From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: Teleport spell |
Date: | Sun, 24 May 1998 11:34:05 +0100 |
> Teleport spell
>
> How's about this for an Idea for a workable, non-game killing teleport
> spell. It's not playtested but I'd be gratefull for any comments.
>
> Type : Physical
> Range : Limited.
> Target : (6 + (Target's mass in KG) ) * ( ( 7 - Essence <live
> targets>) or (TN from object resistance table -2 <inanimate objects>))
> Duration : Sustained
> Drain : F + 12 D
>
> Description:
> The target will be teleported to a point within range for a number of
> phases
Do you really mean phases and not turns? (Just checking to make sure...)
[snip]
> Check drain each phase that the spell is sustained.
At +12D? Ouch! I have a feeling this spell will mainly be used to jump
somewhere and jump back instantly because the caster passes out from
drain...
> The equation for the target number (6 + (Target's mass in KG) ) * ( (
> 7 - Essence <live targets>) or (TN from object resistance table -2
> <inanimate objects>)) might require some explanation. The (6+ Target's
> Mass in KG) is to make it harder to teleport large objects and KG should
> be rounded up.
Do you realize that if you want to teleport a living creature, it's almost
impossible to teleport something larger than, say, a medium-sized dog, and
even those would be very difficult? Forget trying to teleport a mundane
human -- say 70 kg -- you're rolling against a TN of 76! Nobody will roll
that even with a very large ritual group and too much Karma Pool...
> (7 - essence) makes it harder to teleport non-pure subjects and the 7 is
> present so that a target with 6 essence will have a multiplyer of 1. (TN
> from object resistance table - 2 <inanimate objects>) makes it harder to
> teleport complex man made objects with a multiplyer of 1 for natural
> objects and 8 for complex man made things.
Oh, you mean the multiplier equals the object resistance rating -2. At
first I thought you wanted the TN to be equal to the ORR.
--
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