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Old 11-11-2016, 03:00 PM   #1
Tallor
 
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Default The "Stop Teleporting!" Spell?

I was working on a sort of "Elder Thing Compendium" all about how to fight the Elder Things in GURPS: Dungeon Fantasy. I was thinking about the Watcher at the Edge of Time, and how they can teleport around--which makes it very hard for adventurers to hit it. Is there an anchoring spell that prevents teleportation?
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Old 11-11-2016, 03:05 PM   #2
sir_pudding
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Default Re: The "Stop Teleporting!" Spell?

Teleport Shield, GURPS Magic p. 170, and it's on the wizard list in Wizardry Redefined.
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Old 11-11-2016, 03:23 PM   #3
Tallor
 
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Default Re: The "Stop Teleporting!" Spell?

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Originally Posted by sir_pudding View Post
Teleport Shield, GURPS Magic p. 170, and it's on the wizard list in Wizardry Redefined.
I just noticed that its Blink ability has no roll required... can it be penalized at all anyway? o-O
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Old 11-11-2016, 03:27 PM   #4
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Default Re: The "Stop Teleporting!" Spell?

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Originally Posted by Tallor View Post
I just noticed that its Blink ability has no roll required... can it be penalized at all anyway? o-O
If the penalty brings it below the NDRR threshold then it would need to roll.
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Old 11-12-2016, 04:53 PM   #5
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Default Re: The "Stop Teleporting!" Spell?

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Originally Posted by sir_pudding View Post
If the penalty brings it below the NDRR threshold then it would need to roll.
I'm not familiar with that acronym...
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Old 11-12-2016, 05:07 PM   #6
evileeyore
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Default Re: The "Stop Teleporting!" Spell?

Quote:
Originally Posted by Tallor View Post
I'm not familiar with that acronym...
Neither am I, I think he meant NNR, or the Perk: No Nuisance Rolls.


[EDIT]
Never mind, found it: Cosmic (No Die Roll Required). Unfortunately the 'threshold" for NDRR is 3 and if the skill drops below 3 the skill simply fails.

I think sir_pudding is conflating NDRR and NNR (NNR has a threshold of 16+).
[/EDIT]

Last edited by evileeyore; 11-12-2016 at 05:11 PM.
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Old 11-12-2016, 05:09 PM   #7
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Default Re: The "Stop Teleporting!" Spell?

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Originally Posted by Tallor View Post
I'm not familiar with that acronym...
No Dice Roll Required. Note that requires you to drop the effective skill below 3 (IIRC), however. NNR - No Nuisance Rolls - only works at effective skill 16+, which would make things easier. DF monsters aren't truly built with GURPS traits, however, so you'll need to decide how it works. If you go with NDRR, you're looking at a binary situation - effective skill is either at or above 3 and the creature can use it freely or below 3 and the creature can't use it at all. If you go with NNR (and if the Warp would normally be below skill 16 for the blinks, boost skill to that level), you end up with more nuance, as even a small penalty changes things from a guaranteed success to needing a roll (if it's normally at skill 16 and you impose a -2 with your spell, success drops from 100% to around 91%, which can leave an opening at the right moment.
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Old 11-12-2016, 06:23 PM   #8
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Default Re: The "Stop Teleporting!" Spell?

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No Dice Roll Required.
You ninja'ed my edit!


Damn ninjas with their clothes and sneaky ways! /shakes cane at them
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Old 11-12-2016, 10:45 PM   #9
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Default Re: The "Stop Teleporting!" Spell?

I'd advise Mind Stab from DF14, those things have no defenses against Psi for some reason
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Old 11-14-2016, 04:05 PM   #10
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Default Re: The "Stop Teleporting!" Spell?

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I'd advise Mind Stab from DF14, those things have no defenses against Psi for some reason
An Elder Thing with no psi defenses?

*x-files theme plays*
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