Quote:
Originally Posted by Skarg
The thing about Long Distance Teleportation though is:
IQ 19: "... one person at a time ... If the wizard misses his DX result with any result EXCEPT a 16, the teleported character is dead, kaput, finished, lost forever." ST 20
So maybe just use the gates?
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That's a very good point. There should be service gates only for when all the other gates fail. If THOSE happen to fail when all other gates have also failed, that's when someone with Long Distance Teleport sends over "the new guy" to make a gate. Probably using a bunch of apprentices to charge him or her up on the same turn to try to make a gate immediately. The guild would use Long Distance Teleport to find out what happened if the gate doesn't immediately start working.