[Conversion] Random Stuff

15 posts / 0 new
Last post
nizkateth nizkateth's picture
[Conversion] Random Stuff
[u]Alternity Races[/u] Starting Basic Assumptions for Conversion: Alternity to Eclipse Phase 1 – Normal humans are flats, as anything remotely transhuman in Alternity is cybernetics, mutations, or other additional optional rules and not an assumed part of the racial traits. 2 – Using Playtest Packet 1 Morph Creation rules Fraal – Biomorph Implants: None Aptitude Maximum: 15 SOM, 15 COO, 15 REF, 25 COG, 20 INT, 25 SAV, 30 WIL Durability: 25 Wound Threshold: 5 Advantages: +10 COG, +10 WIL Disadvantages: None CP Cost: 25 Sesheyan – Biomorph Implants: Enhanced Vision, Wings Aptitude Maximum: 15 SOM, 25 COO, 20 REF, 15 COG, 25 INT, 15 SAV, 25 WIL Durability: 25 Wound Threshold: 5 Advantages: +5 COO, +10 WIL Disadvantages: Mild Allergy (eye sensitivity to bright light), CP Cost: 10 T'sa – Biomorph Implants: Bioweave Armor (heavy) Aptitude Maximum: 15 SOM, 25 COO, 25 REF, 20 COG, 20 INT, 20 SAV, 15 WIL Durability: 25 Wound Threshold: 5 Advantages: +10 COO, +10 REF, +5 COG Disadvantages: None CP Cost: 35 Weren – Biomorph Implants: Chameleon Skin, Claws Aptitude Maximum: 30 SOM, 15 COO, 20 REF, 20 COG, 20 INT, 15 SAV, 15 WIL Durability: 50 Wound Threshold: 10 Advantages: +10 SOM Disadvantages: None CP Cost: 5 * * * Hopefully I did this right... ^_^
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
nizkateth nizkateth's picture
Transhumanism in M&M 3e
[u]Transhumanism in M&M 3e[/u] Basic Biomods – Regeneration 1 (2x healing rate), Immunity 2 (partial aging, partial need for sleep, disease) – 3 power points Mesh Inserts – Features 2 (as personal computer and cell phone, internal) – 2 power points Cortical Stack – Immortality 8 (~4 hours, limited: requires laboratory and new body, limited: not if stack is destroyed) – 4 power points So, by my estimate, being a basic transhuman in M&M is 9 power points. Further, anything beyond a flat tends toward higher stats and overall competence. Typical power level for NPCs would be 1-2 higher than normal.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
nizkateth nizkateth's picture
Fell through the wrong Pandora Gate?
Ultimate Mercenary - Level 9 Elite Soldier Medium aberrant humanoid, transhuman - XP 800 HP 208; Bloodied 104 - Initiative +13 AC 25, Fortitude 24, Reflex 24, Will 19 - Perception +10, Enhanced Vision Speed 6 Immune poison, disease Saving Throws +2 Traits [b]Neurachem[/b] The merc can take an extra standard action each turn, at an initiative count 10 lower than his normal action. [b]Enhanced Vision[/b] The ultimate merc can see in total darkness, through all cover and concealment, negates stealth bonuses for small sizes, and can see to maximum range without penalty to perception. [b]Transhuman Physiology[/b] The merc needs only 2 hours to complete an extended rest. He cannot be tracked by scent unless an outside source of odor is applied to him. He can hold his breath for up to 30 minutes, and does not suffer for thin atmosphere short of vaccuum. He gains the permanent benefit of the Endure Elements ritual. [b]Medichines[/b] The merc's surge value is equal to his maximum hit points. His healing surge can be used once per hour, rather than once per day. Standard Actions [b]Vibroblade * At-Will[/b] Attack: Melee 1 (one creature), +14 vs. AC Hit: 1d10 + 7 damage. [b]Railgun SMG * At-Will[/b] Attack: Ranged 20 (one creature) or Close Blast 10 (creatures in burst), +14 vs. AC Hit: 2d8 + 9 damage. Special: using armor piercing ammo makes the attack vs. Reflex, but reduces damage to 2d8. Close blast consumes 20 rounds of ammunition. [b]Particle Beam Bolter * At-Will[/b] Attack: Ranged 20 (one creature), +12 vs. Reflex Hit: 2d8 + 8 fire damage. [b]High Explosive Grenade * At-Will[/b] Attack: Area burst 8 within 15 (creatures in burst), +12 vs. Reflex Hit: 6d6 + 4 damage. Miss: Half damage. Skills intimidate +8 str 25 (+11) dex 25 (+11) wis 15 (+6) con 24 (+11) int 20 (+9) cha 15 (+6) Alignment unaligned Languages Turkish, English, German Equipment heavy body armor with refractive glazing (treat as scale armor with +13 AC and +3 to other defenses), vibroblade (treat as short sword but with 1d10 damage, deals double damage to objects), railgun smg (+3 prof, 2d8 damage, ranged 20 or close blast 10, crossbow group), particle beam bolter (+2, prof, 2d8 fire damage, ranged 20, targets reflex instead of AC, crossbow group), HE grenades x10, 100 rounds smg ammo, 100 rounds armor-piercing smg ammo, 50 rounds bolter ammo.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
nick012000 nick012000's picture
Heh. Reminds me of the time I
Heh. Reminds me of the time I built Jetstream Sam as an Eclipse Phase character, using Kindalas's excel sheet. I'll see if I can export it to plaintext when I get home.

+1 r-Rep , +1 @-rep

nizkateth nizkateth's picture
Actually had to google who
Actually had to google who that is. Not as familiar with Metal Gear (past the original Solid on... PS1?). Do I lose my nerd-rep now?
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Erenthia Erenthia's picture
Not terribly familiar with 4e
Not terribly familiar with 4e or Alternity, but for M&M you might want to have a pool of flexible points (I don't remember what that's called) that can only be redistributed during resleeving (and has some kind of limitation to represent you can't always get the morphs/implants you want). The flexible points would basically represent everything on the morph and everything else would default to being a ego-stat. Reputation is a little more difficult, but that seems more like an interesting challenge than an impossible obstacle. I'll crack the book open and see what I can think of.
The end really is coming. What comes after that is anyone's guess.
nizkateth nizkateth's picture
A Variable limited to Morph
A Variable limited to Morph traits? Hmm. Or could you even make the stretch that in an EP setting, your body is equipment/device?
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Erenthia Erenthia's picture
I wouldn't necessarily go
I wouldn't necessarily go that far, but I [i]would[/i] say that things like Mesh Inserts qualify as being on the "cell phone" level for purposes of not even needing to be purchased. Also now that I look at it, I think that Rep is best modeled with the Connected advantage. (Edit: Actually Connected, Contact, and Benefit could probably be blended together for that purpose) Unfortunately a [i]lot[/i] of the affects in M&M are not reproducible in the EP setting, but this is still useful if you wanted to do some kind of a cross-over. Throwing EP into pretty much any soft-scifi universe means it will probably eat that universe pretty quickly, but that's the best reason to do it. In [i]that[/i] case Mesh Inserts would certainly count as gear.
The end really is coming. What comes after that is anyone's guess.
nizkateth nizkateth's picture
I hadn't even considered the
I hadn't even considered the possibility of going the other way with it... Supers in EP? Powers as a form of augmentation? SOM 50+ ?
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Erenthia Erenthia's picture
well no, what I meant was
well no, what I meant was using M&M for running a straight EP game would leave a lot of Powers unused (Except for when your dealing with TITAN artifacts). What I was saying about putting EP characters into a soft-scifi universe is that they quickly expand in their abilities making their long term potential much greater than it may appear. This is even true crossing over into fantasy settings. If a Human in a Flat can learn powerful magic, then a COG 40 transhuman in a Menton with 4 speed, Mental Speed, Eidetic Memory an really no sense of self preservation is probably going to learn magic WAY WAY faster. Or take the case of Star Trek. If Scotty and Geordie (also flats) can learn how warp engines, transporters and replicators work, then a transhuman tech can do it to, and much [i]much[/i] faster and with a higher degree of mastery (eventually). I was in a EP/Posleen crossover thread over on SpaceBattles, but I haven't had the time lately to participate as much. I'll send you the link if you're curious.
The end really is coming. What comes after that is anyone's guess.
nizkateth nizkateth's picture
To my understanding, M&M is
To my understanding, M&M is supposed to be more of a toolkit than a complete system in its own right, so leaving many things unused should be fine. Much like running a "mean streets" cop drama or a dark and gritty modern-paranormal setting. Heck, in fantasy-M&M flight is often inappropriate without limitations, thematically speaking. I think there would actually be several traits in EP that would be tricky to duplicate, or at least expensive. Enhanced Vision for example. Come to think of it, Star Trek is actually pretty bioconservative, isn't it? Any time genetic engineering comes in... [img]http://www.thinkgeek.com/images/blog/khaaaan.jpg[/img] Wonder if they still watch the various series and movies in the Jovian Republic? And I'm not entirely certain a heroic D&D Human (4e at least) is quite a Flat. They get +2 to an ability of their choice (which in a d20 system is +5% to any roll with that stat, so basically +5 in EP), they recover quickly (full healing in a day and multiple healing surges) and don't seem to get minor illnesses (abyssal slimy doom sure, common cold doesn't even have game mechanics), and have an overall higher competence (extra skill, extra feat, extra attack power). To me, that sounds closer to a Splicer. So... is every +5 of an attribute in EP basically a +2 in D&D? Are Mentons basically: +4 int (10 COG), +2 wis (5 int and wil), +2 to a stat of choice; bonus Linguist feat (hyper linguist)?
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Erenthia Erenthia's picture
Like I said, not terribly
Like I said, not terribly familiar with 4e but I played enough 3.5/Pathfinder that that sounds right. Of course a Splicer will also regrow severed limbs over time. Also which ever universe is the "host" will change some things. For instance, if you have the standard EP Infrastructure than Mesh Inserts are probably too cheap to worry about. If you're putting EP characters into a D&D universe, than Mesh connections become more powerful. For instance a Tacnet is going to be similar to the Hive Mind trait (no-one is flanked unless everyone is, no-one is flat-footed unless everyone is, etc). Also, if EP characters can get a Mesh-like infrastructure built in a fantasy setting then your looking at something like...+10 or +20 to all Knowledge skills and the ability to make Knowledge checks untrained. Muses in D&D...are probably going to be something like a disembodied familiar (but one that doesn't travel away from you unless you buy it a body). You can also probably model their psychotherapy skill as a bonus to Will Saves. And yes, Star Trek is [i]very[/i] bioconservative. Just look at the Borg. When you look at some of the stuff they did in Voyager (Unimatrix 0) it's clear that being a member of the Borg Collective [i]could[/i] actually be a wonderful experience but it's a grimdark hell-hole for no other reason than transhumanism scares people. As far as Enhanced Vision in M&M check out the Sense Power on page 124. You can get Infrared, Night Vision, Ultraviolet, Nanoscopic Vision, and you can finagle echo location (add "Accurate" to Auditory). There's probably a way to mimic a T-Ray emitter in there somewhere, but I haven't looked.
The end really is coming. What comes after that is anyone's guess.
nizkateth nizkateth's picture
Yeah, I knew senses could be
Yeah, I knew senses could be used for those kind of things. I just figured, given the scope of what (especially) Enhanced Vision can do that it would end up pretty expensive. Especially compared with my estimated 9PP for basic biomods + mesh inserts + cortical stack. Differences in system priority with some things could make many augmentations and pieces of gear pretty cheap and easy to make in M&M, others could be actually quite expensive or complex. I kind of want to put together a general set of conversions for EP to D&D, under the same premise as the Barrier Hills adventure (crashed alien space-ship). Pandora Gate opens into a world of sword and sorcery? ^_^
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
nizkateth nizkateth's picture
Come to think of it, and how
Come to think of it, and how I did it with the ultimate above, you [i]could[/i] also consider D&D ability scores and aptitude ratings in EP to translate essentially directly. After all, a flat has a max of 20, as does a starting human (+2 on top of an 18). Heroes up to paragon tier can get up to a 25, and by epic the max is basically 30. Which means they could be growing from the equivalent of a Flat up to an Exalt. In [i]that[/i] case, the +5 to +10 of many morphs could translate directly, emphasizing what you were saying about transhumans expanding quickly to become [b]remarkably[/b] powerful in other settings. A starting Menton with a 30 COG (ie, 30 Int) would [i]indeed[/i] make one hell of a wizard.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
nizkateth nizkateth's picture
For fun ^_^
Extrasolar Planet: Zebes Type: Terrestrial (Earth-like) Primary Star: FS-176 (Yellow Dwarf) Gravity: 0.96 g Diameter: 11,700 km Atmospheric Pressure: 1.1 atm Atmospheric Composition: Nitrogen 75%, Oxygen 18%, Carbon Dioxide 3%, Sulfur Dioxide 1% Surface Temperature (min/mean/max): -15C/11C/36C Day Length: 38 hours Orbital Period: 237 days Satellites: 2 Gate Access: [classified] Zebes is a somewhat small world, with a stormy and corrosive atmosphere that seems to constantly have an acidic rain falling. The surface is generally inhospitable and pocked with large craters. A combination of greenhouse effect and blocked light leaves the surface generally cool but never especially frigid. Early scans beyond the gate show that the world is volcanically active, though likely through passive vents rather than eruptions. There is also very likely huge deposits of what may be liquid water under the crust. There appear to be many large caverns, and quite possibly life below the surface surviving off the chemical wash from above. However, the most curious finding is to the east of the gate. Beyond an area of what may be marshes and rivers, a steady EM field has been detected that could be the result of active technology. Zebes may be inhabited by intelligent life.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.