....
Expend a point of Battery and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to roads. You must be within arm's reach of roads to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any open roads for one minute, you may activate this Effect and travel to the edge of any other open roads that you’re aware of, regardless of range.
When slotted into any normal tumbler lock of a hinged door and turned, the Key turns the door into a portal to Room 10 of the Sunshine Motel. Once the door closes again, it returns to its normal functioning.
Expend a point of Battery and spend 2 Actions. If you are at Room 10 of the Sunshine Motel in Gallup, New Mexico, you may choose a target Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc; otherwise, your target may only be Room 10 of the Sunshine Motel in Gallup, New Mexico.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
The Shackle of the Riftway is a powerful artifact and a companion for the Shackle of Serenity: it is designed to anchor Norman to a specific point in time and space, allowing his spirit to travel across dimensions before rematerializing. The bracer is built in black leather, intricately detailed with gold filigree and runes that pulse with otherworldly energy. A series of small, polished links from a runed stainless steel chain are woven into the bracer, reinforcing its ability to connect with the arcane forces of the multiverse. The centerpiece of the bracer is a coin-shaped symbol embedded in the leather, etched with eldritch designs that evoke the ancient power of the Elders who once bestowed these abilities. This symbol acts as the focal point for Norman’s dimensional travels, guiding his spirit as it slips between realms in pursuit of closure, with the first etchings dedicated to a specific site - the Infinite Parking Lot.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Parking Lots for one minute, you may activate this Effect and travel to the edge of any other Parking Lots that you’re aware of, regardless of range.
The caster envelopes themself in a thin veil of bluish-silver smoke before quickly vanishing from their current location and swiftly reappearing somewhere else.
A fairly simple teleportation spell. Can be improved with a variety of different effects by experienced mages.
"Teleportation still makes me queasy. I need to get used to that."
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Torn ACL.
Coded script rolls over the glass eye, calculating distance before folding space to deliver the wielder to a location they can see. Works especially well through placed Wards -
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Miss the Landing (Severity 4 or Off Target).
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Intellect + Technology at Difficulty 6 to safely arrive without any consequences.
Dottie seems entranced as she puts together a small plate of food, positioning everything quickly but still taking time to ensure it is all just so. She places the meal inside the fridge with the reverence you'd offer a king before stepping inside and seemingly disappearing into a puff of warm, earthy smoke.
Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to a Fridge/Cooler/Freezer. You must use up a recently prepared meal in order to activate this Effect. You must be within arm's reach of a Fridge/Cooler/Freezer to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Kitchen for one minute, you may activate this Effect and travel to the edge of any other Kitchen that you’re aware of, regardless of range.
Immediately on arriving at a new destination, you may spend your next Action to return to the starting location without Exerting your Mind.
When you Travel, you leave a faint puff of frankincense scented smoke as a distinct trail between your starting and end points.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.