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==Abilities==
 
==Abilities==
 
*'''Psychic Teleportation''' [7/7 Focus]
 
*'''Psychic Teleportation''' [7/7 Focus]
**'''Personal Apportation''' [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.
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**'''Personal Apportation''' [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 2, that range is 10 kilometers.
 
**'''Proficient Apportation''' [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.
 
**'''Proficient Apportation''' [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.
 
**'''Spatial Awareness''' [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.
 
**'''Spatial Awareness''' [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.
**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
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**'''Burdened Apportation'''[lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
 
**'''Blurstep''' [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.
 
**'''Blurstep''' [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.

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