Using his staff as a conduit, he channels his mana, spinning it rapidly. The mana reacts with the air and using it to set a coordinate, luminous turns himself directly into mana and teleports himself to his location
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. You must actively and obviously use Staff/shining rod to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Paranoia.
Mori summons pink psionic springs at the bottom of her boots! It's super fun and super bouncy!
"Wowee! I found out how to jump really really far! I flipped and hit my head really hard the first time, but I think I got the hang of it! The circus says I'm making great progress in my training! Heck yeah I am and it's all because of their support!"
Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
Possession of this Power grants the following Battle Scar: Concussive Trauma.
Possibilities coalesce. The Dream Engine's PDL (pronounced 'pedal') Drive selects a place the user Could be, and then resolves it into a place they Are, with at least 90% accuracy. This is probably not what Heisenberg intended with his indeterminacy principle.
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Spend an Action. Select a Location which is at most 100 feet away horizontally or 25 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind. This Effect cannot be used unless you are not currently being observed.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.
Visible and stylized gusts of light green wind wrap around the user, lifting his clothes slightly, before teleporting the user to the desired location. The mark on the back of the user's hand of the Triforce of Courage glows slightly during the process.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
A Blink Rune, inscribed in a stone, is attached to a necklace worn by the Dragon Slayer and allows them to travel short distances in an instant.
Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
The old man takes leaves a smoky trail when he really gets going
You gain the following benefits at all times.
You can run at two times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.