Post by Phsycodelic on May 19, 2017 23:51:35 GMT
Psychoportation
Psychic Sorcerers
Psychic Sorcerers
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!
Roll: Perception + Alertness.
Cost: Varies.
Modifiers: None.
Duration: Instant.
Price Of Failure: Unknown.
[ 1 ] Short Hop ( XXX - Page X )
The teleporter can teleport l2 + Intelligence yards in a tum. He must be able to see (with his own eyes or mystical senses) the destination.
[ 2 ] Simple Jump ( XXX - Page X )
The psychic's range for teleportation increases to 20 + (3 x Intelligence) yards.
[ 3 ] Long Jump ( XXX - Page X )
The teleporter can “jump” 40 + (6 x Intelligence) yards in a tum. He can double this distance by spending the previous tum concentrating and succeeding on a Perception + Meditation roll, difficulty 7.
[ 4 ] Very Long Jump ( XXX - Page X )
The teleporter's range has increased to 80 + ( 12 x Intelligence) yards. He can double this distance by spending the previous tum in concentration, as described previously.
[ 5 ] Blind Jump ( XXX - Page X )
Though the jumper's distance does not 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 scene 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.