Movement | Heroes of Fantasy

Movement

BaseDex : 2 - 2
Training price (+2/+4/+6/+8/+10)1 / 2 / 4 / 8 / 12
Price per increase expx2
“Footwork in a fight is just as important as the work of your hands or a good sword. And where the sword is not enough, your legs will be your best ally. He who runs away may fight another day.”

The Movement skill determines how fast you can run or walk and also how well you can move in combat.

Movement is also related to swimming and horse riding. However, if you focus on these disciplines, you probably won't be as good at running.

Feats
Name Body Previous feat Depends on Group
Running
Movement Training1Running
Perseverance (5x)1Running
Endurance2Perseverance 3xRunning 3x
Sprint (4x)1Running
Perfect Sprinter2Sprint 3xRunning 3x
Load
Carrying Loads (3x)1Load
Packing  1Load 1x
Armor Adaptation (2x)1Load
Moving in Armor (2x)2Load 2x
Strong Back3Load 4x

Chase

You will make very good use of your Movement in a chase (whether you are fleeing or trying to catch someone).

The chase itself has two phases. In the first it is purely about speed (sprint), in the second about perseverance (running). In each roll you compare Movement, but the difference will lie in training (sprinters will dominate the first phase, long-distance runners the second).

Contest Roll

Movement + 2d6

against

Movement + 2d6

+3 higher effort

(+1 level of fatigue)

Modifiers

According to load and fitness

According to armor (-2/-4/-6)

Lead

The progress of a chase is tracked by the lead. At the start, the fleeing party has a lead of 1 (or more, at the GM's discretion). As soon as the lead reaches 5, the fleeing party has escaped. If it drops to 0, the pursuer has caught up.

In very confusing terrain a lead of 3 is enough; on the other hand, on plains (or with successful tracking) it must reach 10.

Resolution (applies to both phases)

Whoever rolled higher can increase (the fleeing party) or decrease (the pursuer) the lead by 1, or save strength and receive only 1 level of fatigue.

If the difference is total (rolled 10 more), they can change the lead by 2 (or save strength and change the lead by 1).

If both rolled the same (or differ by at most 1 point), the lead does not change.

Fatigue

Fatigue is important in a chase. All participants receive 2 levels of fatigue for each phase of the chase.

Higher effort

Before the roll you can decide to exert yourself more. You then gain an extra level of fatigue, but you get a +3 bonus (however, you cannot apply saving strength to this fatigue).

Sprint

Make a Movement contest roll. Animals count Movement x2 and a +10 bonus (some even more). Everyone adds fatigue.

If the pursuer does not catch the fleeing party, they can continue sprinting.

If a character has penalties of 5 or more, they cannot sprint. If neither side can or wants to sprint, we move on to the Perseverance phase. If one side cannot (or does not want to) sprint, it counts only its base Movement, does not roll for the sprint and does not receive fatigue.

Perseverance

This phase repeats over and over until the chase ends. Again everyone rolls Movement and adds bonuses for perseverance. Then they add fatigue.

Here too animals have large bonuses, although the differences are smaller (predators such as the wolf last the longest). A horse with a rider can last a long time, but an experienced runner can wear it out.

If the pursuer catches up with their prey, we switch to the sprint (if at least one side has enough strength).

Tactical Points (TP)

One of the most important values in combat. It shows how many moves you have per round.

TP 3 + Movement : 2 (at least 1)
penalties armor stiffness and encumbrance in full, the armor penalty to skills by half

For each TP you move a number of meters that depends on the kind of movement. A straight step is 1 m, a diagonal one 1½ m. What you do not use of a TP stays available for your next step. As soon as you do anything else, the rest is lost.

movement 1 TP
walking 1 m
running * 2 m, animals more
galloping on horseback * 4 m
lying and kneeling ½ m
swimming 1 m, water creatures more
flying 5 m
starting to run 1 TP *
stopping 1 TP
lying down 1 TP
kneeling 1 TP
rising from lying to kneeling 1 TP
from lying to standing 2 TP
rising from kneeling to standing 1 TP
turning as a reaction 3 TP
lying down as a reaction 3 TP
fall 6 TP

* If you have more than 2 TP left while running at the end of the round, you stop automatically. At a gallop you cannot lie down, kneel or stand up, the horse has to slow down first.

Running and travel speed

Even though it doesn't mean much in game terms, you may want to determine speeds numerically. Rather try to avoid it, though, because there is no point in calculating to the hour how long it takes you to get from somewhere to somewhere when you don't even know the exact distance. If racing against time matters to you (for example, you have to be somewhere in time), use chase rolls instead.

* The listed speeds are not maximal but safe (when sprinting in combat you cannot run flat out, you have to be careful). As with a chase, you can increase the speed by 5 (higher effort), but at the cost of much greater exhaustion. In addition you have no active defense or attack.



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