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Unwilling Teleportation
Posted: Thu Jan 13, 2011 6:25 pm
by Dustland
So our hero Nycto wants to teleport an opponent and all nearby heroes to another location. He is using a burst so everyone is in range and has the Affects Others enhancement.
What does our hero (Nycto) need to roll to "attack" the enemy and what does the target need to roll to resist the "attack"?
I assumed Nycto would use Agility to attack, but it is a Burst attack, so I'm stumped.
If it is resolved as a Burst attack, does the target need to roll a 40+ to avoid the effect?
Thanks in advance!
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Posted: Thu Jan 13, 2011 11:41 pm
by BASHMAN
Since the target is unwilling, I'd call it a called shot.
Actually, since it is a burst, I'd let the guy have a defense roll, just like he was in an explosion. Instead of half-damage, I'd say with a 20 they avoid being teleported (unwilling teleportation shouldn't be easy to do to anybody unless it is a Plot Twist, and the Heroes are getting Hero Points for it).
Posted: Thu Jan 13, 2011 11:41 pm
by Lindharin
It is easy to fall into thinking of Burst as always working as you mentioned, but actually that isn't the case. See page 39:
Most powers with the Burst effect do not roll to hit the targets.
<snip>
If the power is something Mental, or something that cannot be divided, such as Daze or Immobilization, then the attacker makes a single attack roll, and all the targets (or each group of minions) make their own separate defense roll against it.
In this case, the power is one that 'cannot be divided', so I'd say he makes an attack roll using Agility, and the hostile target gets a defense check, which is what your initial assumption was.
When describing it, the Agility vs Defense check might not be a question of whether he "hits" the target with hand-eye coordination, but rather whether his reflexes are fast enough to trigger the power before the target can jump out of the way. Think of this check as rolling for timing and reflexes rather than just "aiming".
Alternatively, depending on his power concept and how exactly his Teleport works, I suppose it might be possible to change it to an opposed Mind check. Not sure about that, but I'd at least consider the option if the player could make a good case for it given his power descriptions.
Posted: Fri Jan 14, 2011 7:07 am
by Dustland
Cool. thanks guys! It's funny, I've read that paragraph on Burst (p39) dozens of times but I've always stopped reading at "40+, the take no damage."
So it looks like it's Agility vs Def.
Rolling against a static 20 would work also, but I think oppossed rolls are more entertaining (and it's more consistant with the rules!)
Posted: Wed Jan 19, 2011 10:44 am
by Sunslinger
I prefer the ruling that makes evading being teleported easier. A high Teleport power can autokill most oponents. As an example, the Teleporter "only" has to teleport his opponent on the moon. Unless the victim has teleport 5 himself or is resistant vs, suffocation, cold, starvation, dying of thirst, ..., he is dead.
Posted: Wed Jan 19, 2011 4:05 pm
by Baelor
Personally, I don't feel that the Usable on Others advantage automatically allows its use as an attack. It seems pretty clear that Teleport is a movement power rather than an attack, so as a house rule in my game, I have told the Teleporter player that she can use Teleport as an attack for the scene if she spends a Hero Die. If she likes doing it enough she can take the new Advantage, 'Usable as an Attack', which lets a character do 'something' to an involuntary target, even if the 'something' is not normally used to affect others or attack. So a Flier could take flight usable on others, and it would work out to 1 points less than if he took Flight and TK in a multipower [Base costs +2 for power from another category].