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## [3.P Class] Freerunner

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Sasaisen
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### [3.P Class] Freerunner

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Post by Sasaisen » Wed Jan 29, 2020 1:56 am

The Freerunner
"Runners see the city in a different way. We see the flow. Rooftops become pathways and conduits, possibilities and routes of escape. The flow is what keeps us running, keeps us alive."
Alignment: A freerunner's ethos tends to at least have an anti-authoritarian undercurrent, and lawful freerunners are rare (but not impossible).
Ability Scores: Dexterity is likely the freerunner's primary combat score. Wisdom and Constitution shore up her weaker saves, and Wisdom is additionally used for her maneuvers and defense.
Hit Die: d6
Skill Ranks per Level: 4 + Int modifier
Class Skills: The freerunner’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Wis), Escape Artist (Dex), Fly (Dex), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Local) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Free Movement | Maneuvers Known | Maneuvers Readied | Stances
1st | +0 | +0 | +2 | +0 | Flow, Never Unarmed, Never Unarmored, No Boundaries (Walls) | +0ft | 5 | 3 | 1
2nd | +1 | +1 | +3 | +1 | As The Crow Flies, Unity Of Motion | +5ft | 6 | 4 | 1
3rd | +2 | +1 | +3 | +1 | Perfect Equilibrium, Unhindered | +5ft | 7 | 4 | 2
4th | +3 | +1 | +4 | +1 | No Boundaries (Fluids), Potential Energy | +10ft | 7 | 4 | 2
5th | +3 | +1 | +4 | +1 | Don't Need To Know Where I'm Going | +10ft | 8 | 5 | 2
6th | +4 | +2 | +5 | +2 | Evasion, Flow Surge (1 Flow) | +15ft | 8 | 5 | 3
7th | +5 | +2 | +5 | +2 | No Boundaries (Air) | +15ft | 9 | 5 | 3
8th | +6/+1 | +2 | +6 | +2 | Just Need to Know Where I’ve Been, Life On The Edge | +20ft | 9 | 6 | 3
9th | +6/+1 | +3 | +6 | +3 | Perfect Equilibrium, Unbounded | +20ft | 10 | 6 | 4
10th | +7/+2 | +3 | +7 | +3 | No Boundaries (Gravity) | +25ft | 10 | 6 | 4
11th | +8/+3 | +3 | +7 | +3 | The Things I’ve Seen | +25ft | 11 | 7 | 4
12th | +9/+4 | +4 | +8 | +4 | Improved Evasion, Speed of Thought | +30ft | 11 | 7 | 5
13th | +9/+4 | +4 | +8 | +4 | No Boundaries (Space) | +30ft | 12 | 7 | 5
14th | +10/+5 | +4 | +9 | +4 | The Places I’ve Gone | +35ft | 12 | 8 | 5
15th | +11/+6/+1 | +5 | +9 | +5 | Flow Surge (2 Flow), Perfect Equilibrium | +35ft | 13 | 8 | 6
16th | +12/+7/+2 | +5 | +10 | +5 | No Boundaries (Planes) | +40ft | 13 | 8 | 6
17th | +12/+7/+2 | +5 | +10 | +5 | The Long Road Home | +40ft | 14 | 9 | 6
18th | +13/+8/+3 | +6 | +11 | +6 | Greater Evasion, Unstoppable | +45ft | 14 | 9 | 7
19th | +14/+9/+4 | +6 | +11 | +6 | No Boundaries (Time) | +45ft | 15 | 9 | 7
20th | +15/+10/+5 | +6 | +12 | +6 | Running Through Time | +50ft | 16 | 10 | 7

Weapon and Armor Proficiency
Freerunners are proficient with all simple weapons and light armor, but not shields.
Maneuvers
A freerunner begins her career with knowledge of a number of martial maneuvers, as indicated in the table. The disciplines available to her are Broken Blade, Mithral Current, Thrashing Dragon, and one of Riven Hourglass, Shattered Mirror, Steel Serpent, or Veiled Moon (chosen when she takes the first maneuver in any of those disciplines). Once she knows a maneuver, she must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a freerunner is considered an extraordinary ability unless otherwise noted in its description. She learns additional maneuvers at higher levels, although she must meet a maneuver’s prerequisite to learn it. A freerunner’s maneuvers and initiator modifier are keyed on her Wisdom.
Upon reaching 4th level, and at every even numbered level after that, the freerunner can choose to learn a new maneuver in place of one she already knows; in effect, she loses the old maneuver in exchange for the new one. The freerunner need not replace the old maneuver with a maneuver of the same level, but can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers he knows. The freerunner can swap only a single maneuver at any given level.
Maneuvers Readied
The freerunner can have some of her maneuvers readied at a time, as indicated in the table. She readies her maneuvers by meditating and focusing her ki for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. The freerunner does not need to sleep or be well rested to ready her maneuvers; any time she spends 10 minutes in meditation, she can change her readied maneuvers. She may not ready any individual maneuver more than once.
All of her maneuvers are considered unexpended after being readied; once she initiates the maneuver it becomes expended, unable to be used again until she once again readies her maneuvers, or she recovers her maneuvers by spending some of her accumulated Flow. The latter is a swift action, and when she does so, she recovers all expended maneuvers with a level equal to or less than the amount of Flow she spent.
Stances
At 1st level, the freerunner has knowledge of one stance from any discipline and maneuver level open to her. At the indicated levels, she selects an additional new stance. Unlike other maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the freerunner cannot learn a new stance at higher levels in place of one she already knows.
Flow (Su)
Freerunners have a natural sense that allows them to think and act not only quickly, but with purpose and a natural rhythm. No action is wasted, and each builds into the next. This ability is called Flow, and represents the freerunner building up momentum and channeling it into her actions. It works as follows:

- Every round that the freerunner moves at least 10ft plus her current Flow speed bonus, she gains one point of Flow at the end of the round (to a maximum of her level).
- Every round that the freerunner less than that amount, but still moves at least 10ft, she neither gains nor loses Flow.
- Any round in which the freerunner moves less than 10ft, she loses any Flow she has left at the end of the round.

Flow provides a number of benefits:

- All of the freerunner’s base movement speeds are increased by 5ft for every Flow point she has. This is applied after all other multipliers and modifiers.
- She adds her current Flow as a competence bonus to Acrobatics, Climb, Escape Artist, Fly, and Swim checks.
- She adds the lesser of her Flow or her Wisdom modifier as a bonus to the first attack roll she makes each round.
- As long as the freerunner has at least one point of Flow, she gains the Uncanny Dodge class feature.

Never Unarmed (Ex)
As the freerunner prefers to remain unencumbered, she learns to fight with the weapons that she will always have available - her body. Her unarmed damage increases by two die sizes (1d6 for a medium freerunner), and she is treated as if she possessed the Improved Unarmed Strike feat. If she already has this feat, or later acquires it normally or as a bonus feat, her unarmed damage increases by an additional die size.
Never Unarmored (Ex)
The freerunner adds her Wisdom bonus (if any, minimum of 0) to her AC and CMD. This bonus applies even against touch attacks and when the freerunner is flat-footed. She loses this bonus when immobilized or helpless, when she wears armor with a check penalty greater than 0, or when she carries a medium or heavy load.
No Boundaries (Su)
Being able to overcome obstacles is just as important as moving fast for a freerunner, and her training allows her to progressively bypass more of what life throws in her path. All of these abilities only function while she has at least one point of Flow and is not immobilized or otherwise prevented from normal movement.
Walls: Vertical movement is almost as easy as horizontal. She may move up slanted, vertical, or upside-down surfaces just as if she was moving normally. However, if she does not end her turn on a surface that supports her, she falls, though she can attempt to grab onto the surface as if she was climbing.
Fluids: At 4th level, she gains the ability to pass over fluid surfaces, such as water or lava, as if they were solid. Any substance that causes damage on contact (e.g. lava, acid) causes the damage as normal. If she does not end her turn on a solid surface that can support her weight, she sinks.
Air: At 7th level, gaps and chasms cease to be problematic. She is treated as if she had a fly speed (average maneuverability), provided that she begins and ends her turn on a solid surface. If she does not end her turn on a solid surface that can support her weight, or grab onto something to keep herself from falling, she falls.
Gravity: At 10th level, solid ground is a crutch that the freerunner can finally cast off. Her ability to move over inclined, inverted, or fluid surfaces, or through the air itself, no longer requires her to begin or end her turn on a solid surface. This effectively allows her to walk on walls, ceilings, and liquids with no limitations, as well as gives her a permanent fly speed, for as long as she has Flow.
Space: At 13th level, space itself is an obstacle that the freerunner can ignore. She can teleport as part or all of her movement once per action, as if using Dimension Door. She cannot take other creatures with her, but can take actions after (including continuing her movement). She must either have line of sight to her destination (though she does not need line of effect), have sensed it since her last turn with As The Crow Flies or Don't Need To Know Where I'm Going, or be at one of her Points (per Just Need To Know Where I’ve Been); the maximum range is the lower of her Flow speed bonus or however much movement she has left in her action. The freerunner provokes Attacks of Opportunity for moving as normal from the square she departed, and is treated as having actually moved this distance for purposes of Flow and her remaining movement. If this ability is blocked by an effect that prevents teleportation (e.g. by a Dimensional Anchor), she does not lose any declared movement or actions.
As a full-round action, the freerunner can instead teleport up to one mile per point of Flow. This action is a (Sp) ability and depletes all of her Flow (regardless of how far she traveled). A rift connecting her departure and arrival points is created and lasts for one round per point of Flow she possessed; any creature who can reach it can follow the freerunner through, or travel in the opposite direction. If the space where a creature would appear is occupied, it is harmlessly shunted to the nearest available space.
Planes: At 16th level, the barriers between dimensions dissolve for the freerunner. She can attempt to travel to any location on any plane of existence, including her current one; this is a full-round action that otherwise works as if the freerunner had cast Plane Shift on herself (and only herself). She reduces the distance she arrives from her destination by 25 miles for every point of Flow she has (subtracted after the roll is made) and loses all Flow (regardless of how accurate her travel is). This action creates a rift in the same fashion as No Boundaries (Space) and is a (Sp) ability.
Time: At 19th level, the freerunner’s mastery of movement permeates even time itself. She can attempt to travel through time as a full-round action, moving forwards or backwards in time a number of hours up to her current Flow points and losing all accumulated Flow in the process. Similarly to No Boundaries (Space) and (Planes), this is a (Sp) ability and the freerunner leaves behind a rift for one round per point of Flow; however, this rift only permits passage through time in the same direction as the freerunner. Other creatures who pass through the rift one or more rounds after the freerunner, appear in the same number of rounds after the freerunner in the destination time.
Moving forward in time is simple enough - the freerunner (and any creature who follows her) winks out of existence and reappears the appropriate amount of time later, in the same location as she left. Time progresses as if all traveling creatures simply don't exist during the interval.
Moving backward in time is similar, but slightly more complicated. When the freerunner (and any creature who follows her) jaunts back in time, her "past self" disappears from wherever it was, along with the past versions (if they exist) of any items that she brought with her. This effectively creates an alternate timeline, and thus causality does not need to be obeyed with respect to the recently-departed present.
Unfortunately, once she's moved backward through time, she may no longer travel backward to any time before the start or end of her jaunt; essentially, she only has one "do-over" for any given span of time. Traveling forward, however, has no such limitation. Finally, when moving either direction through time, the freerunner's Points (per Just Need To Know Where I've Been) at the moment of her departure are preserved, unless the surroundings have drastically changed in the interval.
As The Crow Flies (Ex)
At 2nd level, the freerunner can determine the shortest path to anywhere she has visited on her current plane and within one day per level, as some instinct within her guides her unerringly towards her destination. This ability is a swift action and gives her only a direction and rough, straight-line distance (as an order of magnitude), but clever or repeated use can circumvent this limitation. For example, though she couldn't escape a maze by simply remembering the location of the town she previously visited, multiple uses of her ability would let her retrace her steps to any point she has been, including the exit if she passed through it normally (incidentally giving her a +1 cumulative bonus to each check to escape a given Maze spell).
Free Movement (Ex)
At 2nd level, the freerunner's training and conditioning allows her to move faster even without applying Flow. She gains a permanent enhancement bonus to her land speed as indicated in the table. This bonus stacks with her Flow speed bonus, and does not apply when she wears armor with a check penalty greater than 0 or carries a medium or heavy load.
Unity Of Motion (Ex)
To a 2nd level freerunner, all movement is the same. If she has multiple forms of movement, she can use the highest movement speed (after all modifiers have been applied to each) she has for any of them. This ability does not actually modify any of her movement speeds, nor does it change any other aspects of her movement, nor does it grant her any forms of movement she does not already have.
Perfect Equilibrium (Ex)
At 3rd, 9th, and 15th levels, the freerunner chooses one of the abilities below. If an ability she selects would grant her a feat that she already possesses, she may instead select any other feat for which she qualifies.
Circle Strider: She gains Step Up and Following Step as bonus feats.
Dauntless Runner: She no longer suffers from fatigue or exhaustion effects due to movement and requires only a two-hour nap to fulfill sleep requirements. She also no longer takes nonlethal damage by hustling for more than one hour or traveling more than 8 hours per day, and there is no limit to the maximum number of consecutive rounds that she can run. Finally, though many of its benefits are subsumed by this ability, she gains Endurance as a bonus feat.
Lightning Sprinter: She gains Lightning Stance and Wind Stance as bonus feats.
Master Skirmisher: When she takes a move action, she may take her standard action at any point during the move. This counts as Flyby Attack (provided she's able to fly) and Spring Attack for the purpose of meeting feat or class prerequisites, and she may select new feats if she already possessed either or both of those.
Recovery Expert: She gains the Slow Fall class feature, using her level for her monk level. Additionally, standing from prone is a free action. Finally, she gains Landing Roll and Sure Grasp as bonus feats.
Sideways Charger: She does not need to move in a straight line when she runs or charges, and does not have to charge to the closest square that threatens her target.
Slippery Combatant: She no longer increases the DC when making an Acrobatics check to move past or through an opponent at full speed without provoking an attack of opportunity. Additionally, she gains Sidestep and Improved Sidestep as bonus feats.
Swift Attacker: She gains Agile Maneuvers and Weapon Finesse as bonus feats.
Trained Acrobat: When balancing, all surfaces are treated as being at least 1 - 3 feet wide. She can also move across such surfaces at full speed without increasing the DC for the check, and no longer becomes flat-footed when making a check to move across narrow surfaces or uneven ground. Additionally, she is always considered to have a running start when making an Acrobatics check to jump.
Unhindered (Su)
At 3rd level, the freerunner can take an immediate action and spend 1 Flow to use Liberating Command on herself. The freerunner can use this ability even if her actions would otherwise be restricted, as long as she is not helpless, unconscious, or in stasis.
Potential Energy (Su)
At 4th level, the freerunner has learned how to coast and maintain momentum, even when hampered by temporary obstacles. For a number of rounds per day equal to her level, she does not lose Flow at the end of her turn if she has not moved that turn, and does not begin to fall if she doesn’t end her turn on a surface that can support her when using No Boundaries. Activating this ability does not require an action, and these rounds do not need to be used consecutively.
Don’t Need To Know Where I’m Going (Su)
At 5th level, as a move action, the freerunner can determine the direction and rough distance (as an order of magnitude) to an object, creature, or unfamiliar location (one not covered by As The Crow Flies) on her current plane. She must be able to visualize her destination or quarry, either with a description, an image, or firsthand observation. This ability locates the nearest kind of creature, type of object, or location that matches what she has in mind, so the more specific and detailed the visualization, the better. If she possesses a physical trace of her target (e.g. a body part, a fragment of an object, soil from a place) that's less than twelve hours old per level, this ability will reliably locate her intended target and avoid false positives.
Illusions do not protect against or register to this ability, unless they are quasi-real (effects of the shadow subschool) or specifically ward against divination effects. An invisible creature or object that otherwise matches the description is detected, though it can't be pinpointed with the information provided. On the other hand, transmutations and other effects that produce actual changes to the target's appearance or nature will fool this ability, even if a trace was obtained before the ability was used. If the location/object/creature that would be revealed is warded against detection or divination effects, she must pass whatever saving throw, caster level check (using her level as her caster level), or other requirement the effect allows to bypass it. If she fails, or if the ability doesn't allow for such, she gains no information other than that her attempt failed, and any subsequent attempts automatically fail until the effect expires or at least one hour has passed (whichever is longer), in addition to whatever other consequences the blocking effect may have.
Evasion (Ex)
At 6th level, the freerunner gains the Evasion class feature.
Flow Surge (Su)
At 6th level, the freerunner can immediately gain 1 Flow as a swift action once per turn. The freerunner can always use this ability, even if she is helpless or cannot otherwise take actions, as long as she is not unconscious or in stasis; however, the Flow is still lost at the end of her turn as normal if she fails or is unable to move.
At 15th level, she instead gains 2 Flow with a swift action.
Just Need To Know Where I’ve Been (Ex)
At 8th level, the freerunner can spend ten minutes to familiarize herself with her immediate surroundings and designate her current location as a "Point". She can find the distance and direction with As The Crow Flies and is considered to have a trace to all of her Points, regardless of when her last visit occurred. She can maintain a number of Points equal to ½ her class level (rounded up) at any given time, and Points last indefinitely unless the surroundings drastically change or she chooses to forget them.
Additionally, when using Don't Need To Know Where I'm Going and possessing a trace of the desired creature/object/location, the freerunner learns the precise distance and direction to her target. If invisible or otherwise concealed, this allows her to pinpoint its location. Doing this is still a (Su) ability.
Life On The Edge (Ex)
At 8th level, the freerunner always has the Uncanny Dodge class feature, regardless of Flow. While she possesses at least 1 Flow, she additionally gains the Improved Uncanny Dodge class feature.
Unbounded (Su)
At 9th level, the freerunner can take an immediate action and spend 5 Flow to gain the benefits of Freedom of Movement for one round. The freerunner can always use this ability, even if she is helpless or cannot otherwise take actions, as long as she is not unconscious or in stasis. However, using this ability causes her to become fatigued, or exhausted if already fatigued, or unconscious (treated as stable for recovery) if already exhausted.
The Things I've Seen (Su)
At 11th level, when using Don't Need To Know Where I'm Going and possessing a trace of the desired creature, object, or location, the freerunner gains an instant mental image of the location or the target’s immediate surroundings (everything within 30 feet), with all senses she possesses, and recognizes if a target is in a location she can sense with As The Crow Flies.
Improved Evasion (Ex)
At 12th level, the freerunner gains the Improved Evasion class feature.
Speed of Thought (Ex)
At 12th level, the freerunner may take an additional swift or immediate action each round.
The Places I’ve Gone (Ex)
At 14th level, when using As The Crow Flies or Don’t Need To Know Where I’m Going, the freerunner also leans the distance and direction to her target from each of her Points (if any) on the same plane, allowing her to identify which is closest.
Additionally, when using No Boundaries (Space) as a full-round action, she may instead teleport to any of her Points, regardless of distance, provided she's on the same plane; doing so is still a (Sp) ability and removes the "Point" status from her destination, requiring her to re-familiarize herself with the area to do so again.
The Long Road Home (Su)
At 17th level, the freerunner can locate a target on another plane of existence using Don’t Need To Know Where I’m Going, provided she has a physical trace. If successful, she learns the target’s plane, as well as the distance and direction from each of her Points on that plane (if any), and can view it and its surroundings with The Things I’ve Seen as usual.
Additionally, she can use No Boundaries (Planes) to shift to any one of her Points on another plane with no error; doing so is still a (Sp) ability and removes the "Point" status from her destination.
Greater Evasion (Ex)
At 18th level, the freerunner’s reflexes are legendary. A natural 1 is no longer considered an automatic failure on a Reflex save, and she automatically passes on any other roll.
Unstoppable (Su)
At 18th level, the freerunner can take an immediate action and spend 10 Flow to gain the benefits of Freedom. The freerunner can always use this ability, even if she is helpless, in stasis, or cannot otherwise take actions, as long as she is not unconscious. However, using this ability causes her to become exhausted, or unconscious (treated as stable for recovery) if already fatigued or exhausted.
Running Through Time (Su)
At 20th level, the freerunner can use No Boundaries (Time) to simultaneously travel however far into the future or past and arrive at one of her Points on any plane instead of her present location; doing so is still a (Sp) ability and removes the "Point" status from her destination.
Additionally, she no longer ages or is susceptible to aging effects, and wins Pathfinder.
Last edited by Sasaisen on Sat Aug 15, 2020 3:19 am, edited 15 times in total.
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The Adventurer's Almanac
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Post by The Adventurer's Almanac » Wed Jan 29, 2020 2:21 am

I'm not gonna lie, when I saw this was a Mirror's Edge class, I wasn't expecting much... but I would totally play this. Though, I don't play Pathfinder, so my endorsement probably doesn't mean much. This is like a Monk that doesn't totally suck dick.
... I'd totally play an Awakened Hedgehog as this class. God help me.
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Sasaisen
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Post by Sasaisen » Thu Jan 30, 2020 1:01 am

Yeah, it originated as Faith Connors, the class, but obviously that concept on its own doesn't hold water for more than a couple of levels.
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Orca
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Post by Orca » Thu Feb 06, 2020 7:15 am

On the one hand, you're a 3/4 BAB class with your only attack bonus as things like a riven hourglass counter giving you a reroll as a swift action. You're sure you're OK missing a lot?
On the other, an extra swift/immediate action every round is just incredible. Possibly brokenly good IMO, with all the uses that maneuvers give you.
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Sasaisen
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Post by Sasaisen » Tue Jun 23, 2020 5:50 pm

Made some changes:

- Flow grants a bonus to the first attack each round.
- Speed of Thought gives the extra swift/immediate action at level 12, and the extra move action never. You'll move plenty enough anyway.
- Added Unhindered to replace Speed of Thought at level 3.

> Orca wrote:On the one hand, you're a 3/4 BAB class with your only attack bonus as things like a riven hourglass counter giving you a reroll as a swift action. You're sure you're OK missing a lot?

Yeah, I wasn't too okay with that. I hadn't dwelt much on the class's combat potential, but looking around, every other medium-BAB classes that contributes via punching has a way to boost their attack bonus either directly or circumstantially. A 1/round attack bonus should alleviate that while still preserving the hit-and-run style of the class.

> Orca wrote:On the other, an extra swift/immediate action every round is just incredible. Possibly brokenly good IMO, with all the uses that maneuvers give you.

So the idea was that eventually gaining one flow each round won't cut it, so freerunners will often be spending swift actions on Flow Surge, hence this to allow them to do an interesting swift action and still keep their Flow on track. BUT that doesn't matter until higher levels anyway, and I didn't consider how crazy good a three-level dip this would be.
And yes, conceivably I could just give more flow for moving and drop Flow Surge and the corresponding action tax, but then the class would lose out on being able to break out of paralysis or a temporal stasis from a standstill on occasion (via Flow Surge + Potential Energy + Unhindered/Unbounded/Unstoppable).
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