David Johnston wrote:
> On 8 Jan 2006 00:58:22 -0800, sebree.DeleteThis@infionline.net wrote:
> > I am sure that a number of you can figure out my question by now.
> >Basically, what is the result of him teleporting through water?
>
> What should happen is "He shorts out." based on the special effect
> being used.
I would tend to agree on first glance, but after thinking about it
for a minute I'm not so sure. It really depends on the special
effect of the teleportation, I think. I really can't think of any good
way to portray the power that doesn't leave the character unable
to teleport through water, though.
If it were a different type of character, one who opens extra-
dimensional portals for example, there wouldn't be a problem.
If he had "loses all powers when exposed to water" he wouldn't
lose his powers when teleporting across the ocean because
he's not actually interacting with the water. That's pretty
straightforward. I can't think of any decent special effect for
an electrical teleportation ability that doesn't involve some
representation of the character actually moving along the
conductive material. If that material is exposed to water,
that's a problem. If you can come up with a special effect
that doesn't involve actual physical movement along the
conductive material, and can get your GM to sign off on
it, there'd be no problem.
Off the top of my head, how about this. Buy clairvoyance,
only through conductive materials. The sfx is that you send
a thread of your consciousness through the material and can
observe what's happening around the material at any point
within your range. Unless you've bought a limitation saying
none of your powers work through water, this won't be a
problem. You're not touching the water yourself, just sending
a bit of your power through it.
Having observed an area, you can then teleport to it. Make
the sfx for your teleportation something like the standard
"completely disassembles every atom of his body and
reassembles them at a distant point" and you don't have
to worry about actually touching any water between point
A and point B. The question becomes, will your GM let
you use this generic special effect for teleportation rather
than the honestly more logical "turns into energy and
physically travels through the conductive material?" Up to
him.
Two other thoughts occur to me, assuming you stick with
the "actually travels through the conductive material" bit.
First, if you're traveling through covered wires, no problem.
It's pretty obvious and I'm sure you've thought of it already,
but I figured it could stand to be pointed out. Second, I
don't think some of the gloom and doom predictions about
what would happen when you teleport through water really
hold up. You'd be screwed when you actually hit the water.
If for some reason that happens ten thousand feet down,
you're in trouble. But most of the time it'd happen at the
surface, before you actually submerge. You might still be
in trouble, but you wouldn't automatically die.
And another thought - I think it's pretty clear that with
your special effects as stated you can't teleport directly
through water. I can understand your argument, too, though.
If I were the GM I'd rule you can't go through water, but I'd
also allow you to take a small disadvantage on your teleport
to that effect, so that you at least get a few points for sticking
with a logical special effect. Maybe a -1/4, no more than a -1/2
no matter what, but every point helps. Ask your GM, maybe
they'll agree.
Pete
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