Movement and Travel

Most Movement interaction is only for travel or during combat; common sense and skills accommodate most of this. Movement has general effects on actions for combat. Movement occurs as a simultaneous part of immediate activity or as travel to cross distances. For travel, the specific physical conditions and the familiarity of characters moving through it have will play a factor in the rate at which they move over (or through) it. Machines, beasts of burden and other less mundane means can make movement over any terrain easier and faster. Speeds are determined by species but may be modified by size and physiology and skills. For combat and other immediate simultaneous activity, the degree of the movement impairs the movers actions and makes it more difficult to target them. This is imposed when the mover attempts to perform other actions along with motion of this type, or when others attempt to target something engaged in that type of motion. Ranged actions generally double the penalties and halve any bonuses.

Play is governed more by a lot of tactical play. However, if you plan to use miniatures or do any tactical gaming for fights, it can become very important, though generally movement is not terribly important in Incarna.

Off-Balance

Base Movement

Base Movement is a characters’ movement rate that is set by their species’ locomotive capabilities. A Measure of movement is either 5′ or .5km (depending on the distance system used).

Athletic Movement Skills

These Athletics type skills indicate proficiency in modes of movement in which the NATURAL mobility type is humanoid upright walking. Creatures with natural mobility which accomplish the same thing always use their natural movement mode in favor of any skill if its better or more appropriate.

Travel

Movement rates largely depend on an individual’s species physical ability to propel themselves. Machines, beasts of burden and other less mundane means can make movement over any terrain easier and faster. Speeds are determined by species but may be modified by size and physiology and the mobility skill. An average rate of movement will be listed for each species for the equivalents of walking, running, swimming, and any other special movement types that the species may have. Unless noted, no time is tracked for accelerating to achieve a movement rate.


i20™ Movement and Travel Details

Impacted by Attribute: None | Lore(s): None

i20 [specific] Requirements: / Cost _ CP/_ Essence

i20 Text

iCore iCore™ Movement and Travel Details

Human Movement Rate Examples
Type Mode Rate Sustain
Base Walking 80m /min. 4.8km /hr
Fast Running 400m /min. 24.0km /hr
Rush Sprinting m /min.
Swimming 100 6.0km /hr
Movement Overview
Motion Travel Target Adj. Immediate Movement Description
Immoblie None Total Insight Paralyzed, unconcious, bound, still, etc.
Fine Base
(Walk)
None Precision movement (straight line; balancing on an edge, precision coordination – picking a lock, working small devices, etc.). Actions directed at a target less than 10% of the size/form.
Gross Fast
(Run)
-2 Imprecise movement, directing actions at targets at least 10% of your size/form. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered.
Erratic Rush
(Sprint)
-4 Swift, random directional or extreme movements, control is minimal. Some overall direction is maintained, roughly 2 AM of immediate distance can assume to be covered.

Immediate

A character can be assumed to move a total distance each AM equal to 1/10th their base move, divided by 6 (1 for each AM in a round). For modern humans, this is about 1.3m.

Sustained

A character can sustain a movement rate equal to their STA; for base in hours, fast in minutes, and rush in rounds. After that, a Mobility check is required. A failed check imposes a degree of exhaustion, with further failed checks imposing additional degrees.

Journey Waypoints

The GM/Challenge sets X waypoints of a journey and Y segments per waypoint; Simple journeys have a single pair of waypoints and a few segments.

Journey Segment

properties:
Interval – ex: 10 miles
> Perceived – ex: yes (easily demarcated; +1) vs. no (assumed)
> “Guide” – knows X waypoints and gets bonus to plan and checks at each waypoint
Labor – ex: 8 fatigue – RC of survival check (but no healing)
Exposure – ex: 4/cold