Mechanics for Time, Movement and Encumbrance

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Movement as an Action
By taking a Movement action during combat you can move up to 50’ (modified by encumbrance). If no one damages you before your initiative turn, your movement is successful (but see Guard action). If you move out of Melee-Range, only characters who roll higher than you can attack you in melee. Missiles can still attack unless you moved behind cover. The Action-Roll for Movement is your Athletics roll.

Movement as Part of Another Action
You can move within Melee Range as part of another action. In other words, you can take a few steps over to the control panel and activate a switch. You can lunge across a small room to attack a foe. You can open a door and step through. You may take no more than 15’ of movement.

Encumbrance for Normal Actions
Normal encumbrance limit (no penalty) is equal to Muscles times 10 pounds. Add 1 point of encumbrance for each 10 pounds (or part thereof) over that limit.

Encumbrance for Weight-Sensitive Actions
Climbing, Jumping and the like have an encumbrance limit of Muscles times 5 pounds. Add 1 point of encumbrance for each 5 pounds (or part thereof) over that limit.

Encumbrance for Swimming
Swimming has an encumbrance limit of Muscles times 2.5 pounds. Add 1 point of encumbrance for each 2.5 pounds (or part thereof) over that limit

Negative Encumbrance
If you are carrying less than half your encumbrance limit, you get 1 negative encumbrance point for a +1 bonus to all die rolls.

Effects of Encumbrance
Encumbrance is a penalty to most die rolls, including magic rolls. Encumbrance has no effect on characters who are unconscious.

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