Pete can continue running no matter what as gravity affects him differently as such he can now traverse the forest and caves with ease.
Exert your Mind and spend an Action to activate. You must use up alcohol in order to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
March 5, 2023, 6:30 p.m. - Major Revision Cost: 1. Added Drawback: Focus, Removed Drawback: Draining
Pete stands tall, his eyes fixed on the sky. He takes a deep breath and lets out a sharp whistle, a clear, resonant sound that echoes in the air. Moments later, a small, fluffy cloud begins to descend from the heavens, looking almost like a soft, white piece of the sky itself, reminiscent of ancient tales.
As the cloud draws nearer, Pete braces himself, then performs a flawless somersault, landing deftly on top of the cloud. The cloud feels surprisingly solid beneath his feet, and a sense of lightness envelops him. With a focused mind, Pete maintains his concentration, ensuring the ritual's success. He stands on the cloud, which gently rises, lifting him above the ground.
The cloud, now carrying Pete, begins to move smoothly and silently. As he gains altitude, he feels an exhilarating sense of freedom. The landscape below grows smaller, and the wind rushes past him. He leans forward slightly, and the cloud responds, moving forward with ease, though it sways gently, almost as if it had a playful spirit.
While flying, Pete can maneuver the cloud with incredible agility, reminiscent of the legendary journey of Sun Wukong. He darts left and right, ascends and descends with precision, the cloud effortlessly following his movements. It sways and moves with a life of its own, a subtle nod to its mythical origins.
As Pete glides through the air, the world below unfolds in a breathtaking panorama. The cloud remains steady beneath him, providing a safe and reliable platform. For two hours, Pete soars through the skies, exploring the world from a bird's-eye view, immune to the dangers of falling and reveling in the unmatched freedom of flight. The cloud, seemingly imbued with ancient magic, hints at its legendary origin tied to the mythical Monkey King.
Exert your Mind and spend two Actions performing the following ritual: Pete Whistles and waits for a small cloud to descend from the sky he dodges it with a somersault landing on top then. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Small Cloud. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
Stories of objects and people being taken between worlds by hostile or mischievous spirits are common to many cultures. The phantom too, can transport objects between the physical and spirit worlds.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 1 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Trauma at all times: Kleptomania.
Exert your Mind and spend an Action.
You automatically detect all Someone wanting to harm you within 1 mile of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Even while this Effect is not active, if any Someone wanting to harm you come within 1 mile of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
The user bends over a work surface or sits cross legged on the floor and their hands become a blur of motion, they start putting together an item seemingly out of thin air with unnatural speed. when they finish crafting they hold the completed and ready to use item in their hands or have it resting on the work surface.
After gaining his powers, Johnny harnessed his frustration of misplacing his tools around the garage and when he can't find something he need he simply creates it. Why get annoyed that you can't find something if you can just make a new one. Incidentally, he found out this new ability of his was quite useful on contracts.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
A grey and smoky aura envelops whatever is affected, the smell of burnt gunpowder radiates all around those affected
Exert your Mind and spend an Action. You must use up bullets in order to activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Wheezing.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.