Psychoportation

Category
Subcategory
psychic
Psychoportation is the ability to teleport oneself and one's immediate possessions over short distances without physically crossing the intervening space. The psychic simply 'disappears' from one place and 'reappears' in another. Whether the psychic disassembles and reassembles, warps space, travels astrally or finds some other form of motion, nobody knows - but here one moment, gone the next, the psychic can often leap without a care for the laws of physics. The teleporter can carry himself and a small amount of personal possessions. No psychic has yet been able to jump with more than about 100 pounds of carried material - those trying to carry more tend to suffer some sort of psychic feedback (as a general rule, inflict six levels of bashing damage and go from there). A botch during teleportation means that the psychic has landed inside a solid object. This does 8 dice of aggravated damage to the psychic and the object he accidentally teleported into. Alternately, the psychic may poof away into a more dangerous location, somewhere completely unknown or even without his clothes! Psychoportation does not affect velocity- psychoporting while moving means that the psychic is going to keep moving into a wall, or, at best, skid to a stop. Psychoportation occurs instantly- there is no 'in between' time to change position.
System
Roll: Perception + Alertness * Short Hop: The teleporter can teleport 12 + Intelligence yards in a turn. He must be able to see (with his own eyes or mystical senses) the destination. ** Simple Jump: The psychic's range for teleportation increases to 20 + (3 x Intelligence) yards. *** Long Jump: The teleporter can 'jump' 40 + (6 xIntelligence) yards in a turn. He can double this distance byspending the previous turn concentrating and succeeding ona Perception + Meditation roll, difficulty 7. **** Very Long Jump: The teleported range hasincreased to 80 + (12 x Intelligence) yards. He can double this distance by spending the previous turn in concentra-tion, as described previously. ***** Blind Jump: Though the jumper's distance doesnot increase at this level, he no longer needs to see the destination. He can teleport to a place he's familiar with. To memorize a location, the teleporter spends one hour in the place, and the player expends a point of Willpower. The location must be a stationary one. One cannot memorize a location in moving train, for instance. There is no limit on the number of places a Psychic may be familiar with. An ST may require an Intelligence check for the player to remember somewhere that wasn't 'memorized' in the current chronicle and isn't actually a place the psychic frequently visits. An ST may arbitrarily decide that a place has been changed enough to no longer count as memorized (rearranging furniture in a living room would accomplish this.) Memorized places that aren't demonstrably the PC's home or place of business need to be +commented, unless the ST doesn't care.
Freebie Cost
7
Prerequisites
Mortal+