Human beings can run an average of 10 feet per second. Trained runners average about 20 feet per second. The world’s fastest sprinter can run almost 40 feet per second. This should be used as a guideline for difficulty modifiers of sprinting move actions. Any character can move 10 feet in one move action without needing to take a roll. Passing a fast-twitch musculature modified roll of difficulty 0 allows 20 feet in one move action. The same FT roll at -3 difficulty allows 30 feet of movement in a round. Running as fast as the world’s fastest man is -7 difficulty, and allows 40 feet of movement in a round.

The high winds of Call the Wind, one of the two actions allowed by third-tier Transmutation, result in an increase in speed of 10 mph downwind and an equal decrease upwind. This converts to 14 feet per second, meaning that in order to make headway against the wind a successful FT roll is needed. If the effect is doubled, this means that even a roll at -3 difficulty only nets 2 feet of upwind movement, and that even a slow man could move 38 feet downwind with one move action.


Jumping is a risky tactic in combat, though it can offer situational rewards. Jumping can be done as a move action, but jumping leaves a character mid-air for the remainder of the round. The next round’s move action is landing, which is assumed to be successful without a roll unless landing on uneven ground. If landing on difficult footing, a motor skills modified roll must be passed or the character falls onto his face. Human beings can generally jump 2 feet up or 10 feet forward. Such a jump requires a successful FT roll. Trained athletes can jump 5 feet up or 20 feet forward. Such a jump requires a successful FT roll at -3. The world’s greatest leapers can achieve altitudes of 8 feet or distances of 30 feet. Such a jump requires a successful FT roll at -7.