Movement
Base Movements (h1.41)
The unmodified starting movement values are listed below.
- 12m Running
- 4m Leaping
- 4m Swimming
The movement values can be increased directly or by buying movement powers.
- Running = 1 CP per +1m
- Leaping = 1 CP per +2m
- Swimming = 1 CP per +2m
Using natural movement (not from powers) still costs END.
- Running END = ROUND(meters/10)
- Leaping END = ROUND(meters/5)
- Swimming END = ROUND(meters/5)
Combat Movement (h2.24)
This is the number of meters purchased that a character can move in a full phase action.
A character has their full DCV and OCV values while moving at these speeds.
Noncombat Movement (h2.24)
This is double the character’s combat movement rate.
A character moving at non-combat speeds has 0 OCV and 1/2 DCV.
Real World Speeds
To calculate a characters KPH speed multiply their base movement by 7.03125.
- movement × 2 × 12 × 5 × 60 / 1,000.
To calculate a characters MPH speed multiply their base movement by 4.474.
- movement × 2 × 12 × 5 × 60 / 1,000 × 0.621371.
Explanation; you multiply base movement by 2 to get the noncombat distance. You multiply by 12 to get the distance per turn. You multiply by 5 to get the distance per minute. You multiply by 60 to get the distance per hour. You divide by 1,000 to convert meters to kilometers. You multiply by 0.612371 to convert kilometers to miles.
Example
A base movement of 20 = 20 × 7.03125 = 141.625 kph
A base movement of 20 = 20 × 4.474 = 89.48 mph.