the first being that cannon does not support the power
Second, world walker only lets you open existing tears, not open new ones wherever you please, you would need Swift Transition for this.
Have you looked at the custom power that is already basically this?
Here it is:
DISPLACEMENT [-1]
Description: You are not where you appear to be. Glamour or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Skills Affected: None
Effects:
Missed Me, Missed Me. Your uncertain location makes it difficult to target you in combat. All attacks against you are subject to a strength 3 block. You may suppress or resume this effect as a free action.
Too Fast To Hit. Moving quickly makes your displacement more effective. Add 1 to the strength of the block from Missed Me, Missed Me for each level of Speed that you possess.
Enhanced Displacement [-1]. Add 2 to the strength of the block from Missed Me, Missed Me.
Invisibility [-1]. You are invisible, simple as that. The block from Missed Me, Missed Me is now treated as a veil rather than as a block against attacks. It does not impede your ability to see at all.
Blinking [-1]. Your displacement is not just an optical effect: you are actually inconsistently tangible. You may treat all physical blocks, including grapples and zone borders, as if their strength was reduced by a margin equal to the strength of the block from Missed Me, Missed Me.
It lets you bypass borders, assuming it's within your normal movement, and sets up a maneuver?
Does not accomplish what I need. By naming it BAMF! (as the Marvel Nightcrawler character) hopefully that suggests my needs here. I don't need Glamour, I need the Nevernever (and epecially Worldwalker's ability to potentially allow the character to take others into the Nevernever as well).
How the Refresh works out:
(2) Worldwalker <- existing, prerequisite
(2) Inhuman Speed <- existing, prerequisite
(0) BAMF! <- new, I set the cost at zero because the character already has at least 4 refresh sunk into powers to pull this off. I figure that's more than enough considering 4 Refresh could grant a character spellcasting. :)
BAMF! (...or "Phasing" if you don't want Marvel to get grumpy) (0 Refresh)
Description: You have learned to combine your more-than-mortal speed with your mastery of the Nevernever to confuse and bewilder opponents.
Notes: A character must already possess both World Walker plus a Speed Related Power (Inhuman, Supernatural, or Mythic)
Skills Affected: Lore
Effects:
Blinking: Your character may enter the Nevernever as a Supplemental Action, move a distance up to whatever the character's Speed power grants minus 1 zone (thus, Casual Movement allows Blinking within the same zone, Effortless Movement is up to 1 zone away, Instant Movement is up to 2 zones away), and then potentially reappear in the same Exchange.
The character rolls Lore and requires at least a Good (+3) to accomplish this (the +2 Lore granted by Worldwalker's Strange Worlds applies to this roll) in a single Exchange. Failure to get at least a Good result means that the Nevernever in this area has an unexpectedly complex structure and the character fails to reappear in this Exchange (especially crafty or evil GMs can even turn this into a mini-scene before allowing the character to reappear). For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).
For clarity: Blinking itself is a full Action (the movement elements and going in-and-out of the Nevernever are Free and Supplemental Actions) thus the character cannot take an Action afterwards.
Does not accomplish what I need. By naming it BAMF! (as the Marvel Nightcrawler character) hopefully that suggests my needs here. I don't need Glamour, I need the Nevernever (and epecially Worldwalker's ability to potentially allow the character to take others into the Nevernever as well).
For the record, I think this power is broken as well. Not that I'm the best judge of such things.
But I'd like to explore the prior reply, I'm not quite sure the "immune to anything" and "full defense" line of your thought. Could you elaborate?I was going from how you phrased it. I understood it that you would step into the nevernever on your turn, move over to where you want to go and return on your next exchange. That way, you'd be somewhere else entirely for the duration of the exchange, and nobody would be able to attack you. Since I thought this to be the major thing your wanted to do, I thought I'd wrap the whole deal into a defense power and use the full defense to do it.
My thinking is that BAMF! isn't, strictly speaking, defensive. It's more or less a Maneuver Action as its primary purpose is movement related. The Nightcrawler character is the primary idea, no only does he BAMF! to defend, but he also can grapple and individual and BAMF! taking them with him, or even just flat out BAMF! to another location.Well, you'd defend with athletics as usual, there is nothing in your writeup that says otherwise. But since you have a speed power, that'll probably be one of your best skills anyway, so anything else would be less powerful.
As for "being immune" wouldn't you be immune on your own action anyway (assuming you're not attacking)? That's what confuses me. If it's my Action, and all I do is move, aren't I "immune" (nobody is attacking me, because I'm not attacking anybody else and it's my Action). But once my Action is over, now I'm back in the flow of the normal course of events no? (i.e. I can now be attacked as I've appeared in my new location).see above
Similarly, just with Worldwalker as is, if I open a Rift using "Rift Maker" to the Nevernever on my action and just walk through with Supernatural Speed as a Supplemental. Using rules as written, I'm 2 zones into the Nevernever by the time my Exchange is over am I not? If my opponent has no ranged attacks and does not wish to risk travelling to the Nevernever (perhaps they know they have no way out)... am I not already "immune" to attack until I choose to exit?Well kind of, but you are already stating the main differences:
Blinking: Your character may enter the Nevernever as a Supplemental Action, move a distance up to whatever the character's Speed power grants minus 1 zone (thus, Casual Movement allows Blinking within the same zone, Effortless Movement is up to 1 zone away, Instant Movement is up to 2 zones away), and then potentially reappear in the same Exchange.Ok, as far as i can see, the desired result is simply to have teleport themed movement. (explained by entering and exiting the nevernever)
The character rolls Lore and requires at least a Good (+3) to accomplish this (the +2 Lore granted by Worldwalker's Strange Worlds applies to this roll) in a single Exchange. Failure to get at least a Good result means that the Nevernever in this area has an unexpectedly complex structure and the character fails to reappear in this Exchange (especially crafty or evil GMs can even turn this into a mini-scene before allowing the character to reappear)Adding a random-factor, and making it potentially dangerous (depending on the lore score only very rarely though) is a nice touch.
For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).It then adds a maneuver component turning it into a full action.
For each 3 shifts over and above the requisite 3, a non-sticky Maneuver Aspect can be applied to the scene (Suddenly Flanked, Surprise!, etc. etc.).this potentially let's you add multiple aspects in one action, i would not allow that.
Ok, now i'll stop and leave you to untangle this post.
Have a nice day *g*
I'm sorry. Maybe I don't completely understand what you are trying to do. So you want to be able to teleport within the same area and be able to move other people, possibly also using this power to go into the never never?
- You may use Lore to escape Grapples. Your roll must beat the grapple block. Additional shifts allow you to teleport into other zones.
Blocks are not armour. No, not even grapple-based blocks.
Additional shifts allow you to teleport into other zones.
I'm assuming you are unfamiliar with the Nightcrawler character from Marvel comics?
I don't think it's possible to sprint while grappled at all, normally. So the issue probably doesn't arise with grapples.
You cannot move while grappled unless you make a roll to do so that surpasses the grapple's block strength.That'd be my interpretation as well. If you exceed the grapple strength, the number of excess shifts you have is the number of shifts you can move. If you don't exceed the grapple, you won't move.
I am not aware of any language in the rules that imposes a restriction in excess of this. If you are, please point it out to me.
the number of excess shifts you have is the number of shifts you can move.Blocks are not armour and movement is not an attack.
Blocks are not armour and movement is not an attack.I don't see your point. A grapple blocks me from doing things. I am doing something better than the block that is preventing me from doing so, I get to do my thing, minus the block that limits me.
minus the block that limits me.Nope.
You cannot move while grappled unless you make a roll to do so that surpasses the grapple's block strength.
I am not aware of any language in the rules that imposes a restriction in excess of this. If you are, please point it out to me.
Nope.I'm pretty sure the block still reduces your shifts, like a defense roll would against an attack. Just because it is not an attack does not mean the block does nothing against the action.
You beat the block. You do your thing.
I'm pretty sure the block still reduces your shifts, like a defense roll would against an attack. Just because it is not an attack does not mean the block does nothing against the action.
Though it seems to be moot in the case of a grapple, looking at Taran's post. Didn't realize you weren't allowed to use a sprint action to break a grapple.
Yo
I'm not sure what you're saying Haru. I''m not sure if you're agreeing or disagreeing :P In the case of sprinting.Ok, first, I would probably not just add 1 zone for each shift over the success. I would see what the next border is and subtract. And again, until the roll is used up. I know, that's not what the rules say, but it doesn't make sense, that I'd need a roll of 3 to jump a fence and then for each subsequent fence I'd need only 1 shift.
Sprint roll 6
border 3
That would normally be 1 zone +1 for each shift of success, so 4 zones total
If someone was blocking that same border
Sprint roll 6
border 3
Block 5
The result should only be 2 zones - not 4.
I don't see why the block wouldn't reduce the success. In what circumstance is this too powerful?
Maneuvers, attacks, movement. It works for all these things equally well.
I could be mistaken, but my recollection is that a fragile aspect is difficulty 3 and a sticky aspect is difficulty 4; degree of succsess does not matter for the maneuver, only the actual result. A block or other defense simply establishes a (potentially higher) difficulty. That is, a maneuver that overcomes a strength 4+ block will result in a sticky aspect.Not quite. Those numbers are from magical maneuvers, those work a bit different.
Ok, first, I would probably not just add 1 zone for each shift over the success. I would see what the next border is and subtract. And again, until the roll is used up. I know, that's not what the rules say, but it doesn't make sense, that I'd need a roll of 3 to jump a fence and then for each subsequent fence I'd need only 1 shift.
Sprinting to me is at first only crossing over to the next zone. Since those rolls are usually not very high, you will often enough end up with a lot of overflow, so you just use that up until you moved as far as you wanted to, be that with 1 shift for 1 zone or the other method I lined out.
Yeah...I see that, but that's complicating things. Just for the sake of argument, we'll say it's a fence followed by zone after zone of straight open country.That's pretty much what I did in the next paragraph. The block replaces the zone border, and after that the sprint action is resolved regularly. You just need a higher roll to get over the fence, so naturally, there will be less shifts left to move additional zones.
Oh, just to verify - most of those new powers are on the custom power master list thread in the resources forum?