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Psiportation

Properties

Category: Psionic
Usage: generic(act, R, 1fp) -> chk|sv= +M*
object-recall(main-act, R, 1fp) -> eff= transfer up to M* between hp, ep & fp
strike(rnd & day+, R, 1fp) -> chk(C,10+ly)= M* + Vcl-Striker
-> imp(sv,Focus, 18-R*) -> insanity-1(mishap)
Aspect-Usage: ethereal-projection(main-act & min, R, 1fp) -> eff= +M(Remote-Seeing) +R -> R*(Strength), R*(TC), R*(rst,all)
Mishap: insanity-1, teleporter-1 (acquired on first ranks)
Description: A psionic skill that recognises that locality in space is part of the illusion of space.

Psiportation is most commonly used in three ways:

  • it can bring objects from distant places to hand
  • it can be used to navigate a striker.
  • project yourself ethereally to a remote location (as an aspect on the Remote-Seeing technique)

Object recall (main-act)

You are able to bring to yourself an object, of which you are familiar, and whose location is known, from any distance. A focus point must be spent for each kilogram of object weight.

Strike (round & day+, 1fp)

With the aid of a functioning striker, and spending 1fp each day, you can teleport a striker over a 10-day period up to its ethereal speed. The need to visualise the location (as required by, say the Blink technique) is replaced by using the striker's scersics (similar to avionics in the ethereal). This manoeuvre can be initiated over a round, by spending that focus point and overcoming a the strike challenge (STRIKEC) determined by the distance on a check.

strike

strike(rnd & day+, R, 1fp) -> chk(C,10+ly)= M* +Vcl-Striker -> imp(sv,Focus, 18-R*) -> insanity-1(mishap)

This roll needs to overcome the strike Challenge (C), which is 10 + distance covered by the strike in ly.

There are a number of factors that can alter the Strike Challenge (C):

  • If you have enough power in reserve (or can generate enough as you go), you can increase the distance over which you are striking. An ethereal-2 striker, will cover 2 ly in 10 days, 3 ly in 15 days and 4 ly in 20 days. These distance plans would have a strike C of 12, 13 and 14, respectively.
  • If the space over which you are striking is not a well-explored route, then the C climbs according to how scant the navigational information is. A completely unexplored route has no crib notes whatsoever, so you’ll need to compose all of the algorithms yourself, and solve the scersics. Such a blank slate will add 10 to the C. Routes that are very rarely travelled where the information is a bit sketchy, or is very old, will add 5 to the C. Routes that are simply rarely travelled will add 2.
  • Routes that travel through gravitationally extreme areas, such as near supermassive black holes, or are near dimensional gates, and things that similarly challenge the space-time manifold can add anything up to 20 to the C. A good example of a tricky volume of space is anywhere in the Mark of Sol (approximately 18ly radius around Sol).
  • Strikes initiated while extremely close to a gravitational source, like deciding to strike when you are just about to crash into a planet, or as a means of escape from a black hole that’s just about to pull you in are both likely to add considerably to the strike C.

As long as you overcome the strike Challenge (C), all is well.

A partial success usually results in the strike taking longer, by 20% per point difference. Therefore if you needed overcome a C of 13 and your strike roll was a 10, then your strike will take 60% longer. If it was already 20 days, it will now take 32 days.

A critical failure on the strike roll applies the teleporter-1 mishap, which will usually occur when a 1 rolled on a d12 mishap roll.

In areas of space that are scersically unstable there is usually a circumstantial teleporter mishap increase, such as mishap(teleporter-3).

Mishaps in this endeavour can be fatal, or they may invite a whole new adventure.

Save Against the Viscous Envelope

The second part of the strike roll instruction, namely

strike

imp(sv,Focus, 18-R*) -> insanity-1(mishap)

Is the sv(Focus) that all the crew (except the navigator) must make. The challenge (C) on the sv(Focus) starts at 18, but is reduced by the focus-improved Ranks (R*) you have in this skill.

Ethereal projection (hours, aspect-on: Remote-Seeing)

Using your ability to transfer material and energy, you can augment your Remote-Seeing to project yourself into what you are seeing. This means that you can manipulate physical objects and operate controls as if you were physically present. It is possible, for example, for a navigator to operate a striker as if they were in the bell chamber. This does mean that you can suffer damage in that location. For the purposes of physical actions and targetability, you gain R*(Strength), R*(TC) and R*(rst,all).