Skills: Climbing, Electronics Operation (Security), Escape, Filch, Forced Entry, Merchant, Pickpocket, and Stealth. Make an IQ-based roll for Lockpicking, Shadowing, Streetwise, or Traps.
Skills: Acrobatics, Aerobatics, Aquabatics, Body Sense, Climbing, Free Fall, Jumping, and Stealth. Works as Escape to move through narrow openings – and, at the GM’s discretion, as some forms of Dancing and Erotic Art. Make a HTbased roll for Flight, Hiking, Jumping, Running, Skating, Skiing, or Swimming. Any such HT-based roll results in +20% to the day’s travel in whatever mode of movement it covers. Move! can also take the place of any unarmed combat skill if performing some sort of fancy movement while attacking; Move! at DX+2 or better grants +1 per die to damage with such attacks.