Hey guys -
So my Archaeologist Indy/Laura Croft clone seems to be coming together nicely. One of unexpectedly fun things she can do is the freerunning (and soon to be the improved freerunning). I didn't intend for her to pivot that way, but she strikes me as a nimble little minx.
So I started brainstorming the idea of adapting Unmatched Mobility from Enter the Unknown as a Heroic Ability. This is very much shooting from the hip, so it may not work at all. The base ability remains unchanged: Once per session as an incidental, spend 2 points to increase the number of maneuvers she is allowed per turn to three for the next 2 rounds. This third maneuver may be gained by the same means as a second maneuver .
For the upgrades underneath the Unmatched Mobility base ability are. We've got :
Duration +1
Duration +1
Duration +1
Destiny Point expenditure -1
Melee defense
Ranged defense
Free maneuver (AKA no strain when you take this maneuver)
Free maneuver
Looking at the Heroic Ability Upgrades listed in the actual Terrinoth book, the Duration and DP expenditure are already written up. So we can just pull those out of consideration, leaving us with:
Melee defense
Ranged defense
and the two Free Maneuvers
So my thinking for the Improved Upgrade: While Unmatched Mobility is active, the character gains two additional free maneuvers on his turn. This does not increase the maximum number of maneuvers the character may perform per turn (three with the ability active) . In short, those three costs no strain to take. Not too terribly game-breaking, I would think.
For the Supreme Upgrade the ranged and melee are rolled into the same: While Unmatched Mobility is active, the character increases his ranged and melee defense by 1 . This one might be too strong? I'm not sure.
What do you think, sirs?