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Old 02-14-2010, 12:05 AM   #101
aosama
 
Join Date: Jun 2007
Default Re: Mass Effect Sourcebook

BTW, these are the powers I have so far. Each belongs to one of the three following talents "Kinetic Fields", "Telekinesis" and "Distortion".

Powers:

- Barrier (Kinetic Fields): DR (Ablative, -80%; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Costs FP, 1 FP per minute, -5%; Force Field, +20%; Hardened 2, +40%; Nuisance Effect, must ingest more callories, -5%; Limited Defenses, Fast Projectiles, -40%; Temporary Disadvantage, Electrical, -20%); Regeneration (Fast; Accessibility, only when resting, -10%; Limited, DR Only, -40%) [25] ; Cost: 25+1/level

- Singularity (Kinetic Fields): Innate Attack (Accessibility, requires one arm gestures, -10%; Area Effect 1, 2 yard radius, +50%; Biotic, -10%; Costs FP, 2 FP per use, -5%; Dissipation, -50%; Double Knockback, +20%; No Blunt Trauma, -20%; No Wounding, -50%; Nuisance effect, must ingest more callories, -5%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; Side Effect, Incapacitation, Paralysis, +200%; Temporary Disadvantage, Electrical, -20%) 9/die; Maximum dice equal to talent.

- Throw (Telekinesis): Innate Attack (Crushing; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Costs 1 FP per use, -5%; Double Knockback, +20%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Nuisance effect, must ingest more callories, -5%; Temporary Disadvantage, Electrical, -20%; Variable, +5%); Cost: 1/die; Maximum dice equal to Telekinesis times 10.

- Telekinesis (Telekinesis): Telekinesis (Biotic, -10%; Cannot Affect Self, -20%; Cannot Punch, -10%; Costs FP, 1 FP per use, -5%; Increased Range, Line of Sight, +70%; Nuisance Effect, must ingest more callories, -5%; Short-Range 2, uses Speed/Range Table, -20%; Temporary Disadvantage, Electrical, -20%) 4/level (3/level after level 10); Maximum level is 1 for Talent 0, 5 for talent 1, 10 for talent 2, 20 for talent 3, and 40 for talent 4 (levels above 10 must use the Lift Only limitation).

- Warp (Distortion): Innate Attack (Corrosion; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Cosmic, Ignores DR, +300%; Costs 2 FP per die, -10%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; Nuisance effect, must ingest more callories, -5%; Surprise Attack, +150%; Temporary Disadvantage, Electrical, -20%; Variable, +5%); Cost: 48/die; Maxium dice equal to Distortion/2, round down.
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Old 02-14-2010, 02:02 AM   #102
KLGChaos
 
Join Date: Feb 2010
Default Re: Mass Effect Sourcebook

Heh, you are much more complex with your powers and races that I am. Of course, all my players are casual players and one of them is still learning the system. I think they'd lynch me if I introduced so many complicated powers and effects at them. XD I can already see them rolling their eyes at the thought of keeping track of how many calories they eat.

You did forget a seconday effect of Warp, though-- when tagets are affected by other Biotic powers (like Lift or Singularity), the Warp causes an explosion. I also don't remember it ignoring DR. It ate through armor (especially in ME2), and lowered it, but didn't ignore it.

Last edited by KLGChaos; 02-14-2010 at 02:42 AM.
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Old 02-14-2010, 02:52 AM   #103
Adelus
 
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Default Re: Mass Effect Sourcebook

Quote:
Originally Posted by aosama View Post
- Singularity (Kinetic Fields): Innate Attack (Accessibility, requires one arm gestures, -10%; Area Effect 1, 2 yard radius, +50%; Biotic, -10%; Costs FP, 2 FP per use, -5%; Dissipation, -50%; Double Knockback, +20%; No Blunt Trauma, -20%; No Wounding, -50%; Nuisance effect, must ingest more callories, -5%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; Side Effect, Incapacitation, Paralysis, +200%; Temporary Disadvantage, Electrical, -20%) 9/die; Maximum dice equal to talent.
I don't see an actual IA type in here...

Also, Singularity strikes me much more as a form of Binding, rather than an innate attack!

Quick change I wrote up:

Binding (Singularity) (-5%) [Area Effect (2), +50%; Engulfing, +60%; Accessibility (Requires Gestures), -10%; Biotic, -10%; Costs Fatigue 2, -20%; Dissipation, -50%; Nuisance Effect: ability physically inconveniences you (Must eat more calories), -5%; Temporary Disadvantage (Electrical), -20%] [2/level]

I added in Engulfing because most people, when hit by a singularity, can't do little more than flail about helplessly due to their now very low mass exaggerating all their motions. Feel free to remove that though if anyone thinks that's a bad idea.

Also, thinking of non-combat like uses of Biotics. Some Control abilities for things like mass be appropriate. Also, since people who are usually trapped by a lift or singularity are easier to affect with abilities like Throw due to their altered mass, maybe some kind of linked attack that somehow makes them more susceptible?

Last edited by Adelus; 02-14-2010 at 03:29 AM. Reason: changed "area" to "innate"
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Old 02-14-2010, 03:50 AM   #104
KLGChaos
 
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Default Re: Mass Effect Sourcebook

Quote:
Originally Posted by Adelus View Post
I don't see an actual IA type in here...

Also, Singularity strikes me much more as a form of Binding, rather than an innate attack!

Quick change I wrote up:

Binding (Singularity) (-5%) [Area Effect (2), +50%; Engulfing, +60%; Accessibility (Requires Gestures), -10%; Biotic, -10%; Costs Fatigue 2, -20%; Dissipation, -50%; Nuisance Effect: ability physically inconveniences you (Must eat more calories), -5%; Temporary Disadvantage (Electrical), -20%] [2/level]

I added in Engulfing because most people, when hit by a singularity, can't do little more than flail about helplessly due to their now very low mass exaggerating all their motions. Feel free to remove that though if anyone thinks that's a bad idea.

Also, thinking of non-combat like uses of Biotics. Some Control abilities for things like mass be appropriate. Also, since people who are usually trapped by a lift or singularity are easier to affect with abilities like Throw due to their altered mass, maybe some kind of linked attack that somehow makes them more susceptible?
I agree that Binding is more appropriate for Singularity. As for Throw, it makes sense that people affected by Lift would be thrown further do to having less weight and it actually happens in game. Frozen creatures also get sent flying by Throw, though, so take it for what you will.
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Old 02-14-2010, 03:52 AM   #105
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Default Re: Mass Effect Sourcebook

Quote:
Originally Posted by KLGChaos View Post
I agree that Binding is more appropriate for Singularity. As for Throw, it makes sense that people affected by Lift would be thrown further do to having less weight and it actually happens in game. Frozen creatures also get sent flying by Throw, though, so take it for what you will.
Maybe tie in an area affect affliction that lowers ST, maybe only for the purposes of determining knockback?

Reducing someone's ST even by a little bit can make those multiples for knockback come easier, and at high levels can even allow a Krogan to be hurled around like a ragdoll!
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Old 02-14-2010, 04:38 AM   #106
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Default Re: Mass Effect Sourcebook

Oh God Mass Effect!!! O.o

Quote:
Originally Posted by aosama View Post
BTW, these are the powers I have so far. Each belongs to one of the three following talents "Kinetic Fields", "Telekinesis" and "Distortion".
Good start aosama. Let me comment some things.

Quote:
Powers:

- Barrier (Kinetic Fields): DR (Ablative, -80%; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Costs FP, 1 FP per minute, -5%; Force Field, +20%; Hardened 2, +40%; Nuisance Effect, must ingest more callories, -5%; Limited Defenses, Fast Projectiles, -40%; Temporary Disadvantage, Electrical, -20%); Regeneration (Fast; Accessibility, only when resting, -10%; Limited, DR Only, -40%) [25] ; Cost: 25+1/level
Nice!

Quote:
- Singularity (Kinetic Fields): Innate Attack (Accessibility, requires one arm gestures, -10%; Area Effect 1, 2 yard radius, +50%; Biotic, -10%; Costs FP, 2 FP per use, -5%; Dissipation, -50%; Double Knockback, +20%; No Blunt Trauma, -20%; No Wounding, -50%; Nuisance effect, must ingest more callories, -5%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; Side Effect, Incapacitation, Paralysis, +200%; Temporary Disadvantage, Electrical, -20%) 9/die; Maximum dice equal to talent.
Way not put singularity in the distortion?

Quote:
- Throw (Telekinesis): Innate Attack (Crushing; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Costs 1 FP per use, -5%; Double Knockback, +20%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Nuisance effect, must ingest more callories, -5%; Temporary Disadvantage, Electrical, -20%; Variable, +5%); Cost: 1/die; Maximum dice equal to Telekinesis times 10.
The throw can cause some damage on the targets on ME2. It's very light, but exists in some level, so No Wounding can be a litlle harsh. Looking by another way, removing No Wounding can make some throws delivery very high damages, taking 10 times Telekinesis like you suggest can end up with a 40d in games allowing the 4 level talent limit, breaking the game feel of the throw ability and the transforming your foes bones in goo.

I'd suggest a linked effect (or follow up if you prefer).

Innate Attack 2d (crushing, Accessibility, requires one arm gestures, -10%; Biotic, -10%; Costs 1 FP per use, -5%; Double Knockback, +20%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; No Blunt Trauma, -20%; Nuisance effect, must ingest more callories, -5%; Temporary Disadvantage, Electrical, -20%; Link, +10%) [16].

It's almost the same of the above without Variable and No Wounding. Also the Link must be added to your version (in a quick look, the cost is unchanged). So the final cost will be 16 + 1/level.

Quote:
- Telekinesis (Telekinesis): Telekinesis (Biotic, -10%; Cannot Affect Self, -20%; Cannot Punch, -10%; Costs FP, 1 FP per use, -5%; Increased Range, Line of Sight, +70%; Nuisance Effect, must ingest more callories, -5%; Short-Range 2, uses Speed/Range Table, -20%; Temporary Disadvantage, Electrical, -20%) 4/level (3/level after level 10); Maximum level is 1 for Talent 0, 5 for talent 1, 10 for talent 2, 20 for talent 3, and 40 for talent 4 (levels above 10 must use the Lift Only limitation).
While Telekinesis itself can be a Gravity Control ability by biotics, Lift (on ME1) and Pull (on ME2) doesn't appear to control the target after make he/she/it pick up from the ground. It appear to be more an affliction than a active lift. In the game the target cannot react while lifted/pulled, this is not realistic, at most, he can be disoriented by a number of seconds (anyway you suddenly remove the gravity of his/her body).

Perhaps a Affliction causing flying with the drifting limitation linked with some temporary incapacitation fits better.

Quote:
- Warp (Distortion): Innate Attack (Corrosion; Accessibility, requires one arm gestures, -10%; Biotic, -10%; Cosmic, Ignores DR, +300%; Costs 2 FP per die, -10%; Increased Range, 1/2D 20, +5%; Innacurate, Acc 0, -15%; Reduced Range, Max 20, -10%; Nuisance effect, must ingest more callories, -5%; Surprise Attack, +150%; Temporary Disadvantage, Electrical, -20%; Variable, +5%); Cost: 48/die; Maxium dice equal to Distortion/2, round down.
Warp can be a headache, I start a post some time ago to try to simulate closely the game, but I stop in the part "weaken the structural, so the target receive more damage)". Also, in ME2 Warp detonates other Mass Effect fields, so if any target has a biotic field or are affected by Pull, throw, syngularity, etc) it explodes. This could be resolved with this.

Warp Explosion: Innate Attack (Crushing; Follow up, +0%; Accessibility, target must have some Mass Effect field over him, -20%; Double Knockback; +20%, Explosion, +50%) [7.5/dice]; Maximum dice equal to Distortion.

One strange thing in the game, which I ignore, is that biotic barriers are different beasts from shields. I understand that makes some game balance in the video-game, but in GURPS terms, how to explain that warp does not explodes when touch an shielded foe once shields (kinetic barriers) are mass effect fields too!
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Old 02-14-2010, 04:44 AM   #107
giganerds
 
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Default Re: Mass Effect Sourcebook

Quote:
Originally Posted by Adelus View Post
Maybe tie in an area affect affliction that lowers ST, maybe only for the purposes of determining knockback?

Reducing someone's ST even by a little bit can make those multiples for knockback come easier, and at high levels can even allow a Krogan to be hurled around like a ragdoll!
Does, my suggestion of afflict a person with Flying + Drifting limitation helps?

Knockback in GURPS assumes a 1G gravity in a grounded target, in a 0G environment you need less energy to propel something. GURPS doesn't have anything in the books to treat knockback in different gravities (i cannot recall anything).
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Old 02-14-2010, 04:53 AM   #108
giganerds
 
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Default Re: Mass Effect Sourcebook

About the grav guns/armor/etc discution. I opt to adopt a more GURPS way, the special ammunition in the game completely disconsider the fact that a project propelled at a fraction of ligh speed will turn in to plasma. I can be wrong, but I think most of the ammo types in UT will not function properly in this case. The TL 11^ fits more to the game combat and the TL 10^ fits more with most of the others scenarios stuffs.

If someone is more propense to use weapons with more diverse options. Use the eletromagnetic guns instead.
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Old 02-14-2010, 06:17 AM   #109
KLGChaos
 
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Default Re: Mass Effect Sourcebook

Lots of input. :) I figure the Warp Explosion would be a Follow-up Attack on Warp, with the Accessibility modifier that the target needs to be within a mass-effect field (Warp does extra damage to Barriers in the game, though I don't think it blows them up-- I use Reave on my Sentinel instead).

Throw may not do damage on it's own, but remember it can still do damage-- being thrown with enough force into a wall or having a crate tossed at your head will cause crushing damage on it's own and I believe that's where the damage comes from in the game-- you get hit with a certain number of Newtons, which determine how much force the enemy flies with and how much damage they receive.

Last edited by KLGChaos; 02-14-2010 at 08:04 AM.
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Old 02-14-2010, 08:44 AM   #110
towishimp
 
Join Date: Dec 2007
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Default Re: Mass Effect Sourcebook

Great thread. Found it while I was in the process of working up my own Mass Effect setting, at the request of one of my players.

Quote:
Originally Posted by KLGChaos View Post
So, been working a little bit on abilities. As I said before, my game features Unusual Backgrounds that can be purchased that allow characters in my game to take Cinematic abilities that they normally couldn't take, due to conditioning, gene therapy, implants and biotic talent.

...

Still working on Engineer powers and Biotic powers.
My players and I decided to go with the philosophy "create a realistic Mass Effect-inspired sci-fi setting," rather than try to emulate the game exactly. We've allowed the one "miracle" of mass effect fields, of course. But the only folks with "special abilities" are biotics. Techs, soldiers, etc., don't have special abilities, they just have regular advantages and skills. A soldier's "special abilities," for example, might be high Guns and Tactics skills plus Combat Reflexes. My players wanted to play realistic characters in a realistic universe, not replay the game exactly.

All the usual qualifiers apply. Different strokes and all that. Just thought I'd share how we were doing it.
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