Moving

Any time a pawn's moving is reduced to below 16%, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
Moving is related to move speed, but not equivalent. Some factors, like armor and the jogger trait, impact move speed, but not the "Moving" capacity itself.
== Affected stats ==
== Factors ==
Pawns need a moving capacity of above 15% in order to move. At 15% or below, the pawn is downed. 
=== Base factors ===
The following factors affect moving:
* Consciousness: 100% importance, no allowed defect. 100% Max.
* Blood Pumping: 20% importance, no allowed defect. No Max (effectively ).
* Breathing: 20% importance, no allowed defect. No Max (effectively ).
* Leg part efficiency: 100% importance, no allowed defect. No Max (effectively 150%).
** Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
*** Peg leg: 60% part efficiency resulting in Moving.
*** Prosthetic leg: 85% part efficiency resulting in Moving.
*** Bionic leg: 125% part efficiency resulting in Moving.
*** Archotech leg: 150% part efficiency resulting in Moving.
** Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
** Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
** Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
*** Wooden foot: 80% part efficiency resulting in Moving.
** Toes part efficiency: Every toe missing results in Moving. No Max (effectively 100%).
** Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
** Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
=== Offsets ===
The following offsets affect moving. They are applied after the base factors.
* Alcohol (Beer) high
** Tipsy: 
** Drunk and Hammered: 
** Withdrawal: 
* Go-juice
** High: 
** Withdrawal: 
* Luciferium high: 
* Yayo high: 
* Psychite (Flake/Yayo/Psychite tea) withdrawal: 
* Smokeleaf
** High: 
** Withdrawal: 
* Wake-up
** High: 
** Withdrawal: 
* Anesthetic
** Wearing off: 
** Woozy: 
* Pregnancy
** Middle-stage: 
** Late-stage: 
* Heatstroke
** Minor: 
** Serious: 
* Hypothermia
** Minor: 
** Serious: 
* Hypothermic slowdown
** Minor: 
** Moderate: 
** Serious: 
* Bad back: 
* Frail: 
* Muscle parasites: 
* Fibrous mechanites: 
* Cirrhosis: 
* Power claw: 
* Drill arm: 
* Field hand: 
* Fast mover persona trait : 
=== Post factors ===
The following factors affect moving. They are applied after the offsets.
* Toughskin gland: x95%
* Armorskin gland: x90%
* Stoneskin gland: x85%
* Cryptosleep sickness: x90%
* Food poisoning
** Recovering and Initial: x80%
** Major: x50%
* Resurrection sickness: x10%
* Focus psycast: x130%
* Burden psycast: Max: 40%
== Example ==
Let us calculate the highest value possible. The moving capacity can be calculated with the following formula:
 Moving = ({IF Consciousness < 100 THEN Consciousness ELSE 1} × [1 + (Blood Pumping - 1) × 0.2] × [1 + (Breathing - 1) × 0.2] × Leg efficiency + Offsets) × Post factors 
Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
 Leg efficiency = (Left leg × 0.5 + Right leg × 0.5) × (Left tibia × 0.5 + Right tibia × 0.5) × (Left femur × 0.5 + Right femur × 0.5) × (Left foot × 0.5 + Right foot × 0.5) × (Toes × 0.04 + 0.6) × Pelvis × Spine
In this particular case the values would be the following:
* Consciousness: 140% (has no effect due to the max of 100%)
* Blood Pumping: (see Blood Pumping)
* Breathing: (see breathing)
* Leg efficiency
** Left leg: 150% (Archotech leg)
** Right leg: 150% (Archotech leg)
* Offsets (total ):
** Go-juice high: 
** Luciferium high: 
** Yayo high: 
** Wake-up high: 
** Fibrous mechanites: 
** Fast mover persona trait : 
* Post factors: 130%
** Focus psycast: x130%
First of all we can calculate the leg efficiency:
 Leg efficiency = Left leg × 0.5 + Right leg × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = 150%
We can therefore calculate the Moving capacity:
 Moving = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.2 - 1) × 0.2] × 1.5 + 1.45) * 1.3
 
 Moving = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 427.804% ≈ 428%
Category:Capacity