Webslinger
Embrace the powers of the spider to outsmart, and outmaneuver your foes.
Swing: Mark a Stress. Until the end of the scene, you may move as if you are flying.
Sling: Spend a Hope, and make an Agility roll against a target within Far range. On a success, you may choose one of the following options:
Trap-The target must make a reaction roll (13). On a failure, they become temporarily restrained.
Pull-The target gets pulled into Melee range with you, and you may make an attack against them.
Anchor-You may move into Melee range with the target, and make an attack against them.
Crawler: You may crawl up, and land on, vertical surfaces, and ceilings with ease.
Expert Slinger: When you use your Sling abilities, you may now choose the following options as well:
Disrupt-The target must make a reaction roll (14). On a failure, they become temporarily vulnerable.
Impact-The target takes d10 + your level magic damage using your Proficiency.
Slam-Throw the target anywhere within Very Far range. They have to make a reaction roll (15). On a failure, they take d8 + your level physical damage. On a success, they take half damage. You may also throw them at another creature by making a roll against them. On a success, they must also make the reaction roll.
Swing Master: When you use your Swing feature, you may move into Far range without making an Agility roll. Additionally, if you make an I Am The Weapon attack while in the air, you may add 3d4 to the damage roll.
Slinging Savant: Your Sling feature extends to Very Far range. Additionally, you may spend an Additional Hope to target a second creature within range.