Feather

Time: Power Up Target: Your Move

Power Up your Move:

Upgrades:
Double Jump

Time: Reaction Target: A creature in Shooting Distance(16u)
Trigger: When the target creature uses Move to Jump
Test: *Tuning Save: *Artifice
Effect: Utility, Buff

If the target is unwilling, they can attempt to Pass an Artifice Save to avoid any effects.

You can double the distance that the target chose to jump. For unwilling creatures, this may cause them to overshoot their target spot and possibly Fall, taking Damage. This extra movement does not count toward their Movement limits.

Note: When combined with the base Feather Power Up, the target can still benefit from Glide to avoid Falling.

Light as a Feather

Time: Action Target: any in Shooting Distance(16u)
Test: *Tuning Save: *Artifice
Effect: Utility, Debuff

If the target is a creature, the creature must Pass an Artifice Save or fall Prone, gain 1 Stack of Slowed, and, if they are on an incline, use all their Movement on their next turn to slide down the incline.

If the target is an object held by a creature, the creature must Pass an Artifice Save or drop the object.

If the target is an inanimate object not held by anyone, you create a thin pillow of air beneath it causing the object loses all friction with the surface it's resting on. While the object floats on the pillow of air you can push it as if the surface was slick with ice or oil.

Light as a Feather

Time: Action Target: any in Shooting Distance(16u)
Test: *Tuning Save: *Artifice
Effect: Utility, Debuff

If the target is unwilling, it can avoid all effects if it Passes an Artifice Save.

You can Levitate the target creature or object, moving it a Spitting Distance(4u) on each of your Turns. The target creature can also Climb a Distance equal to their Walk Distance. (If the target already has a larger Climb, they can use that number instead.)

When this Ability ends, the target floats harmlessly downward as if affected by Feather's base effects.