Troubleseeker

Effect: Teleport

Action: Full (passive, see description)

Range: Personal

Duration: Instant

Saving Throw: See description

Cost: 2 points per rank

You have a true talent for finding trouble, whether you want to or not! Essentially, you are in some way “attuned” to certain hazards, threats, and dangers and, when one of them occurs within your power’s range (as read on the Extended Range Table), you go there! This works like an extended Teleport effect (see Teleport in the previous chapter): you can do nothing on the round you are transported and you lose your dodge bonus to Defense for a round after you arrive due to disorientation.

Your power discriminates enough to not put you into any immediately fatal situations (like into the heart of an explosion, for example), but you may sometimes be required to think and act fast to get clear of danger when you arrive!

Troubleseeker costs the same as Teleport because, while it is largely under the control of the GM when and where you go, the power’s effect is generally useful in bringing you immediately to the site of trouble. In games where Troubleseeker is more of a plot device to get the heroes involved in the action of adventures right away, the GM can choose to waive its cost. In games where it’s more of a nuisance than a power, the Gamemaster may even allow Troubleseeker as a drawback!