Combat Teleportation:

From The Black Vault
Jump to navigationJump to search

Combat Teleportation (Major) by Mr. Scorpio from an idea by Mr. Twist

The character has the ability to instinctively teleport out of harms way. Seemingly using some sort of sixth sense the character is able to rapidly teleport short distances in any direction he needs to (including up and down) to avoid attacks. Once activated the power automatically teleports the character without any effort on his part. The character will automatically be teleported after each melee attack/action he has increasing his chances of dodging attacks. At first this power serves only as a defensive ability allowing the character a greatly increased chance of dodging the attacks of his foes. Later, as the character becomes more experienced (3rd level and beyond) he is able to turn his short distance “jumps” to his advantage giving him an edge in hand-to-hand combat. By putting himself into better position to attack he can increase his chances of hitting his target and still enjoying some additional defensive benefits.

Range: 2 feet + 1 foot per level of experience.
Duration: 1melee round per level of experience. May be canceled at any time.
Additional Weight: The character is able to teleport with additional weight equal to one and a half times his own body weight.

1. Defensive Teleportation: By teleporting in almost random directions the character is able to increase his chances of dodging attacks. While using this power defensively the character gives up all chances of attacking in favor of dodging any attacks aimed at him. The character is able to dodge as many attacks as he has attack/actions, any extra attacks aimed at him must be parried instead. It is possible to move completely out of an attackers range by teleporting behind something or up onto something that is beyond the attacker’s reach.

Bonuses:
+ 5 to dodge, + 1 at levels 3, 7 & 12
+ 1 to roll with punch/fall, + 1 at levels 3, 6, 9 & 12

2. Offensive Teleportation vs. a single opponent: By teleporting into position to attack (and out of position to be attacked) the character is able to give him self a distinct advantage in hand-to-hand combat when he faces a single opponent. The opponent has little time to react to the character and so is less likely to parry or dodge his attacks.

Bonuses:
+ 2 to initiative
+ 3 to hit, + 1 at levels 4, 8 & 12
+ 1 to dodge, + 1 at levels 6, 9 & 12
Autododge, with a + 1 at levels 4, 8 & 12

3. Offensive Teleportation vs. multiple opponents: This power seems to be even more effective when used against multiple opponents. By teleporting rapidly among and behind a group of opponents the character is able to give him self several distinct advantages as his foes try to keep track of him and not accidentally hit each other.

Bonuses:
+ 1 to initiative
+ 2 to hit, + 1 at levels 4, 8 & 12
+ 2 to dodge, + 1 at levels 6, 9 & 12
Autododge, with a + 1 at levels 3, 6, 9 & 12

4. Disorienting Attack: By grabbing someone and then rapidly teleporting in random directions the character is able to completely disorient them causing them to loose all sense of direction and often causing them to become physically ill. An opponent who becomes disoriented looses half of their attack/actions and suffers a -4 penalty to attack, dodge and parry rolls for a full melee round until they regain their bearings.

Duration: 1 melee round.
Save: 15 or higher including P.E. bonuses.

5. Distraction: By teleporting around a single individual while doing what ever he can to attract attention to him self (like yelling and waving his arms wildly) the character is able to create quite a distraction causing the victim to react with awe or even fear.

Duration: 1 melee round.
Awe/Horror: 9