Mothman is a extra dimensional entity, able to take a step through curved space, into overlapping space nearby- appearing to the casual observer to teleport midstep.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
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.
Len rubs a finger along her Scythe, summoning a cloud of mist that she steps into.
Mist appears at the destination she aims, and Len steps out of that mist.
Exert your Mind and spend an Action or Reaction. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet. You must actively and obviously use A Scythe Firearm (Firearm with Scythe enhancement) to activate this Effect.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
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.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
Caleb can use the momentum of swinging the harpoon to leap into the air great distances, potentially adding power to his strikes.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically. This Effect cannot be used unless you have the hook in Offensive Form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Cartoon Oswald realises he doesn't have to obey the logic of "jumping"
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless Cartoon Logic is active/Cartoon Oswald is active.
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.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
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.
Years of dodging trouble and getting out of sketchy situations left their mark - making Evans more cold, calculating, but most of all slippery.
As of his last job however Clay is now able to weave trouble by quite literally jumping away thanks to his his new best friend - a wrist mounted grappling hook that has been expertly tuned to account for Clay's lightweight frame and equipment load, making him as slippery as a snake and fluid as a professional dancer, ideally at least.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 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.
If your target location is no more than 50 feet away, you may spend your Free Movement instead of an Action to activate this Effect.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 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.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.