Teleportation
Teleportation is a talent that allows effectively instantaneous movement from one point to another point, bypassing intervening matter via metadimensional travel.
The basic talent allows teleportation of the psychic alone plus any light items on their person, such as their clothing or any readied items worn close to their body - i.e. in pockets, sheaths, holsters, belts or carried internally. By default, any worn armour or bulky containers, like backpacks or satchels, are all left behind; as are any items that the teleporter is physically holding in their hands.
Check: Average (8+) Teleportation check (1D seconds, PSI)
Reach: Distant. If the target location is occupied, the teleport will instinctually divert to the nearest vacant space.
PSI Cost: 2 To carry more equipment, or to customise the effects of teleportation to fit the situation, see the Advanced Teleportation rules below.
Reach: Distant. If the target location is occupied, the teleport will instinctually divert to the nearest vacant space.
PSI Cost: 2 To carry more equipment, or to customise the effects of teleportation to fit the situation, see the Advanced Teleportation rules below.
Advanced Teleportation
The following options allow advanced teleporters to use their powers more flexibly. For each option below, increase the difficulty of the Teleporation check by one step and increase the PSI cost by 1.For each option below, increase the difficulty of the Teleportation check by two steps and increase the PSI cost by 2.
- Burdened Apportation: Increase carry weight up to 100kg of equipment, creatures and armour. Select this option twice to carry up to 1000kg.
- Proficient Apportation: Reduces the time required for teleportation to a Minor Action. Select this option twice to reduce it to a Reaction.
- Differential Siphon: By anticipating and diffusing any energy changes during transit, ignore the Energy and Momentum rules.
- Far Step: Increases reach by two range bands, e.g. from Distant > Continental. If on-world, jumps beyond Very Distant require Differential Siphon.
For each options below, decrease the difficulty of the Teleporation check by one step, and decrease the PSI cost by 1 (minimum 1).
- Forced Image: Force the teleporation through even with an outdated mental image of the target location.
- Blind Intrusion: Reduces reach by three range bands, but allows the power to target a distance and direction instead of a visited location.
- Stutter Jump: Reduces reach by three range bands, but allows the power to be used multiple times over the next 1D minutes for no extra PSI cost.
- Travel Light: Carry weight can only include undergarments, skin-tight clothing, and anything contained inside the body.
- Short Step: Reduces reach by three range bands. As usual, this range may be extended with extra PSI Cost.
A Teleport's Guide
Teleportation always involves the movement of one’s body to another location. Independent items or people may not be 'sent' by this power, and any held or worn equipment that isn't teleported is left behind. If teleporting with people, willing passengers must be touched, and unwilling passengers must be grappled.
Teleportation involves certain requirements in order to be accurate, and safe, as per the laws of physics. Put simply, unless mitigated by the adjustments above, psychics must already have visited a location in order to teleport to it, and may need to restrict their power's reach to avoid destruction by planetary forces.