AtomicGladiator Posted January 22, 2004 Report Share Posted January 22, 2004 Curious how others have handled the power of teleportation when considering allowing it as an "abort" action when attacked. We have never allowed it in any of our campaigns because of the potential for abuse. However, you see this type of thing in the comics all the time. The Fifth Edition says that generally, movement actions such as flying or running away are not allowed as an "abort" option, with the exceptions being Diving for Cover, decelerating or turning. However, "At the GM's option, characters may be allowed to Abort to other forms of movement in appropriate circumstances." But what do you do to accomodate a PC who wants to play a character with "Nightcrawler" type moves, such as displayed so awesomely in the last X-Men movie? Under what circumstances would you allow "abort to teleport"? Would you make the player buy some kind of "abort" advantage for his teleportation? Or do most campaigns allow "abort to teleport"? I guess, since you can abort to turn desolid, that this might not be any worse... Quote Link to comment Share on other sites More sharing options...
caris Posted January 22, 2004 Report Share Posted January 22, 2004 Personally, I use it as a dive for cover. You make the modified Dex roll to see if you teleport in time. If you fail the roll, you are still there when the attack reaches your position. Quote Link to comment Share on other sites More sharing options...
Snarf Posted January 22, 2004 Report Share Posted January 22, 2004 There was power in USPD called Blink Teleport or something like that. It's just a bunch of DCV with costs endurance. Put in a teleportation tricks multipower or EC and you'll be nighcrawlering with the best of them. Well, that handles the defense part but it doesn't move you any noticeable distance. You'd need to do something else if you wanted the movement. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted January 22, 2004 Report Share Posted January 22, 2004 I have a character that would LOVE to be allowed to abort to Tport. (meanie GM!) No such luck, however. The blink Tport is great when getting shot at. Not so usefull when somebody tosses grenades at you. Oops. greasy blue furry gibs everywhere. Quote Link to comment Share on other sites More sharing options...
Victor Posted January 22, 2004 Report Share Posted January 22, 2004 Aborting to "Teleport for Cover" doesn't seem unbalancing to me at all, but aborting to a regular full/half move (using ANY form of movement) to evade an attack seems very abusive to me. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted January 22, 2004 Report Share Posted January 22, 2004 Obviously, you'd be using Dive for Cover with Teleport, not just aborting to your full/half move. Otherwise, nobody would ever use dive for cover unless they thought they could make a dex roll by more than they could move in inches. (not very likely) Quote Link to comment Share on other sites More sharing options...
TheEmerged Posted January 22, 2004 Report Share Posted January 22, 2004 Yep, all you need is to Teleport to Cover Quote Link to comment Share on other sites More sharing options...
Talon Posted January 22, 2004 Report Share Posted January 22, 2004 Heh, I went whole hog and made "Dive For Cover Man" (not his real name ) as an NPC in one of my campaigns. 15" Teleport, +15 PSLs for Dive For Cover range penalties, and a DEX roll in the 14- range. Oh yeah, and a few floating locations. Very, very annoying when he's had a chance to scout out several sniping positions in advance. I didn't find it unbalancing given the point investment required. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted January 22, 2004 Report Share Posted January 22, 2004 My vote for Dive For Cover Quote Link to comment Share on other sites More sharing options...
tesuji Posted January 22, 2004 Report Share Posted January 22, 2004 Nightcrawler style defenses... DCV levels with costs endurance to represent a lot of trivial pops to get out of the way. Missile Deflection with costs endurance to reflect choosing a specific attack to get out of the way of using an abort or held action. Dive for cover maneuver with possible skill levels (again costing endurance) for aborting out of area effects in a pinch. Matter of fact, you wrap these all up in a multipower and it might work out nicely. 25 pt multipower pool -1/2 all have costs endurance 3 pt each for three Multi slots 17 rp for pool and 9 for three slots: total cost 26 pts 1m) +5 DCV (25 ap) up to 2 end per phase 2m) Missile deflection any (20 ap) up to 2 end per phase 3m) +10 with Dive for Cover (20 ap) up to 2 end per phase Quote Link to comment Share on other sites More sharing options...
Gary Posted January 22, 2004 Report Share Posted January 22, 2004 Nightcrawler would have the Flying Dodge maneuver from UMA. It only gives +4 DCV, but you're allowed to Fmove and abort with it. Quote Link to comment Share on other sites More sharing options...
Talon Posted January 22, 2004 Report Share Posted January 22, 2004 Originally posted by Gary Nightcrawler would have the Flying Dodge maneuver from UMA. It only gives +4 DCV, but you're allowed to Fmove and abort with it. Heh, forgot about that one. IMO that maneuver is totally abusive, official or not, and I'd never allow it. Conversely of course, all of my characters would take it if the GM said it was allowed. Quote Link to comment Share on other sites More sharing options...
Gary Posted January 22, 2004 Report Share Posted January 22, 2004 Originally posted by Talon Heh, forgot about that one. IMO that maneuver is totally abusive, official or not, and I'd never allow it. Conversely of course, all of my characters would take it if the GM said it was allowed. I feel the same way. I'd also throw maneuvers such as Passing Strike in the list of banned maneuvers in superheroic campaigns. However for a Nightcrawler type character who isn't otherwise abusive in any way, I probably would make an exception. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted January 22, 2004 Report Share Posted January 22, 2004 Flying Dodge is great. For 5 points, you just can't beat it. The only thing keeping _every_ character from having it is the requirement to have at least 10 pts of Martial Arts -- and its pretty simple to find another well spent 5 pts among the manuevers in UMA. I allow it for any character that can justify it, but not for other characters that cant justify it. Some T-port character concepts could justify it to my satisfaction, like El Picarro or Cheshire Cat (and Nightcrawler for that matter), but not all T-porters by default. Quote Link to comment Share on other sites More sharing options...
McCoy Posted January 22, 2004 Report Share Posted January 22, 2004 Abort to Dive for Cover, with T-port as Sx. I'd allow that. Quote Link to comment Share on other sites More sharing options...
pinecone Posted January 22, 2004 Report Share Posted January 22, 2004 One more vote for Dive for cover...for me superheroics is all about the special effects, so TP instead of jumping is cool by me.... Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted January 23, 2004 Report Share Posted January 23, 2004 The following solutions are avaialable for teleport and avoiding attacks. . . 1. If the character is holding he may teleport out of the way of an attack via a. dive for cover (as discussed) b. by making dex rolls or appropriate fast draw to move in resonse to the attack c. using a full move dodge maneuver or reacting with a full move element martial arts attack making dex rolls or fast draw as above. (See also the notes at the end). 2. If the chracter is not holding and must abort, he may only abort to dive for cover or a defensive martial element that has the full move element. Information about full move dodge is in the FAQ. I agree none of these are abusve unless combined with an indirect sense such as N-ray. This can get dicey, although not nearly so as Fast Draw combined with tunneling dives for cover with fill in behind. Regardng full move dodge (Flying Dodge), I have a different take than Steve does on this issue. I allow the abort vs. all as the element permits but run things differently. Before deciding on this roll I had a sytem that allowed full move dodges but resolved in this order (1. Dodge DCV, 2 Attack, 3. Move) This was most fair but conflicted with the official FAQ and the rules in FRED. Seeing that offense got a big boosts in FRED with MPA's and Sweep Rapid Fire revisons I went the other way allowing a modified version of the FAQ rule. For your review. 1. If you commit to a full move dodge as a non abort you get to fullmove and dodge as the maneuver states (see first outline at top of post) 2. If you abort to a flying dodge when attacked or in response to an area attack, the following occurs. a. Your DCV is adjusted by +4 or appropriate element amount. b. You move up to 1/2 of your full move (no other maneuver allows you to abort to full phase action). c. If this move takes you out of the area of an area attack, the attck fails or is reduced appropriately in the case of explosions etc. I hope this helps, as this is the way I run things at cons and other events. It also is reflected this way in the ER. Quote Link to comment Share on other sites More sharing options...
ShelleyCM Posted January 23, 2004 Report Share Posted January 23, 2004 Many, many moons ago, I had a knock-down drag-out with Matthew about this (figuratively, anyway). I was the GM and said no, he couldn't. Finally he wore me down and I allowed it -- I'd allow dive for cover with any movement, and I'm still OK with it now. (What I would allow PCs to dive for cover *from* was another knock-down drag-out!) -Shelley Quote Link to comment Share on other sites More sharing options...
Caveman Posted January 23, 2004 Report Share Posted January 23, 2004 *Giggle* Originally posted by Talon Heh, I went whole hog and made "Dive For Cover Man" (not his real name ) as an NPC in one of my campaigns. 15" Teleport, +15 PSLs for Dive For Cover range penalties, and a DEX roll in the 14- range. Oh yeah, and a few floating locations. Very, very annoying when he's had a chance to scout out several sniping positions in advance. I didn't find it unbalancing given the point investment required. Quote Link to comment Share on other sites More sharing options...
zornwil Posted January 24, 2004 Report Share Posted January 24, 2004 I'm with the dive for cover crowd. Quote Link to comment Share on other sites More sharing options...
Farkling Posted January 25, 2004 Report Share Posted January 25, 2004 Huh. I never thought about NOT allowing Dive for Cover with other movement modes. Superleap (Hulk), Teleport (Nightcrawler), Swinging (Spidey) One of the villains (Earthmaster? Something like that) had 20" of Tunnelling. The PC's were very annoyed when she dove for cover (from a thrown vehicle, as I recall)...she dove straight down. The quick thinker tossed a grenade in the hole after her on the next phase. I haven't had a problem with it that I can recall. It doesn't seem any more abusive than "I smile and go Desolid" or a Dive vertically or horizontally with flight. Quote Link to comment Share on other sites More sharing options...
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