I thought I'd posted this one before, but I don't see it on here. These are some movement costs that I made up a long time ago, that reflect what it might cost for some of those "movement only" things player do during their turn.
I have to admit that it's something I/we have hardly ever used, as it usually doesn't really matter (players do simple 'movement only' tasks during their action and it doesn't really amount to much). Still, it's clarified for us if we ever need to figure out how much can be done (by a non-speedster, who has limited movement).
I did this around 20 years ago (with a few minor modifications when I retyped it up). I'd be really curious if anybody has any suggestions on anything that you think might not be really accurate, or that you think could be tightened up.
3.1 THE TURN SEQUENCE
E. Activities Allowable Outside the Action Sequence (p. 22) The following list gives the amount of a characters total movement that must be spent to perform particular moves, maneuvers, or activities. Sometimes, the GM may choose to alter the numbers shown based on relevant circumstances.
Attempt to light a fuse or torch 2 Change facing 90 2 Drop prone, to knees, or dive to the ground 2 Move an object from one hand to another 2 Force open (or closed) an object, door, or hatch (super S: Carrying Capacity 481+) 3 Remove a mask, helmet, or goggles 3 Remove an object from ones own back 3 Rise from a prone, kneeling, or sitting position 3 Change facing 180 4 Open or close a window, door, or hatch 4 Rechamber a new round after an automatic (or semi-automatic) weapon misfire 4 Reload one round in a magazine or revolver 4 Clear a weapon jam 5 (minimum) Move through an open window or hatch 6 Lift another person onto ones back (super S: Carrying Capacity 481+) 8 Lock or unlock a window, door, or hatch with the proper key or mechanism 8 Replace the magazine on a self-load, semi-automatic, pump, energy, or assault weapon 8 Whirl completely around 360 8 Force open or closed an object, door, or hatch (normal S: Carrying Capacity 61-480 lbs.) 9 Attach a silencer, scope, bayonet, sight, or mount to a weapon 10 Attempt to arm, disarm, or detonate an explosive 10 Enter or exit a vehicle 10 Mount or dismount an animal 10 Pass an object to another, willing character 10 Put on a mask, helmet, or goggles 10 Remove an object from a backpack or container (held) 10 Remove shirt, vest, gloves, pants, footgear, skis, or flippers 10 Start a vehicle 10 Remove Wings (device) 15 Perform a frisk or quick body search 20 Put on a shirt, vest, gloves, or pants 20 Reload a speargun or crossbow 20 Remove an object from a characters own backpack (worn) 20 Lift another person onto ones back (normal S: Carrying Capacity 121-480 lbs.) 24 Put on a backpack, jetpack, parachute, or flamethrower 30 Put on footgear, skis, flippers, or Wings (device) 30 Complete change of clothing 1 turn Put on or take off a Life Support suit 3 turns Deactivate a security system or open a lock 1d6 turns Don or remove Armor B 1 phase/ADR
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