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The Nomad is a class that focuses around using Teleportation Movement. Due to this, the class in play functions mostly as a Exploration & Active Support class.
[Class] [+Speed]
Prerequisites: Elemental Connection (Psychic), Novice Focus
Static
Effect: You gain the Moves Ally Switch and Teleport.
Bonus: For every 2 Nomad class features you possess (beyond Nomad), you gain +1 to to your Teleporter Speed.
Teleporter (Updated) - Teleporter is a Movement Capability that defines how far the user can travel by teleportation. Teleporting is done as a Shift Action and the user must have line of sight to the location they wish to teleport to, and cannot pass through blocking terrain, even if they could see through it like a pane of glass. The user cannot teleport into the air and must end this movement on solid ground. A user with Sky or Levitate movement can Teleport into the air, and uses the rules for Sky or Levitate movement as appropriate.
The user's Teleporter speed cannot be increased by taking a Sprint Action. If the user learns the move Teleport and does not have the Teleporter Capability, they gain Teleporter 4. If they already have the Teleporter Capability, the Teleporter value is raised by 4. Only one Teleporter action can be taken per round.
[+Speed]
Prerequisites: Nomad, Adept Focus
X AP - Free Action
Trigger: You use an Action or Feature that references or utilizes your Teleporter Capability.
Effect: Drain 2 AP to double the value of your Teleporter Capability, or Drain 3 AP to triple the value of your Teleporter Capability.
[+Speed]
Prerequisites: Nomad, Adept Focus
Static
Effect: You learn the moves Gravity & Trick Room.
[+Speed]
Prerequisites: Nomad, Adept Focus
2x Scene - Swift Action
Effect: Select 1 foe in your Teleporter Capability Range, each making a contested Focus Check. If you succeed, you and the target swap places, similar to Ally Switch.
If you are undetected by your target, this instead is a DC 10 Focus Check, and if you win the contested check,your target also becomes Vulnerable for 1 full round.
[+Speed]
Prerequisites: Space Distortion, Expert Focus
2x Scene - Full Action
Range: Close Blast 5, Friendly
Effect: All foes within Range are forcibly Pushed X meters away from you, where X is the value of your Teleport Capability. Each foe that is Pushed must still follow the rules of the Teleporter Capability.
[+Speed]
Prerequisites: Nomad, Expert Focus
Static
Effect: You learn the moves Magic Room and Wonder Room.
[+Speed]
Prerequisites: Space Distortion, Master Focus
At-Will - Extended Action
Effect: You designate an unobstructed 3m x 3m area within vision as a Warp Point. This area must be clear of any Blocking Terrain when creating the Warp Point. You may freely maintain a number of Warp Points up to half your Focus Skill Rank. Creating a new Warp Point past this number causes the oldest Warp Point to disappear. You can maintain additional Warp Points, Binding 2 AP for each additional Warp Point beyond half your Focus Skill Rank.
By taking a Full Action, you can Warp to any Warp Point you have created, travelling instantaneously to one of the squares within the Warp Point. Additionally, you can designate any number of allies within your Teleporter Capability range to Warp with you. You can only Warp once per day. If attempting to Warp in combat, you must roll a DC 18 Focus check. On a failure, you may Warp to an unintended location up to your GM's discretion.
Note: "Warp" is not "Teleport", so you are not beholden to the restrictions of the Teleporter Capability, in terms of distance, visibilty, and usage restrictions.
If you think this is nuts, it kind of is! Instant Transmission is meant to be a premier utility options, operating as a recall point, working like "fast travel" in video games! More accurately, it is most inspired by the "Teleport" spell from D&D or Pathfinder.