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Jun 27th, 2017
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  1. Basically each GATE power has only two variables:
  2. The AT intensity level (Come up with better names for this shit), or the amount of ATP that needs to be dumped into the GATE every turn in order to keep it stable, and progressing.
  3. As well as the space fold threshold, a measure of the total amount of casting success required to finish off the GATE and trigger its activation, allowing the Tactician servicing it to cease throwing in ATP without mishaps.
  4.  
  5. Now I was THINKING, that some kind of skill test or similar function should be used each round for the actual achievement of the space fold threshold rather than simply the total ATP thrown in, with each degree of success counting as a point towards it. An SR test seems the most immediately obvious, but I'd be open to suggestions such as Int, WP etc. This test would be made by the casting tactician AND anyone within Group Synch with them, such that they'd have a far easier time with GS'd allies, but a skilled ATT *COULD* attempt to activate a low level GATE on their own, albeit sluggishly.
  6.  
  7. Now both the figures for ATP and the Space Fold threshold sit within the same range, from about 8 to 26 depending on the GATEs power. However, they need not be at roughly equal level, GATEs can be hard in different ways. A high AT Intensity requirement means that the party is more inconvenienced while casting the GATE, but a high space fold threshold means that casting the GATE takes longer. As such these two values can be tweaked around to creatively balance GATEs.
  8.  
  9. For instance a space bending GATE might have a low space threshold, allowing it to be cast in a single round in some cases, but a high AT Intensity, requiring almost the whole party group synched to use it. Meanwhile, some kind of devastating death beam that would fry the average angel could have a prohibitively high space threshold, preventing its use in the midst of combat where it would be fairly unbalanced.
  10.  
  11. Throwing extra ATP into a GATE would not, as a rule make it happen any quicker or better, however specific GATEs might have special clauses with respect to this. Failure to score any successes towards the GATE on a given round doesn't hurt you too much, it just means you are stuck casting the GATE for another full action, and you suck. However, outright abandoning a GATE in progress either by ceasing to try and cast it, or being unable to fuel it with the necessary ATP in a round, can have devastating effects, ranging from:
  12.  
  13. *The exact opposite of what you were trying to do happening
  14. *It explodes in your face
  15. *You explode, it grows a face
  16. *Cancer
  17. *AT abilities and fields in the area start fucking up
  18.  
  19. Example GATE (Horrifically broken):
  20. Dirac Swallow
  21. ATI: 9
  22. SFT: SPECIAL: 2 for every 5dm of radius
  23. This terrifying power allows the users to plunge an area into a stable Dirac Sea, one that will maintain its segregation from reality without the constant intervention of the AT Field. Inside this eternal prison, most will be utterly unable to escape, as it is a Dirac Sea without source. Conventional materials will suddenly disappear, leaving a crater in the Earth. It is possible to envelop a being with a spread AT Field using this power, however the area of effect must include their entire AT field: 20dm from the surface of the being most of the time, often larger in the case of Anti-AT fields or other special circumstances.
  24.  
  25. The target area must be specified upon beginning this GATE, as a point within 80dm of the nearest participant of the GATE.
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