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Coordination

General Skill (Agilty)

When a character needs to go somewhere without being seen, it often requires them to balance upon unstable surfaces, crawl through narrow openings, or even to tumble down from a dangerous height. Overcoming these types of challenges requires a tremendous sense of balance and a heightened degree of flexibility. While both of those abilities depend heavily upon a person's natural characteristics, they can be further developed through regimens of practice and exercise. Any time a character needs to contort their body into an unusual position, Coordination is used to calculate the dice pool. Note that some species may be inherently more flexible than the norm. This benefit is discussed in their species description where applicable. Many performers, mercenaries, and thieves become known for their natural flexibility and grace. For some, their lives may frequently depend upon their expertise in the skill. For others, the skill serves as an important complement to their other techniques.

  • A character may attempt to reduce damage suffered when falling, diminishing the impact by rolling into a tumble on a successful Coordination action.
  • Walking across a narrow surface, whether a wide beam or a thin pipe, requires a tremendous sense of balance and a successful Coordination check.
  • Characters can use Coordination to escape from restraints, contorting their limbs at unusual angles so that bindings slip free.
  • Crawling through the twists and turns of a sewage pipe, ventilation duct, or garbage chute may require a successful Coordination check to  avoid a sudden fall, or worse yet - becoming stuck in place.
  Any additional received when using Coordination may be spent to increase the distance travelled during the action checked, or decrease the time it takes to perform the action. Each Success () spent in this way can increase the distance moved by 25%, up to a maximum of .   on a Coordination check may be used to grant the character an additional maneuver during the course of their turn. (However, during an encounter a character can only use two maneuvers per turn). on a Coordination check may be spent to accomplish the task with truly impressive results, either with narrative flair, or granting additional benefits in the course of completing it. For example, instead of walking across a rope to get across a chasm, the character could cut the rope, swing across, and in doing so deny anyone the ability to follow them.   To represent a character doing harm to their body in the process of a Coordination check, the GM could spend generated during that check to cause the character to lose their free maneuver for one round per Threat (). represents something truly harmful happening to the character during their check. A character could suffer a wound as a result of during a Coordination check, or could lose a vital piece of equipment.
Visit the General Skills page for details on General Skills, or the main Skills page for a table of all skills.

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