Astral Caravan

Discipline: Psychoportation; Level: Psion 2   Manifesting Time: 10 minutes   Range: Touch   Target: You and touched willing creatures   Duration: See Text   Psi Points: 3   You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes (or other locations on the starting plane) as you wish, but only if you know your way (see below). You can bring other willing creatures with you, provided are linked hand to hand with you at the time of the astral caravan’s manifestation and stay within Close (25 ft. + 5 ft./2 levels) range of you at all times while traveling. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes them to leave this range, they are immediately ejected into the material plane (see below)   This power utilizes the presence of hyperspace beacons to help navigate, and traveling to any given location takes as long as traveling by hyperspace with a level one drive. Although this power will reliably place the travelers on flat ground if the desired location is a planet, it is not precise enough to come inside of a starship, space station, or particular structure (1d100x10 miles in a random direction). You must make a Mysticism check each day in order to stay on track. The DC for this is 20 for travel to Close Space locations or 30 for locations in Deep Space (this power cannot take the caravan to locations where no beacons are present at all, though it can be used to help come home if manifested there). You gain a +5 bonus on this check if you have been to the location three or more times before, or spend more than three months there otherwise. If the check fails, that day of travel does not count for progressing towards your destination. If you fail three checks in a row, the power immediately ends, ejecting the party onto the material plane.   If the power ends unexpectedly for any reason (such as leaving range, failing too many checks, or being countered), those ejected come out on the closest solid surface able to support their weight. This is highly unlikely to be able to support life, and even those that can usually have natives which will likely object to intruders. This power cannot be manifested again by anyone in the caravan for 24 hours after it ends.   Augment: You can augment this power in any of the following ways:
  1. If you spend 3 additional psi points, you weave a quasi-real membrane around the caravan for as long as it remains on the Astral Plane. This membrane keeps the caravan linked together, making it much easier to find and follow the manifester. Attacks entering or exiting the membrane suffer a 25% miss chance.
  2. If you spend 5 additional psi points, you may reroll a single failed Mysticism check to find your way once per day.
  3. If you spend 5 additional psi points, you may use this power to travel to locations without hyperspace beacons. The location must be known to you in some way, and the Mysticism DC to stay on track is 35. Travel time is double that of a location in Deep Space.
  4. For every 6 additional psi points you spend, increase the effective level of your hyperspace drive by one for the purposes of calculating your travel time with this power (using this augment once would be effectively a level 2 drive, for example).
  5. If you spend 10 additional psi points, you emerge within 1d100 miles of your intended destination. This is precise enough to reliably target space stations and starships of no smaller than Large size, but not enough to select a particular place on the target (though it will at least land inside instead of on the outside hull).

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