From: | Justin Pinnow <vanyel@*******.NET> |
---|---|
Subject: | Barrier Spells IMO (LONG) |
Date: | Thu, 7 Aug 1997 03:18:20 -0400 |
looking for some insightful feedback. Except where noted, I stuck with
what I felt was the spirit of the rules. I hope I don't offend anyone by
posting these to the list. Your comments are welcome. :)
Thanks,
Justin :)
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***Barrier Spells***
Barrier spells are a great addition to the Shadowrun universe, but they
lack the proper explanations and rules to cover precisely how they are
utilized, thus several house rules are necessary. I will cover the rules
for the specific barrier spells individually, followed by some general
rules that apply to all Barrier spells.
Barrier:
This spell requires one success (TN 6) to erect a Barrier with a barrier
rating equal to its Force. Every additional success generated adds 1 point
to its barrier rating. The barrier produced protects against physical
attacks, but not against magical ones. The exception to this is when it
comes to Damaging Manipulation spells. Since Damaging Manipulation spells
travel primarily on the physical plane and are blocked by physical objects,
they are also blocked by a Barrier spell. Also, anything that is the size
of a molecule or smaller may pass through the Barrier unhindered (such as
air and gasses). Monofilament whips do NOT pass through a Barrier spell
unresisted.
When trying to fire through a Barrier (targeting someone on the other side
of the Barrier), you treat its barrier rating as the appropriate type of
armor to resist the attack (ballistic for bullets, impact for arrows,
etc.). When figuring whether or not a projectile successfully passes
through a Barrier spell, do NOT apply any modifiers for special ammunition
(gel, stun, armor piercing, explosive, etc.), Dikote, Monofilament wire,
Elemental Effects, or for the fire mode being used. The Barrier spell
resists each projectile individually, thus one bullet may get through,
while the rest of a burst may not, etc. In effect, the Barrier is
attempting to slow down the projectile to the point at which it stops and
falls to the ground due to lack of inertia. Thus, it doesn't matter how
many bullets or arrows are passing through the Barrier spell at once, nor
does it matter what the special qualities of the projectiles are. If the
armor provided by the Barrier spell is enough to stop the projectile, then
it is stopped somewhere within the Barrier and falls harmlessly to the
ground, (or just stops and fizzles out in the case of Damaging
Manipulations) leaving both the projectile and the Barrier spell in perfect
condition (except for those fizzled out Damaging Manipulations).
Otherwise, take what remains of the power level of the attack and add any
modifiers for special ammunition, Dikote, and/or monowire. If enough
bullets pass through the barrier and are directed at the same target to
warrant a burst, then add burst fire modifications as well. At this point,
the target resists the damage as normal (i.e. subtract your appropriate
armor rating from the remaining power level of the attack and resist with
your Body attribute). Of course, you can still use Combat Pool to dodge
the attack, if so desired (if you don't think the Barrier will hold, etc.).
Elemental Effects take full effect upon any appropriate targets after
passing through a Barrier spell, but do NOT affect the Barrier in any way.
If a projectile successfully passes through a Barrier spell, it does NOT
degrade the barrier rating of the Barrier spell.
This may lead you to ask how to take down a Barrier spell if all your
attacks simply pass right though it (albeit with some resistance). This is
all a matter of what you are targeting. If you are firing through a
Barrier spell, you are targeting someone/something on the other side of the
Barrier, and your attack will be resisted as above. If, however, you wish
to attempt to attack the Barrier spell itself, you may treat the Barrier as
your target. This is difficult to do, but it can be done with a powerful
enough attack. In this case, the Barrier spell is treated as if it had a
barrier rating equal to twice normal (herein referred to as barrier rating
(x 2) ). Subtract the power rating of the attack from the barrier rating
(x 2) of the spell (when targeting a Barrier spell, all modifiers for
ammunition type, Dikote, monofilament wire, and fire mode DO apply). If
there is anything left over for the power level of the attack, subtract
that amount from the barrier rating ( x 2) of the spell. One-half of the
subtracted amount (round in the favor of the Barrier spell) is also
subtracted from the singular barrier rating of the spell.
Damaging Manipulations can be used to target a Barrier spell in this manner
as well, but the Barrier spell is treated as only having a barrier rating
equal to its singular barrier rating, not barrier rating (x 2). While you
cannot attack a Barrier spell with any other types of spells, you can
attempt to Dispel a Barrier according to the standard rules.
Melee attacks follow the same rules as ranged attacks when it comes to
determining whether they are able to pass through the Barrier spell. Melee
attacks can also target a Barrier spell in an attempt to take the spell
down (adjustments for Dikote and monofilament wire DO apply). Follow the
same rules for taking down a Barrier spell with a ranged attack, but use
its singular barrier rating, not barrier rating (x 2). A Barrier spell
cannot be targeted by any form of attack other than what it protects
against (except for Dispelling or when being attacked by a Spirit or
Astrally Projecting Magician). Barrier spells do not provide any
protection on the Astral Plane.
Bullet Barrier
The Bullet Barrier spell works the same as a standard Barrier spell, but
only protects against bullets and other ballistic attacks. Thus, arrows,
thrown weapons, melee attacks, and spells aren't affected in any way by
this spell. A Bullet Barrier spell cannot be targeted by any form of
attack other than what it protects against (except for Dispelling or when
being attacked by a Spirit or Astrally Projecting Magician). Bullet
Barrier spells do not provide any protection on the Astral Plane.
Blade Barrier
The Blade Barrier spell works the same as a standard Barrier spell, but
only protects against edged weapon attacks (knives, throwing knives,
swords, axes, etc.). Bullets, arrows, spells, and non-edged weapons are
not affected in any way by this spell. A Blade Barrier spell cannot be
targeted by any form of attack other than what it protects against (except
for Dispelling or when being attacked by a Spirit or Astrally Projecting
Magician). Blade Barrier spells do not provide any protection on the
Astral Plane.
Blast Barrier
The Blast Barrier spell only helps protect against grenade blasts and other
non-magical explosions. The barrier rating of the spell is determined as
follows: one success (TN 6) is enough to erect a Blast Barrier with a
singular barrier rating equal to the spell's Force. Each extra success
adds 1 to the this rating. Multiply the final result by 2 to determine the
final barrier rating of the spell.
Whenever an explosion comes into contact with a Blast Barrier, compare the
current power level of the blast to the barrier rating of the spell. If
the barrier rating of the Blast Barrier is greater than the power of the
explosion, then the blast stops at the edge of the Barrier, and the barrier
rating of the spell is reduced by an amount equal to the power of the
explosion that came into contact with it. If the power level of the
explosion is greater than the barrier rating of the spell, the Blast
Barrier is destroyed. Subtract the barrier rating of the Blast Barrier
from the power level of the explosion before the spell falls. The
explosion continues on with whatever power level remains. If the power
level of the blast is equal to the barrier rating of the Blast Barrier, the
spell falls and the explosion is stopped at the edge of where the Blast
Barrier once stood. A Blast Barrier cannot be targeted by any form of
attack (except for Dispelling or when being attacked by a Spirit or
Astrally Projecting Magician). Blast Barrier spells do not provide any
protection on the Astral Plane.
Mana Barrier
A Mana Barrier protects against the passing of living beings (humans,
metahumans, spirits, dual-natured beings, and astrally protecting
Magicians) and spells (including Damaging Manipulations and active Foci).
However, it protects against living beings one way and spells another. For
protecting against the passing of living beings, the barrier rating of a
Mana Barrier spell is determined like that of a Physical Barrier. No
living being is allowed to pass through the Mana Barrier unless they are
traveling at such a speed that the force of the attack caused by their
slamming against the barrier is enough to smash it. Of course, this will
also cause damage to the being slamming into the barrier as well. If the
Mana Barrier falls because of this, the being continues traveling on, but
is slowed down. Alternately, a character can make an Unarmed Combat attack
against the Mana Barrier in an attempt to smash it. Compare the power of
the attack to the barrier rating of the spell. If the power of the attack
is less than or equal to the barrier rating of the spell, the Mana Barrier
is unaffected. If the power of the attack is greater than the barrier
rating of the spell, reduce the barrier rating by the difference. Other
possible methods of attack are Dispelling or having a Spirit or an Astrally
Perceiving or Projecting Magician engage the spell in Astral Combat, per
the normal rules. When casting spells across the barrier (firing through),
add œ of the barrier rating of the Mana Barrier (round in the favor of the
Barrier spell) to the TN of the success test to cast the spell. This
represents the attempt of the Mana Barrier to disrupt any spells that cross
it. You may also attempt to destroy the Mana Barrier by casting spells at
it. Treat this the same as attacking the Mana Barrier with Unarmed Combat.
When an active Foci comes into contact with a Mana Barrier, the Mana
Barrier attacks the Foci as if it were a Ward. Resolve the attack as per
the normal rules for Wards and Foci. A Mana Barrier spell cannot be
targeted by any form of attack other than what it protects against (except
for Dispelling or when being attacked by a Spirit or Astrally Projecting
Magician). A Mana Barrier offers its protection on both the physical and
Astral planes (On the Astral Plane, treat a Mana Barrier spell as a Ward
with a Force equal to its barrier rating.).
Spirit Barrier
A Spirit Barrier behaves the same as a Mana Barrier, except it only
protects against spirits and astrally projecting beings. Dual-natured
beings are unaffected by Spirit Barriers. Determine the barrier rating of
a Spirit Barrier the same way as you would for a Mana Barrier. A Spirit
Barrier spell cannot be targeted by any form of attack (except for
Dispelling or when being attacked by a Spirit or Astrally Projecting
Magician). A Mana Barrier offers its protection on both the physical and
Astral planes (On the Astral Plane, treat a Spirit Barrier spell as a Ward
with a Force equal to its barrier rating.).
Spell Barrier
A Spell Barrier provides protection against spells cast across it the same
way a Mana Barrier does, but does not affect living beings in any way.
Determine the barrier rating of a Spell Barrier the same way as you would
for a Mana Barrier. A Spell Barrier spell cannot be targeted by any form
of attack (except for Dispelling or when being attacked by a Spirit or
Astrally Projecting Magician). A Spell Barrier offers its protection on
both the physical and Astral planes (On the Astral Plane, treat a Spell
Barrier spell as a Ward with a Force equal to its barrier rating.).
Barrier Spells and Area of Effect
Upon being cast, any type of Barrier spell may take the shape of a dome,
wall, two-sided wedge, half circle, or any similarly simple construct. Any
shape not listed here is up to GM's discretion. Once formed, the spell may
not change shape in any way. Keep in mind that Barrier spells that protect
against spells, may not be effective if they do not completely surround the
target(s) of an incoming spell. After all, a wall in front of the target
doesn't keep a Non-Manipulation spell from traveling around the barrier and
hitting the target from behind. Manipulation spells travel in a straight
line from the casting Magician, so a wall would be completely effective in
this case. Of course, that doesn't stop the Magician from walking around
the wall and casting from there.
Personal Barrier Spells
Personal versions of all of the above Barrier spells do exist. When cast,
the Barrier forms on the exterior of the target's aura. Personal versions
of Barrier spells have a Range of Touch, and their Drain Codes are reduced
to reflect the smaller area that is covered by the spell. Outside of these
modifications, Personal Barrier spells behave exactly as their area of
effect counterparts. More details about Personal Barrier spells can be
found in the standard rules.
General Barrier Spell Rules
All types of Barrier spells appear as a shimmering field of energy on both
the physical and Astral Planes. Therefore, all ranged attacks fired though
any type of Barrier spell suffer a +1 TN visibility modifier. This
includes bullets, arrows, spells, and projectile weapons. As long as any
type of Barrier created is not completely destroyed before the caster's
next action, it can be refreshed up to its full Force at that time by the
casting Magician with the expenditure of a Simple Action. This only
applies to sustained Barrier spells, not ones that are Anchored, Quickened,
or in spell locks. (This is the only instance where I have knowlingly
contradicted the rules: per the normal rules, it doesn't take any type of
action to refresh the Barrier, it just automatically happens on the casting
Magician's action. However, after reviewing the rules, I felt that made
them too powerful. This way, the Magician sustaining the Barrier spell
cannot cast other spells without allowing the Barrier to stay degraded.)
(I did not include Bug Barrier in this document, because bugs haven't been
discovered by mainstream society in my campaign yet. However, it could be
treated exactly as if it were a Spirit Barrier spell, but only affecting
Bug Spirits.)