By Gareth Edward Vaughan (984271964@98.lincoln.ac.uk) for the Children of Chronos
System: Spend one Willpower Point and roll Intelligence + Occult. The difficulty varies with how well you know the location desired: 5 if it's your Haven, up to 10 if you have never seen the place. If you are summoning an object to you, the difficulty is two less. You may teleport up to 10 kg per level of Discipline with this power.
System: Spend a Willpower Point and roll Intelligence + Animal Ken (Difficulties as above). The size of the animal(s) teleported depends on its Blood Pool. You can teleport 2 + the no of successes worth of blood points. So to teleport a cow, with 6 Blood Pool, you would need 4 successes. Only animals can be affected by this power.
System: Spend 2 Willpower Points and roll Willpower (7). For 1 day per success, a person protected with this power may attempt to resist being teleported by rolling an opposed Willpower roll. If the protected character scores more successes, then she cannot be teleported against her will for that entire scene. Alternatively, the power user may enchant a location, no larger than 20 m3. Any teleportations to or from that location have a penalty to the difficulty equal to the no. of successes rolled on the Willpower roll.
System: Spend a Willpower point and roll Intelligence + Stealth (Difficulties as Regalia). The power user may instantly travel anywhere within range, determined by the successes.
Successes | Range (miles) |
1 | 1 |
2 | 10 |
3 | 100 |
4 | 500 |
5+ | 1000 |
If the chosen destination is out of range, the user does not teleport.
System: Spend a Willpower Point and roll Intelligence + Empathy (Difficulties as above). The user may teleport as many people as his Empathy score. The distance traveled is twice that for Teleport.
System: Spend 2 Blood Points and roll Wits + Dodge (7). Any success allows the user to hop to any location within view. This lets her dodge attacks and such like, and place herself in an advantageous position for the next turn. Opponents have 3 fewer dice for initiative in the turn following the Blink. Attacking in the same turn as Blinking requires the user to split her dice pool as normal.
System: Spend a Willpower point and roll Intelligence + Stealth (8). The gates appear as glowing discs, 2m in diameter. They may be placed anywhere and in any orientation within range (User's Intelligence + Stealth x 5m). Anyone may step in one gate an out of the other. Stepping through takes 1 turn, and disorients the traveler for the following 3 turns. Disoriented characters act with -4 dice to all dice pools. This can be overcome by rolling Wits + Alertness (7), each success reducing the duration 1 turn. (This roll is made immediately after transition, and is not subject to penalty.) The gates must be maintained by the user, who receives a +2 difficulty modifier to all rolls as long as the gates are active. The gates will not close while someone is in transit. (You cannot cut someone in half with this power!)
System: Spend a Willpower point then roll current Willpower (8). The user of this power may teleport anywhere in the world, so long as the desired location is free to accommodate him. If there is an obstruction at the target location, this power will not work. The teleport is not instantaneous. It takes (10 - no of successes) turns to complete, during which time, the user is immune to all forms of attack, and cannot be affected in any way. Conversely, he cannot affect anything either during transition.