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Teleport boarding

Hmm, one piece of guidance re: 'the rules of teleportation' would be Bester's The Stars My Destination, where it's called jaunting, said term apparently being used by subsequent authors in homage.

With jaunting, you have to have been to the place in question 'know' whee you are at, and one of the firmest defenses is to have secure places install disorienting mazes or the jaunt proof prison where you are disoriented before being dropped in a deep subterranean prison. You can also be drugged or otherwise distracted and that stops the jaunt.

You also have to be careful not to pop into another solid. There are jaunting stages set aside all over the world which are open plazas so people can avoid popping into each other or crammed alleyways/offices.

People are rated by their range of teleporting on their jaunt licenses, women are locked away to 'protect their virtue', and huge economic and social dislocations occur, which precipitates interplanetary war.

Any man was capable of jaunting provided he developed two faculties, visualization and concentration. He had to visualize, completely and precisely, the spot to which he desired to teleport himself; and he had to concentrate the latent energy of his mind into a single thrust to get him there.
Heh, I read the new VR tech brand name will be Jaunt.


This is a pretty good overview of the teleportation meme/technique in literature.

http://www.sf-encyclopedia.com/entry/teleportation
 
What, besides cost, prevents someone from Psi-shielding an entire ship?

In Mongoose Traveller, nothing. Though is only protects from telepathy, not teleportation. Though the Pirates of Drinax campaign does say some vaults may be shielded to protect from teleportation, but there are no mechanics for it as far as I know.

MgT Alien Module 4 - Zhodani said:
Buildings, vehicles, and other equipment can also be psionically shielded, but this is much more costly, increasing the cost by 10%.

Edit: Apparently, the core rulebook also says the same.

In other versions, I don't know if there is anything said either way.
 
MgT Alien Module 4 - Zhodani said:
Buildings, vehicles, and other equipment can also be psionically shielded, but this is much more costly, increasing the cost by 10%.

Edit: Apparently, the core rulebook also says the same.
The cost of what, though? Presumably just the ship hull/outer building wall, since otherwise the cost to shield a given volume would fluctuate as stuff was put in and taken out.


Hans
 
My gut reaction would be that psi-shielding would at the very least degrade clairvoyance if not stop it altogether, enough that gaining a visual for teleportation would not be possible. I might even go so far as to say that there is a "range" penalty to teleporting. This is of course just my impression. I agree with Hans on the cost btw, I would tie it to a set volume, whether it be a ship, building or even just a room or compartment. At the absolute least I could see ships on the Zho border having shielded bridges and such.
 
As I understand rules, psi-shielding is only effective for telepathy (and I guess what can be done in a ship is only an enlarged versión of the same shield.

I keep thinking the best effective way to protect one's ship against teleporting comandos would be maneuvering and avoiding vector matches (the more difference the better).

About avoiding clairvoyence to be used to read documents, etc, moslty keeping them in dark places (AFAIK clairvoyence will only allow you to see as if you were there, so if it's dark ou see nothing) or having them in such inks that need special goggles or filters to read them (also unusable with clairvoyence, as I understand it).
 
What, besides cost, prevents someone from Psi-shielding an entire ship?

I would think that areas of a vessel could be left 'naked' to psi-based teleporters as a lure, such compartments might be used as traps having containment counter-measures triggered by an uninvited guest.
 
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