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Stone magic


steph

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Good day everyone.

 

To weaken sturctures of stone. Would you use tunneling? For example, to weaken the structures of a castle. Making holes in the stone seems very effective? Otherwise how do you do this kind of stuff.

 

Steph

 

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You need to decide exactly what you mean by weaken.

 

Do you mean that it becomes brittle, that a good hard blow with a weapon will bring it crashing down, or do you mean that you can dig away lumps of material with a spoon, or both.

 

You can reflect those things by reducing either the DEF or BODY of a wall. BODY can be reduced with a NND KA, you could limit it to say that it cannot reduce BODY to less than 1.  You can reduce DEF by transform, or possibly with a suppress or something??

 

 

Tunnelling would simply make holes which may render the wall useless (there is a hole in it) but there is no direct mechanic for those holes to reduce the mechanical integrity of the wall.

 

 

 

Doc

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Yeah, HERO works on underlying game effects with SFX pasted on top.

 

In this case the end result is a collapsed wall.  The game effect way to collapse a wall is to do it damage.  If you do enough damage the wall is rubble.

 

So, choose your method of doing BODY, I think you would want a continuous attack so that you can keep going until the wall is gone....

 

 

Doc

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CrumbleStone: (Total: 32 Active Cost, 6 Real Cost) Killing Attack - Ranged 1d6-1, Sticky (+1/2), Invisible Power Effects (Inobvious to [two Sense Groups], effects of Power are Inobvious to target; +3/4), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (17-32 damage increments, damage occurs every 1 Hour, +1) (32 Active Points); OAF (chunk of chalk; -1), Limited Power only vs stone structures (-1), Increased Endurance Cost (x4 END; Only In Certain Circumstances Common; -1), Limited Range (-1/4), Inaccurate (1/2 OCV; -1/4), Incantations (-1/4), Extra Time (Extra Segment, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 6)

 

The mage pronounces a curse over a piece of chalk and then hurls it at a stone wall. Properly casting the chalk at the wall requires an extra Segment and both OCV and DCV are at half. A failed attack means the chalk failed to shatter properly against the stone: the quadruple END cost applies to any subsequent attempts against the same wall after the first fails. 1d6-1 BOD damage is rolled every hour for an entire day but the wall appears undamaged (except to magical or special senses) until either the final damage die is rolled or the damage is enough to bring the entire wall down. The effect also spreads to other structures attached to the first target. If the ongoing damage is known or suspected it can be stopped in one of two ways; either casting Dispel or Drain Magic (of any strength) on an effected structure (if it's the original target, this stops damage on all connected structures too) or finding the two or three biggest fragments of the chunk of chalk and crushing them to powder or fitting them together (it is not necessary to glue or otherwise fix them in place, just having them back together for a moment cancels the spell.) Note that this does not undo damage already done; the wall is still weakened and will more easily fall to regular siege engines, other damaging spells, or even attacks with picks or hammers.

 

Lucius Alexander

 

the palindromedary says that adds up to a hole lot of damage.

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Lucius why not use either Dispel or Drain? Is KA more efficient?

For one thing, the Game Operations Director is more likely to know the DEF and BOD of a curtain wall or watchtower than to know the Active Points.

 

Lucius Alexander

 

The palindromedary says since a wall just stands there wouldn't it have Passive Points?

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