Question about Teleportation and Hard Dice [WT 2e]

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Question about Teleportation and Hard Dice [WT 2e]

Postby synistar on Fri Sep 23, 2011 9:15 am

A question came up about how hard dice affect the Teleportation Cafeteria power. We couldn't agree on how a pure hard dice Teleport power worked.

One interpretation was that a teleport would always work at its maximum range (e.g. any teleportation would move you a full 29.2km if you had 6HD with Booster 2). Others were concerned that this effectively nerfed the power (you could only defend by teleporting completely out of combat; you could only attack by being 29 klicks away; it made it impossible to teleport accross the street, etc.).

Others said that since teleportation was a "binary" power (in other words it either worked or not without any degrees of gradation) that the HD only affected the activation roll (and Mass if that was an added Capacity - teleports always moved the maximum amount of mass, leaving divots in the ground).

Are either of these right? Or is there something we are missing.
synistar
 
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Re: Question about Teleportation and Hard Dice [WT 2e]

Postby Grendel_Prime on Mon Sep 26, 2011 2:32 pm

My ruling for this (and for speed related powers) is that the HD you have represents the minimum speed/distance. Especially since if you remove HD from the pool you have to remove them all. HD represent power without finesse. Much the same as someone with an attack power is always going to do 6 damage to the head.

Now if someone had the Mass Capacity, then they could substitute Mass for Range. So just yourself would be the range for 6 dice, 1d worth of Mass would be 5d of range, 2d of Mass would be 4d of Range etc. So if you wanted to teleport across the street, you're taking a good chunk of the surrounding area with you. Them's the breaks when using HD.
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