Psychoport

Discipline: Psychoportation (teleportation Level: Psion 4   Manifesting Time: 1 standard action   Range: Personal and Touch   Target: You and touched objects or willing creatures.   Duration: Instantaneous   Saving Throw: None or Will negates (object Power Resistance: Yes (object)   Psi Points: 7   You instantly transport yourself to another location, which can be up to 100 miles away per manifester level. Neither interplanar nor interplanetary travel is possible, nor can this be used to travel between moving starships (travel between unmoving stations, or from a satellite to the planet’s surface, is possible if you have enough range). You may bring along objects as long as they do not exceed your maximum Bulk carried. You may also bring along one willing creature of Medium size or smaller (carrying up to its maximum Bulk) or its equivalent per three manifester levels. One Large creature counts as two Medium, one Huge creature counts as four (as though you teleported two Large creatures), and so on. All creatures to be transported must be in contact with one another, and at least one must be in contact with you. You must have some clear idea of the location and layout of the destination. The better this mental image, the more likely the power is to succeed. Areas of strong physical, magical, or psionic energy can make teleportation more hazardous or even impossible.   To see how well the power works, roll a d% and consult table X-X. Refer to the following information for definitions of the terms on the table.   Familiarity “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using powers such as remote viewing. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target You appear where you want to be.   Off Target You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.   Similar Area You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the power’s range, the power simply fails instead.   Mishap You and anyone else teleporting with you have gotten “scrambled.” You each take 2d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.  
Familiarity On Target Off Target Similar Area Mishap
Very Familiar 1-97 98-99 100
Studied Carefully 1-94 95-97 98-99 100
Seen Casually 1-88 89-94 95-98 99-100
Viewed Once 1-76 77-88 89-96 97-100
False Destination 81-92 93-100
  Augment: You can augment this power in any of the following ways:
  1. For every 2 additional psi points you spend, consider the familiarity of a location one step better. False destinations are not helped by this, and are always considered false destinations.
  2. If you spend 6 additional psi points, this power has no hard range limit and you have no chance to arrive off-target. You also do not need to have seen the destination, but must have an unambiguous idea of where you wish to travel. This functions anywhere within the same solar system, and will always arrive at a location that would not be immediately life threatening. If no such location exists at the target (such as attempting to go unprotected onto the surface of the sun), the power simply fails. You can also attempt to teleport to locations in other solar systems, but this increases the manifesting time to 1 hour and costs a number of resolve points equal to the number of days it would take to travel there through hyperspace (assuming a hyperspace rating of 1; the GM rolls this randomly after you manifest this power). If you don’t have enough Resolve Points, you spend all you have available and the power fails.
  3. If you expend your Psionic Focus, you may manifest this power offensively. The target becomes any one creature within Close range, and they receive a Will save to negate. You violently teleport the target anywhere you can see within Medium (100 ft. + 10 ft./level) range without chance of failure. They take 7d6 damage from the traumatic transfer.

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