Jetboots Redux

JCab747's picture
JCab747
December 30, 2017 - 6:10pm

A few months ago, Jedion posted a treasure trove of old Dragon magazine articles in one PDF on this site.

One of them was a story called “Jetboots don’t fail me now!” by Charles A. Venelli that was in the November 1988 issue of Dragon Magazine. You can see a separate PDF of this original story here: http://www.starfrontiers.us/node/9954

Vanelli offers an alternative way to calculate a character’s movement rate and his story begins with this vignette:

Player (whose character; a space-station security guard, has unexpectedly discovered an intruder in a storage area): “I back away, drawing my nightstick.”

Referee: “Great, because the guy takes off the moment he sees you. He’s carrying a box from the storeroom.”

Player: “I chase after him! When I catch up, I’ll smack him with my nightstick! I move at 30 meters per turn.”

Referee: “Being a human, the intruder also runs at 30 meters per turn.”

Player: “Well, then, how am I gonna catch him?”

Good question. Unless the intruder happens to slip on a convenient banana peel or other unforeseen obstacle, the poor security guard may never get his man. Here we see evidence of a flaw in the STAR FRONTIERS® game, in that all beings of the same race run at the same rate of speed.

The problem, however, is not just limited to running or walking; it also applies to swimming, climbing, and just about every other movement task that a character might attempt.

In the STAR FRONTIERS game, all creatures are given a set of movement rates which are dependent only upon the races of the creatures involved. Thus, every Human in the Frontier runs just as fast as every other Human. The same can be said for Yazirians, Dralasites, and every other known race.

Obviously, this just isn’t the case. Any decent member of an Olympic track team could beat the socks off the average person on Earth in a foot race, yet the current movement system would not allow this.

Since all characters are not created equal in the STAR FRONTIERS game system, all speeds should not be equal. Speed should be based upon the basic attribute scores of a character and the character.s race. (Obviously, a Dralasite cannot run as fast as a Vrusk.)

Vanelli then proceeds to offer a diversified movement rate system based on the average of a character’s strength and reaction speed.

“The Strength score is used in the MRM because a character’s speed and quickness are based upon the strength of the muscles within that character’s limbs,” Vanelli wrote. “The Reaction Speed score is used because, by definition, it is a measure of a person’s quickness.”

By taking the average of Strength and Reaction Speed, you create a Movement Rate Modifier, then use a series of somewhat complicated charts (of which I think there are some typos in the statistics) to calculate a character’s speed.

Joe Cabadas
Comments:

JCab747's picture
JCab747
February 9, 2018 - 7:31pm
Right now I am tinkering with creating some charts that are closer to what Charles Vanelli created, though with an aim to present a symplified system. I will post it as soon as I think I've figured out the kinks in it.

One thing I was thinking was just make the crawling speed equal to one-fourth of a character's walking speed for most races. Satharoids I think could move along at one-half speed... maybe a Vrusk might be able to do that too?

Then, I was thinking of adding a Trot category -- moving at half running speed. This would be more of the equivalent of a distance run, rather than a sprint, so instead of running at top speed for a number of minutes equal to a character's STA, divided by 10, and rounded up, maybe it should be more like trotting for a number of minutes equal to your STA score divided by 2. Those with a Running skill could trot for a number of minutes equal to their STA score (like, say, a marathon runner).

Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 9:47am
Here's the beginnings of some revisions.

When I get a completed document, I'll post it under my Joe's Half-Baked Ideas project with a link here so anyone can review it at once.

Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 9:50am

The following Movement Rate Modifier (MRM) system is based on a combination of a character’s Strength and Reaction Speed. The Strength score represents strength of the muscles within that character’s limbs while the Reaction Speed score is a measure of a person’s quickness. Add the STR and RS scores together and divide by 20; round the results up or down to the nearest whole number.

This number, usually from 1 to 10, indicates how fast a character is – but only as compared to other members of the same race. High MRMs represent fast characters, while low scores indicate a character is slower.

The MRM score is used to help calculate walking, running, hiking, crawling, swimming, and leaping speeds. It should be recorded near the character’s movement rates.

For example, Ohhmama the Dralasite, though, has an STR score of 55 and an RS score of 41; the sum of those two scores is 96; divided by 20 the result is 4.8. Rounding up means its MRM score is 5.

Yayla the Yazarian has an STR score of 38 and an RS score of 51. The sum of her two ability scores is 89; divided by 20, the result is 4.45. That number is rounded down to a 4, which becomes Yayla’s MRM score.

The table below provides the average scores and movement rates for members of the Core Four, Rim and Satheroid races. A character with roughly average ability scores will move at the average rate for his species. 

Average STR, RS and Movement Values by Race Table

Race

Average Strength

Average Reaction Speed

Average MRM

Avg. Walking Speed*

Avg. Running Speed*

Avg. Hiking Speed**

Dralasite

50

40

5

5 m/t

20 m/t

3 kph

Human

45

45

5

10 m/t

30 m/t

 5 kph

Humma1

55

45

5

10/25 m/t

35/50 m/t

6 kph

Ifshnit

40

45

4

4 m/t

15 m/t

2 kph

Osakar

50

50

5

25 m/t

60 m/t

10 kph

Vrusk

40

50

5

15 m/t

35 m/t

6 kph

Yazarian

35

50

4

10 m/t

30 m/t

4 kph

Satheroid2

45

40

4

10 m/t

20 m/t

3 kph

*Walking and running speeds are the distance that a character can travel in meters per turn (m/t).

**Hiking speed represents the rate a character can walk, with appropriate rest periods, over long periods of time, represented in kilometers per hour (kph).

(1) Humma can conduct leaping and spring charge attacks, which is why there is a second number for their walking and running speeds. Leaping can only be done for 10 turns, followed by 30 minutes of rest.

(2) Includes Sathar and the optional S’sessu races.

To help determine a character’s MRM score, consult the Movement Rate Modifer (MRM) Chart on the following page. To use it, determine the character’s Strength (STR) score in the third row of the chart and cross reference it with the Reaction Speed (RS) score, which are the numbers in the first column. The number at the intersection of these two entries is the MRM score, which has already been rounded up or down to the nearest whole number.

Then use the character’s MRM score to calculate walking, running and other movement speeds by consulting the appropriate Base Movement Values by Race tables. These “base movement values” allows characters of the same race, who are physically alike, to have the same movement rates. Those characters who are different may be slower, if they have a low MRM score, or faster, if they have a higher MRM score, than their peers.

For example, Ay Norus the Pledge, a Humma, has a STR score of 62 and an RS of 51. He has an MRM score of 6. He can walk at a rate of 16 meters per turn or “hop walk” at 31 meters per turn, while B’borak the Plebe has an average MRM score of 5 and walks at a Humma average rate of 15 meters per turn or hop walks at 30 meters per turn. When pursued by a Quickdeath, B’borak is caught first.

Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 9:52am
.

Movement Rate Modifier (MRM) Chart

- - - - - - - - - -Character’s Stamina (STA) Score - - - - - - - - - -

Character’s

RS Score

5

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

100

5

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

10

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

15

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

20

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

25

2

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

30

2

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

35

2

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

40

2

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

45

3

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

50

3

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

55

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

60

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

65

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

70

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

75

4

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

80

4

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

9

85

5

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

9

9

90

5

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

9

9

10

95

5

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

9

9

10

10

100

5

6

6

6

6

7

7

7

7

8

8

8

8

9

9

9

9

10

10

10

Movement Types.

Base Walking Speed. This is the rate at which a character can walk, expressed in meters per turn. It is also the rate at which a character can climb ladders or a staircase. Add the character’s MRM score to the base score to determine his walking speed. Note, a Humma has two walking speeds listed; the second figure is for when it hops.

Base Running Speed. This is the rate at which a character can run at maximum speed, expressed in meters per turn. It is also the rate at which a character can climb ladders or a staircase. Add the character’s MRM score to the base score to determine his running speed. Note, a Humma has two running speeds listed; the second figure is for its spring charge.

Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 9:55am

Base Hiking Speed. This is the average distance that a character of a particular race can travel during an hour of walking with appropriate, periodic resting periods. First, divide the character’s MRM score by 10 then add that number to the base score to determine his hiking speed. See the “Mixed Party” rule to determine the speed of groups comprised of different races. The type of terrain will affect how far a character can actually travel.

 

Walking, Running, Hiking, Crawling, Trotting and Climbing Speeds by Race Table

Race

Base Walking Speed

Base Running Speed

Base Hiking Speed1

Crawl Speed

Trotting Speed

Base Climbing Speed2

Base Vertical Climb3

Dralasite

0 m/t

15 m/t

2.5 kph

¼ Walk

½ Run

1.5 m/t

0.5 m/t

Human

5 m/t

25 m/t

4.5 kph

¼ Walk

½ Run

1.5 m/t

0.5 m/t

Humma

5/20 m/t

30/45 m/t

5.5 kph

¼ Walk

½ Run

0.5 m/t

0.0 m/t

Ifshnit

0 m/t

11 m/t

1.6 kph

¼ Walk

½ Run

1.0 m/t

0.2 m/t

Osakar

20 m/t

55 m/t

9.5 kph

¼ Walk

½ Run

3.5 m/t

1.5 m/t

Vrusk

10 m/t

30 m/t

5.5 kph

½ Walk

½ Run

2.5 m/t

0.5 m/t

Yazarian

6 m/t

26 m/t

3.6 kph

¼ Walk

½ Run

2.6 m/t

1.1 m/t

Satheroid*

6 m/t

16 m/t

2.6 kph

½ Walk

½ Run

2.1 m/t

0.8 m/t

*Includes Sathar and S’sessu.

1. To determine a character’s hiking speed, divide his MRM score by 10. Add the result to the Base Climbing Speed number.

2. To determine a character’s “rope climbing” speed, divide his MRM score by 10. Add the result to the Base Climbing Speed number.

3. To determine a character’s vertical climbing speed, divide his MRM score by 10. Add the result to the Base Climbing Speed number.

Crawl Speed. This is the rate at which a character can crawl along the floor or ground in a semi-prone position in meters per turn. For most races, it is generally one-fourth of their walking speed, though some races, such as Vrusk and Satheroids can move at half of their walking speed due to their physiology. A crawling character receives the benefit for being prone when facing a ranged attack though typically can not return fire (at least not with any accuracy) because their arms are in use for crawling.

Trotting Speed. This is the speed at which a character can travel which is more equivalent to a jog rather than a sprint; it is typically one-half of the character’s running speed. Such a character still receives the running penalty when firing at another character, but also receives the benefit of the running movement adjustment against ranged attacks. A character can still dodge while trotting, moving at half of their trotting speed.

Trotting is for those who are trying to cover more distance over a longer period of time rather than the distance they can travel by sprinting. A character can move at trotting speed for a number of minutes equal to their Stamina score divided by 2.

Base Climbing Speed. This is the maximum rate which an average character of a particular race can climb a rope (or a tree or vine or similar object) during a turn. To determine a character’s climbing speed, first divide the character’s MRM score by 10, take that number and add it to the base score; the resulting figure is the speed at which a character can climb in meters per turn.

For example, Taila Shurn, a Human woman, has an MRM score of 5. To determine her climbing speed, divide 5 by 10; the result is 0.5. That number is then added to Base Climbing Speed number for Humans, which is 1.5 meters per turn. Taila can climb a rope at a rate of 2 meters per turn.

At the halfway point of a climb, the character must make a Strength check with +30 percent modifier. A roll of 96-00 is automatic failure. Failing the roll means the character falls, resulting in falling damage.

The referee may allow the player to make a Reaction Speed check to see if he can grab the rope to stop or slow his fall; if that check is successful, he will still fall 1d5 to 1d10 meters. If the character strikes the ground, even after making an RS check, trim the fall damage in half.

Some species, such as the Osakar, Vrusk, Yazarians and Satheroids are better climbers than others. Humma, however, are not physically made for climbing and are often slower than Ifshnits; Humma can vertically leap far higher than most other races, so this is not always a problem.

Base Vertical Climb. This is the maximum rate which an average character of a particular race can climb a vertical or nearly vertical wall or similar surface a turn (assuming there are appropriate hand- and footholds). To determine a character’s vertical climbing speed, first divide the character’s MRM score by 10, take that number and add it to the base score; the resulting figure is the speed at which a character can climb in meters per turn.

He must make a Dexterity check with a +30 percent modifier at the halfway point of the climb and at the top. A roll of 96-00 is automatic failure. Failing the roll means the character falls.

As noted earlier, some races are better climbers than others.

Slopes Less than 60 Degrees. Strength checks for rope climbs and Dexterity checks for wall climbs are not necessary if the surface the character is climbing slopes less than 60 degrees.

Running Skill MRM Bonus: If a character learns the Running skill, not only will he have increased endurance and be able to run at top speed for a longer period of time, he will also be able to run faster. The Running skill will provide a character with a +5 MRM bonus.

So, a Vrusk female character that normally has a MRM score of 5 (her race’s average) will have the equivalent of a MRM score of 10. She can walk at 20 meters per turn and run at 40 meters per turn and has an hking speed of 6.5 kilometers per hour.

Climbing Skill MRM Bonus: A character with the Climbing skill receives a +1 meter per turn movement rate when it comes to rope climbing and vertical climbing. They can climb a ladder or stairs faster too with a +1 m/t movement rate bonus.

Joe Cabadas

sevanwint's picture
sevanwint
February 10, 2018 - 12:55pm
This is pretty slick. I like how you use the  1/2 and 1/4 of speeds, as it always seems cleaner to me. I have actually started using halves in and quarters for terrain modifiers instead of the using the alpha dawn movement modifiers. 

JCab747's picture
JCab747
February 10, 2018 - 1:07pm
sevanwint wrote:
This is pretty slick. I like how you use the  1/2 and 1/4 of speeds, as it always seems cleaner to me. I have actually started using halves in and quarters for terrain modifiers instead of the using the alpha dawn movement modifiers. 


It seemed like an easier solution than attempt to come up with some other arbitrary movement number.
Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 6:29pm
Dave the Lost wrote:

On the other pseudopod, Dralasites can't breathe underwater, and do use scents and odors as part of their communication they might be more sensitive to alternative atmospheres.

I think it would really depend on what the atmospheric taint is. Dust would likely bother a Dral less, amonia more. It would be a fun game trait to allow that rough skin to act as a built-in natural gas mask for Drals though. Then there are the Vrusk with all those abdominal breathing spiricals, they might be the most atmospherically sensitive.


Hi, I just wanted to acknowledge that I read your post and note that you made some good observations.
Joe Cabadas

JCab747's picture
JCab747
February 10, 2018 - 8:57pm
For those interested in just reviewing my reworking of the "Jetboots" story, please go here to read it:

http://www.starfrontiers.us/node/9997

For those who would like to see the revised version of the Fleshing Out Your Character section, which is basically a Bill Logan story that's been combined with a C.J. Williams story on gender modifiers plus the "Jetboots" rewrite, you can go here:

http://www.starfrontiers.us/node/9975

 

Reviews and suggestions are welcomed.

Joe Cabadas

JCab747's picture
JCab747
February 18, 2018 - 8:23pm
I know this website was down for several days. One change I did make, though not on the downloadable documents, is for the "temporary bursts of speed" section. 

Instead of a boost of 10 MRM (movement rate modifier), which would be an extra 10 meters per turn, I cut it to a boost of 5 MRM or an extra 5 meters if the character can make an RS check.

I still am keeping the -5% modifier per effort, because I think each time someone tries to get that extra burst of speed, they are wearing themselves out faster and would be less likely to find that extra reserve of energy to accomplish such a feat.
Joe Cabadas

JCab747's picture
JCab747
February 11, 2019 - 8:56am
I'll be turning this topic into an article too.
Joe Cabadas

jedion357's picture
jedion357
February 11, 2019 - 4:44pm
JCab747 wrote:
I'll be turning this topic into an article too.

Good to know, I'll add jet boots to the list of illustrations that will be needed. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!