Author Topic: Funky Wards  (Read 2784 times)

Offline Taran

  • Posty McPostington
  • ***
  • Posts: 9863
    • View Profile
    • Chip
Funky Wards
« on: May 22, 2013, 10:52:45 PM »
Lets say I want a ward that triggers a skill replacement on a zone.  Do I just use the regular evocation rules for targeting everyone in one zone?  Pg. 252 under blocks

Quote
2 shifts of power allow the effect to cover
multiple allies within the same zone (typically
the same zone the wizard occupies). Covering
multiple zones requires 2 additional shifts
per zone.

So say I want all the guards in a zone suddenly have 10 MIght for one exchange as soon as an intruder enters a warded area:

277:

Quote
Warning systems, such as a wardflame, add 2
to the complexity of the spell and set off an
alarm of some sort when someone is actively
testing the ward’s defense. Tying a symbolic link
to some item you carry increases the complexity
by another 2, but may warn you of intrusions
even when far from home (though the message
may get delayed or blocked by intervening
thresholds).
Landmines—nasty, damaging spells that are
triggered on a breach—add complexity equal to
the power of the evocation spell stored within
the ward

So it'd be like a cross between a landmine and a ward flame and it'd affect allies: 

Lets say I want the ward strength low because I don't really care how hard it is to breach:
 Ward: 1
Might on allies 10
On all allies in the protected zone: 2
2 exchanges: 1
Total complexity: 14?

or would I have to do all allies separately: 10 shifts/ ally present?

Would it be cheaper if I just said +2 and it affects EVERYONE (friend and foe) in the same zone?
« Last Edit: May 22, 2013, 10:55:39 PM by Taran »

Offline Tedronai

  • Posty McPostington
  • ***
  • Posts: 2343
  • Damane
    • View Profile
Re: Funky Wards
« Reply #1 on: May 22, 2013, 10:56:56 PM »
I don't think skill replacement is compatible with area casting.
Even Chaotic Neutral individuals have to apologize sometimes. But at least we don't have to mean it.
Slough

Offline Emperor Tippy

  • Participant
  • *
  • Posts: 19
    • View Profile
Re: Funky Wards
« Reply #2 on: May 22, 2013, 11:39:41 PM »
It can be done in a couple of different ways, but you really should talk it over with your GM.

One way is to do it as an evocation of the maneuver type that adds the "Might 1" aspect to everyone in the zone for one round and then have another evocation that does the same thing but with "Might 2" and so on. The problem is that each one can only be tagged once (not once per individual) and anyone who knows about them can tag the aspects. You might be able to do "Might 1 to everyone with this tattoo" aspects instead but that is more a GM/table call. Pile enough of these landmines on that each character can get the +10 that you want or the like.

Offline Taran

  • Posty McPostington
  • ***
  • Posts: 9863
    • View Profile
    • Chip
Re: Funky Wards
« Reply #3 on: May 23, 2013, 12:44:45 AM »
It's more to counter stealth.  I don't know why I used Might in my example. I was thinking of skill replacement on Awareness so that anyone entering the warded area is noticed.

You know, the lights go on, all veils, shadows, stealth and illusions are revealed (assuming the Power of the spell beats their stealth-related roll or spell).

Offline Emperor Tippy

  • Participant
  • *
  • Posts: 19
    • View Profile
Re: Funky Wards
« Reply #4 on: May 23, 2013, 12:53:14 AM »
It's more to counter stealth.  I don't know why I used Might in my example. I was thinking of skill replacement on Awareness so that anyone entering the warded area is noticed.

You know, the lights go on, all veils, shadows, stealth and illusions are revealed (assuming the Power of the spell beats their stealth-related roll or spell).
Oh, that is a lot easier. Landmines to place "anti-stealth" aspects on the scene that are then tagged to wipe them out.

Or a Landmine to place a high shift block against "being concealed while not wearing X token" in the zone.

You can use the same thing to prevent movement, to prevent gun fire, to shut down ranged magic, etc. if you want. It gives attackers a very bad day.

Offline Taran

  • Posty McPostington
  • ***
  • Posts: 9863
    • View Profile
    • Chip
Re: Funky Wards
« Reply #5 on: May 23, 2013, 12:55:46 AM »
Or a Landmine to place a high shift block against "being concealed while not wearing X token" in the zone.

Aha!  Here is the solution!  So simple.  Thank-you.

Offline Emperor Tippy

  • Participant
  • *
  • Posts: 19
    • View Profile
Re: Funky Wards
« Reply #6 on: May 23, 2013, 01:00:52 AM »
Aha!  Here is the solution!  So simple.  Thank-you.
Might want to fluff it differently though. Like maybe it makes anyone who doesn't have the proper token be highlighted in bright green flames that don't burn or something similar.

Offline Haru

  • Posty McPostington
  • ***
  • Posts: 5520
  • Mentally unstable like a fox.
    • View Profile
Re: Funky Wards
« Reply #7 on: May 23, 2013, 12:42:20 PM »
For an alertness roll, you wouldn't need an area effect. You wouldn't need one, if your character would roll alertness.
Just have the ward check the area it is assigned to, and if it finds something, it can mark it for others to spot. So yeah, pretty much Emperor Tippy's solution.
“Do you not know that a man is not dead while his name is still spoken?”
― Terry Pratchett, Going Postal