I just posted this to Reddit to show that you can justify enhanced mobility for all playbooks (at least from the…
I just posted this to Reddit to show that you can justify enhanced mobility for all playbooks (at least from the core book), and I thought I’d share it here too:
The Beacon has trick arrows (grappling hooks! Swinglines!) and phasing (air-walking, like Kitty Pride) and acrobatics (parkour) and stealth (just appearing out of the shadows at an impossible location, like Batman).
The Bull is a Hulk-like wrecking ball. Part of their deal is that their powers are a bit limited in focus – they wreck stuff and take hits. You can expand that a bit by allowing Hulk-like leaping, or you get creative. Gotta get up on that rooftop? Climb the wall with your super-strength, possibly while carrying another hero. Or after throwing them up there ahead of you.
The Delinquent has teleportation and gadgets (which can include mobility-enhancers like wall-crawling boots or hover boards).
The Doomed has telekinesis and psychic constructs and can lift themselves and others, either through levitation or summoning force bubbles or platforms like Sue Richards. They also have superhuman speed, so they can just come running into a scene like the Flash or a vampire (what with the recent trend of super-speed for them on screen).
The Janus has impossible mobility, so you can do Spider-Man style super-leaping and web-swinging, jump across whole city blocks like the Hulk, or ride the winds or travel along power lines or through substances they mimic or through the psychic mindscape of the animals they control.
The Legacy has outright flight, but also super-speed, Batman-esque gadgetry, magic weapons (toss that magic hammer without letting go) and shadow portals. Mobility isn’t an issue for them.
All of the Nova’s ability options provide access to flight or other mobility options. Levitation, gravity warping, spells of flight and mystic portals, letting the winds carry you or rocketing along like the Human Torch, growing wings with your biokinesis, riding your sweet cosmic surfboard or just folding space so that you can take a single step to the other side of the world.
The Outsider can fly even before choosing their ability package. The details are up to you – do you psychically levitate? Do you have anti-grav boots? An alien jetpack? Do you shapeshift into a winged leviathan and have your friends ride on your back? Or do you all zip along in your strange alien vessel?
The Protégé has access to gadgets (grappling hooks, personal teleporters, web shooters), stealth (“I am right behind you!”), body elasticity (Reed Richards can form his limbs into swinglines and or float by flattening out his body), telekinesis (levitation), and elemental control (ride the winds, grab on to a bolt of lightning you summoned, blast off like a rocket, or summon a pillar of water to lift you up, etc).
The Transformed has inhuman might, so Hulk leap logic applies. They have plant affinity, so they can grow themselves a new plant-like body at their target location if there’s any plant life there, like Swamp Thing.