Superpower (Power)
EFFECT
Cost 5 JP
Activate 4 PP per hour; full-round action
Sustain 1 PP per hour; free
Range self; Power Resistance no
DESCRIPTION
The superhero can effectively teleport from one moment in time to another that is forward in time. The superhero must declare how far forward he wants to Temport when he starts. The superhero can specify down to the minute, but he must pay 4 PP for every hour or portion thereof, even if he travels less than an hour forward.
The superhero can combine Teleportation with Temportation to move through time and space simultaneously. Total the PP costs for both powers. Activation times don’t stack. Therefore, if his Teleportation activation time were a standard action and his Temportation activation time were a full-round action, then a combined Teleport/Temport would take a full-round action only.
Enhancements and limitations
- Enhancement: Day Temport (Cost: 3 JP): Activate: 4 PP per day; full-round action. Sustain: 3 PP per day; free. The superhero can now Temport in days, instead of hours. If the superhero travels less than a day forward, he must pay in hours, as with standard Temportation.
- Enhancement: Extended Time Stop (Cost: 4 JP): The superhero can now stay in stopped time for an extra round. Prerequisite: The superhero must have the Time Stop enhancement to buy this enhancement.
- Enhancement: Group Temport (Cost: 4 JP): Activate: 6 PP per hour; full-round action. Sustain: 2 PP per person per hour; free. The superhero can now Temport himself and everyone else in a 5-foot-radius.
- Enhancement: Move Action Temport (Cost: 3 JP): The superhero can now Temport as a move action. Prerequisite: The superhero must have the Standard Action Temport enhancement to buy this enhancement.
- Enhancement: Reflexive Temport (Cost: 3 JP): If the superhero retains his Dexterity bonus to AC and has been hit for damage, as an immediate action, he can attempt a Reflex Save (DC 18) to Temport a moment into the future to avoid taking damage. This is an hourly Temport, thus the superhero must pay the full hourly price. Prerequisite: The superhero must have the Swift Action Temport enhancement to buy this enhancement.
- Enhancement: Standard Action Temport (Cost: 3 JP): The superhero can now Temport as a standard action.
- Enhancement: Swift Action Temport (Cost: 3 JP): The superhero can now Temport as a swift action. Prerequisite: The superhero must have the Move Action Temport enhancement to buy this enhancement.
- Enhancement: Temport Backward (Cost: 8 JP): Activate: 4 PP per year; full-round action. Sustain: 3 PP per year; free. The superhero can now travel backward in time, but he cannot travel into his own timeline, which means he cannot meet himself and he cannot interact directly with events that would influence his own life, such as meeting his parents. If the superhero attempts to jump to a place that would influence his own life, he bounces back to his starting place, having expending his PPs as normal.
- Enhancement: Time Stop (Cost: 8 JP): Activate: 10 PP; full-round action. Sustain: 5 PP per round; free. The superhero can stop time and move freely while the world is frozen. Everything in the world still affects the superhero as normal, including gases or in—place energy effects, as well as gravity or drowning. People around the superhero is effectively helpless. His body and objects the superhero physically moves, including our clothing, are all that he can affect. Energy, including that which the superhero generates with his body, like an Energy Attack, does not function. Cars won’t turn on. Computers only show what’s on their screens, if they’re on at all. Electrical switches of all kinds are functionless, for the superhero. Chemical reactions don’t work either. Matches don’t light, and a gas stove wouldn’t either. Poisons don’t activate outside of a pumping heart, so the superhero can’t poison anyone else, or rather, they won’t be poisoned until the superhero starts time again. The superhero can stay in frozen time for a maximum of 3 rounds.
- Enhancement: Year Temport (Cost: 4 JP): Activate: 4 PP per year; full-round action. Sustain: 3 PP per year; free. The superhero can now Temport in years, or portions thereof, instead of days, but he arrives at the same time of day that he left, unless he also expends PPs on an additional hourly jump. If the superhero starts at 10am and travel 3 years, 8 months forward, arriving at 6:30pm, he would have to pay 21 PP (12 PP for three and a half years, 9 PP for 8 and a half hours). Prerequisite: The superhero must have the Day Temport enhancement to buy this enhancement.
- Limitation: Temporal Stasis (Value: 3 JP): Activate: 4 PP per hour; full-round action. Sustain: 4 PP per hour; free. Range: The superhero can place himself in temporal stasis, effectively jumping forward in time but only subjectively. While the superhero is in stasis, he remains motionless and essentially at the world’s mercy. The superhero is vulnerable to physical but not mental attacks, because his mind is effectively “off.” His body is also in a state of biological suspension, thus, the superhero does not need to eat or breath and are unaffected by chemicals that would poison or anaesthetize him, though acids, corrosives, and other physical attacks still affect his body. Gases are never taken into his lungs, and poisons introduced to his body, through darts or hypodermic needles, for example, have an effect only after the superhero come out of the stasis. His body can be carried, and as a standard action his limbs can be moved into a seating position or other postures. The superhero does not age while in stasis. If the superhero is killed while in temporal stasis, he technically hasn’t died yet because his body is outside of normal time and if his body can be fully repaired before he comes out of it, the superhero will live, though he’ll feel sore as hell and not know why unless someone tells him.