Difference between revisions of "Move Schticks (Action)"

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m (→‎Dash: wk)
m (→‎Dash: wk)
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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. You can take this move at any time when your initiative comes up. If you are prevented from moving when you take a Basic Action, such by using a [[Items_(Action)#Static | Static]] item, you cannot use Dash unless you first get rid of whatever is holding you down.
+
Double your [[Move (Action)|Move]] for one Standard Action.
  
 
=== Sprint ===
 
=== Sprint ===

Revision as of 14:11, 30 August 2017

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Heroic Action Role-Play

Dash

Trigger Action (Combo)

Double your Move for one Standard Action.

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.