Reality warps around Edgard and the location at which they want to trave to. A pitch-black shimmering portal appears behind Edgard whenever this ability is activated. The portal appears to be similar to glass breaking and there be swirling black gasses on the other side. As Edgard enters the portal, he shatters the already marred glass barrier until it breaks. When doing so, black wispy tendrils grab Edgard to pull him in and push him out the exit. Anyone within 2ft of the portal entrance or exit can hear eldritch wisps enticing others to come into the portal.
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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Reality warps around edgard and the location at which they want to trave to. A black shimmering portal appears behind edgard whenever this ability is activated..
Bruno implodes in a splash of blood, then reforms from blood streaming out of the target. Neither is injured by this bloody event.
Spend an Action. Select a Location which is at most 60 feet away horizontally or 15 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 the destination is adjacent to a creature or being with blood.
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. Does not allow you to go through walls, cages, or grapples.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Bruno implode in a splash of blood, then reform from blood streaming out of the target.
The Werecats powerful legs are capable of launching it across long distances and allowing it to land with relative ease and grace. In the case that they are in their human form, their legs briefly shift into those of the Werecat form, allowing them to access their incredible leaping abilities.
Exert your Mind (unless Alternate Form) and spend an Action to activate. Select a Location which is at most 25 feet away horizontally or 5 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.
The secret technique... I must jump... while in THE AIR! The artifact pulses a brilliant red as the air condenses underneath you to allow you to jump again!
While on the ground, you can also propel yourself with the power of rewriting the acceleration and velocity vectors!
(Disclaimer: It still needs a bit of fine tuning and on rare occasions, you may find yourself propelling over a cliff, into a bunch of enemies, and the like. Rewriting the laws of physics is hard, guys!)
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you You end up jumping into a disadvantageous location (up to GM discretion).
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 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.
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 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.
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.
Mothman is a extra dimensional entity, able to take a step through curved space, into overlapping space nearby- appearing to the casual observer to teleport midstep.
Exert your Mind and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 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.
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.
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.