Friday, December 11, 2020

Proposal: Mechanoids III - Unique Powers

Enacted popular, 6-0. Oh happy day: at last, mechanoids do something. Josh

Adminned at 13 Dec 2020 15:18:24 UTC

In rule “Pilots and Shells”, subrule “Mods”

Change:

Mechanoids can help assist Pilots in combat or research.

Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.

More than one Pilot can own the same Mechanoid Type.

Pilots can only assign themselves 1 Mechanoid.

Fire Mechanoid - No description
Water Mechanoid - No description
Wind Mechanoid - No description
Earth Mechanoid - No description
Dark Mechanoid - No description
Electric Mechanoid - No description
Metal Mechanoid - No description

to

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As a Weekly Action, a Pilot may assign themselves a Mechanoid or unassign themselves, setting their Mechanoid to the default of “-” on the Pilot Roster.

Fire Mechanoid - Every time a Pilot with this Mechanoid defeats a Bogey, gain 20 power.
Water Mechanoid - It costs Pilots with this Mechanoid 7 power instead of 10 to fire at the Bogey that has most recently emerged.
Wind Mechanoid - When a Pilot with this Mechanoid declares a fire post, they may declare a second Bogey as an additional target, using the same fire vector at no additional cost. When such a fire post is resolved the main target should be resolved first, followed immediately by the additional target.
Earth Mechanoid - Bogey’s abilities can’t reduce the power, attack or defense of Pilots with this Mechanoid.
Dark Mechanoid - Whenever a civilian attack is resolved successfully, Pilots with this Mechanoid gain 20 power.
Electric Mechanoid - When a Pilot begins jockeying with this Mechanoid or assigns this Mechanoid, they gain 30 power, when a Pilot unassigns this Mechanoid they lose 30 power.
Metal Mechanoid - As long as a Pilot has this Mechanoid assigned, they may apply an additional module to their shell. Pilots with this Mechanoid gain 1 additional Experience every time they cease to be Jockeying because their Shell is destroyed.

Suggestions very welcome. Not sure how balanced these are, but if they aren’t at least everyone can pick the one they like.

I thought about adding a Light Mechanoid that is essentially the opposite of the Dark Mechanoid but decided to leave it for now since there is already a lot here.

Comments

Josh: Observer he/they

11-12-2020 17:12:44 UTC

imperial

Raven1207: he/they

11-12-2020 22:40:50 UTC

imperial

Kevan: he/him

12-12-2020 12:56:53 UTC

for

Bucky:

12-12-2020 19:33:34 UTC

>Not sure how balanced these are

Very not balanced.  for .