ITT I slowly but surely throw up the different things I have been writing in an attempt to port parts of Mass Effect over into Eclipse Phase, keeping the original feel while changing them to fit in with the EP World. There have been multiple pieces already done, for example the occasional person has posted Morphs for the different races and the like. These are just my versions.
First, an attempt at porting in Kinetic Barriers. For those of you not aware of what they are, or for those who need a reminder, a quick quote from one of the many resources available on the matter.
“Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same.
Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair.
The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.”
Kinetic Barriers
An example of some of the incredibly advanced technology left behind by the long dead civilizations found through the Pandora Gates, Kinetic Barriers have been adopted throughout the System by countless military teams, smuggler bands and terrorist organizations. Smuggled out from under the nose of the Pathfinder Corporation by an unknown benefactor, these alien devices have also found themselves highly sought after by many black market dealers, eager to cash in before one of the Hypercorp research facilities trying to replicate there effects makes any progress.
Unlike armor, which reduces the amount of damage taken by its wearer, Kinetic Barriers are capable of completely absorbing a limited number of direct hits by many kinetic based weapons (such as classical firearms and rail guns) before temporarily overloading and shutting down. Each Kinetic Barrier has a pool of Defense Points representing the protection is applies against all kinetic damage. They have no effect on energy or psi damage.
Whenever someone wearing an activated Kinetic Barrier takes kinetic damage, an amount of that damage up to the number of Defense Points remaining is absorbed, completely protecting the wearer from that absorbed damage. This absorption is determined before any protection offered by armor. For every point of damage such absorbed by a Kinetic Barrier it loses a Defense Point.
Defense Points recharge overtime, however each time they absorb damage this recharge is delayed. At the beginning of each Action Turn, any Kinetic Barrier that did not take damage during the previous Action Turn recharged a number of Defense Points as determined by the particular make or model. While outside of combat a Kinetic Barrier recharges at a separate rate, also determined by the make or model of the device. A Kinetic Barrier recharged Defense Points even while deactivated.
KB-Alpha – The first of a series of Kinetic Barriers found on an unknown exoplanet, the KB-Alpha offers the least protection, and as such is sold for the lowest price. Many of these devices have recently been discovered in the hands of low level criminals, and authorities are beginning to suspect that someone may have discovered the means of replicating them. Whenever the KB-Alpha is struck by a high speed projectile it flares blue, with a pulse of eerie light emanating from the contact point along the wearers body.
Defense Point Pool: 30, Combat Recharge Rate: 1/Action Turn, Out of Combat Recharge Rate: 20/Minute. Cost: High (rare)
KB-Beta – Although only slightly more effective than the KB-Alpha range of Kinetic Barriers, the KB-Beta goes for many times the price on the black market. Although few of these devices have been found on criminals and their ilk, there have been sporadic reports of Direct Action equipping several of their more prestigious units with them. Whenever the KB-Beta is struck by a high speed projectile it flares red, with a pulse of eerie light emanating from the contact point along the wearers body.
Defense Points Pool: 50, Combat Recharge Rate: 2/Action Turn, Out of Combat Recharge Rate: 40/Minute. Cost: Expensive (exceptionally rare)
KB-Gamma – Very few examples of these devices have been documented within the System, and many believe that they only exist in the hands of the exceptionally wealthy collectors of alien technology. Much more effective at protecting its owner than the KB-Alpha, the KB-Gamma has more than triple the defensive properties of those inferior devices. Unlike the other examples of this technology, when a KB-Gamma barrier is struck by a high speed projectile there are no light flares, the bullet simply seems to harmlessly drop to the ground before striking.
Defense Points Pool: 100, Combat Recharge Rate: 3/Action Turn, Out of Combat Recharge Rate: 60/Minute, Cost: Expensive (minimum 100,000, exceptionally rare)
(NOTE: Kinetic Barriers utilize a still undiscovered means of protecting their owners. All recorded attempts at replicating these devices by transhuman kind has resulting in failure, occasionally catastrophic failure. As such they can only be purchased, not created such as in a cornucopia machine.)
Next: An attempt at Biotics, using advanced TITAN based technologies implanted into the Ego state of Psi capable characters to amplify their natural abilities towards Psi-Gamma like heights. But with consequences ranging from being driven insane to accidentally infecting your targets with a new strain of the Virus.
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Nice work CB, you beat me to it on Shields and Biotics! :) Just one suggestion: if these technologies are being used in a crossover-game there is one important distinction to make about how shields and biotics work versus EP standard tech: they all use the "Mass Effect" fields generated by running a current through a material called "Element Zero" (eezo) to reduce the mass of an object or envelope of space (not clear from Codex which is happening).
If you are running a standard EP game, and would like to include these effects, then the big factor on price is your supply of eezo (should you choose to import it from ME too). The biotic powers, for instance, all require eezo nodes in the user's nervous system, and an amplifier to pickup the small mass effect fields made by the user, and turn them into proportionately larger ones using an external power source (iirc a battery of some kind). Without an amplifier, in ME biotics users can really hurt themselves trying to do big things. You can do without eezo in an EP game, but it is a convenient bit of explanation on how they work, should you decide to import it into your game.
However, if you are running a crossover game, Biotics and PSI are very different. Biotics in ME function on the same mechanisms as all ME technology, including their ships, FTL drives, weapons, shields, and artificial/anti-gravity devices. The Biotic individuals have merely got embedded bits of eezo in their system, and have gotten training to use it. Even with all of the powers they show in the game (except the anomalous "Dominate" power from Morinth), all they do is change the mass of things. Thus, the role of the person in biotics is to be a better system for controlling the complex interactions of masses, eezo, and the current running through it in a much more refined manner than any computer in the ME world is capable of doing (the computers do handle all of the weapons and ships, but those fields are limited to big simple things, like "go forward" and "stop"). Since ME is a world where AI is demonized, they don't have sophisticated enough control systems to automate the fine controls that biotic individuals use.
However, a canon example of how you can automate biotic powers directly is the "M-490 Blackstorm Projector" (commonly called the "black-hole gun"). It is super cutting edge experimental tech in the game (from the fluff anyway), and it replicates a power that normally only biotics can do: "Singularity" (something like a gravity well that you fling at something). In this case, however, since it doesn't require a living biotic to use the effect, the resulting "boom" is much improved by being automated.
Thus, in ME, Biotics and eezo are not really exotic or unexplainable, just difficult to control in anything but the most heavy-handed way given the technology level of that setting (AI is evil, outlaw most transhuman tech, etc). Given how PSI effects are supposed to be fundamentally alien, up to and past being explainable by the laws of physics, they are different beasts. Especially given how PSI can effect human minds and biotics cannot, as well as biotics being automate-able while PSI cannot work on a nonbiological brain.
Kudos again to Codebreaker for putting them together in a way that fits canon EP, but I'll see if I can't post a version that fits EP/ME crossovers (in other words, is based off of the mechanics of eezo).
EDIT: Last paragraph eaten by internet, put back below.
To amend those mechanics to include eezo, I'd suggest removing the coupling to the PSI powers, and instead making it a separate power line. Something like buying additional training over time:
It may also be appropriate to make the biotics take damage physically (via feedback to the nerves from implants) instead of causing them to go insane. The intense concentration should still go and cause mental stress. But, they didn't get these powers via crazy alien infections, rather via purposeful training and/or surgery, so I don't see a need to take 4 derangements right out the door.
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