Jkeown Posted January 14, 2004 Report Share Posted January 14, 2004 Dispel Teleport 30d6, MegaScale (1" = 1 km; +1/4), Area Of Effect Nonselective (One Hex; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (225 Active Points); OAF Immobile (-2), Independent (-2), No Range (-1/2) Say you stick this thing at the center of a town or city, what other avenues of attack are available. Would this shut down the average teleport-crazy wizard in most FH games? I must know. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted January 14, 2004 Report Share Posted January 14, 2004 Well, buying the effect Persistent really wouldn't have much effect unless you first bought it Continuous, since Dispel is an Instant Power. Once you activated it it would only work on the Phase in which it was used, and then only on a Teleport used during that Phase. If the Teleport Power was in a Focus the Dispel would destroy it (if your GM uses that rule), but it wouldn't permanently eliminate Teleport used as a spell or an innate ability. I'd recommend substituting Suppress for Dispel. Suppress is already a Constant Power, so it would hang around all the time, affecting any Teleport attempted within its AoE. For the point totals you suggest you could buy 18d6 of Suppress with the same modifiers; with an average of 63 points of effect, that should be enough to shut down most Teleports in a fantasy game. Quote Link to comment Share on other sites More sharing options...
tgaptte Posted January 14, 2004 Report Share Posted January 14, 2004 How about setting the Dispel on a Trigger? Then you could do away with the Persistent, and have it "go off" when ever the condition happened "Teleport attempt within range" Tim Quote Link to comment Share on other sites More sharing options...
Markdoc Posted January 14, 2004 Report Share Posted January 14, 2004 The problem with Trigger is that makes it a one time thing. Sure, it goes off when the first teleport is tried, but if the wizard tries again 1 phase later, he's off. Go for suppress, as suggested. Relatively few teleports are over 63 points, so that should stop most things. Also, the big teleports are generally for multiple people, very long range, etc. So suppress would degrade their effectiveness, whereas dispel either works or not. As a GM, I like the idea of the wizard trying to teleport in with 20 heavily armed thugs and only having enough points that he goes - but no-one else arrives with him. cheers, Mark Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.