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Old 09-15-2005, 08:21 AM   #1
OddGamer
 
Join Date: Jul 2005
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Default 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.

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Old 09-15-2005, 08:48 AM   #2
Ptaloth
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Default 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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Old 09-15-2005, 10:22 AM   #3
PK
 
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Default Re: Warp questions

Quote:
Originally Posted by OddGamer
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?
I would allow it. I think it's enough of a limitation to warrant -20%, since you can't safely warp out of (or into) a moving vehicle, from a fall, etc. Wouldn't give any more than that, though -- it was way overvalued in 3e.

Quote:
Does Warp include the ability to teleport objects to yourself or away from yourself?
No. Affliction (Warp) does that.

Quote:
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?
Consensus on the forums (more or less) was that if you can pick them up or otherwise have them completely in your power (pinned, etc.), they're pretty much "equipment" and don't get a resistance roll. Otherwise, you can't just grab their arm and take them with you if they don't want to come -- unless you use Affliction (Warp).

Quote:
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 use a ranged Affliction (Warp) to teleport someone's sword out of their hand, the person gets no say in it. Instead, the sword resists with its HT, as for any Affliction.

Quote:
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?
The rules say that you can warp out with your equipment, not someone else's, so I'd say you have to disarm them first. I'd probably give you +4 to the disarm roll if you made your Warp roll (just because the two would be so synergistic) -- if you made the disarm as well, you end up with the sword; if not, you still warp, but without the sword. This is my call as a GM, not something I'm reading out of the rules, mind you.
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Old 09-15-2005, 10:29 AM   #4
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Default Re: Warp questions

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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Old 09-15-2005, 12:58 PM   #5
Not another shrubbery
 
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Default Re: Warp questions

Quote:
Originally Posted by kpram
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.
I recall an article in a collection of essays (the author's name escapes me) where this was explained at some length. I doubt that many players would want to bother with this level of detail. If it were used, I would agree that the vector and orientation retention could be worth the -50% from 3E, or maybe more. For more ordinary purposes, where you are only concerned with the problems of escaping from moving vehicles, or teleporting into a small confined area, I'd go with Rev's assesment of -20%.
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Old 09-15-2005, 02:00 PM   #6
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Default Re: Warp questions

Quote:
Originally Posted by Not another shrubbery
I recall an article in a collection of essays (the author's name escapes me) where this was explained at some length. I doubt that many players would want to bother with this level of detail. If it were used, I would agree that the vector and orientation retention could be worth the -50% from 3E, or maybe more. For more ordinary purposes, where you are only concerned with the problems of escaping from moving vehicles, or teleporting into a small confined area, I'd go with Rev's assesment of -20%.
It was likely that it was Larry Niven, who used some of those concepts
to good effect in his Ringworld stories.

aj
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Old 09-16-2005, 06:26 PM   #7
Not another shrubbery
 
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Default Re: Warp questions

Quote:
Originally Posted by arnej
It was likely that it was Larry Niven, who used some of those concepts
to good effect in his Ringworld stories.
I think you're right, arn. I believe it was in the All the Myriad Ways collection, which sadly appears to be missing from my collection :( IIRC, another element covered was the more insidious effect of sudden pressure/temperature changes due to teleporting up or down. Have to see if I can find a copy of the book so I make a guess at what that limit might be worth.
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Old 09-15-2005, 07:22 PM   #8
teviet
 
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Default Re: Warp questions

Quote:
Originally Posted by Not another shrubbery
... I doubt that many players would want to bother with this level of detail.
For those that do, it's not that complicated. For short hops on Earth, the approximate rule is: every 10 miles imparts a relative velocity of 1yd/sec (2mph). When moving North or South, multiply by the sine of your latitude (or just by 0.5 for simplicity). The direction of the effective impulse is:

Code:
Direction you Warp      Direction you end up moving
Up/Towards Equator         West
Down/Towards Pole          East
East                       Up
West                       Down
For other directions, just combine the velocity changes. Have fun inflicting collision damage on your globetrotting Warpers!

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Old 04-20-2007, 10:22 AM   #9
Bruno
 
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Default Re: Warp questions

Quote:
Originally Posted by teviet
Code:
Direction you Warp      Direction you end up moving
Up/Towards Equator         West
Down/Towards Pole          East
East                       Up
West                       Down
From the Smoke Ring: East takes you Out, Out takes you West, West takes you Down, Down takes you East. Everything you need to know about transportation in an orbital, relatively gravity-free environment where flight is the only way around :D
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Old 09-15-2005, 01:14 PM   #10
Not another shrubbery
 
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Default Re: Warp questions

Quote:
Originally Posted by Rev_Pee_Kitty
No. Affliction (Warp) does that.
This is the official way to do it. I've got a problem with the use of Affliction (Warp), but I'll start a thread to cover that.
Quote:
Consensus on the forums (more or less) was that if you can pick them up or otherwise have them completely in your power (pinned, etc.), they're pretty much "equipment" and don't get a resistance roll. Otherwise, you can't just grab their arm and take them with you if they don't want to come -- unless you use Affliction (Warp).
I don't have a big issue with this, but my own style would dictate the allowance of a resistance roll as long as the target was conscious and attempting to resist.
Quote:
If you use a ranged Affliction (Warp) to teleport someone's sword out of their hand, the person gets no say in it. Instead, the sword resists with its HT, as for any Affliction.
I would add a houserule bonus to the item's roll, in a manner similar to the penalties for targetting items with the Teleport Other spell.
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