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Nightlord energy field questions

Posted: Fri Oct 07, 2022 7:01 pm
by MidnightNova
It mentions in the write-up of the matter/energy control power "Release Energy" the Ba'al can create "walls of fire, circles of fire, electrical fields, electro-magnetic fields etc" but no duration is listed for them. Do they just happen instantly (Like the fields generated by the Elom symbiote)?, do the last for as long as the Nightlord concentrates? (Perhaps paying the PPE cost per melee), Or do they have a set duration such as a minute per level or such?

Strictly speaking with no duration it would be instant like the beams/blasts, but that would make it almost impossible for someone to run through one (Unless they were crazy). Who would run through a wall of fire that you can see? And yes, There seems to be nothing to prevent the Nightlord from dropping one on top of a group of enemies.

One lesser version of a duration would be once created it lasts for a whole melee. There are a number of weapons/effects in Palladium games that last for a whole melee when activated, created, or fired.

Also with regards to electro-magnetic fields, does this mean a Nightlord can EMP high tech items?

Opinions?

Re: Nightlord energy field questions

Posted: Wed Jan 31, 2024 1:15 pm
by knightmare6
Mimicking spells, Nightlords are equivalent to 10th Level spellcasters, so you use that to figure out the durations, like Circle of Flame and Globe of Daylight, while other spell-like power uses, like Dimensional Portal would use the Nightlords' level as the determinate for the mimicked power, as per their description in the book (p. 175, for both).

So the energy manipulation uses would be determined if there's a spell being mimicked or not. If so, then I'd just use the spell's duration for those not covered by the paragraph addressing those that function at 10th Level. Any other spells, the PPE cost, damage, and duration functions as the spell being mimicked.

Any other uses, I'd see if there's a power equivalent from Heroes Unlimited, if you have access to those, otherwise go with something based on their P.P.E. expenditure, like what's listed for the Matter/Energy meld? (1 P.P.E. per minute, not including the P.P.E. for the energy/matter manipulation)

As for the EMP negative tech, depends on the tech, but simple, basic tech I can see being negated, while things like robotics and power armors (type 3 Robotics) should be hardened against basic EMP attacks.