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teleporter

Just give the device a smart rap or two and you'll be wherever you want to go after a brief jaunt through the screaming void. Mind you don't touch the lost souls.

Wielders of perhaps the ultimate form of movement, Teleporters have the ability to zip around at incredible speed while completely ignoring obstacles, hazards and difficult terrain. Being able to teleport does not completely supplant normal movement, however, due to the fact that even the shortest jaunt has a chance to consume Supplies. Be careful not to allow your incredible mobility to get you stranded and vulnerable far away from your slower allies.

Teleporter You're there instantly.
caret-right Blink Sometimes it's a free action.
caret-right Horizons Teleport where you can't see.
caret-right Randoport Teleport randomly.
caret-right Sanctum You can always go home.
caret-right Transporter Carry more and switcheroo.

Teleporter

Movement plus-circleBamf!: As an action, you can teleport up to 5 meters from your current location. Unlike other forms of movement, teleporting causes you to simply and suddenly appear at your target destination without actually passing through or even touching the spaces in-between (allowing you to ignore obstacles, hazards, and whatever else stands in your way).

minus-circleClear Target: You must be able to clearly see (or otherwise sense) your target destination in order to teleport to it.

minus-circleGotta Stay Light: When you teleport, you take everything you're carrying or holding with you (including other creatures that have inflicted the Grabbed condition to you). If you're carrying enough weight to take an impairment on regular movement speed (either through having too many inventory spaces filled or grabbing/being grabbed by a creature sufficiently large enough to slow you) then you cannot teleport at all.

minus-circleSupplies: Roll a trigger die whenever you teleport. If the result is a 1, then doing so costs 1 Supplies. You cannot teleport if you have no Supplies remaining.
caret-right Alternative plus-circleTeleport Further: You can choose to teleport further than 5 meters as an action, up to a maximum of 50 meters.

minus-circleHigher Cost: Teleporting up to 10 meters costs supplies on a 1-3, up to 20 meters costs Supplies on a 1-6, and 50 meters always costs 1 Supplies without needing to even roll a trigger die.

Blink

Movement plus-circleGone in 0 Seconds: When the trigger die rolled with any teleportation is 7+, it retroactively becomes a free action.

minus-circleTime Budget: You still have to have at least one action left when teleporting and commit to potentially using it before rolling the die.

Horizons

Movement plus-circleKnown Territory: You can teleport to any place in range that you've been before, even if you're not directly observing it at the time.
caret-right Alternative plus-circleAtlased: You can choose to teleport anywhere within range that you've got a picture or reasonably detailed description of, even if you've never actually been there before.

minus-circleMental Strain: Teleporting somewhere you've never been before inflicts 1 point of Stress to you.

Randoport

Movement plus-circleChorus Fruit: You can teleport up to 50 meters as an action. You choose the exact distance you'd like to teleport.

plus-circleSpecial Features: Unlike normal teleportation, you do not need to be able to see (or even be aware of the existence of) your destination to teleport there and this ability never consumes any Supplies no matter how far you choose to travel.

minus-circleThe Catch: You do not choose the direction in which you teleport. It's determined randomly (one easy way to do this is to roll a die and teleport in the direction on a clock face corresponding to the number rolled).
caret-right Alternative plus-circleProbability Run: If you don't like the direction that gets randomly selected for you, you can instantly reroll it and take whichever result you like better.

minus-circleExertion: Re-rolling the direction you get teleported in causes you to lose 1 Energy (or Flesh if you have no Energy left). You can do this as many times for a single use of Randoport as you want.
caret-right Alternative plus-circleDungeonport: You can choose to teleport to a random node in your current dungeon. This can potentially include nodes you haven't discovered yet, or even secret/hidden nodes.

minus-circleSlower: Teleporting to a random node requires a procedure instead of a single action.

Sanctum

Movement plus-circleHomebound: Designate one location in the game world as your “sanctum”- this is generally home base. You can teleport back to your sanctum at any time as an action, no matter how far away it is or whether you can see it or not. Teleporting back to your sanctum never costs any Supplies.

plus-circleResanctify: You can declare a new sanctum at the beginning of each new session if desired.

Transporter

Movement plus-circlePack Port: You can teleport when heavily encumbered or grabbing/being grabbed by other creatures that encumber you (under normal circumstances, this means any creature of up to your own size). You take all these things along with you when you teleport.

minus-circleNo Way Out: You still cannot teleport if you are carrying so much weight as to be immobilized (such as being grabbed by a larger creature or buried in rubble).
Movement plus-circleTransposition: Specify any creature or object of the same size category as yourself within teleportation range. You can choose to instantly teleport-switch positions with them (you end up where they are, and they end up where you are). They do not have to be willing for this to work.

plus-circleSocial Horizons: If you also have the Horizons ability from this archetype, you can use this ability to switch positions with any creature you've had a significant social interaction with in the past even if you can't currently see/otherwise sense them. You can also switch with anybody you have a good description of, but this inflicts 1 point of Stress to both yourself and them.
teleporter.txt · Last modified: 2020/11/19 13:43 by kyle