Enhanced Movement

From D20advanced

Jump to: navigation, search
ENHANCED MOVEMENT
Type: MovementAction: One (active)
Range: PersonalDuration: Sustained
Resistance: NoneCost: 2 points per rank

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

  • Burrowing: You can burrow through the through soil and sand at one-half your normal ground speed, leaving a tunnel behind if you choose. You burrow at your normal speed. Burrowing through hard clay and packed earth requires two ranks. Burrowing through harder materials requires the Penetrating extra applied to your ranks in the Speed FX for burrowing (see below). The tunnel you leave behind is either permanent or collapses behind you immediately (your choice when you begin burrowing each new tunnel).
  • Dimensional Movement: You can move from one dimension to another. Dimensional Movement is instant duration. For one rank, you can move between your home dimension and one other. For two ranks you can move between any of a related group of dimensions (mystical dimensions, alien dimensions, etc). For three ranks you can travel to any dimension. You can carry up to 100 lbs. with you when you move. Each Progression FX feat moves this amount one step up the Time and Value Progression Table (250 lbs., 500 lbs., etc.). Since this effect can be extremely useful in some situations, the GM should carefully regulate its use, possibly requiring modifiers like Limited or Unreliable or even disallowing it for player characters altogether.
  • Leaping: You can make prodigious leaps. For one rank, your jumping distances are doubled. Unlike other special forms of movement, the FX Speed doesn't actually make you leap faster, but instead allows you to leap greater distances, multiplying your jumping distances by speed's value at that rank. So Jumping with Speed rank 2 allows you to jump twenty-five times your normal distance. At Speed rank 4 (50 times normal distance), you are in the air for at least a full round before you land. Each additional rank adds another full round in the air. So a rank 9 leap (x1,000 your normal distance) lasts for six full rounds before you land. You can act normally during this time, as if you were flying, but you can’t change your speed or direction without using some other effect.
  • Flight: You can soar through the air as easily as most people walk on the ground. Your flight is clumsy or may require a platform which carries you. If you suffer any knockback while flying or you are grappled by someone standing on the ground, you’re knocked off or pulled down and cannot fly. You can regain the use of your flying platform by reactivating your Flight FX (which may require a Expertise check to Concentrate, depending on circumstances). For one rank, you can fly at half your normal ground speed. For two ranks, you can fly at your full normal ground speed. You may buy an additional rank to fly with agility and not risk being knocked or pulled out of the sky.
  • Gliding: You're able to float, if not quite fly as if you were self-propelled. For one rank, you can move through the air at your normal speed, but you lose altitude equal to half the distance you travel, meaning the maximum distance you can glide is twice the height you start from. While gliding, you cannot gain altitude without outside help, like updrafts and thermals (at the GM’s discretion). GMs may wish to limit your maximum ranks in the Speed FX for Gliding to 4, since gliders tend to lack self-propulsion.
  • Levitation: You're able to hover, but you cannot fly beyond raising and lowering yourself. For one rank, you can move upwards or downwards through the air at your normal speed. GMs may wish to limit your maximum ranks in the Speed FX for levitation to 4, to represent the limitations levitation presents.
  • Permeate: You can pass through solid objects as if they weren’t there. For one rank, you can move at one-quarter your speed through any physical object as a move action and half your speed as a full action. For two ranks, you can move at half your speed as a move action and your full speed as a full action. For three ranks, you can move at your normal speed through obstacles. You cannot breathe while inside a solid object, so you need Immunity to Suffocation or you have to hold your breath. You may also need Enhanced Senses (such as X-Ray Vision) to see where you’re going. Permeate is often Limited to a particular substance (like earth, ice, or metal, for example) as a –1 modifier (reducing base cost to 1 point per rank). Permeate provides no protection against attacks, even against materials you can pass through, although you do gain total cover while inside an object.
  • Slithering: You can move along the ground at your normal speed while prone instead of crawling at a rate of 5 feet per move action. You suffer no penalties for making attacks while prone.
  • Slow Fall: As long as you are capable of action, you can fall any distance without harm. You can also stop your fall at any point so long as there is a handhold or projection for you to grab (such as a ledge, flagpole, branch, etc.). If you have the Wall-Crawling FX (see following), then any surface provides you with a handhold. Slow Fall assumes you are capable of reacting to your circumstances; for the ability to fall any distance without harm whether you are capable of action or not, take Immunity to Falling Damage for 5 points.
  • Space Flight: For one rank, you're able to propel yourself through the vacuum of space at your normal ground speed, though you aren't protected against the hazards of space travel. For that, see the Immunity FX.
  • Swinging: You can swing through the air at your normal ground movement speed, using a swing-line you provide or available lines and projections (tree limbs, flagpoles, vines, telephone- and power-lines, etc.).
  • Swimming: You can move through the water or similar liquid with tremendous ease. You have a water speed equal to your normal ground speed with one rank.
  • Sure-Footed: You’re better able to deal with obstacles and obstructions to movement. Reduce the speed penalty for hampered movement by one-quarter for each application of this effect. So heavy obstructions or a bad surface only reduce your speed by one-quarter rather than one-half, for example. If you reduce the movement penalty to 0 or less, you are unaffected by that condition and move at full normal speed.
  • Temporal Movement: You can move through time. Temporal Movement is instant duration. For one rank, you can move between the present and another fixed point in time (such as 100 years into the past, or 1,000 years into the future). For two ranks you can move to any point in either the past or any point in the future. For three ranks, you can travel to any point in time. You can carry up to 100 lbs. with you when you move. Each Progression FX feat moves this amount one step up the Time and Value Progression Table (250 lbs., 500 lbs., etc.). Temporal mechanics and the effects of time travel are left up to the GM. Since this is an extremely powerful ability, the GM should carefully regulate its use, possibly requiring modifiers like Limited or Unreliable or even disallowing it for player characters altogether.
  • Trackless: You leave no trail and cannot be tracked using visual senses (although you can still be tracked using scent or other means). You step so lightly you can walk across the surface of soft sand or even snow without leaving tracks and you have total concealment from tremorsense (see Enhanced Senses). This FX may be Limited to particular types of terrain.
  • Wall-Crawling: You can climb walls and ceilings at half your normal speed with no chance of falling and no need for an Athletics skill check. You still lose your dodge bonus while climbing unless you have 5 or more ranks of Climb. An additional rank of Enhanced Movement applied to this effect means you climb at your full speed and retain your dodge bonus while climbing. A third rank in Wall-Crawling allows you to “stick” to surfaces with any part of your body, rather than just your hands and feet (so you could, for example, hang from a ceiling by the top of your head, or stick your back to a wall to leave your arms and legs free). Wall-Crawling may be Limited to particular kinds of surfaces (metal, stone, wood, etc.) as a –1 flaw. It may also be Limited to only while moving.
  • Water Walking: You can move or stand on the surface of water, quicksand, and other liquids without sinking. Water Walking may be Limited to only while moving (making it more “Water Running”).

Contents

Increasing Enhanced Movement Speed

The default movement speed of most Enhanced Movement options is a character's "normal ground speed." To move at a speed greater than that, you must apply the Speed FX to your chosen form of movement. You must be able to to move at a speed at least equal to your normal ground speed to apply additional ranks of Speed to a form of Enhanced Movement (which for some forms of Enhanced movement might require more than one rank).

At the GM's option, increasing you normal ground speed with the Speed FX also affects Enhanced 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 Enhanced Movement traits like Wall-Crawling and Water Walking.

Extras

When applying modifiers to Enhanced Movement, you can apply the modifier(s) to just one rank of the FX, 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 Enhanced Movement. As usual, the total cost of the FX cannot be reduced below 1 character point.

  • Affects Others: This extra, applied to one or more of your movement modes, allows you to take "passengers" along with you, granting them the benefits of your movement mode(s) so long as they are in close-contact with you (or within range, if you add the Range extra to the FX as well). This extra is particularly common for Dimensional and Temporal Movement (often Affects Others and Area).
  • Attack: Dimensional and Temporal Movement can apply this modifier, allowing you to send an unwilling target into another dimension or time! Since both options have relatively fixed costs, the GM may allow additional ranks in Dimensional or Temporal Attack to increase the FX’s saving throw DC: 2 character points per additional rank. Like other FX with the Attack extra, these Attacks are touch range by default, making them ranged is a +1 extra and perception range is a +2 extra.
  • Duration: Continuous duration Enhanced Movement operates even when the character is stunned, unconscious, or otherwise unable to sustain it (once it has been activated, of course). The user may remaining hanging in space, or safely inside of an object she is permeating, or hanging from something he was swinging from. Alternatively, the character might be slowly and safely deposited on a surface capable of supporting him.
  • Penetrating: Some super-hard materials may be considered Impervious to Burrowing, in which case this extra allows you to dig through them, provided your Penetrating rank reduces the material’s Impervious Toughness to equal to your less than your Burrowing rank or your ranks in the Speed FX (whichever you choose to apply Penetrating to).

Flaws

  • Distracting: A clumsy or uncertain form of movement might suffer from this flaw, losing dodge bonus at all times while moving rather than just when moving all-out.
  • Duration: Concentration duration Enhanced Movement can represent an effect requiring additional focus or effort on the character’s part; you can fly or pass through matter, but can’t do much else at the same time. Since concentration requires a one action each round, it also means you can’t move a accelerated or all-out speeds, just the normal pace. A useful Enhanced Movement FX cannot have a duration less than concentration.

Drawbacks

  • Forward Only: You cannot back up while using your Enhanced Movement; you can only move straight ahead.
  • Low Ceiling: If your movement enables you to leave the ground, you cannot gain much altitude, remaining fairly close to the ground. A ceiling (maximum altitude) of 30 feet is a 1-point drawback, 15 feet is worth 2 points, and 5 feet is worth 3 points. This drawback is suitable for "hovercraft" type flight and similar effects.
  • Minimum Speed: You must move no less than half your maximum speed or you "stall" and begin falling or get stuck. You can restart your Movement for one action unless circumstances prevent it (including other drawbacks). You can’t hover while in flight.
  • FX Loss: If your Movement is dependent on being able to flap your wings, a grappling swing-line which can jam, and so forth, you can apply this drawback to reflect conditions where your Enhanced Movement FX may not function. If your movement has limitations that render it inoperative about half the time, it should have the Limited flaw instead. Note that this differs from having your Movement countered in that you lose it automatically when your FX Loss occurs, with no opposed check.
  • Reduced Load: If you cannot carry more than a medium load while moving, you have a 1-point FX drawback. If you cannot carry more than a light load, you have a 2-point power drawback.
  • Runway Required: Some flying effects might require a level runway to take off and land. You can’t take off or land vertically or hover.
  • 'Wide Turns: You cannot execute a greater than 45 degree turn per action while flying, although you can slow your flying speed while turning in order to make tighter turns, if you wish. A combination of Minimum Speed and Wide Turns means you can only bank widely at best.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

Personal tools

sl
כריכים  סנדויצים  טבעות אירוסין, יהלומים  תוכנה לניהול  קשרי לקוחות  CRM, ניהול קשרי לקוחות  החזר מס  ספרדית  ליקוי למידה  גיבוי