11-27-2018, 12:24 PM | #31 | |
Join Date: Mar 2014
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Re: Defensive Auras
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11-27-2018, 01:19 PM | #32 | ||
Join Date: Aug 2018
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Re: Defensive Auras
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Veering would be an issue if it would be possible to do Sacrificial Parries with Power Parries and were defending an ally, as long as you couldn't draw a single line through yourself, your ally and their attacker, because then knocking an enemy's attack directly away from you would not be knocking it back directly toward the attacker or directly away from your ally. Sacrificial Parry needs to be specialized with a combat skill, the GM would have to allow you to buy that perk for your Innate Attack skill to do it. Emanations don't use the Innate Attack skill though, P168 says to substitute the Power Block formula for Power Parries using Emanation abilities, so I don't know if Sacrificial Parries would be an option for Emanations. Being able to hit from a direction other than yourself sounds close to B107's "Overhead" which is actually "can alter its angle to strike from a different side of the target – usually the top". P104 implies this also includes "attacks that swoop around the target and strike from behind". I don't know if that means you'd have to buy it twice for both options (top/rear) or even more if you wanted left/right or if 1 purchase of Overhead allows you to freely attack targets from any angle instead of just from your direction. P137's "knockback is vertical" precedent sounds like changing the direction of your default knockback (instead of back) is a free feature, but getting alternate options to choose between probably would require using Overhead. Last edited by Plane; 11-27-2018 at 01:22 PM. |
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11-27-2018, 01:35 PM | #33 | |
Join Date: Mar 2014
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Re: Defensive Auras
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Consider for example an attack hitting someone who stands beside the aura user (but still within the area of effect). Unless the attack is pointed towards the aura user as well, then "directly away from user" would push the projectile in a different direction than the one from which it came. |
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11-27-2018, 01:56 PM | #34 | ||||
Join Date: Sep 2004
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Re: Defensive Auras
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11-27-2018, 02:00 PM | #35 |
Join Date: Sep 2004
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Re: Defensive Auras
I never suggested picking random abilities. My comment was to pick the appropriate ability for the game mechanic you're looking to acquire, rather than picking an ability that does something else entirely and trying to justify getting another advantage for free.
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11-27-2018, 02:10 PM | #36 | |
Join Date: Mar 2014
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Re: Defensive Auras
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Aura affecting weapons which strike you is hardly something else entirely. It is even explicitly mentioned in the rules! While it is very doubtful that it would offer defense against a projectile (except possibly with area of effect), there is no other advantage which would clearly give the appropriate effect either. |
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11-27-2018, 03:26 PM | #37 | ||
Join Date: Sep 2004
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Re: Defensive Auras
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Of course, in a real life perspective someone punching the human torch would have less contact than someone grabbing him but for game purposes Mr rapid strike can end up getting damaged twice per second rather than Mr grapple that only takes it once per second. Quote:
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11-27-2018, 09:43 PM | #38 | |||
Join Date: Aug 2018
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Re: Defensive Auras
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Hitting an Aura seems a lot like "Hurting Yourself" from punching 3+ non-flexible DR, that you would apply the damage immediately after resolving that punch. This damage, even if it could cripple your hand, would only affect followup punches with that hand though, not the first punch. Power Parry could change that though, since that can mitigate incoming attacks. I think Spines (B88) would also be immediate in the case of "Those who grapple or slam you are hit immediately and automatically" except it applies to any touch, not just grapple or slam. Aside from being targeted yourself, another instance where you could interrupt an attacker's turn to damage them with Aura would be doing a Sacrificial Parry for an ally. Quote:
If there's no Aura to give you free attacks then Requires Grapple probably requires you to make attack maneuvers on following seconds to apply the damage, but only allowed if a grapple's been maintained at least 1 second. "Requires Recharge" could also cover the problem by shutting down the attack after each flash. Some weapons can end up doing less damage if they are damaged though, like if a spear head is vaporized it attacks like a wooden staff. If merely entering an area is already inflicting damage, it may be enough to cripple the weapon before it even crosses from the outer radius to targets in the middle. |
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11-27-2018, 10:26 PM | #39 | ||
Join Date: Mar 2014
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Re: Defensive Auras
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Passive powers not being able to interupt maneuvers would mean that you can walk through area of effect force fields etc. It is neither stated in the rules and it seems to lead to some unreasonable effects. Quote:
There is an important difference between trying to justify getting additional powers for free based on the concept you have for your ability (not allowed), and just making indirect use of the game mechanics which your Advantages give you access to (allowed). For the same reasons, it might also apply against attacks on the aura user. For example, if the aura pushes attacks away from the user's center of mass, then a projectile not aimed at center of mass could get diverted. Last edited by Andreas; 11-27-2018 at 10:29 PM. |
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11-28-2018, 11:59 AM | #40 | |
Join Date: Aug 2018
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Re: Defensive Auras
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If your crushing emanation came out of your mouth/jaw and someone aimed a bit down (neck) up (nose) or side (ear) I can see why you're saying it would be diverted, but any ideas for how to figure out how much damage at what angle is needed to divert to different hexes? If there were ever any advanced rules made for DR w/ Reflection, that could help. |
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aura of power, persistent |
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