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teleport: 5m, must be able to see/sense clearly, 1/12 costs Supplies, must be lightly encumbered. optional: longer distances for higher supplies consumption
Teleporter | You're there instantly. | |
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caret-right | Animation | Your illusions can move. |
Enterprises | Teleporter School |
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. |
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Utility | plus-circleMultisensory: Your illusions produce the impression of sound, smell, temperature, etc in addition to visuals. The only sensory input that your illusions cannot faithfully simulate is touch. | |
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Teleporter School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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