Telereformation

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Telereformation by Iczer

The character can disintegrate himself, churning into hundreds of shards, and then reform by collecting parts from the surroundings. This has numerous benefits:

1) Transportation. The character can travel 500 feet, plus 100feet per level. This is not instantaneous, taking about 5 seconds per 200feet. It is however, safe. The parts start to accumulate within 30 feet of the target location, and form at a safe place of choice. May be done once per minute, counts as two actions.

2) Rejuvenation: Each teleport reforms the body as a new entity, flushing out all unwanted parts, viruses and toxins. Additionally, each teleport heals 3d6 HP damage. (Does not heal SDC damage, but Will remove scars, reform lost limbs and renew blood supply).

3) Attack: Once at the desired location, the character may reform as a rain of parts, doing 4d6+PS damage, and is +4 to strike.

4) Limitations: The character is rebuilt, not teleported. The new body needs raw materials, and this means organics. This power works fine when teleporting to a jungle, or in an inner city environment. But teleportation in a desert, or onboard a starship stresses the power, causing 6d6 damage and temporarily removing a PE point. If it can be ruled that there is no, or too few organics, then the character moves 30 feet, and then reforms from his original molecules (no healing or rejuvenation). Beings who are built from different substances will work by variant rules. A character with Copy physical structure will never worry about this drawback, except when in a vacuum. As a rule, for every 1lb of You (count normal clothing), there needs to be about500lbs of the relevant material in a 1000foot radius of the reformation point. This power needs to be aimed. Just teleporting blind will send you 30 feet from your starting location. On the other hand, it is relatively failure free.

5) Other bonuses: Superb health, acquired from the rejuvenation ability. +6 HP, heals at double rate.