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Thread: Movement Actions revisited

  1. #1

    Movement Actions revisited

    Those of you that have the Coda books might notice that the rules for movement are not completely clear. The Movement Actions chart (6.1) on page 243 of the PG make references to Test Numbers that can be used if the player runs, sprints, climbs, swims or jumps, but nowhere is any information given for how to make these test rolls, or what happens if the player character fails these tests. Moreover, the chart refers to modifiers called into play when the character attempts to move further than normally allowed by the action, but the rule for this is never actually given.

    I spent some time poring through the Icon rulebook, which was created by the same team, more or less, and I found the rules for Movement Actions. After studying these for awhile, I've composed the following movement rules that I intend to use when Narrating my episodes. I have posted the first draft here for everyone's review and comment.


    Movement Actions

    Players do not normally need to make test rolls when their characters move. However, the Narrator may call for a test roll under certain circumstances. If the character is attempting a form of hurried movement (such as running or sprinting), and conditions make that movement risky, or there is an adverse consequence for failuse, a test might be necessary to ensure that the character carries out his movement successfully without losing his footing or dropping an item.

    If a character attempt to run or sprint over uneven terrain or in poor lighting, the Narrator may ask the player to make a Test roll to complete the movement successfully. This will normally only occur when the character is engaged in combat and thus cannot direct his full attention toward moving safely. The character must make a test using his Athletics skill or Agility modifier (the player may choose which), against the following base TN difficulties.

    Code:
    Run       5
    Sprint    10
    This base TN may be modified as per normal Physical Test modifiers. These can be found on page 101 of the PG, on table 6.3. The most common modifiers that affect movement are those based on visibility and terrain. Here are some examples of typical movement modifiers:

    Code:
    Dim Lighting		  +2 TN	
    Darkness		  +5 TN		
    Dense smoke/fog	          +5 TN		
    Light rain		  +1 TN
    Heavy rain		  +3 TN
    Code:
    Uneven/Lightly obstructed terrain	+3 TN
    Broken/Heavily obstructed terrain	+5 to +10 TN
    Slick surface/uneven footing		+3 TN
    Slippery surface/poor footing		+7 TN
    Frictionless surface, no footing	+12 TN
    Note that these modifiers are cumulative. Running up a rocky slope in the middle of a heavy rainstorm would modify the base TN of 5 by +3 for Heavy rain, and another +5 for the broken rocky surface of the ground, for a total TN of 13.


    Success and Failure

    If a character successfully makes the test roll, the movement is completed as desired. If the character fails the test roll, the movement is reduced by a number of meters equal to the amount by which the character failed the test roll.

    If, however, the character fails disastrously (missing the TN by 11 or more) then he moves 1D6 meters along the intended movement path before falling down. A character that falls down must immediately make a Quickness reaction test against the same difficulty number used for the movement. If the character fails this test, any items held in hand are dropped and move 1D6 meters away in a random direction. If the character fails the Quickness Reaction test disastrously, he also suffers 1D6 stun damage. This can be changed to wound damage at the Narrator’s discretion, depending on the kind of terrain involved.


    Fatigue

    Any time a character uses the Run or Sprint actions, he risks becoming fatigued. To avoid this, a character must make a test roll using his Athletics skill score or Stamina reaction, whichever the player prefers. The base TN used is equal to the following:
    Code:
    Run	    5 + (5 per round of consecutive running or sprinting)
    Sprint	    10 + (5 per round of consecutive running or sprinting)
    Thus, a character that Sprints for three consecutive rounds would make this roll against a TN of 25.

    Success at this test means the character has staved off the effects of fatigue. Failure means that the character’s Fatigue level has been lowered by one increment on Table A.8: Fatigue Effects as per page 273 of the Players’ Guide.


    Tactical Movement Limitations

    A character’s tactical movement options might be limited by his current state of fatigue.

    If a character is Tired, he may not use the Sprint action in tactical movement.

    If a character is Fatigued, he may not use the Run or Sprint actions in tactical movement.

    If a character is Exhausted, he may not use the Walk, Run or Sprint actions in tactical movement. Such a character has collapsed from exhaustion and can either stay still or crawl.


    END

  2. #2
    Join Date
    Jul 2003
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    Newcastle, England
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    Extremelly useful guide Rannd, It would have come in handy to have had all that at hand when my characters were running away from the borg, down the ships coridoors, in the pitch black, with dry ice seeping out of the walls.. trip fall and drop their phasers - muahahaha
    Ta Muchly

  3. #3
    Remind me never to play in your campaigns =P

  4. #4
    Join Date
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    Fortunatelly there was only 1 drone They actually managed to get a very lucky roll and bypass it's masking field, to beam it on board. I am a firm believer in giving people enough rope to hang themselves by! They actually disconnected the power themselves too hehe
    Ta Muchly

  5. #5
    Heh, very cool. My campaign kicks off on the 27th of August. I'll have to come and share my crew's exploits here

  6. #6
    Join Date
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    Please do!

    i'm going to be releasing that particular adventure as a download.. when I can be bothered to finish typing it all up, including all the extra sections I've had to add sicne the PC's went in the predictably Wrong direction
    Ta Muchly

  7. #7
    Join Date
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    Alexandria, VA
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    Quote Originally Posted by Rannd
    Heh, very cool. My campaign kicks off on the 27th of August. I'll have to come and share my crew's exploits here
    If you don't, I probably will.

  8. #8
    We ought to post our synopses into a single thread about the campaign, so that other folks can use the stories if they need to.

    Heck, we could do thta with our former campaign, too

  9. #9
    Join Date
    Oct 2001
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    Quote Originally Posted by Rannd
    We ought to post our synopses into a single thread about the campaign, so that other folks can use the stories if they need to.

    Heck, we could do thta with our former campaign, too
    Or we could clean them up and send them to the Beyond the Final Frontier webzine. Or take the synopses and turn them into actual adventures for other folks to use.

  10. #10
    Or we could clean them up and send them to the Beyond the Final Frontier webzine. Or take the synopses and turn them into actual adventures for other folks to use.
    Too much work!

    *hides*

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