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Post by stogoe on Oct 9, 2006 20:00:42 GMT -5
Chase Teleport: +1 to cost level. If you see someone Teleport within an Area of your AN, you can follow them to their destination. You must use Teleport within one Panel. You do not know the destination until you arrive, and if you lack the AN or do not spend enough stones, you may not follow the full distance.
+3 to cost level: You can tell the destination before you travel.
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Post by Beacon on Oct 9, 2006 20:45:14 GMT -5
I really like the first one. The time limitation keeps it cheap too. Actually it might be interesting to do a superhuman detective guy (both in terms of being a detective who specializes in superhuman and a detective with a superhuman ability to find people) with “hunting/tracking” so high that he can use his powers to track them town (but not follow as he doesn’t have teleportation).
I’m not sure I understand the difference between the second option and the preexisting +1 “see through portal before entering it” option.
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Post by Kaimontfendo on Oct 9, 2006 20:51:38 GMT -5
This is a good option. I actually had a player use something like this yesterday. Both teleporters were tech-based, so I figured up something about how he could examine the residual energies, and restore the space-warp that allowed the previous teleporter to get away. However, I didn't have access to this option, so I just made it up as I went. In the future, however, it could be handy.
One major question, though. Does the method by which a character teleports effect this? For example, could an interdemensional teleporter like Nightcrawler follow a tech-based teleporter like Deadpool with his belt?
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Post by stogoe on Oct 9, 2006 21:06:56 GMT -5
I guess the existing 'see where you're going' at an additional +1 is probably better.
As for the method, as conceived I didn't think it mattered. Otherwise it would be real hard to adjucate the interactions between different methods, if at all. You'd have to have the exact same method, really, and what are the odds of that?
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Post by Brainstem on Oct 11, 2006 7:10:56 GMT -5
I like it, it's quite the option, but it does have one noticable thing that I think should be looked into. It's mostly just a factor of annoyance for a GM, but if there's a villain that uses Teleportation to escape a situation and this is a villain that is intended to be a persistant foe, a particularly tenacious player with this opion might screw that up, constantly chasing the bad guy. If the player's Teleportation AN is high enough, there would really be no reason for the GM to disallow it considering in-game mechanics and the type of player to be doing this probably wouldn't be too pleased with the "Come on dude, for the sake of the game" argument.
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Post by piratespice on Oct 11, 2006 12:48:15 GMT -5
This is an excellent option, and I'd even suggest that the second option is too expensive. I'd probably make it just another +1.
Brainstem, I'd tell that GM to come up with another method of escape for his villain. Clearly, he should have taken a look at his players' capabilities before designing his villain. Besides, a persistant foe should have to be more clever than "bamfs away every time." That alone would seriously annoy most players I've ever played with.
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Post by Beacon on Oct 11, 2006 13:14:23 GMT -5
Brainstem, I'd tell that GM to come up with another method of escape for his villain. Clearly, he should have taken a look at his players' capabilities before designing his villain. Besides, a persistant foe should have to be more clever than "bamfs away every time." That alone would seriously annoy most players I've ever played with. Yeah, plus the built in “one panel to follow” limitation makes it fairly easy for the NPC Teleporter to get away. All they have to do is set up a situation where the players are too busy to follow. Sure the players CAN teleport after the villain but if that means not saving innocent bystanders that the villain endangered right before leaving then they aren’t very good heroes.
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Post by Brainstem on Oct 11, 2006 16:39:00 GMT -5
I dunno, I just don't think Options and whatnot should limit the options available to the GM or other heroes. And I'm not implying it would be the guy's only means of escaping, but sometimes the players approach a situation in a way you hadn't expected and that nice Teleport action you've got might be the only way for the villain to get out.
Also, not saying it's a bad option; I quite like it. Just pointing out something problematic that could arise. And with the players that I used to play with (bought teleportation with the sole purpose of bamfing people thousands of miles up so they would plummet to the ground... on every Action; wonders why a 10 Agility and a 10 Speed and an 8 CC isn't feesible for a kid described as being an "average high schooler"), the thought of being a "good hero" usually doesn't come to mind.
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Post by Kaimontfendo on Oct 15, 2006 1:05:53 GMT -5
As a GM with a character famed for teleporting away, I have to agree with Brainstem that it gets difficult to decide on how to have such a villain get away. The time-limit definately helps, but a villain needs to be smart enough to provide the heroes with a difficult choice, which my NPC monster isn't. However, he is smart enough to teleport out of prison if he'd ever end up there.
There have always been difficulties with controlling teleporters, phase-shifters, and other types of characters who are unfriendly to the laws of physics. This option only means that a GM will have to be a tad more creative. Perhaps a character fools the players into thinking he teleported away, when in fact he just turned invisible. Or maybe he did both. (That would be a pretty strange combination of powers for a character to have, but Tech-users or Sorcerers could get away with it.)
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Post by turnagealfonsojermaine on Nov 6, 2006 13:23:27 GMT -5
I have a new question related to this one. I am thinking of a character with Paige's powers from "Charmed!" As any fan of the show would know(I hope I describe it well enough for non-fans) is that the original Shannon D. character first possessed simple tk(telekinesis)! Paige when Shannon left the show, Rose's character, got a similiar power--teleport objects, humans and other targets! Teleportation would be obvious for this power, but what about possible options! Thanks!!
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Post by Beacon on Nov 6, 2006 13:59:08 GMT -5
I have a new question related to this one. I am thinking of a character with Paige's powers from "Charmed!" As any fan of the show would know(I hope I describe it well enough for non-fans) is that the original Shannon D. character first possessed simple tk(telekinesis)! Paige when Shannon left the show, Rose's character, got a similiar power--teleport objects, humans and other targets! Teleportation would be obvious for this power, but what about possible options! Thanks!! If anything it sounds like you might consider applying flight’s “goes with main power” discount to teleportation since I’m under the impression that you’re saying it’s supposed to be dependant on telekinesis.
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Post by pgholland on Nov 6, 2006 14:18:44 GMT -5
Either that or you want a Ranged Teleport (so assuming that it is range Touch it would add 2 to the cost to give it a range of 2 (more than close combat or 30 yards) plus 2 for doesn't have to travel to send others- so that would be a Teleport with Range 2 and the ability to 'port' other things at a total cost of +6 levels. So buying it at level 1 would cost you 6 white. And of course your GM might rule you need to hit with Ranged or Close Comabt (whichever is more relevant) to 'port' anyone.
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Post by Beacon on Nov 6, 2006 14:55:32 GMT -5
Oh, she isn’t a touch based teleporter? Yeah, I’d bump the price up a level per range level (so another +2 for a range of 2).
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