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Okay. So now I am super curious what/who Pink actually is.
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Notes on the Y2K Invasion:
The Second Wave included an attack on the Marianas Trench launched from a sea-going Ancient Astronaut platform that departed the Manila Beanstalk. The attack included an assault by seagoing betas, kaiju and the deployment of some kind of advanced semi-autonomous depth charge attacks. The assault lasted forty-eight hours before the entire attacking force, including the Ancient Astronaut that had arrives to oversea it was destroyed by a tempest that rose from nowhere to swamp the platform and a tsunami that obliterated all signs of the aliens presence. Survivors of a U.S. Navy submarine caught in the attack claim the tsunami very, very briefly appeared semi-humanoid in shape before destroying the Ancient Astronaut platform.
The reasons for the Ancient Astronaut attack on the deepest part of the Trench remain unclear, although a post-Y2K Invasion exploratory mission proposed and led by IST Tokyo leader Black Pearl remains on the table, other priorities (as well as a peculiar reticence from the Security Council) continue to push it to the back-burner.
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Last Free Human Wrote:Okay. So now I am super curious what/who Pink actually is. Well... I suppose pointing you at posts 32 and 38 in http://drunkardswalkforums.yuku.com/top ... ine?page=2]this thead will just whet your appetite.
--
Rob Kelk
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them. Adversaries remain citizens of the same state, common subjects of
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You are correct, sir.
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Whew! Christmas insanity now finished, work insanity now finished, back to my regularly scheduled obsessions already in progress:
Target Nations: 2nd Wave (Chile - Santiago, Marianas Trench, Argentina - Buenos Aires, Guatemala - Guatemala City, Iran - Tehran, South Korea - Seoul, State of Japan - Osaka, Philippines - Manila, Indonesia - Jakarta, Nigeria - Lagos, Egypt - Cairo, Federative Republic of Brasil - Rio de Janeiro, Pakistan - Karachi, Turkey - Istanbul, United States of America - Honolulu, Chicago, Dallas, United Kingdom - Edinburgh, Mexico - Monterey, Italy - Milan, Pakistan - Islamabad, Russian Federation - Murmansk, Odessa, Sverdlovsk, Federal Republic of Germany - Bonn, French Republic - Marseilles, Tibet - Lhasa, People's Republic of China - Hong Kong.)
The second wave came twelve days after the initial attacks, and included reinforcements for the beachheads already established in the cities hit in the previous attacks. It also included, in New York City, the first siting of one of the so-called Ancient Astronauts, a 60-foot tall armored humanoid figure that immediately began directing the construction of more advanced facilities around the area that had formerly housed United Nations Plaza and IST New York.
By this point, coordination between surviving IST members indicated that the security systems and defenses of all the IST's (as well as more than a few military and civil institutions in the target cities) had been compromised by alien agents posing as long-standing members of IST support staff (and in several cases actual long-standing IST members!) Whether these individuals had always been shapeshifting aliens or had only recently been replaced remained a mystery until after the occupation. In all instances, these individuals either sacrificed themselves or (for the few who were captured) committed suicide rather than remain prisoners. Any attempt at psychic probing activated deathblocks in the infiltrators minds and attempts at psychometry or necromancy found no trace elements to work with*.
*In the wake of the First Contact scandals that rocked the world in the wake of the Y2K War, it was revealed to certain high-ranking elements in the UN and IST leadership that agents of the Warehouse had some success at gathering information from the deceased infiltrators using a nanotechnological temporary revivification process called "Vitamin W." More shocking was the revelation that the Vitamin W process had been around (and a closely guarded secret) since the Great War. As with the existence of the Warehouse in general, this was one of the few secrets the hacker Blue Note, did not disseminate during the Scandals.
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Interesting...
-- Bob
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Then the horns kicked in...
...and my shoes began to squeak.
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Thanks. More to come when I kick the seasonal Klingon Death Flu.
-Mike
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Target Nations: 3rd Wave (People's Republic of China - Tianjin, Dongguan, Chengdu, Nanjing, United States of America - Anchorage, Austin, Minneapolis, Seattle, Cheyenne Mountain Complex, Bangledesh - Dhaka, Pakistan - Karachi, Egypt - Aswan, Israel - Jerusalem, Iraq - Baghdad, Tanzania - Mt. Kilimanjaro Beanstalk Facility, Argentina - Buenos Aires, Australia - Canberra, Vietnam - Hanoi, Denmark - Copenhagen, Chile - Santiago, Saudi Arabia - Riyadh, Belgium - Brussels, Colombia - Bogota, Ethiopia - Addis Ababa, South Africa - Capetown, Turkey - Mount Arrarat, United Kingdom - IST Academy at Wiltshire, Thailand - Bangkok)
The third wave followed the second wave twelve days later and turned out to be the final wave of attacks thanks to the efforts of the now organized resistance forces. Despite another wave of reinforcements for the previously established beachheads, the newly re-invigorated IST-led forces managed to begin a steady, aggressive and increasingly successful resistance against the invaders. The true turning point began with the destruction of one of the giant Ancient Astronauts in Los Angeles and continued as more of the enigmatic giants were killed during attacks by IST forces using repurposed and reverse engineered alien technology and hit-and-run tactics inspired by the Underground Railroad transport system developed by the IST Aleph brain trust.
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Ancient Astronaut Minion
The following collection of advantages and disadvantages are common to all of the minion species and castes of the Ancient Astronauts.
TL: +3 (TL 12) [15]
Culture: Ancient Astronaut
Language: Ancient Astronaut - Psychic, Ancient Astronaut - Common
Advantages: Metabolism Control +1 [5]; Mind Shield +1 (Except versus Ancient Astronaut Telepathy, -10%) [4]
Disadvantages: Poverty (Dead Broke) [-25]; Duty (To Serve the Ancient Astronaut) [-15]; Status -1 [-5]
Perks: Device (Communicator Implant - Telepathic) [1]
Features: Deathblock [0]
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The first of the write-ups for the aliens that arrived during the Y2K Invasion. These are the species used to infiltrate the IST embassies, various top secret military bases and other important or strategic targets across the world prior to the Y2K invasion. Many had been in place for literally decades, and had lives and even families among the human population. Best estimates following both post-mortem interrogation techniques and several years of interviews of captured Deltas indicate that the number of Delta infiltrators may have numbered as high as fifteen-hundred. This is alarming, because so far only around four-hundred and fifty have been accounted for in the wake of the war.IST Official Designation: Deltas - Codename: "Infiltrators" Georges "Iron Eagle" Kostakis stared numbly through the two-way glass at the pretty, if somewhat abused looking blond woman on the other side. Her IST uniform's heavy duty fabric had been torn and scorched during her capture, and she was missing one of her boots. His hands shook as Alrik "Magellan" Ostensson pressed a cup of coffee into them. The younger man didn't say anything, but Georges knew what the telepath was thinking.
"I can't do it."
Magellan nodded, "She's been asking about you, Georges. She seems genuinely concerned with your well being."
Georges wanted to vomit, Magellan had to take the cup out of his shaking hands to prevent it ending up on the floor. "I'm sorry. I'm so sorry, Alrik. I can't. Not after what she...how can she look so calm? How can she look so calm, Alrik?"
Magellan didn't know what to say, so he said nothing.
Georges rallied a little, "They say that there were others, like Astrid, who just went mad and started killing people at embassies all over the world. All at once like they got some signal. I watched her activate that...that thing and then they were there. Those...aliens."
"The press are calling the wormholes 'beanstalks', mostly because the giants came out of them." Magellan looked through the glass, "The medics have looked her over, it is Astrid as far as we can tell. Whether this is mind control or something else, we're not sure. We're not sure of anything right now."
Georges was shaking from the tears he'd been trying to hold back, "That's my wife on the other side of that glass shackled like a criminal, Alrik. What the hell happened? What the hell happened to my wife?"
Magellan didn't have an answer. But he, and the rest of the world, desperately needed one.
Description
The Deltas, or Infiltrators, were the first of the Ancient Astronaut forces that the IST's became aware of. Unfortunately, they became aware of them far too late to do any good. At approximately 6:30 A.M. on December 31, 1999 IST embassies across the world came under attack...from within. Long standing UN and IST staff as well as friends and family of the same committed murder, mayhem and sabotage bringing the embassies to their knees. With IST security compromised worldwide and organized response crippled, Ancient Astronaut beanstalks erupted at the heart of the compromised embassies releasing the first waves of Ancient Astronaut troops who were greeted by the traitors who had infiltrated the embassies. These infiltrators became known as Deltas. The Deltas were shapeshifting humanoids able to almost perfectly replicate a target individual. Many of the Deltas were killed during the attacks, some by IST members and UN security forces and others in suicide bombings and as collateral damage during the subsequent response to the invasion. A few solitary Deltas were captured by IST forces or local agencies and interrogated. Many of these Deltas claimed to actually be the people they were replicating, and according to the Deltas themselves some had been in position as sleeper agents for decades or even longer, waiting for the signal from their masters to strike. While some had simply assumed the lives of already established IST personnel a few of the most long-term infiltrators had earned their way inside the organization on their own merits. It became apparent in the early days of the post-war period that the surviving Deltas represented the best intelligence the human race was going to get about the Ancient Astronauts and their motivations.
Racial Template
859 Points
Attributes: ST -1 [-10]; IQ +2 [20]; HT -1 [-10].Secondary Characteristic Modifiers: HP+5 [10].
Advantages: Binding 10 (Engulfing +60%) [32]; Corrosive Attack 3d-1 (Only on Engulfed Victims -30%) [18]; Xeno-Adaptability [20]; Hard to Kill 5 [10]; High Pain Threshold [10]; Injury Tolerance (Homogenous) [40]; Mimicry [10]; Mind Shield +1 (Except versus Master Race Telepathy, -10%) [4]; Shapeshifting: Morph (Extra Points +300; Only humanoid forms -40%, Once On Stays On +50%, Copies Personality +100%, Copies Memories +100%, Genetic Match +100%, Needs Sample -50%, Nuisance Effect: Takes 3 Hours to Switch Forms -10%) [875].
Disadvantages: Delusion: "I am the person I am replicating." [-10]; Disciplines of Faith - Ritualism [-5]; Duty (Ancient Astronauts) (Add Extremely Hazardous and Involuntary to Alien Minion Template) [-10]; Edgy [-5]; Extreme Fanatacism [-15]; Loner [5]; Odious Racial Habit (Eats sapients) [-15]; Secret: infiltrator [-30], Slow Eater [-10], Social Stigma: Subjugated [-20].
Psychology
The Delta "species" is an unusual one from what little information has been gleaned and most of the xenologists that have studied them with any depth believe that they possess little in the way of their own personalities. Most Deltas appear to extremely fanatically devoted to the Ancient Astronaut cause, willing to do anything up to and including laying down their lives to accomplish their mission. By nature the Deltas are loners although they can suppress most of their native tendencies while under cover rather easily, as most appeared to be able to convince themselves that they were the people they were impersonating. Despite this, the Deltas seemed able to somehow reconcile their delusional beliefs with their ingrained nature enabling them to carry out their missions despite any "personal" feelings that resulted from their roles. It is believed that the peculiar rituals the surviving Deltas have displayed play some part in retaining a coherent mind state despite the conflicting personas they may possess. Deltas appear to only display one persona at a time, that being the persona they are currently wearing. The ability to shift personality as well as their appearance can be very disconcerting, as the Delta can shift from belief that it is one person to the next without any confusion, except possibly to the interviewer. Deltas have a deep seated aversion to assuming their "native" form and the few instances in which they appear to have complied turn out to be them simply assuming the form of one of the other Ancient Astronaut vassal species from their memories. Deltas are classical stalker personalities, learning as much as possible about their victims before striking and coming to not only understand their prey, but to feel both love and gratitude towards their victims for allowing them to take their lives. Their ability to identify so strongly as their victims has led most Deltas to express concern and even compassion for the friends, family and colleagues of their victims considering themselves to in fact "be" the victims for all intents and purposes.
Ecology
The true form of the Deltas remain a mystery to the world at large, as they retain their stolen shapes even in death, although on a deep cellular level some discrepancies were found that allowed for the development of some (very expensive) forensic techniques and clinical tests that can determine if a suspect is, in fact, a Delta...in theory. In most instances a Delta can perfectly imitate a victim, including memories, DNA, appearance, scars or other distinguishing features, personality, memories and even some skills and minor superhuman abilities. Captured Deltas have confirmed that this talent comes at the cost of the life of the person they are imitating. A Delta who wishes to assume a new form must swallow a victim whole and digest them in order to gain their shape. Xenobiologists believe that the Deltas may have evolved from some kind of trapping carnivore that gained environmental adaptations from the prey they consumed. Typical Delta methodology involves first subduing a target through subterfuge, drugs or even violence and then swallowing whole the still living but incapacitated victim who is then digested by powerful enzymes released by the Delta's stomach. A Delta has to be very careful when planning their abductions as they are effectively immobilized and incapacitated for up to thirty-six hours after consuming a fully grown human being and are completely unable to defend themselves while in this state. Theoretically, a victim of a Delta could survive for several minutes within a Delta before the corrosive enzymes or suffocation left them beyond medical assistance. A Delta can assume the metahuman abilities of a victim up to a certain point, manifesting metahuman abilities up to a certain level of power but not to the levels of some of the more powerful IST members.
Culture
The only true glimpse into the culture of the Delta vassal species has been gained from xenologists and xeno-psychologists who have studied the surviving Deltas, and that only through direct observation of their peculiar daily rituals. Every day, four times a day, a Delta will perform a complex series of gestures, singing in a barely audible monotone and movements the purpose of which eludes the researchers but seems to have some great significance to the Deltas. Preventing a Delta from performing these rituals leads to irritability, confusion, erratic behavior and eventual violent behavior and actions. The one Delta on which prolonged interruption of the rituals was performed on eventually lost all higher cognitive function and died, although this took thirty-five days to reach culmination. No other true details beyond their fanatical loyalty to their Ancient Astronaut patrons have been discovered although whether this is due to the reluctance of the Deltas to share details of their culture and their patrons culture or the simple fact that they are, as some researchers posit, merely constructs and homunculi designed and built to serve the Ancient Astronauts and their ritualistic behavior simply a mnemonic device designed to keep an inherently unstable mind stable in the face of having to reconcile so many personalities remains unknown.
Politics
Deltas are considered enemy combatants by every government on the planet as well as a threat to the security of every nation. As such, all surviving Deltas have been detained indefinitely in UN (and other) facilities around the world with no chance of release and kept away from all other Deltas or Ancient Astronaut prisoners-of-war. Those kept in UN facilities are treated according to the revised Geneva Convention put into effect in the wake of the Y2K war and are guaranteed the basic necessities of life with no exposure to outside sources of information. Experiments and tests are performed on them only with their consent. The treatment of Delta POWs by non-UN authorities, such as the PRC and the USA do not adhere as stringently to the Revised Geneva Convention as do the rank and file nations of the UN.
Occupational Template - Typical Infiltrator
Culture: Western, Muslim or East Asian [2]
Language: Four Human Languages at Native Level [6/each]
Skills: Primary Skills: Acting (A) IQ+4 [6]-16; Fast-Talk (A) IQ+1 [1]-13; Diplomacy (H) IQ [1]-12; Carousing (E) HT+2 [1]-11; Sex Appeal (A) HT+2 [1]-11†‡; Intimidation (A) Will+1 [1]-13; and Detect Lies (H) Per [1]-12; Forced Entry (E) DX+1 [2]-11; Escape (H) DX+1 [1]-11; Acrobatics (H) DX [2]-10; Electronics Operation (Security) (A) IQ+1 [4]-13; Lockpicking (A) IQ+1 [4]-13; and Traps (A) IQ+1 [4]-13.
Secondary Skills: Wrestling (A) DX [2]-10; Guns (Energy Pistol) (E) DX+1 [2]-11; Holdout (A) IQ-1 [1]-11; Fast-Draw (Pistol) (E) DX [1]-10; Filch (A) DX [2]-10, Stealth (A) DX+2 [8]-12; Pickpocket (H) DX-2 [1]-8; Savoir-Faire (any) (E) IQ+2 [1]-14; Electronics Operation (Communications) (A) IQ-1 [1]-11; Psychology (H) IQ-2 [1]-10; Body Language (A) Per-1 [1]-11.
Background Skills: Computer Operation (E) IQ+1 [2]-13; Driving (Automobile or Motorcycle) (A) DX-1 [1]-9;
Secondary Skills: Knot-Tying (E) DX [1]-15; Throwing (A) DX-1 [1]-9; Observation (A) Per [2]-12; Search (A) Per [2]-12; Area Knowledge (IST Embassy Host City) (E) IQ+1 [2]-13; Current Affairs (Political) (E) IQ+1 [2]-13; Research (A) IQ [2]-12; Shadowing (A) IQ [2]-12; Cryptography (H) IQ-1 [2]-11; Intelligence Analysis (H) IQ-1 [2]-11.
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You might want to break down the race into the racial template into just what the race can do. I doubt that the entire race has "Area Knowledge (IST Embassy)" after all. You might find that they don't need too many more points in their Morph pool to make up for it (you trade your racial package for the one your morphing in to).
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Very good point and very good catch. I had intended to break that into racial template + occupational template and appear to have forgotten to do that before posting. I will correct/amend that.
-Mike
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I would still drop out the Cultures and Languages from the Racial Template.
Keep in mind that they lose all those disadvantages when they shift if they’re part of the racial package, so you’d probably want to make them part of the character template and not the Racial Template.
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Ack! Thanks for catching the Cultures and Language. regarding the Disadvantages, I would think that all except the Social Stigma: Subjugated would still apply, wouldn't they? The Disciplines of Faith, Secret and the Duty certainly do, as they are still working towards their masters' goals while undercover and the DoF as well as a few of the other traits may be the only hints that astute players would have that something "might not be right" with their loved ones.
-Mike
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I agree that they should apply, so that would be part of the character template, not the racial template. They'd be "personal" disadvantages, not part of the racial package.
Sorry, I'm a bit of a GURPS nerd.
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That's okay - somebody here should be...
--
Rob Kelk
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them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."
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Here’s how I would have built them:
Racial Template (515)
Total Points available for Morphing: 367
Attributes: ST-1 [-10]; IQ+2 [40]; HT-1 [-10]
Secondary Characteristics: HP+5 [10]
Advantages: Binding 10 (Melee Attack, reach C, -30%; Engulfing, 60%) [26]; Corrosive Attack 3 (Accessibility (target must be engulfed), -30%; Melee Attack, reach C, -30%; Partial Dice, -1 [-2]) [16]; Injury Tolerance (Homogenous) [40]; Mimicry [10]; Shapeshifting (Morph (Extra Points, 300; Mass Conservation, -20%; Retains Shape, -20%; Once on, Stays on, +50%; Cosmic (Genetic Match), +50%; Needs Sample, -50%; Nuisance Effect: Takes 3 hours to switch forms, -10%) [400]
Permanent Advantages: Hard to Kill +5 [10]; High Pain Threshold [10]; Mind Probe (Melee Attack, reach C, -30%, Accessibility (Target must be engulfed), -30%, Memory Bank, +100%, Reduced Time 10 (4 seconds), +200%) [74]; Mind Shield +1 (Except versus Master Race Telepathy, +0%) [4]; Xeno-Adaptability [20]
Disadvantages: Edgy [-5]; Loner [-5]; Odious Racial Habit (Eats Sapients) [-15], Slow Eater [-10]
Permanent Disadvantages: Delusion: “I am the person I am replicating!” [-10]; Disciplines of Faith: Ritualism [-5]; Duty (Ancient Astronauts, 6-) [-10], Extreme Fanatacism (Ancient Astronauts) [-15], Secret: Infiltrator [-30], Social Stigma: Subjugated [-20]
Mind Probe with Memory Bank already does what you want it to for capturing their memories and personality. I’d call the “Genetic Match” a Cosmic enhancement, and that’s a base of +50%). Unless it’s in one of the books and I managed to miss it when I did this quick & dirty build.
Also, with Xeno-Adaptability, you don’t need any cultural familiarities—you get them all for free (or, at least, 20 points). They get the exact stats of the person they’re infiltrating (otherwise, the points for morphing go down by 10, and the person they’re infiltrating into gets the infiltrator’s attribute and HP mods added to their stats).
ETA: Fixed math error and was able to get it to re-adjust the typesetting.
ETA 2: Had to go back and correct the text for the math error . . . dur!
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Quote:I’d call the “Genetic Match” a Cosmic enhancement, and that’s a base of +50%). Unless it’s in one of the books and I managed to miss it when I did this quick & dirty build.
It is, at least for late 3rd Ed, Revised, because I created it for Shapeshifters. I don't remember if it carried over into 4E.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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I've been looking, but I can't find it anywhere in 4e.
But, then again, you created the original Morph power for 3e (my sister thanks you, by the way, she loved that power), but, iirc it was 200 points in 3e and the new one is only 100 points. It also, to me, seems more like a fairly minor feature. With Zeroed being 10 points, and Mind Control being 50, it seems that +50% for a cosmic would be a fair price for it. That prices out at 50 points-base. At +100% that's a base 100 points, and, honestly, it doesn't seem to be 100 points worth of unfair (compare with Altered Time Rate, also at 100 points). I don't think it's 50-points base. I'd aim it more at +20% to +25%. When it's useful, it's very useful, but, honestly, the vast majority of people can't do genetic tests.
Couple this with the fact that someone else could use morph (needs sample) on the existing shape shifter and get the same form. Heh, could be interesting.
[aside]
I don't have Shapeshifters in my PDF collection . . . is it available from e23? I'll have to go check for it when I have a few additional minutes to rub together.
[/aside]
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Mark Skarr Wrote:[aside]
I don't have Shapeshifters in my PDF collection . . . is it available from e23? I'll have to go check for it when I have a few additional minutes to rub together.
[/aside] http://e23.sjgames.com/item.html?id=SJG30-6533]Yes.
--
Rob Kelk
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them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."
- Michael Ignatieff, addressing Stanford University in 2012
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Oh no worries, I appreciate the feedback. I'm a big GURPS nerd too, I'm just woefully out of practice.
So I can pull the Duty, the Secret and the Extreme Fanaticism for the occupational template; the whole species is Subjugated though, so I'm not sure whether that belongs in the racial template or not. The Delusion, Slow Eater and the DoF are actually tied to the shapeshifting, all the members of the species suffer these effects when absorbing a new victim. Edgy and Loner are part of the species template too, survival instincts left over from when they were solitary trappers. ORH is something any of them would suffer.
Thoughts?
-Mike
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Bob Schroeck Wrote:Quote:I’d call the “Genetic Match” a Cosmic enhancement, and that’s a base of +50%). Unless it’s in one of the books and I managed to miss it when I did this quick & dirty build.
It is, at least for late 3rd Ed, Revised, because I created it for Shapeshifters. I don't remember if it carried over into 4E. That''s where I got it from. Along with Copies Personality, I believe. It does not help that I keep creating these late at night after work.
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Mark Skarr Wrote:Here’s how I would have built them:
Racial Template (515)
Total Points available for Morphing: 367
Attributes: ST-1 [-10]; IQ+2 [40]; HT-1 [-10]
Secondary Characteristics: HP+5 [10]
Advantages: Binding 10 (Melee Attack, reach C, -30%; Engulfing, 60%) [26]; Corrosive Attack 3 (Accessibility (target must be engulfed), -30%; Melee Attack, reach C, -30%; Partial Dice, -1 [-2]) [16]; Injury Tolerance (Homogenous) [40]; Mimicry [10]; Shapeshifting (Morph (Extra Points, 300; Mass Conservation, -20%; Retains Shape, -20%; Once on, Stays on, +50%; Cosmic (Genetic Match), +50%; Needs Sample, -50%; Nuisance Effect: Takes 3 hours to switch forms, -10%) [400]
Permanent Advantages: Hard to Kill +5 [10]; High Pain Threshold [10]; Mind Probe (Melee Attack, reach C, -30%, Accessibility (Target must be engulfed), -30%, Memory Bank, +100%, Reduced Time 10 (4 seconds), +200%) [74]; Mind Shield +1 (Except versus Master Race Telepathy, +0%) [4]; Xeno-Adaptability [20]
Disadvantages: Edgy [-5]; Loner [-5]; Odious Racial Habit (Eats Sapients) [-15], Slow Eater [-10]
Permanent Disadvantages: Delusion: “I am the person I am replicating!” [-10]; Disciplines of Faith: Ritualism [-5]; Duty (Ancient Astronauts, 6-) [-10], Extreme Fanatacism (Ancient Astronauts) [-15], Secret: Infiltrator [-30], Social Stigma: Subjugated [-20]
Mind Probe with Memory Bank already does what you want it to for capturing their memories and personality. I’d call the “Genetic Match” a Cosmic enhancement, and that’s a base of +50%). Unless it’s in one of the books and I managed to miss it when I did this quick & dirty build.
Also, with Xeno-Adaptability, you don’t need any cultural familiarities—you get them all for free (or, at least, 20 points). They get the exact stats of the person they’re infiltrating (otherwise, the points for morphing go down by 10, and the person they’re infiltrating into gets the infiltrator’s attribute and HP mods added to their stats).
ETA: Fixed math error and was able to get it to re-adjust the typesetting.
ETA 2: Had to go back and correct the text for the math error . . . dur! Thanks. I'd forgotten melee attack. I'd considered the Mind Probe route, but went with the Copies Personality instead, but I suppose Mind Probe is more 4e correct. Good catch on the Xeno-Adaptability as well. Genetic Match, as mentioned before was cribbed from Shapeshifters, so I felt justified in using it...especially on this forum. See my rationalizations on one of my previous responses regarding the disadvantages.
-Mike
Michael R. Smith (lastfreehuman@gmail.com)
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Not sure about Mass Conservation and Retains Shape, as they can (and do) eat other species that may have different shapes (Kaa or Memer and Saret for instance) but I need to look into those both as well. Thanks again for all the assistance, it helps flesh out all this cruft in my head.
-Mike
Michael R. Smith (lastfreehuman@gmail.com)
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A few more points, they should be able to access the Mimicry as well as the Injury Tolerance even in their mimicked forms. The Injury Tolerance is one of those things that I included to give them a bit of the "Thing" to them, in that the good guys can pound on them and they can survive wounds that would incapacitate a normal human. The Mimicry, likewise is a holdover from their original progenitor species which used mimicked calls to lure prey to them.
-Mike
Michael R. Smith (lastfreehuman@gmail.com)
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