Difference between revisions of "Movement"

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(Fly Speed)
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=== Fly Speed ===
 
=== Fly Speed ===
  
With a fly speed, you cannot turn more than 45 degrees for every time you move your Aerobatics Distance.
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With a fly speed, you cannot turn more than 45 degrees for every time you move your aerobatics distance.
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At the end of your turn, if you are airborne and have a fly speed, but did not use it that turn, you move forwards in the direction you last flew a distance equal to your aerobatics distance.
  
 
Running doubles your Fly speed.
 
Running doubles your Fly speed.

Revision as of 08:21, 9 January 2013

Characters can have several movement modes.

Each mode may come with a run option: running makes you some amount faster, but means that you must move in a straight line. Running also gives you a -1 penalty to Stealth.

If a character would gain a movement speed they already have, they do not add together.

Land Speed

With a land speed, you must move from place to place without leaving the ground for longer than your jump distance. Jumps upwards count as being twice as far for the purpose of calculating jump distance.

Some terrain is difficult to maneuver on, such as loose boulders or slippery ice. Unless you move at half speed over it, you must make a DC 9 Acrobatics check or fall prone. If you try to jump onto or from such difficult terrain, you must succeed at a DC 12 Acrobatics check or fall prone as well.

Running doubles your Land speed.

Burrow Speed

With a burrow speed, you can travel through sand, mud, or dust. Travelling through loose or soft rock (like gravel or sandstone) halves your movement, and hard rock or soft metal (like granite or gold) quarters it. You can't travel through harder metals or minerals (like steel or diamond) at all.

Running increases your Burrow speed by 1.

Swim Speed

With a swim speed, you can travel through liquids.

Running increases your Swim speed by 50%.

Fly Speed

With a fly speed, you cannot turn more than 45 degrees for every time you move your aerobatics distance.

At the end of your turn, if you are airborne and have a fly speed, but did not use it that turn, you move forwards in the direction you last flew a distance equal to your aerobatics distance.

Running doubles your Fly speed.

Teleport Speed

With a teleport speed, you specify a direction and a distance. If there's nothing denser than smoke at that location, you disappear from your current location and appear at that location. If there's an obstacle there, you disappear and reappear at your current location.

Running doubles your Teleport speed, but also randomizes your direction.