Power Info / Restrictions
Jan. 28th, 2017 05:29 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So, as someone who survives and thrives on a constant diet of pure electricity with a side of low-end technomancy, Livewire without any restrictions on what she could do would pretty much result in a lot of dead spaceships drifting about. So! For the convenience of anyone unfortunate enough to be sharing a ship with her, here's a handy summary of how we'll be avoiding that sort of thing:
1.) While there is no fixed limit to what sort of power she can drain from the ship, there is indeed a limit. As a general rule, she can only siphon off as much power as the ship can safely spare. In other words, despite her ability to manipulate the absolute bajeezus out of any electrical system she gets into (or whatever it happens to power), she's not going to leave anybody adrift in the space-boonies. She can't overtax the power supply, she can't increase the output to dangerous levels, and she won't be short-circuiting anything anytime soon.
2.) The captain of any given ship she's on can also abuse this restriction to essentially revoke her snacking privileges by adjusting the amount of power allocated for non-critical use (e.g.: stuff you can plug into a wall outlet as compared to, say, life support). Her augment doesn't allow her to tap into anything vital to the ship's continued functions, so this reduces the amount of power she can draw from, and she'll be stuck at basic subsistence-levels of electrical access. Think of it as a Time Out.
3.) Even if she's actually inside the ship's computers, her augment specifically prevents her from taking control of any of the ship's primary / critical functions. So while she can play havoc with the comms all she wants (as she has a communications augment), she cannot take control of things like the ship's navigation systems, propulsion, life support, weapons, etc. If a situation goes far enough south that it's actually necessary for her to take control of any of these things, the captain of the ship in question may grant her temporary authorization to do so, but unless that occurs, she can't mess with it.
4.) While she can play games all she wants with stuff in the common areas (barring vital systems mentioned above), her augment will usually prohibit her from messing about with anything in the more private parts of the ship. In short: She won't be popping into anyone's room anytime soon, or electrifying their bunk for giggles. Unless the player in question gives the go-ahead in advance, anyway- at which point we can just assume the augment bugged out or something and she was able to get away with that sort of malicious behavior.
5.) While she's capable of messing about with things like the ship's doors, the same augment restrictions mentioned above will serve to prevent her from locking everyone in their quarters / whatever room they happen to be in, or preventing them from using the protein dispenser (or whatever), most of the time. The exceptions to this rule are the same as above- the player(s) affected must give their permission ahead of time. Without that permission, we can assume the augment's working as intended, and preventing her from interfering with the day-to-day operations of the ship.
6.) Anything that would significantly impact the overall operations of the ship (think your ship-wide problems, like siphoning off all available power, shutting off all the lights, blocking all available power, etc.) will require the approval of all players of the crew beforehand. Smaller-scale hijinks that don't violate any of the above are all well and good, but it just makes sense that anything that would affect the entire ship all at once would require a green light from everyone.
[Power Restrictions subject to changes (additions) in the future, should she be shuffled to another ship with different preferences, in-game events necessitate it, or if existing ones are just plain found wanting.]
1.) While there is no fixed limit to what sort of power she can drain from the ship, there is indeed a limit. As a general rule, she can only siphon off as much power as the ship can safely spare. In other words, despite her ability to manipulate the absolute bajeezus out of any electrical system she gets into (or whatever it happens to power), she's not going to leave anybody adrift in the space-boonies. She can't overtax the power supply, she can't increase the output to dangerous levels, and she won't be short-circuiting anything anytime soon.
2.) The captain of any given ship she's on can also abuse this restriction to essentially revoke her snacking privileges by adjusting the amount of power allocated for non-critical use (e.g.: stuff you can plug into a wall outlet as compared to, say, life support). Her augment doesn't allow her to tap into anything vital to the ship's continued functions, so this reduces the amount of power she can draw from, and she'll be stuck at basic subsistence-levels of electrical access. Think of it as a Time Out.
3.) Even if she's actually inside the ship's computers, her augment specifically prevents her from taking control of any of the ship's primary / critical functions. So while she can play havoc with the comms all she wants (as she has a communications augment), she cannot take control of things like the ship's navigation systems, propulsion, life support, weapons, etc. If a situation goes far enough south that it's actually necessary for her to take control of any of these things, the captain of the ship in question may grant her temporary authorization to do so, but unless that occurs, she can't mess with it.
4.) While she can play games all she wants with stuff in the common areas (barring vital systems mentioned above), her augment will usually prohibit her from messing about with anything in the more private parts of the ship. In short: She won't be popping into anyone's room anytime soon, or electrifying their bunk for giggles. Unless the player in question gives the go-ahead in advance, anyway- at which point we can just assume the augment bugged out or something and she was able to get away with that sort of malicious behavior.
5.) While she's capable of messing about with things like the ship's doors, the same augment restrictions mentioned above will serve to prevent her from locking everyone in their quarters / whatever room they happen to be in, or preventing them from using the protein dispenser (or whatever), most of the time. The exceptions to this rule are the same as above- the player(s) affected must give their permission ahead of time. Without that permission, we can assume the augment's working as intended, and preventing her from interfering with the day-to-day operations of the ship.
6.) Anything that would significantly impact the overall operations of the ship (think your ship-wide problems, like siphoning off all available power, shutting off all the lights, blocking all available power, etc.) will require the approval of all players of the crew beforehand. Smaller-scale hijinks that don't violate any of the above are all well and good, but it just makes sense that anything that would affect the entire ship all at once would require a green light from everyone.
[Power Restrictions subject to changes (additions) in the future, should she be shuffled to another ship with different preferences, in-game events necessitate it, or if existing ones are just plain found wanting.]