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Old 11-29-2011, 11:31 AM   #21
Figleaf23
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Default Re: Teleport-walking?

Quote:
Originally Posted by NineDaysDead View Post
Have a look at Horror page 20

Quote:
In every slasher movie, there’s the moment when the camera looks away – and the killer is gone! He’s slipped into the closet, or the air vent, or the shed, seemingly without ever opening the door. Model this as follows:

Ghostly Movement: Warp (Accessibility, Only if unobserved, -20%; Accessibility, Only places you could walk/climb to, given time, -20%; Extra Carrying Capacity, Medium, +20%; Range Limit, -50%) [30].

Notes: Requires a Move maneuver in combat. You can get anywhere within Move yards, provided that nobody is looking and that you could have gotten there “the hard way,” given sufficient time. For example, you could move from the floor of an office into the heating vent above you, with the grate closed behind you, in a second. As a special effect, any mundane requirements for getting from A to B replace Warp’s usual success roll, and Warp fails if you can’t meet them; e.g., if you would need a Lockpicking roll, you must know Lockpicking, while if you would have to unscrew a bolt, you require a wrench. The GM decides whether this is “actual” Warp, some sort of super-speed, or simply a special effect of being a psycho killer. 30 points.
It's odd that the 'Requires a Move' isn't actually priced in the build.
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