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Blur (Psiportation)

Properties

Skills: Psiportation
Actions: where M* = M*(this), blur(main-action, 1fp), +M*[1](TC), sv +M*[1](Agility) for 1 min.
Mishap: teleporter (acquired on first ranks)

The Blur technique allows you to spend 1fp and use an action to enter a slightly out of phase state with respect to the corporeal realm, making you hard to see and hit with physical attacks. The modifier from this technique becomes a modifier to your TC and any Agility sv imposed on you.

Your new TC is:

TC = 10 + Agility + M*(Blur)

and your new Agility sv is:

sv +M(Agility) +M*(Blur)

Blur normally lasts for 1 minute, however you can maintain the effect for another minute without using a main-action, but you must spend another fp to do so (or spend again, the set of fp you used to initiate the Blur).

The technique works by turning your location in both space and time into a probability distribution. At any point in time, you could either be in the location you were before you engaged blur, or any location within a couple of metres. You change your location a couple of hundred times in a second. In addition to this very occasionally you will occupy positions far beyond this, theoretically out to an infinite distance.

There are two important consequences for this as you progress to higher modifiers:

  1. You are able to pass through 0.1 metres of solid object for each M*. So if you are spending 3fp and your modifier in this technique is +4, you are able to pass through a 0.7-metre solid wall.
  2. You are able to tunnel to one of the occasional far positions with a minimum check of 25, and make that far position the centre of your location around which you Blur.

Teleport

The second consequence mentioned above, constitutes the "Blink" method of teleport. Once you have established your Blur you can spend a main-action and an additional 3fp to select a suitable far position to tunnel to, and rolling:

blur-teleport(main-action, 4fp) chk(C,25) = d20 +M*\[4\] 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 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.