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Old 11-29-2011, 10:43 AM   #1
Bruno
 
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Default Re: Teleport-walking?

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Originally Posted by Figleaf23 View Post
I've never heard of Gyroscopic and I can't seem to find it in Powers or Characters. Where is it from and what does it do?
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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Old 11-29-2011, 10:59 AM   #2
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Default 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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Old 11-29-2011, 11:27 AM   #3
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Default Re: Teleport-walking?

Have a look at Horror page 20

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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.
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Old 11-29-2011, 11:32 AM   #4
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Default Re: Teleport-walking?

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Originally Posted by NineDaysDead View Post
Have a look at Horror page 20
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 12:14 PM.
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Old 11-29-2011, 12:31 PM   #5
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Default Re: Teleport-walking?

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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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Old 11-29-2011, 12:27 PM   #6
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Default Re: Teleport-walking?

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Originally Posted by Bruno View Post
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.
Thanks v. much.
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