Teleporters
So we have a class of enemies who can teleport, have multiple maneuvers, weapon master, and decent stealth. Most of us PCs can take a hit or two from it and be okay, but not my wizard who is fragile but relies on not getting hit - Shield, Missile Shield, Blink, and Haste primarily. Typically, we allow for hearing vs stealth to get a dodge from attacks from the back which I'm pretty good at but I'm looking at some other solutions.
What are some other options for avoiding these situations or getting out of them? I'm playing a powerful wizard with mad stealth, hearing, bow, outdoor skills. I typically have Great Haste and 11 move so I usually just rely on that and Resist Pain to get out of trouble if I get hit. |
Re: Teleporters
The Rear Vision spell, if available (it's in Magic but not DFRPG). Several partial shapeshifting options also give peripheral vision (again, not in DFRPG). The timeslip spell (if available) will allow avoiding an entire turn's worth of attacks.
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Re: Teleporters
Against teleportation specifically:
Teleport Shield spell DFRPG Spells pg. 65. Stops teleportation into an Area. Divert Teleport on p.34 can keep someone nearby from teleporting. |
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I think I'm better off with the spells to just take it. Could be as much as 30 damage though. Looks like Resist Pain may be part of my regular buff suite. |
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A number of defensive spells are "automatic" in that they will stop any one attack and don't say you need to detect the attack first - Bless for sure, but I really thing you can make a case for Iron Arm or Blink - if you make the spell roll, you avoid the attack, and you don't need a separate roll first to know there is an attack. You might also want to discuss Divert Teleport with your GM. It seems to have a tremendous number of limitations that, say, Ward, a similar Blocking spell, does not. But yeah, GURPS spells are definitely skewed against effective defenses. This is a something common to pretty much every game, and I believe intentional - magic systems are built on the assumption the [players] are going to be using the spells, and "your cool spell fails every time you use it, because there is a cheap and effective defense anyone or anything important enough for you to cast it on would certainly be able to afford" is not much fun, no matter how "realistic" is probably would be. |
Re: Teleporters
Blur to give those targeting you up to -5 to attack you.
Flight so you can take to the air and avoid melee (your post makes no mention of the enemy being able to fly). If the enemy has normal HT scores -> Mass sleep If they have normal Will scores -> Terror |
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I know there's a tendency in DFRPG to try to rely on your own character to solve these kinds of problems, but DFRPG is a group game and it often makes more sense to rely on your allies. |
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