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Trait (Asset): Mover, Trained (Major)
You...move things. Sure, that sounds simple, but it's a right powerful Trait. Movers can throw synchronizers, choke the unfaithful, hold up their hands and stop bullets, and even fly, with naught save the power of their wills. On t' other hand, this is a pretty obvious Trait. Peepers and Readers can hide what they do easily if they keep their mouths shut, and a few bandages can justify a Healer's work, but there's little in the 'Verse as can explain why there's a gun floatin' in front of you when the nearest grav generator's in the next town over...twenty miles away. Movers either learn to be discreet or spend their lives runnin' from the Blue Gloves.
- Push
- (Telekinesis): This is the basic specialty. Awareness fills in for Agility when aiming or throwing, and Willpower is used to determine Pushin' Strength. Add the Push specialty as if it were Athletics for purposes of Movin' things around. Push is like wearin' the world's thinnest mitten, though -- you can grab guns and lift boxes, but forget pushin' buttons or makin' that forgery of the Mona Lisa (the what?). You also can't strangle or punch a person, though if there's things to throw, you can throw 'em. You need other specialties for them.
- Block
- (Force Shield; prerequisite: Push): You can stop things. Gorram near anything a man or pistol can throw, leastwise. Now, that's not as easy as it sounds, but it's a mite more useful than Healer Blockin'. You can stop any physical attack, not countin' Vehicle or Ship Scale weapons, up to bullets and even lasers, by rolling Awareness + Block. Each defense uses up one action, though, so don't think you can hold up your hand and ignore half a dozen Big Damn Villains with big damn machine guns. (Generous GMs may allow Blockers to turn missiles away, given enough time, but that should require at least a Heroic check.) There's rumors that a few Movers have actually created forcefields and can laugh off them six Big Damn Villains and their guns, throwin' their chests out like some gorram ani-wave character, but there's none that know of 'em so far.
- Crush
- (Kinetic Blow; prerequisite: Push): You can kill people with your brain. Snag a windpipe, break their skulls in, or just pummel 'em real good, this power does the trick even if there ain't nothin' convenient to bash 'em over the head with. The target rolls Agility + Athletics/Dodge to avoid you, just like a regular attack, but it's a lot easier to surprise a body with Crush. Willpower + Block works just as keen on Crush as against a bullet, though.
- Tweak
- (Telekinesis, "fine manipulation"): Push is like havin' your own invisible lifter robot; Tweak is like having nanites. If you can see it, you can move it -- no fair tryin' to nudge molecules or bacteria around, but buttons, levers, gun triggers, mechanical locks and all manner of little things can be toyed with by Tweakin' em. Artsy stuff uses Awareness, while bein' cunning with mechanical things and suchlike uses your Intelligence. You can use this with Push to combine finesse with strength, or you can just buy Tweak to make a Mover who cheats at dice, ties folks' shoelaces together and picks locks with his brain.
- Fly
- (Levitation; prerequisite: Push): Now don't get me wrong. You can haul yourself up with a chair or a manhole cover with Push if you like, but your own weight counts to what you can lift then. Flyin' means you can pick your own self up without it countin' towards your Move limit, and it's a lot more graceful. You can use Fly in place of Athletics/Dodge, for instance, but not Push. Awareness replaces Agility for all this fun stuff. Multiply the info on the Movement chart on page 151 of the Serenity RPG by five for your speed, only roll Willpower + Fly for "Run" when you want to go to full burn.
- Burn
- (Pyrokinesis): You make things hot, and not in a good way (for them, that is). This sets small combustibles and such on fire with an Easy check; for all else, you attack and do damage normally, and when inanimate objects are "destroyed," they burst into flames. Inanimate objects get the benefit of their Armor (representing toughness), but folks don't. If there's cover, a person can roll Agility + Athletics/Dodge or Running to hide; otherwise, all you got is Willpower + Discipline to resist, like usual. Both Mover and Healer Block specialties work too.
- Freeze
- (Cryokinesis): You make things cold, not that that's usually a good thing for them anyway. Puddles and small bits of food freeze instantly on an Easy check (amuse your friends! Slip one over on your enemies), whereas the rest uses the same rules as Burn, except that when all the Wounds are gone, the thing you froze is so brittle you can shatter it with a good hard knock. Oh yeah, and it'll recover if you leave it alone, but it'll be permanently down by one Armor and 1d6 Wounds from the stresses.
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