Kamikaze Teleport
Kamikaze Teleport (Major) by Senator Cybus
More a form of attack than a reliable method of transportation, Kamikaze Teleport allows a super being to damage and disorient his enemies - if he doesn’t mind taking a few lumps himself.
Like most teleporters, the hero travels from A to B via another dimension, taking a shortcut through reality itself. Unlike most teleporters, the dimension that this character passes through is seething with an alien energy that is damaging to matter from our universe. As a result, anyone passing through it will be badly injured (see Damage below) and racked with agony; unless they successfully save vs. pain (see Saving Throw below), for the next 1D4 melee rounds their attacks/actions per round and speed will be halved, all skill rolls will be at -40% and all combat rolls will suffer a penalty of -3.
The super being is not immune to the deleterious energy of the other dimension, but he is somewhat resistant. After rolling for damage, the hero may subtract 2 points per experience level from the result: for example, a teleport that should cause 25 points of damage would only inflict 15 damage to a fifth level super being. Additionally, the hero is more resistant to the pain caused by the extra-dimensional journey, due to his repeated use of the power (see Bonuses below).
In order to use this ability offensively, the super being must first grab onto his opponent. Unless he can take his enemy by surprise, he must successfully roll to strike: once he’s latched on, the hero can drag his foe through the other universe. To begin with, the character can only teleport one person/200 lbs (90 kg) of inanimate matter at a time, but upon reaching the third level of experience he can transport two people/400 lbs (180 kg) of inanimate matter simultaneously, though he must still be able to grab onto each target in order to do so.
Because of the strain placed on his body by use of the power, the super being can only use the Kamikaze Teleport once per melee round.
- Range: 50 feet (15 m).
- Damage: 6D6.
- Duration: Instant.
- Attacks Per Melee: One melee attack/action to grab onto an opponent. The act of teleporting also uses up one attack/action.
- Saving Throw: 14 or higher (M.E. bonuses are applicable) to resist the pain of the teleport.
- Bonuses:
- +2 M.E.
- The super being is +1 to save vs. the pain caused by the Kamikaze Teleport (this is in addition to any bonus granted by a high M.E.) and gains another +1 to save at levels three, seven and twelve.