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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Mon May 29, 2017 8:06 pm 
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Sabersonic wrote:
And to round out this installment, for the X-Com franchise, we have the Muton.
Quote:
Muton
Image
Genetically engineered to be highly aggressive, the Mutons are created from the same species as the Floaters and serve as powerful shock troops and similar frontline combat in the alien invasion. However, this increased aggression and physical abilities have made them vulnerable to psionic attacks and lowered their general intelligence to such a degree that they must have knowledge of weapons and tactics imprinted in them as a kind of pseudo-instincts. Their most powerful ability, however, is their Blood Call with is a roar that strengthens the focus, resolve, and speed of fellow Mutons.

(1 Points)
HEALTH: 40
ENDURANCE: 20
TV: 15
DX[END] - Attack
  • 4[0] - “Plasma Rifle” (Affinity, Energy. Accurate x2; Armor Piercing x2; Ranged. Ammunition; Requirement x2, Liquid/Humidity Free Environment; Weapon)
  • 4[0] - “Alien Grenade” (Affinity, Explosion. Area Effect; Armor Piercing; Impairing; Ranged; Stunning. Ammunition x3; Elaborate Gestures; Inaccurate; Weapon)
Level - Ability
  • +2 - Armored
  • +3 - Attack
  • +2 - Combat Expert “Blood Call” (Assisted; Requirement, “Blood Call”)
  • +2 - Combat Expert
  • +2 - Intimidation
  • +2 - Iron-Willed “Blood Call” (Assisted; Requirement, “Blood Call”)
  • +1 - Knowledge “Squad Tactics”
  • +2 - Quick “Blood Call” (Assisted; Requirement, “Blood Call”)
  • +2 - Tough
  • +3 - Unique “Blood Call” (Buildup x2)
Level - Weakness
  • -1 - Aggressive
  • -1 - Awkward Size (Large)
  • -3 - Bizarre Appearance
  • -3 - Dense
  • -3 - Restricted Freedom “Alien Invasion Army”
  • -3 - Servitude “Ethereals”
  • -1 - Short-Tempered
  • -2 - Weak-Willed
  • -3 - Vulnerability “Psionic Attacks”

Hopefully I got the mechanics of the Blood Call correct. So is it alright or does it need a little tweaking?

Either way, do these conversions pass mustard or are there any suggestions or even questions about the design choices made here?


Oh Mutons how I hate you so... Good job on this my friend! Muton always wrecked me on the highest difficulty lol

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Mon May 29, 2017 8:45 pm 
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I'm glad that you found no issue with my interpretation of the Muton conversion into OVA2e. Shall I also make the assumption that how I've written that annoying "Blood Call" mechanics-wise and it's usage replicated?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Mon May 29, 2017 9:14 pm 
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Sabersonic wrote:
I'm glad that you found no issue with my interpretation of the Muton conversion into OVA2e. Shall I also make the assumption that how I've written that annoying "Blood Call" mechanics-wise and it's usage replicated?

I don't remember exactly how it worked but I think the mechanics you came up with look good to me.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Mon May 29, 2017 9:16 pm 
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Well basically one Muton roars, all other Mutons within range become faster and more aggressive as a result.

I figured that Assisted, to note that it requires outside help, and Requirement for Blood Call would be useful to tag onto the relevant abilities.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 5:31 am 
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Sabersonic wrote:
Daguava certainly sounds like a worthy boss character there, Mal. I'm assuming that they're all based off a previous property....?

Yes, the 2000 tokusatsu series Kamen Rider Kuuga, probably My second favorite Kamen Rider series. The Grongi were the 'monsters of the week' and were fairly interesting, with their own language and culture, albeit one about hunting down and murdering humans. I've considered converting the hero, but since he has 9 or 11 forms, I'm probably not going to.

Sabersonic wrote:
Well basically one Muton roars, all other Mutons within range become faster and more aggressive as a result.

I figured that Assisted, to note that it requires outside help, and Requirement for Blood Call would be useful to tag onto the relevant abilities.

The way you have it might work, but I kind of read it that they don't have any Combat Expert/Iron Will/Quick until one does a Blood Call. I would approach Blood Call as Transformation with Trigger or Requirement (fellow Muton roars; or something to that effect). That way it's easier to see what Blood Call does, since the boosts would be grouped under Transformation.

As a sidenote, I houserule Transformation to be allowed whenever and how often/long the character wishes, instead of the once per session suggestion in the book. If there is a limit to how many times a day or how long the character can transform, that's what Weaknesses are for.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 5:47 am 
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Sabersonic wrote:
Well basically one Muton roars, all other Mutons within range become faster and more aggressive as a result.

I figured that Assisted, to note that it requires outside help, and Requirement for Blood Call would be useful to tag onto the relevant abilities.

The way you have it might work, but I kind of read it that they don't have any Combat Expert/Iron Will/Quick until one does a Blood Call. I would approach Blood Call as Transformation with Trigger or Requirement (fellow Muton roars; or something to that effect). That way it's easier to see what Blood Call does, since the boosts would be grouped under Transformation.

As a sidenote, I houserule Transformation to be allowed whenever and how often/long the character wishes, instead of the once per session suggestion in the book. If there is a limit to how many times a day or how long the character can transform, that's what Weaknesses are for.[/quote]

This is really good idea I think! I do the same with Transformation as well.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 5:51 am 
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Malancthon wrote:
The way you have it might work, but I kind of read it that they don't have any Combat Expert/Iron Will/Quick until one does a Blood Call.

Well that'll be because outside of Combat Expert, they really don't have them or at least at an applicable magnitude that would justify that extra die to the check. After all, they're not the fastest of the alien invasion collective, nor are they well adept against psionic attacks and abilities so it's reflected there.

Instead, they've been engineered and refined for heavy combat.

As for transformation, I'm more partial to Alternate Form myself: not as limiting in terms of execution at the expense of instant, uninterrupted form change.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 6:07 am 
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The Combat Expert thing is really what is throwing Me off. Maybe give them a level in Combat Expert and a level in Agile tagged with the Blood Call? I use Agile for innate combat aptitude and Combat Expert for trained (Strong not Skilled trope; Quick and Evasive the same for Defense). Otherwise Transformation also still works, as they would not have the bonus Combat Expert or any Iron-Will or Quick without being 'transformed', or more accurately, under the Blood Call's effect.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 2:19 pm 
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Okay, let's see if I understand your grevance correctly. You would prefer the Mutons to have only a single level of Combat Expert and Agile over two levels of "Blood Call" Combat Expert atop of their base two levels of Combat Expert. Am I correct?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 3:39 pm 
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Sabersonic wrote:
Okay, let's see if I understand your grevance correctly. You would prefer the Mutons to have only a single level of Combat Expert and Agile over two levels of "Blood Call" Combat Expert atop of their base two levels of Combat Expert. Am I correct?

Actually, I missed that you gave them Combat Expert +2 twice. I was thinking there was just the one group of Combat Expert, which was tagged as part of the Blood Call abilities. So, I was suggesting, since I was reading that they had no attack roll bonuses until Blood Call, to give them Combat Expert +1, then stack with Agile +1 when Blood Call activates.

I still think Blood Call is better as a Transformation. You already have it as Unique +3, and since the Quick, Iron-Will, and Combat Expert total as +6, that's what Transformation +3 would be. Other than activating the three Abilities, what else does Blood Call do? If it just activates the Abilities, that's not worth a Unique. An Assisted, Trigger, or Requirement Weakness alone would suffice.

6 dice roll is pretty heavily accurate for basic grunts, too. I'd think having base 3 dice (Combat Expert +1), and 4 while under Blood Call (with another Combat Expert +1 or Agile +1) would be better for grunts. I'd expect combat oriented PCs to generally have attack dice pools of 4 or 5 dice.

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue May 30, 2017 4:53 pm 
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Well I wasn't too sure initially if Blood Call was worth it as a Weakness instead of a Flaw, but if simple activation doesn't necessarily justify it as a Unique Ability, then why have it?

Still, Mutons are suppose to be exceptionally dangerous when under the influence of the Blood Call since they're faster, more focused and greater resolve than normal. Hence the higher Ability Levels atop of those that make them excellent shock troopers. And that's just the standard Mutons, it doesn't go into the more specialized Berserkers or even Elite Mutons which are exponentially worse combat encounters.

Though now that I think of it, it'll probably be a good idea to put a limit to the number of times Blood Call can be used by any one Muton if only to preserve gameplay balance between grunts via Limited Use if only to mimic the limited amount of time it can be utilized. Not too sure if it can be utilized as a blanket Weakness for all associated Abilities or it's simply applies to one Ability at a time and thus require multiple Limited Use Weaknesses or more prudent to make a note that it applies to all associated abilities. Thoughts on the matter anyone?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue Jun 13, 2017 11:47 pm 
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I guess there's no word in how blanket Weakness Trigger is so I'll just assume that it covers as much as needed.

Anywho, let's move on with the last of the Terminator franchise (so far), the HK-Aerial Transport.
Quote:
Hunter-Killer Aerial Transport
Image
The largest airborne platforms ever developed and deployed en mass by Skynet, the HK-Aerial Transport was a variant of the HK-Aerial Attacker whose primary purpose was to ferry cargo and personnel in the form of human prisoners to Human Processor Camps and similar Skynet facilities. As such, it does not have any weapon systems but able to ferry two HK-Aerials for support and combat countermeasures.

(-5 Points)
HEALTH: 30
ENDURANCE: 40
TV: 11 (16 Scaled)
Level - Ability
  • +2 - Armored*
  • +2 - Flight
  • +3 - Life Support
  • +2 - Minions “HK-Aerials”
  • +5 - Passengers
  • +1 - Quick
  • +1 - Tough
  • +1 - Unique “Computerized Brain”
  • +2 - Vigorous
Level - Weakness
  • -2 - Awkward Size (Large)
  • -1 - Dull
  • -3 - Emotionless
  • -3 - Infamous
  • -3 - Mute
  • -3 - Restricted Freedom “Hunter-Killer Unit”
  • -3 - Servitude “Skynet”
  • -3 - Unique “Impaired Manipulation” (No Limbs)
  • -3 - Vulnerability “Anti-Air Missiles/Rockets”

* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue Jun 13, 2017 11:52 pm 
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Next up, continuing with the X-Com franchise we have the Mechtoid.
Quote:
Mechtoid
Image
A Sectoid donned in a mech-suit, the Mechtoid are powerful mechanized units armed with a pair of Plasma Mini-Cannons that are a very lethal threat to unprepared infantry. When Mind Melded with a fellow Sectoid, not only do their combat prowess improve, but also generate a Psi-Shield that allows them to withstand even higher destructive yield weaponry. However, unlike the standard Sectoid, if the controlling Sectoid of a Mechtoid is killed, the Mechtoid is only damaged and not killed.

(2 Points)
HEALTH: 50
ENDURANCE: 40
TV: 12
DX[END] - Attack
  • 4[5] - “Plasma Mini-Cannons” (Affinity, Energy. Effective; Multiple Targets; Ranged. Requirement x2, Liquid/Humidity Free Environment)
Level - Ability
  • +2 - Armored
  • +2 - Armored “Psi-Shield” (Assisted; Requirement, Psychic)
  • +2 - Attack
  • +2 - Combat Expert (Assisted; Requirement, Psychic)
  • +2 - Knowledge “Squad Tactics”
  • +1 - Psychic
  • +1 - Resistance “Poisons”
  • +2 - Resistance “Fire”
  • +3 - Tough
  • +2 - Vigorous
Level - Weakness
  • -2 - Awkward Size (Large)
  • -3 - Bizarre Appearance
  • -2 - Ineptitude “Cover-based Defense”
  • -2 - Overconfident
  • -3 - Restricted Freedom “Alien Invasion Army”
  • -3 - Servitude “Ethereals”
  • -2 - Unique “Impaired Manipulation” (No hands)

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Tue Jun 13, 2017 11:57 pm 
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And to round out this entry, the second reason I wanted to do these conversions and publish them, from the game "Clive Barker's Jericho", we have the Cultist.
Quote:
Cultist
Image
A member of the Brotherhood of the Dark Rapture, the Cultists are malformed and disfigured after a suicidal ritual to release the collective negative charge of the cult organization from their numerous atrocities and terrorist attacks in order to tear open the Breach into the Pyxis. Their hands are replaced with serrated spikes and hooks to which they can launch at foes in order to bring them closer or strike them afar.

(1 Points)
HEALTH: 20
ENDURANCE: 20
TV: 9
DX[END] - Attack
  • 2[0] - “Slash” (Armor Piercing. Countered)
  • 2[5] - “Grapple Hook” (Paralyzing; Ranged. Elaborate Gestures)
Level - Ability
  • +1 - Attack
  • +1 - Combat Expert
  • +5 - Life Support
  • +1 - Magic, Arcane
  • +2 - Perceptive “Magical Energy”
  • +2 - Quick
Level - Weakness
  • -3 - Bizarre Appearance
  • -3 - Restricted Freedom “Brotherhood of the Dark Rapture”
  • -3 - Servitude “Arnold Leech”
  • -2 - Unique “Impaired Manipulation” (No hands)

On a side note, it was kind of an issue to find the concept art for just this guy, let alone the other enemies from this game. You'd think that for a game this old, the images would be a tad bit easier to find.

Anywho, do these designs pass mustard or does anyone have any suggestions on these guys?

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 Post subject: Re: Legionem sum quia multi sumus
PostPosted: Sun Jul 16, 2017 5:11 pm 
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I can only assume that my previous entries have had no significant issues towards them, so they must be compatible enough for NPC gameplay.

Now then, let's start this off with a representation of the X-Com franchise, the Cyberdisk.
Quote:
Cyberdisk
Image
A biomechanical combat unit, the Cyberdisk are airborne anti-infantry and anti-entrenchment tool of the alien invasion. Its unique design allows it to quickly transform from a flying disk into an arthropod-like assault form to better optimize its battlefield effectiveness. However its most deadly aspect is its escort of Drones that automatically repair any damage the Cyberdisk sustained.

(2 Points)
HEALTH: 50
ENDURANCE: 50
TV: 21
DX[END] - Attack
  • 5[10] - “Cyberdisk Cannon” (Affinity, Energy. Armor Piercing x2; Effective; Impairing; Ranged. Activation; Inaccurate)
  • 4[0] - “Alien Grenade” (Affinity, Explosion. Area Effect; Armor Piercing; Impairing; Ranged; Stunning. Ammunition x3; Elaborate Gestures; Inaccurate; Weapon)
  • 5[0] - “Grenade Bombardment” (Affinity, Explosion. Area Effect; Armor Piercing; Effective; Impairing; Multiple Targets x2; Ranged; Stunning. Ammunition x3; Elaborate Gestures; Inaccurate x2; Open to Attack; Weapon)
  • 3[5] - “Death Blossom” (Area Effect. Ineffective)
Level - Ability
  • +3 - Armored “Closed Position”
  • +2 - Armored
  • +3 - Attack
  • +2 - Evasive
  • +1 - Flight
  • +1 - Minion “Drone”
  • +3 - Tough
  • +1 - Unique “Computer Brain”
  • +3 - Vigorous
Level - Weakness
  • -3 - Awkward Size (Large)
  • -3 - Bizarre Appearance
  • -3 - Ineptitude “Manual Dexterity”
  • -3 - Restricted Freedom “Alien Invasion Army”
  • -3 - Servitude “Ethereals”
  • -2 - Unique “Volatile” (1d Check vs. DN 4 for Explosion when 0 HP or lower. Character suffers DX-4, Level 2 Area Effect Attack plus Scale Advantage)

Followed by the Drone.
Quote:
Drone
Image
Though they are small, robotic units, the drones are a troublesome if not lethal adversary due to the fact that they escort powerful armored robotic units themselves and able to heal them.

(1 Point)
HEALTH: 20
ENDURANCE: 20
TV: 21
DX[END] - Attack
  • 1[0] - “Drone Beam” (Accurate; Ranged. Feather Blow)
Level - Ability
  • +1 - Armored
  • +2 - Flight
  • +6 - Healer “Drone Beam” (Effective x2. Requirement x2, Robotic Units)
  • +3 - Perceptive
  • +1 - Tough
  • +1 - Unique “Computer Brain”
  • +1 - Vigorous
Level - Weakness
  • -2 - Awkward Size (Small)
  • -3 - Bizarre Appearance
  • -3 - Restricted Freedom “Alien Invasion Army”
  • -3 - Servitude “Ethereals”
  • -3 - Unique “Impaired Manipulation” (No Limbs)

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