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Gemini ♂
Alexi B’Praghus, marked as Gemini ♂, is the other half of the B’Praghus twins and a Lawful Evil sorcerer aligned with EVILS. Where Alexa turns confidence into defense and social control, Alexi turns space itself into an escape route, weapon, and tactical advantage.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Alexi B’Praghus, marked as Gemini ♂, is the other half of the B’Praghus twins and a Lawful Evil sorcerer aligned with EVILS. Where Alexa turns confidence into defense and social control, Alexi turns space itself into an escape route, weapon, and tactical advantage.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Teleportation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectBlink Strike
You teleport up to 10 ft. to an unoccupied space you can see, then make one weapon attack against one creature within your reach. If you teleport before making the attack, the attack deals force damage instead of its normal damage type. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Jumper
After moving at least half your speed on your turn, you teleport up to the remainder of your speed to an unoccupied space you can see. This teleportation cannot move you farther than your remaining movement would allow. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Short Blink
Teleport up to 20 ft. to an unoccupied space you can see. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Spatial Shove
Choose one creature you can see within range. The target must make a CON save, though it can choose to fail. On a failed save, teleport the target up to 10 ft. to an unoccupied space you can see within range. The destination must be on a surface or in a liquid that can support the target without squeezing. If the target is unwilling and appears adjacent to a creature, object, or surface, it takes 7 (2d6) force damage from the unstable arrival.
Rift Cut
Open a thin spatial tear against one creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 7 (2d6) slashing damage as folded space cuts across it.
Momentary Exile
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it flickers out of space until the start of your next turn. While exiled this way, it is not on the battlefield, cannot act, and cannot be targeted. It returns to the space it left or the nearest unoccupied space. On a successful save, nothing happens.
Blink Assault
You teleport up to 30 ft. to an unoccupied space you can see, then make one weapon attack against one creature within your reach. On a hit, the attack deals its normal damage plus 13 (3d8) force damage. If you teleported at least 20 ft. before the attack, you have advantage on the attack roll.
Spatial Swap
Choose two creatures you can see within range. Each target must be willing, or an unwilling target must make a CON save. If both targets are willing or fail their saves, they teleport and exchange spaces. Each destination must be able to support the arriving creature without squeezing. An unwilling creature that fails the save takes 13 (3d8) force damage from the spatial inversion.
Portal Eye
Open an invisible pinhole portal at a point you can see within range. For the duration, you can see and hear from that point as though you occupied it. As a bonus action, you may move the portal up to 30 ft. to another point you can see within range. The portal is too small for objects, attacks, or powers to pass through.
Vanishing Snare
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it flickers out of space until the start of your next turn. When it returns, it takes 10 (3d6) force damage and its speed is reduced by half until the end of that turn. On a successful save, it takes half damage and is not exiled.
Far Step
Teleport up to 60 ft. to an unoccupied space you can see. On each of your turns before the effect ends, you can use a bonus action to teleport this way again.
Teleportation Circle
Draw a 5-ft. radius circle on the ground inscribed with sigils linking your location to a permanent teleportation circle on the same plane whose sigil sequence you know. A shimmering portal opens within the circle and remains open until the end of your next turn. Any creature that enters the portal appears within 5 ft. of the destination circle or the nearest unoccupied space. Casting this power in the same location every day for 365 days creates a permanent teleportation circle.
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Power readiness42 sheet-ready
Teleportation has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
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Tags
Teleportation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupA factional label around Grease Tooth, Enemy, Maine variants, void-tech, Point Pringle bombings, and the anti-Lawful crisis network that keeps making identity itself unsafe.
locationThe Queefdom is the South Aerovian state where VQU, Baron von Queef's new order, postal politics, noble estates, rural farms, and the broken Titian shell all press on the same map.