The other thing I wish to talk about is Table Top Role Playing Games (TTRPG’s)  because, well, I like them.  I also probably need to establish credit as someone who thinks about this on a regular basis as well as just showing stuff I like.

The thing I have been thinking about is holes, which has some indexing with Teleportation.

For this talk this is loosely based upon inspiration from the V&V 2nd edition written way back in 1982. I played with my high-school chums for a while then dropped out of using the system and just post 9/11 ran into an incredible campaign that I’m not sure I could find online ever again.

Which started me thinking about V&V differently.  And I wrote those thoughts down because this was before Monkey House Games appeared on my map.  Spent years loosely monkeying with things and thoughts and a few campaigns, posted previews in 2008 and really did nothing with it.

Now here is some thoughts breaking stuff down and looking at it as if things received a slightly different treatment over years of analysis but keeping within the framework of a power generally within the scope of the V&V of the day.  This is very incomplete treatment, more of a teaser really, and combines some of my HERO system inclinations with V&V.

Teleportation: Teleporting is the power to move distances without crossing the intervening space often instantaneously.
A: Teleportation is typically viewed as a movement power however taking a target and leaving them somewhere else even if it is relatively safe for the moved character can really change the momentum on a battlefield.
B: Defensively speaking if the character is out of range for a powers reach or the correct direction to attack isn’t even known then the attack will fail no matter what the dice say.
C: Teleport is in many ways the ultimate movement power because the character does not cross the intervening distance.
D: Teleportation may or may not be a sense depending upon how it is used, understood by the players, and whether there is feedback before it is used or only after the character actually gets there.

Examples of Teleportation Powers (1d6)
_By the Numbers: the character can recall a location and teleport himself (or possibly another should they fail a d20 Agility Save) only one location that can be switched as desired is automatically available. Other locations can be recalled by spending an action to do so and upon a successful Inventing % roll +1% per day the location was held and minus 1% per day since it was last used.
_Call for the Power: the character does not himself teleport but can access his items such as armor and weapons to instantly don or even in some cases (where the target is willing) summon friends, cohorts, or allies of some sort to his side often to do battle. The character must expend an action and the following suggested Power guidelines: 1 PR for basic armor, 2 Pr per weapon, and 5 Per ally/assistant/cohort etc that is willing.
_I Must Know: The character needs to know where they are (including space, time, and dimensionally) in order to teleport somewhere else, usually this isn’t an issue but the character may in certain circumstances need to figure out where they are in order to not screw up where they are going for. The character does instantly know what and when there have been changes to the universes fabric even if (like in the case of different dimension) the change would not instantly be obvious or have included himself being changed, but the information at least eliminates some possible locations as well as allowing previous information uncovered to still be of use.
_Make it go away: the teleporter can by making a special attack on the Wave or Transformation attack charts and expending the appropriate variable cost can send an opponent’s non-inherent weaponry away. Typically this is limited to things like guns or wands within S/2″ but could include certain pieces of armor or even rings or the like. Basically if the item can be removed without causing the target harm then it is a viable target. A variant of this could cause the weapon itself to be destroyed or to end up in the possession of the teleporter really shifting the balance of power in many cases. Removing an item and sending it randomly away (1d10″ away and in a 1d10 direction) costs 8 pr, twisting or destroying the item costs 6 pr and sending it to their own or an allies grasp costs 12 pr.
_Where you are: The character knows where they are including space, time, and dimensionally which is what the character needs to know in order to teleport somewhere else. The character typically does have the base ability to teleport as listed in the main power (otherwise this power would be not very useful) but is unlikely to be misdirected without knowledge after the fact. There may be special powers or situations that can negate this ability but this usually can be rectified by exploration much like lost dimensional travelers do.
–three steps to the door: a teleport dodge.  -3 to anyone aiming attacks at the teleporting character per 1 power spent to avoid attacks up to -9 to be hit or evasion whichever is lesser of the two.

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