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Mobility Aptitudes

Movement Aptitudes generally work the same as Skill Apts and are sometimes added to the total score based on a relative stat, but not always. For most of these they are based on Agility but can be affected by other physical stats. For the movement apts that may require a roll it is generally skill aptitudes are 100 xp for a +5 bonus to the roll, otherwise it will be noted. Generally all movement apts are limited at two of the specific skill per tier. For example a character could only take Stealth twice per tier. The Narrator will usually allow skills to be used in concert, by either adding up the bonus or allowing more than one roll.

 

Stealth (Agility) Generally as a skill, based on sneaking around. It is usually contested by a passive awareness score, though an opponent that is aware and actively on watch will get a roll. Moving stealthy costs twice the AP. Additionally the character's can spend 6 AP to hide in a stationary spot which they can also add their Intuition to the score.

Quick Stealth (500pts) Can move at normal speed and hiding only costs 3 AP.

Ninja Vanish (500pts) Can attempt to move stealthy even while being observed to try and disapear from view.

 

Climbing ( as a skill-Cost: 100/ 5pts, Max: twice per tier/ rel: Agility/ Strength) Generally based on the surface being climbed. Usually it costs three times the AP.

Climb Affecting Apts:

-Quick Climb (200) Can climb at twice the AP instead of three times.

-Improved Quick Climb (200) Must be Tier 3 or have a fitting power. Can climb at normal AP for movement instead of three times.

 

Jumping (as a skill- Cost: 100/ 5pts, Max: twice per tier/ rel: Strength): Costs 5 AP

Long Jump:

Standing Long Jump: Minimum 5 feet, unless critical failure. To this minimum add a distance of 1/5th the total roll (rouneed down) as additional feet of distance. For example a total roll of 13 is a result of 7ft.

Running Long Jump: Requires a minimum of 10 feet of movement, roughly in a straight line in the same direction. Minimum 5 feet, unless critical failure. To this minimum add a distance of 1/2 the total roll (rouneded down) as additional feet of distance. For example a total roll of 13 is a result of 11ft.

High Jump: 

Standing High Jump: Minimum 1 foot, unless critical failure. To this minimum add a distance of 1/10th the total roll (rouneed down) as additional feet of distance. For example a total roll of 13 is a result of 2ft.

Running High Jump:  Requires a minimum of 10 feet of movement, roughly in a straight line in the same direction.Minimum 1 foot, unless critical failure. To this minimum add a distance of 1/5th the total roll (rouneed down) as additional feet of distance. For example a total roll of 13 is a result of 3ft.

Jump Affecting Apts:

-Runway to Lift Off (Cost 100) The character that spends a greater distance running for a running high or long jump gets a bonus of +1 to the roll for every 10 feet (over the minimum 10 ft) for a maximum addition of a +10 bonus at 110ft.

-Agile Jumper (Cost 100) Changes the character's relative of Jump from Strength to Agility.

-Step Jump (Cost 100)- Only requires 5 ft of movement for running jumps.

-Quick Jump (Cost 100 per)- Jumps take 1 less AP, can be taken once per Tier. 

 

Acrobatics (as a skill- Cost: 100xp/ 5pts, Max: twice per tier/ rel: Agility)

-Acrobatic Dodge (Cost 500xp) For 6AP apply Acrobatics to total Dodge resist score. This is a complex action.

 

Marathoner (Endurance) as a skill can add to rolls to determine if the character becomes winded by exertion.

 

Fast Feet (Cost 200): Adds 1 foot per movement of walking/ running speed per AP spent. Can be taken once per Tier.

 

 

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