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Blink (Psiportation)

Properties

Skills: Psiportation
Actions: where M* = M*(this), blink(main-action, 2fp) chk(C-A) +M*[2] eff teleport 2•M*[2•2](range).
Mishap: teleporter (acquired on first ranks)

You choose a location in space in any direction, up to a distance in metres equal to twice your modifier, and with a main-action and 2fp, make an area chk (C-A).

blink(main-action, 2fp) chk(C-A) = d20 +M*\[2\] eff teleport 2•M*\[2•2\](range)

If you succeed (commonly by overcoming a C of 8), you will disappear from your current location and reappear in the chosen location.

Failure on this roll will result in deviation, by a distance in metres equal to the amount you failed by.

Critical failure is the same, but with the mishap rules applying for psychic vulnerability.

The clothes you are wearing, and any items that you are carrying, will travel with you to your destination. You can choose to blink without your equipment or clothes, or blink with anything additional that you can carry.

If you have at least 2 ranks in this technique, you may employ Blink with just 1fp. This low-cost variant allows you to blink half the distance (up to your modifier).

blink(main-action, 1fp) chk(C-A) = d20 +M*\[1\] eff teleport 2•M*\[2•1\](range)

If you have at least 3 ranks in this technique, you may employ the 1fp Blink up to a number of times per day equal to half your ranks, without fp cost.

Teleport

When you have enough ranks in this technique, it becomes possible to perform the 'Blink' method of teleport. To perform this teleport, you must spend an additional 3fp and roll:

blink-teleport(main-action, 5fp) chk(C,25) = d20 +M*\[5\] eff teleport 10 power chk-25 of 1K(range)

The actual distance you can obtain is based on how high a score you achieve. At a score of 25, anywhere within a kilometre is available to you. Each number above that is a multiplier of 10 on that distance, so that a score of 28 (3 above the 25 minimum), you can select anywhere within 1000 kilometres of your original location.

You can re-attempt this roll any number of times, by spending the total 5fp and the full-action.

The Blink method of teleport works by putting an irregular field around you and your equipment and translocating everything in that field. If you happen to be touching a gravcar at the time you enact the technique, the piece of that car, immediately around the site you were touching, will come with you. This has in important consequence, because every additional fp you spend increases the radius of that field by 1 metre. By gathering people around you, and making the radius sufficiently large, you can transport those people. Be aware that anything outside the field will not come (including outstretched arms etcetera).

If you are inside a vehicle, and you want that vehicle to come with you, you will need to increase the radius of the field to the furthest boundary of the vehicle. For powered armour (which is a vehicle), determining the radius is not very straightforward, but you can apply a general rule-of-thumb for any vehicle, which is to add 1 metre radius for every 200 kg of vehicle weight. Assault armour would therefore need 1 metre (1 fp) and battle armour would need 2 metres (2 fp).

While this technique guarantees that you'll make the distance on a suitable roll, your ability to correctly resolve the new location is based on your familiarity with that location. You must be able to visualise (using whatever sense applies) the location that you are teleporting to, otherwise you (and anyone you are with) may not land well.

You acquire the teleporter mishap category (if you haven't done so already) when you place your first ranks on this technique. It is at this point you should nominate your "safe" or "home" location.