Chapter VI: Combat, Damage & Movement
T able 6-8: l oCal m oVemenT In y ards p er m InuTe Movement Hampered Standard Characteristic Movement Movement 1 12 24 2 24 48 3 36 72 4 48 96 5 60 120 6 72 144 7 84 168 8 96 192 9 108 216 10 120 240 T able 6-9: o Verland m oVemenT In m Iles p er h our Movement Hampered Standard Characteristic Movement Movement 1 .5 1 2 1 2 3 1.25 2.5 4 1.75 3.5 5 2.25 4.5 6 2.75 5.5 7 3 6 8 3.5 7 9 4 8 10 4.5 9
T able 6-10: f allIng d amage Distance Fallen Damage 3 yards 3 6 yards 5 9 yards 7 12 yards 9 15 yards 11 18 yards 13 21 yards 15 24 yards 17 25+ yards 20
• Standard Movement: This is the typical rate for small groups in open country or on roads. The GM may further modify these rates in light of adverse circumstances, such as weather, darkness, congestion, heavy loads, and so on. A percentage reduction of the total distance travelled is the easiest way to handle this. The GM might decide, for example, that the light drizzle has reduced the overall distance travelled by 10% for that day. Eight hours is a good day’s travel. It’s possible to push on, but the GM should reduce the rate by 10% per additional hour of travel. Groups of travellers move at the speed of the slowest member. J umpIng and f allIng A jump is a controlled vertical descent and a jumping character will usually land on his feet. Jumping is a full action. If a character is pushed, or plummets accidentally, he is not jumping but falling. When a character falls, he takes a hit with Damage based on the distance of the drop. See Table 6-10: Falling Damage and round distances up when necessary. Falling damage is reduced by Toughness Bonus but not armour. If the damage die comes up 10, the character must make another Agility Test or add an extra 1d10 to the damage roll. If he survives he falls to the ground, so a stand action is required to get up. The character must make a successful Agility Test to keep his grip on anything in his hand as he falls. When jumping, the character must make an Agility Test for each 3 yards (rounded up) of descent. If a test is failed, he falls the remaining distance (and needn’t make any more tests). This means that if the character fails the first test, he falls the entire distance. If the character has the Performer (Acrobat) skill, he may use that instead of Agility at the player’s option. Example: Sven, a Dwarf Thief, is on a rooftop when an alert watchman spots him. Sven tries to jump off the roof to the ground below. The GM determines that it’s roughly a 9-yard drop. Sven must make three successful Agility Tests to jump down without injuring himself (one for each 3 yards jumped). He makes the first one easily but blunders the second. His controlled descent turns into a desperate plummet. Since he had jumped 3 yards successfully with his first test, he only takes damage from the remaining distance (in this case, 6 yards). According to Table 6- 10: Falling Damage , a 6-yard fall inflicts a Damage 5 hit. l eapIng A leap is a horizontal jump, like a long jump. It is used to leap from roof to roof or to cross chasms and the like. A leap is a full action.
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