The difficulty to cover rapidly a distance on foot is determined by the number of extra movements the character takes. One movement equals the character’s Move value; two movements equals twice the Move value, and so on. For each movement beyond the first, add 5 to the base difficulty of zero.

Example: A character with a Move of 10 meters per round who wants to move 20 meters in one round has a running difficulty of 5, while a character who wants to move 40 meters has a difficulty of 15. A character who fails his running roll in the first round covers only his Move or may even trip, depending on how badly the player missed the roll. See the “Accelerating and Decelerating” section for details on what happens in subsequent rounds.


A hero’s swimming Move equals half his normal Move (rounded up). One movement while swimming equals the swimming Move, two movements equals twice the swimming Move, and so on. Increasing this rate likewise increases the base difficulty of 5 by +5 for each movement beyond the first. Thus, the difficulty for a character to move 2 times his swimming speed is 10 (5 for the base difficulty plus 5 for the additional movement).

Without preparation, a character may hold his breath for a number of seconds equal to 5 times a roll of his Strength or stamina. Pre-oxygenating his lungs gives a character a bonus. The maximum any character can hold his breath with preparation is 10 times a roll of his stamina in seconds, though this requires having the stamina skill. The bonus should be much less for the average person.


Characters who have the climb/jump skill can move up a surface at their normal Move (barring adverse environmental factors) with a base difficulty of 5. Those without such a skill move at half their normal movement rate. Increasing the rate increases the difficulty by +10 for each additional one-half of the base climbing Move (rounded up).

Example: A character with a running Move of 10 and without the climb/jump skill wants to move quickly up a tree. His base climbing Move is 5. To increase this to eight meters per round means a difficulty of 15 (5 to climb the tree plus +10 to increase the movement by one-half, or three meters, of his base climbing Move).


A character’s total leaping distance (vertically and horizontally) from a standing position equals one-quarter of his Move in meters (rounded up). The base difficulty is 5 to move this distance, and +10 for each additional two meters (vertically and horizontally) the character hopes to cover. If there is enough room, the character may try running before jumping. The character may add 5 to his skill total per round of the running start, up to a maximum of +10 (two rounds).

The character must have beat the running difficulty in both rounds in order to get the full bonus.

Flying Characters

Characters who fly do so at the base rate designated in the Special Ability or equipment description. To increase this rate, use the same rules as for running, except that the character relies on the flying/0-G skill. Characters may not use this skill unless they have a means of propelling themselves through the air or they are in a zero-gravity environment.
h3. Short Distances

A character may move up to 50% of his movement rate (swimming, flying, or base Move) without this counting as an action. Thus, a character with a base Move of 10 could move five meters on land or 2.5 meters in the water with no action penalty.

Maximum Movement

Characters may perform only one movement action of each type per round, unless a Special Ability allows them to do otherwise. Gamemasters may choose to limit the speed at which characters may travel to 4 times the Move rate for each type of movement.

Accelerating and Decelerating

When it becomes important to the scenario, such as a race or a chase scene, the gamemaster may choose to include acceleration and deceleration rules for running, swimming, and flying characters.

A character may increase his current movement rate by up to 2 times that rate, regardless of whether his movement roll would allow him to travel a greater distance. The maximum increase is 2 times the character’s base Move for that type of movement.

Example: A character with a base walking Move of 10 has a maximum swimming change of 10 — 2 times his swimming Move of 5.

Example: A character with a Move of 10 is chasing a thief, who just swiped her cred-key lanyard. In the first round, she may move up to 20 meters, which has a running difficulty of 5. In the second round, she can increase her speed to 40 meters, which has a running difficulty of 15. If, in the second round, the player generates a running total of 20, by the acceleration rules, she may only move 40 meters, even though her running total meets the difficulty to move 50 meters.

Similarly, if a character does not make a movement roll that would allow him to move at the previous round’s rate, that character automatically slows by 2 times his base Move. (The gamemaster may lower the movement even more if the player rolled particularly poorly.) In other words, subtract 2 times the base Move from the current movement rate to get the new movement rate. If this makes the current movement zero, then the character stops. If it’s less than zero, the character trips.

Example: The character chasing the thief increased her speed to a rate of 40 meters per round. To maintain this speed, her player needs to continue generating a total of 15 with the character’s running skill. If the player gets less than 15, then her character’s speed drops to 20 meters per round (40 minus 2 times her base Move of 10). Characters traveling more than 4 times their base movement rate must slow down gradually or risk hurting themselves by stopping suddenly.


Keep in mind that most characters cannot move rapidly for long periods of time. Determine a suitable length of time depending on existing conditions, the Strength of the character, and any relevant Special Abilities she has. Any additional fast movement beyond that predetermined length requires a fatigue modifier of +3 to the difficulty for each additional round that she continues running. The modifier is cumulative. Thus, one round beyond the maximum is +3, two rounds is +6, and so on.

The gamemaster may use the fatigue modifier for any repetitive action performed for an extended period of time. They can also use it as the modifier to a base difficulty of 5 when using the stamina or willpower skill in an attempt to overcome the fatigue.


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