Viewing Effect - Advanced Movement
Perform superhuman athletic feats

Create a Advanced Movement Power

Description

You are able to move in a way that ordinary humans cannot. For example, climbing up sheer vertical surfaces, walking on water, slipping through dense underbrush, etc. You cannot use this Power to pass through solid barriers such as walls or the ground.

Eratta

This Power cannot be used to pass through walls, floors, or electrical wiring. When in doubt about balance, limit allowed types of movement to something a real animal can do. You cannot use Super Speed in combination with this power until you take the "You're a Natural" Enhancement.

System

Spend an Action and Exert your Mind to activate. You may move as if you were in normal conditions while you are [[type-of-movement]]; lasts one hour. You move at half of your normal speed for the duration.

Eratta

Each application of this Power removes a single restriction; if you create a ceiling-walking Power, you will need to create a second Power to swim through sand.

Enhancements

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

You're a Natural (You may now move at your regular speed while utilizing Advanced Movement.)

Acrobat (This Power is passive. You may use your movement at any time with no cost.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Tunnel Vision (While this power is active, you are at -2 dice to all Actions, and cannot Concentrate.)
This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Long Cast (This Power takes one minute to activate.)
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers