![]() ![]() but as you start burning fuel to enhance maneuvers, you start losing power towards these augmented systems, and they begin to fail. at full fuel, you have access to all four quirks, which change your position and effect the same way that gear does, granting you bonus effect or improved position when relevant. The idea here is fairly simple - quirks are now powered by fuel. So how do we bring the numbers back but preserve the character of quirks? the answer is fuel-powered quirks, which function like so: sometimes you roll a ton of sixes and manage to operate like no one else can. it's a good system! that said, the numerical asymmetry has always bothered me here you have 9 stress but only 8 equivalent in quirks, and resisting is ALWAYS costly in a mech in a way that feels like it doesn't capture those classic gundam moments where the protagonist goes full autism mode and dissects a squad in a matter of seconds. quirks are things like light-footed, military workhorse, or strange power source, and whenever you burn a quirk on a push, you have to say how the quirk applies to that push. this was a solid idea, but it was later replaced with the more characterful quirk system, wherein your mech has four quirks which translate 1-for-2 to stress 1 quirk to push and a flat resistance cost based on the severity of the consequence. ![]() For those of you aren't aware: before beam saber's current implementation of its quirks system, its mechs used to have a FUEL gauge that was essentially a 1-for-1 analogue to pilot stress - it cost two fuel to push a mech and 6 - your highest roll fuel to resist consequences in one. ![]()
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