Author Topic: Joining active combat scenes, movement rates  (Read 308 times)

Offline Raven

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Joining active combat scenes, movement rates
« on: October 06, 2019, 21:33:51 PM »
 Some people have been neglecting the time rule or stretching it in their favor, in order to try and prevent or reduce such cases, I've made a chart and pulled some other resources that should allow you to accurately calculate the amount of time it would have taken you to arrive to a scene. This rule is explained in detail in the rulebooks, however some of it is relatively ambiguous and most of it is left to the storytellers. This guide was created to make up for the fact that we do not have an active storyteller.

 DISCLAIMER: This is not an official guide and the information within is not 100% accurate. The maps have a margin of error of less than 0,5%.

    Movement Rates:
 You can only move a certain distance in a turn, which is why you couldn't possibly join a fight if you recently left the Bank and made your way to the pier while your friend was actively fighting. As such, on arrival a time is determined for your travel speed, normally - in tabletop games this issue does not occur, thanks to downtime and active storytellers regulating movements among players. Given the absence of either, you have to use some common sense and realize that time moves equally for all parties, and while a scene might last 30 minutes, only a few turns may have passed - and you might be unable to join entirely.

 Your movement rate can be calculated based on speed* or is directly provided in the charts.

On foot:
  • Crippled: [1] yard/meter per turn
  • Mauled: [3] yard/meters per turn
  • Wounded: [7] You can only walk, if you move + perform actions you lose dice.
  • Walking: [7] yards or meters per turn;
  • Jogging: [12 + Dexterity] meters or yards per turn;
  • Running: [20 + (3xDexterity)] meters or yards per turn;

(A vampire with Dexterity 9 & Celerity 3 could run 56 meters per turn which is roughly 65km/h)

 Assume that unless your character is aware of the ongoing fight - you will move at a walking pace.

Vehicle Speeds:
 Vehicle speed can be used to determine how fast you reach your destination as well, but you need to keep in mind that it refers to the average size. Cars take time to start, accelerate - and you'll take time to take a turn, these decreases and increases leave some wiggle room as far as timing goes - you may want to consult with the other party or a storyteller.
 There are two average speeds calculated for vehicles, a "safe" speed - at which you are expected to move (Note that these are not related with the RC laws, but are the car's traits) and a 'maximum' speed, which you are not expected to reach unless you're in a high speed pursuit or deliberately heading to back someone up.

 As a rule of thumb, for every 10 miles an hour that your vehicle exceeds the safe limit, the difficulty to maneuver the car increases by 1. Taking a sharp turn at 120 miles an hour may not be the brightest idea if you're driving a Turismo... I'm looking at you, Mephisto.

Speed*: In order to calculate the distance you've traveled, check the tools section below.

    Angel Pine Map:
 I have created two maps of different scales, which you can use to determine long ranges. How this works is: Upon arriving at a scene, you open this map and look at where you first started - you calculate the distance which your character had to travel and the speed at which he did it, then based on that - you can calculate the rough amount of time it took you to get there.
Spoiler for Oudated PC maps:
Spoiler for Angel Pine:

Spoiler for AP County:

Use /distance.

Note: The "Red County" image can be opened in Google Photos by clicking it, doing so will allow you to access the High Quality (12mb) image, which can be used to zoom in and stuff.

 In case this information alone is not enough to let you figure out how to quickly put these tools to use, I've found some additional resources which you may find of use.

Spoiler for How to use:
This lovely asset will allow you to convert the mph vehicle rates into distance. How this works is: You input the safe or high speed, or an average in between at which your character drove the car towards the scene AND the distance traveled (which you can find out from the maps above), then you divide the amount of seconds you got as a result by three, in doing so you find out how many turns it took you to get there.

Spoiler for How to use:
"But Raven!" you say... "What do I do if it isn't a straight line!?" - Worry not, I have you covered in case you missed that math class. No need to feel sorry about it. You can use this calculator to input the width and height (also based on the chart) to receive the diagonal distance and get a more accurate distance from point A to B!

  • You can refer to the book for additional details. I used Mage: The Ascension 20th

    Examples of Play:

  • Lawrence Everett is at the Sheriff's Department Garage when he receives a backup call. He saddles up in a cruiser, driving to the Montgomerry dealership. His fellow cop is currently in an initiative based roleplay with the suspect. Although Lawrence arrives in 30 seconds, the others barely managed to finish the first turn. Upon arrival, Lawrence looks at the map, he finds that the distance between RCSD & Montgomerry is about 6+8 squares (x600;y800), he uses the diagonal tool to receive a distance(1000), which he inputs alongside his average speed(110mph) into the calculator. As a result, he gets ~18 seconds as a result, which he divides by 3 to get 6 turns. He may then add 1 to 5 turns to get in the vehicle and exit the garage, or road turn penalties. Lawrence arrives in 10 turns.

  • Alexander Parker is in the hotel lobby, he is contacted via Telepathy by Kristijan and told to head to the Fleischberg ASAP. Coincidentally, Selene Vitalis is also leaving the motel, although she is unaware of an ongoing fight. They both arrive at the same time OOCly, but the speed at which they moved varies. They look at the chart, and the distance is roughly 150-200 yards, depending on which route they take. Parker is all out running, while still mindful of the Masquerade - he only employs 5 dexterity, his movement per turn capacity being 35, while Selene only walks at 7 yards/turn. Parker will require 5-6 turns to arrive, while Selene will take over twenty.
« Last Edit: April 14, 2020, 18:06:31 PM by OldBen »