TURN SEQUENCE

Movement
A character’s Movement Value is the sum of his Strength, Dexterity, and Endurance scores; deduct 2 for Stocky characters. In the table below find in which range the character’s movement value falls; that column shows the distance that can be covered by that character in one turn, or twelve seconds.

Movement Value Range 0-24 25-42 43-54 55+
Fitness Rating Weakling Average Strong Super
Crawling 4m 8m 12m 16m
Walking 16m 20m 24m 28m
Running 48m 60m 72 m 94m
Running and dodging 28m 32m 36m 40m
Wading 4m 8m 12m 16m
Swimming 8m 12m 16m 20m

“Wading” applies while walking through water waist to neck deep; water less than waist deep may be walked through at normal speed, but characters may not run. When moving uphill or over rough terrain, reduce the movement speed shown by three-quarters. A character my run, run and dodge, or swim a number of turns equal to his Endurance score if lightly encumbered, or Endurance score – 3 if heavily encumbered, after which the character may only crawl, walk, or wade.

Jumping
Each character has a jump number; the jump number is equal to the distance the character can leap in a standing broad jump. The number is doubled for a running long jump and halved for a high jump or backward jump. The jump number is based on the character’s combined Strength and Dexterity.

Combined STR and DEX Jump Number
6 – 9 1
10 – 15 1.5
16 – 21 2
22 – 27 2.5
28 – 33 3
34 – 39 3.5
> 40 4

A character with the Acrobatics skill adds one (1) to the jump number. A character with a Stocky build subtracts one (1) from the jump number.

The jump number may be modified by the a number of conditions. If the take-off or landing area is slippery, uneven, or unstable, subtract one (1) from the jump number. Subtract one-half (0.5) for every three Encumbrance Points carried by the character, and subtract one-half (0.5) if the character is holding anything in a hand greater than or equal to one-half Encumbrance Point when the character attempts to jump.

A long jump requires a runup equal to twice the distance covered by the jump; for example, a 6 m long jump requires a runup of at least 12 m. For every two meters of runup missing, subtract one (1) from the jump number.

Jumping to a higher or lower surface increases or decreases the difficulty. A character subtracts one (1) from the jump number for each half-meter the character must jump up from the take-off area. A character adds (1) if the take-off area is 3 m or more higher than the landing area.

The final jump number is subtracted from the distance to be jumped to determine the chance for success. The character must roll less than or equal to the chance of success on D20 to make the jump.

Distance – Jump Number Chance of Success Recovery time
0 or less Auto. None
0.5 4 D6 – 1 turns
1 1 D6 + 4 turns

A character may take no actions for the first half of the recovery time and is treated as stunned thereafter until the recovery time is completed.


TURN SEQUENCE

Le Ballet de l'Acier Black_Vulmea