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How to deal with items that offer powers...


Foolish Frost

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Okay, I have an interesting design issue, and would like the experts to offer advice, since I'm just now getting the hang of this.

 

The complexity is this:

 

Picture a device, can attach to another device, and give it abilities that the owner can use.

 

The actual use is a bulky device (OAF, Bulky, Independent), has powers it can lend to an even larger device (car, boat, class three suncrusher), and allows them to be controled by a person interacting with it's controls.

 

I figured out about the (OAF, Bulky, Unbreakable, Independent) being a -3.5 reduction to powers in the device...

 

But how do we deal with powers like flight being given to a 500 ton battleship from it?

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Re: How to deal with items that offer powers...

 

If I get you right you need a Power to be able to be given to a Character/Vehicle/Etc?

 

Flight: OAF:Bulky (-1 1/2); Independent (-2); Usable By Others (+1):up to 500 Tons (+3 1/4)

 

you have to use the "Usable As Attack" level of Usable By Others to imbue it on an inanimate object like a 500 ton battleship and then you have to purchase a Mass Multiplier to get it from the default 100 kg to 500 tons.

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Re: How to deal with items that offer powers...

 

Okay, so that would be...

 

Flying ShipsWheel:

Flight 20" (40) on ships 100 tons or less (+3.5), Reduced End, only to activate (+0.25), can only be attached to an independent, mostly hollow 'ship hull' (-0.5), take one day to install (-1), OAF-Bulky-Independent-Unbreakable, (-3.5), Gestures, must hold wheel to use (-0.5), Must have Transport Familiarity: Flying ShipsWheel (-0.25)

Active Points: 190

Total Points: 28

 

Am I following the pattern here?

 

The idea is a wheel you install in a ship (or bus, metal shack unattached to the ground, raft...) and it then slowly links to it over the course of a day after it's securely attached to a solid surface of the 'ship'. At the end of that day, anyone with the Transport Familiarity: Flying ShipsWheel, can spend the END to have the 'ship' take off and fly it around.

 

It will only work on 'ships' of up to 100 tons that are unsecured (IE, not nailed) from the ground.

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Re: How to deal with items that offer powers...

 

Flying ShipsWheel, Minor:

Flight: 20"/160"/125mph based on speed 2 (40)

 

  • x8 non-combat speed when flying (10)
  • on ships 100 tons or less (+3.5)
  • Reduced End, only to activate (+0.25)
  • can only be attached to an independent, mostly hollow 'ship hull' (-0.5)
  • take one day to install (-1)
  • OAF-Bulky-Independent-Unbreakable, (-3.5)
  • Gestures, must hold wheel to use (-0.5)
  • Must have Transport Familiarity: Flying ShipsWheel (-0.25)

Active Points: 237

Total Points: 35

 

 

 

Flying ShipsWheel, Common:

Flight 40"/320"/250mph based on speed 2 (80)

 

  • x8 non-combat speed when flying (10)
  • on ships 1600 tons or less (+4.5)
  • Reduced End, only to activate (+0.25)
  • can only be attached to an independent, mostly hollow 'ship hull' (-0.5)
  • take one day to install (-1)
  • OAF-Bulky-Independent-Unbreakable, (-3.5)
  • Gestures, must hold wheel to use (-0.5)
  • Must have Transport Familiarity: Flying ShipsWheel (-0.25)
  • Active Points: 517
  • Total Points: 77

Ship's Sight: Clairsentience (20)

 

  • Mobile Perception Point within 3280"/6.5km(5)
  • x8 speed and range (30)
  • Reduced End, costs nothing (+0.5)
  • One sense only: Vision (-0.25)
  • Cannot look inside masses (-0.25)
  • can only be attached to an independent, mostly hollow 'ship hull' (-0.5)
  • take one day to install (-1)
  • OAF-Bulky-Independent-Unbreakable, (-3.5)
  • Gestures, must hold wheel to use (-0.5)
  • Must have Transport Familiarity: Flying ShipsWheel (-0.25)
  • Active Points: 82
  • Total Points: 11

Ship's Sail: FTL Travel (10)

 

  • on ships 100 tons or less (+3.5)
  • ship only travels 1/100 of the speed of light in a star system (-0.5)
  • sail shuts down when crossing paths with any mass, long before impact (-.25)
  • can only be attached to an independent, mostly hollow 'ship hull' (-0.5)
  • take one day to install (-1)
  • OAF-Bulky-Independent-Unbreakable, (-3.5)
  • Gestures, must hold wheel to use (-0.5)
  • Must have Transport Familiarity: Flying ShipsWheel (-0.25)
  • Active Points: 45
  • Total Points: 6

Total Active Points: 644

Total Points: 94

 

Now, the question is, "Am I still doing it right?" this one has multiple powers:

 

Ship's Sail allows a ship to go fast between planets, while still allowing for there to be travel time worth mentioning. It does not work when within 'combat range' of another object of 'reasonable' mass. You also have to reach orbit on a world before being able to use it.

 

The Ship's Sight is simple: it allows the user of the Ship's Wheel to not only visually zoom in on 'nearby' objects, but also allows them to look at all sides of it, get a good profile of the ship, and watch for hidden dangers.

 

Both of these Ship's Wheels use the SPD attribute of the 'vehicle' they are attached to, allowing it's design to change how well the Wheel works.

 

 

 

Oh, if you know what I'm emulating by this point, you get your very own virtually Miniature Giant Space Hamster!

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Re: How to deal with items that offer powers...

 

The vehicles STR takes care of lift and cargo. You only need to make sure the Flight is enough to lift the Vehicle itself.

 

You've built a Wheel you can attach to any vehicle and give it 20" Flight.

 

If you are using Flight UBO you need to buy enough extra mass to handle the total weight that will be flying rather than just the weight of the vehicle.

 

That is not explicit in the rules but otherwise in a game where a character has 60 STR and another character grants them the ability to fly with flight UBO, they would be able to fly with 100 tons of stuff.

 

If you have a day to 'fit' it it would be a lot cheaper to use transform to give the vessel flight as you'd have plenty of time to overcome the Body. You'd 'heal' the transform by removing the flying ships wheel.

 

Major Transform 1 point (standard effect: 1 point), Reduced Endurance (0 END; +1/2), Continuous (+1) (12 Active Points); OAF Bulky (-1 1/2)

 

That's 12 active points, 5 active, and generates 600 Body per hour you work on it, even at SPD 2.

 

That's just...wrong...isn't it?

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Re: How to deal with items that offer powers...

 

If you are using Flight UBO you need to buy enough extra mass to handle the total weight that will be flying rather than just the weight of the vehicle.

 

That is not explicit in the rules but otherwise in a game where a character has 60 STR and another character grants them the ability to fly with flight UBO, they would be able to fly with 100 tons of stuff.

 

If you have a day to 'fit' it it would be a lot cheaper to use transform to give the vessel flight as you'd have plenty of time to overcome the Body. You'd 'heal' the transform by removing the flying ships wheel.

 

Major Transform 1 point (standard effect: 1 point), Reduced Endurance (0 END; +1/2), Continuous (+1) (12 Active Points); OAF Bulky (-1 1/2)

 

That's 12 active points, 5 active, and generates 600 Body per hour you work on it, even at SPD 2.

 

That's just...wrong...isn't it?

 

I believe you are wrong, here's why.

 

For granting a Character Flight - It doesn't matter how much they can or will carry; if you granted them UBO:Flight they have Flight; which includes the ability to lift themselves and what they can carry.

 

Remember: you aren't using Flight to lift stuff, you are Granting the Flight Power to another object; and Flight does specifically go into carrying: if you have Flight you can fly with whatever weight you can carry barring Encumbrance Rules.

 

All UBO is doing is deciding how big a Ship you are Granting Flight to; after that normal rules take over. It is not the same as lifting the stuff yourself with Flight.

 

Think about it: if your ship bought Flight you wouldn't question for a second it could lift it's STR in Cargo. UBO works the same way; the mass adder is just there to decide how big a Vehicle you can grant Flight to - it's like turning Flight into a Naked Advantage with the Mass Adder being the equivalent of the Active Point Total that NA can affect.

 

 

That and I'm working from the precedent of Hot Shot Pilot Talent in Star Hero.

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Re: How to deal with items that offer powers...

 

Cool. I'm goin to take it since none of you screamed in horror at the build for two Ship's Wheels, they're properly formatted.

 

As a side note, I'm thinking about renaming them StarWheels. Not sure why, but it's nicer sounding.

 

<wanders back to the Great Black Book of Everything make things that are wierd>

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