Mechanics for Time, Movement and Encumbrance

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.

Movement as a Combat Action
A movement action during combat uses an Athletics roll to determine Initiative. The character can move his Speed modified by Encumbrance). 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 a barrier.

NPC Action and Movement in Combat
In large battles it may not be practical for the GM to announce individual actions for each NPC. Instead, announce a general action. Any individual NPC can change its action by taking a penalty of Disadvantage and 5' (10' instead of 15').


 * Attack: NPCs attack if in range, otherwise they move toward the enemy.
 * Hold: Melee NPCs attack if already adjacent, missile NPCs attack if in range, others tighten their formation.
 * Withdraw: Adjacent NPCs retreat, other front-most NPCs back up, the rest guard (or defend if damaged) or tighten their formation.
 * Group Morale Failure, Adjacent NPCs retreat, others flee.

Long Distance Movement
-- 08-May-22 -- new section

A race can be simulated by using opposed Athletics rolls. Ordinary travel speed is based on terrain and weather, etc. modified by Encumbrance.

Carrying extreme loads, bad weather, traveling at night, by stealth, and so on may reduce travel distance. (Powerful storm x 1/6, Storm or Heavy Fog x 1/3, Heavy Rain or Fog x 1/2, Rain x ⅔.) This reduction is in addition to any natural hazards which may be more frequently encountered at such times.

Encumbrance
-- 29-Apr-22 -- Encumbrance is now based on weight only.

Effects of Encumbrance
Encumbrance, based on weight carried, is a penalty to most die rolls, including magic rolls. Encumbrance also reduces movement by 10' for each die of Encumbrance. Encumbrance has no effect on characters who are unconscious.

Exempt Items
A item's weight need not be counted for purposes of encumbrance if:
 * 1) The item weights less than 3 lbs., and
 * 2) You carry only one of that item.  This is for easier bookkeeping, please don't abuse it.

Encumbrance for Normal Actions
Your normal Encumbrance limit (no penalty) is equal to Muscles times 10 pounds. Add 1 die to 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 die to 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 die to 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 2 negative encumbrance die for a +2 bonus to Action- and Defense-Rolls and an extra 15' of movement.