- See also Dimension Door.
The Complete Psionics Handbook[]
Like teleportation, a dimensional door takes a character from one location to another. The similarity stops there, however. With dimensional door, the psionicist opens a man-sized portal which leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers to a destination chosen by the psionicist who uses this power.
When the psionicist uses this devotion, he creates a door leading into the alternate dimension. The door is a vaguely outlined portal, which appears in front of the psionicist. At the same time, an identical portal appears wherever he wants it, within range (see below). The door can have whatever orientation the psionicist chooses. If someone (including the psionicist) steps into either portal, he immediately steps out of the other. Both doors remain in place for as long as the psionicist maintains the power.
The dimension accessed by this power is not fully understood. Clearly, it has very different qualities of time and space, such that motion is greatly accelerated. For many years this transit was thought to be instantaneous, but arduous experiments by Larue d'jar Azif of Dhaztanar have proved that a very tiny bit of time does elapse. What this means is still unknown.
Travel via this power is disorienting. Presumably, exposure to the alternate dimension traumatizes the body in some way. As a result, a traveler is dazed and cannot attack or move for one round after stepping through a dimensional skip portal. Quick transit is advisable. People who shove only an arm through a portal suffer intense pain. Fools who poke their head through a portal must make a system shock roll; failure means they lose 50% of their current hit points and pass out.
Inanimate objects are not affected by exposure to the dimension's edge. In fact, a character can throw or fire objects through a portal, and they'll come out on the other side. Attackers suffer a -4 penalty on their to-hit rolls against targets on the other side of the dimension's edge.
Range: The normal range of this power - i.e., the maximum distance between the two portals - is 50 yards. The distance can be extended only with severe reductions to the character's power score, as shown below. Increasing the range does not increase the PSP cost, however.
Distance Between Doors |
Power Score Modifier |
---|---|
50 yards | 0 |
75 yards | -2 |
100 yards | -5 |
150 yards | -8 |
200 yards | -12 |
Power Score - Transit does not cause disorientation.
20 - The psionicist is momentarily exposed to the transit dimension and is disoriented as if he had stepped through the portal.
Player's Option: Skills & Powers[]
With this power, the user opens a human-sized portal that leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers to a destination chosen by the user. A gleaming portal appears in front of him. At the same time, an identical portal appears wherever the user wants it (within the power's range). The door can have any orientation desired. Stepping into either portal allows a character to immediately step out of the other. Both doors remain in place as long as the PSP cost is met.
A door has only one side and no thickness; it doesn't exist from the “back” and can't be used to screen missile attacks. Up to five characters each round can use a door. If a group lines up, 10 can step through a round.
Commuting via this power is disorienting. Indeed, a traveler emerges dazed and can't attack or move for a round. Even just poking a head through a door requires a system shock roll. Failure means the hero loses 50% of his current hit points and passes out for 1d6 rounds. Attacks made through a door suffer a –4 penalty. Distances between doors improve the power's MAC, as below.
Distance Between Doors | MAC Bonus |
---|---|
50 yards | 7 |
75 yards | 5 |
100 yards | 2 |
150 yards | 0 |
200 yards | –3 |
|