11-26-2016, 02:41 AM | #41 |
Join Date: Oct 2008
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Re: How to fight mages as a TL 7 character?
If you have trouble fighting a mage with TL 7 equipment, you are not using enough explosives so use more!!! :)
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11-26-2016, 08:16 AM | #42 |
Join Date: Aug 2004
Location: traveller
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Re: How to fight mages as a TL 7 character?
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11-26-2016, 03:34 PM | #43 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: How to fight mages as a TL 7 character?
Poison gas. Unless they're an air mage with purify air they won't know what to do about it.
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11-26-2016, 05:45 PM | #44 |
Join Date: Nov 2004
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Re: How to fight mages as a TL 7 character?
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11-26-2016, 06:09 PM | #45 | |
Join Date: Jun 2006
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Re: How to fight mages as a TL 7 character?
Quote:
Really though, his magic probably isn't your biggest hurdle. If this guy is actually the *world's* arch-mage, and not just some unimportant random magician, he's presumably guarded at least as well as other world leaders, and there's a reason assassinating world leaders is something that doesn't happen much.
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11-26-2016, 07:34 PM | #46 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: How to fight mages as a TL 7 character?
It was a TL6 answer. Should work fine vs a TL5 mage.
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11-27-2016, 01:48 AM | #47 | |
Join Date: Dec 2015
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Re: How to fight mages as a TL 7 character?
Quote:
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11-27-2016, 01:56 AM | #48 | |
Join Date: Dec 2015
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Re: How to fight mages as a TL 7 character?
Quote:
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11-27-2016, 02:12 AM | #49 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: How to fight mages as a TL 7 character?
The thing about GURPS Magic is that it has spells for just about every contingency, but it's generally not practical to know them all, let alone have them all active, so it really boils down to research -- what does this magician use. Absent such research, best choice is generally to choose a wide variety of stuff and hope something sticks, and generally try to use attacks that give little if any warning.
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11-27-2016, 10:06 AM | #50 |
Join Date: Dec 2006
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Re: How to fight mages as a TL 7 character?
I had another few thoughts- what are the limitations on your snatching ability?
If you can snatch at exceptional range '1g of sand from an antimatter dimension' will basically end, well, everything. You could also leverage a lack of understanding. Snatching 100kg of cesium and dressing it up like a useful thing to have will result in some widespread destruction once someone takes it out of the oil bath it will have to be floating in. Figuring out how to have that take place near the arcmage will be a challenge, but a sufficiently advanced lock and heavily reinforced casing will mean that some sort of magic will be a much easier way to open it then TL5 tools. Similarly summoning up some near-critical materials in a lead box could be useful. Whoever opens the box gets a leathal dose of radiation- figuring out how to make sure the arcmage opens the box instead of his minons might be difficult. Snatching something that is useful to an arcmage, but also deadly, is another good option; having a staff of '+3 to magery' is going to interest anyone who does magic. If that staff also happens to be made of polonium... |
Tags |
guns, mages, magic, tl 7, vehicles |
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