
SUPER-MOVEMENT
Effect: Movement
Action: Move
Range: Personal
Duration: Sustained
Cost: 2 points per rank
Optional: Fatigue
You have a special form of movement. For each rank in this effect, choose
one of the following:
• Air Walking: You can “walk” on air at half your normal ground
movement speed as if it were solid ground, and move up or down at
a 45 degree angle at half speed (one-quarter your ground movement
speed). For two ranks, you move at your normal ground movement
speed (half speed when ascending or descending).
• 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 power 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.
• 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 any 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 a Super-Sense (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. Permeate
provides no protection against attacks, although you do gain total
cover while inside an object (see Cover, page 160).
• 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 along a
distance 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
Super-Movement power, then any surface provides you with a handhold.
• 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.).
• Sure-Footed: You’re better able to deal with obstacles and obstructions
to movement. Reduce the speed penalty for hampered
movement (see page 34) by one-quarter for each application of this
effect. For example, 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 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 power 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 Concealment, page 161).
• Wall-Crawling: You can climb walls and ceilings at half your normal
speed with no chance of falling and no need for a Climb skill check.
You’re still flat-footed while climbing unless you have 5 or more
ranks of Climb (see page 42). An additional rank of Super-Movement
applied to this effect means you climb at your full speed and are not
CB flat-footed while climbing.
• Water Walking: You can move or stand on the surface of water,
quicksand, and other liquids without sinking.
