View Full Version : Can a person Teleport or use Disolification to get out of a mental paralysis?
Demonsong
Jul 21st, '03, 08:39 AM
Can a person Teleport or use Disolification to get out of a mental paralysis? Here is the example Master Mind used:
Entangle 6d6, 6 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense; +1) (150 Active Points); Mental Defense Adds To EGO (-1/2)
Would you have to by a +1/4 to Harden against teleport and another +1/4 to Harden against Disalifiction. Or does the Bases on EGO Combat Value take that in to consideration.
Thanks
MisterD
Jul 21st, '03, 08:43 AM
Might also be special effect vs special effect.
Mental Paralysys = drug
desolid = expell drug from system.
Teleport Character molicules go bye bye. Drug molicules stay put.
Blue
Jul 21st, '03, 08:54 AM
I've been considering this very issue recently.
I've got a player character who has a mental paralysis called TimeStop. Obviously, the person is frozen in time. It was bought mental because it made (slightly) more sense than someone's strength being able to rip them out of time.
So far he has a 100% record on containing opponents (through 2 games). While he'll eventually run into someone he can't contain, I've been wondering about t-port v. mental entangle.
I think it makes sense v. the timestop because you could easily be pulling yourself out of the frozen pocket of time. On the other hand, If the entangle had been bought to block the senses, I might rule otherwise in this case; But the fact that he's still aware of what's going on around him implies that he can interract with them to a degree.
I *personally* tend to think that Teleport works generally v. the mental effect. After all, I think there's a modifier specfically related to entangle v. teleport? (Cannot be escaped by t-port or somesuch? Or is it a mod for tport? I can't recall). But again, special effects should alter things a little.
Killer Shrike
Jul 21st, '03, 08:59 AM
There is a modifier Can not be escaped by Teleportation (+1/4).
OddHat
Jul 21st, '03, 09:02 AM
In pure rules terms, it seems to me that you'd need to spend the points for "may not be escaped through teleportation" and "may not be escaped through desolidification" if you wanted the effect. GM's call and all, but that's how I'd call it.
Fireg0lem
Jul 21st, '03, 09:58 AM
This one has to be SFX vs. SFX. Why? Check the description of "Can't be escaped with teleportation." Armor piercing counteracts it, and mulitple levels of hardening vs. multiple levels of armor piercing is possible. The problem here is that there's always going to be, mechanically, the possibility of something really stupid happening, like a "brain lock" type effect being escaped by teleporting an inch to the left.
FYI, Desolid would not normally work against a mental entangle. Mental entangles are bought BOECV, and Desolid does not protect against such attacks unless the attack takes the disadvantage.
Demonsong
Jul 21st, '03, 11:56 AM
FYI, Desolid would not normally work against a mental entangle. Mental entangles are bought BOECV, and Desolid does not protect against such attacks unless the attack takes the disadvantage.
Very good point!
Mastermind
Jul 21st, '03, 03:08 PM
The example I used is also 150 active points!
It's actually one of Menton's powers.
However, even a 2d6, 2 DEF mental entangle(50 active points) would work against most mooks. EGO = 10...2d6 "mental" damage against the entangle.
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