Moves Like the Wind

You are an incredibly fast runner, whether moving toward a foe or away from danger.

Genre themes: coward or messenger or scout (fantasy, historical, real world), athlete or coward or scout (real world, science fiction), speedster (superhero)

GM intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Some of special abilities on the Moves Like the Wind flowchart are genre restricted, meaning those particular abilities are probably only suitable for a superhero, space opera, or other fantastic genre. The other abilities are suitable for most genres.

Tier 1

Fleet of Foot (1+ Speed): On this turn you can move up to a short distance as an extra action. Effort: On this turn you can move up to a long distance as an extra action instead of a short distance. Enabler.

Get Out: If you move at least an immediate distance away from the most obvious threat or toward what promises to offer safety, one task you attempt next round is eased. Enabler.

Recover Faster: When you rally as your action, you gain an extra action on your turn that you can only use for moving. Enabler.

Tier 2

Escape (2+ Speed): When you roll to escape (such as slipping your restraints, squeezing through the bars, breaking the grip of a creature holding you, or pulling free from sucking quicksand) and your roll is less than a 9, treat the roll as a 9. (This means you don't get a GM intrusion if you roll a 1.) Effort: Increase the minimum number rolled for this ability by 3. At tier 3, the minimum number rolled for this ability increases to 12. Action.

Obstacle Running (3 Speed): Any movement you take this round ignores most difficult terrain that would otherwise slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, the task is eased. Enabler.

Tier 3

Incredible Running Speed: You move much farther than normal in a round. When using Fleet of Foot, all distances you move are doubled. In addition, if you succeed on a difficulty 4 running task when using a Last action to run as fast as possible, you can move up to 500 feet (150 m). Enabler.

Speedy Threat: You spin and move such that your attacks are aided by your quick motion. If you move at least an immediate distance on your turn, your melee attack that turn gains an asset. Enabler.

Tier 4

Blink of an Eye (4 Speed): You move up to 1,000 feet (300 m). Last action.

Increasing Determination: If you fail at a noncombat physical task (such as pushing open a door or climbing a cliff) and then retry the task, the task is eased. If you fail again, you gain no special benefits. Enabler.

Speed for Mind: When attempting a Speed task, you can spend points from your Intellect Pool instead of your Speed Pool, and vice versa. Use the Edge stat for the Pool you're spending points from. Enabler.

Tier 5

Go to Ground (4 Speed): As your action, you move up to a long distance and then attempt to hide. You gain an asset on the stealth task to blend in, disappear, or otherwise escape the senses of everyone previously aware of your presence. Action.

Hard to See: When you move, you are a blur. It is impossible to make out your identity as you pass by someone at speed. In addition, if you do nothing but move on your turn, your dodge and stealth tasks are eased by three steps until your next turn. Enabler.

Tier 6

Speed Surge: You immediately recover 1d6 + 6 points to your Speed Pool. This ability renews when you make a ten-hour recovery. Enabler.

Up to Speed: If you do nothing but move for three actions in a row, you accelerate greatly and can move up to about 200 miles per hour—about 2,000 feet each round—(300 km/h or 100 m per round) for ten minutes (about 35 miles), after which you must stop and take a recovery. (Move up to 322 kph [about 600 m each round] for ten minutes [about 55 km].) Enabler.