Force Wall
Category
|
Mental |
---|---|
Cost
|
3 |
ID?Use this ID to wish for the mutation
(example: mutation:ForceWall ) |
ForceWall |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
yes |
Infobox data from game version 2.0.206.63
|
You generate a wall of force that protects you from your enemies.
Creates 9 contiguous squares of immobile force field
Duration: (level based) rounds
Cooldown: 100 rounds
You may fire missile weapons through the force field.
Force Wall is a mental mutation that allows the player to create a wall of forcefields at a location of their choosing.
Force Wall grants the "Force Wall" activated ability, which when used, will prompt the player to first select the starting point of their force wall. Any tile in the current zone can be chosen regardless of distance and contents, even tiles the player can't see or tiles that contain creatures or walls. After a tile has been chosen, the player is given the opportunity to "draw" the rest of the wall. This does not have to be in a straight line relative to the starting point and can be in any configuration the player desires, but the total tiles that the wall is comprised of cannot exceed 9. Comfirming one's selection will cause it to be filled in with forcefields.
The forcefields created by Force Wall are solid obstacles with 100 HP, 100 AV, and -10 DV. While this means they are not indestructible, they are incredibly difficult to penetrate with conventional weaponry. The player and creatures alike are unable to pass through the forcefields, unless they are phased or have an implanted force modulator. Additionally, enemies are unable to fire missile weapons and ranged mutations through the forcefields, while the player is able to.
The forcefields will persist for a mutation level based number of rounds before disappearing. If the forcefields are affected by normality or are crossed by a creature wearing an ontological anchor, they will instantly collapse and disappear, releasing an electrical discharge into a random adjacent tile that deals 1d61-6 (Avg: 3.5) damage.[1]
Formulas
The following formula is used to determine duration based on mutation level.[2]
Duration | 14 + Level × 2
|
---|
Advancement Table
Mutation Level | Duration |
---|---|
1 | 16 rounds |
2 | 18 rounds |
3 | 20 rounds |
4 | 22 rounds |
5 | 24 rounds |
6 | 26 rounds |
7 | 28 rounds |
8 | 30 rounds |
9 | 32 rounds |
10 | 34 rounds |
Mutation Level | Duration |
---|---|
11 | 36 rounds |
12 | 38 rounds |
13 | 40 rounds |
14 | 42 rounds |
15 | 44 rounds |
16 | 46 rounds |
17 | 48 rounds |
18 | 50 rounds |
19 | 52 rounds |
20 | 54 rounds |
Mutation Level | Duration |
---|---|
21 | 56 rounds |
22 | 58 rounds |
23 | 60 rounds |
24 | 62 rounds |
25 | 64 rounds |
26 | 66 rounds |
27 | 68 rounds |
28 | 70 rounds |
29 | 72 rounds |
30 | 74 rounds |
Ability Cooldown
Force Wall's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 135 | 15 | 105 | 21 | 75 | 27 | 45 |
10 | 130 | 16 | 100 | 22 | 70 | 28 | 40 |
11 | 125 | 17 | 95 | 23 | 65 | 29 | 35 |
12 | 120 | 18 | 90 | 24 | 60 | 30 | 30 |
13 | 115 | 19 | 85 | 25 | 55 | 31 | 25 |
14 | 110 | 20 | 80 | 26 | 50 | 32 | 20 |
Advantages & Disadvantages
Advantages
- Can be used to protect oneself or to block an enemies retreat
- Infinite range
- The player can shoot through the forcefield while enemies can't, allowing the player to fire on enemies without fear of retaliation
Disadvantages
- Moderate cost at character creation
- Long cooldown that doesn't improve with additional mutation levels
- Forcefields are weak to normality
Creatures with Force Wall
- E-Ros(Level 6)
- Mechanimist preacher(Level 6)
- Mechanimist priest(Level 6)
- Eschelstadt II, High Priest of the Stilt(Level 6)
- Tau-No-Longer(Level 10)
- Wandering Tau(Level 10)