Author Topic: Forcible zone changes  (Read 1558 times)

Offline Hal

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Forcible zone changes
« on: June 10, 2011, 01:42:20 AM »
Perhaps I missed this in the rules . . . help me out here.

How do you handle forcible zone changes?  Let's say a strong character (BCV, for example) bull rushes you, attempting to send you flying.  Or perhaps you use a powerful force spell to try to push someone through a flimsy wall or out a display window.  How have you handled this?

So far, I've handled this by putting extra shifts on an attack that would go towards damage and instead putting them towards overcoming zone borders.  But that seems a little too easy.  Thoughts?
My campaign, set in St. Louis:  <a href="http://www.obsidianportal.com/campaigns/gateway-to-darkness">Gateway to Darkness</a>

Offline BumblingBear

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Re: Forcible zone changes
« Reply #1 on: June 10, 2011, 01:49:36 AM »
Perhaps I missed this in the rules . . . help me out here.

How do you handle forcible zone changes?  Let's say a strong character (BCV, for example) bull rushes you, attempting to send you flying.  Or perhaps you use a powerful force spell to try to push someone through a flimsy wall or out a display window.  How have you handled this?

So far, I've handled this by putting extra shifts on an attack that would go towards damage and instead putting them towards overcoming zone borders.  But that seems a little too easy.  Thoughts?

Maneuver aspect

Tag for effect.
Myself: If I were in her(Murphy's) position, I would have studied my ass off on the supernatural and rigged up special weapons to deal with them.  Murphy on the other hand just plans to overpower bad guys with the angst of her short woman's syndrome and blame all resulting failures on Harry.

Offline Haru

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Re: Forcible zone changes
« Reply #2 on: June 10, 2011, 01:51:50 AM »
There is something in the rules about grappling that let's you throw someone. I think the assumption is, that you need a good grip to actually move someone that far in a fight.

As for spells, I believe there was a thread (or multiple) that did that with a maneuver spell, putting additional shifts of power into it to move the target across zones (still watching borders, of course). So a 5 shift spell would get you 2 shifts of movement (5 - 3 for the maneuver) and an aspect like "disoriented" or "laying prone" on the target.
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