1. So how exactly does one calculate movement rates for the characters?
Near as I can tell you can always walk 3m a turn and the listing for your modified base move is if you're running?
So if you have a high agility (bonus +2.25m) heavy leather (-.5m) multiple heads (-.5m)
You walk 3m, but run at 7.75(walkx2+agility bonus-heads) armored run 7.25(-armor weight)
2. For character creation do you allow mutations and such on the equipment chart dogs and mounts? I lean towards not as the PCs should be taking center stage and not their accessories. It seems like there can be enough disparity in power level between characters as is, without adding in super dogs.
Post by thorneldrich on Oct 1, 2018 10:33:45 GMT -8
Walk is 3 BASE plus AGL MV. bonus and any mutation positive modifiers. Run is 6 BASE plus AGL MV bonus and any mutation positive modifiers, minus Armor/Mutation/cyber penalties. At least that is how I interpret it.
I have seen some use 3+AGL MV bonus and any mutation positive modifiers x2 to get Run speed but I feel that is wrong since you are basically giving the PCs double the MV bonus for their AGL/Mutations/etc...
The mutations for dogs are given on page 152 TME Hub Rulebook, under the Dogs (the % chance of mutation & implants is also listed there). Horses mutation info is on page 157 (the % chance of mutation is also listed there). As to if you allow it or not is a GM's call. Some may allow it (I do) & some may not. As for ""super" dogs, considering the average mutant critter out there are more then likely to just eat your dog, mutant or otherwise (hell allot of then will eat you guns/sword/etc.. & all)! Horse meat is a Garnock favorite so mutant ones are just "extra spicy" on their menu lol.
Post by aardvark892 on Oct 21, 2018 10:52:05 GMT -8
Thorn's got it right. Although I would ask... who would walk anywhere? Seems like every second I'm running for my life in TME. One of the characters in my collection has a run speed of 14 after mutations... but he hits his head on every low doorway.