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d20 v2.2
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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.
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Seth Blevins