Ablative DR and Recovery? Help
I need help modeling this power:
I want an Ablative DR with force field, affect others and area effect, that costs fatigue, huge amounts of fatigue, like 10 points. It must have reflexive, and i need it to consume all your actions on the turn to maintain the barrier. (probably All-Out) The problem. I want that every time the character expands the 10 pts of fatigue, to activate a new shield, it comes full. The idea is that he uses his energy to create a shield. If the shield is over, and he still have some energy, he can make another of same force. But he cant do one barrier of more them 100 Ablative DR. I need to do this all, without it becoming overpriced. |
Re: Ablative DR and Recovery? Help
No answers? =/
Another rule question: If i make an innate attack, that is a Karate Kick, can i use Karate instead of Innate attack skill with some modifier? Lets say i have a innate attack that is a magical broadsword. If my character is skilled with broadsword, why he needs another skill? |
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To make it require all his attention, you could take All out, you could also take Require concentration. To be able to "recast" the forcefield it might be easier to math it out using another ability as base: Extreme regeneration (DR), cost 10 FP. It would then not be instantly, but pretty close... unless your GM use the rules for Regeneration based on a percentage of original HP. that is, that Extreme regeneration does not heal a flat 10 HP but rather 100% of HP... not sure it's allowed ot use that with DR instead of HP though. --- 100 DR [500] (Force field +20%, Area affect [2] (4y) +100%, Affects others +50%, Ablative -80%, Cost FP 10 -50%, Requires concentration -15%); +25% = 625 pts. Extreme Regeneration [150] (DR instead of HP +0%, Requires concentration -15%, cost FP 10 -50%); -65% = 53 pts. (You might be able to put some accesible limitation on it to say it only works with the forcefield.. not sure how much that would be worth though, -10% maybe). |
Re: Ablative DR and Recovery? Help
Have you considered using an Innate Attack w/Wall instead? It's similar in function (interposing barrier that degrades w/attacks) and always is created at full strength. IIRC it was even a bit cheaper to build that way too.
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...just remember you do not get bonus to damage from AoA:strong, Weapon master, TBM or any of that sort. |
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If you say its a claw, you will not gain the bonus from Claw advantage right?
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So obviously right... I really never made a innate attack with wall. I will read it right now, and see how it works. Thank you. |
Re: Ablative DR and Recovery? Help
I finished reading right now.
Now two questions about it: 1- Is it possible to make a wall that lets your allies attack thru it but block enemy attacks? 2- The wall blocks vision? If so, how to make it invisible? (my idea is a sacred protection for a onmyo kind of cleric) Edit: 3- A third question that comes to my mind right now: If a Wall that only blocks enemy attacks is out of question, what about a barrier that only works when in dangerous situations? Lets say, someone house is being assaulted by evil spirits at night. I want to leave my barrier with permanent, to protect his house. But not something that will block normal passage. But if an enemy goes to attack the house occupants, the barrier activates and protects the house, but dont let the insiders attack too, blocking for both sides. Plausible? Its a +?% advantage? |
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Every GM (myself included) I've played with has been happy to substitute any melee skill for use with Innate Attack as a 0 point feature. |
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2) Being opaque or not sounds like a feature. Being undetectable or hard to detect would be No/Low Signature. |
Re: Ablative DR and Recovery? Help
The wall advantage, lets me double the efficiency of the wall if i have enough area of effect right?
Lets say, i have enough to make two walls around myself. So the enemy will need to bypass both walls before reaching me, right? There is any disvantage that only lets you use your barrier in a way that attacks will face only one face of the barrier? Because i want to add a huge area, to protect mansions of nobles, but it would make the cost too much. Thats because the rule bases in the fact that adding huge areas to it makes it defend alot better, but not with this limitation. |
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Completely one-way barriers are easy to abuse. G:Powers doesn't even allow that with DR using Affects Others. |
Re: Ablative DR and Recovery? Help
A disvantage that dont let you layer barriers, and that only is active if someone is trying to cause damage to what the barrier is protecting. ( The barrier is a sanctifyed power, so it knows when someone is just walking, or trying to stab someone inside the house )
Can it be applyed on the Area of Effect advantage? Because it reduces ALOT the raw power of Area of Effect for a Wall. Paying +600% just to cast a bigger wall that can be passed as easly, is not that aweasome. And how much less it would make it cost? I really think its so much weaker that it should be -80%. So a wall that can protect a mansion, is paying +120% of area effect. Thats a BIG area, but if an enemy pass the barrier in any point, he's now inside and your huge barrier becomes useless. Maybe -60%, making it cost +240%? Because paying the 600%, can make a weak wall around a mansion, but a really, really powerfull one around yourself, by layering it around you many times because of the huge area. So not having this advantage makes it alot less powerful. Give me some opnions please. EDIT: Another idea is using the Basic Area of Effect, without the Wall area rule, because you cant layer it. So covering a mansion would end up being +300% Still expansive... but better them +600%. Any better way to do this? |
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Re: Ablative DR and Recovery? Help
FWIW, I designed a cleric ability to sanctify a location (basically protection against things that should be able to enter a church like undead and demons) which went something like:
IA: Burning 1 dmg (Base 1.25 pts/lvl; Area Affect +16 +200%; Cosmic: No DR +300%; Duration: Permanent* +150%; Persistent +40%; Accessibility: Only Demons/Undead -20%; Preparation Required: 1 hour -50%) [10 points] Basically any area can be purified in such a way that evil things (demons/undead) that cross it will start burning at a slow steady rate (1 dmg/second). This purification lasts forever as long as the site remains undefiled. It's a cheap power that's excellent protection for a base against the low grade vampires, zombies, and demons. EDIT: A shield wall can be designed in a similar way. IA: Crushing DR 12 HP2 (4d base 20 pts; Area Affect +50%; Duration: Permanent* +150%; Persistent +40%; Wall +30%; Accessibility: Only Evil -20%; Can't layer -10%; Useless under stress -60%) [56] This creates a barrier that's only solid to "evil" things that's 2 hexes wide but permanent (again unless defiled since sanctity is the concept) and it can be recast as often as desired so you can build a wall all the way around a mansion 2 hexes at a time. As long as the area is maintained appropriately the blessing lasts. Since it only has 2 HP layering it really isn't that worthwhile. It's better to increase the strength of the ability and therefore the DR. I did not put prep required since it's done outside of combat and there's going to be a ritual blessing of the area as you walk it (0% feature). EDIT2: You might add Affects Insubstantial if you're worried about ghosts. I forgot to include that in the burning attack. |
Re: Ablative DR and Recovery? Help
Omg...
I'm ashamed now... How i could not think that if the barrier is Permanent, you can just cast it many times till it covers the entire area you want to protect?! Thats so obvious... And it even makes sense, a long ritual, that drains alot of FP, and takes more time depending on the area you want to protect. Great. |
Re: Ablative DR and Recovery? Help
Another question:
Can Reflexive be added to a Wall that works only as a defensive barrier? It makes sense to me, since it says that it works for abilitys that work as defenses. If an enemy sends a bolt to hit my character, it seems a logical defensive manouver to create a wall of force to protect himself. The wall will cause no damage, since its the solid kind. Any opnions? |
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Reflexive allows abilities to turn on automatically. For defensive applications that usually means your ability won't fail to go off just because you were taken by surprise. In the case of the Wall, I would allow a Reflexive Power Parry even when you were taken by surprise. |
Re: Ablative DR and Recovery? Help
Thank you. I will read Power Parry again.
If i dont add No Wonding, them the wall will cause damage to someone striking it? I think not, but why the Force Field on Power have No Wonding so? Isnt it a limitation that isnt really a limitation? By rules you cant add a limitation that dont limit your advantage. Edit: Can you add Hardened to a Wall DR? And how you do that? And what about Ablative? Because the wall normaly have DR 3 HP 1/2 per level. If i want a wall with DR 1 and more HP / level ? |
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Yes, it's a big limitation for the small difference it makes. I've wondered if it wasn't to offset the fact that a minimum solid wall is +80% and you need several levels of the advantage as well. Quote:
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Re: Ablative DR and Recovery? Help
What other ratios you used on your Walls? I want to have a base to work with.
Ok, now another problem. When i was modeling that as an DR, i was linking Mind Shield, and Temperature Tolerance, both with area effect and affect others, so my barrier could protect against evil mind controls, and spirits that can use flames or ice to change the enviroment. Now, i'm using a Wall to create the barrier. But the wall have no fixated area. I cant link them using area the same way. Is it ok, to bend the rules alittle, and make a Wall of Mind Shield, and Wall of Temperature Tolerance? Meaning that effects that can be reduced by those advantages, that try to cross it, are reduced by them? I made it: Mind Shield 15 Wall Permeable (+60%), Area Effect 16yards (+200%), Persistent (+40%), Permanent (+150%), Link (+10%), Chi (-10%) Is this a OK ? I want opnions. |
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If it's a portable ability to negate spirits that can be cast ad hoc in combat it's much more powerful and should cost a lot more. |
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