Movement Powers

Movement powers allow characters to move and get around in a number of different ways.

Device: A movement device may be a special vehicle of some sort, from a souped-up car to a plane or dimension-travel capsule. Movement devices also include personal items from jet-packs to anti-gravity harnesses, wall-walking boots and gloves, and teleport belts.

Burrowing

You have the ability to tunnel beneath the earth, moving at a rate equal to your normal speed (see Time and Distance) through any subterranean area with a material Strength equal to or less than your Burrowing level (see Difficulty Modifier Table Reference for some comparative Strength levels). You cannot “burrow” through other characters; for that sort of attack, see Strike under Offensive Powers.

Dimension Travel

You can move at will between dimensions. You may freely travel to any dimension you have previously visited but visiting a new dimension requires a power (3) test. A failure means you don’t go anywhere, and trying to reach that dimension requires determined effort. A moderate success means you arrive at the destination dimension stunned and must spend the next panel recovering (taking no actions that page). A major or better success means you reach the dimension with no problems. Dimension Travel 8 or greater does not require a test (you automatically succeed).

Flight

You can fly, either through the use of an item or by innate means. Flight 5 is sufficient to cross to visual range in one panel. Flight 7 is roughly Mach 1, the speed of sound, with higher levels of Flight orders of magnitude faster. Flight 10 is sufficient to go anywhere in the world in a single panel.

Leaping

You can jump across great distances. Leaping 7 can take you out to visual range in a single bound, and levels beyond that can cover miles in a single leap!

Super-Speed

You can move at superhuman speeds. Super-Speed 5 is sufficient to cross to visual range in one panel. Super-Speed 7 is roughly Mach 1, the speed of sound, with higher levels orders of magnitude faster. Super-Speed 10 is sufficient to go anywhere in the world in a single panel.

Bonus Powers: You can choose Air Control, Fast Attack, Phasing (by vibrating your molecules), or Regeneration as bonus powers.

Bonus Power – Defending: As a bonus power, you can substitute your Super-Speed level for your Coordination and Prowess to avoid attacks.

Bonus Power – Surface Speed: As a bonus power you can use your extreme speed to do things like run up walls (momentum defying gravity) or across the surface of water (moving fast enough not to break the surface tension).

Swinging

You can swing along on a line or cable; this might be self-generated webbing or lines of force, or a device like a grappling gun or lasso. Substitute your Swinging level for your Coordination, if it is higher, for maneuvers while you are swinging (including avoiding attacks). You can also use your swing line to catch onto things and pull them to you rather than you to them with a successful Coordination test. Your swing lines have Strength equal to your power level.

Teleportation (Cost x2 Per Level)

You can disappear in one spot and reappear in another some distance away. Teleport 5 is sufficient to go anywhere in visual range, while higher levels have ranges measured in tens, hundreds, thousands, and tens of thousands of miles. Teleport 10 is enough to go virtually anywhere.Teleporting requires a power level (2) test. Failure means you arrive at the destination stunned and spend the next panel recovering (taking no actions that page). Teleport 7 or greater does not require a test (you automatically succeed).

If you accidentally teleport into a solid object – which can include the ground – roll a power level test against the object’s Strength. Failure immediately bounces you to the nearest safe open space and leaves you stunned for 10 pages. Any other result immediately bounces you back to the starting point and leaves you stunned for one page.
Transit

Using a limited form of teleportation, you can disappear in one spot and reappear in another some distance away, by traveling through a particular medium, which must be specified during character creation. A character who can transit through shadows, for example, can enter and exit through any existing shadow. Transit 5 is sufficient to go anywhere in visual range, while higher levels have ranges measured in tens, hundreds, thousands, and tens of thousands of miles. Transit 10 is enough to go virtually anywhere.

Transit requires a power level test at difficulty 2. Failure means you do not enter transit. Transit 7 or greater does not require a test (you automatically succeed).

Wall-Crawling

You can move normally across vertical and upside-down surfaces (walls and ceilings, for example). Game Masters should require a power test when attempting to move across a particularly slick or slippery surface, with the difficulty based on the surface.

Movement Powers

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