Water Placement Teleport

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Water Placement Teleport (minor) by Stone Gargoyle

The character can teleport from one body of water to another, or to different locations in the same body of water, as long as he is submerged underwater. The character will become drenched or soaked with water unless nude or wearing appropriate equipment for diving or swimming.

Range: One mile per level; limited to self.
Duration: Instant.
Damage: None to the character, but his clothes will become drenched if he is not wearing an appropriate swimsuit or scuba gear.
Attacks: Uses all attacks for a melee round.
Weight Limitation: Can only take up to 100 lbs of equipment with him, plus 10 pounds per level of experience. This is primarily to allow the character to teleport with their appropriate aquatic gear, such as a swimsuit and gear for breathing underwater.
Chance of successful teleport: 50%, plus 5% per level of experience. A failed teleport will leave the character in the same location, it simply fails to work.
Other Limitations: The character must be surrounded by water in order to teleport. The teleportation must be to an area also submerged in water. While this is a great power for an aquatic character to have, it is useless on dry land. The power does not itself give any bonuses to swimming skills, nor does it allow the character to hold their breath longer underwater.
Stunts and Maneuvers: The character can use this to evade pursuit by diving into water and teleporting away. He can also use it to avoid being eaten by sharks and other aquatic predators.

Water Placement Teleport (Major) by Stone Gargoyle

The character can teleport from one body of water to another, or to different locations in the same body of water, as long as he is submerged underwater. He also has an energy field which provides him certain protections underwater.

Range: One mile per level; limited to self. The teleportation created a displacement of water, blasting targets on both the departure and arrival site with water for a radius of 100 feet, plus ten feet per level of experience.
Duration: Instant.
Watertight: The character's energy field keeps his clothing dry even in water, and he will not suffer any penalties from getting water in his eyes, ears and mouth. The character can also breathe air inside of the energy field, which lasts for up to the character's PE number in minutes.
Damage: Those within range of the teleport take 2d4 damage from the water blast. The character and his belongings are inside his protective energy field and take no damage.
Attacks: Teleporting uses a single attack/action
Weight Limitation: Can only take up to 100 lbs of equipment with him, plus 10 pounds per level of experience. This is primarily to allow the character to teleport with their appropriate aquatic gear, such as a swimsuit and gear for breathing underwater in case the character needs to be underwater longer than the energy field's oxygen supply.
Chance of successful teleport: 50%, plus 5% per level of experience. A failed teleport will leave the character in the same location, it simply fails to work.
Other Limitations: The character must be surrounded by water in order to teleport. The teleportation must be to an area also submerged in water. While this is a great power for an aquatic character to have, it is useless on dry land.
Stunts and Maneuvers: The character can use this to evade pursuit by diving into water and teleporting away. He can also use it to avoid being eaten by sharks and other aquatic predators.
Other Bonuses:
+1d4 PE
The character automatically has the swimming skill for free with this power