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Re: [BNW] Teleporters Again *Matt*
Kirt Dankmyer wrote:
> > >Can one teleport someone into
> > > someone else? If so, do they both take damage?
> >
> > They would, but this should be very hard to do. I'd say it would take three extra successes on the navigation roll to pull it off. This would be the same for teleporting something into someone else.
>
> Okay, just to be absolutely sure, what about the converse? That is, if one
> wants to teleport a foe into the ground, doing the regular damage, would that
> require 3 extra successes as well? Because all the rulebook says (under the
> Teleport Foe trick) is if you hit your foe, you can automatically teleport
> them anywhere in range, even into something solid. No mention of extra
> successes. If it's official errata that that requires 3 extra successes on the
> Navigation roll, I'm certainly cool with that, considering that the attack
> skips all armor if it succeeds, but I want to make sure that's the case.
I think the idea here is offensivly teleporting someone/something is less acurate than teleporting yourself as well. Teleporting something into the ground is easy... there's a lot of ground to hit.
>
>
> > > Also, are vector and inertia maintained when one is teleported? This is
> > > relevant, for example, if one is falling and teleports to the ground. If
> > > inertia is maintained, one can still hit the ground pretty hard.
> >
> > Inertia is maintained relative to the earth, but the vector can be altered. Have fun with that.
>
> Hmmmm, I'm trying to visualize this. So if I'm falling, and I teleport myself
> to the ground, I still hit the ground with an amount of force as if I'd fallen
> the amount I'd already gone. But I can, say, change which way I'm facing? So
> as to land on my back, say, and not on my face? (Not that that's much better.)
> Similarly, if someone were thrown past me and I touched him and teleported
> him, he'd keep sailing in approximately the same direction, relative to the
> earth, but I can change which way he's facing?
A vector includes both direction and speed. Perhaps you mean the speed remains the same but the direction can be changed... so if a teleporter is falling at 100m/s, he can telport to the ground and be
moving at 100m/s along the ground.
So to save your self falling you would teleport to the ground, with your direction set to straight up. Just before you start to fall again, you teleport to the ground. You are now on the ground, with a
speed (relative to the earth) of 0.
With this rulling, and my knowledge of physics and geometry... the possibilities are endless!
Using the teleportation ability, a spacesuit and the gravitational pull of a small planet, it should be possible to reach near light speed! Then you could loop around a nearby star and come back younger
than your identical twin brother! I'm not sure exactly what purpose this would serve, but it could be done.
> Certainly, it's a nifty game.
> -Loki
Agreed. Pinnacle continue to impress me with their new releases. I must admit I was a bit worried aout the game mechanics (only D6's, only 4 stats) but in actual game play they seem to work just fine.
Except I keep expecting perception style skills to be under smarts...