Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Worm Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Mover
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Methodology== Movers have abilities that allow them to transport themselves or others via a variety of non-standard methods.<ref name=":0" /> ===Subtypes=== {{non-canon|section=y}}They can be divided into twelve different groups: {|class="mw-collapsible article-table" style="width:100%" !style="width: 20%;"|Name !style="width: 40%;"|Focus !style="width: 40%;"|Trigger event |- |'''Takeoff Mover''' |Produces an effect on departure.<ref name="Takeoff">'''Takeoff''' movers produce an effect on departure. They trigger from closer/known relationships to the source of the ‘I can’t take anymore of this’ harm. Family, blood, long term relationships and relationships extending to childhood, frequently. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Involves closer, known relations to the source, frequently involving family, blood, long term relationships.<ref name="Takeoff"/> |- |'''Transit Mover''' |Produces an effect while traveling.<ref name="Transit">'''Transit''' movers produce an effect while traveling. They trigger from entangled, complicated, personal or contextual relationships to the source of the ‘I can’t take anymore of this’ harm. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Involves entangled, complicated, personal or contextual relationships to the source.<ref name="Transit"/> |- |'''Terminus Mover''' |Produces an effect on arrival.<ref name="Terminus">'''Terminus''' movers produce an effect on arrival. They trigger from combative, known relationships toward the ‘I can’t take anymore of this’ harm they’re trying to escape. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Involves combative, known relations to the source.<ref name="Terminus"/> |- |'''Slip Mover''' |Maximizes maneuverability and avoidance but don’t cover a great deal of ground.<ref name="Slip">'''Slip''' movers maximize maneuverability and avoidance but don’t cover a great deal of ground. The situation they are trying to escape is one of being metaphorically pecked to death, often from multiple sources. The harm is small but impossible to ignore, and rather than culminate in a peak event, it accumulates to reach a breaking point. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Tries to escape from small attacks, but with harm impossible to ignore, often from multiple sources.<ref name="Slip"/> |- |'''Hurdle Mover''' |Capable of enhanced running, jumping or climbing or some combination.<ref name="Hurdle">'''Hurdle''' movers run, leap, climb and/or bound. The situation they are trying to escape is one of harassment - reality pushing well past normal in a sustained campaign of being tracked, dogged, never having a moment to breathe. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Tries to escape harassment, with a sustained campaign of being tracked, never having a moment to breathe.<ref name="Hurdle"/> |- |colspan="3"|Movers with an emphasis on one type of movement. Their trigger events place a large amount of focus on the emotions of the Mover and the abstract nature of the problem they are trying to escape.<ref name="onetype">The movers with an emphasis on one movement type generate this type by the nature of the problem they are trying to escape. The emotion of the mover is a key thing here, as is the abstract nature of what they’re trying to escape. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |- |'''Rocket Mover''' |Rushes towards their destination, but often with little maneuverability.<ref name="Rocket">'''Rocket''' movers rush toward their destination, but often with little maneuverability. They trigger as a consequence of a ‘caught in a tunnel with a train imminent’ kind of focus, with a big, monumental problem approaching, oftentimes as a consequence of being reckless or foolhardy (with the resulting power’s inability to effectively avoid unexpected problems or interruptions mirroring the trigger event & actions that led to it). They woke the dragon or failed to look far enough ahead. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Has a big, monumental problem approaching, often as a consequence of being reckless or foolhardy.<ref name="Rocket"/> |- |'''Run Mover''' |Travels along the ground, emphasizing speed.<ref name="Run">'''Run''' movers emphasize speed, traveling along the ground. Speedsters and sliders fall into this realm. They trigger as a consequence of being too grounded. As opposed to fly movers, they trigger because they’re stuck on rails or in a rut, they neglected the dream in favor of reality. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Experiences being stuck on rails or in a rut, neglecting the dream in favor reality, being too grounded.<ref name="Run"/> |- |'''Fly Mover''' |Uses either physical means or some sort of mechanism to become airborne. Often also have [[Brute]] or [[Breaker]] powers.<ref name="Fly">'''Fly''' movers are airborne. This can be physical (wings) or by some other mechanism. They trigger as a consequence of reality hitting home, their heads were in the clouds, they had hopes or dreams or a goal they pursued, and when it all came crashing down or when they realized they were mortal, they groped for the dream, escaping this newfound and negative reality, and the power offers to lift them up again. Rather common, especially with brute secondaries and breaker secondaries. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Has reality hitting home after failure to reach their dreams or goals, or realizing their mortality, then desire to escape.<ref name="Fly"/> |- |'''Blink Mover''' |Capable of teleportation, moving between points without crossing intervening space.<ref name="Blink">'''Blink''' movers teleport. They move from one point to another without traversing the space in between. They trigger as a result of being stuck in a box or in a trap, either literal or metaphorical, leading to the desire to escape. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Desires to escape from being stuck in a box or in a trap, either literal or metaphorical.<ref name="Blink"/> |- |'''Ride Mover''' |Uses something as a vehicle to travel. Overlap with [[Shaker]]s.<ref name="Ride">'''Ride''' movers overlap with shakers and use something as a vehicle for travel. They trigger as a result of the greater environmental or contextual impact on what they’re wanting to escape. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Wants to escape something with a greater environmental or contextual impact, triggering as a result.<ref name="Ride"/> |- |colspan="3"|'''Setup Movers'''<br />Rely on something else to make the movement possible, requiring some kind of setup. Their trigger events tie into puzzling something out.<ref>Setup movers require something to make the movement possible. This involves setup, and in terms of the trigger, ties into something which requires some puzzling out. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |- |'''Gate Mover''' |Creates something that grants movement, often an emplacement, gateway, launchpad or similar.<ref name="Gate">'''Gate''' movers create something that grants movement. This is typically an emplacement, gateway, launchpad or the like. The problem they’re trying to escape is often institutional, abstract, and longer-term, though not crossing over into the tinker realm. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Tries to escape a problem that is often institutional, abstract, and longer-term, though not crossing over into [[Tinker]].<ref name="Gate"/> |- |'''Conveyance Mover''' |Requires a great deal of setup but act on a greater scale, often moving others or setting up for later actions.<ref name="Conveyance">'''Conveyance''' movers have a great deal of setup but move on a grander scale. Many transport others or pave the way for future mover actions. In this case, the mover action is more tactical and larger-scale, with an emphasis on careful placement at the right time and place, versus actual use of the power during the encounter. This one is hard to pin down and relatively rare: the situations they’re trying to escape are unique cases, typically newsworthy on the national or international scale. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> |Tries to escape unique cases, typically newsworthy on the national or international scale.<ref name="Conveyance"/> |} === Common combinations with other ratings === Mover is a common secondary rating, often in the form of flight: It's in fact so common that flying [[Brute]]s and flying [[Blaster]]s have unique names to distinguish them: Alexandria-packages<ref name="Alexandria2" /> and flying artillery<ref name="Purity1" /> respectively. Takeoff, Transit and Terminus Movers have offensive potential through a [[Blaster]] or [[Shaker]] effect attached to their Mover power<ref name="wake">Takeoff, Transit & Terminus movers trigger as a consequence of the idea, ‘I can’t endure this happening again, I have to get away’. It can be physical harm, abuse, or something more abstract, with the results falling on a spectrum as a consequence (more damage if physical harm, more side effect if emotional/mental harm). As opposed to strikers and blasters, where the harm is imminent, or brutes, where the harm is actively happening, the mover triggers well in advance or well after, outside of the heat of the moment, and often when there is a person or focus responsible. They utilize elements, as a general rule. A glacial takeoff mover, for example, might leave an expanding circle of growing ice clusters in their wake, as they leave the situation. - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref>, while Slip and Hurdle Movers access their Mover powers through other enhancements.<ref name="sliphurdle">Slip and hurdle movers come about as a result of accumulated small abuses and hassles. There is often a faint brute, breaker, stranger, or changer component feeding into things, as the body is changed and altered to perform the ability. The lines are necessarily blurry; an individual might have endured weeks of always having bruises (brute), while dealing with the change in mindset as they start to act & be perceived like the perpetual victim (changer). - [https://docs.google.com/document/d/1mVZXzmvmRoQWG1ECjE9rIe1ZszL76-ZlvH0IfV2rlj8/edit MOVERS], document by Wildbow.</ref> [[Tinker]]s, of course, express their Mover potential through their ability to create vehicles,<ref name=":1">Has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like.<br> General response is to limit movements where possible, anticipate attack from any direction. When declared in the field, if possible, append classification with type. ''Mover: Teleporter!''<br> '''Threat level 2+''': Communicate mover nature. Where possible, move fight to a contained area where free-ranging movement is less effective, targeting objectives or other threats to draw attention and focus. Lock down area.<br> '''Threat level 5+''': Assume containment is impossible. Clearance granted for truck-mounted nonlethal measures (net launchers, foam sprayers) that might otherwise inconvenience locals.<br> '''Threat level 9+''': Higher office and PRT offices in nearby or neighboring cities should be notified of possible threat or retaliation in case of confrontation. - [https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.isf9bht521ka PRT Master Reference - Classifications - Mover]</ref> or devices that replicate Mover effects,<ref name="Chariot1" /> such as jet-packs or hoverboards.<ref>Alternately, starts with a utility item offering some mobility (ie. jetpack, hoverboard, insect arm wall-climbing backpack) or a half-built vehicle. These items are available on the tinker’s list (expanding or adding to available capabilities) and are fractionally better. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit TINKERS], document by Wildbow.</ref>
Summary:
Please note that all contributions to Worm Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Worm Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)