QUOTE (Patrick Goodman @ Jul 15 2013, 08:08 PM)

I thought I did okay on that one, but maybe not.
Its the vehicle part that is too complex for it's own good IMO. Not to mention it appears to be written for advanced vehicle rules that are not in the book. I don't know what an Acceleration or Deceleration Test is, for example (forgot to add that to the errata thread).
QUOTE
Okay, smart guy, how should I have done it?

RULES SHOWDOWN!I'll give it a crack, but I want to make sure I'm going for the same goal, otherwise I would just radically simplify this to straight + Speed (albeit inertialess) for the entire duration.
What was your design intent? I assume it was largely to eliminate the Movement-enhanced semiballistic planes? If it was to prevent crazy ram damage that ship already sailed with or without Movement (see Mr Torgue's Wild Ride thread). However, the current Movement does somewhat exacerbate the ram damage shenanigans because every hit doubles the speed of the vehicle (+1 Speed/hit). Dodge Scoot + Movement can be quite deadly.
Here's a version of what I was thinking (borrowing some of your verbiage but I'm also
intentionally ignoring previous versions).
(KEN'S) MOVEMENTType: P
Action: Complex
Range: Special
Duration: Sustained
This power allows the critter to speed up or slow down the movement rate of everyone, friend or foe, within (Magic x 2) meters. The critter chooses how the power affects each target (including itself) within that radius. The effect lasts until the critter wills it, the target moves out of LOS, or (in the case of spirits) you leave the domain it controls. Unwilling targets make an Opposed Test using Intuition + Willpower against the critter's Magic + Willpower. Vehicles automatically resist the effects of Movement using their Object Resistance dice pool (p. 295).
The critter may multiply or divide the Run Rate of the target by the number of net hits rolled (up to its Magic attribute).