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Tomorrow people esque Teleportation?
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garhkal
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PostPosted: Thu Oct 31, 2013 3:34 pm    Post subject: Tomorrow people esque Teleportation? Reply with quote

I have so far caught all 5 episodes of the show the tomorrow people. Of the 3 "Ts", telepathy and TK already exists for SW in the form of TK and Projective/Receptive Telepathy. But how would one go about the Teleportation side of house?
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TyCaine
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PostPosted: Thu Oct 31, 2013 3:45 pm    Post subject: Reply with quote

There's a 'Force Compendium' netbook out there by J. Erich Jay that covers an interpretation of a Teleport ability on p32, which would be worth a look.

Quote:
Teleport (Jedi version)
Control Difficulty: Difficult
Sense Difficulty: Difficult, modified by familiarity of destination
Alter Difficulty: Difficult, modified by distance to destination.
Required Powers: Concentration, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, sense Force, telekinesis
Time to Use: Five minutes
Effect: This power allowed the user to move almost instantaneously from place to place by creating a temporary wormhole between the point of departure and the point of arrival. The user temporarily bends and folds the fabrics of space and the Force to create this passage. Once the user is through, the distortion ends. Since the user exerts total control over maintaining the passage, the passage is neither dangerous nor volatile, so there is no danger associated with the Dark Side. However, only the user can use this passage. Trying to bring another being through the passage is too taxing for the user.
The location of the destination and the user’s familiarity with the destination are important factors in the success of this power. As such, the GM should consult the following tables when determining the modifier to the sense and alter difficulties.


There's a whole bunch more details and modifiers to rolls that didn't reproduce well here, but that book would be something to look into if you haven't already...

Forceally posted a link a while ago: The_Force_Compendium



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garhkal
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PostPosted: Thu Oct 31, 2013 6:36 pm    Post subject: Reply with quote

Well, being those in the show seem to do it at will, having it be Difficult + with a 3 power force skill would make any "tomorrow person" needing 8d+ in their C/S/A to even stand a chance.
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TyCaine
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PostPosted: Thu Oct 31, 2013 6:39 pm    Post subject: Reply with quote

Hmm, true, but gives a basis for the power to be tweaked from...


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Centinull
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PostPosted: Fri Nov 01, 2013 10:37 am    Post subject: Reply with quote

To be honest, I simply wouldn't allow Jedi to teleport, it's just not in their toolbox.

As for Tommorow people in Star Wars D6, I'd make the 3 T's Racial Abilities, with a new KNO based skill for each.

So far on the show, teleport is more of story device, and they really haven't mentioned any range limitation on it. I'd encourage one in game, otherwise players will inevitabley try to TP from ship to ship, or to the other side of a planet, to avoid imperial entaglements. Perhaps +5 difficulty per km travelled ?
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Quetzacotl
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PostPosted: Fri Nov 01, 2013 11:37 am    Post subject: Reply with quote

Well, if we look at the show, then even TK and Receptive/Projective Telepathy don't do them justice.
You would need three new powers where the difficulty in Control/Sense/Alter is at easy tops and only modified by distance or weight, but not relationship or familiarity. Seeing that nearly everybody can teleport short distances without any real training and using TK as some kind of force push as well as using telepathy over short distances with anybody.
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garhkal
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PostPosted: Fri Nov 01, 2013 1:51 pm    Post subject: Reply with quote

True, plus in the show, unlike ADND teleport, they don't need to be familiar with the destination.
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