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===Movement Abilities=== A character can use movement abilities to ''evade'' or make ''distract'' and ''hold'' rolls, but only when the character is in the right type of terrain. '''Acrobatics''' is used to get up, across, or over three-dimensional structures and obstacles like ropes, nets, ledges, ladders, fences, trees and cliffs. Acrobatics could represent good balance, climbing, or jumping or an aptitude for maneuvering around obstacles. It can also represent using equipment which helps a character do those things. '''Quickness''' is used for movement on relatively level ground. Quickness could represent combat footwork, sprinting speed, or being able to keep moving without getting exhausted. '''Flying''' is used to move through the air when there is room to fly. (There is usually room to fly outdoors but not indoors.) A character with no flying ability cannot fly, and cannot get flying ability without a good explanation for why he can fly now when he could not fly before. Flying could represent wings, a jetpack or other means of defying gravity. When a flying character evades or uses a long range attack, he cannot be attacked with a close range attack until his next turn, unless the attacker can also fly. '''Swimming''' is used to move in water. A character without this ability does not know how to swim. One or two levels of swimming could represent trained human ability and natural talent. Higher levels of the ability could represent special equipment for maneuvering in water (like fins) or a streamlined body more suited for swimming. When a character is in water, add his swimming ability to his agility and close range attack rolls in addition to the ability levels normally added to agility and attack rolls. In deep water, characters who use swimming ability to evade cannot be attacked with long range attacks or characters who do not have swimming ability.
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