Multi-Flex

Multi-flex Systems

Multiflex systems take the idea of being able to create a system with
an unlimited number of effects and gives it a playable, logical and
game balanced design system.  You can make a multiflex as small or as
large as you need for your design specifications.

This is the third revision of this system.  The revisions stem from
getting the best, and simplest formula for the portfolio multipliers.
This one should do the trick.

The basics of the system are in few parts.  First, you buy a number of
CP that the largest of the portfolios can fit in.  Second, you decide
if the system can be altered or re-programmed in the field.  Third,
you determine how many portfolios you need to build the system.  Last,
you design your portfollios (Though this may be the first thing you
do.)

The Multiflex CP you buy determines the maximum size system you can
place in a multi-flex portfolio.  Each base MCP (Multiflex CP) costs
one normal CP.  If you have multiple Multi-systems in the same servo,
they can be 'linked' to form a larger MCP pool for free.  (Not a
weapon link. Just a system link.)  The base cost also determines the
base kills of the system.  1 MCP = 1kill.  The system may be made
fragile though.  The weapons in the system take up no extra weight.

Some systems will let you re-program or jury-rig different effects in
the field.  If this is the case, the system is considered
'Programable'.  The system will only let you alter within the limits
of the same types of systems it's original capabilities indicated.  If
your MF portfolios only had Beam and energy weapons, it can not be
jury-riged to become a projectile weapon or a shield.  The multiplier
for this effect is x1.1.

It takes skill, time and accessibility to reprogram the system, at
which time it can not be utilized at all. First the person doing the
alteration must have physical contact with the system itself.  This
can be that the person is outside doing the alterations, or a
passanger location in the same servo has been noted to be open to that
system. Then the portfoilio to be replaced must be 'cleared' In other
words you loose that function until it is replaced to it's original
settings by either re-programming it back or an overhaul.  After which
the tough and tedius part begins, the skill checks.

Each turn the person(s) altering the system can make a check to see if
they gain any headway.  The skill is determined by the GM who may make
it as simple as a jury rig skill or as specific as needing a
particular science for it.  The difficulty of the test is equal to the
square root of the system you are entering plus fifteen.  The system
may never be bigger then the MCP of the Multiflex.  Every successful
test results in one MFC point programmed.  Every five points above the
success gives another MCP point programmed on the same test.  A
failure means waisted time.  A critical failure can ruin the entire
system until repaired.

The number of portfolios you need will depend on both the number of
systems you want to simulate and the types of systems to be simulated.
If you only want alternate settings of a system within it's class
(such as beam weapons) it costs 1 portfolio per setting.  If you want
to be able to configure to systems of alternate types, it costs 2
extra portfolios per type.  (IE if you want a 3 setting beam weapon,
it would require 3 portfolios.  If you wanted 2 beam weapons and an
energy melee weapon to be simulated by the same MF system it would
take 5 portfolios:  2 beam weapons, a different system type (Costs 2),
and the EMW.)  The multiplier cost for the number of portfolios is
made to a formula.

Portfolio multiplier = sqare root of ( .5 + #of portfolios/2)

portfolios   1     2     3     4     5     6     7     8     9
Multiple   x1.00 x1.22 x1.41 x1.58 x1.73 x1.87 x2.00 x2.12 x2.24

After all of that, you build the portfolios just as you would a
standard E-pool system.  Though I have just used energy type weapons
so far, different systems can be any system you can find a logic to
put together.  You could have a partical beam weapon also being a mass
driver. (A beam weapon and projectile weapon.) Sensor systems, shields
(Though damage to the shield may make the system unable to convert to
another portfolio.), ECM, thrusters, whatever.


Example of a multiple configuration missile system:

Multiflex MCP:.9  portfolio:2 (multiplier of x1.2)
 Cost/space/kills: 1.1cp/1.1sp/.9k
 Portfolio 1: Armor piercing missile
  Missile  Range:11  WA:+0  Dmg:9k  (Cost:.9)
 Portfolio 2: Scatter explosion
  Missile  Range:6  WA:+0  Dmg:3k  Blast:1 (cost:.9)

This is the cost of each missile bought as a seperate Multi-flex
system.  But they are all part of the same missile pack.  The missiles
must be all of the same configuration to fire.


Example of a beam / projectile weapon

Multi-flex MCP:6  Portfolio:4 (Multiplier of x1.58) Cost/space/kills:
 9.5cp / 9.5 / 6k Portfolio 1:  Particle Accelerator Beam  Range:8
 WA:+1  Dmg:4k  (Cost:6) Portfolio 2:  Mass driver Projectile  Range:4
 WA:+0  Dmg:2k  BV:5 (Cost:6) Clip for Projectile weapon: Ammo 20
 Cost:1.8

This weapon can be logicly constructed because both systems use
magnetic rail technology.  The only differance is that The beam weapon
fires atomic scale particals while the Mass driver fires a streem of
projectiles.  There is an added cost of two extra portfolios because
the Multi-flex system uses a seperate type of system for the Mass
driver.

Shain Edge Eklypse1@Geocities.Com
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