Teleport

By syrath, in Genesys

I've seen the question come up before and I've also heard it brought up in podcast, but there isn't an obvious way to do teleport in the game, and it got me thinking, firstly a lot of people want to be able to teleport because it's a spell in DnD and let's face it it's pretty cool, however it is limited in the number of uses per day where as in this game, assuming you roll enough advantage each time to recover strain you can teleport each round if you want allowing you to kite melee till your hearts content.

That latter problem led me down the path of not actually letting it in the game, it is however supposed to be a yes and system, and I didn't think this was handy until I thought upon two solutions that also work hand in hand.

There is a teleport rune and one thought was to make it a heroic ability with the exact same power as the teleport rune. The other was to either create its own action or as a modifier to augment but either option was to model it on force leap from star wars RPG force power, it might not have the range that the DND equivalent has but it does provide a similar narrative flavor.

So this is what I've come up with

Teleport - you may cast this spell as an an easy Arcane or Runes check to teleport from one place in short range to another location in short range

Modifiers

Additional range you may increase the range once so that you can move from a location within short range to medium range - add one purple dice

You can choose to move horizontally instead of vertically for an additional purple difficulty.

So while you cannot engage or disengage with it you can as an action get a maneuver worth of movement but over across or through anything as long as it's in range.

I would upgrade difficulty if you want to travel somewhere you cannot see, but I felt this was a good middle ground, leaving full teleportation still possible but only as a heroic ability without the additional problems of essentially making casters immune to melee characters by being able to just move away from melee as they get closer.

not my own but:

Teleportation

  • Concentration: No
  • Skills: any
  • Difficulty: varies

Actions

Teleportation spells allow characters to move instantly across space. Perhaps a character opens a portal through
another dimension or warps space to take a single step across a vast distance. Or they may simply move faster than the
eye can see from one location to another. Powerful users can cross vast distances, though it is dangerous; gone wrong,
teleportation can rip a body apart or trap a person's legs inside the floor. Of course, a skilled user knows these
dangers can be turned against an opponent as well.

In unstructured encounters, teleportation is straightforward – your character (or another they are engaged with) moves
instantly from one space to another. Moving one range band is an Easy(1) check. Against an unwilling target, it
should be an opposed check against the target's Discipline or Resilience.
Teleporting a group or across a greater distance is more difficult.

Additional Effects

  • Line of Sight[-1]: The target(s) cannot be teleported beyond the spell-casters line of sight.
  • No Intervening Physical Barriers[-1]: The target(s) cannot be teleported across physical barriers.
  • Additional Target[+1]: The spell affects one additional target within range of the spell.
    In addition, after casting the spell, you may spend AA to affect one additional target within range of the spell
    (and may trigger this multiple times).
  • Range[+1]: Increase the range of the spell by one range band.
    You may spend AA to extend the range band by one (and may trigger this multiple times).
  • Distance[+1]: Increase the distance traveled by one range band.
    You may spend AA to extend the range band by one (and may trigger this multiple times).
  • Baleful Transposition[+2]: The character may target an unwilling creature and teleport them to a dangerous
    location (such as over a chasm or pool of acid). Alternatively, the character may teleport the creature partially
    into a floor or wall, making the target Immobilized until they choose to take damage equal to the character's ranks
    in the Knowledge skill.
  • Burst[+1]: Deal damage equal to the character's ranks in the „Power“ skill to all engaged creatures at either the
    start or arrival point of the teleportation. You may spend AA to deal damage at both points.
  • Group Teleport[+3]: Teleports a Group of [Knowledge] targets plus optionally the spell-caster.

i know otger iterations exist however as noted one of the issues I had was that in other games you cab teleport longer distances, but you have limited spell slots, so you might be able to teleport 2 or 3 times, but once you do all your slots are used up. Whats to stop a mage from casting it as a signature spell to put them to extreme range, cast easier attack spells until a melee character gets close enough, then recasting the teleport, putting them at extreme range again. Might as well make a spell saying immune:melee. So it got me to thinking , how could you limit it.

i had a player that was looking to be able to teleport, but I didn't want something that makes the above possible to do ad infinitum, however I know that the mechanical effects of force leap in Star Wars RPG have been playtested to death by now, so I dont have issue with something that essentially copies it

52 minutes ago, syrath said:

i know otger iterations exist however as noted one of the issues I had was that in other games you cab teleport longer distances, but you have limited spell slots, so you might be able to teleport 2 or 3 times, but once you do all your slots are used up. Whats to stop a mage from casting it as a signature spell to put them to extreme range, cast easier attack spells until a melee character gets close enough, then recasting the teleport, putting them at extreme range again. Might as well make a spell saying immune:melee. So it got me to thinking , how could you limit it.

i had a player that was looking to be able to teleport, but I didn't want something that makes the above possible to do ad infinitum, however I know that the mechanical effects of force leap in Star Wars RPG have been playtested to death by now, so I dont have issue with something that essentially copies it

If you just want force leap why not make it a talent or 2 kinda like dimension door to medium range put a 2 strain cost on it. You can make a improved version that does it as a manuever. Some Thing like that.

I've handled teleportarion very similar to this in my game, but I've mostly stuck with the base Genesys magical actions. So teleporting in my game is part of the conjure action.

Just like the suggestion above it starts at within short range band (engaged to target character). Each purple extends it 1 range band. You can add the multiple targets effect as normal. Adding the concentrate effect is +2 difficulty (turns a blink into a portal), and if trying to teleport to an area you don't have line of sight to it upgrades the difficulty a number of times based on a few factors.

1 upgrade if you have partial sight, 2 upgrades if you can see an area near the final destination, 3 upgrades if you can't see it at all, etc..

I've found this to work very well. It keeps long distance teleportation both dangerous and difficult. Most players will get 1 upgrade just because they can't perceive out to extreme with clarity (but there are ways to). You have to remember this also consumes their action slot (in addition to strain). I've found it very rare that players will give up their whole action just for some movement. At least in structured encounters.

If a player asked me to try and pull off the teleport as a maneuver, I think I would make that a +3 difficulty. This would cap them out at Medium Range (similar to force leap as a maneuver). But still requires the check.

Edited by Noahjam325

Adding to the good points above, as teleportation has cropped up in my mechanics/plans and questions due to a creepy manor that rearranges itself and the reality of (or perhaps more accurately around) its visitors:

It popped up in my plans for fixed point teleports (the fixed entry/exit portal type) but with the exit points being rather less predictable - you can treat these just as a special type of doorway if it's a case of A always links to B (but are they one-way or both-ways?) - no rolls just moving through it when you choose, instead of ending up behind the door you just end up wherever it leads- or maybe you have a choice. The more complex the map of the routes/ options the more you'll need to have a reference to refer to what the connection routes are.

Where you start to need rolls, which you can handle however you choose, is if the portal/ teleport points are unstable (dangerous) / random (you could come out in a number of places) which will likely be the case in my setting / otherwise risky or unpredictable to enter. For random ones you may just wish to roll a numerical die for where they exit that time. Lots of possibilities, maybe for a really unlucky roll- "erm, where's the way back gone?..."

Another idea although I may not use it is similar to games like Age of Wonders where teleport can be a battle/combat tactic- hah, you thought I was way over here, oh look, I'm right behind you mwahahaha, in which case I'd probably handle it in a similar way to those suggested above treating it as a stealth type action - there may be a chance of failure, the opponent could spot that split second moment you're not where you were and quickly go extra on-guard sensing something's up on the spur of the moment, or be taken totally by surprise. Other ways of having the possibility of it going wrong are maybe it happens slower than it should or you flip back to where you were or end up not quite where you planned etc, it makes such advantages more fun if they can go entertainingly wrong....

As an extension of this and the above it could also be flipped to instead move the enemy within range, in which case you may or may not give them a roll to resist such manipulation! And I mis-typed that as energy originally, which feels kind of thematically apt, so maybe it's an energy manipulation thing if you wish to flavor it thus.

This came up when the Dice Pool discussed Realms of Terrinoth with Huck and Tim Cox; I really like their idea of using the existing spells narratively to explain the teleport. You're enhancing an "ability" with the Augment spell and moving a distance away. You conjure a portal that allows you to move from one location to another. Maybe you're even attacking reality, breaching it with a specific Attack spell and causing a tear that you can step through.

All of these are rather flavorful, and would also likely have a Formidable (<D><D><D><D><D>) difficulty.

I really like the conjure stuff with summoning a door. Kinda like the old planescape where you had to know where the door was hidden and how to activate them. And you needed some sort of key from the place you where trying to get through. But all the suggestions are cool.

Im going to be a player soon in a high fantasy setting of our GMs own design. He is going to handle it like a talent. This is taken from the setting provided.

Teleport
Tier: 1
Activation: Active (Action)
Ranked: Rank
The characters can teleport himself one range band pr. rank in Teleport. He checks magical skill. One difficulty pr range band. At rank 5 the character can use a story point and teleport to any place in the world if he know the place.
It cost 2 strain.

7 hours ago, DarthGM said:

This came up when the Dice Pool discussed Realms of Terrinoth with Huck and Tim Cox; I really like their idea of using the existing spells narratively to explain the teleport. You're enhancing an "ability" with the Augment spell and moving a distance away. You conjure a portal that allows you to move from one location to another. Maybe you're even attacking reality, breaching it with a specific Attack spell and causing a tear that you can step through.

All of these are rather flavorful, and would also likely have a Formidable (<D><D><D><D><D>) difficulty.

You could get creative with magic aspects of teleports in so many ways- especially if you created some one-off adventure-specific exceptions to the limitations of magic (or perhaps better - depending on your intent - inked one type of thing to the magic that most suited it rules-wise, where the two may be of different magics), not to mention wild and wonderful ideas players may have on the fly. The teleport is the light switch (which may have more than two positions), what those positions take you to and how is entirely up to your creativity. Thinking about teleporting can also lead to some creative ways of traveling and getting about.

Some teleportal thoughts (with my Terrinoth head on but easily twisted for other settings in many cases- the painting could be a 3d computer model or whatever..):

- your dreams, imagination or creativity can maybe get you somewhere there is otherwise no such route to (includes variations- nightmarish or otherwise - of dreamwalking in ROT but there are many other options), perhaps you're actually carried there by or as music or a deeply realistic painting can actually be walked into, any Myst fans know all about linking books, or that game or movie or play (or rpg hehe a game in a game) takes you somewhere - maybe you can even actually write or otherwise create the world around you... Are you fully there or just a vision to other entities there or only partly able to influence this other place?

Alice's rabbit hole is a portal in effect- an ordinary seeming hole, tunnel or doorway (or wardrobe...) might go further than you expect. Instead of one or two steps away....

Lightning tears a hole in the sky and fragments your being, striking elsewhere restoring you somewhere else having taken you through the rift.

Roots of a tree pull you into the earth and then those of other trees pull you through some secret underground pathway to somewhere, or maybe you're shrunk down into a seed that gets taken to the new location in some inventive way- on the wind, as some beast's dinner (resists temptation to make wind joke) or you're taken into the very roots themselves as a fluid, energy or whatever.

Some creature can carry you into a reality only that creature can normally enter as its passenger.

A rune stone is linked to a rune doorway somehow, inactive you either can't enter or it's just a door, active and who knows what's at the end of the other side.

One of the deities or original forces moves you because they can, wanted or not

You have an opposite or other, perhaps just through random weird stuffs you swap places - the quantum physics swap!

So many options!