Effect: Burrowing is slower than other forms of movement but can circumstantially be quite useful as it can allow a character to pass undetected for some amout of time, as well as potentially allow access to areas not easibly reachable by other alternatives. It can also be used narratively to justify a character escaping, or creating a space in which to hide within. Burrowing can also sometimes be incorporated into actions as part of an attack (particularly a surprise attack), and at higher steps perhaps on reaction rolls if a character is able to rapidly burrow into solid material to avoid an attack.
At d4 characters can move approximately one body width per panel through a loose substance such as sand.
At d6 characters can move approximately one body width per panel through a medium density substance such as soil or clay, and up to a zone per panel through softer materials.
At d8 characters can move approximately one body width per panel through substances such as sedimentary rock and wood, and up to a zone or more per panel through softer materials.
At d10 characters can move approximately one body width per panel through substances such as metamorphic and igneous rock and softer metals, and up to a zone or more per panel through softer materials.
At d12 characters can move approximately one body width per panel through most metals and similarly hardened materials that are not specifically noted as being 'indestructible', and up to a zone or more per panel through softer materials.
Common SFX: The Tunneling SFX can be applied to allow a character to choose to leave a finshed tunnel behind themselves which others may travel through.
The Depthsense SFX can be applied to allow a character to step down their Burrowing trait and use it instead of Senses when relevant.
The Collateral Damage SFX can be applied to allow a character to keep an extra effect die when using Burrowing during an Action Scene and apply it as major structural damage to whatevever solid substance they are traveling through or as a Complication on the Scene.
Common Limits: The Held Breath Limit can be applied to indicate a character who can only stay entrenched in whatever substance they have burrowed into for as long as they can hold their breath.
The Noticeable Limit can be applied to indicate a character's burrowing is relatively easy to detect, whether due to being noisy or leaving a visible trench at surface level or causing seismic vibrations, etc.