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Old 02-12-2012, 08:59 PM   #11
roguebfl
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Default Re: Barrier / Force Field - Spell as Power

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Originally Posted by lexington View Post
Costs Fatigue, 5, -50%[...] that's enough to protect you against assault rifle fire for as long as you can maintain the wall.
which isn't all the long Cost Fatigue 5 is pretty crippling
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Old 02-12-2012, 09:18 PM   #12
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Default Re: Barrier / Force Field - Spell as Power

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which isn't all the long Cost Fatigue 5 is pretty crippling
Extraordinarily so but it was part of the build he showed us at the beginning so I had to include it to make a reasonable comparison.
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Old 02-12-2012, 09:19 PM   #13
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Default Re: Barrier / Force Field - Spell as Power

For the Crushing Attack wall build, consider damage limitations (No Blunt Trauma, -20%; No Knockback, -10%; No Wounding, -50%) for a magical wall which doesn't knock you down or hurt you when you run into it.
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...If I would like a barrier to be indestructible by mundane physical power, what would it need? ...
An Affliction of Warp (Tunnel) can create a wall-like effect that can't be destroyed physically and can't be passed (define it so that trying to go through the wall teleports you back to your side). Once your build reaches the point that teleport success is automatic (perhaps requiring Cosmic, No Die Roll Required, Extra Carrying Capacity, etc.), you can just declare it an impenetrable surface.

Last edited by munin; 02-13-2012 at 03:45 AM.
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Old 02-14-2012, 03:26 PM   #14
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Default Re: Barrier / Force Field - Spell as Power

I noticed that the wall would only last for 10 seconds, as that is not enough I had to put in the Extended Duration modifier, moreover the wall must be strong enough to withstand grenades, so it needed some higher level (now with DR 39). To compensate I included some damage limitations because the primary aim is to have a barrier.

For those interested, that's my solution now (for a shadowrun style campaign):


Defensive Barrier: 13 (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -50%; Requires IQ Roll, -10%; Spell Components, -20%) [39]

A damaging solution is obviously much more expensive, like that:

Offensive Barrier: 13d Crushing (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -50%; Requires IQ Roll, -10%; Spell Components, -20%) [72]

Last edited by OldSam; 02-14-2012 at 03:33 PM.
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Old 02-14-2012, 03:40 PM   #15
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Default Re: Barrier / Force Field - Spell as Power

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I noticed that the wall would only last for 10 seconds, as that is not enough I had to put in the Extended Duration modifier, moreover the wall must be strong enough to withstand grenades, so it needed some higher level (now with DR 39). To compensate I included some damage limitations because the primary aim is to have a barrier.
One big problem with that is you're paying 5 Fatigue to active it, and 3 Fatigue ever second when you paying Cost fatigue 5 -50% like that. so your going to run out of fatigue before you run out of extended duration.
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Old 02-14-2012, 05:31 PM   #16
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Default Re: Barrier / Force Field - Spell as Power

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One big problem with that is you're paying 5 Fatigue to active it, and 3 Fatigue ever second when you paying Cost fatigue 5 -50% like that. so your going to run out of fatigue before you run out of extended duration.
Innate Attacks remain transient abilities (pp. P153-154) even when they have effects that last after the attack (such as with Cyclic or Persistent), because the duration of those effects is no longer under the user's control once the ability is used. The only way to make an Innate Attack not transient is to give it the Aura enhancement which makes it switchable.

So you only have to pay the FP cost once, when you use the Innate Attack. You don't have to (and can't) maintain the persistent effect. (and thus, the limitation should only be -25% too.)
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Old 02-14-2012, 07:16 PM   #17
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Default Re: Barrier / Force Field - Spell as Power

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Innate Attacks remain transient abilities (pp. P153-154) even when they have effects that last after the attack (such as with Cyclic or Persistent), because the duration of those effects is no longer under the user's control once the ability is used. The only way to make an Innate Attack not transient is to give it the Aura enhancement which makes it switchable.

So you only have to pay the FP cost once, when you use the Innate Attack. You don't have to (and can't) maintain the persistent effect. (and thus, the limitation should only be -25% too.)
It is NOT transient because it Fails condition 3, Wall + Persistent does not provide an instant ability the immediacies shuts off. No where in you cited reference says they remain transient despite modifiers. and Cost Fatigue also PUT it as switchable because it IS under control, you are NEVER required to maintain an ability the cost fatigue regardless is it has a random duration lie Afflictions so you can end them early.
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Old 02-14-2012, 10:06 PM   #18
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Default Re: Barrier / Force Field - Spell as Power

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Defensive Barrier: 13 (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; -No Wounding -50%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -50%; Requires IQ Roll, -10%; Spell Components, -20%) [39]

A damaging solution is obviously much more expensive, like that:

Offensive Barrier: 13d Crushing (Wall (rigid), +30%; Persistent, +40%; Extended Duration 30x, +60%; Area Effect, 2 yards +50%; No Blunt Trauma -20%; No Knockback -10%; Sense based (Vision) -20%; Magical, -10%; 1 hr Recharge, -30%; Costs Fatigue: 5, -50%; Requires IQ Roll, -10%; Spell Components, -20%) [72]
I don't understand that first one. What is the 13 representing? If you're using Wall then it's an IA which means it has to have a damage type.

The -10% version of Costs Fatigue means 1FP per second so that won't stay up for very long. If you want to pay per minute it has to drop to -5%.
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Old 02-14-2012, 10:26 PM   #19
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Default Re: Barrier / Force Field - Spell as Power

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I don't understand that first one. What is the 13 representing? If you're using Wall then it's an IA which means it has to have a damage type.
it does have a damage type 13d cr. aka crushing

as it ridgid what it represents is a non damaging barrier that is DR 39 and 7 HP
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Old 02-14-2012, 10:40 PM   #20
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Default Re: Barrier / Force Field - Spell as Power

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it does have a damage type 13d cr. aka crushing

as it ridgid what it represents is a non damaging barrier that is DR 39 and 7 HP
I only see a damage type on the second one.
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