Revision [260]

This is an old revision of MMSuperMovement made by GilbertoLeon on 2009-11-13 20:22:35.

 

Super Movement


Type: Movement Action: Move (active)
Range: Personal Duration: Sustained
Saving Throw: None Cost: 2 points per rank


You have a special form of movement. For each rank in this effect, choose one of the following:

Increasing Super Movement Speed


The default movement speed of most Super-Movement options is a character|s "normal ground speed." For those with the Speed trait (see Speed) this may be a considerable rate! The assumption is that Speed affects Super-Movement modes like Permeate, Slithering, Swinging, Wall-Crawling, and Water Walking just as it does normal ground movement. If this proves unbalancing, or in a setting where differentiated movement is more important, the GM may wish to have Speed apply separately to each form of movement; so a character would have ranks of Speed for normal ground movement and separate ranks for Super-Movement traits like Wall-Crawling and Water Walking. (Note this changes the Wall Run and Water Run power feats of Super-Speed to extras, among other things. See the Super-Speed power description for details.)

Extras


When applying modifiers to Super-Movement, you can apply the modifier(s) to just one rank of the effect, some of them, or all of them, depending on which movement mode(s) you want to modify. So it|s possible, for example, to make Dimensional Movement Unreliable while having Permeate Affect Others and applying no modifiers to Sure-Footed. The GM should approve any distribution of modifiers to Super-Movement. As usual, the total cost of the effect cannot be reduced below 1 power point.

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