Susan wrote:
> They criticaled a teleport, which broke the teleport shield and left.
> Shear dumb luck rather then solving the problem with by taking down the
> spells... which is too bad because it means I haven't found a solution to the
> glue/teleport shield combo. I'm thinking the other way out of it would
> have been to cause the mage holding the two spells to become either dead,
> unconcious, or out of power.
>  
> -Sue

Maybe that approach could be expanded. How do you convince the 
mage who runs the trap to drop it? Similar to Johannes' ideas,
except that this time it is a mind game against the enemy.

* Convince him that the trap is broken, even if the victim is
  really still in place. Some sort of illusion? Mind control?
* Convince him that he needs his fatigue for something more 
  important. Can the victim cast an offensive spell from her 
  position?
* Fast-talk, intimidation, sex appeal? Difficult in a combat 
  situation when the action is down to one-second turns. The 
  enemy should have a substantial bonus.

But this is all an indirect approach, as far as the magic 
rules go. 

* The text of glue refers to rooted feet, which talks about 
  living targets. That sounds to me as if cheap tricks like 
  stepping out of your boots won't work. It is magic, after 
  all.
* But is there a way to get the feet "technically dead" and
  if so, would that circumvent the glue? Flesh to stone and
  then pull her out, followed by stone to flesh?
* Find a use of teleport which can cope with a -5 penalty 
  from the teleport shield. Within 10 hexes, for example.

Also, glue refers to "a surface". What if the surface is 
destroyed? 

Regards,
Onno
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