Silver Age Sentinels Movement Rules
Silver Age Sentinels is a great superhero RPG, but the first time I ran it, I found that I wasn't exactly sure how to handle movement. Perhaps due to d20 poisoning from running my D&D game, I needed something a little more concrete than what the rules provided. However, I didn't want to lose any of the flexibility or "looseness" of the SAS rules. Here's what I came up with...everything except the fatigue rules has been playtested and worked pretty well, IMHO.
Movement does not require the use of an action. A character can move as much as the player likes during a round, as long as the limit of Body X 6 metres per round (or the maximum level of a movement Attribute) is not exeeded. Attack Actions, Defensive Actions, and non-combat Actions may be taken while moving (within reason), though if the character is moving at speeds in excess of Body X 4 metres per round (or Movement Attribute maximium level -2), all actions will be penalized. If a player wishes a character to move at a speed that will incur penalties to actions, the player must say so before rolling for the character's first action.

Unless the character is using the Jumping power attribute, a character moving faster than Body X 3 (or Movement Attribute maxmium level -3) metres per round, must make a Body-based Skill Check (Sports(Running), Power Usage, or whatever else seems appropriate to the form of movement) at the end of the round or be forced to move at the next slower pace next round. The penalties for taking actions while moving apply to these Skill Checks. The character may move at Body X 3 (or Movement Attribute level maximum -3) indefinitely (i.e., until the GM decides Body Checks vs. fatigue are called for in order to keep from collapsing), but a character who has failed a Skill Check to keep moving at a given speed may not attain or exceed that speed again without taking a round to rest. While "resting," a character may not move more than Body X 1 in metres. After a round of rest, a character may move at any speed once again.

If the player wishes the character to be able to use a movement Attribute for a longer period of time without making Body checks to keep up the pace, it would be reasonable to require the character to buy a Duration PMV for the Attribute to indicate how long the Attribute can be used to move at maximum speed. Characters who wish to move "normally" without making Skill checks to maintain speed should buy the Attribute Special Defense - Fatigue. (see below)
Normal Movement Rates And Penalties
SpeedPenaltySkill Check To Maintain Speed
Body X 6 mpr-4Y
Body X 5 mpr-2Y
Body X 4 mpr0Y
Body X 3 mpr (or less)0N
Movement Power Rates And Penalties
SpeedPenaltySkill Check To Maintain Speed
Attribute Max-4Y
Attribute Max - 1-2Y
Attribute Max - 20Y
Attribute Max - 3 (or less)0N
Jumping Power (Body X 6 mpr)0N
Special Defense - Fatigue
1 pt2 pts
Skill check to maintain speed once every 2 rounds.Can maintain a given speed indefinitely.
While we're dealing with movement, below you'll find a table for normal jumping distance. It reflects the normal SAS rules, not my house rules. People in the SAS universe can jump pretty far! I'd apply a -4 penalty to any actions taken while jumping, if it ever comes up.
Normal (Non-Powered) Jumping Distance
Running StartForward DistanceUp/Back DistanceBody Check
None2 metres1 metreN
Short4 metres2 metresN
Substantial(Body X 5)/4 metres(Body X 5)/8 metresY
Copyright © 2002 The Metallian
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