Warp Dodge

Warp Dodge is the idea of using Warp to dodge attacks.
This was present in Basic Set and predates the Power Dodge in GURPS powers.
The balance problem with it is that it treats "activate warp as a free action" roll (merely done to determine success) as the "activate my free action during someone else's turn instead of my own, in time to stop it" roll (what Power Defenses were introduced to represent)
This notably creates a problem of a "guaranteed dodge" if enhanced with No Roll Required.
It also raises questions like if penalties like Deceptive Attack would apply to the activation roll. Or if you would be -2 doing it on a Comiitted Attack or unable to do it on a Move and Attack.
A more balanced way would be to have these be separate. You roll the power dodge (Basic Speed: HT and DX based) to see if you activate it in time. You also roll the IQ to see if you activated the ability. It's unclear in what order. Presumably IQ first then DX.
Shock penalties if you got injured would probably affect followup teleports. However another idea is to use the retreats approach: if you faild the defense, you might not actually move away, like for example if shock causes the roll to crit fail instead of fail.
To make it more useful though, consider that power dodge benefits from talent. Talent is analagous to reliable, so any reliable on Warp shouldn't just benefit the IQ, but also the DX that the PD roll is based on.
Spent FP functions like reliable/talent, so that should also add to the power dodge roll.
This makes it pretty good, but still chancy. Only apply defense penalties to that one.
This is presumably how you would work it if using a Power Dodge with Jumper.
Category:Rules Exemptions