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
- 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
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.