BTW, suggestions on how to model ME/MCU tech within the Exalted system would be appreciated.
For kinetic barriers, I was thinking a bunch of extra -0 health levels that regenerate relatively quickly.
That works. Looking at some Alchemical Charms might also be worthwhile; IIRC they include some that are fairly similar to the stereotypical energy shields.
For the Iron Man suit, a fixed strength rating (probably 5 for the Mk 1, and 6 for the Mk 1.5).
Makes sense.
Alternative races would generally be handled with mutations (Krogan get Large and some of the armored hide ones) and Attribute modifications (Salarians are generally faster and frailer).
You could also make it so that the various races have strong natural tendencies towards certain Attributes and Attribute Groups.
Ie, Krogans put most of their points into Physical, and tend to maxing out Strength and Stamina, while Asari generally favor Social, with a strong bias towards Appearance, Salarians prefer to raise Dexterity and Wits, and so on.
Other than that, Mutations sound like a good way to go, yes.
Biotics work quite differently from anything in Exalted, and I'm a bit in doubt about how to do this. Cool down could quite easily be handled, but that seems inelegant. A more seamless mesh would be preferable.
Also Biotic and tech powers are not the same in ME 1 and ME2/3. My first reaction would be to model them on the latter versions, but I'm open to other viewpoints.
Well, I went and tried to make something like that, but didn't get very far:
https://docs.google.com/document/d/1WjiY86v_moKBfrKmaGT1GTEW_AYMj0s5p5kl2mkwSws/edit
My idea was to treat them like a mix of Charms and Knacks. Charms being most of what the player can actively use in the game - Shockwave, Throw, Warp, etc. - and Knacks for some of the more "passive" stuff, that's mostly seen in the cutscenes, or in the more easily overlooked aspects of the gameplay.
For example, Samara floating down from some height, or the Adepts, etc from Multiplayer apparently using Biotics to enhance their punches, or the Asari enhancing their dodge-attempts; that sort of thing.
Cooldown would feel rather iffy, yeah. My suggestion would be to adapt the fluff, about Biotics being very energy-intensive for the user.
Give the charactr a pool of points, the various charms cost different amounts of points to use (high cooldown = high cost), and when they run out, they're in danger of being exhausted.