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Teleport Field


GCMorris

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Developing a wild card type character who is very chaotic. He can create a teleport field around him that randomly teleport people who gets near him, friend or foe. I'm thinking Teleport Useable Against Others, Area Effect: Radius, No Range

 

How much of a Limitation would Random Targeting be worth and would a Trigger be used here? Any other ways of building this?

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For the random targeting I'd look at some combination of activation roll, continuous and possibly non-selective to go with the area effect. As soon as someone ends up within the field, the activation roll would determine if the t-port goes off. You may also need an advantage to make the aoe move with your character.

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You use 4th edition right, GCMorris? If so my advice is of limited value, as I use CC/FHC as my primary rules references, however:

 

You could make the AoE Nonselective, and give it Hole In The Middle or Personal Immunity so that is doesn't teleport you. You could also give it a version of Limited Power that restricts it to a fixed number of targets per Activation. For example; 

Limited Power (Two Targets Per Phase, Selected From Nearest To Farthest; -1/2)

You could either make the power Persistent, or have it Trigger under specific circumstances... but neither way is going to be cheap.

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What's the actual goal of the defensive t-port? Is it just supposed to make him harder to hit? If so, I'd do that with DCV Levels and just call the SFX a t-port. If it makes him basically impossible to hit, I'd build it off Desolid. If the movement is a hard requirement, then you're looking at a Triggered move.

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4e is correct. I'm also wanting to give him a triggered teleport as a defense mechanism. Whenever someone gets within a certain distance, say one hex, it automatically teleport him in a random direction. Is this difficult?

It is likely to end up being fairly expensive for what you are getting.

Forced Teleport:  Teleport ?m, Area of Effect (1.5m Radius; +1/4), Personal Immunity (+1/4), Trigger ("Target Enters Radius", No Time Action, Resets Automatically; +1), Usable As Attack (Recipient Must Remain Within Reach; +1) (? APs). Total Cost: 3.5 APs/RPs Per Meter.

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