Psychoportation is the mental discipline of controlling movement, though on a far finer scale than the gross manipulation of Psychokinesis. Psychoportation deals with the movement of particles on the quantum level, of folding space and time into new and useful shapes, of twisting space around objects, or around himself, to permit instantaneous transportation between distant points, without crossing the intervening space by any means. By means of this discipline, a Psyker can unerringly find a desired direction ( Easy ), know, to the second, the local time ( Easy ), secret small objects away into folds of hyper-phasic space ( Average ), move himself through folds in space-time and hyper-phases of reality ( Difficult ), read the ebb and flow of quantum particles to predict the future and react accordingly ( Difficult ) and even remove himself from the flow of time for short periods ( Very Difficult ).

Test 1d10 + PSI + Psychoportation
Base Range PSI meters
Signifier The Psyker always seems to find a way to pack a bag just right, or fit more things into his pocket than most others, or seems to be able to fit something into a container just so, so that the object fits within it. The Psyker improves the Concealment rating of all weapons by 1 step (Pocket-concealment weapons still require a pocket, however), and otherwise can fit 5% more weight into any container. They also have an excellent sense of direction, and gain an automatic +2 to any tests to navigate to a location.
Power PEP Cost Difficulty Minimum Rank
Location 1 10 1
Spatial Navigation 1 10 2
Pocket-Space 5 15 4
Phase Walk 7 20 6
Far-Reaching 10 20 6
Teleport 15 25 8
Time Hop 20 25 8

Location: By means of this ability, the Psyker can determine his precise location and the local time, down to the minute. The Psyker makes a Psychoportation Test against a difficulty of 10. If successful, he discerns his location in whatever form he desires (grid coordinates, heading, in relation to another location, etc.). He can also know what the local time is, down to the minute. By expending 1 additional PEP, the Psyker can also determine how much time has passed between the current time and a previous event that he can recall.

Spatial Navigation: This power allows the Psyker to navigate from his current location to another location within range. The desired location must be no farther than his PSI rating in kilometers. First, the Psyker fixes the location he would like to navigate to in his mind, and focuses on it for 3 rounds. At the end of that time, he makes a Psychoportation Test against a Difficulty of 10. If the desired location is not well-known, or is conceptual (such as “the exit to this place”), the Difficulty increases by 1 level. If the test is successful, the Psyker can learn where this location lies, relative to his current position. If the Psyker so chooses, he can maintain this power, expending 2 PEP per minute, and navigate to that point with internal turn-by-turn instructions.

Pocket-Space: By means of this power, the Psyker can change the interior spatial dimensions of a container and place within it an object that would not normally fit within that container. While the container can be of any size, the object placed in the container may weigh no more than the Psyker’s PSI rating in kilograms, and may be no larger than one-half of his Psychoportation rank in meters in any 1 dimension. In order to activate this power, the Psyker must place his hands on the container and focus his concentration upon it for 1 Turn. At the end of that Turn, he makes a Psychoportation Test. Success indicates that the pocket-space is successfully created, and he may then place the selected object into it. This costs 5 PEP. The pocket-space will persist for a number of hours equal to his PSI score. Every hour beyond the first that the pocket-space is maintained costs the Psyker an additional 5 PEP. At the end of the duration, the pocket-space collapses, the object returning to physical space, which may damage the container or the object, depending on relative sizes and structural strength.

If the Psyker places the pocket-space into a container that he may carry with him (such as a jacket pocket), he can withdraw the object at any time, ending the effect. Returning the object to the pocket-space requires reactivating this power. Note, however, that pocket-spaces are completely invisible and undetectable to mundane searches or electronic sensory devices. A Psyker could, therefore, carry an assault rifle in his jacket pocket past the most-observant of guards, and then arm himself with it once he has passed the checkpoint.

Phase Walk: This power allows the Psyker to travel via hyper-phasic dimensions, appearing to vanish from one point and reappear in another a few moments later. This ability shifts the Psyker into an alternate dimension (one barely-studied and little-understood) that puts him “out of phase” with mundane barriers, permitting him to move through solid objects and, even better, move in any direction, including straight up or down, though such movements are not without their risks. To use this power, the Psyker must select a point that he can see, or that he can reasonably expect to exist (such as a room beyond a closed door) within a number of meters equal to his PSI score. He then makes a Psychoportation test against a Difficulty 20. If successful, the Psyker vanishes from the point he is standing at the end of his Action, and reappears in the point selected at the beginning of his next action. This costs 6 PEP.

If the Psyker re-materializes in empty space, all is well. However, if another solid body of mass occupies the space the Psyker desires to re-appear in, the Psyker is violently expelled from the hyper-phasic dimension, being thrown back towards his point-of-origin 1d10 meters. Both he and the object he re-materialized in suffer 2d10 damage, ignoring Armor. If the Psyker re-materializes within a solid body from which the expulsion roll is insufficient to clear, he is killed.

Far-Reaching: This power is an evolution of the Pocket-Space ability, available to talented Psykers. This ability is used in tandem with Pocket-Space, increasing that power’s initial activation cost by 6 PEP and its hourly maintenance cost by 2 PEP. This power then allows the Psyker to access the contents of the Pocket-Space from virtually any distance by making a successful Psychoportation test against a Difficulty of 20. If successful, the Psyker can remove the item from the Pocket-Space and utilize it as they wish, even if the container affected by the Pocket-Space power is hundreds or thousands of miles away.

Note that the container in which the Pocket-Space power is initially placed must be on the Psyker’s current dimension in order to be accessed by this power. It is not, for example, possible to place a Pocket-Space container in Dimension X and then use Far-Reaching to access it while on Earth Prime.

Teleport: This is, arguably, the ability that defines this Psychic Discipline. By means of this power, the Psyker can instantaneously transport himself and a number of other people, and their equipment, to a pre-set location. There are two methods of using this power. The first, and most common, allows the Psyker to teleport himself and a number of other targets equal to the Psyker’s PSI rating. These additional targets must be touching the Psyker when he activates the power, and the Psyker must select them to be teleported with him. The Psyker makes a Psychoportation Test against a Difficulty of 25, expending 15 PEP, +5 for every additional person he brings along. This power will also transport any of their worn or carried equipment, but cannot teleport a vehicle or similarly large object. The Psyker (and his party, if any) will return to a location the Psyker is very familiar with, such as his home, an often-visited wilderness location, or similarly pre-designated location. It costs no PEP for the Psyker to designate such a location, but it must be a location where the Psyker has lived or visited for at least a month, and which he can clearly picture in his mind.

The alternate usage of this power functions identically, except it teleports the Psyker and his party to the nearest ley-line nexus. A ley-line is an invisible band of power that crosses the globe. It is believed that there are many thousands of ley-lines. Where two or more ley-lines intersect is referred to as a Nexus. The GM determines where the closest ley-line nexus is (and hopefully it is not where the Psyker is attempting to leave from).

In either case, the Psyker and his party appear in the closest location that is safe to materialize in, avoiding the dangers of Phase-Walk. The Psyker may use this ability only once per hour, regardless of how many PEP he has.

Time Hop: By means of this power, the Psyker can remove himself from the flow of time for a short while, appearing to vanish into thin air, only to reappear a few moments later. This power affects only the Psyker and any worn or carried equipment on his person. In order to enact this power, the Psyker first decides how many Rounds he is going to remain out-of-phase (a minimum of 1, to a maximum equal to his PSI rating), and then makes a Psychoportation Test against a Difficulty of 25. If successful, the Psyker immediately vanishes, and will return to the local time-stream at the end of the desired duration. This power cannot be pre-maturely ended, and communication (apart from Telepathy) between the time-phases is not possible.

While out-of-phase, the Psyker does not exist as far as those in the area are concerned. None of their attacks, effects or powers can affect him. By the same token, to the Psyker, the world around him seems frozen in time, although he can move and act normally in every Round that he remains out-of-phase. If he moves from one location to another while out-of-phase, he will reappear in the location he moved to when the power ends. Further, timed effects do not pass while the Psyker is out-of-phase, so effects such as poisons, certain psychic and arcane powers, or objects such as fuses and clocks, do not advance (or count down) while out of the time-stream. This permits the Psyker to, for example, move to another place, pull the pin on a grenade and set it down, walk away to another location, and then enact another Psychic Power that has a duration to its effect. When he returns to the normal time-stream, time resumes as normal and from that point any timed effects he placed will initiate (fuses start burning, Powers begin counting down, clocks resume ticking, etc.)

Note that, while the Psyker is completely unaffected by any attacks or effects launched while he is out-of-phase so, too, are those who remain in the local time-stream. While the Psyker sees them as frozen images in the nil-time space, he cannot affect or interact with them in that state. Additionally, they may move while he is out-of-phase, and so placed traps and other hazards may not affect them, as it may be possible to move past the point the trap is placed at before it returns to the time stream.


CP2020: Unfinished Business Psienesis Psienesis