Warp questions
Alright... back in 3e psionic teleportation listed two limitations for -50% each. One was arriving naked. The second was that you retained your velocity (speed and direction) when you arrived. Is this limitation available at all for 4e? Could it be an accessability limitation?
Does Warp include the ability to teleport objects to yourself or away from yourself? Warp says you can teleport one person if your carrying capacity is sufficient. Does the person being teleported get a resistance roll if they don't want to be teleported? If you can teleport objects away from yourself or to yourself, is there a penalty/contest/etc for teleporting a person's weapon away from them? If you are fighting up close and personal and grab their weapon (better not be a sword!), can you teleport away from the person and take their weapon with you? Is there a contest for that? I think that about does it. Oddgamer |
Re: Warp questions
If you want psionic Warp this is a -10% limitation, arriving naked is -30% in 4h edition. Retaining you speed an velocity could be a Nuisance Effect (p.112).
Does Warp include the ability to teleport objects to yourself or away from yourself? I think that would be an Affliction. Warp says you can teleport one person if your carrying capacity is sufficient. Does the person being teleported get a resistance roll if they don't want to be teleported? I don't think so, but you might have to grapple the unwillig person. If you can teleport objects away from yourself or to yourself, is there a penalty/contest/etc for teleporting a person's weapon away from them? I am not sure, but the wielder should get a resistance roll on ST. If you are fighting up close and personal and grab their weapon (better not be a sword!), can you teleport away from the person and take their weapon with you? Is there a contest for that? This would be an unarmed diswarming attempt. Correct me if i have anything wrong :) |
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Keeping velocity is a serious limitation depending on how "real" the physics are. On any round planet, you have a significant tangential velocity; going to another spot on the planet, or even changing elevation on the planet, gives you a large relative velocity to the new frame of reference. I've used hand-waved "frame of reference velocity" in campaigns before, but made sure the player and the GM shared an understanding about what would happen in various cases.
If it is a flat world, no problem. |
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to good effect in his Ringworld stories. aj |
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Direction you Warp Direction you end up movingTeV |
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I'd normally use the 'inertial frame' model for my games, where standing still in New York and warping to Houston leaves you standing still in your destination, but if I were running a game with mostly math/science/engineering type players, of if I were doing a game in E. E. 'Doc' Smith's Lensmen universe, I'd make sure that everyone's aware of the consequences of not matching intrinsic velocity with their target location.
Well, if I'm running a game using GURPS Lensmen, I'd make sure all the players are ready for the level of detail the game world throws at you. For example, if you engage the Bergenholm drive, which neutralizes Inerta, on planet A, fly your ship to planet B, land, then disengage the drive, your ship will instantaniously regain the inertal vectors it had when it was touching planet A, which would either throw the ship into space or cause it to collide with the ground at an amazing speed, reducing the ship and landing pad to a smoking crater. (And if you think that's overkill, they also learn how to build a Bergenholm that will make an entire PLANET inertialess, and start using them in the war effort, lining them up with their target planet and turn off the drive. Instant planetary destruction, unless the target planet happens to go 'free' before the collision, but that's solved by using TWO planets to attack with, hitting the target planet from opposite sides, leaving it nowhere to go but boom.) |
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