Movement
From D20advanced
The GM moderates the pace of a game session, and determines when movement is important enough to be worth measuring. During casual scenes, you usually won’t have to worry about movement rates. If a hero arrives somewhere and takes a stroll around to get a feel for the place, or is flying around town on patrol, there’s no need to know exactly how fast the character goes, it just happens.
Movement Pace
Characters generally move at a normal, accelerated, or all out pace. A normal person’s base movement speed is 30 feet, meaning a character can walk 30 feet as a move action. The following movement paces modify your base speed:
- Normal: A normal pace represents unhurried but purposeful movement at your speed, 30 feet per round for a normal unencumbered human.
- Accelerated: An accelerated pace is twice your speed, 60 feet per round for a normal unencumbered human. Taking two actions to move in a round is accelerated movement.
- All Out: Moving four times your speed is an all out pace, the equivalent of running or sprinting, 120 feet per round for a normal unencumbered human. All out movement takes two actions, and you lose your defense bonus, since you can't easily avoid attacks. However, if you're using a movement FX you gain a +2 bonus to Defense per rank in that power; so a character with Flight 5 moving all out gets a +10 Defense bonus for his speed (it's harder to hit a fast-moving target).
You can move all out for one minute. After that you must succeed at an Endurance check (DC 10) to continue moving all out. You must check again each minute, and the DC increases by +1 for each check.
Characters with movement FX have a normal speed granted by their rank. Accelerated movement doubles that speed. All out movement quadruples it.
Hampered Movement
Obstructions, bad surface conditions, and poor visibility hamper movement. The GM determines the category into which a specific condition falls (see the Hampered Movement Table). When movement is hampered, multiply movement speed by the penalty (a fraction). For example, a character that normally could cover 60 feet with an accelerated move can cover only 30 feet while moving through thick undergrowth.
If more than one condition applies, multiply speed by all appropriate movement penalty fractions. For instance, a character that normally could cover 60 feet with an accelerated move covers only 15 feet moving through thick undergrowth in heavy fog (one-half times one-half, or one-quarter his accelerated move speed).
| TABLE 2.6: HAMPERED MOVEMENT | ||
| Condition | Examples | Movement Penalty |
| Moderate obstruction | Undergrowth | x¾ |
| Heavy obstruction | Thick undergrowth | x½ |
| Bad surface | Steep slope or mud | x½ |
| Very bad surface | Deep snow | x¼ |
| Poor visibility | Darkness or fog | x½ |
Jumping
Jumping is a special type of movement, based on your Athletics check. A jump is one action. Distance moved by jumping counts as part of your normal movement in a round.
You can make a running long jump equal in feet to the amount your Athletics check result beats a DC of 10. A standing long jump covers half that distance, and a high (vertical) jump of a quarter that distance. Round all distances down to the nearest foot. Extra effort doubles your jumping distance for one jump. The Leaping FX greatly increases the distance you can jump.
If you make a long jump and fail to clear the distance by your height or less, you can make a Reflex check (DC 15) to grab the far edge of a gap. You end your movement grasping the far edge. If this leaves you dangling over a chasm or gap, getting up requires one action and an Athletics check to climb up (DC 15).

