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Edit Special Movement
Edit Special Movement
Name
Cost String
Cost per level
Relevant stat
Description
The character may select one Special Movement type for every Level of this Attribute. The movement abilities may be the result of genetics, mystical forces, supernatural talents, or intense training. Several examples are given below but the GM and players are encouraged to develop additional abilities as well. Many other Attributes provide alternate methods of movement, including Flight, Ground Speed, Jumping, Spaceflight, Superspeed, Teleport, Tunnelling, or Water Speed. BALANCE The character never loses their balance, even when running on a narrow rope or beam. CAT-LIKE The character will take half damage (round down) from most falls and always lands on their feet. FAST The character’s Body Stat is doubled for each assignment of this Attribute when calculating running speed (see page 191). LIGHT-FOOTED The character can skim over sand, snow, or ice at full speed. SLITHERING The character can slither along the ground at normal walking/running speeds. This allows a character to move quickly while maintaining a very low profile. SWINGING The character can swing through forests and cities (areas with natural or artificial structures above swinging height) using vines, ropes, webbing, or simply their arms. UNTRACKABLE The character never leaves footprints or tracks when they walk or run. Eliminating the character’s scent as well is a Feature (page 92). WALL-BOUNCING For the duration of a dramatic scene, the character can move at regular walking speed without touching the ground by bounding back and forth between nearby vertical surfaces (walls). For example, they can proceed down hallways or climb an alleyway between two buildings (bouncing from wall to wall).WALL-CRAWLING The character can cling to walls or ceilings as though they were on the ground or floor. Due to the enhanced utility of this type of movement, this counts as two Special Movement abilities. WATER-WALKING The character can walk or run over water as if they were on land. Due to the enhanced utility of this type of movement, this counts as two Special Movement abilities. **ZEN DIRECTION** When the character opens their mind to the natural world, they will always move in the right direction. The right direction is not always the direction the character wants, but it is the direction the character needs.
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