Description
i will fill this out later
System
Spend an Action and Exert your Mind to jump to a Location within a maximum of [[jump-distance]].
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.
Enhancements
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Cantrip
(Activating this Effect has no Exertion cost, but it can have no more than 3 Drawbacks and its Gift Cost can never be increased above 2.)
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Too Slow!
(You may activate this Effect as a Reaction.)
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Short-Range Portal
(Instead of leaping through the air, you are teleported directly to your destination. This does not allow you to travel through walls, cages, grapples, or similar.)
Drawbacks
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Focus
(Using this Effect requires a specific kind of item.)
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No Landing Gear
(You can only land safely when falling from a max distance of your vertical height. If you fail your leap, you have no protection from fall damage.)
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Critical Failure
(Roll a single D10 when you activate this Effect. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a Major Battle Scar, or an effect counter to its purpose.)
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Critical Failure effect - Lights self on fire (2 per round)
Parameters
Vertical Jump Distance (in feet):
1 ( 50 feet distance, 10 feet vertical )
Edit History
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