Nomad

Ever Moving

When you move from place to place and don’t stay in one location for more than a day, targets of lesser Tier cannot follow your trail and cannot find any record of you: no receipts, no stray hairs or fibers, and so on. Enemies of the same Tier or higher make a Clash of Wills in order to track you down.
Friends Anywhere

When you arrive in any location, you always have friends and allies you can rely on. You may spend Momentum in place of invoking a Path to declare a Contact of your choosing (which does not need to be related to your Path) with a rating equal to your Nomad dots. Internal Compass: You always know your precise direction — whether that be navigating while on foot or driving a car, or working your way out of a petty God’s labyrinthine prison. You do not ever have to roll to navigate somewhere, or to find your way out of being lost. If you are entrapped in a magical maze, make a Clash of Wills with +2 Enhancement.
The Long Road to Anywhere

You make an extended journey without stopping, but must rest upon arrival. When you arrive, you can ask hospitality of anyone of a lower Tier than you, and if they refuse you have the option to make the target suffer +2 Difficulty to all actions until you choose to remove the penalty.
Cross the Distance

When you take a Move action, cross the distance instantly. This movement ignores hazardous and difficult terrain and crosses distance where there may not be a safe place to walk — such as across a chasm. So long as you can see your destination and it is within a distance you can Move, you appear there unharmed. This may only be used to augment the reflexive Move action, and does not apply to Rush or Disengage.
Traveling Companions

You can always find confluences of fellow travelers. You’re always able to encounter traveling bands, biker gangs, a bus full of dragon enthusiasts at any point after your Nomad dots in days of travel. These companions act as temporary Pawns with a rating equal to your Nomad rating which may be purchased as a Birthright at the end of the story.
Unfettered

Obstacles cannot stop you, locks do not deter you, and a closed door is nothing but an invitation. When facing a mundane obstacle that would prevent you from getting where you want to be, or is between you and your goal (an item you intend to steal, a comrade in danger, etc) you ignore it. You do not need to roll to bypass any obstacle, pick locks, or get past a closed area. If the area is blocked by supernatural means, you automatically make a Clash of Wills, and add your Nomad dots as Enhancement.