kamikasei
2013-07-17, 07:50 AM
So my group have a problem. Our enemies are teleporting away after we beat them and before we can catch them. We'd like to stop them from doing this, or at least make a good-faith effort IC to do so.
How?
I can think of a few solutions, but none of them are entirely satisfying, so I'm hoping someone here can give me an idea from a new angle.
The obvious answer would be Nullify (teleport), but Nullify doesn't prevent a power from being used; if it's used to counter a power, and has a duration above Instant, then that power can't be used until the duration runs out, but you can't just Nullify someone to prevent them from using a power in the future. So, okay, I can spend a hero point to get myself a suitable Area Nullify as an alternate power and then ready an action to counter the baddies when they look ready to flee - but that could require spending a chunk of the fight doing nothing but readying that action, unable to use any other attack power because I'd lose the alternate I gave myself, waiting for them to actually try to teleport. This is an option, but I don't like it.
Looking at Ultimate Power, under Teleport it suggests that a Nullifying Field can be used to prevent teleportation in to or out of an area. That would be just what I need, but it doesn't actually address the issue above about how Nullify works. I take it it's meant to be a special case, but if I have to convince my GM of that, I'd sure like to know if there's a rule I'm not aware of that makes it less special.
An added complication is that the enemies may not be teleporting under their own power - they may be getting zapped away by some external agent, and their own action is only to call for the teleport and carry tokens marking them as targets. Were it not for this, I'd try using an Area Drain (teleport) on them, but that's no good if the teleport is originating elsewhere. It'd be a great help if you could address this point in any suggestions made.
Thanks in advance.
How?
I can think of a few solutions, but none of them are entirely satisfying, so I'm hoping someone here can give me an idea from a new angle.
The obvious answer would be Nullify (teleport), but Nullify doesn't prevent a power from being used; if it's used to counter a power, and has a duration above Instant, then that power can't be used until the duration runs out, but you can't just Nullify someone to prevent them from using a power in the future. So, okay, I can spend a hero point to get myself a suitable Area Nullify as an alternate power and then ready an action to counter the baddies when they look ready to flee - but that could require spending a chunk of the fight doing nothing but readying that action, unable to use any other attack power because I'd lose the alternate I gave myself, waiting for them to actually try to teleport. This is an option, but I don't like it.
Looking at Ultimate Power, under Teleport it suggests that a Nullifying Field can be used to prevent teleportation in to or out of an area. That would be just what I need, but it doesn't actually address the issue above about how Nullify works. I take it it's meant to be a special case, but if I have to convince my GM of that, I'd sure like to know if there's a rule I'm not aware of that makes it less special.
An added complication is that the enemies may not be teleporting under their own power - they may be getting zapped away by some external agent, and their own action is only to call for the teleport and carry tokens marking them as targets. Were it not for this, I'd try using an Area Drain (teleport) on them, but that's no good if the teleport is originating elsewhere. It'd be a great help if you could address this point in any suggestions made.
Thanks in advance.