Difference between revisions of "Move Schticks (Action)"

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<noinclude>{{Action}}{{tocright}}</noinclude>
 
<noinclude>{{Action}}{{tocright}}</noinclude>
 
===Dash===
 
===Dash===
Inherent
+
Trigger Action (Combo)
  
Once per round you may move your Move meters, out of sequence. This ends the stance, and it cannot be reactivated until next round. You can take this move at any time, even before your initiative comes up.
+
As a combo, before another action that allows movement, you can move an additional time.
  
 
=== Sprint ===
 
=== Sprint ===

Latest revision as of 16:05, 19 September 2020

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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.