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Post  Fate Sun Jan 01, 2012 8:53 pm

Movement Modes

Movement Modes are abilities that grant different methods of moving about the environment and directly affects how far a character can do so. These abilities do no directly affect other characters and therefore do not require opposition. In order to gain Movement Modes, a character needs two points per ability in Swiftness. Unless otherwise stated, these abilities do not combine with each other and cannot be used in the same cycle as Movement Utilities.

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Post  Fate Sun Jan 01, 2012 8:53 pm



Last edited by Fate on Sun Oct 07, 2012 12:28 am; edited 2 times in total

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Post  Fate Sun Jan 01, 2012 8:54 pm

BURROW
   Description: You can tunnel through the ground as a tunneling creature would.
   Mechanic: You can move below the ground for a number of turns equal to your Magic modifier plus half your Endurance modifier. You move a number of feet per turn equal to half your base speed. This ability may be activated once per combat. Activating this ability takes an action. Taking this ability more than once has no additional effect.

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Post  Fate Sun Jan 01, 2012 8:54 pm

CLIMB
   Description: You are adept at climbing.
   Mechanic: You can climb in areas where others cannot, such as extremely high mountaintops, cliff faces with no hand holds, and swinging through trees. Additionally, having to climb anything may be done at your base speed. Taking this ability more than once has no additional effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:55 pm

FLIGHT
   Description: You can take to the sky, flying like a bird.
   Mechanic: You can fly above the ground at your base speed. Ascending takes twice the normal distance (To go up 5 feet takes 10 feet out of what you can normally move in a single turn). Taking this ability more than once has no additional effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:55 pm

ICE WALK
   Description: You can walk on ice as if you were a part of it.
   Mechanic: You may move your full base speed across ice. Any more than your base speed and you are subject to icy conditions and you must make a Defense roll against the total number of feet you tried to move in order to avoid falling prone. If you fail your roll by 10 or more, you take damage equal to half the difference. Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:55 pm

IMPROVED BURROW
   Description: You move through earth as if you were a part of it.
   Requires: Burrow; 5th lvl
   Mechanic: You may now use your Burrow ability to move as far as you would normally move (up to four times your base speed). Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:56 pm

IMPROVED FLIGHT
   Description: You have built up the strength it takes to fly. You now have an easier time of it.
   Requires: Flight; 5th level
   Mechanic: You may now fly as far as you can normally move in a single turn (up to four times your base speed). Additionally, ascending can now be done without taking twice the number of feet. Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:56 pm

IMPROVED ICE WALK
   Description: You can walk on ice as if you were a part of it.
   Requires: Ice Walk; 5th Level
   Mechanic: You are in no way impeded or slowed by ice. You are immune to attacks that would use ice to hinder your movement, such as freezing abilities. Gravity does not apply to you while walking on ice, allowing you to walk up icy walls and ceilings. You never slip on ice. You can pass through barriers made of ice as if they were made of air. Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:57 pm

MONKEY-BORN
   Description: You climb as if you were an ape.
   Requires: Climb; 5th level
   Mechanic: You may climb things as you would normally move (up to four times your base speed). Taking this ability multiple times has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:57 pm

MOUNT
   Description: You have a horse, mule, or similar mount. Though much faster on your mount, you potentially leave yourself open to a devastating attack.
   Mechanic: You may move up to six times your base speed in a single turn while on your mount. Additionally, your Swiftness modifier is doubled while using this ability for the purpose of determining initiative and fleeing battle. However, if an opponent makes a successful Attack and have rolled a 19 or 20 on the die, you must make an additional Defense roll or be unhorsed from your mount. When you forcefully unhorsed like this, you take an additional 50% damage (8 becomes 12) from that attack and lose the ability to take actions on your next turn. You also fall prone. You may not use this ability in any location too small for your mount to walk through. Using this ability requires that you be mounted but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 8:58 pm

REALITY SHIFT
   Description: You may teleport even greater distances than before.
   Requires: Teleport; Extended Teleport in two slots; 5th Level
   Mechanic: You may teleport to any place within a number of miles equal to four times your base speed instantly. If your Swiftness score is less than 20, then this ability takes your turn to execute. Otherwise it can be combined with any other ability.

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Last edited by Fate on Wed Nov 14, 2012 11:38 pm; edited 2 times in total

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Post  Fate Sun Jan 01, 2012 8:58 pm

RIVER SWIMMER
   Description: You have mastered the difficulties of swimming. You are now truly like a fish.
   Requires: Swim; 7th level
   Mechanic: You add your entire base speed to your Defense rolls to avoid being swept away by currents. Even is you fail your Defense rolls by 10 or more, you do not start to drown as you can process water as if it were air. Taking this ability more than once has no effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:58 pm

SWIM
   Description: You can swim like you were part of the water.
   Mechanic: You may swim as you would normally move (up to a maximum of four times your base speed). Additionally, you may add your half base speed to your Defense rolls when fighting a current. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 8:58 pm

TELEPORT
   Description: You can teleport from shadow to shadow.
   Mechanic: You may teleport to any unoccupied space within a number of feet equal to four times your base speed. Each time you teleport, it takes 5 feet of movement. You may take up to two creatures with you so long as you are touching them. Creatures may make a Resistance roll against your Magic roll to avoid being thus moved. You cannot combine this ability with any other Movement Mode in the same turn.

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