Rule Category:Powers
Rule Name:Teleportation
Source: 5th ed. rev.

Type:Movement Power
Target:Self Only
Costs END:Yes
Cost:2 Character Points for every 1" Teleportation; 2x mass for every +5 Character Points; Fixed Locations for 1 Character Point each; Floating Fixed Locations for 5 Character Points each
A character with this Movement Power can move from one point to another without physically traveling through the space in between the two points (typically the character "disappears" at the first point and "reappears" at his desired destination). Some examples of Teleportation include: stepping into another dimension at one point in this dimension, traveling through the other dimension, and stepping back into this dimension at the desired location; and transforming one's body into energy, moving to the desired point, and retransforming; Each 1" of Teleportation costs 2 Character Points. Teleportation costs END to use.

Normally a character can only Teleport himself (regardless of how much he weighs), his clothes, and his personal effects (including Foci), though he may choose to leave any such items behind. He can Teleport more mass if he buys the Increased Mass Adder (see below). If a character wants to Teleport other people (or inanimate objects) without going along with them himself, he must buy his Teleportation with the Usable As Attack Advantage (see below and page 275).

A character who's Grabbed or Entangled may use Teleporation to escape from such restraints. If Grabbed, he cannot carry the character Grabbing him along with him unless the Teleportation is Usable As Attack (see page 235). A character with Teleportation who Grabs a character cannot then Teleport and carry the Grabbed character with him unless he has enough Increased Mass to handle the extra weight and the GM permits this.

Characters cannot use Teleportation to perform Move Throughs or Move Bys. Characters cannot Abort to Teleport, but can Abort to Dive For Cover with Teleportation.

Noncombat Teleportation
Teleportation has a Noncombat Movement mode like other Movement Powers. Noncombat Teleportation (including any Teleportation with the Megascale Advantage) takes one extra Phase, regardless of how far the character Teleports. The character remains at his "starting point" at half DCV, 0 OCV for the extra Phase, then Teleports to his destination; he can do nothing else during this time. He remains at 0 OCV, 1/2 DCV until he gets his next Phase after Teleporting, or until a later Segment when he chooses to Abort to a defensive Action.

A character using Noncombat Teleportation isn't restricted to moving in even increments of Combat Movement - he can Teleport to any location within his maximum range. For example, character has Teleportation 20" x 16 Noncombat, doesn't have to move in increments of 20". He can Teleport anywhere from 1" to 20" using Combat Movement, and anywhere from 21" to 320" as Noncombat Movement.

Perceiving The Target Location; Misteleporting
A character can Teleport to any location he can perceive with a Targeting Sense, as long as it's within the number of inches he can Teleport. If it's difficult to perceive the location, the GM may require a PER Roll (possibly with a Range Modifier or other modifiers to simulate existing conditions). If the roll succeeds, the character may Teleport normally. If it fails, he must make an Attack Roll (against DCV 3) at -1 for every point the roll was missed by to Teleport to the proper location. (The GM might reduce the penalty slightly if the character can perceive the target location with a Nontargeting Sense.) The Attack Roll is part of the overall Teleportation; it doesn't require any extra time or Actions. If the character is using Noncombat Teleportation, he retains his full normal OCV solely for purposes of targeting his destination; he doesn't have the usual OCV 0 when using Noncombat Movement.

Viewing a location on television (or by similar means) does not count as perceiving it with a Targeting Sense.

A character with Teleportation can memorize a Fixed Location for 1 Character Point. He can safely Teleport to any of his Fixed Locations even if he cannot perceive them with a Targeting Sense, provided they're within his range.

A Fixed Location doesn't have to be immovable - it could be a living creature, a particular airplane seat, or the hex two hexes behind the Teleporter, for example - but it must be a physical location and can never change. However, the character can purchase a Floating Fixed Location for 5 Character Points. This is identical to a Fixed Location, but may be changed. To change a Floating Fixed Location, the character must study the new location for a full Turn. (He cannot study a new location via Clairsentience, unless the GM so permits.)

If a character tries to Teleport to a Fixed Location (Floating or not) that's out of his range, his Teleportation fails to work. He must still spend END, and uses a Full Phase in attempting to Teleport.

Characters cannot buy Fixed and Floating Fixed Locations in Power Frameworks. They must be bought separately from Teleportation itself. They can be bought with Power Modifiers, if appropriate. If a character has multiple forms of Teleportation, his Fixed and Floating Fixed Locations work with all of them.

When a character Teleports to a Fixed or Floating Fixed Location, its Active Points add to the Active Points of his Teleportion for purposes of determining the END cost of his Teleportation. Any Reduced Endurance bought for the Teleportation likewise applies to the Locations.

A character cannot remove or change his velocity by Teleporting - if he's moving at 30" per Segment when he Teleports, he continues to move at 30" per Segment when he completes his Teleport, regardless of where he Teleports to. (Thus, Teleporting out of a speeding car or during a long fall can harm a Teleporter.) Similarly, adding velocity when Teleporting (by, for example, teleporting into a moving vehicle from a stationary position) can be dangerous. A character who wants to Teleport safely into a vehicle or other object that's moving faster than he is must have the No Relative Velocity Adder (see below) (or, at the GM's options, make a DEX Roll, possibly with a negative modifier equal to the vehicle's Velocity-Based DCV; see page 364). Otherwise he takes STUN damage as if he had performed a STR 0 Move Through at the vehicle or object's velocity that did no Knockback.
      Example: Cheshire Cat wants to teleport into a bus traveling at 30" per Phase. Since he's standing still, he takes (velocity/3) = 10d6 STUN damage from Teleporting into a moving object.

Unless he pays for an Adder (see below), a character cannot change the direction he's facing or move from a prone to a standing position by Teleporting. His facing and body positioning at the end of his Teleport are the same as it was when he began.

Characters can use Teleportation to create "Gates" - fixed "teleportation fields" that Teleport anything that can fit in them and doesn't exceed their weight limit. To create a Gate, a character must buy Teleportation with the Advantages Area Of Effect (One Hex), Usable On Others, and Continuous. To be truly effective, a Gate needs MegaScaling or a lot of extra Noncombat Movement multiples (thus requiring an extra Phase to use) and Increased Mass; to carry truly large objects, it needs lots of extra mass and a larger Area Of Effect (to make the Gate wide enough for large objects to go through).

A Gate has the -1/2 Limitation Gate. Gate simulates the fact that a Gate works on both ends and in both directions: while it's open, anyone of the proper size and mass can move through it to the other side (which opens into some far-away location). Furthermore, the Gate can be seen through, and characters can attack through it with the same Range Modifier as if they stood immediately on the other side of the Gate. A Gate is open from both sides - character can go through it (and see through it) from either side. A character cannot pinpoint exactly where his Gate will open onto unless he buys a Fixed Location or Floating Fixed Location for it.

Creating a Gate takes one extra Phase if the character uses it to travel Noncombat or Mega-Scaled distances. If not, creating one requires a Half Phase Action (if the Gate allows travel of no more than half its inches of Teleportation).
      Example: Cheshire Cat busy a Gate ability: Teleportation 10", x2,000 Noncombat Multiple (20,000", or about 25 miles), x16 mass, Area of Effect (One Hex; +1/2), Continuous (+1), Usable Simultaneously (creator and one other person can use Gate at once; +1/2) (285 Active Points); Gate (-1/2) (total cost: 190 points). He also buys a Fixed Location (his house) for 1 point. So, whenever he's within 25 miles of his house, he can spend an extra Phase and open up a Gate that takes him home.

      In need of a quick escape from a bank heist gone bad, the Cat uses his Gate. Unfortunately for him, the Gate opens up on his house to reveal that the cops are already there, waiting for him! In fact, there's on cop 16" from where the Gate opened. Cheshire Cat decides to attack him. He launches an attack through the Gate, applying the standard Range Modifier for 16".


Increased Mass: This Adder allows a character to Teleport more than the normal amount of mass. For each +5 Character Points he can Teleport 2x normal human mass (100 kg) (thus, for +5 points, 200kg, +10 points, 400 kg, and so forth). The character does not have to be able to carry this additional mass; he only has to touch it. If the additional mass is additional persons, those persons have to want to be Teleported; involuntarily Teleporting someone requires the Usable As Attack Advantage.

No Relative Velocity: This +10 Character Point Adder represents a form of Teleportation that compensates for relative velocity. It compensates for any amount of velocity without the need for any further Advantages or Adders. For example, if a character is moving at 65 miles per hour when he Teleports, he can reappear at the end of his Teleport traveling 0 miles per hour, or any other speed up to 65 miles per hour. Teleportation with this Adder allows a character to Teleport into a moving vehicle, or to the ground while falling without suffering any damage.

Position Shift: For this +5 Character Points Adder, a character can use Teleportation to change position/facing or go from prone to standing as a Zero Phase Action. He can also change facing in mid-Teleport when making a Half Move or Full Move with Teleportation.

Armor Piercing: Character can apply this Advantage to Teleportation to overcome the Cannot Be Escaped With Teleporation Advantage. Characters may purchase Armor Piercing multiple times to counteract multiple layers of Cannot Be Escaped With Teleportation.

Cannot Be Escaped With Teleportation (+1/4): Characters apply this Advantage to walls, Entangles, and other barriers to prevent characters from Teleporting through them. A character cannot Teleport through any barrier that Cannot Be Escaped With Teleportation unless he buys his Teleportation with the Advantage Armor Piercing. Characters may purchase Cannot Be Escaped With Teleportation multiple times to overcome Armor Piercing.

Characters cannot apply this Advantage to STR or Telekinesis without the GM's permission.

Hardened: Defenses with this Advantage don't stop Teleportation; that requires the Cannot Be Escaped With Teleporatation Advantage.

MegaScale: Characters often apply MegaScale to Teleportation to create really long-range Teleporation powers. A character using MegaTeleportation can Teleport to any location between his minimum distance (whatever he defines 1" as equaling) and his maximum distance; he doesn't have to Teleport in even 1" increments. However, if the character doesn't have some way to perceive his target location, he runs the stand risk of misteleporting. If he misteleports, the MegaScale also applies to the inches he goes off-target

      Example: Cheshire Cat has Teleportation 10", MegaScale (1" = 1,000 km, can scale down to 1" = 1 km). He can use it to Teleport anywhere from 1 km away (the minimum distance of his MegaTeleportation) to 10,000 km away (his maximum range). He could Teleport to a location 2 km away, or 3,578 km, or 7,500.3586 km - anywhere from 1 km to 10,000 km away. However, he has to be able to perceive his target location. If he can't, and he misteleports, the x1,000 km MegaScaling applies to how far "off target" he is. For example, if he's off target by 3", he's 3,000 km away from where he wants to be!

If a character with MegaTeleportation has a Fixed or Floating Fixed Location, he can Teleport to that location safely, whether he can perceive it or not. However, if a character's Fixed or Floating Fixed Location is closer than the shortest range increment of his MegaTeleportation, he cannot Teleport there unless the GM specifically permits him to. Similarly, if a character's highly familiar with a location (he's been there a lot, or has spent a lot of time there), the GM may let him MegaTeleport to it safely even though he can't perceive it. As always, the GM should keep special effects, common sense, dramatic sense, and considerations of game balance in mind.

Unless the GM forbids him to, a character could use MegaTeleportation to Teleport far away, then Teleport back to a position just a few hexes away from where he originally left from, effectively sidestepping MegaScale's rule about using powers at personal scale. However, standard rules for perceiving the target location still apply, and in any event the character has to spend a total of four Phases (one extra Phase for each use of the power) and be at 1/2 DCV to do this.

Safe Blind Teleport (+1/4): This Advantage represents a form of Teleportation that protects the character (and any objects or persons he carries) if he Teleports into a solid object. He never suffers damage if he Teleports into a solid object; instead, he reappears in the nearest open space to his target location large enough to hold him (though this may not be safe; the nearest open space may be right over, say, a lava pit).

Transdimensional: Characters cannot buy this Advantage for Teleportation; use Extra-Dimensional Movement to travel to other dimensions and realities.

Usable On Others: If a character wants to Teleport other people (or inanimate objects) without going along with them himself, he must buy his Teleporation with the Usable As Attack Advantage. When teleporting other persons and objects, the Teleporter must Teleport the whole person or object; he cannot, for example, Teleport a person but not his armor, or only have of a dragon. (He could, however, Disarm someone by Teleporting a weapon or ther object out of the victim's grasp, though he probably suffers an OCV penalty for targeting such a small object.) If his Teleportation cannot Teleport the entire weight of the target person or object, it will not work.

As indicated on page 275, normally a Usable As Attack power is only usable as an attack, not for its normal purpose. However, at the GM's option, as described on page ???, if a character with Teleportation Usable As Attack is Grabbed, he can use it to Teleport himself and a person Grabbing him at once.

Can Only Teleport To Fixed Locations (-1 or -1/2): Characters can only use Teleportation with this Limitation to Teleport to a character's Fixed Locations. If the character only has Fixed Locations, it's worth -1; if the character has any Floating Fixed Locations, it's worth -1/2.

Must Pass Through Intervening Space (-1/4): This Limitation represents a form of Teleportation that requires the character to actually pass thorugh the intervening space physically. This can be a problem if barriers or other obstacles prevent the character from moving through that space. Characters cannot use Teleportation with this Limitation to escape from Entangles.

Source: COTE House Rules

  • Check with the GM to see if he will allow use of Clairsentience to memorize a new Floating Fixed Location.
  • A Fixed Location can eventually be changed but it takes at least a month and maybe even years, and can only change with the permission of the GM; and only with a good reason.
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