Warp
You have the ability to teleport, traveling from point to point without moving through the intervening space. To do so, you must be able to see your destination with your own eyes, or view it remotely (via closed-circuit TV, someone else's eyes using Mind Reading with the Sensory enhancement, etc.), or visualize it clearly (which is only possible if you have visited it previously in person).
You can carry up to Basic Lift when you travel, plus any Payload. To carry more, or to bring along other people, take the Extra Carrying Capacity enhancement (below).
Make an IQ roll to activate your ability, modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance | Penalty |
---|---|
10 yards | 0 |
20 yards | -1 |
100 yards | -2 |
500 yards | -3 |
2 miles | -4 |
10 miles | -5 |
100 miles | -6 |
1,000 miles | -7 |
Add an additional -1 for each 10× increase in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
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This table is not open-ended; +10 is the maximum possible bonus.
Removal: If you have a "second-hand" view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else's eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere and strain your power: you are at -5 to use it again in the next 10 minutes. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your power temporarily "burns out" and will not function again for 1d hours.
You can use Warp to evade attacks in combat. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
You can improve this ability with practice, spending points to add enhancements or remove limitations. You cannot take Reduced Fatigue Cost or Reduced Time; instead, take Reliable (below) so that you will need less time or fewer FP to teleport reliably.
Special Enhancements
Blind: You can teleport to a specific set of coordinates (distance and direction) without seeing or having visited the destination. This gives you an extra -5 to your IQ roll! You must pay two FP per +1 bonus when using this enhancement. +50%.
Extra Carrying Capacity: You can carry more than your Basic Lift. If your carrying capacity is high enough, you may transport one person with you. Light encumbrance is +10%; Medium, +20%; Heavy, +30%; Extra-Heavy, +50%.
Reliable: Your power is stable and predictable. Each level of this enhancement gives +1 to the IQ roll to use this ability, allowing you to teleport with little preparation (e.g., in combat) or over long distances without spending as many FP to improve your odds. +5% per +1, to a maximum of +10.
Warp Jump: This enhancement is only available if you have the Jumper advantage. You must apply it to both Jumper and Warp. If you are both a time- and world-jumper, and wish to use Warp with both abilities, buy this enhancement twice. When you jump, you can simultaneously use Warp to appear anywhere at your destination. Two die rolls are necessary – one per ability – and it is possible for one to succeed while the other fails, or for both to fail. +10% per linked Jumper advantage.
Special Limitations
Hyperjump: You physically move through "hyperspace" or "jump space" to journey between destinations. This is not true, instantaneous teleportation; you have an effective speed, which means the trip takes time. On long trips, you will need to address life-support needs! In addition, you cannot activate Hyperjump in atmosphere and you cannot travel distances shorter than one light-second (186,000 miles, -10 to IQ). This effectively limits you to space travel. There is one benefit to Hyperjump: if you possess Navigation (Hyperspace) skill, you may substitute it for IQ. -50% if your effective speed is the speed of light (every 186,000 miles traveled takes one second); -25% if you can travel one light-year (-17 to IQ) per day.
Naked: You can carry nothing when you teleport! You always arrive naked. -30%.
Psionic Teleportation: Your ability is part of the Teleportation psi power. -10%.
Range Limit: You cannot teleport more than a certain distance per hop. Choose a range and find its distance penalty above. The limitation is worth -5% × (10 + penalty); e.g., 10 yards (-0) would be -50%, while 100 miles (-6) would be -20%. A range limit of more than 100,000 miles is not a meaningful limitation.