TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement.
- You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
- If you are being grappled or otherwise grabbed you may make a supplemental move or Sprint action even though a grapple does not normally allow it. The character holding onto you must roll Might against your movement roll. If they succeed they can choose to come with you or to disrupt the teleport attempt; if they fail, their grasp is broken and you may perform your move action as if there was no block or borders, as normal.
Looks good apart from the odd formatting.
- You may teleport with another willing subject but if the result of the teleport would cause injury(stress or consequences, drowning, falling) to the passenger, the teleport fails completely and your action is lost.
I'm not such a fan of this. Since the passenger already has to be willing, the no-damage clause seems unnecessary. Anyone who agrees to teleport with you can just deal with the risks.
Besides, it feels arbitrary. The Power is not by default intelligent, how can it tell if you're gonna do damage?
Long-Distance Teleportation [-1].
(Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
This has nothing to do with you, but in retrospect...a few minutes feels too long. Maybe just make it a moment to concentrate?
IIRC the intention was to prevent this from being used to escape combat, but I'm not really sure that's necessary any more. Someone with Rapid Teleportation is probably so fast that they can leave whenever they feel like it anyway.
And a full few minutes is kind of long even if we're trying to prevent combat escapes.
On a semi-related note, an upgrade like this for Mythic Speed might be cool.
Weaponized Teleportation:[-1] Range: touch
You may use your teleportation ability to damage and/or transport unwilling targets. Narratively, this can be teleporting high and dropping them, teleporting them half-way through an object or teleporting them into another person. Mechanically, this is an attack using your Athletics as an attack.
This is a Weapon 0 attack and is defended against using Athletics. If you succeed, you may choose how many shifts go towards damage and how many go towards movement. For instance, if you succeed by 5 shifts, you may transport someone 2 zones and do 3 stress. You may choose whether or not you teleport with the victim. You may make spray attacks with this ability to represent teleporting people into others. Narratively, you may have to dodge your own attack (ex: if you choose to teleport yourself and a victim into the air but you, yourself, cannot fly.) Note: Teleporting someone could have side-effects, beyond the attack, in subsequent rounds (teleporting them into a zone that has no air, or under water or into a burning building).
I think this is probably too good. First of all, it switches your unarmed attack skill. Second, it lets you use Speed bonuses to attack. Third, it lets you add forced movement to your attacks. Fourth, it lets you "double-dip" on attacks by putting someone in a hazardous place like the sky or deep underground.
Also, that spray attack thing seems hinky. If you're within arm's reach and bobjob is a zone away, can I make a spray attack against both of you? What if I miss you, then do I automatically miss bobjob? Do I have to move you into bobjob's zone to hit him?
Mass Teleport [-1]
You may teleport a number of willing targets up to your Athletics skill plus bonuses (Including the +4 bonus from Rapid Teleportaion)
Seems weak. This might let me take 6 people at once, but how often am I going to need to move 6 people in a situation where I can't just make 6 trips? I wouldn't buy this.
Weaponized teleportation:
- I'm not sure if it's too powerful to let it stack with the +4 from Rapid Teleport. But it is a weapon 0 attack, so maybe it's o.k
- I'm not sure if it's balanced to let the teleporter choose whether or not he teleports with the defender.
Don't think it's a good idea to let people use the Rapid bonus. A +4 bonus to attack for 1 Refresh is a no-brainer.
Not sure about whether the teleporter should have to follow either.
You've given me some ideas. Mind if I post my version of what you've got there?