The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Alright, you make a good argument. I guess we should probably change the teleporting grapple rules.
Incidentally, it occurs to me that teleporting people against their will could be limited to the normal forced movement allowed with grapples. You can already move people around as a supplemental action if you grapple them, and moving someone with Teleportation is no more abusable than moving them with Wings.
But...
--- Quote from: Taran on August 30, 2013, 04:55:54 PM ---Falling damage is covered in Raw. It's 5 stress for every 10 feet of falling. Your athletics result gives you armour against the damage.
--- End quote ---
Those rules are bad. Way too lethal. I'd rather not use them.
Falling damage is a non-issue in most games, but in games where someone is playing a flying or teleporting grappler it could become quite important.
EDIT: I should mention, I'm a little reluctant to change Teleportation without consulting ways and means. The power was his idea originally, after all. But he hasn't been around for a while, so...I dunno what we should do about that.
Taran:
--- Quote from: Sanctaphrax on August 31, 2013, 12:35:27 AM ---Alright, you make a good argument. I guess we should probably change the teleporting grapple rules.
Incidentally, it occurs to me that teleporting people against their will could be limited to the normal forced movement allowed with grapples. You can already move people around as a supplemental action if you grapple them, and moving someone with Teleportation is no more abusable than moving them with Wings.
But...
Those rules are bad. Way too lethal. I'd rather not use them.
Falling damage is a non-issue in most games, but in games where someone is playing a flying or teleporting grappler it could become quite important.
EDIT: I should mention, I'm a little reluctant to change Teleportation without consulting ways and means. The power was his idea originally, after all. But he hasn't been around for a while, so...I dunno what we should do about that.
--- End quote ---
Maybe just attach an addendum to the power until he's approved it?
#falling damage
I propose using athletics as an attack instead of using falling damage. The teleporters athletics vs the defenders athletics to resist. Weapon 0 to represent the falling damage.
I don't know how that would affect a teleporter who isn't immune to falling damage. Maybe just make them defend against their own attack?
Maybe an additional upgrade: weaponized teleportation. It can represent falling damage or it could represent having the person appear half-way through an object etc...
It requires you to be in a grapple or to have instigated a grapple.
bobjob:
--- Quote from: Taran on August 31, 2013, 03:22:48 AM ---Maybe just attach an addendum to the power until he's approved it?
#falling damage
I propose using athletics as an attack instead of using falling damage. The teleporters athletics vs the defenders athletics to resist. Weapon 0 to represent the falling damage.
I don't know how that would affect a teleporter who isn't immune to falling damage. Maybe just make them defend against their own attack?
Maybe an additional upgrade: weaponized teleportation. It can represent falling damage or it could represent having the person appear half-way through an object etc...
It requires you to be in a grapple or to have instigated a grapple.
--- End quote ---
So, kind of like a grapple in which you'd use might to deal damage, but reworded as athletics? That's something I could get behind.
Sanctaphrax:
--- Quote from: Taran on August 31, 2013, 03:22:48 AM ---Maybe just attach an addendum to the power until he's approved it?
--- End quote ---
Sounds like a plan.
--- Quote from: Taran on August 31, 2013, 03:22:48 AM ---I propose using athletics as an attack instead of using falling damage. The teleporters athletics vs the defenders athletics to resist. Weapon 0 to represent the falling damage.
--- End quote ---
Something like that could work, but you'd have to be more specific.
Anyway, Taran, would you like to write up your own take on the Teleportation Power? It sounds like you have a good idea of what you want out of it.
Taran:
O.k, I'll try. I'm going to write it so that you can teleport a willing subject with the base power. You guys both seemed to think that that was o.k and probably not worth a refresh on its own:
(click to show/hide)TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement.
- You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
- If you are being grappled or otherwise grabbed you may make a supplemental move or Sprint action even though a grapple does not normally allow it. The character holding onto you must roll Might against your movement roll. If they succeed they can choose to come with you or to disrupt the teleport attempt; if they fail, their grasp is broken and you may perform your move action as if there was no block or borders, as normal.
- You may teleport with another willing subject but if the result of the teleport would cause injury(stress or consequences, drowning, falling) to the passenger, the teleport fails completely and your action is lost.
Rapid Teleportation [-1].
Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1].
(Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1].
Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.
Weaponized Teleportation:[-1] Range: touch
You may use your teleportation ability to damage and/or transport unwilling targets. Narratively, this can be teleporting high and dropping them, teleporting them half-way through an object or teleporting them into another person. Mechanically, this is an attack using your Athletics as an attack.
This is a Weapon 0 attack and is defended against using Athletics. If you succeed, you may choose how many shifts go towards damage and how many go towards movement. For instance, if you succeed by 5 shifts, you may transport someone 2 zones and do 3 stress. You may choose whether or not you teleport with the victim. You may make spray attacks with this ability to represent teleporting people into others. Narratively, you may have to dodge your own attack (ex: if you choose to teleport yourself and a victim into the air but you, yourself, cannot fly.) Note: Teleporting someone could have side-effects, beyond the attack, in subsequent rounds (teleporting them into a zone that has no air, or under water or into a burning building).
Mass Teleport [-1]
You may teleport a number of willing targets up to your Athletics skill plus bonuses (Including the +4 bonus from Rapid Teleportaion)
So have a look.
Weaponized teleportation:
- I'm not sure if it's too powerful to let it stack with the +4 from Rapid Teleport. But it is a weapon 0 attack, so maybe it's o.k
- I'm not sure if it's balanced to let the teleporter choose whether or not he teleports with the defender.
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