View Full Version : Protection from Undead Ward
mayapuppies
May 31st, '06, 10:55 AM
Hello all,
In the Bay of the city of Marsten there is a triple god statue that is massive (100' tall at least from the surface of the water) and is holding a brazier above its head. The fire is kept burning through a holy ritual that involves the sacrifice of an undead creature.
The flame casts a circle around the city that acts as a barrier to the undead (an initially unintended side effect). I'm having trouble writing up this barrier in game stats. Can anyone lend me a hand?
Rapier
May 31st, '06, 11:11 AM
The flame casts a circle around the city that acts as a barrier to the undead (an initially unintended side effect). I'm having trouble writing up this barrier in game stats. Can anyone lend me a hand?
Ok, there are two points here.
1) Who cares? You are the GM and its mostly a plot device. It does exactly what you want it to do and ignore statting it out.
2) So you REALLY want to stat it out? How do you define Barrier? Is it a wall? Does it inflict damage? You could define it as a FF, FW, TK or Entangle Barrier: Only vs Undead. You could define it as a Continuous RKA: Only vs Undead, Radius. Define your effects and then match it to a power.
mayapuppies
May 31st, '06, 11:37 AM
1) Yeah, I know, but in my video game designs I like to allow players to build anything that appears within the game and that carries over to my PnP games. So I want to have it stated out for my own records.
2) It acts as an invisible dome that centers on the flame (and only exists when the flame is burning). It doesn't harm the undead, so much as repels them (much like a sonic rodent rellent).
John Desmarais
May 31st, '06, 11:39 AM
2) It acts as an invisible dome that centers on the flame (and only exists when the flame is burning). It doesn't harm the undead, so much as repels them (much like a sonic rodent rellent).
Mind Control, Area Effect Radius, telepathic Command "Go Away", Only vs Undead.
mayapuppies
May 31st, '06, 11:59 AM
Mind Control, Area Effect Radius, telepathic Command "Go Away", Only vs Undead.
hehe, that was my first thought, but zombies and skeletons and such are built as automotans and are automatically immune to Mind Control...aren't they?
Rapier
May 31st, '06, 12:29 PM
hehe, that was my first thought, but zombies and skeletons and such are built as automotans and are automatically immune to Mind Control...aren't they?
Not only that but those single command non-mentally based Mind Control powers drive me up a freakin wall!!!! :)
If its a repeller field, I would probably go with TK and partially limit it:
10 STR TK, Radius 5" MegaScale (1" = 1 km)
+10 STR TK, Radius 4" MegaScale (1" = 1 km)
+10 STR TK, Radius 3" MegaScale (1" = 1 km)
+10 STR TK, Radius 2" MegaScale (1" = 1 km)
+10 STR TK, Radius 1" MegaScale (1" = 1 km)
This builds the field out and as you get closer to the flame the field gets stronger. A zombie probably won't be able to make it past the first ring, but a lich might.
Either that or just build it straight out 50 STR TK, Radius 5" MegaScale (1" = 1 km).
Oh, of course the TK is: No Fine Manip, Only to Push Away, Only vs Undead.
John Desmarais
May 31st, '06, 12:41 PM
hehe, that was my first thought, but zombies and skeletons and such are built as automotans and are automatically immune to Mind Control...aren't they?
+50 PRE, Only for Presence Attacks, only to scare away, Only vs Undead.
mayapuppies
May 31st, '06, 01:53 PM
Thanks guys, this really helps. I may actually combine the presence one and the TK one into a compound power. That should make it just as powerful as I imagine and have the proper feel.
Also, would the fire be OIF or IIF? Should I include Ritual or since it is already burning I can leave ritual out?
Killer Shrike
May 31st, '06, 02:08 PM
Something like this but AoE:
http://www.killershrike.com/FantasyHERO/Content/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Category=Necromancy#Ultimate Halt Undead
EDIT: And oh yeah, switch it around to be a barrier entangle instead of a trap entangle.
mattingly
May 31st, '06, 06:19 PM
+50 PRE, Only for Presence Attacks, only to scare away, Only vs Undead.I agree. That's how the Turn Undead Talent in FH is built.
Killer Shrike
May 31st, '06, 07:46 PM
I agree. That's how the Turn Undead Talent in FH is built.
The problem with that though is that inanimate objects don't normally make PRE attacks, having no innate PRE or intelligence. They don't have 0 PRE, they have NULL PRE.
Also, the Turn Undead doesnt HALT the Undead, it forces them to flee or destroys them outright.
But, in any event, as usual there are a dozen odd ways to design such a power with the general effect of detering the "Undead" and ultimately it doesnt matter which one is used so long as it is used consistently and fairly within the context of the campaign ;)
Rapier
May 31st, '06, 08:24 PM
The problem with that though is that inanimate objects don't normally make PRE attacks, having no innate PRE or intelligence. They don't have 0 PRE, they have NULL PRE.
Also, the Turn Undead doesnt HALT the Undead, it forces them to flee or destroys them outright.
That was mostly why I was leaning towards a barrier type build instead. However, you are very right. There are at least 400 ways to build every power. :)
Rapier
May 31st, '06, 08:27 PM
Thanks guys, this really helps. I may actually combine the presence one and the TK one into a compound power. That should make it just as powerful as I imagine and have the proper feel.
Also, would the fire be OIF or IIF? Should I include Ritual or since it is already burning I can leave ritual out?
I would say that this is the epitomal Immobile IIF. It's not clear that this is the focus of the field, so inobvious. Inaccessabile because its a HUGE freakin statue-thing! :)
I would probably leave the Ritual out and possibly use the two foci rules. The spell/power requires both the statue/flame AND an undead creature.
I would also probably take on a single long term recoverable charge.
Curufea
May 31st, '06, 08:35 PM
I'd have it as a "destroy undead" - why use "turn undead"?
A cummulative killing attack only vs undead to represent the magic being stripped away from them that animates their bodies.
It's up to the undead themselves whether they stick around or not.
Actually- I'd make it an instinctual reaction to "turn" away from the destructive magics.
Rapier
May 31st, '06, 09:16 PM
I'd have it as a "destroy undead" - why use "turn undead"?
A cummulative killing attack only vs undead to represent the magic being stripped away from them that animates their bodies.
It's up to the undead themselves whether they stick around or not.
Actually- I'd make it an instinctual reaction to "turn" away from the destructive magics.
Actually, I was kind of getting into this. My thought was this great invisible wall surrounding the city that flared slightly green whenever undead were within it. I saw great armies of undead besieging the city not able to advance past the first few feet. The armies are held back by the city's last bastion...their Undead Barrier. I kind of like that! :)
Chiba Bob
May 31st, '06, 09:20 PM
I would do it like this.
All undead in your world have this Dis:
Physical Limitation: Restricted by necromantic wards, can't physically enter or leave a warded area (Infrequently, Fully Impairing)
The Necromantic Ward spell would look something like this:
Necromatic Ward (city sized): Change Environment 1" radius, Long-Lasting Permanent, MegaScale (1" = 1 km; +1/4) (31 Active Points)
Assume most crypts, tombs and graveyards have been warded with this spell. Gives a good reason why most undead stick to these areas instead of wandering about the neighborhood looking for brains.
incrdbil
May 31st, '06, 09:39 PM
It could be a Force Wall, hardened, bs desols (to get those pesky wraiths), PD, transparent to energy, only vs unded, then link a damage shiield attack to the wall if you wan barrier + destructo wall.
Another way would be a megscale suppress versus all movement powers, only affects undead. They just can't move past point X :). Though in theorey, someone living could carry an undead in this way, or lauch them in somehow--a Zombie-pult? :)
Of course, a AE megaarea damage shield versus undead with the same suppress coudl work--its slows them down, and the slower they move, the longer the damage shield has to work on them.
Edit: oh, forgot one thing, a limit I should have put on the above. have the supress only effective is the undead are moving towards the source--the moment they turn around, they can move away.
Curufea
May 31st, '06, 10:20 PM
I think it comes down to how undead are created and the way magic functions in your setting really.
Are they spirits that possess dead bodies?
Are they spirits that manipulate the flesh of bodies like a puppet?
Are they automatons with know will of their own?
etc..
Killer Shrike
May 31st, '06, 11:06 PM
I would do it like this.
All undead in your world have this Dis:
Physical Limitation: Restricted by necromantic wards, can't physically enter or leave a warded area (Infrequently, Fully Impairing)
The Necromantic Ward spell would look something like this:
Necromatic Ward (city sized): Change Environment 1" radius, Long-Lasting Permanent, MegaScale (1" = 1 km; +1/4) (31 Active Points)
Assume most crypts, tombs and graveyards have been warded with this spell. Gives a good reason why most undead stick to these areas instead of wandering about the neighborhood looking for brains.
In my experience handling concepts by requiring an unknown number of characters to have an altered build is a bad idea.
mayapuppies
Jun 1st, '06, 12:20 AM
Actually, I was kind of getting into this. My thought was this great invisible wall surrounding the city that flared slightly green whenever undead were within it. I saw great armies of undead besieging the city not able to advance past the first few feet. The armies are held back by the city's last bastion...their Undead Barrier. I kind of like that! :)
That's damn near the same image I had. :thumbup:
Frenchman
Jun 1st, '06, 02:37 AM
The only reason I don't like a FW or Entangle-like barrier is...what happens if an undead is created in the city? I'm pretty sure it is either impossible to do it or it has to leave on the hotfoot.
I'd say go with Chiba's suggestion. You could even make the change environment affect necromancy rolls or something.
Frenchman
Jun 1st, '06, 02:51 AM
That's damn near the same image I had. :thumbup:
If you want it to harm them, then you could also buy CE which does a little damage - enough to eventually destroy them, but mostly just drive them off
Captain Obvious
Jun 1st, '06, 01:36 PM
Well, you've got plenty of suggestions about your Protection from Undead Ward. What do you plan to do about Protection from Undead June, Protection from Undead Wally, and Protection from Undead Beaver?
mayapuppies
Jun 1st, '06, 01:56 PM
... Protection from Undead Beaver?
And thus begins my childish giggling :p
John Desmarais
Jun 1st, '06, 04:41 PM
Undead Beaver?
So many bad thoughts popped into my head with this that I almost exploded.:eek:
mattingly
Jun 1st, '06, 05:14 PM
No, you've got it all wrong. The Undead Ward is a section at Undead General Hospital.
incrdbil
Jun 1st, '06, 05:34 PM
Undead General Hospital.
At last, the truth of daytime television is revealed.
Curufea
Jun 1st, '06, 06:16 PM
Does Undead apply to the shows or the people that watch them?
prestidigitator
Jun 3rd, '06, 12:11 PM
Could be the SFX of a large (enough to cover the city) Gate-type EDM that is Not on Undead (-1/4). :)
Of course, that does depend on the GM's take of dimensions and dimensional geography.
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