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(T16) Teleport Self * (65-72) The
hero can vanish at one location and instantly reappear at a distant site. He
does not physically. cross the intervening distance and is not affected by most
physical barriers. Column E of the Range Table shows the maximum distance a hero
can Teleport. Teleportation always occurs, but the hero must make a Power FEAT
to see how well he makes the trip. Failure means he arrives disoriented and
cannot take any actions the following turn. The
hero can carry along anything he is touching (except the ground on which he
stands), up to his Strength's weight limit. Passengers must make a green
Endurance FEAT or be disoriented for 1-10 turns. As
the hero rematerializes, gases and liquids move aside before he solidifies.
Normal safeguards prevent the hero from consciously Teleporting into a solid
mass. If the hero accidentally teleports into a solid, he must make an Endurance
FEAT. Success means the hero instinctively jumped to another location and
promptly fainted for 1-10 turns. Failure means the hero takes damage equal to
twice the solid's Material Strength or actual Strength, if the blockage was a
living being. In the latter case, that being takes equal damage. Certain
conditions can prevent the hero from Teleporting. If the hero doesn't know where
he is, psychological blockage may prevent him from consciously Teleporting.
Extremely dense materials like Neutronium or black holes are impassable.
Barriers that incorporate such Powers as Power Negation, Force Field vs. either
Energy or Magic, or True Invulnerability are also impassable at higher rank. |