In Mutants and Masterminds there are several feats that allow you to use Teleport to change direction, velocity, and move to locations you can't see.
So far as I understand it, these would be covered by situational modifiers in BASH UE(please correct me if I'm wrong).
I was thinking that one or more of these could be covered by applying the 'Second Nature' enhancement to Teleport, allowing you to ignore situational modifiers for certain things (like teleporting to a location you can't see).
As an example, I have a build in my thread in the 'Super Builds' sub forum.
Any thoughts on this?
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Rules questions/Suggested Rulings from a newb.
- Shadowchaser
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- BASHMAN
- All-Father of Bash!
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Actually by default you can teleport somewhere you can't see. Having to be able to see the place would be a limitation on Teleport. I would also say you can change orientation too while teleporting. So if you are falling head first down, you can teleport at 180 degree angle to where you were, and then "pop up" but that's a call that the Narrator has to make, depending on your game. I thought it seemed cool to do that though, so when I had a player playing a fuzzy blue elf-like teleporter, I let him do it.
- Shadowchaser
- Sidekick
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BASHMAN wrote:Actually by default you can teleport somewhere you can't see. Having to be able to see the place would be a limitation on Teleport. I would also say you can change orientation too while teleporting. So if you are falling head first down, you can teleport at 180 degree angle to where you were, and then "pop up" but that's a call that the Narrator has to make, depending on your game. I thought it seemed cool to do that though, so when I had a player playing a fuzzy blue elf-like teleporter, I let him do it.
Ah, okay, so I'm still over thinking this I'll get the knack sooner or later! Thanks, Bashman!