Getting from here to there by any means — running, swimming, flying, using a vehicle, you name it in OpenD6 Fantasy — is what this section is all about.
In addition to basic movement, this section covers vehicle combat for the Open D6 rules as well. You can find more information on Fantasy vehicles in the OpenD6 Fantasy Equipment section. You can also find additional rules, options, and vehicles online for this by coverting materials presented for OpenD6 Fantasy, OpenD6 Adventure, OpenD6 Space, or even Star Wars D6.
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 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 Physique or stamina. Preoxygenating 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.
A character who fails his swimming roll begins to drown, taking 1D in damage each round that he misses his roll. Furthermore, difficulty to remain afloat increases by +3 for each round that the character misses the roll. The damage total and the swimming modifier are cumulative and the failed rounds need not be consecutive (though they must be within the same period of time spent in the water).
Characters who have the climbing 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 climbing 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 20 (5 to climb the tree plus +10 to increase the movement by onehalf, or three meters, of his base climbing Move).
Additional modifiers can be found in the "Example Skill Difficulties" section.
A character's total leaping distance (vertically and horizontally) from a standing position equals onequarter 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.
Characters who fly do so at the base rate designated in the Special Ability, spell, miracle, or equipment description. To increase this rate, use the same rules as for running, except that the character relies on the flying skill. Characters may not use this skill unless they have a means of propelling themselves through the air.
See the "Vehicles and Aerial Characters" section later on this page for more details on flying movement.
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.
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.
When it becomes important to the scenario, such as a race or a chase scene, the gamemaster may choose to include acceleration and deceleration maximums.
A character may increase or decrease 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 or decrease 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 his coin bag. In the first round, he may move up to 20 meters, which has a running difficulty of 5. In the second round, he can increase his 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, he may only move 40 meters, even though his 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. 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 his speed to a rate of 40 meters per round. To maintain this speed, his player needs to continue generating a total of 15 with the character's running skill. If the player gets less than 15, then his character's speed drops to 20 meters per round (40 minus 2 times her base Move of 10).
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 Physique 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 mettle skill in an attempt to overcome the fatigue.
The gamemaster may include additional modifiers or require an additional related skill roll for any form of movement, depending on surrounding conditions, such as high winds, numerous obstacles, slick surfaces, sharp turns, and so on.
Vehicle actions work like normal character actions, with some additional game mechanics for special situations.
Much of the information found in this section applies equally well to flying characters and creatures, particularly the details on stunts.
Vehicles, including those pulled by animals, have five speeds of movement: stopped, cautious, cruising, high, and all-out. Drivers and pilots of vehicles may make one movement action per round.
Vehicles may travel anywhere between half their current speed and the full current speed at each level. Rapid acceleration and deceleration are considered stunts and dealt in the next section. Use the running rules earlier in this section to determine the rate at which creatures pulling the vehicle travel. Each vehicle lists the pulling rate for the animal while attached to it.
For normal vehicle use or casual flying under ideal conditions, a character need not make a skill roll. When the conditions turn less than favorable or he decides to attempt a fancy maneuver, his charioteering or pilotry skill plus the vehicle's Maneuverability code or his flying skill determines his success. A character's animal handling roll may help (or hinder!) the operation of vehicles pulled by creatures.
Rapid acceleration and deceleration also warrant rolls, enhanced by the vehicle's Maneuverability, to see if the operator maintains control. These maneuvers have an initial difficulty equal to the speed at which the vehicle is traveling, adjusted based on existing conditions (see the "Stunt Difficulties and Modifiers" chart for some suggestions). A vehicle may reduce or increase movement by two levels in one round. Failing this roll means that the character has lost control for one round. If some immovable force doesn't stop the vehicle or character during that round, he may attempt to regain control on the following round.
Captains in charged of crews need to make periodic command rolls. (See the command entry for difficulty suggestions.) Based on the difference between the difficulty and the roll, the crew might help or hinder the pilot's efforts — and perhaps even that of the gunners!
For land vehicles, if the character fails the charioteering roll, the vehicle misses its target, veers to the side, and stops — perhaps even loses its pulling creatures or topples over if the roll was bad enough. If the vehicle can still move, the character must then spend one round regaining control of the animals and another in getting the vehicle back where she wants it. Should the character instead succeed, she keeps the vehicle reasonably straight and may try for another stunt on the next turn.
If a character wishes to perform any other actions in addition to charioteering. pilotry, or flying, he must make the appropriate skill rolls for all actions, reduced by the multi-action penalty, regardless of the situation. The base difficulty for normal operation becomes 5. Stunts still have their established base difficulties.
Ramming is done with the nose of a vehicle, while sideswiping is done with its side. Only water vehicles or magical conveyances not requiring animals to pull it may ram. Any vehicle may sideswipe.
The pilot of a water vehicle that rams another vehicle automatically loses all actions the next round, trying to keep the boat from tipping or spinning. About the best she can hope for is to limp back to land.
Both vehicles take damage (the mechanics of this are explained later in this section) in a successful ram or sideswipe.
If the creature pulling a vehicle is incapacitated or killed, the vehicle is considered to crash at its current speed. (This is also the case if only one creature in a team is killed or incapacitated.) The game characteristics for a typical horse are given in the "Adventure Tips" section.
Rather than killing the creatures or creatures, an attacker might try to "spook" it or them. All but the best-trained horses will be spooked by explosions or fire. To spook a creature, a character must have the means at hand to create such an effect (such as a flintlock pistol or a mystic bolt spell), and must generate an intimidation total against the creature's mettle or Charisma. If the intimidation total meets or beats the creature's total, the effect spooks the creature.
With a scared creature, the driver of the vehicle must generate a charioteering or pilotry total (including the Maneuverability) against a difficulty equal to the animal's mettle or Charisma total +9 to bring it under control. If the driver fails, the creature gallops away at top speed, towing the vehicle behind it. If the creature is a member of a team, the entire team panics and gallops off. The creature and carriage travel at "panic speed," a rate equal to 4 times the creature's Move.
Each round, the driver can make another charioteering or pilotry roll to gain control of the creature or creatures. For each round that the vehicle is traveling at panic speed, it suffers damage as if it had been hit by an attack (equal to 5D on a road or smooth surface, 6D when on rough ground). Obviously, a panicked team can easily destroy a carriage.
The base difficulty to hit a vehicle is 10, modified by distance and the sizes of the attacker and the defender (using the scale modifier listed in the "Combat Options" chapter). That means a person shooting a large carriage has a +6 to his attack total, while a carriage sideswiping another carriage has no modifier.
If the driver wishes to fire a weapon, she must make both an Easy charioteering or pilotry roll (modified by the vehicle's Maneuverability code) and a marksmanship roll. Because she's doing two actions, she also incurs a multi-action penalty to both rolls. Passengers may shoot with few or no penalties. (Note that these actions would not be possible in some vehicles.)
A character may also attempt to maneuver the vehicle out of the way of incoming projectiles or other vehicles. Instead of the dodge skill, the character uses her charioteering or pilotry skill plus the vehicle's Maneuverability code. Use the active partial or full defense rules for characters to determine the new defense total. The defense total becomes the new combat difficulty and is in effect until the character's turn in the next round.
When a vehicle takes damage from a weapon or another vehicle, it's the level of destruction that matters. For this reason, vehicles simply use a damage level system (similar to Wounds), rather than having Body Points. Use the following guidelines and compare the result to the "Vehicle & Passenger Damage" chart to figure out the level of damage the vehicle has sustained. (Injury to creatures is determined separately and using the same rules as characters.)
With weapons, compare the weapon's damage total to the target's damage resistance total.
When a vehicle collides with something else, decide how fast it was going when it made the collision and modify it based on the circumstances of the collision. Compare that to the damage resistance total. Should two vehicles be involved, both take damage. See the sidebar for the speed and collision modifiers.
Note that destroying a vehicle does not necessarily immobilize the creatures pulling it. Creatures well integrated are trapped, while those hitched with a couple of rods in front simply end up pulling that part of the vehicle away.
Depending on how badly damaged the vehicle becomes, the crew and passengers may be harmed, too. Use the "Passengers Suffer" column of the "Vehicle & Passenger Damage" chart as a guideline. Adjust it based on how much the passengers are exposed (for example, open wagons and canoes offer little protection to their cargo).
Leaving a land or water vehicle moving at less than 10 kilometers per hour is a Very Easy acrobatics or Agility roll (or jumping if the character leaps from the vehicle). Unless the character lands wrong (by failing the roll), he receives no damage. Otherwise, he takes six points of damage or loses one Wound level.
The difficulty to repair a damaged vehicle depends on the amount of damage and availability of parts and tools. See the crafting skill description in the "Example Skill Difficulties" section for difficulty and modifier suggestions.
See the "Equipment" section for sample land and water vehicles, their costs, and their game characteristics.