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Coordination - Moving In Tight Spaces

In ideal circumstances, a character is standing up, with enough room to move unimpeded, swing a sword, aim with a rifle, jump, and dodge. Yet, sometimes adventure will bring a character to move in tight spaces, whether they are crawling through a cave opening, sewer pipe, or trying to hide in a supply crate.   The difficulty is based on how impeded the character's are. Note that difficulty is relative to the character's size. A tight space in which a human can easily squeeze in might prove near impossible for an Auroch or Syntaur.   EXAMPLE #1 OF A MOVING IN TIGHT SPACE CHECK   Fivel is a Vermyn living in the city of Rystanburg. Unfortunately, Vermyn are not always accepted by the xenophobic Kaldari that live in Rystanburg and he needs to be careful when travelling alone in certain areas of the city.  As Fivel walks the street, he encounters some partisans of a faction hostile against non-human residents of Rystanburg. They take upon themselves to chase down the Vermyn for some undoubtedly unkind motivation. Fivel runs away and ends up in a back alley. His escape is hindered by a fence blocking the way. He doubts he can climb it fast enough before his assailants are upon him. Looking around, he opts to hide into a small trash bin hoping his pursuers would think he had actually escaped.   The trash bin is big enough that by squeezing, Fivel could fit in without too much trouble. Therefore, the GM calls for an Average (dd ) Coordination check. The GM spends a Story Point to upgrade the difficulty of the check. This is narrated as the bin is partially filled with junk and spilling the content will make it suspicious and will throw away the vermyn's position. Despite the risk, Fivel hops into the bin.   The roll generates sshd. Fivel successfully adopts a position that allows him to completely fit inside the bin. The h is spent so that as the toughs catch up, a piece of junk moves inside the bin and hits it's side, making a clinging noise. This raises the pursuers' alertness, adding a b on their Vigilance check. The GM spends d so that an iron bar hits the vermyn in his knee as he jumped in, causing him to suffer a wound.   EXAMPLE #2 OF A MOVING IN TIGHT SPACE CHECK   Buck is a mechanic aboard a kaldari heavy freighter. The ship was ambushed and boarded and the crew was locked into their quarters as the pirates are trying to break into the captain's quarters to seize the ship. Buck plans to hinder their efforts by sabotaging the ship's turbine. This should give the crew enough time to come up with a plan to regain the control of the ship. Yet, from his room, Buck can only access the engine room by using the ship's drainage ducts that run in between each of the ship's decks. The ducts can be accessed through a trapdoor located on the ceiling. He moves his desk chair directly below it, climbs on it and open the door. He jumps and attempts to pull himself into the tight space.   The ships' vents are pretty tight yet larger than Buck's shoulder width, making it an Average (dd) Coordination check. The GM adds a b to the pool to represent the added difficulty of having to climb up in the vents. Buck can hold onto the edge of the duct to pull himself up, which adds a b to the pool.   The roll generates faa. As Buck pulls himself up, he slips and falls back, breaking the chair and falling on the ground. The concussion attracts the attention of the guard outside, which asks what is going on in there. Buck decides to feign unconsciousness, spending aa to add a b to his Deception check, as the scene the pirate will see when opening the door to investigate — the old man laying on the floor, the broken chair in the middle of the room, as well as the open duct — makes it plausible for the man to have wounded himself. Buck can now attack the guard as soon as it gets closer.

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