- distance - bonuses/penalties, multipliers/dividers
- stealth - sneak, hide, prestidigitation
- combat - duck, attack, flank
- Movement bonuses can be applied to:
- add base movement distance
- reduce distance dividers
- reduce stealth penalties
- reduce combat penalties
Circumstances are described by the applicable distance/stealth/combat affects.
- line of sight effects: distance or duck penalty
- physical fit effects: distance or duck penalty
- physical accuracy: prestidigitation check
- small obstacle effects: distance penalty or prestidigitation check
- large obstacle effects: line of sight + small obstacle + cover
- The entryway in most bars is brightly lit and open so that beings coming and going are more obvious. Normal movement, -10 sneak/hide.
- Sections of empty tables/chairs slightly impede movement but offer visual cover. Agility difficulty of 5, or half movement. +5 to sneak / hide for beings <= 100 kg.
- Milling crowds severely impede movement, and visibility, but can be either helpful or hindering for stealth depending on mood. Agility difficulty of 10, or half movement. Average +7 sneak for beings similarly sized to the crowd, up to +10 for significantly smaller beings, or down to +4 sneak for larger beings. Friendly crowds can offer +10 to hide, hostile crowds can point out where you are causing -10 to hide. Also, low-awareness crowds can provide cover, while high-awareness crowds will simply get out of the way for incoming attacks.
- Large structural members and doorways can provide cover. ...
- Only really available for maneuverability movement.
- Movement distance multiplier becomes negative to duck.
- X2 movement reflects -2 to Duck
- X3 movement --> -3 to Duck
- maximum is X10 movement and fully prone with -10 Duck
This may be too permissive. An exponential scale may be more appropriate.
- Line-of-sight limitations might also be multiplied.