This talent allows you to ignore the restrictions of impassable and difficult terrain, albeit within a certain restriction (i.e. you cannot walk on air/fly - there must be something physical to traverse).
As an example, you could use this talent to scale the side of a small shear cliff (so long as it's height does not exceed short range), but you could not use this talent to get into an aircar that is flying at the same height above the ground, with no nearby structure, tree or other convenient physical object to scale.
Normally a character can spend a maneuver to move to do any of the following:
- Aiming a weapon.
- Moving one range band closer or farther away from an enemy (for more on range bands, see page 105).
- Opening a door.
- Diving behind cover.
- Standing up.
Page 105 describes short range bands as follows:
Short range indicates up to several meters between
targets. Many thrown weapons and small firearms are
most accurate at short range. Two people within short
range of each other can talk comfortably without raising their voices. Moving to another spot within short
range is usually easy to do and generally only requires
one maneuver.
Page 110 then describes difficult and impassable terrain as follows:
Difficult terrain is a catchall description of terrain that
is hard to move through or over. It can include tight
passageways, slippery ice, thick undergrowth, loose
rubble, shifting sand, or waist-deep water (or any
number of other circumstances). Essentially, it’s terrain
that characters move through with difficulty. Characters entering or moving through difficult terrain must
perform twice as many maneuvers to move the same
distance they would in normal terrain.
Impassable terrain is a description of terrain that is
simply impossible to move through via maneuvers. This
includes sheer cliffs, walls higher than a character can
jump, and deep pits. Impassable terrain is not always
an insurmountable obstacle, but it’s an obstacle that
requires special skills to circumvent. Depending on the
impassable terrain in question and the resources at the
character’s disposal, the GM may allow the character
to overcome impassable terrain by using a skill, probably the Athletics or Coordination skill (see Chapter 3:
Skills on page 52). During an encounter, this means
the character must spend at least one action (and possibly give up one or more maneuvers) to accomplish this.