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Bleeding   |   Weapon Statistics   |   Effect of Injuries   |   The Focus Skill   |   Stealth Checks   |   First Aid   |   Knockdowns, Stuns, and Shock   |   Ranged Weapons   |   Melee Attacks   |   Movement and Encumbrance   |   Attributes   |   Automatic Weapons   |   Single Shot Weapons
Movement and Encumbrance
MOVEMENT: Your movement score is how many yards you can run per turn. Movement=Speed Score minus Encumbrance Penalty

Your movement score controls the following:

(1) how fast you can move.
(2) "when" you move.
(3) your Dodge defense. (The Dodge active defense is equal to your move.)

Speed Score: Your speed score (rounded down) is how fast you can run unencumbered in one turn.

Your speed score is your Health Score plus your Dexterity Score divided by 4. This value equals how many yards you can run without encumbrance.

The Running Skill adds 1/8 of your skill level to your Speed.

EXAMPLE: PC has a Dex of 11 and a HT of 11. DX + HT/4 = 5.5. Unencumbered, PC may run up to 5 yards (round down) per turn.

Encumbrance: You may carry up to twice your strength (in pounds) without penalty. After that the following penalties apply:

No Encumbrance: Up to 2 times ST = no penalty
Light Encumbrance: Up to 4 times ST= 1 penalty
Med Encumbrance: Up to 6 x St = 2 penalty
Hvy Encumbrance: Up to 12 x ST= 3 penalty
X-hvy Encumbrance: Up to 20 x ST= 4 penalty

The penalty number is subtracted from your speed score to arrive at your movement.

EXAMPLE: In the example above, if PC has Med Encumbrance, he can run only 3 yards per turn.

In this game, all your characters are still considered to have no encumbrance.

Running: You may also get the following bonus: One yard per second as a "sprint bonus" if you are running in a straight line.

NOTE: Real life example: The world record for 100 yard dash is about 9.0 seconds, which would be someone with a running skill of 10, sprinting at 11 yards per second.

Also, for long distances, we do not need to round down the speed score. Each time it hits a cumulative whole number, that can be added to the total sprint (i.e. the fractions may help with long distances).

For distances over 500 yds, the full amount of your speed is DIVIDED by 1 + your encumbrance penalty (i.e. divide by 2 for light, 3 for med, 4 for hvy, and 5 for Ex-hvy). Exhaustion checks also kick in after every 100 yds. We will look at this when it applies.

EXAMPLE: Using the 5.5 example above, the PC could run 65 yards in 10 seconds.