Difference between revisions of "Movement"

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(Space birds can't turn. Or gain altitude.)
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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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A fly speed allows you to travel through gaseous atmospheres. In gases thicker than 1 Atmosphere, your fly speed is divided by the number of Atmospheres of pressure; in gases thinner than 1 Atmosphere, your aerobatics distance is divided by the number of Atmospheres of pressure.
  
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.
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The associated aerobatics distance indicates how awkwardly you fly: it is the smallest distance you can pivot around while flying, and the shortest distance you can travel laterally for every meter of altitude you gain. 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 ''twice'' your aerobatics distance.
  
 
Running doubles your Fly speed.
 
Running doubles your Fly speed.

Revision as of 05:08, 24 January 2014

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.

Moving on top of a creature causes you to be riding it. It may force you to hit it with an attack against GD in order to succeed; if you fail, you lose 3 meters of movement and cannot try to ride that creature again this round.

Moving up from underneath a creature causes it to be riding you. It may force you to hit it with an attack against GD in order to succeed; if you fail, you lose 3 meters of movement and cannot try to be ridden by that creature again this round.

It is possible to squeeze through a space as small as half your size. Doing so makes you move half as quickly, but you can attempt to move at full speed instead by making a DC 8 Acrobatics check; failure ends the movement action at the small space. While in such a small place, you are squeezed.

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.

Chandeliers and other hanging objects can be used as jumping spots, so long as you maintain your momentum by jumping from them during the same action you use to jump to them. If you attempt to use any such swinging devices, you must succeed on an Acrobatics check (DC 4 + the number of devices used) or miss and fall prone on the ground below.

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 2.

Swim Speed

With a swim speed, you can travel through liquids.

Every creature and object has a Sink Distance, which is 2 meters by default. At the beginning of your turn, you sink that many meters into water (other liquids provide bonuses or penalties to Sink Distance). If your Sink Distance is negative, you float towards the surface instead.

Running increases your Swim speed by 50%.

Fly Speed

A fly speed allows you to travel through gaseous atmospheres. In gases thicker than 1 Atmosphere, your fly speed is divided by the number of Atmospheres of pressure; in gases thinner than 1 Atmosphere, your aerobatics distance is divided by the number of Atmospheres of pressure.

The associated aerobatics distance indicates how awkwardly you fly: it is the smallest distance you can pivot around while flying, and the shortest distance you can travel laterally for every meter of altitude you gain. 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 twice 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. Using a teleport speed is a purely mental action.

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