[Authors
Note: This is one of a half-dozen
workable variations of Teleportation related Modes that could have been
assembled, certainly it is one of several variations I have tried! Just because it is, IMO, 'good enough' for
me (for now!), does not mean that you won't have a better idea. I welcome hearing those other ideas, even
ones that invalidate my whole Mode layout!
Well, anything but a 'time travel' Mode. I don't like time schtuff!
And on that note, big thanks to Steven Otte for some good advice, most
of which I ignored and the rest of which I used to butcher my first draft. :)
-Ian Turner]
TELEPORTATION:
the lost art returns.
A
Teleporter can travel to any location within sight (or viewable via some sort
of live camera feed or shared vision at +1 Difficulty) or physical reach (if
she can reach under a door into another room, it hardly matters if she cannot
get her head low enough to the floor to see into it) or one familiarized by
Imprinting (below). Similarly, to
Apport an item, she must have either Imprinted it, be able to see or hold it or
have some live perception of it through mechanical or Psionic means (+1
Difficulty). A Teleporter appears with
the same position, velocity, etc as she disappeared (although she may choose to
alter facing or even orientation at will).
The act of Teleportation typically displaces whatever medium is
transported into (so long as it is less solid than the Psions body that is)
creating an audible 'pop' of displaced air when a Teleporter vanishes and a sudden
gust of air when one arrives into close proximity. Assuming the Psion is in space when she teleports, then nothing
exists to be displaced and transferring from space to an environment will
create steam and perhaps the destruction of some small items carried from the
shock of the temperature change. In the
event she is underwater, the water will rush in to occupy the void where she
was or if she were to appear underwater, the water would be displaced just like
air. Items more solid than the Psions own
body are not displaced and if the Psions destination is currently occupied by
another person or object, the Psion is 'bumped' over to the nearest open
space. This may not be a *safe* space
as the power is simply acting reflexively at this point. Even if a Teleporter appears behind someone,
the displacement effect allows all present an Awareness roll to notice the
disruption, which, depending upon the situation may be waived. Using Teleportation, the users clothing and
personal items worn or carried are carried along within the limits of the
Teleporters physical encumbrance, although some applications of Apportation may
increase this amount.
Because
the Attunement ranges (p 192) are used for several Techniques in this Mode, it
is reprinted here for convenience.
Psi
Score Range
1
None
2
5 meters
3
20 meters
4
75 meters
5
750 meters
6
15 kilometers
7
100 kilometers
8
1,000 kilometers
9
50,000 kilometers
10
One million kilometers
Double
the highest range for ratings reaching greater than 10 dots.
Modes:
Psychoportation, Apportation, Transference
BASIC
TECHNIQUE
Imprinting: This basic technique allows the user to form
a psi-print of a location or object and feel its 'noetic coordinates.' This technique mainly makes possible the
use of the later powers, although it can be used to identify a familiar
location or item, allowing the Psion to 'recognize' any place or thing he has
formerly imprinted.
System:
The Psion need simply roll his permanent Psi to imprint a location, item or
being. From that point on the character
can always recognize the imprinted location, object or being, but this sense
will no way serve as a replacement for the Clairsentience technique of
Orientation, it will merely allow the Psion to recognize an imprinted item
automatically with a Psi roll, even if the area was a grassy meadow and is now
a strip mall or the item had been replaced with a flawless forgery or Norça
impersonator. Note that to imprint or
'recognize' an area, item or creature, the Psion must actually be physically
present within the area general area or able to at least touch the item or person
briefly and roll Psi. Imprinting is practically
the only means by which an item that cannot currently be seen or touched can be
Apported and the only means by which a Teleporter can jump to a place that is
not within her view at present. Only
Psi items, objects or locations may be 'memorized' at one time, each additional
imprint requires the use of some material token to bring the Teleporters focus
to the formerly imprinted area, item or being.
This token could be a lock of hair from a relative, ally or pet that the
Teleporter wishes to be able to summon or teleport to, a twig, handful of soil
or pressed flower from a location or a carrying case, bit of packing material,
spent ammunition, etc from an item.
This material focus serves as a 'noetic link' between the imprinted
coordinates and the Psion, allowing a Teleporter to retain far more than his
Psi in imprints at one time.
PSYCHOPORTATION
(Rooted to the Source, Blink, War Dance [Bridge the Gap], Long Stride, Walker
Between Worlds)
1)
Rooted to the Source: This power is 'rooted' in the position that Teleportation
is simply a transference across to 'universal point' and that all places are,
in essence, the same place. This power
anchors the Teleporter to his current location, giving the Psion the ability to
resist being moved from his current location by noetic or mundane forces. It has been noted that this power seems to
somehow link the user to the area, and on rare occasions striking the
surroundings has caused the Psion distress!
System:
The user may roll permanent Psi and spend a Psi at any point in the scene to
anchor himself to the noetic structure of the location, allowing him to add his
permanent Psi to any Resistance roll versus any form of unwilling
Teleportation, Telekinesis or other noetic forms of moving his physical body,
even to the point of allowing a Psi roll to resist even if the effect is
otherwise unresisted! Even mundane
overbearing or throwing attacks are resisted by this power, although the added
dice pool for these mundane assaults is only equal to the number of successes
rolled! This power lasts only so long
as the Teleporter remains stationary and unmoving. If he moves, physically or by use of his powers, this power ends
immediately, although it normally lasts for the scene. On a Botch, the Psion becomes intrinsically
bound to the area, to the point of perhaps even taking Bashing HT levels if
surrounding trees or buildings are destroyed!
2)
Blink: This power begins the Teleporters journey, appropriately enough, in baby
steps. At this level, the Teleporter
may only cross short gaps.
System:
This power actually physically teleports the Psion from one location to
another, either within sight (or viewable via some sort of live camera feed or
shared vision at +1 Difficulty) or one familiarized by Imprinting. It costs 1 Psi and requires a roll against
permanent Psi, each success adding a meter to the powers range, which is only
Psi in meters. The users clothing and
personal items worn or carried are carried along within the limits of the
Teleporters encumbrance as per normal. An unconscious, willing or otherwise
unresisting person of small size could be so carried. Even a simple desire not to be teleported is enough to make the
power fail to bring the other person along and to impose a +1 Difficulty to the
Psions own Teleportation, but not otherwise allowing a person, Psion or
mundane, to 'restrain' a Teleporter. At
level 4 in this Mode, range increases by a multiplier of the number of
successes, thus a Teleporter who makes 3 successes can travel 3x Psi in meters.
3) War
Dance: This power allows the warrior to combine Psychoportation with normal
movement and evasion, making her a fearsome combatant, able to strike from any
quarter in the blink of an eye and vanish before any return attack can be made.
System:
Spend 1 Psi and roll permanent Psi. For
each success the Psion adds one to Accuracy and Dodge rolls for Psi turns to
represent her subtle subconscious shifts in location to improve aim or evade
attacks multiple times throughout the turn.
Once per turn she may deliberately teleport up to Psi meters, in
addition to any normal movement (but not in addition to any other use of Psi!),
to any place she has Imprinted or can see, allowing her to attack from behind,
close in or leave range with impunity.
--------------------------[Alternate
Technique]--------------------------------
3)
Bridge the Gap: With this technique, the teleporter effectively exists in two
places at once, maintaining a sort of hyperspatial link between her destination
and origin point, allowing her to 'snap back' in event of mishap
or
danger.
System:
This power requires a separate Psi roll before the activation of a
Teleportation effect and the expenditure of as many Psi as the technique to be
activated will require, in essence doubling the cost and rolls required to
establish the 'bridge.' The Teleporter
needs only one success, even if more are required for the later roll, and the
effect allows her to return at any time within the scene to her origin point
with no roll necessary, snapping back to that location without fail. The power may even be set on a 'trigger' to
snap her back if she were to fall unconscious or after a set amount of time had
occurred. Such a trigger (or several of
them) may be set upon the initial activation of the power requiring an extra
success per trigger, or may be added or deleted at anytime during the powers
duration with a simple Psi roll (although a Botch could cause premature return
or expiration of the effect!).
In essence, this power insures that if a
Teleporter can get to a location, she may return automatically, Psi pre-spent
and no roll required. This is sometimes
called a 'round-trip ticket' in vulgar terms.
Note that the power is usable in conjunction with Apportation effects,
but the trigger must be set by the Teleporter as a strict time limit, it cannot
allow a person Apported away to simple say a word or snap his fingers to
return, nor will the power somehow
'sense' that he is unconscious, in danger or deceased.
The use of this power places a portion of
the users mind in two places noetically, this renders the use of Telepathy
problematic. *If* the other location
'bridged' to is out of the range of the Telepath in question, apply a +2
difficulty to all attempts at Telepathy.
A failed roll will detect the Psions mind as 'not there.' Not that this does NOT apply to persons
Apported away, but does, in that case still apply to the Teleporter, as it is
her mind that is maintaining the bridge!
-------------------------------------------------------------------------------
4) Long
Stride: Once this level is achieved the Teleporter may cross greater gulfs of
distance, although still nothing like the incredible ranges necessary to cross
the gulfs of space.
System:
The Teleporter can jump to any location within sight, imprinted or viewable by
live feed, whether mechanical or psionic (at +1 Difficulty) by spending 2 Psi
and rolling permanent Psi. Range is
equal to Attunement range. Personal
items worn or carried within ones encumbrance rating are carried along. An unconscious, willing or otherwise
unresisting person of small size could be so carried. Even a simple desire not to be teleported is enough to make the
power fail to bring the other person along and to impose a +1 Difficulty to the
Psions own Teleportation, but not otherwise allowing a person, Psion or
mundane, to 'restrain' a Teleporter.
5)
Walker between Worlds: At this point, the Psion is finally capable of making
extra-solar jumps into the void. Note
that to reach most colonies requires a high Psi rating, higher than might be
available to many Teleporters, possibly requiring the use of Psi enhancing
bioapps to have any chance of reaching (say) Qinshui. Due to the significant chance that one could end up in
interstellar space on a Botch, Upeo wa Macho requirements forbid the engagement
of this power without a functioning vacuum suit fitted and operational.
System: Spend 3 Psi and roll permanent Psi. Each success on the roll will allow the
Psion to go up one level of success on a modified version of the Attunement
chart replacing meters astronomical units (AU) and kilometers with light-years
(LY)! The base range for 1 success is
1000 kilometers. (The chart is printed
below for convenience.) A Psion may
choose to jump only within a shorter range, of course. At this level the Teleporter can jump to any
imprinted location or one visible through some sort of shared vision (at +1
Difficulty), it is unlikely that the site will be directly viewable in any case...
However the Psion may choose to guarantee
successes by spending additional Psi, meaning that a Teleporter trying for
Qinshui would have to spend 3 Psi additionally and then use as many other Psi
as he has, up to 7, to guarantee 7 successes on the roll, requiring only that
he make 2 successes on the roll to complete the nine required to reach Qinshui
from Earth!
'World-walking' is even more exhausting
than normal in that it also causes a Bashing HT level (not Soakable normally)
for every Psi spent, with levels over 7 counting as Lethal levels normally
(meaning that guaranteeing successes as above by spending 7 additional Psi
would inflict 7 Bashing HT levels and 3 Lethal HT levels to the Teleporter and
he would no doubt choose to wait a time before chancing the return trip!).
The Psion must roll permanent Psi and spend
3 to 10 Psi points (as noted above), extra successes over what is required for
range may be used to reduce damage level (but not Psi cost or increase range)
by 1 per extra success. On a Botch, the
Psion could appear anywhere within range based on the number of Botches rolled
(count Botches as successes to compute range!). The Psion may well have to float in space for many hours
recovering HT levels before jumping to safety! Typically the Psion must return home to try again, as he most
likely has no way of knowing whether or not he jumped halfway to Qinshui or
500,000 light-years in the opposite direction!
Psi
Score Range
1
1000 kilometers
2
5 Astronomical Units (AU)
3
20 AU
4
75 AU
5
750 AU
6
15 Light-years (LY)
7
100 LY
8
1,000 LY
9
50,000 LY
10
One million LY
Double
the highest range for ratings reaching greater than 10 dots, which would of
course entail a Psi score greater than 10...
APPORTATION
(Sleight of Mind, Castling, Conjuration, Teleport Shield, Evocation)
1)
Sleight of Mind: This introductory technique has one function, it allows the Psion
to apport small items about his person in a form of Psi-assisted
prestidigitation. It can be used
ostentatiously (to Apport a cigarette to ones hand), as a convenience (to grab
ones handcuffs from ones belt while one is holding down a struggling renegade)
or as a combat utility (to Apport a gun or grenade to hand for ease of
use). It is also an unbeatable
entertainment as the 'magician' combines this art with actual physical acts of
sleight of hand to create an awesome show.
System: The Psion spends a Psi and rolls permanent
Psi, any item up to Psi kg can then be Apported from hand to pocket or
otherwise around the Psions' person (no more than a meter from his physical
body in any event) up to one time per success scored on the initial roll. The effect last as many turns as the Psions'
Mode rating and an item can be Apported up to once in a turn if desired. Items in the Psions possession can be
affected in so delicate a manner as to allow the Psion manually discharge the
clip or battery from a projectile weapon and use Apportation to pull a spare
one from his backpack and place it in hand for instantaneously reload (due to
the moving parts involved to lock the part in place or secure the contacts, the
item could most likely not be Apported directly into place, just as a folded
article of clothing could not be Apported from ones hand onto ones person, as
the item itself will not move from its folded position). At Apportation 2, multiple objects can be
affected (up to the unlikely maximum of Psi), but they must share the
successes, meaning that if the Psion got 3 successes, she could move one item
twice and another one once only. At
Apportation 3, the user can affect as many items as his Psi score with each use! At Apportation 4, the duration is increased
by Psi turns. As with most Teleportive
techniques, the item(s) to be affected must be clearly visible, held in hand or
Imprinted to the Psion.
2)
Castling: This technique is a simple modification of other techniques, it
allows the user to transfer the environment surrounding himself into his new
location and an equal volume of the environment in his new location to occupy
the space now voided in his former location, thus preventing the implosion of
departure or the sudden rush of wind at his arrival, allowing 'stealth'
teleportation. This works only on air
or even water or loose soil or sand, but cannot work (even on a Botch) on solid
rock or other material equal or more dense and contiguous than the Psions body,
preventing this from becoming a means by which a Psion might 'castle' away
man-sized chunks of an attacking vehicle or enemy stronghold. Generally, the Technique allows other
Techniques, such as Sleight of Mind, above, to be used covertly. Without this power, very few uses of Psychoportation
or Apportation are subtle.
System:
This power is used in addition to a standard use of Psychoportation (or
Apportation), costing 1 additional Psi, but requiring no additional roll, nor
adding to the difficulty. At the base
level only the volume of matter equal to the Teleporters own mass is
castled. At Apportation 3, the jumper
may chose to extend the base power (only) to an item or other person being
Apported, at Apportation 4, the Teleporter may choose to extend the effect (on
himself only) to a 1 meter radius and at Apportation 5 the Psion may extend
this (still on himself only) to a Psi meter radius, allowing a Teleporter to
enter an undersea city or space habitat with a significant amount of breathable
air if he so desires or to transport from an undersea location into a crowded
room with a few thousand gallons of seawater.
3)
Conjuration: By use of this technique the Psion becomes able to transport items
(or very small creatures, such as some animals or many Bioapps) from his
immediate person to any Imprinted or visible area within his formidable range
or from such a range into his presence.
This art goes one step beyond Sleight of Mind, but follows in the same
vein. Why bother Apporting an item from
ones pocket or backpack when one can summon the item from ones home, workplace
or vehicle? Even better, why should I
ready *my* gun, when I can simply take yours?
With enough successes a powerful Psion could even send
a
person far away!
System: Roll permanent Psi and spend a point to
Conjure an item or being. For every
success the 'carrying capacity' increases on the Might chart one place (p 234),
meaning that even 1 success allows the Teleporter to Apport up to 15 kg! The object or being to be dismissed must not
only be within Psi meters of the Psion, but must also be visible, Imprinted and
/ or at hand as per usual *and* the location to which it must be sent must also
be visible, at hand and / or Imprinted, whereas an item to be summoned must
also fulfill these criteria, appearing within Psi meters and similarly being
Imprinted itself! An object only
visible via some augmented live feed (such as Clairsentience or night vision
goggles) give a +1 Difficulty, as does a location only accessible through such
means (the penalty could be cumulative in such circumstances, such as summoning
an item seen from an unknown location!).
Range is equal to Attunement and extra successes also matter in that a
small creature affected or an object in the possession of another (such as a
weapon that the Psion and his adversary are wrestling for possession of) can
resist with the Psi of the creature (only 1 in the case of most creatures) or
the possessor (which could be higher if he also is a Psion), each success by
the resister may cancel out one of the Teleporters, so even a 'tie' will go to
the defender, and even a partial success may remove enough of the Psions
successes that he will no longer be able to Apport the items mass (in which
case the Psi is spent, but nothing happens).
Bioapps are a special case only if formatted, in which case their
Formatting rating is added to their wearers Psi to represent their resistance
to the Apportive effect (meaning that it is often easier to Apport a Psion and
his Bioapps than to separate them by this method)!
At
Apportation 4, the Psion becomes able to Apport multiple items (all within the
*total* weight affect) up to his Psi rating.
At Apportation 5, he may Apport multiple items (up to Psi total) *each*
up to the number of successes scored on the chart in Might rating kg!
Conjuration can be used in conjunction with
the Psychoportive Techniques of Blink, the Long Stride and Walker between
Worlds, adding the additional Psi cost and requiring a separate roll as per
usual, but occurring in the same action, allowing a Teleporter to carry greater
weights along while traveling by Teleportation.
Examples:
Legba has a Psi rating of 5. His
range for Dismissal is 750 meters and at Apportation 2, he would be able to
Apport 15 kg with 1 success. At
Apportation 3, he would become able to 'Dismiss' 15 kg up to 5 meters away, at
Apportation 4, he could send away up to 5 items of up to 15 kg total and at
Apportation 5, he would top off at the power to send up to 5 items, weighing up
to 15 kg each, 750 meters, all for 1 Psi, and if he scored enough successes
(3), he could 'Dismiss' up to 5 grown people!
The
chart is reprinted here for convenience
'Might' Mass (kg)
Example
1
15 Chair
2
45
3
100 Grown person
4
165
5
240 Empty cargo bin
6
300
7
360 Hovercycle
8
420
9
480 Girder
10
550
4)
Teleport Shield: This technique is a powerful defense against attack, creating
a 'shield' of energies which transports items away from the user before
allowing them to strike him. It is
visible as bands of rapidly cycling forces to Attunement, but is otherwise not
visible save as a heat shimmer-like distortion in the air around the
Psion. It surrounds him like a cloak
and follows him as he moves. This power
ignores the usual rules for Teleportation regarding previous Imprinting or
line-of-sight as it transports away attacks from the rear or in the dark as
well as those clearly visible.
System:
Spend 1 Psi and roll permanent Psi to create the shield, which lasts for Psi
turns. Each time an incoming physical
projectile attack (of 15 kg or less, this will not prevent being struck by
falling ceilings or vehicles!) impinges upon the shield, roll the permanent Psi
as a Dodge pool in a resisted roll against the number of successes scored by
the attacker. The shield only appears
in a thin film around the Psion and personal gear, at most allowing him to
perhaps hold a small person within it (any amount of 'gear,' even if such
'gear' is a pair of children, up to his Encumbrance can be so protected). At Apportation 5 the shield can be 'tuned'
to affect energy projectiles as well, although doing so costs 1 additional Psi at
time of creation and causes the Psion to have to make Awareness rolls to
perceive his surroundings clearly as the energy-shielding variant also
teleports away the majority of incoming light and sound! At this level the ST can rule that the
shielded individual 'misses' any detail that would normally be perceived on an
Awareness roll automatically!
5)
Evocation: This power acts as
Conjuration but affects far greater masses.
System: Roll permanent Psi and spend 3 Psi to evoke
(or 'revoke') an item or being. The
'carrying capacity' equals ones permanent Psi on the Might chart (p 234), plus
one per success, allowing a Psion with a Psi of 6 and 1 success to Apport up to
360 kg! (Add 70 kg per level for scores
that exceed 10.) The object or being to
be dismissed must not only be within 1 meter of the Psion, but must also be
visible, Imprinted and / or at hand as per usual *and* the location to which it
must be sent must also be visible, at hand and / or Imprinted, whereas an item
to be summoned must also fulfill these criteria, appearing within a meter and
similarly being Imprinted itself! An
object only visible via some augmented live feed (such as Clairsentience or
night vision goggles) give a +1 Difficulty, as does a location only accessible
through such means (the penalty could be cumulative in such circumstances, such
as summoning an item seen from an unknown location!). Range is equal to Attunement and extra successes also matter in
that a small creature affected or an object in the possession of another (such
as a weapon that the Psion and his adversary are wrestling for possession of)
can resist with the Psi of the creature (only 1 in the case of most creatures)
or the possessor (which could be higher if he also is a Psion), each success by
the resister may cancel out one of the Teleporters, so even a 'tie' will go to
the defender, and even a partial success may remove enough of the Psions
successes that he will no longer be able to Apport the items mass (in which
case the Psi is spent, but nothing happens).
Bioapps are a special case only if formatted, in which case their
Tolerance rating is added to their wearers Psi to represent their resistance to
the Apportive effect (meaning that it is often easier to Apport a Psion and his
Bioapps than to separate them by this method)!
Evocation can be used in conjunction with
the Psychoportive Techniques of Blink, the Long Stride and Walker between
Worlds, adding the additional Psi cost and requiring a separate roll as per
usual, but occurring in the same action allowing a Teleporter to carry greater
weights along while traveling by Teleportation.
TRANSFERENCE
(Bilocation, The Long Spear, Dispersion, Warp Spacetime, Doorway)
This
Mode is often confused with Clairsentience or some other Aptitude by the
unenlightened, although it clearly deals with teleportation, in a sense. The Teleporter uses this Mode to transfer
himself only partially, shifting away senses, his mind or even his mass, while
leaving other aspects behind! It also
allows more unusual applications of the spacetime warping abilities of
Psychoportation, not 'just' Teleportion of self or items. It is said that some of the Alternate
Techniques may have dealt with temporal manipulations, but the Aeon Trinity
does not have an encyclopedic understanding of the powers of this vanished
Order, regrettably.
1)
Bilocation: This ability allows the Teleporter to shift her mind, image and
senses to another location, but not her actual body. It is often confused with a form of Clairsentience and is an
example of the strong ties between the two Aptitudes. The Psions body mimics whatever actions are necessary (so if the
Psions 'projection' is peering through a door, her physical body will walk over
and lean over as if looking at something, however it will be operating blind as
much of its sensorium is within the projection and the Psion could easily come
to real harm by mischance or design while she is projecting!). The only senses projected are sight and
hearing (and later speech) and this power cannot conduct physical sensations, scents
or tastes. Physical assaults upon the
projection are ineffective, although it may be blinded or deafened or assaulted
by Telepathy or other mental effects (such as Mentatis).
System:
Spend 1 Psi and roll permanent Psi, each success adds to the duration in turns,
which initially is equal to her permanent Psi.
Range is equal to the Psions Attunement range and she may only project
to a place that she has formerly imprinted.
The image of the user (in whatever attire and condition she is currently
in) will appear visibly at the scene, but obviously transparent and pale, like
a cheap hologram. She may observe
anything present at that location (to the limits of her sensory perceptions, if
she were to 'appear' in a dark room, she would be as clueless about its
contents as she would be if she had been physically present). At Transference 3 she may actually speak and
be heard through this technique and at 5 Dots in Transference, she may send
projections to as many locations as her Psi rating simultaneously (although all
obviously will be acting and speaking identically, as her body is in her actual
physical location). Note that the range
of this Technique is clearly inadequate to reach any of the extrasolar colonies
by this means. The Teleporters were required
to work hand in hand with ISRA to receive images of those locations (in much
the same way that concertgoers receive images from their favorite divinas).
2) The
Long Spear: At this level the Teleporter begins to slowly gain the ability to
alter spacetime in an even more dramatic manner than 'mere' vanishing and
reappearing. His powers have now
developed so that he may strike or manipulate a thing at range, by decreasing
the volume of space between the two points.
This power only affects the users own body and / or any personal items
worn or carried.
System:
Roll permanent Psi and spend a Psi point to decrease the range between oneself
and ones surroundings, dividing that range by permanent Psi. Thus a Psion with this power, a Psi of 6 and
a spear could skewer someone between 6 and 12 meters away without the spear
leaving his grasp! He could also reach
across a gap to pull himself to safety, punch in some numbers in a datapad out
of reach or grab the wine without getting out of bed. The power lasts a number of turns equal to the number of
successes scored, although, barring a long-term use like operating a computer
across the room, generally the limb or whatever 'extended' is only actually
'stretched' during the instant of attack and is appears normal 'sized'
throughout the majority of the powers duration. Bear in mind that a 'stretched' limb or weapon could be attacked
anywhere along its length while extended.
3)
Dispersion: Teleportation is traditionally the art of going somewhere. With this power, it becomes the art of going
*nowhere.* Similar to the Bilocation
technique, which sends a portion of the Psion across space, this technique
sends only the Psions *mass* away, leaving only a ghostly image, able to speak
and perceive the surroundings, but unable to have any sort of physical effect
on the material world or to be affected by any sort of physical attack that
doesn't involve the senses (unlike Bilocation, ALL senses remain intact, save
touch), breathing (like a gas) or mental faculties (such as a psychic assault).
System:
This power reduces the Psions mass nearly to zero, rendering her all-but
intangible and impervious to most attack, able to pass through walls and doors
at will. Spend a Psi point, roll
permanent Psi and the intangible state lasts for turns equal to the Psions Mode
rating plus 1 turn for any successes scored after the first. Each success adds to her Soak versus any
form of physical attack, Bashing, Lethal or Energy, although she will remain
subject to blinding lights, gases, hypersonic pitches and mental assaults such
as from Empathy, Psychbending or Mentatis.
4) Warp
Spacetime: This power evokes images of old horror holos where the Aberrant
takes two steps to cross the distance that takes its victims many minutes to
cross. With this power, the Teleporter
can dilate or contract the very fabric of space in his vicinity, causing things
to seem to move away (perhaps out of range?) or draw closer to within spears
length.
System:
Roll permanent Psi and for each success the Psion may halve or double the
'effective distance' between himself and any other viewed or imprinted item or
being at a cost of 1 Psi per multiplication.
Successes also determine the effects duration in minutes. Thus a warrior could note the existence of
potential enemies 200 yards away and halve range with each Psi point spent,
bringing them to within a distance of 6 yards for immediate recognition (with 5
successes and 5 Psi anyway!) and / or melee engagement or 'push them back' to a
distance of up to 6,400 yards, well out of range of most conventional
weaponry! He could only choose one of
these options per use of the power and the power is two-way, meaning that if
distorts the distance between persons for his own advantage, they also gain the
same advantages (i.e. weapons ranges decrease to 6 yards for both groups in the
above example). Note that crossing the
distorted distance is a surreal experience as members of either group, as they
may find that each step has carried them 30 or so yards towards (or away from)
the enemy! The power only specifically
effects designated targets, not everyone in the scene or all things and persons
in line or sight or even directly between the Teleporter and his target(s)! Thus, a Teleporter and an Aberrant can
exchange fire from an apparent range of 1000 yards with laser pistols (normal
ranges 100 to 250 yards), while technicians huddled in the middle find either
of them to be out of range of their own fire entirely! Similarly, an attempt to 'push' an enemy (or
nuisance) away will result in it taking far longer for that enemy or the Psion
to cross to each other for whatever reason, but intervening people will be
unaffected, and no doubt confused as the effected persons or items will appear
to move between 1/2 and 1/32nd speed (assuming 5 successes as some sort of
probable maximum, certainly a Psion could get more!) or from 2 to 32 times
faster depending on whether they are being dilated away from the Psion or
contracted towards him! Note that this
power only affects one persons (or items) spatial relationship to the Psion or
any other visible or imprinted item or person in the scene in a single
use. (Thus making it seem to take
forever to reach that door!) It cannot
be used to affect a group (save in multiple applications).
A longer term version of the power with no
real combat application is to alter the effective 'distance' of an area
relative to oneself for hours equal to Psi.
Thus a Teleporter with this power could instead spend 2 Psi to
'long-walk' and cover 4 times the normal distance in a days travel (on foot, he
could not affect a vehicle!) or similarly curse a foe so that all travel by
foot takes 4 times as long (so long as he could make 2 successes on his Psi
roll)!
The effects of this power are not
cumulative with each other, although they can be used to (for instance)
increase the range of binoculars, directional microphones or similar
range-enhancing equipment or with the level 3 Long Spear Technique.
5)
Doorway: This power allows the opening
of gates, man-sized point-to-point 'wormholes' through spacetime, allowing the
Teleporter to quite possibly move a small army from place to another. This power, like most, is known by several
names, ranging from the scientific sounding 'Gate Formation' to the prosaic
'Window on Many Worlds.'
System:
This power requires a roll of permanent Psi to be made with each success
equaling a turn that the gateway is maintained or an extra meter in diameter
added to the size of the portal. The
cost is 1 Willpower and a minimum of 3 Psi, with an additional Psi point per
place on the appropriate range table, meaning that even a 'bare minimum' portal
will cost 4 Psi! The portal also costs
an additional Willpower point per turn it remains past the first! Range is equal to Attunement range, unless
the Teleporter is also capable of 'walking between worlds' (Psychoportation 5)
in which case she can use that chart at a +1 Difficulty! Maximum range always equals Psi rating on
the appropriate chart, even if the Teleporter has some form of Bioapp that
grants her access to extra points of Psi (as Bolade Atwan was known to). Each Psi point that must be spent represents
a full hour in which the Teleporter must concentrate and prepare himself and a
material focus from the site to be transported to must be present, even if the
Psion has a valid psi-print or imprint otherwise, meaning that this power can
only be used to travel to a place that the Teleporter has already been through
other means! Further, the material focus
is destroyed upon the formation of the portal and must be replaced. In spite of all these restrictions, the
portal is worth the effort as during the turn or turns of its duration, the
portal, which appears in dimensions equal to 1/2 Psi (round down) in meters,
can admit and transport instantaneously as many persons or items as can pass
(or be pushed) through its opening.
There is no limit to the mass transported, although larger material,
such as tanks, may not be able to fit inside the doorway, and an item or person
cannot be 'partially' transported. The
portal typically appear black or silvery or white, it does not transmit sound,
light, atmosphere, etc, which means a portal could open into the oceanic depths
or the void of space and the 'passengers' would have no way of knowing. In either case the Teleporter must retain
total concentration to move the portal and usually must be carried through it
bodily to make use of it, none but the Proxy being able to actually maintain
enough concentration to actually maintain the portal and step through it under
their own power. Typically the portal
appears vertically oriented before the user, although he may choose to orient
it horizontally. Only the side facing
the Psion at the time of creation is 'hot,' the other side being an image only
(which theoretically could be stepped through to come out on the active side)
and the portal is 2 way, meaning that a person could step through and then step
back in the same turn (assuming he or she was not mowed over by the specifically
timed hordes of other persons and tons of material that are being transferred
in and out!