Alpha Dawn
Combat
Rule Category:Combat
Rule Name:Movement
The Movement Table below shows movement rates for the different races. The hourly rate assumes the character is walking and resting periodically. The movement rate per minute is 10 times the rate per turn. The movement rate per day is the hourly rate multiplied by the number of hours the characters traveled.

MOVEMENT TABLE
RaceWalk/TurnRun/TurnPer Hour
Dralasite5 m20 m3 km
Human10 m30 m5 km
Vrusk15 m35 m6 km
Yazirian10 m30 m4 km
Sathar10 m20 m3 km


Endurance. A character can run at top speed for a number of minutes equal to his Stamina score divided by 10, rounded up. The character then must rest for 10 minutes before running again. If characters walk for more than 10 hours, they move at half speed and their Dexterity scores and Reaction Speeds are reduced by half until they sleep.

Terrain

The type of terrain a group is crossing affects how fast the group can travel. The TERRAIN EFFECTS TABLE shows how various types of terrain affect speed. The types of terrain are described below.
  • Clear - Any area that allows easy, unobstructed movement. Includes plains, prairies, salt flats, dirt roads and fields.
  • Broken Ground - Any area with obstructions or a loose, shifting surface. Includes steep hills, sand dunes, ice or snow fields, forests and gravel slopes.
  • Rugged - Any area that requires travelers to pick their path carefully, or that channels them into a few unblocked passes. Includes mountains, canyons, jungles, cratered plains and caverns.
  • Bogs - Wet areas with lush vegetation, shallow, open water and soft ground that impedes movement. Includes swamps, marshes, mud flats, mineral terraces and slush.
  • Open Water - Large areas of water such as lakes, rivers and oceans.
  • Highway - An artificial or natural path that is smooth, flat and generally straight.
  • Hazardous - Any area that cannot be crossed without a specially modified vehicle. Includes molten lava, acid pools, lime pits and frozen nitrogen or methane plains.

To find a character's or vehicle's movement rate over different terrain, multiply its normal movement rate by the number shown on the Terrain Effects Table for the terrain being crossed. The result is the character's or vehicle's top speed in that type of terrain.


Travel Mode
Clear
Broken
Rugged
Bog
Water
Highway
Hazardous
Walking
1.0
.8
.2
.6
*
1.0
-
Slithering
1.0
1.0
.4
.8
*
1.0
-
Flying **
1.0
.9
.5
1.0
1.0
1.0
.4
Hovercraft
1.2
.6
-
.8
.9
1.4
.8
Ground Car
.8
.6
.2
.4
.4
1.2
-
Track Mobile
1.0
.9
.4
.2
-
1.0
-
Explorer
1.0
.8
.4
.6
.2
1.2
-
Notes:* See Swimming
** These limites apply only if the creature or vehicle is flying or gliding within 100 meters of the ground. If flying more than 100 meters above ground obstacles, all terrain is 1.0

EXAMPLE: A Sathar war party is tracking a group of adventurers through mountains. The Sathar normally move 3 km/hour. The group of adventurers normally moves 5 km/hour.

The Sather move by slithering, so their speed is multiplied by .4. The result is 1.2, so the Sathar can travel 1.2 km/hour. The group of adventurers moves by walking, so its speed is multiplied by .2. The result is 1, so the adventurers can travel 1 km/hour.

Animals
The movement speeds given for animals are adjusted to match the animal's native terrain, so no further modifications are necessary.

Encumbrance
There is a limit to how much weight a character can carry. This limit is equal to the character's Strength score, in kilograms. If the weight a character is carrying is more than half of his Strength score, he is encumbered. The movement rate of an encumbered character is cut in half in all terrain. A character can pick up an object that weighs up to twice his Strength in kg, but can carry it only a few meters.

Wounds
A character whose current Stamina is one-half or less of his full Stamina can move at only half speed, and his carrying capacity is cut in half.

Mixed Parties
A party that contains a mixture of races can travel 5 km/hour if it does not include Yazirians, 4 km/hour if it does. (Because of their high Stamina, Dralasites can keep up if they must.)

Leaping and Vaulting
A character can leap up to 2 meters horizontally without a running start. If the character can run 15 meters in a straight line before leaping, he can leap up to 5 meters. A character trying to leap across an obstacle must make a Strength check. A character who fails the check has lost his balance and can not move for 1 turn. A character who tries to leap farther than the distance has a -20 modifier on his Strength check for each additional half-meter. Failure means the character falls short of the distance. A character with a 15 meter running start can vault over an obstacle that is 2 meters high, or grab something that is up to 4 meters above the ground.

Falling, Jumping and Diving
Characters who fall from buildings, ledges or other heights suffer 1d5 points of damage plus 1 point for every meter they fall. For example, a character that falls 10 meters suffers 1d5 + 10 points of damage.

If a character suffers 15 or more points of damage in a fall, he has sprained a leg. His movement speed is reduced by half. If the character suffers 25 or more points of damage, he has broken a bone or a torn a muscle. The player must roll 1d10; on 1-8, the character injured a leg, on 9 or 10 he injured an arm. A character with a broken leg can not move until the leg is splinted, and then moves at half speed. A broken arm can not be used. (Dralasites can spend 10 minutes absorbing the old limb and growing a new one; this does not heal the damage, but does remove the penalty.)

If a character suffers 30 or more points of damage, he may be knocked unconscious. The player must roll d100; if the result is equal to or less than the damage the character suffered, then the character is knocked unconscious for 1d10 minutes.

A character can jump down 5 meters without being hurt. If the character jumps more than 5 meters, he will suffer injuries the same as if he had fallen, but the distance is reduced by 5 meters. <Note to self: Acrobatics skill will eventually modify this once more fully developed.>

Example: Lklekt (a Vrusk) jumps from a jetcopter that is hovering 15 meters above the ground. He will suffer 1d5+10 points of damage, the same as if he had fallen 10 meters.

Swimming
All characters can swim 10 meters/turn, or 1 km/hour. After swimming for one hour, characters start losing 5 Stamina points every 30 minutes they continue swimming.

Characters can hold their breath for a number of turns equal to their Stamina score divided by 5. A character who tries to hold his breath longer than this takes 2d10 points of damage every turn.

Dralasites do not float naturally. They can swim, but if knocked unconscious they will drown. A Dralasite can float if it spends 5 minutes forming an air pocket in its body before entering the water.

Climbing
A character can climb a rope at a rate of 2 meters/ turn. The character must make a strength check with +30 modifier at the halfway point of the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll means the character falls.

A character can climb a vertical surface at a rate of 1 meter/turn, if there are handholds and footholds on the wall. He must make a Dexterity check with a +30 modifier at the halfway point of the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll means the character falls. These rolls are not necessary if the surface the character is climbing slopes less than 60 degrees.

A character can climb a ladder at his normal walking speed.

Dangerous Movements
A character is making a dangerous movement if slipping could cause injury: inching along a ledge and swinging on a rope across a pit are two examples. A character must pass a Reaction Speed check to complete a dangerous movement safely. Failing means the character slips. The referee must decide whether the character has a chance to catch himself, and what happens if he falls.

Doors
Open doors and doors that open automatically do not affect movement. To move through a closed door, a character must stop next to the door. On the next turn the character can move through the door at half speed. To open a pressure door or hatch, a character must stand next to the door for two turns, and can move through the door at half speed on the third turn. A character can perform other actions while waiting for a pressure door to open, but can do nothing else while opening a hatch.

Vehicles and Riding Animals
Getting into or out of a vehicle takes half of a turn, and the vehicle must be stationary. Mounting or dismounting a riding animal takes one complete turn, during which the character can do nothing else.

Picking Up and Dropping Objects
Picking up an object that weighs more than 10 kg takes one turn. Picking up an object that weighs 10 kg or less takes half of a turn. Dropping an object takes no time at all.

Gravity, Weight and Mass
The strength of gravity on a planet depends on the planet's size. Increasing or decreasing gravity can affect characters several ways. These effects are explained below. (This rule is optional. Referees who do not want the added detail can ignore it and assume all adventures happen on planets where gravity equals 1 g.)

For every tenth of a gravity (.1 g) less than 1.0
- a character's carrying capacity is increased 5 kg
- the distance a character can leap and vault is increased 5 m
- the distance a character can jump safely is increased 1 m
- the damage a character suffers in a fall is decreased 2 points

For every tenth of a gravity (.1 g) above 1.0
- a character's carrying capacity is decreased 2 kg
- the distance characters can leap and vault is decreased .5 m
- the distance a character can jump safely is decreased 1 m
- the damage a character suffers in a fall is increased by 2

Weightless Movement
Moving in an area where there is no gravity is different than normal movement. Handholds are built into the walls of most space stations and spaceships, so characters can pull or push themselves along in freefall. Once a character starts moving, he will not stop until he bumps into a wall or grabs another handhold and stops himself. Characters moving this way can move at walking speed. They must follow a wall or, if they move across an open area, they must move straight at a constant speed until they reach the opposite wall. Some ships have velcro strips along the hallways, so characters wearing special boots can walk normally. Characters walking this way can move at one-half their usual walking speed. Characters can move outside ships or space stations using space suits. Space suits have magnetic boots so characters can walk on the metallic surface of the ship or station at one-half their usual walking speed. Characters can connect themselves to the ship with a tether; if they are knocked off the ship they can simply pull themselves back along the tether.
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