Psychoportation [teleportation]
Level: 5 (exotic)
Display: V
Manifesting Time: 1 standard action
Range: personal and touch
Target or Targets: you and touched objects or other touched willing creatures
Duration: instantaneous
Saving Throw: none or Will negates (object)
Power Resistance: no or yes (object)

This power instantly transports you to a designated destination, which may be as distant as 100 miles per manifester level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium (or equivalent) or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three manifester levels. All creatures to be transported must be in contact with one another, and at least one of those creatures
must be in contact with you. As with all powers where the range is personal and the target is you, you need not make a saving throw, nor is power resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and power resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or psionic energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the table at the end of this power. Refer to the following information for definitions of the terms on the table.

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using powers such as remote viewing.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the power’s range, the power simply fails instead.

Familiarity On Target Off Target Similar Area
Very familiar 01–97 98–99 100
Studied carefully 01–94 95–97 98–100
Seen casually 01–88 89–94 95–100
Viewed once 01–76 77–88 89–100
False destination 81–100

Augment: For every 2 additional power points you spend, consider the familiarity of a location 1 step better, with the exception of a false destination, which is always considered a false destination.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.