Viewing Effect - Super Leap
Jump a great distance

Create a Super Leap Power

Description

You are able to make superhuman leaps across great distances or heights. You are also very practiced at landing again, even if you fall quite far back down.

System

Spend an Action and Exert your Mind to jump a maximum of [[jump-distance]].

Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.

If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.

Enhancements

Natural Jumper (Your first jump each scene can be made without an Exertion cost.)

Fast Jump (You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet.)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

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 (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. 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.

Too Slow! (You may use this Power as a Reaction.)

Short-Range Portal (Instead of leaping through the air, you are teleported directly to your destination. Does not allow you to go through walls.)

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.)
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.)
Traumatic (Make a Trauma roll when you use this power)
Aimed (Power requires aiming roll, chosen at creation. Additionally, Power may now be dodged or parried as appropriate.)
Roll is specified upon creation.
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
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.
Exhausting (After activating this Power, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
No Landing Gear (You can only land safely when falling from a max distance of your vertical height. If you fail your leap, you have no protection from fall 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 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.

Parameter - Jump Distance

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 5

  1. 25 distance, 5 feet vertical
  2. 50 feet distance, 10 feet vertical
  3. 100 feet distance, 15 feet vertical
  4. 250 feet distance, 50 feet vertical
  5. 1000 feet distance, 150 feet vertical
  6. 1 mile distance, 400 feet vertical
  7. 5 miles distance, 1500 feet vertical

Example Powers