This section details the rules for any kind of movement, from walking to driving a car, to flying a supersonic jet or spacecraft.

Everything that can move has six basic attributes which determine how the object moves. This includes all characters. Certain vehicles may have other attributes included (for example, aircraft will include a stall speed, which determines how slow an aircraft may go before it stalls and begins to drop).

The six basic attributes are acceleration, deceleration, top speed, maximum turn, maximum shift, and maneuverability.

  • Top speed (TS) determines the highest speed that can be achieved by the object. It may happen that an object will have more than one top speed. For example, a hovercraft has different top speeds over land and water. Top speed is usually measured in km/h.
  • Maneuverability (MAN) is a measure of how easy it is to maneuver the vehicle. A dump truck is not very maneuverable, but small cars generally are. This is used for such things as defense rolls, and is added to the driving or piloting skill or someone driving or piloting the object (usually only applies to a vehicle).
  • Acceleration (ACC) indicates the maximum amount which can be added to the object's speed in a single five second round. It is assumed that acceleration is constant. (This is not strictly true, but the errors introduced by this assumption are very small, and should not make any difference, as everyone is subjected to the same deviations.) Acceleration is usually measured in km/h/round.
  • Deceleration (DEC) is almost identical to acceleration, but in the opposite direction. Deceleration determines how fast the object can slow down.
  • Maximum turn (TRN) defines the largest possible turn in degrees (360 degrees in a full circle) that is possible for the object to complete in a single five second turn. It is often a calculation that will have to be done depending on the speed of the object (there is a very good reason that you slow down before doing a sharp turn).
  • Maximum shift (SHFT) specifies the largest distance that the object can shift to one side or the other, and remain pointed in the same direction, in a single five second round. Once again, this is often a calculation based on the speed of the object. It is usually measured in metres.
Each of acceleration, deceleration, maximum turn, and maximum shift may have both horizontal and vertical values. For land-bound vehicles, such as cars or humans, these vertical values are all zero, and so are not given in the descriptions.

For certain vehicles, some attributes may be determined by other factors than just the vehicle. For example, the acceleration and maximum speed of a bicycle are dependent on the strength of the character riding it.

When required, the numbers for any attribute measured on a per-round basis can simply be divided by ten to give the value for a single jiffy.

[Previous chapter] [Previous page] [Next page] [Next chapter]
Contents Introduction Characters Skills Combat Other Equipment Skill Descriptions Race Descriptions Appendices