Naruni Enterprises (NE) Force Fields & Distortion Fields

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Daniel
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Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »


Note Hans (Merl) Growler wrote this. Going to store it here. Read it later and finalize it.

NE Force Fields

Environmental Protection until Breached, while powered.
3 Levels
  • • Light (+2 MDC Armor)
    • Medium (+4 MDC Armor)
    • Heavy (+6 MDC Armor)
Takes E-Clips to Power unless attached to a suit of Power/Robot Armor or a Combat Cyborg
  • • Light (12 hours per e-clip)
    • Medium (6 hours per e-clip)
    • Heavy (4 hours per e-clip)
Once the wearer becomes Shaken due to a physical/energy attack, it takes 6 hours to reform.

Wearer cannot use Energy Weapons while the suit is active. If they do so, it shuts down the Force Field (Treat as a Breach), with its protective value added to the toughness of the target for the energy attack.

Note: Does not work with (in conjunction with) Armor Spell
Note: Activation is a Action
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Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »


Lars

NE Distortion Field

same principle


3 levels:

-2/-1
-4/-2
-6/-3

minus to be hit / minus to hit others

Note: Does not work with (in conjunction with) Deflection Spell
Note: Activation is a Action
? Note: Spells such as Healing cast on wearer are at a -1 to be effective....maybe. That feels kinda Arcane Resistance....
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »

Wearing both a Armor and a Deflection is possible.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Kuikku »

Lars wrote:
Lars

NE Distortion Field

same principle


3 levels:

-6/-3
-4/-2
-2/-1

minus to be hit / minus to hit others

Note: Does not work with (in conjunction with) Deflection Spell
Note: Activation is a Action
A Light field is three times more effective than a Heavy? Or did you just get the list backwards?
Also, is there a way to "breach" the distortion field? A shaken or better like the Force Field?
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Hans Greuber »

Kuikku wrote:
Lars wrote:
Lars

NE Distortion Field

same principle


3 levels:

-6/-3
-4/-2
-2/-1

minus to be hit / minus to hit others

Note: Does not work with (in conjunction with) Deflection Spell
Note: Activation is a Action
A Light field is three times more effective than a Heavy? Or did you just get the list backwards?
Also, is there a way to "breach" the distortion field? A shaken or better like the Force Field?
I don't believe so, but the user of the Distortion Field has half the penalty of his attacker to attack anyone else
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »

Kuikku wrote:
Lars wrote:
Lars

NE Distortion Field

same principle


3 levels:

-6/-3
-4/-2
-2/-1

minus to be hit / minus to hit others

Note: Does not work with (in conjunction with) Deflection Spell
Note: Activation is a Action
A Light field is three times more effective than a Heavy? Or did you just get the list backwards?
Also, is there a way to "breach" the distortion field? A shaken or better like the Force Field?
Aye. List backwards, cooking, whiskey, talking and posting notes oopps :)
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

I have input on this, but no time to deal with it today. Will get back with you by next week I hope.

Short version though: They should act like the original where possible, and I'm not happy with aspects of these write ups. The broad strokes are fine, but details are problematic. More later, I promise.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Ndreare »

Lars wrote:
Note Hans (Merl) Growler wrote this. Going to store it here. Read it later and finalize it.

NE Force Fields

Environmental Protection until Breached, while powered.
3 Levels
  • • Light (+2 MDC Armor)
    • Medium (+4 MDC Armor)
    • Heavy (+6 MDC Armor)
Takes E-Clips to Power unless attached to a suit of Power/Robot Armor or a Combat Cyborg
  • • Light (12 hours per e-clip)
    • Medium (6 hours per e-clip)
    • Heavy (4 hours per e-clip)
Once the wearer becomes Shaken due to a physical/energy attack, it takes 6 hours to reform.

Wearer cannot use Energy Weapons while the suit is active. If they do so, it shuts down the Force Field (Treat as a Breach), with its protective value added to the toughness of the target for the initial energy attack.

Note: Does not work with (in conjunction with) Armor Spell
Note: Activation is a Action
I would add the word initial to the description (see bolded text). As only the first energy weapon attack would be a problem after that it would no longer be active.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »

High Command wrote:I have input on this, but no time to deal with it today. Will get back with you by next week I hope.

Short version though: They should act like the original where possible, and I'm not happy with aspects of these write ups. The broad strokes are fine, but details are problematic. More later, I promise.
Well, wasn't finalized. Was making notes to eventually write up ....but I'll drop it. It's all yours.

Thanks.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

I only meant I had input, not that your development had to cease for any reason.

FTR, this is what I had come up with. It was part of the Naruni document, and I believe based on the FFs in SFC, but don't quote me on that. Also, I had not dealt with overload (which is a part of it), so these are by no means complete. This is simply what I had for first thoughts. As a side note, the deflection field is more of a Phase Tech item than Naruni. But that doesn't mean Naruni couldn't work up a tech version.

My back of the napkin stuff for overload was going to be something along the lines of: If a wound is successfully dealt to the wearer, then it shuts down. It can be restarted with a fresh E-Clip and an action, which sets it to functioning again.

NE-F12A Light Force Field
A personal force field typically worn as a belt. Provides +2 Armor. It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields.
Rifts® Mercenaries, pg. 125, Rifts® Phase World®. pg. 121 . or Rifts® G.M. Guide, pg. 198
40,000 credits.

NE-F20A Medium Force Field
A personal force field typically worn as a belt. Provides +3 Armor. It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields.
Rifts® Mercenaries, pg. 125, Rifts® Phase World®, pg. 121 , or Rifts® G.M. Guide. pg. 198
60,000 credits.

NE-F40A Heavy Force Field
A personal force field typically worn as a belt. Provides +3 Armor. It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields.
Rifts® Mercenaries, pg. 126, Rifts® Phase World®, pg. 122, or Rifts® G.M. Guide, pg. 198
120,000 credits.

NE-F50A Super-heavy Force Field
A personal force field typically worn as a belt. Provides +4 Armor. It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields.
Rifts® Mercenaries, pg. 126, Rifts® Phase World®, pg. 1 22, or Rifts® G.M. Guide, pg. 198
200,000 credits.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Daniel »

Looking good HC

I might add I think the FF should say, in order to stack with other armor, it needs to be built into armor.

I do not wish to reinvent the wheel. I will look forward to seeing a finished item. Thank you.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

Looks good HC, you are using the armor personel force field generators from the sci-fi companion. My only thought is to include the does not effect arcane, and not affected by ap that the sci-fi companion has on them.
While there are 4 in PR, I would think +2/+4/+6 would work out fine for a SR translation ( currently the medium and heavy do the same thing, unless I am missing something).

My thought on overload is you could in a way make it similar to how lasers work in the sci-fi companion:
Overload: when rolling a 1 on a vigor roll to soak a wound, the force field has been overloaded and takes 1 round to recharge before it can be activated again.

Alternatively you could go with something like the weird science malfunction table on a roll of a 1 on your vigor die.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

it should be +2 to +5, it got typoed in the copy/paste :D

But we could do it +2/+4/+6/+6 MD.

Can only be combined with environmental armor if it is built in (1.5x cost). Will combine with non-environmental armor by default. Can be installed on a vehicle and will cover the vehicle and its passengers. Can be installed on a robot at triple the normal cost. The Robot sized Super heavy is +8

I like 1 on the Vigor Die for soak for overload, plus the already existing crit fail = TD

well that is why this is translated, and not just simply transferred over. For Rifts it makes no sense for them not to work against any kind of energy, arcane, kinetic, or otherwise. But I can see it taking the place of the armor spell to limit its impact a bit - basically a tech based armor spell
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

Hey HC, I am not sure I am following you. In PR the force fields do not work against arcane, sci-fi fields are they same. It seems reasonable that in the translation the fields would not help vs arcane backgrounds.

I might have got confused by the double negatives :D
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

I believe you're thinking of Out of Phase Fields (DB 2: Phase World, p 124), not Naruni Forcefields, which just work against all types of energy (including kinetic energy; Mercenaries 125). And yes, for Out of Phase Fields, Arcane and Psionic Energy bypass it entirely. The Out of Phase Field Generator would be the deflection field generator.
Tales of the 17th SOG
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

High Command wrote:I believe you're thinking of Out of Phase Fields (DB 2: Phase World, p 124), not Naruni Forcefields, which just work against all types of energy (including kinetic energy; Mercenaries 125). And yes, for Out of Phase Fields, Arcane and Psionic Energy bypass it entirely. The Out of Phase Field Generator would be the deflection field generator.
I am looking right at the force fields on pg 125 of mercenaries. 2nd paragraph says no magic or psionics.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Ndreare »

Pender Lumkiss wrote:
High Command wrote:I believe you're thinking of Out of Phase Fields (DB 2: Phase World, p 124), not Naruni Forcefields, which just work against all types of energy (including kinetic energy; Mercenaries 125). And yes, for Out of Phase Fields, Arcane and Psionic Energy bypass it entirely. The Out of Phase Field Generator would be the deflection field generator.
I am looking right at the force fields on pg 125 of mercenaries. 2nd paragraph says no magic or psionics.
Can't you just close your eyes and pretend like you did not see that?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

Pender Lumkiss wrote:I am looking right at the force fields on pg 125 of mercenaries. 2nd paragraph says no magic or psionics.
I see what you mean now. That has to be taken in the vein it was meant though. Spells like blinding flash and a few others don't work if you've got body armor on - because you are effectively protected from the magic effect. It doesn't mean it doesn't work against a telekinetic attack. raw damage gets stopped - status effects and the like are completely unaffected. Bio-manipulation bypasses it because it affects the body itself, not through external triggers like a fireball. It is not a complete bypass of arcane energy, it allows the status effects (the true power in Palladium magic) to still affect them. Having a forcefield doesn't stop Carpet of Adhesion or Magic Net, or the Blind spell. That's why I was ignoring it so completely because of how the Palladium magic and psionics system is actually used and described - the trappings, as it were. TK Acceleration Attack and Call Lightning would be stopped cold by the forcefield. Palladium is pretty consistent about separating damage from effects.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

High Command wrote:
Pender Lumkiss wrote:I am looking right at the force fields on pg 125 of mercenaries. 2nd paragraph says no magic or psionics.
I see what you mean now. That has to be taken in the vein it was meant though. Spells like blinding flash and a few others don't work if you've got body armor on - because you are effectively protected from the magic effect. It doesn't mean it doesn't work against a telekinetic attack. raw damage gets stopped - status effects and the like are completely unaffected. Bio-manipulation bypasses it because it affects the body itself, not through external triggers like a fireball. It is not a complete bypass of arcane energy, it allows the status effects (the true power in Palladium magic) to still affect them. Having a forcefield doesn't stop Carpet of Adhesion or Magic Net, or the Blind spell. That's why I was ignoring it so completely because of how the Palladium magic and psionics system is actually used and described - the trappings, as it were. TK Acceleration Attack and Call Lightning would be stopped cold by the forcefield. Palladium is pretty consistent about separating damage from effects.
I really don't know what to tell you. I am looking at the page, it says plain as day offers no protection against magic, psionics, disease, gases, water heat, cold, radiation, and other hostile environments. If some one shoots a ball of fire at the user of a force field based on the rules presented I see no option but to let it go right through. Granted I am not a scholar of repute for palladium, but in a translation to SR: Does not work against magic, psionics, heat, water, and hazards in general would seem a fairly straightforward translation, with the noted exception of anything kinetically trapped.

I could see your point, a bolt spell trapped as a character tossing a stone would probably be stopped by a force field, but an eldritch bolt, I do not think so.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

Any directed energy trapping would be stopped - a stone, a lightning bolt, a fireball, whatever. But that same bolt trapped as biomanipulation of the body's energies, or as gas attacks, etc would completely bypass it, as it would normal armor. External energy types are stopped by it, because a forcefield would do that. Things which are less direct (gas, psionic manipulation of the target, etc) would bypass it. I have used these in Palladium and I can tell you with certainty they absolutely stop call lightning and fireball as well as railgun fire.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

High Command wrote:Any directed energy trapping would be stopped - a stone, a lightning bolt, a fireball, whatever. But that same bolt trapped as biomanipulation of the body's energies, or as gas attacks, etc would completely bypass it, as it would normal armor. External energy types are stopped by it, because a forcefield would do that. Things which are less direct (gas, psionic manipulation of the target, etc) would bypass it. I have used these in Palladium and I can tell you with certainty they absolutely stop call lightning and fireball as well as railgun fire.
How would they ever stop call lightning based on the rules laid out for them? To me it sounds like it would only stop call lightning if it was house ruled to do so. It literally says no magic or psionics. Why are we changing the meaning is what I am trying to figure out.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

When it says magic it refers not to direct damage. It refers to paralysis and other non damage effects. I've been very clear on that from the beginning. It was always the intent that it stop damage. Magical lightning is not mystically more penetrating than a laser in Palladium Rifts. Why can't you accept that it is not as clear cut as all magical spells period. I just did an exhaustive search of the Palladium FAQ and there are no questions about whether Damaging spells and powers would affect a Naruni Force field, because of how these things work in Palladium Rifts. People know that's what was meant. I get you're approaching it from a Savage standpoint and those words mean different things here than they did in Palladium. What that statement means, effectively, is that they provide No Environmental Protection. That is inferred with the statement about gases and such. I am sure you'll agree is far from no effectiveness against arcane damage. I will post on the Palladium Boards asking about this, just for completeness, to ensure that maybe just every GM who has run it in the past just ran it wrong. But as we are talking about a dozen GMs at this point, many much more experienced than even I have, I prefer to think we knew what we were doing. But I will verify.

Also, if you look on page 198 of the Game Master Guide for Palladium Rifts, it boils down the details of force fields to their most iconic function - a damage sink. This doesn't negate anything, but it does make the point of what it does - absorb damage. And there is no mention of not being affected by magical damage sources, which would be prominently mentioned otherwise.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Pender Lumkiss »

High Command wrote:When it says magic it refers not to direct damage. It refers to paralysis and other non damage effects. I've been very clear on that from the beginning. It was always the intent that it stop damage. Magical lightning is not mystically more penetrating than a laser in Palladium Rifts. Why can't you accept that it is not as clear cut as all magical spells period. I just did an exhaustive search of the Palladium FAQ and there are no questions about whether Damaging spells and powers would affect a Naruni Force field, because of how these things work in Palladium Rifts. People know that's what was meant. I get you're approaching it from a Savage standpoint and those words mean different things here than they did in Palladium. What that statement means, effectively, is that they provide No Environmental Protection. That is inferred with the statement about gases and such. I am sure you'll agree is far from no effectiveness against arcane damage. I will post on the Palladium Boards asking about this, just for completeness, to ensure that maybe just every GM who has run it in the past just ran it wrong. But as we are talking about a dozen GMs at this point, many much more experienced than even I have, I prefer to think we knew what we were doing. But I will verify.
I guess I assume what people write or say is what they mean. For the most point this has served me well in savaging rift ideas. In a his case it could be one of those things where I just have a lack of understanding of the PR system, and going by what it says has a meaning that someone familiar with the system would get. Thanks for asking for clarification and taking the time to lay it out.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

From your mouth to God's ears, my friend. Unfortunately, unlike the Savage team, Palladium is known for inconsistent rules writing, bad editing, horrific copy/paste errors, and outright countermanding itself on multiple occasions. Those few of us who've been watching long enough have more or less got it figured out, but even we miss the mark on occasion. Sadly, instead of just saying "non-damaging magic and psionics" they let you infer that they mean status effect magic and psionics by including stuff like gases and poisons. It makes perfect sense once you figure out that there are a large swath of spells that simply do not work against those in environmental armor. But, as we both mentioned, those things are not clear to any kind of outsider to the process. Sadly, like other rules sets that are ambiguous (SLA, I'm looking at you), you have to be a system savant with an incredible library and your own array of house rules that allow you to bypass some of the stupidity of the system. Thankfully we only have to translate the goodies, not the system. I wish I could say this is the last time you'll run into something like this, but I'd be lying, or at least deluding myself.
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by Ndreare »

Just jumping in.
This topic has so many comments and feedback it should be renewed I would think. I am unsure which of these is considered the final version. After that whoever makes the new updated proposal should archive this one or tell me to and I will.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Naruni Enterprises (NE) Force Fields & Distortion Fields

Post by High Command »

TBH, it's still in discussion and revision. We'll make a definitive post once we can agree on all aspects.
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