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=== 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>
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