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'Porter P.C.C.



Everyone has at least one special talent. For the 'Porter (short for Teleporter) that special talent is psychic teleportation. These psychics have not only mastered the teleportation of small objects, but are unique in the fact they've learned to use their psychic powers to teleport people as well. To make them all the more formidable, 'porters learn a variety of tactics and techniques to use their teleportation to the fullest. This is because the first rule every 'porter learns is this: Objects in motion stay in motion. While some 'porters are excellent combatants it's far more common for them to run from a confrontation. This desire to run and disappear from conflict is what often helps to manifest their psychic focus.


Special Abilities of the 'Porter

1. Teleport Self: The most distinguishing mark of any 'porter is the ability to teleport him/herself. The target destination must be within range as well as able to be clearly seen or visualized. This can be anywhere in immediate sight, the other side of a tree or wall, or a place the character knows well. Any attempt to teleport into a solid object automatically fails, but still costs I.S.P. Additional items can be teleported along with the psychic. Total additional weight is equal to the psychic's M.E. attribute number in pounds (0.5 kg) per level of experience. This means if a psychic has a M.E. of 15, the psychic can teleport 15 pounds (6.8 kg) of weight at level 1, 30 pounds (13.6 kg) at level 2, 45 pounds (20.4 kg) at level 3, etc. Note: This cannot be used to carry another person, even if that person falls under the weight limit.

In addition to basic movement, this ability can be used in combat as well. Using this power defensively provides the 'porter with a +6 to dodge. This is done by simply teleporting out of the way. The alternate is teleporting to attack. Since objects in motion stay in motion, the psychic can start to throw a punch, teleport into range either in front of or even behind the enemy, and land the punch with full impact. This can be very hard to dodge and provides the attacker with a +4 to strike. Though useful in combat, the psychic must spend I.S.P. on each teleport, and overusing it can quickly lead to the psychic spent and vulnerable.

Range: Self; but can teleport up to 50 feet (15.2 m) per level of experience.

Duration: Instant.

I.S.P.: 20.

Saving Throw: None.

2. Teleport Others: This is a teleport that affects other people. The maximum weight allowed is 100 pounds (45 kg) per level of experience. With the weight limitation this ability has limited uses at first level, but increases options at higher levels. If within the weight limitation, more than one target can be teleported at the same time. Unwilling targets can attempt to save vs. psionics. Any attempt to teleport the target into a solid object automatically fails, but still costs I.S.P. This means if the teleportation would take the target, intentional or unintentional, into a door, wall, or another person no teleportation will occur.

Range: Touch; but can teleport targets up to I.Q. attribute number in feet (0.3 m) per level of experience.

Duration: Instant.

I.S.P.: 40.

Saving Throw: Standard; willing targets can make a conscious choice not to save.

3. Additional Psionic Abilities: At level one the 'porter automatically has the psionic powers Astral Projection, Meditation, Sense Dimensional Anomaly, Teleport Object, and Total Recall. The character also gets to select one additional psionic power from the categories of physical or sensitive for each level of experience, starting at level one.

4. I.S.P.: 2D6x10, plus the M.E. attribute number. The character gets another 10 I.S.P. for each additional level of experience, stating at level one. Considered to be a master psionic.

5. P.P.E.: Most of the character's P.P.E. has been expended in the development of psychic abilities. Permanent Base P.P.E.: 2D6.

6. Sense Direction: Teleporting around can be a disorientating experience. With so much experience, the 'porter has developed a natural orientation to his/her environment. Regardless of circumstances, the 'porter always knows up from down, left from right, and north, west, east, and south. This ability is a constant one and does not cost any expenditure of I.S.P. Only spells or psionics designed to disorientate a victim have any chance of effect, but the 'porter receives an additional +3 to save (in addition to any other bonuses).

7. W.P. Teleportation: 'Porters are the unquestioned masters of teleportation, and they've even developed certain combat techniques based around their specialty. These techniques can make them dangerous in combat, but also requires them to spend I.S.P. to activate their powers each time. For that reason, they must be used wisely or 'porters will find they're out of I.S.P. and potentially in trouble.

The first half of this weapon proficiency is based around attacking. Throwing a knife, axe, spear, or any other object is a common technique on the battlefield, but a 'Porter adds a new dimension to the technique. While the throwing remains unchanged, 'porters have practiced at teleporting the object at the last moment of release (while still in contact, "touch"). By teleporting the object at the moment of release, the 'porter can extend the range of the item as well as make the weapon attack from unique angles, even from behind.

Bonuses: +3 to strike if the teleported weapon attacks from the behind or from the side of an opponent (in addition to standard bonuses). Standard throwing range is increased up to the full range of a teleported object to "throwing" distance.

Instead of attacking, the 'porter can learn to defend as well. The 'porter can attempt to "parry" a ranged attack by teleporting the attack away. As always, an object in motion stays in motion. This allows a parried object to be redirected to a new target. The teleported object must be a solid object, such as an arrow or thrown knife, and cannot be energy, such as a wizard's fireball. First, a parry must be rolled. For projectile attacks such as arrows, knives, and spears the 'porter is -4 to parry (instead of the normal -10).

If successful, the character can attempt to redirect the attack by rolling to strike. A redirected attack is a straight roll of the die, and defenders suffer normal penalties to defend for the type of attack. This redirect attack can even count as a surprise attack. If the roll to strike on the redirect fails, this means the 'porter never gained full control of the projectile. The projectile is out of control and has a 40% chance of hitting innocent bystanders or even teammates.

8. Bonuses: As a master psionic, the 'porter needs to roll a 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses), +3 to save vs. mind controlling drugs, potions, and magic charms, +4 to save vs. possession, +4 to save vs. horror factor, and +2 on initiative (when/if teleporting into combat only).


'Porter P.C.C.

Alignments: Any.

Attribute Requirements: Only psionic powers, but a high I.Q. and M.E. are strongly recommended.

Multiple O.C.C.s are not possible.

P.C.C. Skills:

Land Navigation (+15%)

Languages: Native Tongue 98% plus two of choice (+15%)

Mathematics: Basic (+20%)

Palming (+10%)

W.P. Targeting

W.P. One of choice

Hand to Hand: Basic

Hand to hand: basic can be changed to hand to hand: expert for the cost of two P.C.C. Related Skills, or martial arts (or assassin if an evil alignment) for the cost of three P.C.C. Related Skills.

P.C.C. Related Skills: Select seven other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

Communications: Any.

Domestic: Any.

Espionage: Intelligence (+5%) and Pick Pockets (+10%) only.

Horsemanship: General or Exotic only.

Medical: First Aid only.

Military: None.

Physical: Any, except Acrobatics, Gymnastics, and Wrestling.

Rogue: Any (+5%)

Science: Any (+10% on Mathematics skills only).

Scholar/Technical: Any (+10% on Language, Literacy, and Lore only).

Weapon Proficiencies: Any.

Wilderness: Dowsing and Wilderness Survival only.

Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, four, seven, ten, and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Starting Equipment: Two sets of clothing, boots, hat, belt, blanket, backpack, one large sack, four small sacks, a water skin, dried meats and fruits equal to food rations for 1D4+1 weeks, a small silver cross, a pocket mirror, and a tinder box.

Armor: Starts with a suit of hard leather (A.R. 11, S.D.C. 30), or studded leather (A.R. 13, S.D.C. 38); player's choice. Most prefer light, magic armor, especially magic clothing to help save weight in teleportation, but can wear any type of armor.

Weapons: Starts with a silver-coated dagger, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.

Money: The character starts with 180 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty. Though 'porters can amass a fortune, most prefer to travel light so they can take everything they have with them.


Experience Point Table: Same as the Ranger, Psi-Healer, & Psychic Sensitive.