12-14-2005, 08:42 PM | #1 |
Join Date: Sep 2004
|
castling teleport
I've having problems re-designing my 3rd edition castling teleporter. Here's what I currently have:
Given IQ 12, max 10 yds, +10 reliable, and +4 talent he rolls vs a 16 to be able to teleport. Commentary: 1) I took a non-reciprocial because he can 'port to places where there's nothing but air (no resist roll), but he cannot afflict warp w/o teleporting to that spot. 2) He can teleport as a defense, but does the linked ability also get launched? I realize it's a gamble, but he should be able to try to switch places with someone as a defense. If he cannot do this, what would it take to be able to do it? 3) Does talent add to both the Malediction (Will vs HT contest) and his IQ roll to 'port? I would guess yes (Warp is just a special case), but other opinions are welcome. 4) How would you represent that the success of his warp is directly tied to the success of the afflication - if either fail, nothing happens? 5) I'm considering it a special effect that he cannot drift since he only fails on a critical failure and that carries it own penalties. |
12-14-2005, 09:01 PM | #2 |
Join Date: Sep 2004
|
Re: castling teleport
Just to be absolutely clear the biggest problem is that I want to use the Afflication as part of a defense. In this case it's to switch places with someone; however, it would be equally valid to 'port something/someone in the way (as a different character concept).
|
12-14-2005, 09:14 PM | #3 |
Join Date: Aug 2004
|
Re: castling teleport
Teleport as a spell isn't a defense. See Blink.
Warp has a Blink enhancement. +25%. Teleport Other/Blink Other are what you're using Affliction ((dis?)Advantage) Warp for. Apply the blink enhancement there as well. As for porting someone/something in the way... Snatcher.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
12-14-2005, 09:36 PM | #4 | ||||
Join Date: Sep 2004
|
Re: castling teleport
Quote:
Quote:
Quote:
Quote:
Example: 2 policemen are firing at Rook (my castling teleporter). Rook castles with one of the officiers as a defense placing the officer where he was and Rook where the officer was (if every roll is made). Officer is inserted into the line of fire presumably with a very good chance of getting hit. I'm costing this ability. Example 2: Exo-port guy sees a thug with an SMG about to open fire. His dodge sucks so he instead teleports a nearby and pretty large barrier into the way. I would like to cost this ability as well. |
||||
12-14-2005, 09:50 PM | #5 | |
Join Date: Aug 2004
|
Re: castling teleport
Quote:
1) Using the Affliction for a defense is doable. Buy Compartmentalized Mind with the limit ONLY for Defense use of Affliction. You then have an extra mental action that turn to activate the Affliction defensively. I'd call it a -60% limit on Compartmentalized Mind so it would add [20] to the power. 2) It's still Snatcher. You just have a nuissance effect that causes something local that looks exactly like whatever it was you snatched from the Cosmos to vanish while you use the Snatcher power. Further nuissance. Any damage done to the 'Snatched' object is applied to the object that vanished. -20% for the nuissance assuming he's subject to lawsuits for property damage etc.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
12-15-2005, 04:20 AM | #6 |
Join Date: Jun 2005
|
Re: castling teleport
Throw in ETS for added fun :-)
This lets you react to a gun being fired - which in turn means the shooter is liable to eat his own bullet! That just has to be one of the most beautiful uses ever of a Wait maneuver :-D |
12-15-2005, 09:30 AM | #7 | |||
Join Date: Sep 2004
|
Re: castling teleport
Quote:
Quote:
Quote:
1) Snatcher takes a base 10 seconds, and the objects disappear back to their point of origin after a while. 2) Snatcher assumes that you're picking an object. It doesn't really provide for snatching a person within 10 yds. 3) It's a horrific roll (and cost) to snatch a unique large item. -Remember we want to be able to use this on opponents to put them in the path of friendly fire. 4) You're already paying for the ability to Warp and probably Afflication-Warp. Why buy a 3rd ability do what the 2nd ability already does? |
|||
12-15-2005, 09:36 AM | #8 | |||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: castling teleport
Quote:
Quote:
Quote:
Quote:
I'd also call it a -10% limitation on your standalone Warp, perhaps a Nuisance Effect. Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|||||
12-15-2005, 09:49 AM | #9 | |
Join Date: Sep 2004
|
Re: castling teleport
Quote:
|
|
12-15-2005, 11:06 AM | #10 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: castling teleport
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
Tags |
castling |
|
|