Jumper: Some characters are able to jump more swiftly and with greater control than other characters. The Mobility Quality is a prerequisite for this Quality. A Fighter who is a Jumper can move 2 Ranges and attack with a Basic or do a Special or Super Move with the Mobile Element that allows 2 Ranges of movement and which also has the Aerial Element (see Chapter 4) with no cost in FS and no Accuracy penalty (as is the case with the Mobility Quality).
Mobile Grappler: This character uses a lot of grappling techniques, yet moves into position for grappling more easily than most. Normally, in order to move one Range into Range 0 to use a move with the Throw Element (see Chapter 4), it costs 1 FS. A Fighter with this Quality does not have to spend FS to move into Range 0. A character with the Big Quality cannot have this Quality.
Mobility: This character can move swiftly and with greater control. Because of this, when the character moves 2 Ranges and then attacks with a Basic Move or a move with the Mobile Element that allows 2 Ranges of movement (see Chapter 4), he can choose to simply take a –1 penalty to Accuracy instead of spending 1 FS. If the character also possesses the Big Quality, there is instead no penalty to Accuracy, but the movement only costs 1 FS (rather than 2 FS, as is normally required for Big characters). A character who possesses the Mobility Quality can spend an additional Quality to obtain the Jumper Quality (see above).
Runner: Some characters have faster ground movement than other characters. Normally, when a character moves 2 Ranges and attacks with a Basic Move, or simply moves 3 Ranges without attacking at all, the attack or movement is also considered Aerial, and thus subject to the Anti-Air Defensive Response (see Chapter 5). A character with this Quality can move in this way without it considered to be Aerial. However, if the character attacks, he cannot do a Cross-Up (see Chapter 5).
I like it. Mobile Grappler is a good compromise approach for
"running throws".
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