Leperchauns are renownwed theives and half of that is because of their ability to walk wherever they please.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Ame’s blood awakens a new gift, the ability to climb sheer surfaces in a way spiders do, climbing, crawling, even running up the walls when she needs an extra boost of speed.
In a similar way, or perhaps just through her familiarity with the flow that is the city, the can now run through them without resistance, and bike through them without danger to herself and others.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Mr. Kind shrouds his hands in shadowy tendrils, causing his flesh to dissolve and flow. These tendrils seek nearby objects like static-charged fibers, casting themselves across any surface. They find purchase in the shadows, acting as anchors that allow him to scale even the sheerest walls.
While moving in the mundane world the shadows act as a glamor narrowing the world with subtle influence, passing through any space, crowds of people or congested areas, anyplace the shadow may slip through Kind makes his way. The shroud is imperceptible in those spaces, moving with the dark flowing easily and deftly, shadows are the natural environment of all those under Bathin and his court holds power in any dark space.
Bathin, also known as Bathym, Mathim, or Marthim, is a Duke of Hell, holding the title of Great Duke according to Pseudomonarchia Daemonum. He commands thirty legions of demons and possesses extensive knowledge of the virtues of precious stones and herbs. Bathin has the ability to transport individuals suddenly from one country to another and aids in astral projection, taking individuals wherever they desire to go. He is often depicted as a strong man with the tail of a serpent, riding atop a pale horse.
You gain the following benefits at all times. You must actively and obviously be using Seal of Duke Bathin 18th spirit to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in Shadows and darkness.
As a crustpunk alcoholic, Jude likes to turn his discarded bottles upside down and let what's left drip into the caps before consolidating it all into one flask that's had "The Dregs" etched into it. Grime has collected on the outer shell and within the many scratches it's gotten over the years- it isn't high quality plastic, after all, but it's good enough. The flavor is like Everclear that hates you even more than usual, with some sort of moldy aftertaste. Something about the consistency refuses to let you cough it back up, but the regret probably won't last long anyway; Jude was true to his word, and you feel great.
Use up this A sticky, dark green plastic flask with "The Dregs" scratched into it (unless you succeed on 1d10, Difficulty 7) and spend an Action.
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.
The previously green highlights and lightning of her bike's speed turns a neon Magenta as the dangerous sparks become more streamlined and calmed, surrounding the wheel's as they flip sideway's and begin to hover over walls and water.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.
Expend a point of Battery and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
You only gain the benefits of this effect if you are in Urban Environment.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.