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Cost: 100 points

Warp is a supernatural mental Advantage that gives you the ability to teleport.

Relative Velocity[]

Page 18 of Psionic Powers elaborates on this which Basic Set didn't address:

By default, users of Warp retain their velocity when teleporting. If your destination has a new velocity (e.g., warping into a moving vehicle, or warping safely to the ground when falling), matching it imposes a -5 penalty to Body Sense

Mana-Sensitive[]

2016 http://forums.sjgames.com/showthread.php?t=146058 CE asked

that means that the ability won't work in no-mana areas (and gets a penalty in low-mana). But what does this mean for abilities which cross long distances like Warp? I'm assuming that you need mana at the place you invoke the Warp power (your original location), but do you also need mana to be present at your destination?

Chris Rice answered:

Far as I know you treat your current location for ambient energy like no mana - so you can teleport into a dead zone...but not out. This is how it works in Banestorm which is a "quantum sargasso" - you can get in, but not out.

Celjabba referenced 2011 thread http://forums.sjgames.com/showthread.php?t=83296 by DDSKS who initially shared:

I've been absolutely sure that for Teleport (M 147) you need at least some level of mana at the starting point, at the destination and all the way between - not necessarily the direct way, but a "street of mana" for the spell to follow.

He then cites Rapid Journey M82 which says:

He [the caster] may also be stranded if he is knocked out or if he teleports to a no-mana zone.

This implies that Timeport and Teleport spells can target No Mana zones and succeed in getting there, but at that point you can't maintain spells. Rapid Journey normally snaps you back when you fail a distraction roll but the last part has an exception for narrowMOS:

if the caster succeeded in the spellcasting by a small margin (3 or less), the caster must make an IQ roll (at the distance/time penalty),

while maintaining the spell, to return to his starting point.

This is the only situation where No Mana stranding appears to happen, because you have to have the spell maintained to snap back. so you could in theory 'snap back' from No Mana if you had MoS of 4+ since maintenance is only keeping you there, not bridging you back.

Environmental would probably make sense as a limitation for Warp which could only warp to certain environments, such as those with mana, or only warp into forests.

Actions After Being Grappled[]

There's a 2006 Kromm quote about a mage being allowed to do Teleport 20 after a grapple. Spells in 4e all require at least 1 concentrate maneuver to do! He implies you would instead inflict damage w/ grapples to do shock (IQ) penalties to interfere.

Area Effect[]

PK in 2005 at http://forums.sjgames.com/showpost.php?p=115915&postcount=2

you can't just add Area Effect to Warp and 'port everyone around you.
By definition, you need to use Affliction.
Though there's been hints that "Affects Others" (from Shrinking) will be made more generic so you can use it on other, willing subjects

Strangely though the Encumbrance rules for Warp never specify that "cargo" needs to be willing. Presumably you could add that via Resistible with the option allowed to waive the will roll as for maledictions. IQ 0 things presumed to auto-fail (no resist) 'resisted by will' stuff.

The necessity of "strength" to Warp things around you is softened with Fixed Capacity or Will-based lift or TK-based lift, as well.

Probably the solution is to use Affects Others as a balancing mechanism. P12 under Movement Abilities does include Warp:

โ€œMoving thingsโ€ can also mean instantaneous movement. Powers of this kind, such as Teleportation (p. 134), offer Jumper, Snatcher, or Warp.

P19 also includes it under the Movement Abilities box. P147 also lists it under Movement Abilities.

Astral Projection which uses Insubstantiality (like Warp this can enjoy the Projection enhancement) can bring others along by using a Psi-Technique based on the price of Affects Others.

Affects Others singles out Movement Abilities, but does inherently require consent.

P119's description:

Both can teleport others โ€“ but the former is resisted and doesnโ€™t let the user teleport,
while the latter lets the user teleport with anyone heโ€™s carrying, regardless of HT or DR.

P148's Star Drive is similar:

lets the user cover a light-year per day, along with anything he can carry.

P197 too:

Encumbrance limits are another rule to watch closely; aside from the fact that adventurers may find that they canโ€™t carry bulky loot or heavy

weapons when they vanish

Carrying in TG terms requires the pickup technique after a grapple. This implies the Requires Grapple attack limitation is already built into Warp.

Affects Others could presumably be used to extend the ability to warp to others. In that case they would not count as Encumbrance: they would get their own Encumbrance based on their own ST, perhaps?

This would mean it isn't forcible: presumably they would need to focus on their own items, and make their own IQ roll to use the ability? Failure meaning they don't port along, crit fail meaning the could port to the wrong place?

The pickup technique presumably already succeeded vs any "worn" items of clothing. So that you don't need to grapple your clothing, maintaining CP on you could be done via Pass Limb while using Proxy Grappling, which is essentially what weapon grappling is (using items as characters) via a Must Be Wielded aspect.

Telekinetic Carrying Capacity on S29 is one workaround:

You can teleport any object you have in your telekinetic grasp without physically touching it.
If you are touching the object but havenโ€™t telekinetically locked onto it, you canโ€™t teleport it.

The phrase "locked onto" presumably means a grapple due to the noun "grasp". However it doesn't appear to require a "pickup" (merely the capacity to).

Mental Carrying Capacity however, unlike standard ST or TK, does not appear to require a grapple at all, merely touch:

can let you teleport a load bigger than you can physically lift or carry, as long as youโ€™re touching it.

PP18 lacks these two and uses Modified Capacity instead. It doesn't specify the degree of contact (touch, grapple, pickup)

Range[]

Apparently unlimited. Meant to be a "soft cap" due to increasing penalties. Range Limit from Basic Set normally reduces this to 10 yards by itself.

  • The dodge notes "reappear somewhere random within your range, or within 10 yards, whichever is less." implying it is possible to go further.

PP68 autoteleport sets precedent that you can further take Reduced Range atop that to reduce it to 1 yard.

PP69 box Range Limited Exoteleport (or RL Exoteleport for short) uses this as well and says to consult the Autoteleport table.

Long Range to reduce the penalties does not appear possibility since it falls outside the 3 standard progressions (regular spell, speed/range and long-distance modifiers)

If Minimum Range (1% of max) is assumed to be a portion of Hyperjump then the implied max is 18.6 million miles. Since it's -10 to teleport 1 million miles and -11 to teleport 10 million miles, this would actually require a -12 penalty to do. It might be reasonable to ask for "Increased Range" to extend that cap, but Hyperjump does not imply it is necessary when moving at a light-second per second.

  • However it interestingly notes the IQ penalty of -17 for a light-year, implying you would roll that every day. Probably needing to rest after. There is no "requires concentrate" element implied here though, so someone could keep busy doing other stuff "while on transit".

Castling[]

Taking Rapid Fire on Affliction could probably let you shoot yourself and someone next to you to swap places. You'd need some kind of limit where both had to hit for it to work, and the only places you could specify via Anchored were each other's position.

Maneuver[]

B98 refers to "time taken to prepare" but wasn't clear about what that represented in maneuvers.

http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.2.28 mentions using Ready maneuvers. It is until what year/month this FAQ was written.

GURPS Powers (published April 2006) is inconsistent about it:

  • P88 mentions "They can grapple enemies and teleport with them, but this requires an Attack followed by a Ready to activate Warp, and the victim may try to break free in between."
  • P154 described it as a transient ability using the Concentrate maneuver.

Kromm initially wrote on 8 March 2007:

Warp works mostly like any other advantage that requires activation (p. B34): you take a Ready maneuver to use it. There are a few special considerations, however. You can use it without the Ready maneuver -- effectively as a free action -- once per turn if you can make the IQ roll at -10. If you take the usual second for a Ready maneuver, the roll is at -5. If you take longer, you can whittle this down to 0 or even get a bonus. In short, your options are "free action" (-10), Ready (-5), and multiple Ready (-4 to +10).

13 March 2007 when P154 was pointed out to him, Kromm amended his stance:

So it does. Then use Concentrate. :)

Special Enhancements[]

  • Blind (+50%)
  • Blink (+25)
  • Extra Carrying Capacity (Light encumbrance +10%; Medium +20%; Heavy +30%; Extra-Heavy +50%)
  • Reliable (+5% per +1, max +10)
  • No Strain (+25%)
  • Tracking (+20%)
  • Tunnel (+40 or 100%)
  • Warp Jump (requires Jumper, +10% per linked Jumper advantage) "You cannot take Reduced Fatigue Cost or Reduced Time"

Special Limitations[]

  • Anchored (-80%)
  • Blind Only (-50%)
  • Drift (-15%)
  • Hyperjump (speed of light -50%, one light-year (-17 to IQ) per day -25%)
  • Naked (-30%)
  • Projection (-25% or -50%?)
  • Psionic Teleportation (-10%)
  • Range Limit (-5% x (10 + penalty))
  • Special Portal (-80%)

Accessibilities:

Examples[]

  • Gate: Tunnel (+40% or +100%) + Extra Carrying Capacity, Extra-Heavy (+50%); options -Preparation Required, 1 minute (-20%), Special Portal (-20% to -80%)
  • Matter Transmission (MT): options - Range Limit (-5%) and Blind Only (-50%); (Extra Carrying Capacity, Extra-Heavy, +50%); Naked, -30%, No Strain (+25%), Reliable (+5% per +1), Drift (-15%)
  • Psionic Teleportation: options - Blind (+50%), Tracking (+20%), Reduced Range and Range Limit, (-50%), Projection (-0%), Astral Projection (-10%), Psionic Teleportation (-10%).
  • Stardrive: options - Hyperjump (-25% or -50%), (Blind Only, -50%) or require a โ€œstargateโ€ (Special Portal, -40%), No Strain (+25%), Reliable +5 to +10 (+25% to +50%), Tracking (+20%).
  • Super-Teleportation: options - Blink (+25%), No Strain (+25%), Reliable, Range Limit, 10 yards (-50%)

Powers Built From Warp[]

  • Create Portal: Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Tunnel, +40%) [190]
  • Stardrive: Warp (Blind Only, -50%; Extra Carrying Capacity, Extra-Heavy, +50%; Hyperjump, 1 LY/day, -25%; No Strain, +25%; Reliable +5, +25%; Tracking, +20%) [145]
  • Tactical Teleport: Warp (Blink, +25%; Extra Carrying Capacity, Extra-Heavy, +50%; No Strain, +25%; Range Limit, 10 yards, -50%; Reliable +10, +50%) [200]

Alternatives[]

Powers[]

Powers 88 expands.

GURPS Supers page 29 allows Rapid Fire for more than once per second. Specifies:

a character who teleports two or more times in a single turn with a single Concentrate maneuver

Page 38 has Multiport technique.

Page 126 has Combat Teleportation

FAQ[]

http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.2.28

Can I teleport with Warp with no preparation?

Yes, but only by taking the 'roll at -10 for a free action' variant. That is, your teleportation roll is at -10, but you are free to choose whatever Manoeuvre you like immediately after that. Alternatives are: take a turn of Ready to get -5 to the roll instead; take multiple Ready actions to get from -4 to +10.

See Also[]

References[]

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