Difference between revisions of "Move Schticks (Action)"
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<noinclude>{{Action}}{{tocright}}</noinclude> | <noinclude>{{Action}}{{tocright}}</noinclude> | ||
===Dash=== | ===Dash=== | ||
− | + | Trigger Action (Combo) | |
− | + | As a combo, before another action that allows movement, you can move an additional time. | |
=== Sprint === | === Sprint === | ||
− | + | Inherent | |
You can exceed your racial [[Move (Action)|Move]] by up to two points. You still have to pay for these attribute points. | You can exceed your racial [[Move (Action)|Move]] by up to two points. You still have to pay for these attribute points. |
Latest revision as of 16:05, 19 September 2020
Heroic Action Role-Play |
Dash
Trigger Action (Combo)
As a combo, before another action that allows movement, you can move an additional time.
Sprint
Inherent
You can exceed your racial Move by up to two points. You still have to pay for these attribute points.
Super Speed
Inherent
You can freely exceed the normal Move value based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.