Time-Jumping (Special/Mental): LC: 75 for first level 5 for subsequent This is the power to travel in time. The jumper must concentrate for five seconds (this can be bought off with multiple applications of Instantaneous), then roll against skill. On a failed roll, nothing hap pens. On a critical failure, the character is mentally stunned. If the roll is successful, the jumper, along with five pounds of equip ment (and his costume, if he has the Costume advantage), appears in the new time at exactly the same place as he left the old one, or (if that would place him underground, etc.) the nearest safe location, within 100 yards. If the jumper can teleport, he may attempt to timeport and teleport at the same time; roll for each. Note that the teleportation will almost always be a blind jump. If there is no suit able location within 100 yards, the jumper will be aware of it (after concentrating) and has the option to proceed anyway, taking his chances, or abort the jump. The middle of a war zone will be considered safe if there is nothing occupying the jumper's location, but characters with Danger Sense should be allowed a roll to get a warning. The maximum number of years that a character can jump is his Power squared. This is the absolute limit; a character with Power 10 could not jump one hundred years into the past, then jump back another hun dred! In fact, the character may not time-jump again until he returns to his own time. The character may return to his natural time (at his current location, not the location he jumped from) with no concentra tion or skill roll, at any time. Time moves at the same rate, re gardless of when the character is, so if he jumped ahead to a probable future and spent three days there, he would return to his own time, three days later. The GM will have to decide what sort of temporal physics to use in his campaign. Can the jumper interact with himself? Can he jump back to last week, or is there a minimum limit? Can the jumper change history? If so, how easy is it to do? If not, does changing the past wipe out the jumper, immediately return him home, or something else? Is the future fixed, or is it one of many possible futures? If the campaign will involve this power a lot, the GM should look into GURPS Time Travel. Special Enhancement: You can preview the immediate area before jumping. This takes one extra second, in which you get a brief 360- degree view of your intended jump site. +20% Special Enhancement: Objects may be carried with you. +10% for No Encumbrance, +20% for Light, +50% for Medium, or +100% for Heavy. Special Limitation: You cannot carry anything, and always arrive naked! -10% Special Limitation: Spatial drift. You do not arrive exactly where you left from, but will appear anywhere within 10 miles of your planned destination. The better your skill roll, the closer you are to where you want to be. -10% Special Limitation: Temporal drift. As spatial drift, above, but you arrive any time within one month of your planned destination. -20% Special Limitation: On a failed roll, you will be sent somewhen, determined randomly or by the GM (who can take this chance to start an interesting adventure). On a critical failure, the GM should be malicious! Once there, you cannot return until one hour has elapsed for every point that you failed the roll by. -40% Special Limitation: You are always mentally stunned after a jump, except for critical successes. -10% Special Limitation: You can jump into the past or the future, but not both. -40%