Teleport and Danger Sense

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Mr Scorpio
Dungeon Crawler
Posts: 255
Joined: Thu Jul 25, 2002 1:01 am
Location: Tulsa, OK

Teleport and Danger Sense

Unread post by Mr Scorpio »

I did a quick search to see if this was asked before and didn't see it anywhere so here goes:

If a character has both Teleport (HU main book, page 295) and the Danger Sense minor super ability (Powers Unlimited 1, page19) would he be able to avoid the nasty results of an unsuccessful teleport? Maybe allow the player to roll BEFORE teleporting and then if it was going to go bad allow them to simply not teleport? Or would it be limited to warnings only for the results that cause damage and/or death?
User avatar
Reagren Wright
Palladium Books® Freelance Writer
Posts: 3240
Joined: Sun Feb 10, 2002 2:01 am
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Location: LaPorte, In USA

Re: Teleport and Danger Sense

Unread post by Reagren Wright »

How would he know if he teleported say 200 feet (60 m) from his current spot that there was a solid object he was going to materialize in when his Danger
Sense doesn't have the range? And if he's in the middle of a teleport it's virtually instantaneous. Teleporting can be done a variety of means like causing one's
atoms/molecules to travel at light-speed, warp space, or use quantum superposition in which the user teleports by spatially rearranging the subatomic
contents of a system. However, the teleporter can't pause half-way through materializing to make a slight course correction. Part of the inherent vulnerability
of teleport in the Palladium Megaverse is being wary of teleporting to close or near solid objects. You grab your friend and teleport to the opposite side of the
building. However, you were unaware that the position you chose also had a planter in that spot. You materialize okay but your friend on your left side has his
atoms and molecules bond together inside the planet. Definitely not a pretty way to die. If you had something like teleport and intangibility then I could see
a power combo that has you go intangible first and then teleport and when you materialize your still intangible so you get a few seconds to make a slight
adjustment before solidifying.
User avatar
Mr Scorpio
Dungeon Crawler
Posts: 255
Joined: Thu Jul 25, 2002 1:01 am
Location: Tulsa, OK

Re: Teleport and Danger Sense

Unread post by Mr Scorpio »

Reagren Wright wrote:How would he know if he teleported say 200 feet (60 m) from his current spot that there was a solid object he was going to materialize in when his Danger Sense doesn't have the range?


I don't see a range listed for Danger Sense.

Reagren Wright wrote:And if he's in the middle of a teleport it's virtually instantaneous.


Danger Sense says that it gives a character a warning 3 seconds per level in advance so should potentially be able to warn him before he teleports. After he started the teleport there isn't any way to redirect that I know of.
User avatar
Glistam
Megaversal® Ambassador
Posts: 3631
Joined: Tue Apr 05, 2005 2:09 pm
Comment: The silent thief of Rozrehxeson.
Location: Connecticut
Contact:

Re: Teleport and Danger Sense

Unread post by Glistam »

Mr Scorpio wrote:I did a quick search to see if this was asked before and didn't see it anywhere so here goes:

If a character has both Teleport (HU main book, page 295) and the Danger Sense minor super ability (Powers Unlimited 1, page19) would he be able to avoid the nasty results of an unsuccessful teleport? Maybe allow the player to roll BEFORE teleporting and then if it was going to go bad allow them to simply not teleport? Or would it be limited to warnings only for the results that cause damage and/or death?

The Danger Sense power will warn the character of danger, but not what. So it should work to be a warning against the real nasty results of teleportation, but it would be the same warning received if there was someone waiting to attack the character there.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
User avatar
ITWastrel
Dungeon Crawler
Posts: 297
Joined: Sun Oct 28, 2018 11:49 pm

Re: Teleport and Danger Sense

Unread post by ITWastrel »

I'd allow the combo, in-rules it would be roll teleport, and if the 'port would fail it can be aborted, the PC still loses the action(s) required to teleport, but does not move.

Danger sense is an Extra-sensory ability that ignores the laws of cause and effect. You don't need to know your jump will fail for it to warn you. You're seeing the future here, and the vision of that future is "DANGER." At that point the player can make a decision based on that information.

Just because the player didn't know they would fail until they jumped doesn't mean the prognosticating toon is equally clueless. Toons have powers players don't.



As for the "range" on danger sense, the question is moot.

The "danger" is the teleport. That's happening Zero feet away from the person sensing it, as the sensor is the teleporter and the one both causing and receiving the danger.
User avatar
Kraynic
Dungeon Crawler
Posts: 339
Joined: Sat Aug 17, 2019 4:01 pm
Location: Montana

Re: Teleport and Danger Sense

Unread post by Kraynic »

Glistam wrote:
Mr Scorpio wrote:I did a quick search to see if this was asked before and didn't see it anywhere so here goes:

If a character has both Teleport (HU main book, page 295) and the Danger Sense minor super ability (Powers Unlimited 1, page19) would he be able to avoid the nasty results of an unsuccessful teleport? Maybe allow the player to roll BEFORE teleporting and then if it was going to go bad allow them to simply not teleport? Or would it be limited to warnings only for the results that cause damage and/or death?

The Danger Sense power will warn the character of danger, but not what. So it should work to be a warning against the real nasty results of teleportation, but it would be the same warning received if there was someone waiting to attack the character there.


It would also not tell you if the danger was someone at your present location setting up to attack you, which just happened to coincide with you deciding to teleport. That would (or should) be a pretty rare coincidence, but... rpgs are often full of coincidences.
User avatar
Mr Scorpio
Dungeon Crawler
Posts: 255
Joined: Thu Jul 25, 2002 1:01 am
Location: Tulsa, OK

Re: Teleport and Danger Sense

Unread post by Mr Scorpio »

Glistam wrote:The Danger Sense power will warn the character of danger, but not what. So it should work to be a warning against the real nasty results of teleportation, but it would be the same warning received if there was someone waiting to attack the character there.


That is true. Danger Sense wouldn't distinguish between getting stuck in a wall and teleporting into a room with a hungry tiger.

ITWastrel wrote:I'd allow the combo, in-rules it would be roll teleport, and if the 'port would fail it can be aborted, the PC still loses the action(s) required to teleport, but does not move.

Danger sense is an Extra-sensory ability that ignores the laws of cause and effect. You don't need to know your jump will fail for it to warn you. You're seeing the future here, and the vision of that future is "DANGER." At that point the player can make a decision based on that information.

Just because the player didn't know they would fail until they jumped doesn't mean the prognosticating toon is equally clueless. Toons have powers players don't.


That's what I was thinking as well.

Kraynic wrote:It would also not tell you if the danger was someone at your present location setting up to attack you, which just happened to coincide with you deciding to teleport. That would (or should) be a pretty rare coincidence, but... rpgs are often full of coincidences.


Coincidences and devious GMs, lol. Not knowing if the danger was on this end of the teleport or the other (300 foot fall or room full of guard dogs) would keep it interesting for sure.
User avatar
ITWastrel
Dungeon Crawler
Posts: 297
Joined: Sun Oct 28, 2018 11:49 pm

Re: Teleport and Danger Sense

Unread post by ITWastrel »

Teleporting while under fire would also be a wash, as your danger sense would be ringing anyway.

It could be an impending failed teleport, or it could be the incoming cybernetic rat assault force hurling exploding coconuts. Who can tell?
User avatar
Mr Scorpio
Dungeon Crawler
Posts: 255
Joined: Thu Jul 25, 2002 1:01 am
Location: Tulsa, OK

Re: Teleport and Danger Sense

Unread post by Mr Scorpio »

ITWastrel wrote:Teleporting while under fire would also be a wash, as your danger sense would be ringing anyway.

It could be an impending failed teleport, or it could be the incoming cybernetic rat assault force hurling exploding coconuts. Who can tell?


LOL

I would assume that teleporting under those conditions would have to be limited to line of sight just in case. The tricky "save the day" ports would be the ones where our hero would hope to not be under attack at the time but if he was he would have to roll the dice and let them decide, lol.
User avatar
RockJock
Knight
Posts: 3805
Joined: Mon Jan 28, 2002 2:01 am
Location: Nashville.....ish....

Re: Teleport and Danger Sense

Unread post by RockJock »

Hide behind something, THEN try the blind teleport.
RockJock, holder of the mighty Rune Rock Hammer!
Post Reply

Return to “Heroes Unlimited™”