Advanced Movement

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These are optional rules, primarily intended to enhance Ship Combat, but can also be used to supplement regular Movement rules.


  • 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


Typical Bar

  • 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. ...

Movement Multiplier

  • Only really available for maneuverability movement.
  • Movement distance multiplier becomes negative to duck.
    • X2 movement reflects -2 to Duck
    • X3 movement --> -3 to Duck
    • etcetera
    • 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.