It is important to understand how quickly characters and creatures move in a game of Shapers. Can they run fast enough to escape the monster that is chasing them? Will they reach the escape hatch before the ship explodes? Can the characters reach cover in time to stop the villains shooting at them?
Movement (and positioning) is important.
Characters moving at a brisk walking speed do so at a rate of ½ metre per point of Physical Agility per round. So an average human with a Physical Agility of 4 could walk 2 metres per round.
A character that is jogging moves 1 metre per point of Physical Agility per round. Characters may jog in this way for a number of minutes equal to their Physical Fortitude score. For each minute after that make the character take a Physical Fortitude + Endurance test to continue jogging.
A running character moves at Physical Agility x 2 metres per round. So an average human with Physical Agility 4 can run 8m per round. Running is hard and can only be sustained for relatively short periods of time. As a general rule, characters can run for half a minute per point of Physical Fortitude. After that point they must make a successful Physical Fortitude + Endurance test every 30 seconds to continue running. Each time the roll is passed, reduce the TN of the next roll by 5.
A sprinting character is running at full tilt and can cover Physical Agility x 4 metres per round. Characters can sprint for a number of rounds equal to their Physical Fortitude. A sprinter must make a successful Physical Fortitude + Endurance roll every round thereafter to continue sprinting. Each time the roll is passed, reduce the TN of the next roll by 10.
Jumping and Leaping
In Shapers there are three types of jump, vertical, horizontal and a mixture of the two. In all cases you work out your base movement first and then roll to see how much it gets modified. Use the chart below to work out your base movement vertically and horizontally.
|Type of jump||Base movement in meters|
|Vertical||0.1 x Physical Strength|
|Standing horizontal||2 + (0.1 x Physical Strength)|
|Running horizontal||3 + (0.5 X Physical Strength)|
Once you have your base movement worked out, you make an Average (TN 50) Physical Agility + Athletics roll. For every point of success below the TN add 0.01m (1cm) to the distance travelled. For every point of failure above the TN deduct 0.01m (1cm) from the distance travelled. If you are trying for both vertical and horizontal distance, only make one roll and apply the result to both.
It is inevitable in a character’s life that they will find themselves falling from a height either voluntarily or involuntarily.
Characters may voluntarily drop down 1m without suffering any ill effects or having to make a roll. If a character wishes to drop down further or if they are falling involuntarily, then they will sustain 1 point of Physical Kinetic damage for every metre fallen.
If a character is falling and conscious, they may make an Average (TN 50) Physical Agility + Athletics roll to try and mitigate the damage they take. The TN is reduced by 1 point for every metre fallen, so a 20m fall would be TN 30. For every point of success, reduce the damage taken by 1 point. Damage is further reduced by the falling character’s Physical Fortitude.
For example, Roy is an athlete, but failed to leap from one roof to another and is now suffering the consequences. The resulting fall is 20m, which puts the TN at 30 (50-20=30). Roy has a Physical Agility of 8 and an Athletics of 20, which brings the TN back up to a more manageable 58. Roy rolls a 49! The initial damage from a 20m fall is 20 points, but Roy succeeded his roll by 9 points, which reduces the damage to 11 (20-9=11). Lastly Roy deducts his Physical Fortitude of 6 for a final damage of 5 points from Physical Health. It’s still going to hurt, but it hasn’t quite killed him yet.
Characters with points in the Swimming Aptitude may swim up to half their Physical Strength in meters per round under normal conditions without having to make a test. In strong currents, choppy water or while trying to do something difficult or potentially dangerous, the GM may require a Physical Strength + Swimming test to avoid anything going wrong.
Characters with no points in the Swimming Aptitude may only flounder and try not to drown and therefore must succeed at an Average (TN 50) test every round they remain in the water.
Swimming is tiring and characters can only maintain speed for a number of rounds equal to their Physical Fortitude + Swimming. After that time they must rest on dry land, tread water or succeed at a Physical Fortitude + Endurance test to continue swimming for another round.