Stone Gargoyle wrote:Water Placement Teleport (Major) by Stone Gargoyle
The character can teleport from one body of water to another, or to different locations in the same body of water, as long as he is submerged underwater. He also has an energy field which provides him certain protections underwater.
Range: One mile per level; limited to self. The teleportation created a displacement of water, blasting targets on both the departure and arrival site with water for a radius of 100 feet, plus ten feet per level of experience.
Duration: Instant.
Watertight: The character's energy field keeps his clothing dry even in water, and he will not suffer any penalties from getting water in his eyes, ears and mouth. The character can also breathe air inside of the energy field, which lasts for up to the character's PE number in minutes.
Damage: Those within range of the teleport take 2d4 damage from the water blast. The character and his belongings are inside his protective energy field and take no damage.
Attacks: Teleporting uses a single attack/action
Weight Limitation: Can only take up to 100 lbs of equipment with him, plus 10 pounds per level of experience. This is primarily to allow the character to teleport with their appropriate aquatic gear, such as a swimsuit and gear for breathing underwater in case the character needs to be underwater longer than the energy field's oxygen supply.
Chance of successful teleport: 50%, plus 5% per level of experience. A failed teleport will leave the character in the same location, it simply fails to work.
Other Limitations: The character must be surrounded by water in order to teleport. The teleportation must be to an area also submerged in water. While this is a great power for an aquatic character to have, it is useless on dry land.
Stunts and Maneuvers: The character can use this to evade pursuit by diving into water and teleporting away. He can also use it to avoid being eaten by sharks and other aquatic predators.
Other Bonuses:
+1d4 PE
The character automatically has the swimming skill for free with this power
Failed teleports should have serious consequences not 'fizzle out.' Needs a 'failed result table' that must be rolled on. Alternatively if the teleport fails the power could fizzle out for an extended period of time (character loses the abilities of the power and cannot initiate the teleport again for 4D6 minutes/4d6 hours, the later if the character had plenty of time to concentrate and wasn't 'under fire' in the heat of battle, to show the consequences of trying to use it when stuck at sea, etc (and accounts for if you had made multiple attempts and blew out your power).
But the random failed result table would be more appropriate and in line with palladiums teleporting mechanics.
But it needs to use one of them, teleporting is DANGEROUS in the palladium megaverse and this must be respected. Even if the teleporting character is ported from another unrelated megaverse where teleportation powers work just fine and consequence free, they no longer work as such in palladium and fallows the palladium megaverse's 'physics on physics defying abilities/effects.'
A consequence free teleport would have VASTLY less sub powers or more strict rules for use, etc, or be a unique class feature/archetype. The consequence free version of your power, as a major power would be: Range, Sucess Rate, conditions to teleport. And thats it, no other sub powers or benefits or bonuses and 30% +5% per level (98% at level 15!, current state would have you reach 98% before level 15 which is not okay), or 50% + 3% per level(92%), or 40% +4% (96%).
In its current state it should cost more than one super power selection, be a mega power for a water elemental type character, etc.
Edit: just had the critique points. i love the flavor of the power, and the idea when teleporting a large swaft of water comes with the character, though the execution doesnt make sense since in reality the water in the teleported place (since swapping water to water) would just exchange the water in the related areas (again more consequences of use if teleporting from fresh water to sea, accidently teleporting local wildlife and destabilizing the local ecosystem of where you move to, etc). But I like the idea of diving in, port, make a big 'splash' and the nee location. Its a bit confusing if thats what you were going for.
Over all it needs some refinement and clarification (tough without getting wordy! Trying writing it up on twitter to be as concise as possible hahah), but is deliciously flavorful and high potential (for abuse by a closet/munchkin, and for great flavor).
Obviously i have a thing for water powers lol.