Do Teleportals Work In Jumpspace?

Terry Mixon

Emperor Mongoose
The reason I ask is because Wrath of the Ancients says this in describing teleporters:

  • It is possible to teleport in and out of pocket universes but a starship in jump is completely cut off. Teleportation in or out of the jump field is impossible.

Yet Secrets of the Ancients has a vessel, The Dart, which says this:

  • It has a jump drive but draws both power and hydrogen fuel from an onboard supply teleportal

Unless they wanted the ship to suddenly lose power the first time it jumped, the teleportal has to work in jumpspace. Admittedly, a teleportal might differ somewhat from a teleporter, but they use the same technology to meet their purposes.

I know Secret of the Ancients was published first, but that actually makes the situation worse. Players and GMs might have already introduced/encountered the ship before the later book said that it couldn't work that way.

The Nameless Ship in Wrath of the Ancients has an antimatter powerplant, so I'll wager changes were made. To keep The Dart working, perhaps it stores enough power to keep the ship running for a week in jumpspace. That's how I'd end up handwaving the discrepancy, I suppose.
 
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Alternatively, the ship is entering jump with an already active and dedicated pocket dimension that it was designed/engineered to use that it drags along with it into jump. Maybe the prohibition is merely on establishing a new teleportal link to elsewhere while in jump.
 
Currently, the starship coasts in jumpspace, so losing power may not be an issue, temporarily.
An interesting thought. I’ll need to look and see what a ship uses power wise in space. They’ll want the lights and life support to stay working, and the computers. It might be manageable with very little power.
 
Alternatively, the ship is entering jump with an already active and dedicated pocket dimension that it was designed/engineered to use that it drags along with it into jump. Maybe the prohibition is merely on establishing a new teleportal link to elsewhere while in jump.
That’s an interesting idea, too. If an open portal stays open, I’d definitely like to hear them say that.
 
That’s an interesting idea, too. If an open portal stays open, I’d definitely like to hear them say that.
To me this is like what happens when you put a Portable Hole inside a Portable Hole. What happens when you put one extra-dimensional space inside another? I would guess, that bad things happen.
 
To me this is like what happens when you put a Portable Hole inside a Portable Hole. What happens when you put one extra-dimensional space inside another? I would guess, that bad things happen.
Likely true. My assumption is that they will say that it closes in jumpspace. If it has enough stored energy to last through the jump, that would be good enough to solve the issue.
 
In Secret of the Ancients - the rest I am hiding just in case

the ancient's pod ship is powered by a portal connected to the ships own pocket universe which provides all the power needed for maneuver, jump, and ship systems.

When this ship enters the portal to Grandfather's vast pocket universe (several parsecs in size) it now has its own portal connected to its own universe universe, inside a universe, inside a universe.

In order to move between star systems inside the pocket universe the ship must use its jump drive. So it is entering the jump space connected to a pocket universe, inside our universe, while carrying a portal to its own pocket universe.

So you can teleport from a pocket universe to a pocket universe, use a portal to travel into or through a pocket universe, but you can not teleport into or out of a ship in jump space. That said you could likely teleport into the ship's pocket universe from which it draws power.
 
In Secret of the Ancients - the rest I am hiding just in case

the ancient's pod ship is powered by a portal connected to the ships own pocket universe which provides all the power needed for maneuver, jump, and ship systems.

When this ship enters the portal to Grandfather's vast pocket universe (several parsecs in size) it now has its own portal connected to its own universe universe, inside a universe, inside a universe.

In order to move between star systems inside the pocket universe the ship must use its jump drive. So it is entering the jump space connected to a pocket universe, inside our universe, while carrying a portal to its own pocket universe.

So you can teleport from a pocket universe to a pocket universe, use a portal to travel into or through a pocket universe, but you can not teleport into or out of a ship in jump space. That said you could likely teleport into the ship's pocket universe from which it draws power.
Mind blown. Thanks for sharing that. I hadn't found it yet. That opens up some interesting possibilities.
 
It looks like a ship only uses 20 points of power per 100 displacement tons of ship, so that would be .2 tons of powerplant per 100 displacement tons to keep the ship powered even if it was cut off from the main power source in the pocket universe. Very doable to roll that tonnage into the teleportal for those who don't want to do the series of portable holes. Personally, I like the idea of how the pocket universes play in this. Very weird and fitting for the Ancients.
 
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It looks like a ship only uses 20 points of power per 100 displacement tons of ship, so that would be .2 tons per 100 displacement tons to keep the ship powered even if it was cut off. Very doable to roll that into the teleportal for those who don't want to do the series of portable holes. Personally, I like the idea of how the pocket universes play in this. Very weird and fitting for the Ancients.
That is the base power usage for all ships per HG. Why did you cut it down to 1/100th? Is that something that is in the book?
 
That is the base power usage for all ships per HG. Why did you cut it down to 1/100th? Is that something that is in the book?

When I used the shipbuilding spreadsheet to create an antimatter powerplant for 20 points, that was what it told me the tonnage requirement was. The Dart is 100 tons, so that would work for it, but if someone were rigging up a larger ship for the same sort of thing, it would mean a bit more power generation, hence a bit more generation space. High Guard says antimatter generates 100 power per ton, so that is where it came from.
 
When I used the shipbuilding spreadsheet to create an antimatter powerplant for 20 points, that was what it told me the tonnage requirement was. The Dart is 100 tons, so that would work for it, but if someone were rigging up a larger ship for the same sort of thing, it would mean a bit more power generation, hence a bit more generation space. High Guard says antimatter generates 100 power per ton, so that is where it came from.
Ahhh... you didn't. You did the tonnage. My bad.! lol
 
Life support is the only essential system during transition, and that can be minimized, and localized.

Possibly, hardened.

Temporarily implies that whatever effect that teleportation has on the power grid, the grid will only be effected for a limited time.
 
Since the power systems use so little fuel I always assumed that sufficient fuel storage is maintained to enable power and life support whilst jumping. Since the telepoter on the dart is a closed system, used only to supply fuel I was thinking that the teleporter would be maintained full of fuel.
 
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