Teleport - Self
The hero can vanish at one location and instantly reappear at a distant site. He does not physically cross the intervening distance and is not affected by most physical barriers. Teleportation always occurs, but the hero must make a Power FEAT to see how well he makes the trip. Failure means he arrives disoriented and cannot take any actions the following turn.
The hero can carry along anything he is touching (except the ground on which he stands), up to his Strength's weight limit. Passengers must make a green Endurance FEAT or be disoriented for 1-10 turns.
As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. If the hero accidentally teleports into a solid, he must make an Endurance FEAT. Success means the hero instinctively jumped to another location and promptly fainted for 1-10 turns. Failure means the hero takes damage equal to twice the solid's Material Strength or actual Strength, if the blockage was a living being. In the latter case, that being takes equal damage.
Certain conditions can prevent the hero from Teleporting. If the hero doesn't know where he is, psychological blockage may prevent him from consciously Teleporting. Extremely dense materials like Neutronium or black holes are impassable. Barriers that incorporate such Powers as Power Negation, Force Field vs. either Energy or Magic, or True Invulnerability are also impassable at higher rank.
The Optional Powers are Teleport-Others and Clairvoyance.
Range: Column E.