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Teleportation and Telekinetic Grabs


segerge

Question

Apologies in advance for the alliteration in the following question, but... Can a character with Telekinesis buy the advantage "Cannot be escaped with Teleportation" for it so they can telekinetically grab teleporters to keep them from escaping?

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With the GM’s permission, a character can buy the Advantage Cannot Be Escaped With Teleportation (+¼) for Telekinesis to prevent targets from using Teleportation to escape from Telekinetic Grabs. However, given that Teleportation, a.k.a. “the GM’s Friend,” is often used to give villains a last-ditch way to escape from Our Heroes, many GMs are likely to forbid this — or at least to load their most important villains’ Teleportation powers with multiple levels of Armor Piercing. ;)

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