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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