Exerting herself in order to rapidly string the wires up in a split-second, Kayleigh performs a flip in place, landing on a near-invisible fishing line before being launched upwards into the air.
An ability created through total mastery of the Yokai Wire. Typically the Yokai Wire requires previous installation and can only so much as support the weight of the user without snapping. This ability overcomes those limitations and allows the user to use it to freely jump about as they please without even needing to use the item.
Exert your Mind and 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.
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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Reality warps around Edgard and the location at which they want to trave to. A pitch-black shimmering portal appears behind Edgard whenever this ability is activated. The portal appears to be similar to glass breaking and there be swirling black gasses on the other side. As Edgard enters the portal, he shatters the already marred glass barrier until it breaks. When doing so, black wispy tendrils grab Edgard to pull him in and push him out the exit. Anyone within 2ft of the portal entrance or exit can hear eldritch wisps enticing others to come into the portal.
Expend a point of Battery and 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.
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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Reality warps around edgard and the location at which they want to trave to. A black shimmering portal appears behind edgard whenever this ability is activated..
Step into a shadow (can not be your own) and instantly move to another spot within your range
Exert your Mind and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. This Effect cannot be used unless there are at least 2 shadows (excluding your own) within range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a sev 2 and are stuck in the shadows for next 4 rounds (in combat) or 5 minutes (not in combat).
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.
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.
Elvis can jump to new heights.
Expend a point of Battery 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 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.
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. Select a Location which is at most 125 feet away horizontally or 25 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.
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.
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.
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.