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Old 08-12-2022, 07:57 PM   #1
SydneyFreedberg
 
Join Date: May 2019
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Some really good suggestions from Pursuivant -- thanks!

My thoughts on his thoughts:

Fomori:

Lots of good ideas here on how to make their psychology truly alien. "Reluctant Killer" is probably too strong a penalty, but I really like optional Indomitable (Not against Torture, -20%) and Intolerance (people who inflict high collateral damage), as well as elaborating "Fomori Torture" and "Slave Overseer" as their primary social skills (eek).

As I conceive them, you can talk to the average Fomorian and use conventional means of persuasion such as rational argument, bribery, and charm... but it won't hit their instinctual buttons the same way as physically inflicting or receiving pain. Err, actually Torture for Fomori is kind of like Sex Appeal and Erotic Art for humans (double eek).

On a lighter note, since Fomori are denser than water (Quirk: cannot float), it makes sense for a Common Optional Trait to be a phobia of water....


Teceti

I'll definitely lower their Reputation to +2/-2 and tweak their vision from "Night Vision +9" (which is meant to cancel out the maximum darkness penalty" to "Feature: no darkness penalties to vision (short of absolute darkness) but takes penalties in daylight." I also like your suggestions for Common Optional Traits.

I've looked at Clinging and been tempted but as written it makes you Spider-Man -- you can basically climb up sheer walls and walk on ceilings -- which feels overdone for most real-world climbers bigger than a gecko.


Spitsplugs

They do have Invertebrate, actually (although the Invertebrate disadvantage in GURPS is kinda weird, as it mostly plays with Basic Lift). They're not cold-blooded or slimy, actually -- although people might assume they are! -- because I find it hard to imagine a truly cold-blooded animal having a high enough metabolism to sustain levels of intelligence and activity sufficient to compete on an interstellar scale.

And yeah, that acid-spitting thing is pretty nasty (and expensive points-wise). I might require a longer recharge, but I'm hesitant to limit uses per day, because I figure they produce acid continually and that's how they digest their food, kind of like flies... which is gross.

Poor guys, they're actually pretty nice as a species. They just have no bones and no luck.
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Old 08-13-2022, 05:25 AM   #2
Pursuivant
 
Join Date: Apr 2005
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Quote:
Originally Posted by SydneyFreedberg View Post
And yeah, that acid-spitting thing is pretty nasty (and expensive points-wise). I might require a longer recharge, but I'm hesitant to limit uses per day, because I figure they produce acid continually and that's how they digest their food, kind of like flies... which is gross.
I'd go with a longer recharge period. Assume that each spitslug has one "shot" of acid readied, but that subsequent shots take 15+ seconds as they produce more digestive juices. That allows routine non-combat use while preventing them from being combat monsters (especially against ranged weapons and ultratech armor).

If you want to tone the acid attack down further, define it as being enzymes which only work against organic material. That keeps spitslug digestive juices from eating through rock or metal. That's the Contact Agent (-30%) limitation if their attack is blocked by any rigid non-porous material, or a -10% or -20% Accessibility limitation for slightly more effective enzymes).

Another way to tone down their attack would be to have lower base damage but add the Cyclic enhancement. That makes the Innate Attack much more complex, but models a slow-acting attack which can still be potentially nasty if the victim can't quickly neutralize or wash away the acid/enzymes.

For example:

Innate Attack (Acid Jet) Corrosive, 1 HP = base cost 2.5 points. Enhancements: Cyclic, 10 seconds, 7x cycles, +350%; Jet, +0%.) = total cost (11.25 points) = 12 points.

This inflicts a total of 7 HP over a period of 110 seconds. On average, that's the same damage as 2d HP delivered up front, but at a fraction of the cost.

A slow-acting enzyme attack might look like this:

Innate Attack: Enzyme Jet. Corrosion, 1 HP (Base cost 2.5 points) (Enhancements: Cyclic 7x, 10 second intervals, +350%; Jet, +0%; Low Signature, +10%. Limitations: Contact Agent, -30%; Takes Recharge: 15 seconds, -20%.) [10.25 = 11 points]

An actual acid jet drops the Contact Agent limitation and increases the cost to 11 points.

Last edited by Pursuivant; 08-13-2022 at 05:37 AM.
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Old 08-14-2022, 09:36 AM   #3
SydneyFreedberg
 
Join Date: May 2019
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

It makes sense that Spitslug digestive juices don’t eat through the floor like Xenomorph blood from Aliens. (How do Xenomorphs not dissolve themselves???)And I like your idea of it being slower-acting with cyclic. Just want to make it move a little faster, since that’s less complex to remember in play, and include Low Signature, since it’s much quieter than a gunshot. So maybe:

Innate Attack: digestive enzyme jet [15 points]
Corrosion 1D [10 points base]
Cyclic: 2 cycles, Interval = 1 second [200%]
Jet [0%]
Low Signature [10%]
Takes Extra Time: 2 seconds to Ready [-20%]
Takes Recharge: 15 seconds [-20%]
Special Limitation: affects organic material only [-20%?]

10 points x (210% - 60%) = 10 * 1.5 = 15 points
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Old 08-19-2022, 06:50 PM   #4
Pursuivant
 
Join Date: Apr 2005
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Quote:
Originally Posted by SydneyFreedberg View Post
Innate Attack: digestive enzyme jet [15 points]
Corrosion 1D [10 points base]
Cyclic: 2 cycles, Interval = 1 second [200%]
Jet [0%]
Low Signature [10%]
Takes Extra Time: 2 seconds to Ready [-20%]
Takes Recharge: 15 seconds [-20%]
Special Limitation: affects organic material only [-20%?]

10 points x (210% - 60%) = 10 * 1.5 = 15 points
Looks good, but the pricing is wrong. It should be 10 points for the base attack + 1.5 x 10 for the modifiers, so 25 points.

It would be cheaper to just give them 2d corrosive without the Cyclic enhancement. That would give:

20 points, +10% (Low Signature), -60% (for limitations) = -50% = 20 points * 50% = 10 points.

The Special Limitation is just Accessibility (p. B110). -20% seems fair.

Cyclic is only cost effective for Innate Attacks with a low basic cost (e.g., Toxic damage).

You could also easily add the Biological, -10% power modifier to this attack. (From GURPS Powers.)

That means that defenses specifically designed to counter Spitslug enzyme attacks would negate or reduce damage and also means that biological conditions (e.g., age, illness, malnutrition, surgery) could deprive Spitslugs of their attack power. (E.g., Grandma Spitslug needs someone else to squirt enzymes on her food for her, since she can't do the job herself anymore.) It also allows for gear that's specifically designed for Spitslugs, like textiles made of enzyme-resistant plastics.

Last edited by Pursuivant; 08-19-2022 at 07:03 PM.
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Old 08-24-2022, 07:31 PM   #5
SydneyFreedberg
 
Join Date: May 2019
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

[1] D'oh! Basic math mistake on my part.... Turning a 150% increase into a multiplier of 1.5 instead of 2.5. Good catch. And I like your build without Cyclic better -- it's easier to understand and should be easier to play.

[2] This was my first take on a Torture skill:

Torture (IQ/A): Defaults to First Aid-4, Physician-4, or Pressure Points-2. This is definitely a villainous skill! A successful Torture roll inflicts pain without inflicting permanent injury (unless the torturer wants to, which is even more evil). This skill does not include the art of asking questions: Interrogation defaults to Torture -4, but only if you torture the interrogation subject.

But perhaps I should customize it for Fomori? Or add a special Feature to Fomori, or an addition to the Code of Honor, something like:

If a Fomorian's master tortures them, and the Fomorian then tries to act against their master's orders or interests, the Fomorian must first roll a Quick Contest of their Will against their master's Torture skill. The Fomorian rolls at +3 if they have High Pain Threshold, at +1 if it has been a full day since they were last tortured, at +2 if it had been two days, at +3 if it has been 4 days, etc. If the Fomorian fails the roll, they must remain loyal to their master for at least another day, when they may roll again. Note that a sane Fomori will not normally even try to resist a master they see as "honorable"!
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Old 08-25-2022, 07:50 PM   #6
Pursuivant
 
Join Date: Apr 2005
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Quote:
Originally Posted by SydneyFreedberg View Post
Torture (IQ/A): Defaults to First Aid-4, Physician-4, or Pressure Points-2. This is definitely a villainous skill! A successful Torture roll inflicts pain without inflicting permanent injury (unless the torturer wants to, which is even more evil). This skill does not include the art of asking questions: Interrogation defaults to Torture -4, but only if you torture the interrogation subject.
Previous versions I've seen of the Torture skill have defaulted to Interrogation, on the mistaken assumption that torture gets accurate information from victims. For Fomori, torture might default to Intimidation, Leadership, or Psychology.

Possibly clarify things by calling the skill "Fomori Torture" to explain lack of default to Interrogation.

But perhaps I should customize it for Fomori? Or add a special Feature to Fomori, or an addition to the Code of Honor, something like:

Quote:
Originally Posted by SydneyFreedberg View Post
If a Fomorian's master tortures them, and the Fomorian then tries to act against their master's orders or interests, the Fomorian must first roll a Quick Contest of their Will against their master's Torture skill. The Fomorian rolls at +3 if they have High Pain Threshold, at +1 if it has been a full day since they were last tortured, at +2 if it had been two days, at +3 if it has been 4 days, etc. If the Fomorian fails the roll, they must remain loyal to their master for at least another day, when they may roll again. Note that a sane Fomori will not normally even try to resist a master they see as "honorable"!
I'd call this a Quirk on its own, "Can be Conditioned by Fomori Torture."

Adding it to Code of Honor is a bit weird, since CoH is canonically a "self-imposed" mental disadvantage. It's more likely to be part of a Duty (Involuntary) disadvantage or the Subjugated Social Stigma.
either a built-in part of the Fomori
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Old 08-26-2022, 11:07 AM   #7
ericthered
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Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

I don't think the Fomori code of honor is worth -15 points, I'd put it at -10. Probably because it doesn't really change how or who they can attack, just what they do after they win. Serving someone who defeated you for as long as they inflict pain is a big deal... but I'm also unsure that its worth the full -15. I suppose its equivalent to a weirdly limited form of programmable.


The cost of hand-to-hand weapons of armor the Fomori have in an Ultra-tech environment make me cringe. They're spending 46 points on having 3 DR and spears on their hands. I suppose they're also extra good with spears... but won't most people just be using a gun?



The HT penalty for the Teciti is weird. What's the reasoning behind it?


I actually expected the Teciti to be smaller: 3' at most. They work find at SM-1, but they feel pretty large for being compared to squirrels and pack-rats.



Nearsighted cripples the Teciti in combat. Can they use glasses as a mitigator? if not you should make a note of that.



Putting low signature on the spitslug attack doesn't feel neccessary. Yes, is quieter than a gunshot, but it also takes a bit more motion from the slug than pulling a trigger, and the acid itself should make it very obvious something happened, and what direction the attack came from.



Of course, I think most of your attributes are too extreme, but I think that's a template-building philosophy difference.
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Old 08-28-2022, 09:35 PM   #8
SydneyFreedberg
 
Join Date: May 2019
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

I’ve taken your comments to heart and revised the Fomori. Major changes:
- I cut out “Long Arms” — after much thought, I decided their arms are long but not a full yard longer — saving 20 points off the template.
- I added further restrictions to the Code of Honor, including minimizing collateral damage, and refined the rules for torture imposing loyalty.
- I added new Common Optional disadvantages, including to reflect the three main Fomori subcultures (strategoi, ronin, and heretics).

[click here to read about Fomori biology, history, & society]

Fomorian (101 points)
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Last edited by SydneyFreedberg; 08-30-2022 at 03:24 PM. Reason: Added Unfazeable, Indomitable, Thalassaphobia, & Xenophilia; replaced Increased Life Support with Restricted Diet
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Old 08-29-2022, 11:20 AM   #9
Pursuivant
 
Join Date: Apr 2005
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Per RAW, being limited to just eating meat is Restricted Diet, not Increased Life Support.

While not quite RAW, it's not too much of a stretch to allow -5 point versions of Restricted Diet. Trivial Restricted Diet is a legitimate Quirk. E.g., being Vegan might be a -1 point RD, while being an obligate carnivore might be worth -5 points if you can eat preserved or cooked meat in addition to fresh meat.

Use Increased Life Support for creatures that either go through massive amounts of something other than food/fuel, have life support needs which passively threaten others, or require extensive or expensive equipment to stay alive outside of their native environment. In some campaigns, it's fair to combine Increased Life Support with Dependency. Not only are you dependent on whatever it is that's keeping you alive, recreating those conditions outside of your native environment causes extra trouble.
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Old 08-29-2022, 11:43 AM   #10
SydneyFreedberg
 
Join Date: May 2019
Default Re: [Space] [Templates] Really Alien Aliens II: Empire of Pain

Good catch. Rather than repost the whole template, I’ll just edit the post above to replace “increased life support” with “restricted diet.” (Being a meat eater does increase your life-support requirements in an ecological sense, because you require more acres of agriculture per calorie than plant-eaters, but that’s not what the GURPS disadvantage means).
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