Difference between revisions of "Move Schticks (Action)"
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<noinclude>{{Action}}{{tocright}}</noinclude> | <noinclude>{{Action}}{{tocright}}</noinclude> | ||
===Dash=== | ===Dash=== | ||
− | + | Inherent | |
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. | 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. | ||
=== 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. |
Revision as of 11:26, 31 May 2011
Heroic Action Role-Play |
Dash
Inherent
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.
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.