Can you dodge TK or hostile teleports

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Can you dodge TK or hostile teleports

Postby adamsmith on Mon Feb 14, 2011 9:39 pm

I have a couple of characters in my game, one who is a powerful telekinetic and the other who has a teleport attack (where he transports the poor schmoe to the moon).

What can defend against these attacks? Can you dodge them? Or would you need a mental defence of some kind?

many thanks
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Re: Can you dodge TK or hostile teleports

Postby MorkaisChosen on Tue Feb 15, 2011 6:34 am

Talking mechanically, it might be a little easier if you tell us what qualities and extras these powers have.
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Re: Can you dodge TK or hostile teleports

Postby adamsmith on Sun Feb 20, 2011 9:12 pm

The TK is basically vanilla as per the rules. 10D (A,D,U)

The teleporting attack looks like this:
Teleport D,U p158 6 + 1w 320 yrds No physics +1, Subtle +1
Teleport D,U p158 2 No physics +1, Subtle +1, Extra capacity (mass) +1
Useful (move other) 3h n = 5 Boost Range +1 x n, Exhausted -3, Mental Strain -2 (1S to head), Go Last -1, Will Power Bid -1 (0 success, 1 fail), Not self -1, Affect others +2
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Re: Can you dodge TK or hostile teleports

Postby Shane Ivey on Tue Mar 01, 2011 1:36 pm

adamsmith wrote:The TK is basically vanilla as per the rules. 10D (A,D,U)

The teleporting attack looks like this:
Teleport D,U p158 6 + 1w 320 yrds No physics +1, Subtle +1
Teleport D,U p158 2 No physics +1, Subtle +1, Extra capacity (mass) +1
Useful (move other) 3h n = 5 Boost Range +1 x n, Exhausted -3, Mental Strain -2 (1S to head), Go Last -1, Will Power Bid -1 (0 success, 1 fail), Not self -1, Affect others +2


If the target can tell that the Teleportation is about to target him, I would allow him to declare and attempt Dodge to try to keep the teleporter from "locking on."

But ultimately a character who can teleport people at a distance into outer space and has no qualms about doing it (it's killing, after all) is very, very dangerous. As GM, think not in terms of how you can balance it out and make the NPCs able to resist the power, but in terms of how they will approach dealing with that character knowing how dangerous he or she is. If they know that character is around and is out for blood, I wouldn't have them stand around making themselves targets. I'd have them fight just as dirty as the players would facing that kind of enemy. They'd look for ways to disable or murder him or her, or else go after his or her Motivations if those are known until the PCs Willpower drops to zero and the power gets less reliable.
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Re: Can you dodge TK or hostile teleports

Postby phild on Sun Mar 06, 2011 4:57 am

Normally, I wouldn't think it would be unreasonable to have the option of resistance, based on what the special effect of the power is - e.g. if you summon a vortal, Dodge is probably right. If it's a psychic teleport, perhaps Stability is right. I don't think it would unbalance the cost of "Useful" capacities if you ruled that offensive use can always be resisted unless the Speeding Bullet extra is purchased too.

However, I see that the Affects Others has already been paid for at +2, so the PC has certainly paid for the attack. If that cost doesn't feel right, two possible options are to increase the cost or to require Willpower cost just because of the potency of the power (as recommended in WT2 Powers chapter).

Certain big baddies could also have the equivalent of Hero system's Power Defence - some kind of Defend Interference which acts as an explicit counter-power.

Then there's the story driven option - during a teleport hop, the PC encounters an extra-dimensional super viral being. He is then infected so that every time he activates his teleport power, something horrible happens to him. He and the the rest of the PCs now have a nice little mini-campaign to figure out what the problem is and fix it. Defers the problem rather than eradicates it, but then again the ultimate point is this - the PC bought a power that allows him to teleport people away, and he bought it because he wants to use it and get cool results from it. So let him. A GM has 101 ways of bringing a PC down if he really wants, so just pick the ones that best fuel the story whilst ensuring there are still plenty of opportunities for inter-contintental porting!
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Re: Can you dodge TK or hostile teleports

Postby adamsmith on Mon Mar 07, 2011 9:57 pm

Thanks for the help, guys.

For the purposes of this power, the character 'folds space' which has a visual effect, so I'm allowing a dodge if they aren't surprised.
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