
TELEPORT
Effect: Movement
Action: Move
Range: Personal
Duration: Instant
Cost: 2 points per rank
You can move instantly from place to place without crossing the distance in
between. You can teleport yourself and up to 100 lbs. of additional mass a
distance of (power rank × 100) feet as a move action. Unwilling passengers
get a Reflex save (DC 10 + power rank) to avoid being taken along.
At rank 3 and above, you can also take a full action and teleport the
distance shown on the Extended Range Table (see page 69) instead,
but you lose your dodge bonus for one round after you arrive at your
destination due to disorientation. You can only teleport to places you
can accurately sense or know especially well (in the GM’s judgment). You
retain your facing and relative velocity when you teleport. So if you are
falling, for example, when you teleport, you are still falling at the same
speed when you arrive at your destination.
POWER FEATS
• Change Direction: You can change your direction or orientation
after a teleport.
• Change Velocity: You can teleport “at rest” to your destination.
Among other things, this means you can teleport out of a fall and
suffer no damage.
• Easy: You are not disoriented when making full round teleports; you
retain your dodge bonus after doing so.
• Progression: You increase the mass you can carry with you when you
teleport. Each additional time you take this stunt, it moves your maximum
“cargo” one step up the Time and Value Progression Table
(×2, ×5, ×10, etc.).
• Turnabout: You can teleport, take a standard action, and teleport
back to your starting point in a single round, so long as the total
distance doesn’t exceed your Teleport range. This is Teleport’s version
of the Move-by Action feat (see page 63).
EXTRAS
• Accurate (+1): You don’t need to be able to accurately sense your
destination to teleport there, just be able to generally describe it,
such as “inside the capitol building lobby” or “atop the Goodman
Building’s roof.”
• Portal (+2): You open a portal or gateway between two points as a
free action. The portal is 5-ft.-by-5.ft. in size. Anyone stepping through
(a move action) is transported. The portal remains open as long as
you concentrate. You can apply Progression feats to increase the size
of your portal.
FLAWS
• Long-Range (–1): You can only teleport your extended range distance
as a full-round action. You can’t make ranged teleports as a
move action.
• Medium (–1): You require a medium for your teleportation, such as
electrical or telephone wires, root structures, waterways, shadows,
flames, mirrors, and so forth. You can only teleport from and to locations
where your medium exists.
• Short-Range (–1): You can’t make extended range teleports.
