Travel Powers

ALACRITY
Rank: 1
Cost: 1 Inner Reserves
Dice Pool: N/A
Range: Self
Area: N/A
Duration: Instant
Effect: A component of superspeed (see also, Hypermovement and/or Rapidity), Alacrity focuses on the benefits of moving quickly with respect to reaction times. While active, for each dot of Alacrity the character adds one to their Initiative and Defense, and removes one negative penalty on their attacks imposed by any target’s natural Defense. In other words, a character with Alacrity three would have a +3 to their Initiative, a +3 to their Defense, and would impose a -3 to the natural Defense of any opponent they attacked (this penalty cannot reduce a natural defense below zero).
Note that Alacrity must be activated each turn to remain effective. Characters can activate Alacrity at any point in a turn, including during someone else’s turn (which can be useful for defense).
Since Alacrity can change the character’s Initiative, it may cause the player to act in a different order then they did in previous turns. If a character activates Alacrity after the earliest time in a turn that their new Initiative would allow them to act treat them as having held their action. The player may then elect to act any time after that in the turn just as if they had held their action.
Extras: Sustained Alacrity – Each activation of Alacrity lasts a number of turns equal to the Power Level of the character.

HYPERMOVEMENT
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One turn
Effect: Hypermovement is a component of superspeed (see also Rapidity and Alacrity). When Hypermovement is activated, the character’s Speed is multiplied by the number of dots she has in Hypermovement, plus one; IE a character with Hypermovement 1 doubles her Speed, a character with Hypermovement 2 triples it etc. In addition, while Hypermovement is active, all attacks directed against the character suffer a –1 penalty for every dot in Hypermovement the character possesses, and the character adds her Hypermovement rating to her Initiative. Hypermovement applies to any form of Speed the character has (running, flying, swimming etc.).
In combat, assume the same calculation can be applied to the character’s acting and running speed. A character with Strength 2 and Dexterity 3 would have a normal acting speed of 10 in combat. With two dots in Hypermovement the character’s acting speed would become 30 (2+1=3, 3×10=30).
Note that, because of the character’s enhanced speed, she may be able to perform certain physical tasks at an accelerated rate; the Storyteller is the final arbiter of what a character with Hypermovement is capable of doing, and how fast the character is capable of doing it. As a rule of thumb, characters can divide the time a task should take by their rating in hypermovement plus one. A character with Hypermovement three trying to accomplish a task that would normally take twenty minutes would only need five minutes to accomplish that task (3+1=4, ¼ of 20=5).

Extras: Hyperspeed Attack – (When Hypermovement is active, the character may add her dots in Hypermovement as bonus dice to any attack roll, and may treat any of her attacks as automatic weapon bursts).

BOUNDING LEAP
Rank: 1
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to leap a far greater distance than would normally be expected. All of the character’s final jumping distances are multiplied by the character’s (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 × 3)] x (4) = 68 feet.
Extras: None.

RAPIDITY
Rank: 3
Cost: 1 Inner Reserves per action
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: Instant
A component of Superspeed (see also Hypermovement and Alacrity), Rapidity allows a character to take multiple actions in a turn. The player may take up to one full additional action without penalty for each dot in Rapidity each time the power is activated. These actions may not be full movement actions (for that kind of speed, see Hypermovement).
For purposes of strategy, players should note that the activation cost for this power is per action, meaning that a character can burn through their Inner Reserves very quickly with this power.
Reduced Inner Reserves Cost would of course raise the rank to 4 and remove the cost, but the Storyteller is free to deny the Extra, or force their choice of weakness on the player if they really want those extra actions every turn.

FLIGHT
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to soar through the air. She gains a flying Speed equal to her (Flight x 10). Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.
Extras: None.

TELEPORT
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Wits + (Investigation) + Teleport
Action: Instant
Range: Self
Area: N/A
Duration: Instant
Effect: The character is able to travel instantly from one point to another, without passing through the intervening space. In order to use this power, the character must first select a target destination and determine how far away it is. One success on the activation roll allows the character to accurately teleport a distance of up to 10 yards; each additional success multiplies this distance by a factor of ten (so, three successes on the activation roll would allow the character to accurately teleport up to 1,000 yards). If the character does not roll enough successes to reach his destination, he ends up in a location (d10 + number of additional successes needed to reach target) x 10 yards away from his intended direction, in a location determined by the Storyteller. If the character can see his location, or has seen it before in person, he may elect to count his dots in Teleportation as automatic successes, rather than adding them to the activation pool; however, if he has never personally seen his target location, he is “teleporting blind” and suffers a –1 penalty to the activation roll for every full 100 yards he tries to teleport. On a dramatic failure, the character not only counts as having failed his activation roll for the purposes of determining where he ends up, he also teleports into a dangerous situation—inside a solid object, for example, or several hundred feet above the ground or underwater. Teleportation into the air or underwater is covered by the rules for falling and drowning, respectively; if the character teleports into a solid object, the character takes one level of lethal damage for every point of Durability the object has, and the object takes one level of damage for every point of Stamina the character has. The character is then ejected from the object by the shortest route possible.
Extras: Combat Teleport (teleportation is a reflexive action, rather than an instant action), Mass Teleport (the character may teleport up to one additional character for every dot in Teleport he possesses), Safe Blind Teleport (the penalty for teleporting blind is halved, rounding in favor of the character).

Travel Powers

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