Enhanced Move

Cost: 20/level; half levels possible
Enhanced Move is physical exotic Advantage that multiplies a creature's effective Move, typically within a certain environment.Basic Set: Characters, p.52Each level of Enhanced Speed doubles your top speed in one environment: Ground, Water, Air, or even Space.
== Half Levels ==
Half a level [10 points] multiplies Move by 1.5, allowing for more granular math. For instance, say you're designing a water elemental that's Amphibious, but you want it to move a bit faster when swimming than on land. You could give it Enhanced Move 0.5 (Water), giving it a bit more Move in that environment.
==Special Enhancements==
*Handling Bonus; +5% per +1, to a maximum of +5.
*Cosmic (Instantaneous Acceleration): +50%
*Cosmic (Complete Maneuverability): +50%
==Special Limitations==
*All-Out (-20%) -- Moving fast requires your undivided attention!GURPS Powers, p.49
*Environmental (varies): must apply to a subset of its usual environment
**For instance, "Trees or tall buildings (-20%)" as a limitation for Enhanced Move (Ground?) for swinging, like on ropes, vines, or climbing lines!
*Handling Penalty; -5% per +1, to a maximum of -5.
*Newtonian; Enhanced Speed (Space) limitation -50%
*Road-Bound; Enhanced Speed (Ground) limitation -50%
==Variations==
*Physiological: can use Costs Fatigue (-5%/level)
*Technological: can use Nuisance Effect (-5%)
== Errata ==
* Enhanced Move was miswritten as "Enhanced Speed" in Supers, p.43Supers, p.43; Version 1.0; July 27, 2007
=== Oversight? ===
* Creatures in the original DFRPG: Monsters 1 book
==See Also==
*Basic Move
*Enhanced Speed (Monster Hunters)Monster Hunters 1: Champions, p.42
==References==