Movement
| Base | Dex : 2 - 2 |
| Training price (+2/+4/+6/+8/+10) | 1 / 2 / 4 / 8 / 12 |
| Price per increase exp | x2 |
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.
| Name | Body | Previous feat | Depends on | Group | |||||
|---|---|---|---|---|---|---|---|---|---|
| Running | |||||||||
| Movement Training | 1 | Running | |||||||
| Perseverance (5x) | 1 | Running | |||||||
| Endurance | 2 | Perseverance 3x | Running 3x | ||||||
| Sprint (4x) | 1 | Running | |||||||
| Perfect Sprinter | 2 | Sprint 3x | Running 3x | ||||||
| Load | |||||||||
| Carrying Loads (3x) | 1 | Load | |||||||
| Packing | 1 | Load 1x | |||||||
| Armor Adaptation (2x) | 1 | Load | |||||||
| Moving in Armor (2x) | 2 | Load 2x | |||||||
| Strong Back | 3 | Load 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.