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Post by kito on Aug 26, 2016 8:28:17 GMT -5
so I had a bunch of questions asked about power armor and i got no real idea on how they would work on the Murpg system.
Rebooting:
A lot of times tony is waiting around Inside His armor for it to rebut.
Rerouting all power:
Idk how many times now i have seen tony say to reroute all power to Blank or to take all power except from emergency systems to blank (normal uni-beam)
things needing to recharge:
Same as IDK how many times tony has wanted to use his uni beam or flight power and is waiting for the system to recharge.
Are the problems already covered in the system or is there a gm Kiss friendly action for them? I got a few idea or is it all just not needed? i also cant remember the few others I had seen but if you know 1 leave it so I can add it to the list plz.
Below are things I thought to "add" the problems into the system for my power armor players if you have any similar ideas to add feel free to send them.
Rebooting: if you player chooses to be KO over taking DMG then they have to wait for the armor to "reset" instead of being knocked out. (Reset time is = to armor SI)
Rerouting all power: Player Can Turn off all Mods gaining 1 stone for each mod "shutdown" for required energy that panel Must recharge a mod to use it again. (work in progress)
Recharge:(disadvantage 1-3 to cost) After you fire your power you cannot fire it again until it recharges. Recharge rate of AN=panel.
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Post by Neros on Aug 26, 2016 11:23:37 GMT -5
RebootingYou are doing almost what I would do. I would however just use the normal KO rules for the armor (1 panel per Red stone). You could incorporate an optional rule to lower this by spending stones into Technology to simulate him through to reboot the system manually. Rerouting
Usually Modifiers on a Power armor are Toughness, Energy Defense and other similar Mods that wouldn't make sense to turn off. But I think what he basicly is doing is just placing maximum stones into an Action. No real need for extra rules.. But if you wanted, you could make an Modifier that allowed the armor to lower one Action to increase another one on a 1-for-1 basis (Disabling it for x panels afterward). But your way could definatly also work since it is simplere, and sometimes, simplicity will prevail. Rerouting v1Cost Level = Modifier Number You select two Actions. You may disable one of them to increase the effective AN of the other up to MN. The power that got turned off is disabled for 1 panel per increased AN. While the power is disabled, it cannot be used to Reroute. OptionsPower Routing (+1 CL): Instead of only two Actions, all Actions that can be defined within a theme (Power Armor), can be rerouted. Rerouting v2Cost Level = 6 CL You select 3 Actions when buying this Modifier. You may disable these Actions to empower a single one of them, by adding 1 stone from the General Pool per Action disabled. The Actions that gets turned off is disabled for 4 panels. Recharging
Sounds about how I would do it I think. So the amount of stones spend is the amount of panels the power is out? But why -1 to 3 to the cost level? What is the difference between 1 and 3? Or was it just you making a guess at the cost? Recharghing v1 (-1 to CL): After you have used your power, it is disabled for a number of panels equal to the number of Stones placed. Recharghing v2 (-2 to CL): After you have used your power, it is disabled. To re enable it, you must place a number of energy stones into it equal to the number of stones used. These does not have to be placed in the same Page, but can be placed over multiple Pages. But some of these definitely made my mind go into creative-mode and could be great for more flexibility. So they will probably be in the next version of my book However, I might be VERY wrong on the cost on these...
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Post by kito on Aug 26, 2016 17:43:25 GMT -5
Rebooting: Here is the problem so I just don't know how to put it in, But if you ever watch like armor adventures then they have a constant problem where they had to restart the armor or it turned off in the are and they are going to restart in say 5 min but hit the ground in like 3 so that the only problem with the K.O rule is it does not always work for when they might have to "restart" any ideas on this outside the Ko rulw would be great.
Rerouting: Like all you have here but think I might just make this a disadvantage off you idea.
-3 Rerouting all power (using this power takes all you actions in this panel)
Recharging Yes it was a Guess.
Recharghing v1 (-1 to CL): After you have used your power, it is disabled for a number of panels equal to the number of Stones placed. (This is what I was thinking) Recharghing v2 (-2 to CL): After you have used your power, it is disabled.And you loose 1 stone from you re gen (and any an extra +1 over pool) Until the power is "recharged" (small edit in idea)
What book?
Rerouting v1 Cost Level = Modifier Number
You select two Actions. You may disable one of them to increase the effective AN of the other up to MN. The power that got turned off is disabled for 1 panel per increased AN. While the power is disabled, it cannot be used to Reroute.
Options Power Routing (+1 CL): Instead of only two Actions, all Actions that can be defined within a theme (Power Armor), can be rerouted. (Really Really like this idea plan to keep playing with it in my head)
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Post by Neros on Aug 27, 2016 5:10:27 GMT -5
RebootingWell, in MURPG each Panel can vary greatly in length. For distances and time, 30 seconds per panel is usally used (p. 83, second colum in the Core book,). So 3 mins can be 6 Panels and 5 mins 10 Panels.. So you could still use the KO rules and allow him to lower the time the armor is KO'ed. Like if it was hit for 4r of damage, the armor would be put out for 8 panels. That is around 4 minutes of falling, room filling with acid, stampeding puppies to get closer and closer.. ReroutingBut isn't the idea of rerouting that you are improving an Action? As a disadvantage, I don't think you would simulate that effect. That "Rout all power from shields into xxxxxx" scene.. But the last version of Rerouting seems fine. The only thing I am a little unsure of is the price. I don't think it is to pricey since you lose access to the actions for a time and it doesn't grant stones from the General Pool. EDITED: Just noticed something... What does it do that you have multiple Actions that can be disabled? I think it might be better to have a flat cost and for each power disabled you gain a bonus. RechargingVersion 2 seems a little complicated, or you might be wording it in a way that I am having a hard time understanding. But attacking the Regen of the character might be to much since it is usually around 3-4. But lowering the Energy Pool doesn't seem like a bad way to go either.. But I think version 1 would be best way to do it since it is MUCH simpler. Also, comparing it to the "Requires Preparation (-1 CL)" Disadvantage, I think the cost maybe should be -2 instead since the power is stopped for more than one panel. Maybe even a -3? BookI am talking about my MURPG 2.0 book. Been adding and editing on it through the last... Well, since the MURPG project started really
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Post by kito on Aug 27, 2016 9:43:01 GMT -5
Rebooting: That's what i keep thinking as well but idk it just seems off and i cant place my finger on it so i keep fiddling with it till i think it feels right.
Rerouting: I agree sorry think I was just sleepy.
Power Routing (+1 CL) Take from an MN or AN of another power and gain stone from your general pool, (all powers or MN you "borrow" are now soft caped at there new AN/MN for 4 panels until they "recharge"
so e.g on this if you had shield 4 and wanted to fire FB 9 but only had 6 stones you could Rerout the power from shield from 4-1 getting 3 stones from general pool but for the next 4 panels you shield are stuck at 1 (does this seem to complicated?)
i Keep Trying to avoid it being an Mn and idk why i might tinker with a few more advantages and if ti fails go back to trying to make it an MN
Recharging Version 2 Re gen works like this. at you would get -1 regen but think of it as going into the "general pool for that power" and at end of turn if you have more stone then your pool after you loose your -1 stone for panel end you loose another -1 stone to again the "general pool for that power", tho i think i can make this a lot more kiss friendly. long story short tho the power would be out the same amount of time in theory (as you only gain 1 stone back into it a panel but if you let yourself re gen past your pool you could get it back faster)
i think -3 for ether is fine. as 1 hurts power use other hurts regen and power use. tho i think 1 works pest for the hole using Rerouting power thing as V2 wont let you use that to fire the power again. so for now i would say V1 is the only 1 "worth" using but i would edit it to be.
Recharghing v1 (-3(might go -2) to CL): After you have used your power, it is disabled for a number of panels equal to the number of Stones placed.(you can "recharge" your power early tho buy placing stones into the power up to the stones you spent.)
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Post by Neros on Aug 28, 2016 3:40:51 GMT -5
ReroutingI just realized something; As fare as I recall when these things happen, the other systems doesn't go offline in the following panels when he rerouted; It was the "empowered" system that got disabled due to overheating or similar. So it is probably the "Overstrain" option Iron Man had for his Uni-Beam... And maybe many of the other Actions as well Yea, I think it feels complicated. Especially when multiple Actions becomes involved. Also after some thinking, I am not to happy about the mechanic where it can add allot of free power in a short time, allowing the player to annihilate enemies in an instant. Do you still want it to have a Modifier Number? I mean, we can just give it a flat cost, bonus and disable duration which can be changed an altered by options. Requires RechargingUuuh.. Maybe make it into two "levels". One where you can't spend stones to quicken the process and one that allows you to The one where you can quicken the process however should probably just be -1 or so, since it basically allows you to remove the drawback very quickly if you have enough stones.
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Post by kito on Aug 28, 2016 4:42:38 GMT -5
Rebooting: K.O Rule (still feels off but still got no "real" idea on what I think it should be like)
Rerouting all power: Overstrain (feel dumb I did not think of this)
Rerouting (Old) (might take the idea we where tossing around for the old Rerouting and put it into something like this)
Shut down Backup systems MN=CL: All "Extra" mods (Sensors, Translator,Targeting,Self Repair, ect) Are tuned "off" and you gain extra regen = to MN To restore system the Delay time is 2Panels-1MN
-3 Can only restore systems at a "repair station" -2 Restore System Delay 1 hour -1 Auto shutdown When The armor is at 1/4 max HP the Mod will automatically activate.
+3 can restore systems buy paying stones = MN +1 Only pre selected systems marked with * are shut down (min of 1 system - 1 MN)
*note my house rule for self repair works different then a normal healing factor so they will have no regen lost from it. (also if you do keep to the normal regen rule this could help a PA to not fall into the death spiral)
Recharging -3 to CL: After you have used your power, it is disabled for a number of panels equal to the number of Stones placed.
Recharging+ -1 to CL: After you have used your power, it is disabled for a number of panels equal to the number of Stones placed.(you can "recharge" your power early tho buy placing stones into the power up to the stones you spent.) idk about -1 might be better as -2 you still loose 2x the stones of the power to fire it 2 times in a row that a lot of regen to remove this disadvantage.
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Post by Neros on Aug 28, 2016 7:18:15 GMT -5
ReroutingSame here.. I mean, it was created for the "Im'a ChaRGin Ma Lazerrs!!" powers But the mechanic we where looking at could potentially have a place.. Shut Down Backup SystemsHmm.. Just remembered that there was a house rule called Second Wind which allowed you to spend a whole Panel regaining double your Energy Regen. This could in essence be used to simulate that the armor is turning off unneeded systems to regain energy (on a smaller scale though.. Not "real" modifiers are being disabled) But as fare as I can see, there is a problem were it doesn't take into consideration how many things are shut down. Someone who bought very little Modifiers will get much more than one who have bought allot since all those Modifiers would be disabled. Example Person A has a Modifier of 4 and a Sensor Modifier. So he could get 4 free stones at the loss of one Modifier Person B also has a Modifier of 4 but besides a Sensor, also has Targeting, Translators, Life Support and Self-Repair. He would get 4 free stones at the loss of 5 Modifiers, and still be paying the same.I don't think giving the power a Modifier Number is gona work .. Also, seemed complicated.. But we can try if you really want it to have a Modifier Number. I think a good idea would be to write down what you imagined it doing in a very simple list form. No writing rules, just in short, what you envision it doing. RechargingYou do not lose 2x the stones spend into the power; You CAN lose 2x the stones spend into the power. The character can choose not to spend those extra energy stones to lower the disable time (or at least that was how I understood it). But, I do think you might be right and a -1 to CL may be more fitting Requires Recharge (-1 or -2 CL) After you have used your power, it is disabled and needs to recharge before it can be used again. For -3 to CL it will be disabled for a number of panels equal to the number of Stones placed. In case of a Modifier, it is disabled for a number of Panels equal to Modifier number used. For -1 to CL, you may lower this disable time by spending Energy stones and decrease it on a 1-for-1 basis.
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Post by kito on Aug 28, 2016 20:08:44 GMT -5
Shut Down Backup Systems: Altho your example is correct as the GM u can always say no they cant do that because they have only 1 mod to shut down for 7 regen. as at the end of the day gm always has to agree to CADS.
Personally tho i like the idea even if we can get is Kiss friendly ill probably add this to my house rules, if you not a fan of it then i can drop it here and just add it as is to them as idk i i just feel thematically it can fit well. (Idea) Altho yes you only get the MN to regen the general "logic" is that is how much power the shutdown mods cost the armor and buy shutting them down you increase your regen.
Recharging: i only said you would loose 2x stone to fire it 2 times in a row but i think this power is done tho. unless u can think of anything elce to add to it but we do agree on the -3 for waiting An for recharge.
Tho i think that all the Power Armor specal mods/actions i can think of ATM ill see if i come up with anything but so far we solved 2 of the 3 big things that was stuck in my mind.
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Post by Neros on Aug 29, 2016 4:59:51 GMT -5
Shut Down Backup SystemsHmm.. Why not 1 free stone per system that is shut down? But I like the idea, just having hard time seeing how a Modifier Number would work. The only problem with all the ideas is that they don't take into account how strong the Mods are (there might have been on version that did, but there are so many right now ). RechargingSorry about that.. I am rereading allot of the text because your grammar isn't to good (still understandable), so it can happen that I go "word-blind" once in a while -.-'
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Post by kito on Aug 29, 2016 15:25:55 GMT -5
Shut Down Backup Systems: I did speechify all non essential systems( we would just have to decide what is none essential systems could ad the the MN max is = to mod shutdown) idc how we work it or what gets it going i plan to tinker with it any way as i said I think thematically it can work really well.
Ya sorry on grammer I tend to log on after long work days speed type a few ideas or thoughts, send them and off to work again. Ill try and proof read my stuff more before sending it.
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