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[BNW] Re: bnw-digest.19991020
In a message dated 10/20/99 10:50:13 PM, bnw-owner@gamerz.net writes:
>From: loki@triadntr.net
>Subject: [BNW] Teleporters Again *Matt*
>
>> >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.
Actually, I just tossed in the three successes because I figured it's harder
to hit a living and probably moving target than to put someone into the
ground, so--to answer your question--no.
>
>> > 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?
>
The gentleman who answered this question before I got to it is correct. You
can change direction, but velocity remains the same. You could teleport so
that you were falling up until gravity brought you to a halt, then teleport
away again. Good luck getting this to work. After all the range isn't all
that far, so it's going to be cutting it close. I'd set the navigation target
number at something like 20 for the initial "dodge the ground" port.
Take care,
Matt Forbeck
Pinnacle