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 | ||
| − | + | ==EXAMPLES== | |
| − | The | + | |
| − | + | ===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. ... | ||
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. ...