Viewing Effect - Levitation
Rise above it all

Requires: Seasoned

Create a Levitation Power

Description

You are capable of flying, levitating, or otherwise moving in a manner that defies gravity.

System

Exert your Mind and spend an Action to activate. You may levitate at [[speed-multiplier]] your normal walking speed for [[duration]]. Any penalties to dice or movement from encumbrance are applied as normal.

You may activate this Power to slow and survive any free fall.

Eratta

If penalties reduce your movement to 0, you will begin to fall to the ground.

Enhancements

Commercial Flight (You may fly with another person at no penalty. One additional passenger for each time this Enhancement is taken. Your passenger must maintain physical contact with you or another passenger or the effect ends.)

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.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Cargo Carrier (You are able to carry significantly more weight while levitating. Once you reach your carrying limit without penalty, you will take a -1 penalty for every 50lbs over instead of every 15lbs.)
If your penalty reduces your movement to 0 you will begin to fall to the ground.

Piece of Cake (You may activate this Power as a Free Action, meaning you may activate it and take an Action in the same Round of Combat.)
A Free Action is one that can be taken at any time without spending the Round's Action. Activation costs (Exertion, etc) are unaffected.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Uplifting Thoughts (While levitating, your move speed and encumbrance is based off of your Mind and your Wits instead of your Brawn and Dexterity.)
You may now carry up to (15 * Mind rating) pounds without being encumbered. You suffer a -1 dice and movement penalty per 15 pounds you carry over their limit. Your free Movement is now 5 + (5 x Mind) feet per round without incurring a dice penalty. You may extend your Movement by 5 feet per point of Wits, taking a -1 dice penalty for every 5 extra feet you travel.

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.)
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.)
Icarus (If you fly higher than 30 feet in the air, you must roll Mind, Difficulty 7. If you fail, this Power ends early and cannot be reactivated for an hour. The roll must be made for every 30 feet you climb.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
Stuck in the Sky (You cannot end this Power early, and cannot come closer than 5 feet to the ground until the effect ends.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
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 Cell's setting. 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.

Parameter - Speed

Default Level: 1

Seasoned Threshold: -1

Veteran Threshold: 3

  1. two times
  2. three times
  3. four times
  4. six times
  5. ten times

Parameter - Duration

Default Level: 1

Seasoned Threshold: -1

Veteran Threshold: 3

  1. 3 Rounds
  2. 1 Minute
  3. 1 Hour
  4. 1 Day
  5. Indefinite

Example Powers