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Trait (Asset): Jumper, Trained (Major)
The rarest of abilites, Jumpers can go from one place to another, or make things go from one place to another, without crossing the intervening space. That's fancy talk from poppin' out here and poppin' up there right quick. Jumpin' is a tricky Trait, so its specialties are, well, really specialized. Also, that bit about poppin' ain't rhetorical. There's a "pop" and a "whoosh" 'cause you kinda fold out when you leave and fold in when you come back, so the air gets all bendy. Try not to get noticed.
The Operative: "Define 'disappeared.'"
- Skip
- (Local Teleportation): You can pop to anyplace you can see. 'Taint hard unless you're distracted. Use the Discipline skill chart to determine the difficulty of the Skip (min. Average). You've gotta keep your eyes on where you're goin', though, so don't do this when there's folk that are throwin' bullets at you.
- Leap
- (Quantum Teleportation; prerequisite: Skip): In theory, there isn't any difference in teleporting across the room and across the 'Verse. In theory. In practice, getting from here to there when you can't see 'there' is harder for Jumpers to wrap their brains around. Use the familiarity and distance rules for Seein' for the difficulty in Leapin' to a place. Oh, and try not to Leap when there's distractin'. Concentration isn't automatic, as with Skip, which means it'll cost you an action. Alternately, you can take a Complex Action, with one roll per minute, to take your time and get it right. Botching on an instant action can kill you if you try to pop up inside a wall (d12 W), but botching a Complex Leap just means you take the usual Stun and start over.
- Grab
- (Exoportation A; prerequisite: Skip): You can make small objects (nothing you couldn't reasonably heft in one hand) come to you. If you can see it, the difficulty is as with Skip; otherwise, the difficulty is as with Leap, and familiarity with the object is also taken into account.
- Dump
- (Exoportation B; prerequisite: Skip): Exactly the same as Grab, except you send it out instead of bring it in, and your familiarity with what you're holdin' doesn't matter. I mean, you're holdin' it, that's pretty gorram familiar.
- Ship Out
- (Gateway; prerequisite: Leap): Leap only lets you take your bad self (and what you're carryin') to where you're goin'. Ship out lets you bring a whole crew, up to your die in folks (8 for d8, 10 for d10, etc) or one decent-sized mule full up. Difficulty is the same as Leap, though you're at a -1 step penalty if you don't know most of the folks (more than half) or you've never been in your mule before. Get to know your ride, lest it buck you a peck unpleasant-like. The 'gate' only lasts an instant, so no takin' a caravan from Whitefall to Ariel. Unwilling types make the usual Willpower + Discipline/Resistance roll.
- Drop Off
- (Transmit; prerequisite: Ship Out): Now you can send your crew without goin' along yourself. Same rules as Ship Out, except your familiarity with where you are also comes into play, since you don't have the advantage of goin' along to smooth the ride out. Mess this up and you might need a whole new crew, dong ma? On t'other hand, you can't just drop your Deadly Enemy's goons in the local sun, assuming you've never been swimming in it, but you can throw 'em into that jail cell on Higgins' Moon you got so all-fired friendly with during your last 'visit.'
- Pick Up
- (Receive; prerequisite: Drop Off): This one's a toughie. You gotta know where your targets are an' then bring 'em to you. Same difficulty as Drop Off, but unless you know exactly where they are (line of sight counts), increase the difficulty by 2 steps if you're just a tetch off, and by 4 if you're off the ruttin' map. If you're a Peeper, you can find 'em that way and avoid the penalty. Here's hopin' you've got time to spare. Now, you can't use this specialty to take folks from one place where you ain't and put 'em another place where you also ain't. There's rumors to that effect, rather like the Mover Forcefield, but it's always someone who knows someone who heard it from their drunk cousin or suchlike.
- Block
- (Ward): Just like the Peeper Block, 'cept it blocks Jumpers. You can use an instant action to 'harden' your local area against Jumping in around you for a spell, or take a Complex Action that makes it harder to Jump into the place you Blocked until someone breaks through.
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