Your intense study of the flows of spirit energy has brought you a powerful technique. Rather, that technique brings you places. Riding the flows of ki, you can instantly will yourself to be in another place, including passing through solid matter. The art of teleportation using spirit energy is known by few and mastered by fewer.
In game terms, teleportation in this sense can be used to move to higher or lower ground without climbing, as well as circumventing walls, floors, ceilings, or other obstacles. It takes one Spirit Point to activate this Special Power. If a character attempts to teleport into solid matter, he or she returns to the original spot and the Spirit Points spent are lost.
When a character chooses a destination, he or she must be able to see it with the naked eye. For example, if Tim's character Drinnin is outside the city gates and sees a secluded spot by a building through the portcullis, he can choose to reappear on the other side of the gate. Precision is lost the further away the destination lies. For example, if Drinnin is looking out a tower window and wants to reappear in a field he can see in the distance, the GM may require him to make a Perception check. When Drinnin appears, he mistakenly arrives 15 feet in the air, at which time the GM requires him to make a Gymnastics check to avoid falling damage. Teleporting great distances in this manner is at the character's own risk.
You can opt to bring some traveling companions on your journey. For every Spirit Point you spend, you can bring one extra living being (an ally, a trusty steed, etc). If the creature is unwilling, the attacker and defender must make opposed Resilience checks. If the defender succeeds, he or she stays behind when the teleporting character disappears.
1. Spirit Walk
Requires: A minimum Self-Control of 6
2. Spirit Run
Your body sprints forth with the winds of life force behind it. Your teleportation takes only 3 AP and a Resilience check at DL 13. In addition to line-of-sight teleportation, your character can also choose a Get-Away: a place in which he or she can always appear (let's be honest, retreating is most likely why you're using the Get-Away in the first place). Good Get-Aways include your character's home town, base of operations, or local bar. Be careful selecting a Get-Away, because you cannot change it once chosen.
Requires: A minimum Self-Control of 7
3. Spirit Jaunt
Your body sails quickly on the unseen sea of life force. Your teleportation takes only 2 AP and a Resilience check at DL 12. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 2.
Requires: A minimum Self-Control of 8
4. Spirit Journey
Your body moves forth like the winds of a storm. Your teleportation takes only 1 AP and a Resilience check at DL 11. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 3.
Requires: A minimum Self-Control of 9
5. Spirit Excursion
Achieving a unity with the currents of spirit energy themselves, your body can trek as the planets do through the heavens. Your teleportation is instantaneous (but must still occur on your turn) and a Resilience check at DL 10. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 4.
Requires: A minimum Self-Control of 10