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Movement

Movement Alterations

AX.C.08.01.04

Innate locomotive capabilities beyond standard ground movement. All speeds relative to the character's normal ground movement rate unless specified.

Flight

Effect: The character can fly at their normal movement speed. Hovering in place requires a Free Action each Turn. The character can carry normal encumbrance while flying. Extreme weather conditions (strong wind, electrical storms) impose Disadvantage on Speed-based rolls while airborne.

Activation: Free Action to take flight or land.

Scope: Self.

Genre Note: Winged lineages, avian hybrids, anti-gravity implant, repulsor field generator, levitation harness.

Climbing

Effect: The character moves at full speed on vertical surfaces and ceilings without requiring an Athletics check. Surfaces must be capable of bearing the character's weight. Slick or frictionless surfaces (ice, greased metal) still require an Athletics check.

Activation: Passive, always available.

Scope: Self.

Genre Note: Arachnid lineages, gecko-hybrid, adhesive pad implant, magnetic grip system, gecko-fiber gloves (equipment version).

Swimming

Effect: The character moves at full speed in water and can breathe underwater indefinitely. Pressure effects from extreme depth do not apply to the character's biology up to twice the depth a baseline character could survive.

Activation: Passive, always available.

Scope: Self.

Genre Note: Aquatic lineages, cetacean hybrids, gill-supplemented biology, rebreather-integrated biology, pressure-adapted amphibious lineage.

Burrowing

Effect: The character can move through loose earth, sand, or soft rock at half their normal ground speed. Solid rock or reinforced materials require an Athletics check (Threshold 3) and reduce speed to one Range Band per Turn on success. Burrowing leaves a tunnel of the character's body width.

Activation: Passive, always available in appropriate substrate.

Scope: Self.

Genre Note: Mole-lineages, tunneling insects, pneumatic drill-limb implant, vibro-boring biological adaptation.

Leaping

Effect: The character's jump distances are doubled (horizontal and vertical). Athletics checks to jump exceptional distances gain +2D.

Activation: Passive, always active.

Scope: Self.

Genre Note: Kangaroo hybrids, feline predators, spring-loaded leg implant, enhanced fast-twitch muscle biology.

Teleportation (Short)

Effect: The character can teleport to any unoccupied location within Near range that they can see or have previously been. The character and up to their normal carry capacity of equipment teleports. Arrival does not provoke reactions. Cannot teleport through solid barriers unless they can see or precisely locate the destination on the other side.

Activation: Minor Action.

Scope: Self.

Recovery: Once per Short Rest.

Genre Note: Blink-dog lineages, phase-shift biology, short-range teleportation implant, quantum tunneling adaptation.