Mutants & Masterminds 3e - Power Profile - Teleport Powers
Mutants & Masterminds 3e - Power Profile - Teleport Powers
Now you see me... With Teleport Powers, you can disappear or arrive in the blink of an eye, crossing a roomor a
worldas quickly as stepping through a door. This profile
looks at teleportation, gateways, and other powers for
bending space to your will.
Teleporting Blind
The default Teleport effect only allows you to teleport to
a place you can accurately see or know especially well.
But what happens if conditions are not as you think
they are, or you do not know your target as well as you
believe? The normal answer is nothingif conditions
are not right for a teleport, then it simply does not work.
This is normally because an unconscious safety mechanism kicks in, making the attempt fail (though the character does not necessarily know why).
If Gamemasters want to allow blind teleports with additional risk, apply the following guideline: whenever a
teleporter would end up inside of a solid object, the character is automatically displaced to the nearest open space,
but must make a Fortitude resistance check against DC
15 + the objects Toughness (adjusted for thickness, Heros
Handbook, page 105), reading the result like a Damage Resistance Check (See Damage, Heros Handbook, page 104).
This makes teleporting blind possible, but risky.
Teleport Extras
only part of a creature is a separate power (see Apportive Attack under Offensive Powers).
Teleport Descriptors
Precise: You normally teleport yourself and whatever you are wearing or carrying (within your mass
limits). This extra allows you to precisely choose what
does and does not come with you when you teleport.
Among other things, it allows you to teleport out of
your clothing (or just your outer layer of clothing,
leaving a skintight costume on, for example), or out
of a grab, bindings like ropes or handcuffs, and so
forth. Your teleportation displacement is also precise
enough for you to do something like teleport into a
set of clothing that is laid out for you, or underneath
a blanket or other covering, displacing it enough for
your body to materialize there.
Reaction: Teleport with this modifier occurs in response to a particular circumstanceyou might
teleport when you feel threatened, attacked, or
become surprised, for example. Note that you can
only teleport under the chosen circumstance; if you
can also activate your Teleport effect at will, apply the
Selective modifier.
Teleport Flaws
Teleport Features
Feature effects associated with Teleport Powers include
the following:
When you fail to teleport, you can make an Awareness check to know why. The GM sets the Difficulty
Class for the check.
Teleport Tricks
There are a few maneuvers you can perform with Teleport using just the basic effect and its modifiers, as long as
your descriptors allow for it.
Dropping Things
A common teleport trick is to grab a target, teleport up
into the air, and drop the target, either letting an opponent take damage in the fall or dropping a heavy object
onto a target.
On your turn, you must first touch the target. This requires
a successful unarmed attack check against an unwilling
opponent (standard action), although it does not require
a grab check unless your Teleport effect is Grab-based.
If the attack check fails, so does the maneuver, although
you can still choose to teleport (and may wish to get away
from your now angry opponent!).
If you successfully touch your target, you may then teleport (move action). Unwilling targets get a Dodge resistance check, DC 10 + your Teleport rank, to avoid being
taken along; if they succeed, they manage to pull away at
the last second and you teleport without them.
If the targets resistance check fails, and you have sufficient
Increased Mass to carry them, you teleport to your intended destination. Assuming you have an unobstructed view
above you, this is as far as your Teleport rank. Rank 15 or
more takes you out of Earths atmosphere altogether!
You release the target (free action). You then have to wait
until your next turn to teleport back, unless you have the
Turnabout extra (in which case you can do so immediately). Your target may attempt to grab you before your next
action. If you have Precise Teleport, this doesnt matter,
since you can teleport out of the grab. Otherwise, you may
be forced to bring them back with you or else fall with them!
Dropped targets suffer falling damage when they hit
the ground. Objects dropped as weapons inflict damage
based on their weight rank or the distance rank theyre
dropped, whichever is greater. Handle the falling object
using the guidelines given under Dropping Objects for
the Create effect (Heros Handbook, page 102).
Teleporting Dodge
A teleporter who readies an action to teleport (Heros
Handbook, page 196) can interrupt an attack to move instantly, causing the attack to miss. Thus, a teleporter on
the defensive, fighting a single opponent, can dodge
any attack by teleporting away from it. Since readying is a
standard action, the teleporter is limited to a move action
and free actions while doing this.
Offensive Powers
Offensive teleport powers involve moving targetsor
parts of targetsagainst their will or taking tactical advantage of teleportation or its side effects.
Apport
Also known as Projecting Teleport, you can teleport targets
other than yourself. You must touch the target with a successful close attack check. Unwilling targets get a Dodge
resistance check to avoid being teleported, DC 10 + your
effect rank. Objects do not get a resistance check, so long
as they are within your weight limit. See Dropping Things
under Teleport Tricks if you teleport a target up into the air
or teleport an object to drop onto a target.
If you can apport at a distance (making a ranged attack
check), apply the Ranged modifier. If you can apport a target
simply by seeing it, apply the Perception Ranged modifier.
Apport: Teleport Attack 2 points per rank.
Apportive Attack
You teleport projectiles into your target, causing damage
and injury and bypassing your targets external defenses.
A similar power involves teleporting parts of the target
away, tearing them apart with your power, rather than
teleporting weapons into them. The effect is the same,
but the descriptors differ.
Apportive Attack: Perception Ranged Damage, Resisted by
Fortitude 4 points per rank.
Portal Blast
You open a small portal to project a stream of matter or
energy from another location, aiming it at your target.
The Variable Descriptor modifier allows you to project
any Damage effect with an environmental descriptor:
cold, fire, lighting, water, and so forth. If you can place
the portal (the origin point of the attack) somewhere
other than directly in front of you, apply the Indirect
modifier as well.
Portal Blast: Ranged Damage, Variable Descriptor 1
(Environmental Effects) 1 point + 2 points per rank.
Portal Punch
You open a small portal in front of your fist, allowing you to
telegraph a punch across a distance and hit a target out
of your normal reach. The normal rank limit for the power
is equal to your Strength rank. Indirect is a common modifier for this power.
Portal Punch: Ranged Damage 2 points per rank.
Teleport Sickness
You can cause a disorienting effect by teleporting a
target. It takes your standard action to impose the effect,
your move action to teleport. If you suffer from teleport
sickness, apply a Side Effect modifier to your Teleport
power.
Teleport Sickness: Affliction (Resisted and Overcome by
Fortitude; Dazed, Stunned, Incapacitated), Limited to Teleport
Passengers 1 point per 2 ranks.
Teleporting Flurry
You rapidly teleport around an area, making attacks
against the available targets there before teleporting back
to your starting point.
Teleporting Flurry: Ranged Shapeable Area on Strength
Damage, Selective 3 points per rank.
Teleporting Dodge
Rapidly and randomly teleporting in and out grants you
a bonus to your active defenses, making it more difficult
to target you with attacks. You gain the benefits of total
concealment against attack (a +5 circumstance bonus to
active defenses).
Teleporting Dodge: Visual Concealment 4, Quirk (visible until
attacked, 1 point) 7 points.
Movement Powers
In addition to the eponymous Teleport power, teleportation allows for other modes of movement and variations
on the basic Teleport theme.
In addition to moving through space, some teleporters
can also jump to different dimensions or time periods.
These characters have the Dimensional Travel and Time
Travel effects of Movement in addition to their Teleport
effect, and may be able to combine them to shift their
proximate location in space while also moving forward
or backward through time or sideways across dimensions.
Astroport
Defensive Powers
Defensive teleport powers involve not being there when
the attack arrives, or protection against other teleport
powers.
Blink Teleport
You teleport reflexively in response to imminent danger,
allowing you to avoid any attack you can detect so long as
your teleport distance takes you out of the affected area.
Surprise attacks can still catch you off-guard, including
those so Subtle you cannot detect them. This power tends
to be low ranked, just enough to clear most areas.
Portal Platform
You create a partial teleportal (see Teleportal, following)
beneath you and use it to negate the effects of gravity. By
moving the portal, you can fly through the air.
Immunity to Teleport
Teleport
Redirecting Warp
You warp away incoming attacks, allowing you to redirect
them at new targets.
Redirecting Warp: Deflect, Reflect, Redirect 3 points per rank.
You can teleport over very long distances, from one planet
or star system to another! As mentioned on page 121 of
the Heros Handbook, this type of movement is largely
plot-based and should be limited to covering interplanetary distances, not going from place to place on a single
planet.
Teleportal
You open a portal, essentially a hole or gateway connecting two distant points in space. Anyone can move through
the portal, exiting to wherever it goes. The portal is about
6 feet across (distance rank 2) and remains in existence
so long as you take a standard action each round to maintain it. Apply the Increased Duration extra to maintain a
Teleportal as a free action.
If you can move your Teleportal, using it to engulf
someone or something so they are transported through
it, take an Alternate Effect version of it with the Attack
extra and make a successful ranged attack check to use it.
Teleportal: Teleport, Portal 4 points per rank +1 point per rank
per +1 distance rank to portal size.
Utility Powers
Teleport utility powers often involve making the process
easier or more difficult or sensing the use of teleportation.
Nullify Teleport
You can nullify a targets ability to use Teleport powers. If you
can do so over an area, apply the Area modifier to create a
nullifying field. Some technological devices may create null
teleport fields to guard against intrusion via teleportation.
Nullify Teleport: Nullify Teleport, Concentration 2 points per rank.
Peephole
You open a small portal that allows you to peer into a
distant spot. Increase cost per rank if you can perceive
with additional senses beyond just your vision.
Peephole: Remote Sensing, Simultaneous, Feedback, Noticeable
1 points for rank 1, +2 points per additional rank.
Spatial Beacon
The opposite of a null teleport field (previously), you create
a weak point in the fabric of space, allowing teleporters to
home in on it from a greater distance. You subtract your
effect rank from the distance rank between you and any
teleporter. For example, Spatial Beacon 5 reduces the teleporting distance rank between you and any teleporter by 5,
allowing someone with Teleport 5 who is 4 miles (distance
rank 10) away from you to teleport to your side. Spatial
Beacon can counter a Nullify Teleport power and vice versa.
Spatial Beacon: Enhanced Teleport, Affects Others Only, Limited
to Teleporters 1 point per rank.
Teleport awareness
You can sense disruptions in the fabric of space caused
by teleportation, even normally Subtle forms of the power
(but not those with 2 ranks of the Subtle modifier).
Teleport Complications
Common complications faced by teleporters include the
following.
Accident
Teleportation accidents may be unusual indeed! A misjump or other problem involving a failed teleport could
result in anything from death and injury to two or more
characters merging into the same being! Molecules or
minds could get swapped, DNA mutated, body parts left
behind, or any number of other things. The GM can use
this complication as a story hook, giving the affected
player a hero point for providing the opportunity.
The over-use or misuse of teleport powers may also place
a strain on the fabric of space-time itself, leading to further
complications such as tears in that fabric loosing various
threats on an unsuspecting populace, from natural disasters to alien invaders.
Disability
One of the unforeseen complications of teleport powers
may be the strain they place on their user. Teleporting
might cause physical strain, ranging from exhaustion to
serious cellular or genetic breakdown. Likewise, it can
cause mental strain, especially if the character teleports
via a sanity-threatening dimension. If theres an immediate and significant effect every time the character teleports, consider the Side-Effect modifier for the power; if
the problems build up slowly over time, and can be mitigated through careful management, a plot-based complication is more appropriate.
Phobia
Various phobias can significantly impact teleport powers
if they are connected to how the powers function. For
example, a teleporter with fear of heights (acrophobia)
is going to have difficulties performing the Dropping
Things maneuver under Teleport Tricks. Worse yet,
imagine a teleporter afraid of the dark who experiences
what seems like a subjectively endless moment of blackness upon teleporting! A teleporter with claustrophobia
may greatly fear the potential of teleporting into a solid
object and becoming trapped there, even if that is not a
realistic possibility.
Power Loss
Maintaining teleport powers may require the use of exotic
drugs, meditation techniques, or mystic rituals, without
which the characters powers cease working. They can also
rely on the teleporters sound physical and mental health,
with illness, injury, or weakened state of mind resulting in
power loss (and a subsequent hero point award).
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