Psionics and Marvel Crystal Transport

The key to the power and usefulness of the Knights of Orion lies in their tapping into psionic power. Each candidate must be tested for psionic ability, and those who show potential are allowed into the candidate program, and when they show useful ability are made into Squires. The most important power for the Knights is Teleport. Once a Squire can use the Teleport power he is eligible to become a full-fledged Knight, since that power is used to activate the Marvel Crystals that allow instant transportation between worlds.
For player characters, they all must choose the Psionic Arcane background on creation. They may be promoted to Knight whenever they gain the teleport power. This is chiefly done when the character gets his first “level-up” at Seasoned Rank, when the power is first available.

The following powers are available to the knights:
PowerTrapping
Armorcharacter is surrounded by a blue-white aura
Barriera wall of crackling blue-white energy
Blasta mass of lightning bolts spring outwards from burst center
Boltwhite energy bolt
Boost/Lower Traitsoft glowing aura (boost) or crackling bolt (lower)
Burstcone of white lightning bolts
Deflectionshimmering white energy shield
Environ. Protectionlight blue aura
Fearknight appears tall and menacing, crackling with energy
Flywhite sparks fly from arms and feet
Healingself only
InvisibilityWhite flash before disappearing
Puppet Knight’s eyes glow blue as long as power activated
Quicknessblue sparks fly from body of the quickened
Smiteweapon gives off white sparks
Speak Language Knight’s face gives off white sparks when first activated
Speedblue sparks fly from feet
Stuna mass of blue sparks from center of burst
Telekinesiswhite lighting from head to target
TeleportBlue flash then vanish (see below)

Teleport and the Marvel Crystal: when a Knight wishes to use the Marvel Crystal for interstellar travel, it requires 10 power points for an attempt. The attempt also requires 20 minutes of intense concentration. After a Psionics roll is made and the points spent, a hole in space opens up in front of the knight, the hole is about 10 feet by 10 feet and crackles with blue and white energy. The hole will remain open until 2 minutes have passed or 13 people (or a similar mass) have passed through it, whichever comes first. On a normal roll, the hole will open somewhere on the desired world, on a raise, it will open in the specific area (within 10miles) on that world. Most failed rolls result in the hole simply not opening, but there have been documented cases of knights being transported to unknown planets or other strange regions. If the target world has been visited by the knight before, he makes and unmodified roll. If it hasn’t, but there is extensive photographic and cartographic assistance, the roll is at a –2. If there is just a basic star chart or telescopic sighting then the roll is –4. If there is no star chart at all, or the information is old or wrong , then the roll is –8. The GM can add or subtract any modifiers he wishes at anytime due to psionic variations.