lear Jet never fails to provide.
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.  
Cessna Caravan


This single-prop plane is reliable and dependable. It is adaptable to work, transport, or recreational uses.
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.  
Quicksilver GT500 Ultralight


An ultra-light is a one-seat personal flying wing with a small rear-mounted prop engine. They can be adapted to some work applications, but are mainly used for recreation. They have a limited range and altitude ceiling.
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.

Latest revision as of 06:19, 21 January 2019

UNDER CONSTRUCTION!!!

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.

Planetary Transportation

To learn about different personal planetary Vehicles and modes of transportation visit the Vehicles page.

Walking/Swimming/Climbing

Table: Movement and Distance
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

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.

Vehicles

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.

Space Transportation

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.

Small
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.
Medium
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.
Large
This is anything within a cluster of stars and its neighboring clusters. Anything within 250ly.
Extreme
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.