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Gear Re-Trapping: Sheilds

 
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OSIAdept
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PostPosted: Sun Jun 12, 2011 12:17 pm    Post subject: Gear Re-Trapping: Sheilds Reply with quote

Hey guys working on a space opera and i want to retrap shields as arm mounted energy shields all the rules would pretty much stay the same but i want the fact that shields can go down and recharge after a certain amount of time
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JackMann
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PostPosted: Sun Jun 12, 2011 12:28 pm    Post subject: Reply with quote

I think having it work like a minor artifact would work best for what you want. 10 power points, and, say, two power points to activate, with 3(1) rounds duration.
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ValhallaGH
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PostPosted: Sun Jun 12, 2011 12:43 pm    Post subject: Reply with quote

Shield stats. Drop weight to about 1/4 listed.
Any time the character using the shield takes 1 wound, roll a d6 + number of wounds taken. On a 6+, the shield was overwhelmed and can't be used for X rounds (3 sounds good).
Fast, simple, but still has that "energy shield got overloaded" effect. You might want to increase the armor bonus from them, slightly - probably by +1 or +2 for all shields.
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kreider204
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PostPosted: Sun Jun 12, 2011 12:48 pm    Post subject: Reply with quote

I like Valhalla's take, but instead of specifying a number of rounds that they shield is down (one more thing to keep track of), make a recharge roll each round: roll 1d4 each round, and on a result of 4, it's back up. (Adjust the die and/or result if you want them to go up sooner or later on average.)

(BTW, 771M gave me the idea for the recharge roll idea for my Mass Effect conversion - credit where credit is due.)
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R˙che
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PostPosted: Sun Jun 12, 2011 2:43 pm    Post subject: Reply with quote

Depending on how quickly you want them back, you can easily just make it an action on the following round (either -2 MAP) or full round. Then folks have to decide if its worth bringing them backup or not.
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OSIAdept
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PostPosted: Sun Jun 12, 2011 4:02 pm    Post subject: Reply with quote

Was thinking one this
if the incoming damage overwhelms the total modified toughness the shield goes down for 3 rounds after which it recharges.

I would amp up the shields though that way they are worth the trouble.

Light: +2
Medium: +4
Heavy: +6
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ValhallaGH
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PostPosted: Sun Jun 12, 2011 7:57 pm    Post subject: Reply with quote

Any toughness bonus is worth the trouble. Wink

I'd probably go with +1, +3, and +3 (with that sweet Parry bonus) respectively. Without knowing what your weapon damages are going to look like, I can't generate meaningful numbers. If average damage is 2d6 or 2d6+1 then 3 points of shield means that the average Joe will only be Shaken thanks to his energy shield (toughness 8, without armor). If average damage is 3d10+6 then a shield bonus of 15 won't mean much (toughness 20, without armor, versus average damage of 24).
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Zadmar
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PostPosted: Mon Jun 13, 2011 5:20 am    Post subject: Reply with quote

kreider204 wrote:
I like Valhalla's take, but instead of specifying a number of rounds that they shield is down (one more thing to keep track of), make a recharge roll each round: roll 1d4 each round, and on a result of 4, it's back up.

You could instead use the initiative card - if the player draws a Spade, for example, then their shield has recharged. That would remove the need for an extra roll. In the case of players with Quick or Level Headed, only the first card they drew would count.
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kreider204
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PostPosted: Mon Jun 13, 2011 9:35 am    Post subject: Reply with quote

Zadmar wrote:
kreider204 wrote:
I like Valhalla's take, but instead of specifying a number of rounds that they shield is down (one more thing to keep track of), make a recharge roll each round: roll 1d4 each round, and on a result of 4, it's back up.

You could instead use the initiative card - if the player draws a Spade, for example, then their shield has recharged. That would remove the need for an extra roll. In the case of players with Quick or Level Headed, only the first card they drew would count.


Even better!
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ValhallaGH
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PostPosted: Mon Jun 13, 2011 12:24 pm    Post subject: Reply with quote

Zadmar wrote:
kreider204 wrote:
I like Valhalla's take, but instead of specifying a number of rounds that they shield is down (one more thing to keep track of), make a recharge roll each round: roll 1d4 each round, and on a result of 4, it's back up.

You could instead use the initiative card - if the player draws a Spade, for example, then their shield has recharged. That would remove the need for an extra roll. In the case of players with Quick or Level Headed, only the first card they drew would count.

Slick. Though I'd probably make it two suits (maybe if the character draws a red card) just to speed it up. I've seen players go an entire session without pulling a spade.
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OSIAdept
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PostPosted: Mon Jun 13, 2011 2:41 pm    Post subject: Reply with quote

forgot to mention the shield bonus only applies to ranged attack the shield does not impede melee attacks
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ValhallaGH
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PostPosted: Mon Jun 13, 2011 3:04 pm    Post subject: Reply with quote

OSIAdept wrote:
forgot to mention the shield bonus only applies to ranged attack the shield does not impede melee attacks

So, you're getting rid of the Parry bonus, and giving it a Toughness versus ranged attacks. Does it apply to all ranged attacks, or just from a given direction?

... If it applies to all ranged attacks then you're not re-trapping the shield as a high tech energy-projection protection device, what you're really doing is redesigning energy shields. (What is this, the fifth time? Razz )
It's a pretty good design (fast, furious, and fun), but not quite what your thread title implies. Wink
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OSIAdept
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PostPosted: Mon Jun 13, 2011 3:26 pm    Post subject: Reply with quote

from a given direction. Basically the character responds to enemy fire by raising the shield if he is facing a threat to his front his rear is exposed
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OSIAdept
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PostPosted: Mon Jun 13, 2011 3:31 pm    Post subject: Reply with quote

that i or could use the following mechanic
The Shield Gauntlent projects a kinetic barrier that is quite effective vs Ranged attacks but somewhat weak vs Melee. So i came up with this one

Type | Vs Melee | Vs Ranged |
L +1 +2
M +2 +4
H +3 +6
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ValhallaGH
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PostPosted: Mon Jun 13, 2011 7:27 pm    Post subject: Reply with quote

The simple elegance of the existing shield mechanics appeals to me. (Which probably colors all my discussions about it.)

A shield is a portable object. It interferes with attempts to hit you (parry bonus - attacking around it because stabbing through it would be difficult and overly dangerous) and provides some protection against ranged attacks (obstacle armor bonus).
Similarly, any sort of energy wall I can project from a wrist device should be equally simple. Maybe it works like the Barrier power, or maybe it's just a shield with cool flavor text (and maybe a high toughness). Either way, I'd like it to be simple (a recharge duration is usually simple).
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OSIAdept
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PostPosted: Tue Jun 14, 2011 3:53 pm    Post subject: Reply with quote

Overall i am realizing the the shield as is ultimately the best way to go just going to up the amp up the toughness bonus
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huscarle
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PostPosted: Wed Jun 15, 2011 9:41 am    Post subject: Reply with quote

How about this.

1. You give the shield a toughness and once it takes that damage it's energy is depleated it then has to be reloaded with another battery pack.


2. Unless it's an alien device and unknown to the player then just say that the tech is so high that energy devices have a set recharge time.

Either way you can give the player a chance to upgrade the shield to reduce the recharge time or increase the toughness.
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