05-21-2015, 12:25 PM | #21 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: TL11 and Species advantages
An easy way around that is to simply not have small disadvantage-less species.
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05-21-2015, 12:36 PM | #22 | ||||
Join Date: Jul 2008
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Re: TL11 and Species advantages
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The mech is likely to be heavier than an equal-sized biological, but only because the tradeoff of weighing more for packing in more armor or machinery is considered worth it. If they were worried about that and wanted to build it to be lighter instead of heavier, they could do that. TL11 bots don't require that much maintenance. Quote:
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05-21-2015, 03:44 PM | #23 |
Join Date: Aug 2014
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Re: TL11 and Species advantages
You could always just say that a minimum sized brain is necessary for intelligence and any larger than that confers no benefit while costing far more resources (food), so natural selection ends up creating a bunch of roughly human sized races. Or maybe a bigger brain does end up being better and the massive brutes are also the most intelligent and advanced race. I would love to see that subversion! Usually the big guys have their strength as an advantage so the little guys need intelligence and tech to match them. But, at high TL the best protection against getting shot is to not get shot, which is a problem for the big guys. If being big is a liability, they could have better intelligence/tech to balance it out.
As for the OP, I would say a tech race for sure. Whether they are full AIs in synthetic bodies or highly modified organics will depend on the setting, but a race that is dependent on their technology more than their bodies is interesting and could be very effective on the battlefield. Traits like Injury Tolerance, machine Possession, and Tech! skills have combat use. They could even have Unkillable...Actually, at TL 11 you could probably justify any not dying advantages. A full on machine race that can crank out soldiers as fast as they can build them is terrifying, but any TL 11 society should be able to do that with advanced drones. You need a reason why they don't. Maybe the last time they gave combat drones AI they thought it would be a good idea to try to take over the galaxy, so now only organics are allowed to control weapons. Last edited by Mercurae; 05-21-2015 at 03:49 PM. Reason: needed more commas |
05-21-2015, 09:39 PM | #24 | |||
Join Date: Aug 2013
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Re: TL11 and Species advantages
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From what I have decided now, its TL11 with TL12 tech occasional entering the market, there will be "magic" and other powers, haven't decided how the "magic" part is going to work. There are three factions with four major species on each of them. One call Libra which is excited with exploration with retrotech/20th century/cowboy sci fi feel where they still use bullets instead of lasers, they have great mobility and their weapons deal loads of damage, but suffer from low AP and Rcl. They also have inspiration from Terran, and Futurama. The other is called Nezar which are one with the worlds, where they want to preserve nature (in a spiritual sense), they are TL8+3 (TL8+2 Armor, TL8+2 Biology), industrialization was great but was destroying the very soul of the animals, so scientist and "druids" came together to create spirit tech, that can be use to by the soul itself, divergent them to TL8+1 and so forth. There weapons are super penetrating swords and guns that shoot blades and big guns that shoot lasers and missiles. The closes I can relate to them would be the Eldar from Warhammer 40k and the Masari from Universe at War, if anyone knows that game. The last one is Eslor, they are cold technocrats that want to bring "all" to their full pontinental, and science is the word of god, they believe that science itself is the ultimate force of the universe and those that master it, can become masters of the universe. They are TL11 (TL12 Computers, TL12 Weapons) and they are more normal in terms of Ultra tech then the other two. They also take inspiration from the Esper shard from Magic the Gathering and Tau from Warhammer 40k in terms of just tech. Quote:
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05-21-2015, 10:10 PM | #25 |
Join Date: Aug 2013
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Re: TL11 and Species advantages
Here are the species I have made
Libra Homo: Basically Human aliens Rocoon: Sentient raccoons because raccoons Pog: Big Sentient redneck pigs Yan: Cute spherical creatures that ready to take the unknown Nezar Evi: Elf people Nontor: Little multi-color gnome/catlike people Khon: Big Koalas Toad: Sentient Frogs Elsor Viner: Cold, tall, blue people Sor: Bunny/Hamster like species Ner: Slick, semi upright trolls Zir: Fuzzy with bird like arms and feet.
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05-22-2015, 01:31 AM | #26 |
Join Date: Aug 2013
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Re: TL11 and Species advantages
Ok I worked out the stats:
Homo Points 0 Attributes: Advantages: Disadvantage: SM: 0 Rocoon Points -8 Attributes: ST-2 [-20] Advantages: Claws (Sharp) [+5], Extra Basic Move 2 (Temporary disadvantage: Quadreped -35%) [+7], Flexibility [+5], Fur [+1], High Manual Dexterity 2 [+10], Night Vision 4 [+4], Teeth (Sharp) [+1], Silence 1 [+5] Disadvantage: Curious (12) [-5], Low Pain Threshold [-10], Imaginative [-1], Stress Atavism (12) (Mild) [-10] SM: -2 Pog Points +35 Attributes: ST+3 [+27], HT+1 [+10] Advantages: High Pain Threshold [+10] Disadvantage: Gluttony (12) [-5], Klutz [-5], Noisy 1 [-2] SM: +1 Yan Points +5 Attributes: ST-2 [-10], HT+2 [+20] Advantages: Ultrahearing [+5] Disadvantage: SM: 0 (Sphere) Evi Points 0 Attributes: HT+1 [+10] Advantages: Shtick [+1] Disadvantage: Low Pain Threshold [-10], Nervous Stomach [-1] SM: 0 Nontor Points -10 Attributes: ST-2 [-20], DX+1 [+20] Advantages: Sharp Claws [+5] Disadvantage: Chummy [-5], Stress Atavism (12) [-10] Feature: Tail [0] SM: -2 Khon Points +30 Attributes: ST+6 [+54] Advantages: Fur [+1] Disadvantage: Selfless (12) [-5], Slow Riser [-5], Truthfulness (12) [-5], Xenophilia [-10] SM: +1 Toad Points +6 Attributes: ST-1 [-10], HT-2 [-20] Advantages: Extra Arms 1 (Tongue) (Extra-Flexible +50%, Long +1 SM +100%, temporary disadvantage: Open Mouth -20%) [+25], Slippery 2 [+4], Super Jump 2 [+20] Disadvantage: Missing Digit (Tongue) (4 fingers and 1 thumb) [-13] SM: -1 Viner Points -4 Attributes: ST+1 [+9] Advantages: Night Vision 2 [+2] Disadvantage: Low Pain Threshold [-10], Stubbornness [-5] SM: +1 Sor Points -3 Attributes: ST-2 [-20] Advantages: Discriminatory Hearing [+15], Fur [+1], Striker (Tail) (Crushing) [+5], Ultrahearing [+5] Disadvantage: Curious (12) [-5], Easy to Kill 2 [-4] SM: -2 Ner Points -1 Attributes: +1 Basic Move [+5], HT-1 [-10] Advantages: Acute Hearing 2 [+4], Discriminatory Smell [+15] Disadvantage: Low Pain Threshold [-10], Semi-Upright [-5] SM: 0 Zir Points -9 Attributes: ST-1 [-10], DX-1 [-20], HT+1 [+10] Advantages: Catfall [+10], Flexibility [+5], Fur [+1], Sharp Claws [+5] Disadvantage: Jealousy [-10] SM: -1
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05-22-2015, 02:48 AM | #27 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: TL11 and Species advantages
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This means two things: First, you are liberated! You do not have to worry about how "accurate" things are, because it's complete nonsense anyway. This means people can't complain that space-spirit-swords don't really work that way because space-spirit-swords don't work at all so stop complaining and get back to punching alien warlords in the jaw and rescuing space princesses, duh. Second, ultra-tech is of limited assistance to you, because Ultra-Tech tries to follow reasonable paths of science. It also tries to emulate some whammo comic-book space-opera physics (hence things like monowire, conformal force screens, force blades and disintegrators), but it tries to do it in a context of a world with realistic weapons, like "Assuming that lasers follow real physics and bullets do too, how tough would a conformal force screen need to be to provide reasonable protection?" So, at this point, you have two choices. The first is to just throw Ultra-Tech out the window and make up your own stats. Honestly, it's what half of the inspirations you cited do. It's not like the Warhammer 40k people sat down and worked out the physics of shuriken cannons, they just shouted "CANNONS THAT SHOOT SHURIKENS AT PEOPLE!" probably while drunk, and then "balanced" them with the other weapons of the setting. You could do the same: Revolver rounds do 6d pi+ damage, have an Acc of 2, an RoF of 3, and a Rcl of 2. The damage is ridiculous (the Ruger Super Redhawk deals 5d-1 pi+, and it's huge), but I'm supposing something akin to most revolvers (a Colt Python deals 3d damage, which is about what we expect from a pistol), but I doubled it (while mumbling something about ETK) and gave it a bigger caliber (because it's a large, scary looking bullet). This gives us a weapon that deals as much damage as most rifles, with a satisfying amount of boom, but lacks any real armor penetration or the accuracy or RoF of the other weapons. A typical revolver round deals a base of 20 damage, penetrates 20 DR and will cause up to 30 points of wounding. The Shuriken Cannon might deal 4d(5) cut with Acc 4, RoF 15 and a Rcl of 2. This is a rifle-design inspired by a mixture of the Gauss CAW (same RoF and rcl and accuracy). The damage is taken from thin air (meant primarily to be less than the revolver) and the armor divisor is meant to compensate: the net result is a weapon that deals 14 damage base, penetrates up to 70 points of armor, and deal about 21 points of wounding. My justification for the weapon is "18mm Gauss CAW that throws hyperdense shurikens at, I don't know, like the equivalent to ST 40." The laser might deal 6d(2) pi with an Acc of 12, RoF of 10 and a Rcl of 1. This is just a straight up laser rifle: It deals 20 damage, penetrates 40 points of DR, and causes about 20 points of wounding. It does less raw damage than the revolver, penetrates less armor than the shuriken cannon, but is pin-point accurate and will hit with lots of shots. The revolver is just a pistol, of course. We might use a Storm Carbine as a model for our rifle: 3dx5 pi+ damage, Acc 4, RoF 10, Rcl 3. This weapon deals 50 damage raw, penetrates 50 DR and deals up to 75 damage. This makes it less likely to penetrate armor than the shuriken cannon, less likely to hit with more than one shot than the shuriken cannon (which is putting out a higher volume with less recoil) or the laser (which has superior recoil and vastly superior accuracy). This gives you an "anti-rifle" DR ratio of about DR 50. A TL 9 Combat Hardsuit gives us DR 50: The storm carbine will rely on raw power to break through that, while the shuriken cannon is just barely penetrating with each hit and the laser will need to aim for limbs or armored visors (where it's only DR 30). The storm carbine arguably comes out the weakest here, but if we introduce giant monsters with low DR and gobs of HP, then the storm carbine begins to shine. I'll grant you that this is mostly TL 9-10 stuff, not TL 11, but I wouldn't get too hung up on TL, as long as you have the right imagery and the right balance. The idea is to mess with these numbers until you get values you like. Your constraints include providing a tactical role for each member of a race. I will note that in this model, a combat hard suit is heavy and larger guns are heavy, so a strong race has an advantage (what? No battle suits? No. No battlesuits.) I would also add a house rule that lets ST-powered crushing attacks to shoot past armor. I generally just divide the DR by 5. Another I've heard is to give everything a form of blunt trauma. That allows your giant pig-men to punch each other in the face with the butts of their rifles while wearing armor and allow them to feel it. The other option would be to pick more exacting TL 11 technologies and then rebuild your templates around them. This has its advantages too, but in both cases, I recommend building a bit, setting up some elements, testing some things ("So, how does a Combat-Hardsuited Pog with a storm carbine fare against a Reflex bodysuit wearing Evi wielding a "Spirit-Blade" (psi-blade, of course). Is it balanced? Is it interesting? Or is it a slaughter?") and then adjusting numbers to fit. Don't be afraid to deviate from UT. Personally, I think its best use for you would be as inspiration.
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05-22-2015, 03:51 AM | #28 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: TL11 and Species advantages
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Last edited by Gold & Appel Inc; 05-22-2015 at 03:55 AM. |
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05-22-2015, 03:23 PM | #29 | ||
Join Date: Aug 2013
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Re: TL11 and Species advantages
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path of greater industrialization, they split from TL8 to TL8+1 and so forth. **I know UT is generaly realistic and I'm fine with that, I use the book more for to balance numbers rather than looking at what realistic, Eslor tech is much like the tech found in the book and based on more realistic speculation, but have a weird/super tech there and here, Nezar on the other hand, is completely different then what the book say, the book doesn't have TL8+3 spiritpunk so it make sense why not, but I use the book to compare so Nezar doesn't seem under/over power the others, Nezar is more fantasylike then based on scientific speculation. Libra is kinda in between, it have semi-realistic weapons, but just not for TL11, bullet would normally be obsolete in TL11, but they are effective here. There technology don't seem too radically different from Eslor that they would be completely alienating but it can seem to be a divergent tech as well. Due note that well the laws of physics of this universe doesn't seem to make sense to us, doesn't mean they would not have scientific data on their universe, it just different. If they knew about this universe, they would think intelligence from an organ would be nonsense! As for weapon that I have made; The Eslore's basic rifle, Pluse-4 Rifle, damage is 5d(10) burn, Acc 5, Rof 3, Shots 20(3), Rcl 1. The Libra's NRA-7 Rifle, have a damage of 8d pi, Acc 2+3, Rof 8, Shots 24(3), Rcl 3. And the Nezar that the most oddball out of them all, the Dagger Shots, have a damage of 6d(3) cut, Acc 2+2, Rof 2, Shots 12(3), Rcl 3. The Nezar sword may also be important to post, its damage is thr+5(10) cut and swing+5(10) cut with Reach 1,2, Parry 0. Quote:
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