Jaunt (5+ Intellect points) Action

You instantaneously teleport yourself to any location within long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can travel; each level of Effort used in this way increases the range by another 100 feet (30 m). If you're creating a focus, Knowing is the kind of ability that can be given in addition to some other ability at the same tier.

Jovial Presence (2 Intellect points) Action High Noon at Midnight

You observe or study a creature, object, or location for at least one round. The next time you interact with it (possibly in the following round), a related task (such as persuading the creature, attacking it, or defending from its attack) is eased. If you're in a saloon, the task is eased by two steps.

Joy of Movement Enabler Old Gus' Daft Drafts

You are trained in your choice of three of the following skills: balancing, climbing, dancing, jumping, running, or swimming.

Juggernaut (5 Might points) Enabler

Until the end of the next round, you can move through solid objects such as doors and walls. Only 2 feet (60 cm) of wood, 1 foot (30 cm) of stone, or 6 inches (15 cm) of metal can stop your movement.

Jump Attack (5+ Might points) Action

You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attackAction. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack.

Junkmonger (2 Intellect points) Enabler

You are trained in crafting two kinds of items using scavenged junk. If you have scavenged (or otherwise obtained) at least two pieces of junk in different categories (electronic, plastic, dangerous, metallic, glass, or textile), you have the materials you need to craft a new item in one of your areas of training (unless the GM deems otherwise).

Jury-Rig (5 Intellect points) Action

You quickly create an object using what would seem to be entirely inappropriate materials. You can make a bomb out of a tin can and household cleaners, a lockpick out of aluminum foil, or a sword out of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket.

Just a Bit Mad Enabler

You are trained in Intellect defense tasks.

Just Desserts (6 Intellect points) Action Old Gus' Daft Drafts

You produce something you've been saving for just the right occasion and present it to an ally. After using an action to devour it, the creature's Might, Speed, and Intellect Pools (or Health) are restored to their maximum values, and they move one step up on the damage track. A single creature can benefit from this ability only once each day. Additionally, the creature gains an asset to one task of their choice in the next 24 hours.