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==TELEPORT== Class: Beta Cost: 0+ Verve Dice Pool: Wits + (Investigation) + Teleport Action: Instant Range: Self Area: N/A Duration: Instant Effect: The character is able to travel instantly from one point to another, without passing through the intervening space. If the character teleports 5 yards away or less into a location they can see, there is no activation roll. To teleport up to 10 yards or into a location they cannot see requires at least one success on an activation roll. Each additional 10 yards penalizes the roll by -1. The player may choose to buy off these penalties at a cost of one verve per penalty. Failing the roll gives the Storyteller the entertaining option of choosing the destination of the teleport. On a dramatic failure, the character not only counts as having failed his activation roll for the purposes of determining where he ends up, he also teleports into a dangerous situation, such as several hundred feet above the ground or underwater, or creates some sort of compromising medical anomaly, at the ST's option. The character cannot, intentionally or not, teleport into a space they cannot occupy. Extras: Combat Teleport - The character may teleport reflexively once per dot in Teleport during his turn. In addition, as a dodge, he may contest one attack with a Teleport activation roll, negating the attacker's successes with his own. If he rolls more successes than the attacker, he teleports to his intended destination after the attack is resolved. Long Teleport - The character may teleport twice as far for the same cost. Mass Teleport - The character may teleport up to one additional character for every dot in Teleport and Power Level he possesses. Weaknesses: Flash Step - The character actually does pass through the intervening space, and cannot teleport through any sort of cover, even if he can see through it.
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