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Teleport Strength


dmjalund

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I have been thinking about Teleport 'capacity' (the ability to carry others up to a certain mass) and was thinking that it could be extended, to act more like a special sort of Strength

 

e.g. someone who can teleport with 100kg would have a Teleport Strength of 10, which could be pushed like normal strength, and could potentially be used to teleport objects that are attached to other things (like walls, large vehicles etc). the person rolls damage dice (2d6 in the example above) and if it does enough body that - if it was a real attack - it would break off, then the object would come with him. If it did not do enough body, then the object would probably not have actually suffered from any damage.

 

You would have to decide, when creating the character what would happen when this attempt fails, whether the character teleports without the object, or fails to teleport, or even suffers the damage himself:( (there may be Advantages/Limitations depending which option is chosen)

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Re: Teleport Strength

 

What would be the defense? ED? PD? Power Defense? All of the above?

 

Personally, I think gaining an attack along with Teleportation skews the cost too much.

 

You gain an attack with most movement powers - the ability to move through/move by, so the idea is working within parameters, and I quite like the idea of 'teleport strength'.

 

OTOH you can easily enough do this with a linked killing attack.

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Re: Teleport Strength

 

I was just thinking that teleport capacity could be more closely linked to the effect

 

defining capacity as strength also allows for other possibilities suach as allowing 'haymaker' attacks allowing extra capacity at the cost of delayed action)

 

if this subject does nothing else it opens up the possibility to 'push' capacity

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Re: Teleport Strength

 

heres what i've been thinking. Teleport capacity measures how much 'strength' can be used to pull something with you when you teleport.

 

In this instance it would be most like a zero range Telekinesis. (that would mean that the damage would be normal damage vs PD)

 

This action "Teleport Pull" must follow a Grab. It would allow the character to use his teleport capacity as Strength DC of a physical attack on an object, and if successful at breaking the object from what it is attached to, will allow the character to teleport with that object. It would be a 1/2 phase action, but will end a persons phase.

 

If the character fails to break the object's attachment, the object and its attachment is not actually damaged, and depending on any Advantages purchased, the character may either be still with the object, or teleported without the object. If a character has enough capacity to teleport the object , he should not be able to damage the object by trying to teleport "just a little bit of it" although a generous GM may allow the character to buy this ability with an Advantage or an Adder.

 

NOTE anything here can also be applied to Extradimensional Movement

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Re: Teleport Strength

 

TELEPORT GRAB BY

Grab By is essentially a combination of Grab (as it pertains to weapons and Foci, and sometimes to people) and Teleport Pull. It allows a character to make a Teleport away from another character and Grab an object that person’s holding.

The character suffers OCV and DCV penalties combining those of Grab and Move By.

When the character performs the Grab, in addition to the penalties for the maneuver he suffers the standard -2 OCV penalty if he attempts to Grab an Accessible Focus, weapon, or object.

However, if the Grab succeeds, he doesn’t suffer the typical reduction to DCV caused by Grabbing someone. He only suffers the DCV penalty for the Maneuver itself (-4) during the Segment in which the object was Grabbed — his DCV returns to normal at the beginning of the next Segment (assuming he has control of the object).

The character uses his Teleport capacity as STR only for purposes of succeeding with the Grab. Otherwise, standard rules for Grabbing weapons and Foci apply, as appropriate (e.g., the victim can immediately make a Casual STR roll to hold onto the object).

Teleport Grab By ½ phase -3 OCV -4 DCV Grab and Teleport with object, use Teleport capacity as STR

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Re: Teleport Strength

 

TELEPORT DISARM BY

This version of the Disarm By Maneuver allows a character to teleport away from a character and Disarm that person, in effect combining some aspects of Teleport Pull with Disarm. It requires at least a Half Move, and can be performed with a Full Move if desired. It imposes a -4 penalty on OCV and a -2 on DCV. If the Attack Roll succeeds, the character engages in a Teleport Capacity Versus STR Roll Contest to see if he Disarms the target. Otherwise, standard rules for Disarm apply. In particular, remember that a Disarmed object goes flying 1d6+1 meters from the Teleport destination — the character does not get to take it away and keep it (that requires a Teleport Grab By).

At the GM’s option, a character performing a Disarm By can make a Sleight Of Hand roll to replace the Disarmed object with some other object he’s already holding.

A character can use Teleport Disarm By at Non-combat distances or Extra-Dimensional Movement,

(though this means the character has a base OCV of 0).

 

Teleport Disarm By ½ phase -4 OCV -2 DCV Disarm target and Teleport, requires Teleport Capacity vs. STR Roll

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  • 2 weeks later...

Re: Teleport Strength

 

If you want to use 'Teleport' as the sfx for a ranged disarm, buy a ranged disarm MA maneouvre, and call it a teleport weapon grab, or if you want it at melee range, but it as a normal disarm with additional STR 'only for teleport disarm' to match your teleport carry capacity. I think my problem here is that you can do all this withuot coming up with new rules.

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Re: Teleport Strength

 

OK. The issue is the STR used with the maneouvre?

 

Could you not just buy extra DCs of damage with your martial arts and define them as having a teleport sfx, then just use a normal grab-by?

 

I appreciate the idea of using TK 'STR' in this way - I think it is innovative - but I'm not sure it is really necessary to change the rules - just the character build.

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