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> Movement when injured
Hendrix
post Jun 14 2004, 11:42 AM
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Greetings.

I am new to this forum and have just started playing shadowrun after a 8-9 year long break :)

One questions popped up during our last session and that was modifiers to movement while injured.

It stands to reason that a person who is seriously injured can't run at full speed, but I haven't found any rules about it in 3rd ed.

So I am wondering if any of you can point me in the right direction if there are any official rules concerning this or let me know their houserules on this issue.

Hendrix
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Jason Farlander
post Jun 14 2004, 12:22 PM
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My understanding is that the only effect injury modifiers have on movement speed is that it becomes more difficult to increase your running speed with athletics.
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Zeel De Mort
post Jun 14 2004, 05:26 PM
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Yep, that's the only difference they make. As long as you're not into your overflow of course - then the problems start mounting up.
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20thCenturyFox
post Jun 15 2004, 10:33 AM
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This always struck me as odd too ...

Houserule: Subtract damage penalties from quickness when calculating movement speeds. If it brings Quickness to zero, the victim is usually immobile (so a serious wound usually brings a normal person to a standstill). I'd allow a Willpower roll at this stage to drag themselves along by their arms or teeth :)

As an aside, i usually halve movement values through 'difficult terrain'.
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Hendrix
post Jun 16 2004, 11:51 AM
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Thanks for the replies on this matter.
It is good to see that my eyes are not failing me in not finding an official rule covering this.

20thCenturyFox:
Your houserule is one of the rules me and my players have been debating.
The only problem we found with it was that it favored agile characters over tough ones.

(I mean if your guts are hanging out, its your willpower/body that keeps your running, not how quick you originally were)

Then again a tough one is harder to injure.

It is the best we have yet though.
And also very easy to keep track off.
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