11-29-2011, 09:01 AM | #11 | |||||
Join Date: Sep 2004
Location: Canada
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Re: Teleport-walking?
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OK, that's a lot of holes filled in with official or at least less-unofficial patches, AND a benchmark to compare to in order to confirm things aren't totally off-the-wall. I'll make another post recalculating stuff!
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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11-29-2011, 09:10 AM | #12 | |
Join Date: Aug 2004
Location: Seattle, WA
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Re: Teleport-walking?
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And personally, I would take 59 points as the new base and then apply the remaining -70%, to get 18 points.
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Thomas Weigel Gamer, Coder, Geek |
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11-29-2011, 09:13 AM | #13 |
Join Date: Mar 2006
Location: Iceland*
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Re: Teleport-walking?
Assuming that the character has IQ or IQ+Talent at 13+, no Reliable is needed.
Depending on the IQ+Talent, if it's 16+, I'd probably use the Perk No Nuisance Rolls, because it produces fairer cost results. Warp (Extra-Carrying Capacity +50%; Gyroscopic +10%; Reliability 10 +50%; Accessibility: Movement maneuvers, -10%; Accessibility, Only places you could walk/climb to, given time, -20%; Magical -10%, Nuisance: Cannot Spent FP * -20%; Nuisance: Cannot Prepare * -20%; Range Limit 10 yds -50%, Reduced Range 1.5 -15%; Temporary Disadvantage, Basic Move -5, Taboo Trait (Basic Move, -25%; Vision-based -20%). Add the Perk and you're looking at 21 points. *Fairly significant limitations on the way Warp normally works.
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Za uspiekh nashevo beznadiozhnovo diela! |
11-29-2011, 09:20 AM | #14 | ||||
Banned
Join Date: Apr 2008
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Re: Teleport-walking?
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11-29-2011, 09:43 AM | #15 |
Join Date: Sep 2004
Location: Canada
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Re: Teleport-walking?
It's from Psionic Powers. It removes the requirement to make a Body Sense roll to avoid being Mentally Stunned for one turn for having been teleported. See Basic Set p 181 for how that normally works without the enhancement.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
11-29-2011, 09:59 AM | #16 |
Join Date: Sep 2004
Location: Canada
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Re: Teleport-walking?
Folks seem to be orbiting around 20 or 25 points depending on Move 5 or Move 3 and how you juggle your numbers and what options for math and what limitations you apply.
Comparing Vanilla Walk on Air [20] or Flight (Requires Surface, -20%) plus Flight Move -5 [22] or Flight (Requires Surface with Reduced Time 3, -32%) plus Flight Move -5 [18] I think you're all in the right zone for general-utility-for-points-spent.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
11-29-2011, 10:27 AM | #17 | |
Banned
Join Date: Aug 2004
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Re: Teleport-walking?
Have a look at Horror page 20
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11-29-2011, 10:32 AM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Teleport-walking?
Ghostly Movement already been referenced in this thread, the difference here is that the character can't get through sealed barriers and doesn't get the free Lockpicking roll or whatever (and of course can be observed). This probably just replaces the "Accessibility, Only places you could walk/climb to, given time, -20%" with "Must traverse distance: -30%". Add Vision Based if the 'porter can only reach places they can see.
Last edited by sir_pudding; 11-29-2011 at 11:14 AM. |
11-29-2011, 10:42 AM | #19 |
Join Date: Aug 2008
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Re: Teleport-walking?
Look at the "Ghost Walk" advantage in GURPS Horror.
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11-29-2011, 11:27 AM | #20 |
Banned
Join Date: Apr 2008
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Re: Teleport-walking?
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Tags |
ghostly movement, powers, teleportation, warp |
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