Got a group that will be using something like a mech to infiltrate Mechanus (looks like a huge Modron). Mech is designed by an NPC for players to use. Want it to be an interactive experience to operate the mech. Here is what I have designed so far. All feedback welcome 😁
Modron Transport
Has 4 rechargeable power supplies - 50 units each
Power supply recharges 1d4 every turn that all operations are idle
Requires 5 operators in various positions
Navigator/lookout (XO - this is the only person who can see out)
Power monitor (heat sink, vent, exhaust) monitor/switch power cells function, Special - shielding immune to nonmagical dmg, resistance to all elemental based dmg (8 units) & electromagnetic burst - stuns all modrons in 90 ft radius for 10 rounds (25 units) [Wis rolls]
Tools (drop shear [cut ½ in thick metal 1 ft length per round], arc welder [weld 6 in per turn], clamp [26 str], bender [26 str force]- all 3 units) Special - weapons (projectile (2d10), fire (4d6), acid (3d8), lightning (6d4) - all 5 units) [Dex rolls]
Traversal - forward back, turning (1 unit per minute), climb, descend (3 units per minute) Special - boosters [Traverse 50 ft per round] (10 units) [Wis rolls]
Special recharges on a 5-6 on d6 roll by previous user turn. Power monitor must transfer power supply to different Specials.
Overclock may be performed to the power cells to recharge faster (any elemental spell of 3rd level or higher) [d20 roll - 1 power cell explodes (10d6 force dmg to all inside), 2 to 5 cell loses d6 units, 15 to 19 recharge 10 units (each lvl spell above 3 increases range by 1), 20 recharge 20 units]
Swap power cell - requires 2 people - takes 10 rounds
For context, Party is level 14. They are trying to access a pocket dimension found deep in the plane that provides access to another realm, so no need to get back out.
What am I missing? Would you tweak/change anything?
Ok so basically you made a mini game. I would just make sure that each person has something viable they can actively do each round otherwise, they are just sitting there while another player tells them what to do. Right now it looks like the traversal person is just going to "move" each round based on what the navigator says. I would combine those two roles into a pilot role, and maybe split the tools function up or make a heal/buff function (maybe that's what weld does?). Also, if you're ever expecting them to swap powercells in active combat, 10 rounds is rough. Consider either reducing the rounds it takes, or maybe it can be reduced by the amount of people helping. Anyway, it's really hard to make suggestions without knowing the encounter. I would just make sure you playtest the heck out of it before giving it to players. Overall it sounds cool.
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Got a group that will be using something like a mech to infiltrate Mechanus (looks like a huge Modron). Mech is designed by an NPC for players to use. Want it to be an interactive experience to operate the mech. Here is what I have designed so far. All feedback welcome 😁
Modron Transport
Has 4 rechargeable power supplies - 50 units each
Power supply recharges 1d4 every turn that all operations are idle
Requires 5 operators in various positions
Special recharges on a 5-6 on d6 roll by previous user turn. Power monitor must transfer power supply to different Specials.
Overclock may be performed to the power cells to recharge faster (any elemental spell of 3rd level or higher) [d20 roll - 1 power cell explodes (10d6 force dmg to all inside), 2 to 5 cell loses d6 units, 15 to 19 recharge 10 units (each lvl spell above 3 increases range by 1), 20 recharge 20 units]
Swap power cell - requires 2 people - takes 10 rounds
For context, Party is level 14. They are trying to access a pocket dimension found deep in the plane that provides access to another realm, so no need to get back out.
What am I missing? Would you tweak/change anything?
Ok so basically you made a mini game. I would just make sure that each person has something viable they can actively do each round otherwise, they are just sitting there while another player tells them what to do. Right now it looks like the traversal person is just going to "move" each round based on what the navigator says. I would combine those two roles into a pilot role, and maybe split the tools function up or make a heal/buff function (maybe that's what weld does?). Also, if you're ever expecting them to swap powercells in active combat, 10 rounds is rough. Consider either reducing the rounds it takes, or maybe it can be reduced by the amount of people helping. Anyway, it's really hard to make suggestions without knowing the encounter. I would just make sure you playtest the heck out of it before giving it to players. Overall it sounds cool.