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Old 12-02-2022, 09:23 AM   #7
zoncxs
 
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Join Date: Oct 2010
Location: earth....I think.
Default Re: [The Last Gasp] Acceleration based AP cost and Enhanced Move 2

This was my house rule for The Last Gasp:

First off: AP = HTx4
Everything cost 4x AP amount

Those two things makes sure the "cost" is the same as vanilla, but makes movement better:

Action Movement
First "step" cost 0 AP. 4 AP after.
Acceleration up to Move/2 costs 4 AP.
Acceleration up to Move costs 8 AP.
Acceleration from full Move to Sprint speed costs 4 AP.

Constant moving up to Move/2 costs 1 AP per turn.
Constant moving up to full Move costs 2 AP per turn.
Constant sprinting costs 4 AP per turn.

Deceleration over 20% cost 4 AP if you were moving up to your full Move.
Deceleration cost 8 AP to stop from a sprint.
Deceleration cost 0 AP from a step.
Deceleration up to 20% of your Move per second cost 0 AP.

If you’re moving more than one step at a time and wish to maintain that speed, make a HT roll. Success, cost of your movement goes down by 1 AP. Success by 5+ AP cost goes down by 2. Failure, cost remains the same. Critical failure or failure by 5+, you slow down by 20% of your move. If you move no further than your "Step" in a turn and do nothing else, roll vs HT to recover AP on your next turn.
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