QUOTE (Jaid @ Nov 16 2009, 07:36 PM)
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actually, i'm pretty sure the rule is that *sorcery* cannot teleport you. this leaves open a theoretical possibility that notsorcery *can* teleport you. for example, a metamagic technique or a summoning ritual, or possibly a unique enchantment.
Correct. Although I would still strongly suggest that 'true' teleportation [travel from one point to another without crossing the intervening distance] not be allowed in any form.
QUOTE (Maelstrome @ Nov 16 2009, 08:03 PM)
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this is stretching it. capture a free spirit and use it as "material" to enchant a unique enchantment with metaplanar shortcut. thats as close to teleportation as you can get. keep in mind that you can only use it to go to places you have been before.
Interesting idea. I don't like it for various reasons, but it could theoretically work.
QUOTE (Dr. Funkenstein @ Nov 16 2009, 08:17 PM)
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Teleportation is possible in the Shadowrun universe, it's just no one has managed to develop it yet. But that has more to do with the mana cycle, probably, than a lack of effort.
Of course, it's not teleportation in the way people like to envision it. Instead, it's an advanced metamagic technique associated with astral projection/astral windows in which you take your entire body into the Astral Plane, travel to your destination, then hop out. Ghostwalker's obviously done it and I believe Harlequinn and Ehran have both been seen doing it, too. Though I could be wrong about those stupid elves.
The nice thing about is it that it could be incorporated into the game without too much worry from the Shadowrun point of view. There's all kinds of astral security out there to prevent astral projectors from snooping around and every single one of them would be just as effective against this type of teleportation. And if such a technique were developed, that type of security would be ramped up faster than you can say "overpowered."
It would ruin some of the feel of the game, however, which is why I'm glad it's not out there. But it's certainly possible 1) without becoming overpowered and 2) without breaking the rules of sorcery (which is what those rules are; not rules of magic).
For once, we actually agree.
The End Is Coming!!!.
Regardless, I have actually designed [with some idea input from Dumpshock] this metamagic. For those unable to search the forums for it:
QUOTE
Astral Shift
Prerequisite: Dual Perception
Astral shift allows an initiate's entire being - physical, mental, and spiritual - to enter the astral plane and reemerge into the physical world at a new location.
Shifting to astral space takes a Complex Action and causes (10 - Initiate Grade) S Drain. Returning to physical space takes a Complex Action.
While astrally shifted, an initiate uses all the normal rules for astral projection (p.192, SR4A), except an initiate may maintain their astral shfit for up to Magic minutes. After this time, if she has not returned to her physical body, she will die and her astral from will dissipate.
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Dual Perception
Prerequisite: Astral Perception
Initiates with Dual Perception are capable of perceiving both the Astral & Physical planes simultaneously. While using Astral Perception, they may continue to use physical perception normally, & do not suffer teh -2 penalty to physical actions.
Another thing I should probably mention: In my game, we have a relatively new ruling (because it hasn't been relivant before) that any non-spell effect that causes a character to alter form (Shift, Mist Form, etc.), including the Astral Shift metamagic, allows the character to make a Charisma + Magic test while shifting. If they do, any objects they are wearing / wielding with an Object Resistance equal to or less than the Hits scored are subsumed into the new form, effectivly becoming non-funcitonal for the duration of the altered form, but resuming their positions when the shift ends.