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Help! Movement Rates

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Cthuluzord Cthuluzord's picture
Help! Movement Rates
I'm running a serious combat encounter tonight (I bought a battlemap and everything) and just realized I won't be able to make it home to grab my books. I've totally blanked on movement rates! How are they calculated? How does Speed affect them? Is it calculated differently in freefall? Normally, we at the RPPR group are pretty rules light and turn distance challenges in combat into skill checks. However, tonight is a pretty murderous combat and I want everything to be above board and mathematical. Can someone help me with these rules so I can head over there prepared after I get off work? If it helps, I need to figure the movement rates for a Remade morph with speed 2 and a Guardian Angel in a zero-G environment.
Marek Krysiak Marek Krysiak's picture
Re: Help! Movement Rates
From the core 3 printing: "Movement in Eclipse Phase is handled just like any other action and may change from Action Phase to Action Phase. Walking and running both count as Quick Actions, as they do not require your full concentration. The same also applies to slithering, crawling, floating, hovering, or gliding. Running, however, may inflict a –20 modifier on other actions that are affected by your jostling movement. Even more, sprinting is an all-out run, and so requires a Complex Action (see Sprinting, next page). At the gamemaster’s discretion, other movement may also call for a Complex Action. Hurdling a fence, pole vaulting, jumping from a height, swimming, or freerunning through a habitat in zero-gravity all require a bit of finesse and attention to detail, so would count as a Complex Action and would apply the same modifier as running. Flying generally countsas a Quick Action, though intricate maneuvers would call for a Complex Action. MOVEMENT RATES Sometimes it’s important to know not just how you’re moving, but how far. For most of transhumanity, this movement rate is the same: 4 meters per Action Turn walking, 20 meters per turn running. To determine how far a character can move in a particular Action Phase, divide this movement rate by the total number of Action Phases in that turn. In a turn with 4 Action Phases, that breaks down to 1 meter walking per Action Phase, 5 meters running. Movement such as swimming or crawling benchmarks at about 1 meter per Action Turn, or 0.25 meters per Action Phase. You can also sprint to increase your movement rate (see Sprinting). Vehicles, robots, creatures, and unusual morphs will have individual movement rates listed in the format of walking rate/running rate in meters per turn. These movement rates assume standard Earth gravity of course. If you’re moving in a low-gravity, microgravity, or high-gravity environment, things change. See Gravity, p. 198. JUMPING Characters making a running jump can cross SOM ÷ 5 (round up) meters; use SOM ÷ 20 (round up) meters for standing jumps. Vertical jumping height is 1 meter. Characters making a Freerunning Test can increase jumping distance by 1 meter (running jump) or 0.25 meters (standing/vertical jumps) per 10 points of MoS. SPRINTING You may use Freerunning to increase the distance you move during an Action Phase. You must spend a Complex Action to sprint and make a Freerunning Test. Every 10 points of MoS increases your running distance in that Action Phase by 1 meter to a maximum bonus of +5 meters." Good luck!


Marek Krysiak Marek Krysiak's picture
Re: Help! Movement Rates
Guardian Angel's got movement rate 8/40 with max velocity 80. Movement Rate in microgravity: Characters who are climbing, pulling, or pushing themselves along move at half their movement rate (p. 191) in microgravity. Movement and maneuvering in microgravity is handled using the Free Fall skill (p. 179). Most everyday activity in free fall does not require a test. The gamemaster can, however, call for a Free Fall Test for any complicated maneuvers, flying across major distances, sudden changes in direction or velocity, or when engaged in melee combat. A failed roll means the character has miscalculated and ends up in a position other than intended. A Severe Failure means the character has screwed up badly, such as slamming themselves into a wall or sending themselves spinning off into space.


Arenamontanus Arenamontanus's picture
Re: Help! Movement Rates
See also this old discussion about the mystery of where the movement rates come from: http://www.eclipsephase.com/movement-rates
Extropian
Cthuluzord Cthuluzord's picture
Re: Help! Movement Rates
Thanks for the quick help everyone! It went well. I was hoping to murder some PC's, but campaign power creep got the best of me. That Moxie is some powerful stuff; I'll have to give more of it to the opposition in the future. Still, everyone had fun and seemed challenged. I injured nearly everyone pretty badly before the baddies went down, and the combat remained tactical throughout. For those interested, my first time using a battlemat in EP led to the observation that gridlines and maps make a lot more sense in a setting where 360-degree battle awareness is possible and Tac-Netted into a PC hivemind. I didn't find myself taking avatars off the table as they "hide" nearly as much as in other games. Also, when everyone knows they are going to get into a fight and jacks themselves up to speed 3, a 2 hour combat turns into a deliriously cinematic, slow-mo thirty seconds.
CodeBreaker CodeBreaker's picture
Re: Help! Movement Rates
Be thankful that they didn't then decide to run a small army of drones on top of that. So many rolls... *rocks back and forth* Glad that it all went well.
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Xagroth Xagroth's picture
Re: Help! Movement Rates
CodeBreaker wrote:
Be thankful that they didn't then decide to run a small army of drones on top of that. So many rolls... *rocks back and forth* Glad that it all went well.
We need rules for mass combat for those situations... Of course, I would ask the players if they just "remote control" the drones, or they program some settings on their AI. Then the bad guys would throw some signal-disruption gear when they see all that drones, and they would be NPCs allied with the players that would act the way they were instructed. If they were... (if not, just a simple "shoot everything not recognised as friendly" without much tactics or stuff... mwahahahaha). But seriously, it is easy to counter the drone army... if you have time for the comm disruption, or to hack the signal, or you have another army to keep them busy... If not... Mass Combat rules! Pretty please? ^^U
EccentricOwl EccentricOwl's picture
Re: Help! Movement Rates
Great to hear! Also, I never thought of it that way; it's not a bad representation of one's tactical network. Did it take 2 hours? Ouch! I've always been rather 'iffy' about that 3-second action turn.