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#1 |
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Join Date: Dec 2013
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Good evening everybody.
I wonder about the Teleport spell and its location in combat time. I think it is not actually said in the manual, so can I teleport at the end of my turn? Thank you all in advance:) |
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#2 |
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Join Date: Oct 2009
Location: Plugerville
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The end of your turn, is 1 second after you started it, aka the start of your next turn.
Do not forget, the sequential view of actions is an abstract to make combat manageable, but your action takes a full second, so 'the end of your turn' is after everyone else has had a turn and just before your next turn. That said, activating an advantage is a ready maneuver, so I would imagine that any teleport other than a blink or other instant teleport(with the -10 to the IQ roll) would take place at the end of your turn, as you would have just finished your ready maneuver. As far as an instant teleport(at -10 to the IQ roll), I am less certain as to the timing of the actual teleport relative to the turn where you activate it. |
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#3 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Activating an advantage is a single maneuver, either Ready or Concentrate in most cases; casting a one-second spell is always a Concentrate maneuver. In either case, the effect occurs at the very end of the "active" part of your turn, immediately before the next person in the combat sequence acts. Thus, only someone else with a Wait maneuver can interrupt it.
Concrete example: The combat sequence is ABCD; I am A. On my turn, I take a Concentrate maneuver to cast the Teleport spell. Unless B, C, or D took a Wait on her last turn, none of them can interrupt this. I roll the dice for the spell and hopefully teleport. Then it is B's turn to do something, and so on down the line.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| combat phase, combat time, teleport, teleportation |
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