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(T17) Teleport Others * (72-76) The
hero can make any target except his own body vanish and instantly reappear at a
distant site. The target does not physically cross the intervening distance and
is unaffected by most physical barriers. Column E of the Range Table shows the
maximum distance the hero can Teleport a passenger. Teleportation
always occurs if the passenger is immobile or touching the hero. The passenger
must make an yellow Endurance FEAT to see how he fared. Failure means
disorientation for 1-10 turns. If
the passenger is uncooperative or in motion, the hero must make an Agility FEAT
to catch him. In addition, each 10 feet of distance separating the hero and
passenger increases the Power rank -1CS. The
Power can teleport a mass equal to the hero's Strength limit. This may be a
single object or any number, so long as the weight limit isn't exceeded. If the
hero is trying to exceed his limit, he only Teleports part of the mass. Living
targets are transported intact; if a being weighs too much it simply won't
Teleport. Only the amount of non-living material that within the limit is
Teleported; the rest is left behind.
Example: The Teleportation beam aboard the spaceship Jenni Lea has Excellent
rank and can handle up to 800 pounds of material. A emergency required the
evacuation of five people (average weight 200 lbs.) and their equipment. The
Teleportation beam sorted out its load before taking effect. Only four of the
crewmen were teleported in the first turn. The fifth crewman, the equipment, and
the clothes the other four had previously been wearing arrived on the next
go-round. The
hero can consciously try to Teleport sections of a target; the effect is as if
the hero had used an extremely fine scalpel. Such Teleportational dissection
requires a Power FEAT whose intensity is equal to the material strength of a
nonliving target or the actual Strength of a living target. Heroes with Medical
Talents can develop this type of exotic surgery as a Power Stunt. Certain
conditions can prevent the passage of a Teleportation beam. Neutronium and black
holes are impassable. Barriers that incorporate such Powers as Force Field vs.
either Energy or Magic, Power Negation, or True Invulnerability are impenetrable
if their Intensity ranks are greater than this Power's rank. The
act of Teleportation takes three turns. The first turn the hero affects the
target. The second turn the actual transportation occurs. The third turn the
target rematerializes. Only on the fourth turn can the hero seek another target. |