Difference between revisions of "Advanced Movement"

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* large obstacle effects: line of sight + small obstacle + cover
 
* large obstacle effects: line of sight + small obstacle + cover
  
<pre>
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==EXAMPLES==
The intent is for the setting for the game to be partially described by the factors affecting movement.
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</pre>
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===Typical Bar===
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* The entryway in most bars is brightly lit and open so that beings coming and going are more obvious. Normal movement, -10 sneak/hide.
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* 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.
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* 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.
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* Large structural members and doorways can provide cover. ...

Revision as of 15:03, 1 February 2019

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

VARIABLES

  • 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

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

EXAMPLES

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. ...