Pete can continue running no matter what as gravity affects him differently as such he can now traverse the forest and caves with ease.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
March 5, 2023, 6:30 p.m. - Major Revision Cost: 1. Added Drawback: Focus, Removed Drawback: Draining
There's a purple glow in the room before everyone in it feels a different pull on them, either stronger or weaker depending on how it will be used.
Exert your Mind 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.
The Xenomorph hisses as their limbs tighten and claws elongate for proper grasping. The Xeno then whips it's tail around as it's dorsal fins lower and become shorter.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: The Xenomorph hisses as their limbs tighten and claws elongate for proper grasping. The Xeno then whips it's tail around as it's dorsal fins lower and become shorter.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
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.
Execute is able to meld into any of his or Unity's nanite creations and "move" through them as if he was a worm moving through dirt, allowing him to move wherever he needs to be in his own creation
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 Nanite Structures.
At first glance, they are nothing more than stylish, unassuming shoes. But hidden within them is a potent secret, revealed only to those who know where to press. A discreet button activates an ancient mechanism, causing slender, tooth-like projections to emerge, resembling the fangs of a vampire. These teeth gently anchor into the wearer’s ankles, creating a connection that feels less like an intrusion and more like a merging of beings.
As this bond takes hold, the shoes undergo a remarkable transformation. They darken to an almost supernatural black, becoming one with the shadows. The once ordinary material takes on a new texture, akin to a living creature, but without any conspicuous glow or light. This absence of luminescence is crucial, maintaining the element of stealth that is vital for a creature of the night.
Empowered by this unique connection, the wearer finds their abilities significantly heightened. The shoes facilitate effortless navigation through complex environments – slipping through crowded spaces, running assuredly in complete darkness, climbing vertical surfaces with ease, and moving undetected in the shadows. Each movement becomes a whisper in the night, silent and unseen.
However, such power is not without its limitations and risks. The shoes are sensitive to sunlight and require concentration to activate. Once their magic fades, the wearer experiences a temporary but significant reduction in their agility, a reminder of the ephemeral nature of such enchantment. Additionally, the invocation of this ancient magic is not without danger; a misalignment between wearer and artifact can result in physical harm, a testament to the balance required to wield such potent forces.
Exert your Mind and spend two Actions performing the following ritual: You Press a button on the shoes and teeth appear anround the top inject themself into the ankles securing themselves to the feet. Next Blood begins flowing through them causing them to have a black appearance with blue veins appearing in the shoes.. This Effect cannot be used unless Can not be used unless it is nighttime and the sun is down. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
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.
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.
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.
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.
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.