Page 2 of 2
Re: range of mystic knights impervious to energy
Posted: Tue Jan 18, 2011 9:34 pm
by Damian Magecraft
TechnoGothic wrote:Just Cover the MK naked Body.
Read the dumb WarBirds again.
Ok, Riding them only Inflicts 1d6 ONCE. Its not per Melee, Per Mnute. JUST ONCE, if your the Rider.
A MK would be willing to inflict 1d6 MD ONCE. As long as he stay on the Warbord he does not continue to take damage. Again the reading does not say per turn/minute etc...
Impervious to Energy = Only the MK Himself. Fact.
Are you really going to argue this? when no other modifyer is attached to damage of an aura it deals that damage every time you come in contact with it. so depending on the GM that could be every time in 15 seconds that the Warbird gets an attack, every time the MK gets an attack, or in the case of truly evil GMs both WBs and the MKs attacks. In any case the MK is going to be out of armor in short order. Your way allows a Borg to grab on to a warbird and then pound the snot out of the rider and never fear taking any further damage from the Warbirds aura. So either the MKs gear and armor are covered or the Warbirds aura is less dangerous than a flooper.
Re: range of mystic knights impervious to energy
Posted: Tue Jan 18, 2011 9:38 pm
by Damian Magecraft
Shinitenshi wrote:The Last Darkness wrote:jaymz wrote:The Last Darkness wrote:So if everyone is house ruling this where do we stop? If a MK is in TW power armor or some heavier suite is that still covered by the immunity? Since theres NO stated range on the ability whats the house rule concensus especialy considering we see a good example of their energy manipulation extending to around a 50 foot range? Should his aura apply to that range as you can use the same arguments in this thread to justify it.
I like how the Madhaven author stated this clearly on the forum and didnt bother to do it in the actual book except for a small part of a monster writeup and the info is no where else except in that small part.
Im still arguing that the RAW is it effects themselves, but I am a supporter of a small field around them that does this to protect them. Also I really find the fact that in everyones examples its a cherry picked and entirely unrealistic of combat scenarios. What about the MDC creature Mystic Knights? partcularly the ones that have more then 100 natural MDC or how about if they have force fields?
Also to the guy that was crunching numbers about exp vrs money. Theres plenty of spells that do basicaly the same thing in reguards to avoid repair bills. you may wanna factor those in.
Another thing, MK use magic and im not seeing them spellcasting in any example. Its always Shoot with a Gun or charge in and melee. Never setting up defensive spells or debilitating spells. I mean come on what melee mage wouldnt hit another one with some spell like Blind as soon as possible or carpet of adhesion, or magic net.
*Edit* its not hard to make TW armor or get it made that applies to impervious to energy to any armor, or vehicle. Food for thought.
I always took ItE, both the MK ability and hte spell to be a form fitting aura ala Armour of Ithan that covered at least anything the spellcaster, or MK, was wearing. This precludes Power arour as you don;t really "wear" power armour you sit inside of it in many cases and in others it is just to big to be considered form fitting. NOw ther are SOME that youcould argue is basically body armour with an exoskeleton built in (Terrain Hopper being ht emost wellknwong one) but typically most power armour are not considred form fitting in anyway shapw or form. BOdy Armours are by thier very nature.
Sorry I was all over the place in that post, what I get for typing in a rush.
But still I think should follow along a Bursters "fire protection" aura type of thing. Close field to the body. I think it was origenaly done as a back up like cyber armor as explained its just more useful to have aura. Same reason I know GMs who adjust cyber-armor to have like a 19 AR or just rule you gotta go through the cyber-armor and ignore AR rules. It just makes things easier and more useful. I can see this as im a fan of more action rpg type of combat instead of the rules bogged RAW combat system. I like combat to flow better, and players have more fun.
Though to play the Arbiter here, why cant the ImpEnergy start as themselves only at first level and its range extend as they increase in power/experince levels? Like at lvl 3 it will include armor, lvl 6 small field arround the knight so armor, equipment are protected. Lvl 9 field is large enough to protect a small/light mount or vehicle like a cycle and or protect 1 other player in extremly close proximity. ? Something along these lines.
Not sure if I am just reading your post wrong, but bursters can have armor on with their aura and it doesn't damage it. Also the the Bursters impervious to fire and heat includes the buster and what he is wearing impervious so it would make sense that it would be the same for the impervious to energy on the Mystic Knight. Even the Impervious to fire spell states everything on his person.
Yup. Precedents set by other spells and abilities of a similar nature bears out the argument that the MKs ItE is him and at least his armor.
Re: range of mystic knights impervious to energy
Posted: Tue Jan 18, 2011 11:33 pm
by Colt47
jaymz wrote:Colt47 wrote:Need a thread with answers born from community discussion. This way we can avoid having the same conversations pop up all the time, or simply redirect to the FAQ. At this point the community on this board probably has discussed more nooks and crannies in the game system than some of the games writers have.
The FAQ answer is not canon. The power makes no sense as naked body only. It comlpetely nerfs the whole point of having hte power. AS does doing that tot eh spell. WHy cast Impervious to Energy if it doesnt protect anything but yourself?
The entire idea for hte spell or power is to protect yoursefl from energy not essentialyl NOT protect yourself from energy.
meant one for fan community answers, not an official FAQ. More people here have expressed that it makes sense to have the field extend to personal armor and some possessions.
Re: range of mystic knights impervious to energy
Posted: Tue Jan 18, 2011 11:39 pm
by Damian Magecraft
Colt47 wrote:jaymz wrote:Colt47 wrote:Need a thread with answers born from community discussion. This way we can avoid having the same conversations pop up all the time, or simply redirect to the FAQ. At this point the community on this board probably has discussed more nooks and crannies in the game system than some of the games writers have.
The FAQ answer is not canon. The power makes no sense as naked body only. It comlpetely nerfs the whole point of having hte power. AS does doing that tot eh spell. WHy cast Impervious to Energy if it doesnt protect anything but yourself?
The entire idea for hte spell or power is to protect yoursefl from energy not essentialyl NOT protect yourself from energy.
meant one for fan community answers, not an official FAQ. More people here have expressed that it makes sense to have the field extend to personal armor and some possessions.
that is how the current FAQ does work.
Re: range of mystic knights impervious to energy
Posted: Fri Jan 21, 2011 9:44 pm
by cornholioprime
Damian Magecraft wrote:csbioborg wrote:to play devil's advocate here
the madhaven knights might need to wear special clothing/armour that isimmune to fame much like the
canon bioborg from rifter 9 does (the flameeater I think is the name)
where did you getthat answer from Darkness?
But that argument assumes gear that is never described in the MK:WR write ups or in the WBs write up.
In the absence of hard data to that effect; the logical extrapolation is the field extends to what he wearing/carrying.
Agreement with Damian.
Typically, "Protective/Helpful Spell Effects" aid the target and whatever he is carrying -and almost certainly for Game Play reasons -unless the Spell Description explicitly states otherwise (and yes, there are a few spell effects which are implicitly stated to work that way).
Or do the various GMs here allow their magical forcefield-protected characters be protected only on their bare skin and not their various, delicate, expensive SDC possessions such as Spell Books and Scrolls and Potions and Clothing??
EDIT: Remember, folks -as I noted in another Thread not too many weeks ago on this same subject -the Mystic Knight's invulnerability is USELESS in a game context if it doesn't extend to his Armor as well as his naked body?
Why, you ask??
Because the types of energy that can still cause a Mystic Knight half-damage (magic, e.g.) are still MEGADAMAGE -and the vast majority of MKs are SDC beings.
It would therefore be virtually useless as an ability unless it also extended to at least his Armor.
Re: range of mystic knights impervious to energy
Posted: Fri Jan 21, 2011 11:50 pm
by The Beast
csbioborg wrote:to play devil's advocate here the madhaven knights might need to wear special clothing/armour that is immune to fame...
Well that should cover about 99.9% of all armor found in the game...