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Help with teleporter gate...


Schadrach

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I'm playing in a HERO game presently, and our GM has the only copy of the book.

 

I'm trying to build a teleportation gate based on what I know from memory and some notes I took during our first session on modifier values.

 

I want to know if I'm forgetting anything obvious, and I have a question about noncombat speed multiples.

 

Sorry for asking about this on here, but I've only got physical access ATM to the 4e book and some conversion notes.

 

OK, here's a first draft of the base for my gate.

 

Teleportation Portal: Teleportation 10", Usable by Others (+1/4), Safe Blind Teleport (+1/4), Area of Effect (One Hex, +1/2), Reduced Endurance (oEND, +1/2), Continuous (+1), Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2).

 

This isn't the final version of the portal, I'm going to apply either noncombat multiple or megascale/increased range till it gets to what I'm willing to spend.

 

What I'm trying to get is a big, immobile portal in a chamber with a pedestal in front of it. Some method of representing the location to travel to is placed on the pedestal, and the portal can then be opened to that location, taking 1 hour to warm up or switch locations. The portal should be two-way, and we should be able to see what's on the other size before we step through. Am I missing anything painfully obvious in building the effect?

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Buy UBO to +1/2. It’s the standard in all the examples. +1 for ‘attack gates’ though that doesn’t seem to be your focus here.

 

You don’t need safe blind teleport since you can just look through the gate first & try again, though it is useable. (See the FAQ here)

 

Other than that it looks fine. Might want to buy a floating location so you don’t have to worry about targeting it at all.

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OK, here is a newer version of my gate...

 

Teleportation 10", x262,144 Noncombat, Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (394 Active Points); Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2)

 

Real Cost: 49

 

That nets me the ability to drop just about anywhere within 3000 miles, I think. I'm keeping Safe Blind Teleport on there mainly because of the long power-up time and having to wait an hour everytime it opens into a wall seems inconvenient...

 

It has 0 END cost because I can't see building an END reserve thatcould power the thing long enough for the team to go through. At least, not without the reserve cost 80,000 points... =p

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instead of 0 end you could do it on recoverable continuous charges that represent the recharge time to recover.

 

Originally posted by Schadrach

OK, here is a newer version of my gate...

 

Teleportation 10", x262,144 Noncombat, Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (394 Active Points); Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2)

 

Real Cost: 49

 

That nets me the ability to drop just about anywhere within 3000 miles, I think. I'm keeping Safe Blind Teleport on there mainly because of the long power-up time and having to wait an hour everytime it opens into a wall seems inconvenient...

 

It has 0 END cost because I can't see building an END reserve thatcould power the thing long enough for the team to go through. At least, not without the reserve cost 80,000 points... =p

 

edit: You might consider clairsentience as an additional power you could use to target and study(floating point for t-port) the location.

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