Teleportation Mutation Fan Version
Posted: Wed Jun 21, 2017 5:17 pm
Thought I'd put this here for feedback. Since the Teleportation Mutation is missing from the core rules, I took it upon myself to make a version in about 10 minutes. Any feedback on it would be great, thanks!
Teleport
Type: Active
Range: Variable
Duration: Instant
Save: None
General: The mutant can teleport their physical form and any equipment in their possession to a location of their choosing.
1: Failure, mutation may not be used again that day, roll on defects table
2-11: Failure, mutation may not be used again that day
12-13: The mutant is able to teleport to any location within 50 feet.
14-17: The mutant is able to teleport to any location within 500 feet. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 5 or suffer 1d6 damage
18-19: The mutant is able to teleport to any location within 1 mile. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 10 or suffer 2d6 damage
20-23: The mutant is able to teleport to any location within 20 miles. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 15 or suffer 4d6 damage
24-27: The mutant is able to teleport to any location within 500 miles. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 20 or suffer 8d6 damage
28-29: The mutant is able to teleport to any location on Terra A.D. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 10. If successful, you appear where you want. If not, you appear 1d100 miles away from the destination.
30-31: The mutant is able to teleport to any location in the solar system. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 15. If successful, you appear where you want. If not, you appear 1d100x1M miles away from the destination.
32+: The mutant is able to teleport to any location in the galaxy. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 20. If successful, you appear where you want. If not, you appear 1d100x1M light years away from the destination.
Teleport
Type: Active
Range: Variable
Duration: Instant
Save: None
General: The mutant can teleport their physical form and any equipment in their possession to a location of their choosing.
1: Failure, mutation may not be used again that day, roll on defects table
2-11: Failure, mutation may not be used again that day
12-13: The mutant is able to teleport to any location within 50 feet.
14-17: The mutant is able to teleport to any location within 500 feet. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 5 or suffer 1d6 damage
18-19: The mutant is able to teleport to any location within 1 mile. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 10 or suffer 2d6 damage
20-23: The mutant is able to teleport to any location within 20 miles. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 15 or suffer 4d6 damage
24-27: The mutant is able to teleport to any location within 500 miles. If teleporting to an unfamiliar destination, make a Fortitude save vs DC 20 or suffer 8d6 damage
28-29: The mutant is able to teleport to any location on Terra A.D. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 10. If successful, you appear where you want. If not, you appear 1d100 miles away from the destination.
30-31: The mutant is able to teleport to any location in the solar system. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 15. If successful, you appear where you want. If not, you appear 1d100x1M miles away from the destination.
32+: The mutant is able to teleport to any location in the galaxy. This teleportation is unpredictable and imprecise. Make a Willpower save vs. DC 20. If successful, you appear where you want. If not, you appear 1d100x1M light years away from the destination.