Teleport

Tier: Seasoned (upgradeable to Harbinger)
Type: Active
Range: 0 (must be Veteran to increase above 3)

You have some means of teleporting from one place to another without needing to travel the distance between. You must have been to the destination. If there is an obstruction at the arrival point, the teleportation attempt fails (but you still expend Depletion).

Possible Enhancements: Concealed, Delayed, Triggered, Beam Me Up, Dimensional, Passenger, Random Jump, Send Away, Unknown Destination

Unique Enhancements:

Passenger: You can take one person with you. Veteran or above.

Random Jump: You can jump to an undetermined location in a given direction as if your range were 1 level lower. Requires an aiming roll to avoid ending up half submerged in a solid object (which usually results in death), unless you have a way of identifying a precise location which has no obstructions.

Send Away: You can teleport a willing target who must be within touch range of you. You can send the target to a range 2 levels below your own. Veteran or above.

Beam Me Up: You can teleport a willing target from a distance of 2 levels lower than your range, to anywhere within that same range. Harbinger only.

Unknown Destination: You must have a precise location determined, but you need not have been to the location. Coordinates, a bonded object, remote viewing, and active communication with someone at the location are all examples of other acceptable means of identification. Requires an aiming roll to avoid ending up half submerged in a solid object (which usually results in death), unless you have a way of identifying a precise location which has no obstructions.

Possible Flaws:

Item

Extra Draining: Depletion is doubled

Poor Targeting: Requires an aiming roll to end up in the right spot. Failure causes you to land a random distance away, but you do not end up inside a solid object.

Exhausting: All actions are at -1 for the rest of the day. Stacks with multiple uses.

Wind Up: Your power takes 5 turns to prepare.

Visual Teleporter: Must have line of sight to teleport, nothing else works.

Medium: Requires a specific medium to be used as the entry point and exit point for teleporting. You do not need to select the same medium for entry and exit.

Damaging: This power isn't always safe to use. You have a 1 in 4 chance of receiving 2 levels of damage with each use.

Shackled: Can only teleport to or from a specific location or item. This focal point must be chosen when the Flaw is taken.

Disfiguring: Each use of this power causes a non-harmful but readily apparent minor disfigurement of some kind. Each subsequent use may either add a new disfigurement or make an existing one worse. Be sure to detail every change that has occurred.

Customized Variations of Teleport:

Starship’s G.E.L.T.

As captain of your very own United Space Ship, it’s important to have the highest quality, most state-of-the-art equipment on board. That’s why you made the smart decision to purchase a G.E. Land-to-ship Transporter. Your G.E.L.T. unit is top of the line: no other transporter unit can beat its 97% genetic recombination rate or our 5 death money back guarantee. You’ll keep a solid majority of your crew members safe and sound with a G.E.L.T. on your ship. Best of all, our hand-held Transportmitters allow you to have virtually no on-ship supervision of the transporter, saving you valuable time and saving you from having to witness any of the extremely rare and brutally horrific dismemberments for which G.E. cannot be held criminally liable.

Base Power: Teleport
Parameters: Range 5
Enhancements: Delayed, Passenger, Unknown Destination
Flaws: Item, Extra Draining, Damaging, Exhausting, Shackled (Transporter Control Room), Wind Up, Disfiguring

Description: You have a Transporter machine. This machine can be used to teleport the user and one other individual to a specific set of coordinates within 1 kilometer of the Transporter Control Room. The machine takes 5 rounds (roughly 15 seconds) to warm up before it initiates the transport. If the user remembered to bring their hand-held Transportmitter, they can use it to transport back to the Control Room if they are within signal range, which is 10 kilometers for the return journey. The machine should be used with care since, as with all G.E. products, it has a few unpleasant side effects.

System: Use of this power causes double the normal depletion to be incurred. Each use causes a 1 in 4 chance of incurring a Light Wound. For the rest of the day after use, all actions take a -1 penalty. This power can only be used to teleport to or from the Transporter Control Room. Each use of this power causes a non-harmful but readily apparent minor disfigurement of some kind, caused by some sloppy coding in the Genetic Recombination Sequencing. Each subsequent use may either add a new disfigurement or make an existing one worse. Be sure to detail every change that has occurred.

Elemental Transit

Base Power: Teleport
Parameters: Range 3
Enhancements: Random Jump
Flaws: Damaging, Entry Medium (Fire), Exit Medium (Smoke), Wind Up

Your skin is cracked and charred, revealing your true elemental form. As the fire djinn, you may step into and allow yourself to be consumed by any fire, and the Allflame will send you through space/time to appear in any smoke within a 100 meter radius.

System: You must spend 5 rounds in the fire channeling this ability. You can only teleport from fire and only end up in smoke. After the teleportation, you have a 1 in 4 chance of taking a Light Wound.

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