Realm Jumping

  • By
  • Added
  • 0 views
Talent Realm Jumping
Effects With this talent the Proto-Deztunian can teleport via phasing out of the real realm and back into the real realm at another location. To others it would look like standard teleportation like powerful aeromancers can do, however in reality they are leaving the realm and reentering it. They require a great dea of Focus to do this. Each teleportation attempt requires a Focus check with a -5 penalty per 100 feet, and another -10 penalty if it is to an area that they cannot see, but have once been. They cannot teleport to any locations they have never visited.
Requirements You must be a Proto-Deztunian of the 1st Era, and a 3rd generation or greater
Handicap Cost

Teleportation Mishap: Each use of this talent also requires a luck check. A failed luck check means that the GM can decide where you appear. A critical fail means death for your character, but you still get your saving grace.

At the start, your Luck check has a -10 penalty. You get to increase your chances by adding a +1 bonus to this check per successful teleportation attempt. Therefore, after 10 successful teleportations, you will no longer have a penalty, and after 20 you'll have a +10 bonus. Generations after the 3rd generation get a +5 bonus to their Luck check. Since there's only 5 generations of Proto-Deztunians, the most you can get is a +10 bonus here.

This handicap cannot be removed.

Trackbacks

There have been no trackbacks yet

Rating

Unrated