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Lord Liaden
Dec 21st, '08, 09:30 AM
For really unorthodox (to most Westerners) variations on the vampire theme, I heartily recommend the Asian Bestiary I and II, with HERO stats for more kinds of freaky blood-suckers than you can shake a stick at. :cool:

IMO the vampire types from the manga/anime series Hellsing would be highly appropriate to the RIFTS setting, as the Main Man suggests above; and Susano has HEROized them on his website: http://surbrook.devermore.net/adaptationsanime/hellsing/helhellsgate.html

Princedarkstorm
Dec 21st, '08, 11:37 AM
HELLSING is a great series to use for HORROR HERO as well !

The Main Man
Dec 21st, '08, 03:16 PM
Well, it's good for "splatterpunk" horror...

Princedarkstorm
Dec 21st, '08, 03:47 PM
True .
The OVA or the Ulimate HELLING is both heavy on the splatterpunk .
However BLOOD THE LAST VAMPIRE is also a good choice for vampires .

The Main Man
Dec 21st, '08, 04:03 PM
Haven't seen that one.

It's discussions like this that make me think, "We should redesign Rifts," but then there's the litigious BS we'd have to deal with from Palladium so we all have to settle with our home brews.

Princedarkstorm
Dec 21st, '08, 04:08 PM
It is a great anime series .Catch the series not the OAV of BLOOD.
Or for more supernatural vampires try VAMPIRE PRINCESS MIYU OAV and the series .

Doctor Agenda
Dec 22nd, '08, 05:03 PM
I too have expanded/customized vampires.

"Thralls" are emissaries like Renfield, right?

I had never thought of them before, although it is sort of hinted at by the humans who have accepted their vampire masters.

Come to think of it, I like that idea better - cities full of Renfields who militantly support their masters (and I think that one of them shall have to be named Torgo).

Anyways, I did come up with "Ghouls" ala Hellsing, which take orders even from Wild Vampires and can be virtually created on the spot by Masters.

I'll have to post more about them at a later time.

Right. They always seem to have at least one human servant in the movies, who can be their daytime protector and spy. I might also use half-vampires, still living but partially-turned, with some degree of vampiric power and few of their weaknesses--if killed without the proper precautions they would rise again as full-fledged vampires. Palladium also has Wampyri from Nightbane, incompletely-turned vampires with free will. And maybe Dhampir, offspring of a human and a vampire with some either vampire powers or their own weird abilities (I think the legendary dhampirs could turn into dogs and a vampire who dies from their attacks won't resurrect).

The battle went well, the the Wired Knifeslinger managed to stake a moving vampire, although she had to follow it up with a punch to the same location to drive it in enough to 'shut down' the vampire. I made their damage reduction and resistant PD inapplicable to wooden KA's to the heart location. I think I let the Linewalker have too big an area effect for his 'Globe of Daylight'. The Escrimador chose to employ his Pulse Rifle rather than get into hand-to-hand with a vampire.

Except for facing eight vamps (the True Atlantean helped us find the other four before nightfall), the advantages were all with the player group: knew what they were facing, made the vamps come to them, and the Operator was able to use his vehicle weapons. Still, if they weren't so stupidly vengeful, most of the vamps could have escaped easily, and if the vamps had gotten the drop on group it would have been a much different story.

So, about right: tough enough they'd be worried right away if vamps attacked when they didn't have time to prepare. Which is how it will be next time....

Doctor Agenda
Dec 22nd, '08, 06:06 PM
For really unorthodox (to most Westerners) variations on the vampire theme, I heartily recommend the Asian Bestiary I and II, with HERO stats for more kinds of freaky blood-suckers than you can shake a stick at. :cool:

IMO the vampire types from the manga/anime series Hellsing would be highly appropriate to the RIFTS setting, as the Main Man suggests above; and Susano has HEROized them on his website: http://surbrook.devermore.net/adaptationsanime/hellsing/helhellsgate.html

Thanks for the link! Surbrook is my hero!

Maybe I'll use ghouls as what a wild vampire gets if it tries to infect someone. The freak chip gave me an idea for a pseudo-vampire based on Juicer technology.

The Main Man
Dec 22nd, '08, 06:13 PM
I fondly remember the last time that my PC's went into Mexico.

The de facto leader, a Crazy, led his comrades to meet his girlfriend in the Mexican Empire.

They came by day cutting a swath across the guards and militia until they entered a maze with deathtraps, roaming guards, pits full of starving vampire prisoners, and a Vampire Minotaur.

By the time they got through that, the Crazy decided to go collect the Philosopher's Stone from Jolly Old England.

Rather than get a mage (such as a Ley Line Walker) they found a bona fide pilot who flew them over when he was caught into a Rift right about where Detroit used to be...

But I'll leave the "crossover" story for another time.

Lord Liaden
Dec 22nd, '08, 10:29 PM
Well, this looks like a good time and place to repost links to various sources of RIFTS HERO conversion material. There's quite a lot of it online. :yes:

Some of the links below are to sections of this thread dealing with specific subjects, which should make for easier referencing.

Detailed discussion of various RIFTS game mechanics, conversion guidelines and examples, and writeups for several character classes (for 4E HERO):
http://web.archive.org/web/20041227061856/http://www.herogames.com/oldForum/Champions/000157.html
http://web.archive.org/web/20041227061142/http://www.herogames.com/oldForum/Champions/000157-2.html

Weapon Damage Class conversions, and writeups for Coalition weaponry and armor, and ley-line magic (for 4E HERO):
http://web.archive.org/web/20041227034259/http://www.herogames.com/oldForum/Champions/000579.html

Detailed RIFTS attribute conversions:
http://www.herogames.com/forums/showthread.php?p=860986
[starting at post #70]

Writeups for the Crazy, Cyber Knight, Glitterboy, Juicer, and Dragon Hatchling:
http://forum.rpg.net/showthread.php?s=&threadid=96757

Writeups for vampires (post #33), plus discussion:
http://www.herogames.com/forums/showthread.php?p=101262

Other approaches to MegaDamage:
http://www.herogames.com/forums/showthread.php?t=28271

Palladium cybernetic implants:
http://www.angelfire.com/scifi2/mathew/hero-cybernetic.html

Palladium psionic abilities:
http://www.angelfire.com/scifi2/mathew/hero-psionic.html

Vehicle conversion notes:
http://www.herogames.com/forums/showthread.php?p=6294

RIFTS character profession Package Deals (left-hand column, "Occupation Packages") and racial Package Deals (center column, "Racial Packages"):
http://www.angelfire.com/scifi2/mathew/champions.html#packages

(NOTE: The links on the webpage above are sometimes cranky and may take you to the author's homepage instead. Just go Back and try the link again.)

The Main Man
Dec 23rd, '08, 01:38 AM
Always nice to see them reposted.

Ah... it sure is amazing to see how far I've come since I first started.

Doctor Agenda
Dec 24th, '08, 07:13 AM
That is SO useful, someone please rep Diadem as I am out of repping juice.

Doctor Agenda
Dec 26th, '08, 06:51 AM
For the time being I've got the group based in Santa Fe. I don't have any specific Rifts info on it, but I've put a Bandito Arms outlet there (the Operator and Psitech work there), roleplaying has established there are some houses (Spanish revival?) and at least one saloon, and a ley line about 10 miles outside of town. Obviously, more flesh is needed. If it's worth putting a Bandito Arms there, there must be more to it. Any suggestions for Santa Fe, P.A.? I know the Wiki stuff, high altitude, mild weather, Santa Fe river, lots of cultural stuff. Maybe have a community of Rogue Scholars/Archaeologists. With their magic, the small Pueblo at Santa Fe could have survived, making them the only inhabitants from before the Rifts.

BTW, the vamp adventure took place in SE NM, in a village near Carlsbad. The ley line that runs by Santa Fe ends about 4 miles from the village. The Line Walker took his reward in permission to build a house on the ley line terminus. He's set up a little trading post with a solar power generator the village can recharge their batteries from. I'm thinking that one is a Builder.

Princedarkstorm
Dec 28th, '08, 11:20 AM
Correct !

Zeropoint
Jan 1st, '09, 12:56 AM
In the original mythology, the stake through the heart wasn't there to kill the vampire, and in fact didn't have any special vampire-damaging powers at all.

It was there to nail the body into the grave so it couldn't get back up.

Doctor Agenda
Jan 1st, '09, 06:55 AM
In the original mythology, the stake through the heart wasn't there to kill the vampire, and in fact didn't have any special vampire-damaging powers at all.

It was there to nail the body into the grave so it couldn't get back up.

And that's how it's written up in the Bestiary, the stake only prevents resurrection. It would be pretty much impossible to stake a vamp in combat if it's 50% Damage Reduction and resistant PD applied to staking, as stakes are pretty inferior hand-to-hand weapons. I made the change solely for entertainment purposes, to let the PCs show off their skillz early in the game (although there was only one combat staking). The reduced defences only applied to a heart shot with a wooden killing attack.

Of course an armored vest totally eliminates the chance of a vamp being staked while it can still defend itself. It is easy to scale up the vamp encounters to make them more challenging. The PCs had every advantage the first time.

Princedarkstorm
Jan 4th, '09, 05:14 PM
However please remember by HERO SYSTEM called shots and vulerabilies are in the game design .
So a vampire might take 2x stun and body from from heart shots or even 2xstun and body from wood based attacks as well .

Doctor Agenda
Jan 5th, '09, 04:38 PM
That would certainly simulate the dramatic effect of taking the vamp out with one shot, as long as you hit the sweet spot with wood.

Princedarkstorm
Jan 24th, '09, 05:51 PM
Agreed. That is more of the flavor text or special effects of the game .

Doctor Agenda
Jan 24th, '09, 08:37 PM
I used hunter-killer robots from the Spacer's Toolkit to represent skelebots, they were pretty tough for our group. I took off the drill, though.

zannen
Feb 21st, '09, 07:52 PM
hi all new to the board any "fanbook" conversions to herosystem i do love this sytem this and TORG/Masterbook are my faverite

The Main Man
Feb 21st, '09, 09:46 PM
Someday, when I catch everything up, I shall...

Doctor Agenda
Mar 22nd, '09, 08:52 AM
hi all new to the board any "fanbook" conversions to herosystem i do love this sytem this and TORG/Masterbook are my faverite

Here's something for you:

Typical Juicer

Value Char Base Cost Characteristics: 145 Abilities: 115 Total: 260
25 Str 10 15 Base: 175 Disadvantages: 85
20 Dex 10 30 Points Disadvantage
20 Con 10 20 0 Dependence: Drug supply must be renewed
17 Bod 10 14 about every six months to maintain abilities
10 Int 10 0 15 Distinctive Feature: Drug Injection Harness
13 Ego 10 6 5 Phys Lim: Detox or Death (Juicer Lifespan)
15 Pre 10 5 15 Psych Lim: Motivation for Becoming and/or
14 Com 10 2 Staying a Juicer
10 PD 5 5 20 Reputation 14- as a Juicer
10 ED 4 6 30 Individualized Disadvantages such as DNPCs,
5 Spd 3 20 Hunteds, Psych Lims, and Rivalries
20 Rec 9 22
40 End 40 0
40 Stn 40 0

Cost Ability
40 Damage Reduction: 50% Resistant vs. Physical and Energy, Only vs.
Stun (-1/2)
10 Defense Maneuver IV
1 Life Support: Diminished sleep, needs 3 hours per night but can go 5
nights without sleep with no penalties
3 Light Sleep
6 Lightning Reflexes: +4 for All Actions
7 Regeneration: 1 Bod per Turn (Built-in IRMSS and Drug Delivery)
12 Running: +6" to 12" at 2 End
7 Breakfall 13-, Combat Pilot 13- for Two Vehicle Types
11 Languages (Three at 3 points each), Navigation (Land) 11-
3 Survival (Forest) 11-, Systems Op (Radio Only) 11-
5 Weapon Familiarities: Blades, Beam Weapons, 2 points Individualized
10 Individualized Skills

AlexShinjo
Mar 31st, '09, 11:49 AM
Wouldn't the majority of RIFTS fall under the DC information?

The Main Man
Mar 31st, '09, 12:40 PM
Wouldn't the majority of RIFTS fall under the DC information?

...Ish, but DC does not have rules for particle beams, weapons-grade lasers, ion guns, plasma blasters, powered armors, etc.

IOW, Star HERO largely takes care of these things if one wants a quick and dirty Rifts.

Here's an example of why I find DC not altogether useful and find Star HERO to be a good starting point.

Rifts does not really make much difference between different weapons technologies - damage is damage - so in my Rifts campaign I set out to differentiate between different weapons so that there are real tactical options to be made as well as having diversity to stir the pot.

In my Rifts campaign, plasma weapons can charge energy for more devastating results, but they can burn out if too much energy is charged.

Plasma Rifle: Multipower, 175-point reserve, 25 Charges (+1/4); all slots STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Real Cost: 55 CP

Standard Blast: EB 8d6 (vs. ED); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Real Cost: 1u

Power Blast: EB 12d6 (vs. ED), AOE (One Hex; +1/2); STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Requires 2 Charges Per Use (-1/2), Extra Time (Extra Segment, -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Real Cost: 2u

Full Power Blast: EB 16d6 (vs. ED), Explosion (+1/2); STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Extra Time (Extra Phase, -3/4), Requires 3 Charges Per Use (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Real Cost: 2u

Max Power Blast: EB 20d6 (vs. ED), Explosion (-1 DC/2"; +3/4); STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires 4 Charges Per Use (-1), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Activation 14-, Burnout (-1/4) Real Cost: 3u
And now for something completely different:
http://llbbl.com/data/RPG-motivational/images/rifts.jpg

Doctor Agenda
Mar 31st, '09, 02:16 PM
Not to mention Fantasy Hero. Rifts has shapeshifting dragons as PCs, psychics, leyline walkers, shifters, rifters, elementalists, demons, etc.

Far future post-apocalyptic urban fantasy?

The Main Man
Mar 31st, '09, 02:21 PM
Not to mention Fantasy Hero. Rifts has shapeshifting dragons as PCs, psychics, leyline walkers, shifters, rifters, elementalists, demons, etc.

Far future post-apocalyptic urban fantasy?

*hits self in forehead*

D'oh!

Fantasy HERO
Post-Apocalyptic HERO
Star HERO
Urban Fantasy HERO


Of course, since Rifts is meant to be able to cross over with anything, and since HERO is generic, technically everything is a source book for Rifts HERO!:)

NuSoardGraphite
Apr 3rd, '09, 07:56 AM
Here's something for you:

Typical Juicer

Value Char Base Cost Characteristics: 145 Abilities: 115 Total: 260
25 Str 10 15 Base: 175 Disadvantages: 85
20 Dex 10 30 Points Disadvantage
20 Con 10 20 0 Dependence: Drug supply must be renewed
17 Bod 10 14 about every six months to maintain abilities
10 Int 10 0 15 Distinctive Feature: Drug Injection Harness
13 Ego 10 6 5 Phys Lim: Detox or Death (Juicer Lifespan)
15 Pre 10 5 15 Psych Lim: Motivation for Becoming and/or
14 Com 10 2 Staying a Juicer
10 PD 5 5 20 Reputation 14- as a Juicer
10 ED 4 6 30 Individualized Disadvantages such as DNPCs,
5 Spd 3 20 Hunteds, Psych Lims, and Rivalries
20 Rec 9 22
40 End 40 0
40 Stn 40 0

Cost Ability
40 Damage Reduction: 50% Resistant vs. Physical and Energy, Only vs.
Stun (-1/2)
10 Defense Maneuver IV
1 Life Support: Diminished sleep, needs 3 hours per night but can go 5
nights without sleep with no penalties
3 Light Sleep
6 Lightning Reflexes: +4 for All Actions
7 Regeneration: 1 Bod per Turn (Built-in IRMSS and Drug Delivery)
12 Running: +6" to 12" at 2 End
7 Breakfall 13-, Combat Pilot 13- for Two Vehicle Types
11 Languages (Three at 3 points each), Navigation (Land) 11-
3 Survival (Forest) 11-, Systems Op (Radio Only) 11-
5 Weapon Familiarities: Blades, Beam Weapons, 2 points Individualized
10 Individualized Skills

at 260pts, thats an expensive juicer. For a Very Powerful, Heroic game (125/125) that leaves absolutely no points with which to customize your Juicer. If one is playing Rifts as Powerful, Superheroic it leaves 90pts for customization.

One way to cut down the cost of the Juicer is to place on all of the Characteristic bonuses that come from being a Juicer, a limitation that represents one of the drawbacks of being a Juicer; a Side Effect, with the Side Effect being the Dependance Disadvantage. Lets construct it.
The drugs that power the Juicer conversion are both relatively uncommon and expensive/difficult to manufacture. Only certain places have it regularly and even then to have access to it requires a contract of some kind. The only other way to get it would be to manufacture it yourself (highly unlikely) or to ambush other Juicers and take their supply (more viable, but extraordinarily dangerous!) thus it should gain the Uncommon modifier of +15.
Next is the Effect; it definately affects the characters powers. In a bad way, so lets make the roll 11 or less for the powers to be affected. Thats +10. The character should also suffer from Weakness and Incompetence. Thats another +10.
Based on the description of what the Juicer drugs do to the juicer, it should be defined as an Addiction, rather than a simply Time-increment Dependance, so thats a +5 for a total of a 40pt disadvantage.

Now lets caclulate the total bonuses from being a Juicer:
STR(+15), DEX(+30), CON(+20), BOD(+14), EGO(+6), PRE(+5), COM(+2? Is that necessary?), SPD(+20), PD(+5), ED(+6), REC(+9) for a total of 132pts. The 40pt Disadvantage is less than half, but more than 1/4 of the power. Thus if falls into the -1/4 category. However, since the disadvantage is bought for Characteristics (that are always on) the Disadvantage is worth twice as much, so we get to apply a -1/2 Limitation to the cost of these characteristics, for a total cost of 88pts, saving a total of 44 points! That reduces the total cost of the Juicer to 216pts, leaving 34 points for additional skills/Talents.

Thus, now if the Juicer is ever deprived of his precious drugs, not only are his boosted Characteristics cut down, but his natural characteristics will slowly drop as well as his ability to perform skills. But this also gives the Juicer the ability to conquer the addiction and recover from the wasting sickness it causes via Ego rolls.

I like the Damage Reduction: Stun Only. It will make Juicers hard to put down, which is reasonable. I personally would probably limit that to 25% Damage Reduction and save 50% for Full Conversion Borgs. (they should be tougher to put down than a Juicer, its just that Juicers are much, much harder to hit!)
Speaking of being hard to hit, Juicers were almost impossible to hit in the game. The Defense Maneuver IV goes a long way toward simulating this, however I believe the inclusion of some minimum Defensive CSL's would also help in simulating this. The average Juicer should have at least +2 DCV-only CSL's (10pts) and most will buy more over the course of their (short) careers. This gives the average Juicer a DCV of 9, even when they are not expecting combat. Slap a Martial Dodge on top of this and "impossoble to hit" becomes an understatement!

Juicers are also highly mobile. The Speed of 5 coupled with 12" of base running takes care of this for the most part. However there are some other considerations as well. The average Juicer should probably posses Rapid Attack for both Hand to Hand as well as Ranged. The ability to "run and gun" is fairly stadard in their profession.

I don't like the Regeneration slot. Juicers were notoriously fast healers, but the didn't regenerate. That was an ability of Crazies, not Juicers. Enhanced REC takes care of the rapid healing, I don't think anything more is needed.

Doctor Agenda
Apr 11th, '09, 04:41 PM
at 260pts, thats an expensive juicer. For a Very Powerful, Heroic game (125/125) that leaves absolutely no points with which to customize your Juicer. If one is playing Rifts as Powerful, Superheroic it leaves 90pts for customization.

One way to cut down the cost of the Juicer is to place on all of the Characteristic bonuses that come from being a Juicer, a limitation that represents one of the drawbacks of being a Juicer; a Side Effect, with the Side Effect being the Dependance Disadvantage. Lets construct it.
The drugs that power the Juicer conversion are both relatively uncommon and expensive/difficult to manufacture. Only certain places have it regularly and even then to have access to it requires a contract of some kind. The only other way to get it would be to manufacture it yourself (highly unlikely) or to ambush other Juicers and take their supply (more viable, but extraordinarily dangerous!) thus it should gain the Uncommon modifier of +15.
Next is the Effect; it definately affects the characters powers. In a bad way, so lets make the roll 11 or less for the powers to be affected. Thats +10. The character should also suffer from Weakness and Incompetence. Thats another +10.
Based on the description of what the Juicer drugs do to the juicer, it should be defined as an Addiction, rather than a simply Time-increment Dependance, so thats a +5 for a total of a 40pt disadvantage.

Now lets caclulate the total bonuses from being a Juicer:
STR(+15), DEX(+30), CON(+20), BOD(+14), EGO(+6), PRE(+5), COM(+2? Is that necessary?), SPD(+20), PD(+5), ED(+6), REC(+9) for a total of 132pts. The 40pt Disadvantage is less than half, but more than 1/4 of the power. Thus if falls into the -1/4 category. However, since the disadvantage is bought for Characteristics (that are always on) the Disadvantage is worth twice as much, so we get to apply a -1/2 Limitation to the cost of these characteristics, for a total cost of 88pts, saving a total of 44 points! That reduces the total cost of the Juicer to 216pts, leaving 34 points for additional skills/Talents.

Thus, now if the Juicer is ever deprived of his precious drugs, not only are his boosted Characteristics cut down, but his natural characteristics will slowly drop as well as his ability to perform skills. But this also gives the Juicer the ability to conquer the addiction and recover from the wasting sickness it causes via Ego rolls.

I like the Damage Reduction: Stun Only. It will make Juicers hard to put down, which is reasonable. I personally would probably limit that to 25% Damage Reduction and save 50% for Full Conversion Borgs. (they should be tougher to put down than a Juicer, its just that Juicers are much, much harder to hit!)
Speaking of being hard to hit, Juicers were almost impossible to hit in the game. The Defense Maneuver IV goes a long way toward simulating this, however I believe the inclusion of some minimum Defensive CSL's would also help in simulating this. The average Juicer should have at least +2 DCV-only CSL's (10pts) and most will buy more over the course of their (short) careers. This gives the average Juicer a DCV of 9, even when they are not expecting combat. Slap a Martial Dodge on top of this and "impossoble to hit" becomes an understatement!

Juicers are also highly mobile. The Speed of 5 coupled with 12" of base running takes care of this for the most part. However there are some other considerations as well. The average Juicer should probably posses Rapid Attack for both Hand to Hand as well as Ranged. The ability to "run and gun" is fairly stadard in their profession.

I don't like the Regeneration slot. Juicers were notoriously fast healers, but the didn't regenerate. That was an ability of Crazies, not Juicers. Enhanced REC takes care of the rapid healing, I don't think anything more is needed.

All interesting points, and of course there are many ways to build a Juicer. My only issue with the limitation is the duration...typically a drug supply for a Juicer lasts around 6 months, which seems like it would counteract most of the Dependence limitation. Maybe a focus limitation for the Drug Harness instead? RIFTS itself is pretty silent on details like how fast a Juicer's augmentation fades when deprived of drugs and what the biocomp alone does. Which just means GMs have to fill those details in. I didn't take it as a focus limitation because I figured most Juicers would be able to replace or re-supply it before their augmentation wears off, but that's a big assumption.

Defensive Combat Levels and Rapid Attack make good sense of course. I went with Regeneration because of the built-in IRMSS (Crazies have a healing trance thing going on), another way to do it would have been with a high self-only Paramedic skill--I basically went with simpler rather than best simulation.

Say, you're pretty insightful, would you be willing to take on a psi-stalker write-up? I can't spare the brainpower right now, they seem a little tricky to me. I'll rep you if you do!

NuSoardGraphite
Apr 13th, '09, 11:41 PM
All interesting points, and of course there are many ways to build a Juicer. My only issue with the limitation is the duration...typically a drug supply for a Juicer lasts around 6 months, which seems like it would counteract most of the Dependence limitation. Maybe a focus limitation for the Drug Harness instead? RIFTS itself is pretty silent on details like how fast a Juicer's augmentation fades when deprived of drugs and what the biocomp alone does. Which just means GMs have to fill those details in. I didn't take it as a focus limitation because I figured most Juicers would be able to replace or re-supply it before their augmentation wears off, but that's a big assumption.

Agreed. Utilizing the Dependance method, the GM would have to make the drugs wear out a bit faster....maybe needing a new cartridge every couple of weeks? But another use for this is the fact that Juicers are very well-known, and if the Juicer is ever captured, the first thing the captors will do is disable the drug harness thus depriving the Juicer of his vital drugs. The Dependance disad will most assuradly kick in at that point.


Defensive Combat Levels and Rapid Attack make good sense of course. I went with Regeneration because of the built-in IRMSS (Crazies have a healing trance thing going on), another way to do it would have been with a high self-only Paramedic skill--I basically went with simpler rather than best simulation.

Ah yes! I forgot about the IRMSS thing. That would definately qualify the Juicer for a low end Regen ability. My bad.


Say, you're pretty insightful, would you be willing to take on a psi-stalker write-up? I can't spare the brainpower right now, they seem a little tricky to me. I'll rep you if you do!

Absolutely willing to try it. It might take a bit for it to get up here as I got kids and a girlfriend that gets annoyed if I spend too much time online (which I do quite a bit) but check back periodically for my posts.

NuSoardGraphite
Apr 19th, '09, 12:26 AM
My attempt at a PSI-Stalker:

Psi-Stalker's stats are fairly conventional. They gain the standard 3D6 for all stats save Speed (Running in HERO) and Physical Endurance (CON). Thus I would give them a bonus of +3 to CON and +4" to Running. Also the PSI-Stalker has the skill Body Building, which automatically give a bonus to Physical Strength and SDC. Thus I would add +2 to STR and +10 to Stun. PSI-Stalkers also gain +1 Physical Attack per round, thus the HERO version gains +1 Speed.


PSI-Stalker skill package:
Language: American (Fluent) 2pts
Language: choose 1 at Fluency 2pts
Animal Handler at +1 (5)
Climbing (3)
Combat Piloting (3)
Systems Operations (3)
Tracking at +1 (5)
Stealth (3)
Shadowing (3)
Riding (3)
WF: Common Missile (2)
WF: Common Energy (2)
WF: Common Melee (2)
Martial Arts: 10pts worth maneuvers ("Expert" level)
+1 CSL with weapon of choice (3)
Choose 3 from the following list: (9)
Acrobatics, Breakfall, Concealment, Criminology, Deduction, Fast Draw, Interrogation, Lockpicking, Mimicry, Navigation, Survival.
60pts

PSI-Stalker powers and abilities:

Sense Psychic and Magic Energy:
This one is a no-brainer. Simply build it as an Enhanced Sense.
Detect Psychic/Magic Energy: Large Class of Abstract objects (10)
Discriminatory (+5), 360 Degree arc (+5), Ranged (+5), Sense (+2) Targeting Sense (+10), Tracking (+5) Active cost: 42
Limitations: Does not work in/near Ley Lines and Nexus points (-1/2)
Total Cost: 28pts.

This power allows the PSI-Stalker to sense, identify and track Psychic and Magical energies. This includes Ley Lines and Nexus points, active magical spells and Psi powers, powerful magical items and items of Techno Wizardry (while in use) and powerful supernatural creatures (gods, demons, elementals and magical constructs) with a high inherent PPE.
With this power the PSI-Stalker can tell the difference between Magical Energy and Psychic Energy, determine its level of power. He can Identify a specific Spell or Psychic power (if the Stalker is familiar with said working). He can identify Psychic and Magical signatures belonging to the originator of a Spell or Psi power. When a PSI-Stalker has identified a magical or psychic signature, he can then track the owner of that signature.
Vast amounts of Magical or Psychic energy can block this sense. While within a mile or so of a Ley Line, the PSI-Stalker is at a significant penalty (at least -3, possibly more depending on the power of the Ley Line) to sense energies. While within 5 miles of a Nexus point a similar penalty applies (at least -5). If in proximity of a Ley Line or within 1 mile of a Nexus point, the PSI-Stalker is completely blind because he will only be able to sense the energy of the Ley Line/Nexus and every other energy signature will blend into this background energy.

Sense Supernatural Beings:
In the RIFTS book, they have this as a seperate power from their ability to Sense Magic and Psychic energy. This could be written up as a seperate power in HERO, but probably isn't necessary. In any case, such an ability would look like this:
Sense Supernatural Beings:
Detect: A class of beings (5), Discriminatory (5), 360 degree Arc of perception (5), Ranged (5), +4 Telescopic (6), Sense (2), Targeting (10), Tracking (5). Active: 43
Limitation: Not while in proximity to a Ley Line or Nexus (-1/2) real cost 29pts

This power works similarly to the Detect Magic and Psychic energy, but it can sense and track supernatural beings specifically. With it the Psi-Stalker can identify specifc creatures (by type or as individuals) and track their whereabouts.

PSI Bonuses:
PSI-Stalkers are highly resistant to Psychic influence and thus they gain +10 to Mental Defense (10) and +3 to Breakout Rolls vs all Mental Powers (15).
PSI-Stalkers also have highly attuned senses and gain +2 to all of their Perception rolls (6) including their ability to Sense Magic, Psychic energy and Supernatural beings.

Feed on Psychic Energy:
PSI-Stalkers can feed on the Psychic Energy of their victims. In fact, PSI-Stalkers don't feed on normal food very often at all, merely requiring a minimum amount of physical food to maintain peak health. PPE is the essential life force required by all living beings. Being drained of one's quentisential life force can be deadly. However, a PSI-Stalker can refrain from completely draining a victim to the point of death, but many don't like to restrain themselves and will freely drain any victim they subdue to the point of no return.
PPE Vampire: Drain Body/Endurance-2D6 (10) +18 to maximum (+9) Same Time (+1/2) Returns 5pts/5minues (+1/2) 0 Endurance (+1/2) 48 Active.
Full Phase Activation (-1/2), Only works on Active Psychic/Magical beings (-1/2) Real Cost: 24

Note: With this power, the PSI-Stalker can feed on the PPE of any active Psychic or Magic user or Supernatural creature. First the PSI-Stalker must subdue the prey and keep them immobile. The power drains both Body and Endurance. Once the victims Body is drained to below 0 Body, the victim begins to die and will die unless someone administers First Aid before the point of death. The ability also drains the victims END which prevents them from activating Psychic or Magic powers that require the expenditure of END.
Also:
Life Support: Diminished Eathing. The character only needs to eat 1/week (1)

Psionic Animal Empathy:
8D6 Mind Control (40) Area of Effect (+1) 0 End (+1/2) 100 Active (Animal Minds)
Not vs Felines or supernatural animals (-1/2), Only to make animals friendly to the PSI-Stalker (-1) No Conscious Control (-2) Real Cost 23pts.

The PSI-Stalker has a natural affinity with animals of all kinds. Animals will simply accept the PSI-Stalker as one of their own kind. They will not be spooked by the stalker's presence nor will they view the stalker as a threat unless the PSI-Stalker actually attacks them. This power works exceptionally well with animals already domesticated such as horses and dogs. However for some unknown reason, felines such as great cats view the PSI-Stalker as a hunting rival and will treat them accordingly. The power also does not work on supernatural creatures of any kind.
The PSI-Stalker has not control over this particular power. It works automatically in the presence of animals. He cannot turn it off even if he wanted to (which most PSI-Stalkers wouldn't want to) but at times of stress, it may not activate or could possibly project a field of hostility toward animals in the area, though something like this should be incredibly rare (this is a GM's call and mostly in regard to the No Conscious Control limitation which is necessary to make the power affordable by the average PC!)

Minor Psychic Abilities:
PSI-Stalkers are considered Minor Psychics and as such can develop additional Psychic abilities. These abilities must be sensory in nature. Typically PSI-Stalkers have at least 3 of these minor abilities, though experienced Stalkers can have more.
Examples include:
Sense Evil
Danger Sense
Health Sense (the ability to ascertain the state of a subjects health. If discriminatory can detect diseases and disorders etc)
Clairvoyance
Clairaudience
Empathy
Intuitive Combat (extra CSL's based on RSR perception roll)
Sense the Invisible
Aura sense

NuSoardGraphite
May 10th, '09, 03:07 PM
updated.

Doctor Agenda
May 10th, '09, 05:24 PM
updated.

No wonder you're beyond repute! That's a great write-up, and you put a lot of work into it when I was all RIFT/Hero conversioned out. I'll be using it, thanks!

I normally just use the nearest Hero equivelent for things, but some concepts, like psi-stalkers and juicers, are too cool not to try a little faithfulness.

I recently tried using a giant scorpion from the Bestiary and only changed its defenses: +50% and hardened. It went a little too easy. Next time, +100%, bring up the lowest of PD or ED to match the other, and some extra hardened non-resistant PD & ED to keep the Stun going. That should be about right, I think.

TheQuestionMan
May 10th, '09, 05:39 PM
You must spread some Reputation around before giving it to NuSoardGraphite again.

Thanks NuSoardGraphite


QM

NuSoardGraphite
May 10th, '09, 11:35 PM
No wonder you're beyond repute! That's a great write-up, and you put a lot of work into it when I was all RIFT/Hero conversioned out. I'll be using it, thanks!

Thanks for the kind words. RIFTS is probably my favorite setting to convert to HERO, so its not really a burden for me to work on, since I enjoy it quite a bit. It makes me remember how much I like the RIFTS setting.



I normally just use the nearest Hero equivelent for things, but some concepts, like psi-stalkers and juicers, are too cool not to try a little faithfulness.

Thats a good way to do a "quick 'n dirty" conversion. Since the advent of the 5th edition of HERO, its a lot easier to do than back in the 4th edition days when a lot of stuff was missing. But of course there are tons of stuff that have no equivalent, like a lot of the Robot vehicles etc, so there's no way around converting that stuff.



I recently tried using a giant scorpion from the Bestiary and only changed its defenses: +50% and hardened. It went a little too easy. Next time, +100%, bring up the lowest of PD or ED to match the other, and some extra hardened non-resistant PD & ED to keep the Stun going. That should be about right, I think.

Yeah, the defenses go a long way toward making something more RIFTS-like. A bit of extra Stun and Body wouldn't hurt either, but just don't go overboard. I think a lot of people underestimate non-resistant PD and ED. Just an extra 10 or 15pts over a creatures resistant defense helps considerably.

NuSoardGraphite
May 10th, '09, 11:46 PM
Thanks NuSoardGraphite


QM

No problemo!

I'd like to work on RIFTS stuff more often, but my primary RL profession as daddy takes precedance of course.

I'm going through the Ultimate Edition of the main RIFTS book slowly and I hope to be able to do a Glitterboy armor conversion soon. I think I did that back in the 4th edition days, but its past time for a 5th edition makeover...

TheQuestionMan
May 11th, '09, 12:24 AM
Do you use Hero Designer for this?

Inquiring minds and all.

QM

NuSoardGraphite
May 11th, '09, 07:36 AM
Do you use Hero Designer for this?

Inquiring minds and all.

QM


Nope. I've never used Hero Designer. I do my characters the old fashioned way.

Evil Steve
May 11th, '09, 07:44 PM
It's discussions like this that make me think, "We should redesign Rifts," but then there's the litigious BS we'd have to deal with from Palladium so we all have to settle with our home brews.

I guess we are, in a way. We adjust things that are almost right, ignore the stupid things, and fill in the missing things.

TheQuestionMan
May 11th, '09, 11:26 PM
Rifts HERO

Rifts (by Lord Liaden & others)
http://herogames.com/forums/showthread.php?t=4648

Writeups for the Crazy, Cyber Knight, Glitterboy, Juicer, and Dragon Hatchling:- (Almafeta)
http://forum.rpg.net/showthread.php?s=&threadid=96757

Other approaches to MegaDamage:- (Matt's Champions Page)
http://www.herogames.com/forums/showthread.php?t=28271

Palladium cybernetic implants:- (Matt's Champions Page)
http://www.angelfire.com/scifi2/mathew/hero-cybernetic.html

Palladium Psionic abilities:- (Matt's Champions Page)
http://www.angelfire.com/scifi2/mathew/hero-psionic.html

RIFTS character profession Package Deals (left-hand column, "Occupation Packages") and racial Package Deals (center column, "Racial Packages"):- (Matt's Champions Page)
http://www.angelfire.com/scifi2/mathew/champions.html#packages


------------------------------------------------------------------------------


Rifts Resources:

Rifts - Palladium Books
http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=R800

Rifts - Wikipedia
http://en.wikipedia.org/wiki/Rifts

Rifts - Wikia
http://rifts.wikia.com/wiki/Rifts_Wiki





QM

The Main Man
May 12th, '09, 07:00 AM
I guess we are, in a way. We adjust things that are almost right, ignore the stupid things, and fill in the missing things.
I know I have been.:)

I like to think that if DoJ did Rifts there would not be a bunch of world books - just the one setting book and the occasional follow-up sourcebook.

Just like with Turakian Age, Valdorian Age, Terran Empire, etc.

NuSoardGraphite
May 13th, '09, 11:48 PM
The Cyberknight!

The Cyberknight is one of RIFTS most popular OCC's. These characters are part Crusading Knight, part Samurai, part Shaolin Monk and part Psychic. They fight for Truth, Justice and Honor and are trusted almost everywhere (except the Coalition States of course)

Characteristic Bonuses:
+5 STR (5)
+3 DEX (9)
+3 CON (6)
+5 PRE (5)
+3 EGO (6)
+1 SPD (10)
+10 STN (10)
+3" Running (6)
cost: 57

Skills:
Acrobatics @+1 (5)
Breakfall (3)
Climbing @+1 (5)
Conversation (3)
Deduction (3)
Naviation (3)
Oratory (3)
Paramedic (3)
Riding (3)
Language: American-fluency with Literacy (4)
Language: choose 1 at fluency (2)
Sci: Anthropology (3) based on INT
KS: Demons and Monsters (2)
PS: Cyberknight (2)
Survival (3) Familiarity with Forest or Desert or Plains
Chose 3 from among the following (9):
Analyze (3), Animal Handler (3), Combat Driving (3), Fast Draw (3), High Society (3), Mechanics (3), Persuasion (3), Shadowing (3), Stealth (3), Sleight of Hand (3), Tactics (3), Teamwork (3), Tracking (3), Weapon Smith (3).
Combat skills:
WF: Common Melee Weapons (2)
Choose 4pts worth (4):
WF: Common Missile Weapons (2), WF: Small Arms (2), WF: Energy Weapons (2), WF: Common Martial Arts weapons (2), WF: Powered Armor weaponry (2), WF: Vehicular Weaponry (2), WF: Heavy Weaponry (2).
Defense Maneuver II (5)
Choose 1, 3pt Combat Skill Level (3)
Choose 1, 5pt Combat Skill Level (5) normally Hand to Hand.
Martial Arts choose 15pts worth of maneuvers (15) [see the Cyberknight Martial Training section]
Total cost: 89pts

Cyberknight Psychic Abilities:

The Cyberknight is oftentimes a Psychic, having been chosen by his or her mentor because of their inherent psychic potential when they are an adolescent. Thus, most Cyberknights (around 80%) gain the use of Psionic powers. However, ALL Cyberknights gain the ability to use the PSI-sword, PSI-Sheild and Meditation abilities common to all full fledged Cyberknights.

PSI-Sword:
The Cyberknight gains the ability to focus his internal energies through sheer willpower into a weapon of great strength and fearsome power. A Cyberknights PSI-Sword is a natural extension of the Cyberknight him or herself and cannot be taken away. It can be summoned to the knights hand in an instant and costs no Endurance to maintain.

Psi-sword:
1D6 Hand Killing Attack (15) vs Energy
Advantages: 0 Endurance (+1/2), Difficult to dispel (+1/4) 26 Active
Limitations: Restrainable (-1/2) Visible (-1/4) Real cost: 15pts.

The PSI-Sword is bought as HKA of course. Required advantages are 0 Endurance and Difficult to dispel. Other advantages can be added at the players discretion (subject to GM approval) most especially as the Cyberknight grows in experience. Appropriate advantages include; Armor Piercing (of course) AVLD (vs hardened armor and/or Force Field) Penetrating, Double Knockback, Invisible Power Effects etc.

The limitations Restrainable and Visible are also required. Restrainable represents the fact that the Cyberknight must have his arms free to use a PSI-Sword effectively and the Visible limitation represents the fact that PSI-Swords are highly visible to those sensitive to Psychic emanations. The PSI-Sword being pure focused Psychic and spiritual energy is like a beacon to those individuals capable of sensing such energy. Other limitations are possible, but not recommended.

It is highly probable that the Cyberknight would add damage to the PSI-Sword as he or she gains in experience, in fact this is encouraged. However it is recommended that the PSI-Sword be limited to either 9 Damage Classes (3D6 Killing) base damage or 90 Active Points. (which is 3D6K with +1 worth of advantages attatched)

PSI-Shield:
The Cyberknight can also generate a PSI-Shield, the defensive version of the PSI-Sword. Not all Cyberknights gain this ability, though it is fairly common. The Cyberknight focuses her internal energy with the purpose of defense, rather than offense, and the resulting shield is capable of deflecting some of the most potent attacks.

Force Field: 20pd/ed (40) Hardened x2(+1/2) 60 active
Limited coverage (-1) Ablative (-1/2) Restrainable (-1/2)
Real cost: 20pts, End: 6/phase
plus
Combat Skill Levels: Shield defensive levels +3 (15)
Restrainable (-1/2) Linked (-1/2)
Real cost: 8pts
Total cost: 28pts

This construct allows the Cyberknight to generate a forcefield that protects him/her from the frontal arc. The Knight can use the shield as cover to hide behind, or as a classic knight's shield to block melee attacks and to deflect missile weapons (provided the Cyberknight has purchased that ability). When used in a passive manner, the PSI-Shield adds +3 to the characters DCV from any sort of frontal attack. Just like with a normal shield, if the character decides to block or missile deflect, the DCV bonus can be shifted to OCV to assist with the blocking maneuver. Any attack that misses the knight because of the DCV bonus, or that was actively blocked or deflected, the damage should be rolled vs the DEF of the shield, if the damage exceeds the DEF of the shield, then the ablative limitation kicks in. Once the Ablative limitation wears down below 8 or less, the shield is "broken" and the Cyberknight must reactivate it again during his next phase.
As far as the Ablative limitation is concerned when it comes to using the shield as cover, this is pretty standard. If the activation roll fails, then the damage gets through the shield as normal. However when dealing with Block or Missile Deflection, which is an active defense, roll the Ablative activation roll before the Cyberknight makes their block/deflect roll. If the roll fails, then the knight does not get the bonus skill levels to block/deflect. This does not mean that block/deflect is imposible, just unlikely in some cases.

Meditation:

Cyberknight training

TheQuestionMan
May 14th, '09, 12:13 AM
Strangely enough I never wanted to play one. The rare times I got to play Rifts, I played a Wolfen Star Marshal (Phase World II).

The character background was a Law Man pursuing a Psi Stalker who targeted Wolfen. He landed on the West Coast of North America. (Rifts® World Book 15: Spirit West™).

He learn the culture and language of the world by watching a Spaghetti Western Revival.

A Wolfen (Dog Boy) dressed like (Man with No Name) hunting down the Psi Stalker who preyed on Wolfen settlers.



Lots of fun.


QM

bubba smith
May 15th, '09, 02:03 AM
strangely enough i never wanted to play one. The rare times i got to play rifts, i played a wolfen star marshal (phase world ii).

The character background was a law man pursuing a psi stalker who targeted wolfen. He landed on the west coast of north america. (rifts® world book 15: Spirit west™).

He learn the culture and language of the world by watching a spaghetti western revival.

A wolfen (dog boy) dressed like (man with no name) hunting down the psi stalker who preyed on wolfen settlers.



Lots of fun.


Qm
owwwooo

Evil Steve
May 24th, '09, 07:42 PM
So, any thoughts on Magic in Rifts. Multipower? Spells as Weapon Familiarities? The -2 Spell Limitation?

The last looks most like Rifts Magic to me, but perhaps something else is more playable?

The Main Man
May 24th, '09, 07:50 PM
I generally go with Multipowers.

The Spells have the following:
- Requires a Skill Roll (generall Power: [magic discipline of choice] (based on EGO)) - This simulates how a caster must believe in the magic to actually harness it.

Extra Time - Most magic takes anywhere from a Full Phase to an Extra Phase to cast according the RAW in Rifts, but I think that it is logical to scale the time to the power level of the spell: stronger spells, longer casting times.

Incantations - Rifts magic expressly requires Incantations

Gestures - As with Incantations, they also usually have a somatic component.

Pyre-Archer
May 25th, '09, 12:14 PM
Just our of curiosity, how would you simulate the lost of magical ability when a Rifts mage wears heavy armor? A limitation on the power framework, or a disadvantage on the character, such as a Susceptibility (3d6 Drain on all APs in magical abilities) or a Physical limitation?

The Main Man
May 25th, '09, 12:30 PM
I think that if one subscribes to the EGO-Based Power: [magic discipline of choice] simulation, then you could just penalize the skill roll, something akin to Encumbrance (no book currently on hand).

XavierWyldefyre
Jun 4th, '09, 06:05 AM
OK, while this isn't directly related to what I've been seeing in here so far. I've actually got a question concerning how you would go about writing up the Heroes Unlimited Power Mechanical Awareness. In case any of you are wondering it is an all in one shot of the Cyber Knight Zen Combat progression found in Coalition Wars 4 and in the Ultimate Core Book as well. Any suggestions would be helpful, and it would also be a good way to figure out that aspect of the Cyber-Knight for any GMs that want to use it.

(If specific descriptions are needed I can give them as I have a fair amount of not only Rifts but most of the other Palladium books as well, though I'm also interested in seeing Hero Conversions... at least in flavor if not texture.)

Doctor Agenda
Jun 4th, '09, 06:58 AM
This is as good a place to ask as any. I'll check if I have the Heroes Unlimited version.

The Main Man
Jun 4th, '09, 07:01 AM
Well, "flavor" conversion is more my thing, so...

Unfortunately though, I do not have Heroes Unlimited, but in a bit I can look up Zen Combat.

Could you provide the Palladium version of Machine Awareness?

XavierWyldefyre
Jun 4th, '09, 11:51 PM
Well, "flavor" conversion is more my thing, so...

Unfortunately though, I do not have Heroes Unlimited, but in a bit I can look up Zen Combat.

Could you provide the Palladium version of Machine Awareness?

Sure. Sorry about the time gap, I tend to sleep some rather strange hours. Anywho here goes...

Mechanical Awareness
The character is aware of, and able to react to, all mechanical devices and weapons used against him, including guns, energy weapons, power armor, robots, cybernetics, bionic weapons and computers, sensors, vehicles and other devices. Basically any machine with moving parts or that uses electricity or has a computer chip.
This awareness lets the character know the very instant a targeting computer or radar locks onto him, the moment he falls into the cross hairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or a cybernetic muscle tenses or a turret begins to turn. More than that though, the character can actually feel the weapons and war machines as they come online or are drawn against him. It is as if he can see them as clearly as a weapon being pointed in his face.
Range: Self and any technology used against him within a 50 ft. radius per level of experience.
Duration: Constant and Automatic
Abilities Against Weapons and Technology:
1. Negates any bonuses provided by the technology, ie, weapon, computer targeting, etc... straight unmodified roll when fired by a machine or computer enhanced.
2. The character knows what his opponent is doing the same instant that his opponent does it, enabling him to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.) and +4 on initiative against artificial intelligence, computers and automated defense systems.
3. The character's gun-toting or high-tech laden opponent is at -3 to dodge the character's attacks and loses two melee attacks/actions due to time spent compensating for the superhuman's (or cyber-knight's) amazing instincts, agility, and moves from Mechanical Awareness.
4. Sense the presence of surveillance bugs, listening devices, concealed cameras and spy bots. (I'm pretty sure this one wasn't mentioned in the Zen Combat progression.)
5. The Mechanically Aware character has an automatic dodge with a +4 bonus, but only when up against technology and machine opponents and can twist, turn, duck, somersault, and otherwise dodge attacks from "guns" and advanced weapon systems without using up a melee attack/action, otherwise dodges as normal. The hero is so fast, mobile and "aware" of mechanized systems that he or she can attempt a dodge against most weapons fire.

OK, I wrote that down word for word so it would give you an idea of what it could do (and so anyone that want's to do a literal conversion has it all to work with.) I also have tons of other Palladium Books in case anyone should want any other source material.

When I look at this I kinda think some of this could be done with DCV Levels, Only Against Technological Attacks (-x). I'm thinking a Detect Technological Weapons with the Range and Sense Modifiers might also work as well. Maybe even Defense Maneuver? Well, there's my take on it, let's see if anyone else can help me out.

The Main Man
Jun 14th, '09, 09:29 AM
Finally responding.

Here's the more literal version:

Mechanical Awareness - Detect Machines (no Sense Group), Discriminatory, Increased Arc of Perception (360°), Range, Sense, Targeting, Telescopic (+2 vs. Range Modifier) - 38 Base/Active/Real Points

Mechanical Offense - Negative CSL's (-3 DCV), Ranged (+1/2), Costs END Only To Activate (+1/4); Only Versus Characters Using Machines (-1/2)
15 Base Points, 26 Active Points, 17 Real Points

Mechanical Defense - +4 DCV with HTH & Ranged Combat; Only Versus Machines (-1/2)
16 Base/Active Points, 8 Real Points

Mechanical Reflexes - Lightening Reflexes +4 DEX to act first with All Actions; Only Versus Machines (-1/2)
6 Base/Active Points, 4 Real Points

Mechanical Cancellation Dispel Combat Bonuses 20d6, All Combat Bonuses Simultaneously (+2); Only Works Against Mechanically Derived Bonuses (-1)
60 Base Points, 180 Active Points, 90 Real Points

The Main Man
Jun 14th, '09, 09:34 AM
I would simplify that by using Mechanical Awareness, Mechanical Cancellation, and the following:

Mechanical Prowess - +10 DEX; Only Versus Machines (-1/2)
30 Base/Active Points, 20 Real Points

The Main Man
Jun 14th, '09, 10:01 AM
Right now I am focusing on Bionics in my Rifts game.

I'm thinking of applying a Cost Multiplier of x1/2 because a player has to spend both Character Points and Credits to purchase them.

Similarly, I am treating Cybernetics as something akin to Equipment represented with a Real Weapon/Armor-like limitation in that it requires maintenance.

OTOH I have also considered the Independent limitation...

Any thoughts?

NuSoardGraphite
Jun 15th, '09, 06:05 PM
Right now I am focusing on Bionics in my Rifts game.

I'm thinking of applying a Cost Multiplier of x1/2 because a player has to spend both Character Points and Credits to purchase them.

Similarly, I am treating Cybernetics as something akin to Equipment represented with a Real Weapon/Armor-like limitation in that it requires maintenance.

OTOH I have also considered the Independent limitation...

Any thoughts?


Yes, I too have considered how to represent Cybernetics. Focus isn't quite right, because for the most part, Cybernetics can't simply be "snatched" away, even if you take 1 turn out of combat. It requires surgery or a pretty gnarly attack capable of cutting the cyber-part away from the meat and bone to which it is attatched. Independant isn't quite right either. I suppose it could be considered independant...if someone else gets your cyberparts, they could have them turned to work with them with a moderate skill roll by a Cyberdoc. Thats not pleasant to think about though :sick:

The Restrainable limitation seems to work okay...assuming that you run your Cyber as susceptible to EMP/electromagnetism. The visible limitation applies in many cases...and also works for very obvious cybermods that give away their function, even before they're activated (should be a common limitation for Partial and Full Borg Conversion).
The Mass limitation that is applied to Armor could work as well. It would go a long way toward representing Cyberlimbs that make the character heavier. Of course cyberweapons and armor would add mass as well. Keep track of how heavy the character gets....he could start doing damage to the surface he's standing on. Beware rickety bridges Arnold! (for the record, a character should do 2D6 Normal Damage with a Standard Effect for 2 Body and 6 Stun to any surface they're standing on. No problem if they are standing on a surface with DEF 2 or better, but as they get heavier, add 1DC for every doubling of Mass. 3 Body for 200kg, 4 Body for 400kg, 5 Body for 800kg etc. After a certain weight threshold, they're really going to have to watch where they walk! Also, leaping might pose problems...especially the landing)

More later...making dinner. Don't want it to burn!

Doctor Agenda
Jun 16th, '09, 05:26 AM
You could also have 'Hunted by Cyberjackers 8-' and maybe a Phys Lim: Bionics Affected by Cyberkinesis.

XavierWyldefyre
Jun 16th, '09, 08:29 AM
Finally responding.

Here's the more literal version:

Mechanical Awareness - Detect Machines (no Sense Group), Discriminatory, Increased Arc of Perception (360°), Range, Sense, Targeting, Telescopic (+2 vs. Range Modifier) - 38 Base/Active/Real Points

Mechanical Offense - Negative CSL's (-3 DCV), Ranged (+1/2), Costs END Only To Activate (+1/4); Only Versus Characters Using Machines (-1/2)
15 Base Points, 26 Active Points, 17 Real Points

Mechanical Defense - +4 DCV with HTH & Ranged Combat; Only Versus Machines (-1/2)
16 Base/Active Points, 8 Real Points

Mechanical Reflexes - Lightening Reflexes +4 DEX to act first with All Actions; Only Versus Machines (-1/2)
6 Base/Active Points, 4 Real Points

Mechanical Cancellation Dispel Combat Bonuses 20d6, All Combat Bonuses Simultaneously (+2); Only Works Against Mechanically Derived Bonuses (-1)
60 Base Points, 180 Active Points, 90 Real Points

That sounds like a really cool way to go about it too, I think I'll have to try that out. Sounds a bit pricey, but then again if you were to finagle the experience the character gets a little it could be done.
I'd probably put these into an order for getting them, similar to the progression they'd come in the original material, with the 20d6 on the Dispel being the cap (just starting it at half the DC's at first).
There are a few other powers in that material that I can't seem to get my head around for putting into HERO. But that'd likely be a detraction from the topic here. Does anyone know if there's a similar thread to this for HU or even Nightbane?

XavierWyldefyre
Jun 17th, '09, 10:38 AM
OK, I think I'll try to work on the Gunfighter class, and maybe the Gunslinger as well. Any input on either would be helpful (assuming there are folks out there that have the New west). I'm also thinking of trying out a write up for the Supersoldier from HU, which could be useful for a PreCat campaign or maybe an early Chaos Earth.

The biggest issues I can think of for the New West write-ups is how to do the trick shots. Another fun thing should be the enhancements for the SuperSoldier, well I should just start doin this as opposed to talkin about it.

TheQuestionMan
Jun 17th, '09, 11:01 AM
John Preston, Gammiton Cleric (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/johnpreston.html

The Preacher (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/preacher.html

Chow-Yun Fat (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsasianaction/chowyunfat.html

Roland Deschain -The Dark Tower (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsbook/dt/gunslinger.html

The Man With No Name - (a.k.a. Blondie, Joe, Manco) (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/man.html


---------------------------------------------------------------------------------------


Gun-Kata Resources:


The Killer (Wanted! - Top Cow Productions)
http://en.wikipedia.org/wiki/Wanted_(comics)


---------------------------------------------------------------------------------------


Dark Champions: Heroes of Vengeance
https://www.herogames.com/viewItem.htm?itemID=188242

Dark Champions: The Animated Series
https://www.herogames.com/viewItem.htm?itemID=194250

Hudson City: The Urban Abyss
https://www.herogames.com/viewItem.htm?itemID=191569

Predators
https://www.herogames.com/viewItem.htm?itemID=195686



<<<More Coming Soon>>>


QM

XavierWyldefyre
Jun 17th, '09, 11:45 AM
John Preston, Gammiton Cleric (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/johnpreston.html

The Preacher (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/preacher.html

Chow-Yun Fat (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsasianaction/chowyunfat.html

Roland Deschain -The Dark Tower (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsbook/dt/gunslinger.html

The Man With No Name - (a.k.a. Blondie, Joe, Manco) (Surbook's Stuff by Susano)
http://surbrook.devermore.net/adaptationsmovie/asstd_movie/man.html


---------------------------------------------------------------------------------------


Gun-Kata Resources:


The Killer (Wanted! - Top Cow Productions)
http://en.wikipedia.org/wiki/Wanted_(comics) (http://en.wikipedia.org/wiki/Wanted_%28comics%29)


---------------------------------------------------------------------------------------


Dark Champions: Heroes of Vengeance
https://www.herogames.com/viewItem.htm?itemID=188242

Dark Champions: The Animated Series
https://www.herogames.com/viewItem.htm?itemID=194250

Hudson City: The Urban Abyss
https://www.herogames.com/viewItem.htm?itemID=191569

Predators
https://www.herogames.com/viewItem.htm?itemID=195686



<<<More Coming Soon>>>


QM

Well, here's a few things I managed to either ad hoc together or get suggestions for...

Gunfighter
Weapons Master: Analyze Fireams & Energy Weapons
Weapon Repairs: Weaponsmith: Firearms, Energy Weapons
Quick Draw Initiative: Lightning Reflexes
Paired Weapons: Two Weapon Fighting (Ranged)
Sharpshooting Specialties: CSLs w/ Pistols or Rifles (3 or 5 pt.) for most of them, and 2 pt. Penalty Skill Levels, Naked Indirect Advantage (+1/2), Rifles or Pistols Only, OAF and other applicable advantages, Acrobatics
Reputation & Horror Factor: Reputation: Gunfighter (appropriate level for character, will likely become greater through gameplay); Reputation: Gunfighter 8- to 11- (Disadvantage) The Reputation the Gunfighter would carry with him would be a benefit and a hinderance.

NuSoardGraphite
Jul 12th, '09, 04:35 PM
Sorry I've been absent lately guys. Got laid off at work and got my cable cut so no internet access right now. Got a job lined up, but it probably won't start for another month or so (and its federal, so great bennies!) please bear with me. I'll get that Cyberknight writeup finished sometime in 2009!

TheQuestionMan
Jul 12th, '09, 07:05 PM
Looking forward to it.


Take care


QM

Doctor Agenda
Jul 13th, '09, 04:01 PM
Sorry to hear about the job situation NSG. Good luck with your new one!

XavierWyldefyre
Jul 21st, '09, 03:46 PM
Yeah, I managed to find alot of things I might be needing to do the Gunfight AND Gunslinger in Dark Champions as well. There's also the Zen Riflery Martial Art as well.

As soon as I'm done with other projects I'll see what I can do about cobbling together some stuff for the Supersoldier.

The Main Man
Feb 13th, '10, 09:06 PM
Here's something that I've been debating with myself for a while: should power armors, in this world of cyborgs, psychics, mutants, mages, monsters, and general paranormal activity, be paid for with points?

Lately I've been leaning on the side of "yes," but I can't help but see it the other way as well - if a character pays points for it, where is the line drawn for paying points for a piece of gear?

I run Rifts as a Very Powerful Heroic campaign (6e - 275 Character Points, 50 Matching Complications Points), and I have cyborgs (the closest thing to power armors and exoskeletons) pay in both points and in currency, but they get a cost break from game standard building rules (not going into that for now though).

I'm thinking of looking at it from that angle. Power Armors are different from Cybernetics only because one is a Focus while the other is Restrainable (at it's base; see above about Cybernetics in my game).


Well... let me hear from what my fellow Rifts HERO brethren have to say, may I?

Captain Obvious
Feb 14th, '10, 04:18 AM
For Rifts, I would make everyone pay for everything that's not trivially mundane. Cyborgs pay for their powers, Juicers pay for their powers, Glitter Boys pay for their powers, etc. Some characters may not need as many points for a by-the-book build, but they should be able to have some decent followers or vehicles to balance out the ridiculous powers the other guys have. Just because Rifts has absolutely no game balance doesn't mean Hero shouldn't.

Rifter
Feb 14th, '10, 05:54 AM
I agree with Captain Obvious with his point of paying for everything. On the other hand, i don't see the point of making a balance between the player characters. Why should a someone spend the same amount of points for creating a "Vagabound" than somebody who want to create an "Anti-Monster? I think everybody should build his Charakter so it looks similiar to the equivalents in the Rifts books in consultation with his GM. I think the game would benefit when the players choose RCCs ond OCCs within a similiar powerlevel.

The Main Man
Feb 15th, '10, 02:19 PM
So here's what I'm thinking now: a Powered Armor character pays for their powered armor, but since I do not make anyone pay for weapons that they can pick up, I won't make them do that either.

IOW, a player who wants a SAMAS for their character must pay for the SAMAS but they do not have to pay for the rail gun, laser rifle, etc, because no one else has to either.

Similarly, because of various things that I have done with the setting, Glitter Boy pilots will not have to pay points for their Boom Guns as I have changed the nature of their relationship with it, but once again that's a discussion for another time.

Also, as per the same limitations that I impose on Cyborgs, Juicers, etc, what a player may have for their Power Armor is assumed to be predetermined as per the setting around them, but they can modify in the course of gameplay, and Power Armors do cost money as Cybernetics and the like already do, in addition to points.

NuSoardGraphite
Feb 15th, '10, 04:10 PM
I personally wouldn't make characters pay for their Powered Armor or Robot Vehicles. Technically in RIFTS, any character with the proper skill can acquire and operate PA and RV (Robot Vehicles). Now, whether or not someone starts the game with a set of Powered Armor or Robot Vehicle is another matter entirely. That I might boil down to a Perk if they want to have the vehicle/armor from the getgo (and also the perk will give them access to parts and the ability to eventually replace the armor if it is lost or destroyed)

Certified
Feb 17th, '10, 12:32 PM
I personally wouldn't make characters pay for their Powered Armor or Robot Vehicles. Technically in RIFTS, any character with the proper skill can acquire and operate PA and RV (Robot Vehicles). Now, whether or not someone starts the game with a set of Powered Armor or Robot Vehicle is another matter entirely. That I might boil down to a Perk if they want to have the vehicle/armor from the getgo (and also the perk will give them access to parts and the ability to eventually replace the armor if it is lost or destroyed)

It's also true that any character (above 3rd level IIRC) can learn magic. They wanted to create a flexible world but Rifts lacks any kind of internal balance. When paying for something in points the characters seem to have a greater ownership stake in the item. It becomes part of the character not just something they picked up. I would think in a RIFTS setting everything character defining would be bought with points. While a normal Wilk's Laser Rifle might not cost points 'Ol' Betsy' would even though it may not be more than the stock weapon it's something that will live with the character.

One of the shortfalls of this is acquiring gear through game play. Raid a Coalition base and come out with three sets of Samus power armor. The questions to ask would be will the character be keeping the gear or do they plan to sell it. If they plan on keeping it I'd ask that the player devote some portion of any experience gained (likely half) until they have completely payed off the gear. During this time the GM may add in quirks as the players learn how to use the gear and get adjusted to it.

XavierWyldefyre
Feb 19th, '10, 05:26 PM
The way I would do that is to set up an Equipment Allowance. That way they'd still be paying Some points (and therefore wouldn't be able to go nuts), and at the same time would be able to have points left over to be able to buy other skills. With this in mind I would have PA's and RV's be built and bought as Vehicles. This is My opinion on how this should be done though.

NuSoardGraphite
Jul 7th, '10, 12:55 PM
Is there anything anyone would like to see converted from RIFTS? I actually have the time to dedicate to this sort of thing right now so now's the time for requests. I hope to go back and finish the Cyberknight as well as work on other various O.C.C.'s like the Borg and Wilderness Scout (they're going to have a huge skill package)

Doctor Agenda
Jul 7th, '10, 06:24 PM
How about a Ley Line Walker?

NuSoardGraphite
Jul 8th, '10, 11:28 AM
Hmm...okay. Thats a good one. However that might possibly require me converting the spells over! I'll start thinking about that one and see what i can do after work tonight.

Doctor Agenda
Jul 9th, '10, 03:06 AM
Don't go overboard, I'm more interested in your take on the Walker's powers. Converting spells is a whole other project.

NuSoardGraphite
Jul 9th, '10, 10:51 AM
Don't go overboard, I'm more interested in your take on the Walker's powers. Converting spells is a whole other project.

Well, we would have to convert them eventually. Or not. We could just use equivalents from the Fantasy Hero Grimoire.

Designing the Ley Line Walker requires tackling the issue of P.P.E., since that is very very important to that O.C.C. I intend to do this very soon, so stay tuned.

NuSoardGraphite
Jul 22nd, '10, 04:32 PM
Sorry for the delay guys. I've moved recently (again) and had to fish my RIFTS books out of moving boxes. Now that I've found that, I can begin properly researching then converting the RIFTS Magic system and the Ley Line Walker to HERO.

Stay Tuned.

bryanb
Nov 1st, '10, 12:22 AM
Sorry for the delay guys. I've moved recently (again) and had to fish my RIFTS books out of moving boxes. Now that I've found that, I can begin properly researching then converting the RIFTS Magic system and the Ley Line Walker to HERO.

Stay Tuned.

Great work everyone on the forum so far....I am looking at starting a Rifts style game (Riftech actually - Robotech and Rifts) and would LOVE to have more info. So NSG, your work has been so integral in translating the system across I as wondering if you are still working on it??:)

Thanks again everyone...

PS - For those that have played, have you used points for equipment or ingame currency? How did it work out?

Doctor Agenda
Nov 1st, '10, 07:39 AM
Great work everyone on the forum so far....I am looking at starting a Rifts style game (Riftech actually - Robotech and Rifts) and would LOVE to have more info. So NSG, your work has been so integral in translating the system across I as wondering if you are still working on it??:)

Thanks again everyone...

PS - For those that have played, have you used points for equipment or ingame currency? How did it work out?

Welcome back! I'm looking forward to your take on the Ley Line Walker. I wound up treating a lot of their powers as perks for the ability to utilize a ley line, like access to a SF communication and teleportation system.

NuSoardGraphite
Nov 1st, '10, 09:41 AM
Great work everyone on the forum so far....I am looking at starting a Rifts style game (Riftech actually - Robotech and Rifts) and would LOVE to have more info. So NSG, your work has been so integral in translating the system across I as wondering if you are still working on it??:)

Thanks again everyone...

Thanks for the kind words.

RIFTS is one of my all time favorite campaign settings to play in. Its a lot of fun and I'm always going back to it from time to time. I would very much like to get back to working on it, but right now I'm job hunting, so that and kids take precedence. I will try to find time to work on some more stuff in the coming days, so I hope to post something soon.



PS - For those that have played, have you used points for equipment or ingame currency? How did it work out?

In game currency. Its works pretty well for standard equipment. It only gets a little crazy when you start throwing in things like Rune Weaponry and really high-tech stuff. But the problem is no different than that faced by Fantasy Hero gm's when it comes to giving characters powerful magic items, so its doable, the GM just has to be on their toes and aware of the possibilities before giving such items to the PC's.

AirborneRob
Nov 1st, '10, 03:58 PM
I would love to see how you would write up the Rune Weapons into HERO :) Unfortunately, Rune Weapons in Rifts didn't exactly have me motivated to buy one. Very expensive for what they offered and not overly practical for most of the games i have played back in the day. I definately enjoyed the Power Armor characters we had to choose from, lol, during that time period we were Robotech fanatics and we did the conversion of Mecha and Cyclones into Rifts. I salute your project of Rifts to HERO conversion :thumbup:

NuSoardGraphite
Nov 1st, '10, 08:05 PM
I am currently reading the RIFTS Magic book. Allow me a few days to read, absorb then HEROfy it. Then I'll be back to post The Ley Line Walker and other Select magic based O.C.C.'s (Atlantean Undead Slayer, Shifter, Techno Wizard etc) and a treatise on how to do RIFTS style Magic in HERO.

Mathew
Nov 3rd, '10, 04:57 PM
I am currently reading the RIFTS Magic book. Allow me a few days to read, absorb then HEROfy it. Then I'll be back to post The Ley Line Walker and other Select magic based O.C.C.'s (Atlantean Undead Slayer, Shifter, Techno Wizard etc) and a treatise on how to do RIFTS style Magic in HERO.

I did some palladium magic classes for Hero a while ago...

The Hidden Witch from Rifts Russia - http://home.comcast.net/~mathewignash/pahiddenwitch.html

Tattooed Man from Atlantis - http://home.comcast.net/~mathewignash/patattooedman.html

Energy Wizard from Robotech: Sentinels - http://home.comcast.net/~mathewignash/paenergywizard.html

NuSoardGraphite
Nov 6th, '10, 09:14 PM
Here is some of what I've come up with this far for the "Basics" of RIFTS Magic in HERO. This is going to be a multi-part post and I'm starting a new job soon so please be patient (I know, I know, its been forever already)

RIFTS:Magic System

Magic on RIFTS Earth is the most influential force on the planet. Because the world is so inundated with mystic energies, it absolutely pervades every aspect of nature. Individuals who learn to tap this force gain the ability to cast spells and use the supernatural powers that have collectively become known as “Magic”. How the magic actually manifests itself in each individual varies based on belief system, method of training and individual personality as well as other (sometimes environmental) factors. Magic abilities can manifest themselves in thousands of different ways, but regardless of a particular manifestation, certain properties of magic are unchanging.

Potential Psychic Energy:

All living beings including plants and animals have Potential Psychic Energy or P.P.E. This is what scholars call the Force of Magic itself. It is an energy field that emanates and radiates from all living beings which coalesces to form an ever pervasive aura of magical energy which touches and connects all things upon, within and throughout the Earth.
However many lifeforms exist on the surface of the world, this field of magic energy is quite weak as it is spread not only across the surface of the earth, but spreads through the body of the earth itself and her oceans as well. Though while the radiating field may seem weak, massive amounts of P.P.E. tends to gather in specific points upon and throughout the earth to run in “rivers” of mystic energy, feeding raw Psychic Energy to all points of the earth’s surface. These rivers of magic are known as Ley Lines (or Dragon Lines in the East) and where two or more of these rivers meet to create great pools of magic energy, these areas are known as Nexus Points.
A magic user in close proximity (1 mile or closer) of a Ley Line can access a great amount of magical power that essentially is ever-renewing. They may “tap” the Ley Line to augment their already considerable resources and to replenish their own personal supply of Psychic Energy. A Mage in close proximity of a Nexus Point has access to vast amounts of Psychic Energy and can oftentimes perform magical feats rivaling those attributed to the Gods of ancient myth and legend.

Personal P.P.E.

All living beings have P.P.E. In RIFT’S HERO, P.P.E. is a Derived Characteristic based on adding INT, EGO and PRE together and dividing by 2(Those of you using 6th and not wanting any Derived Characteristics simply make it a new Secondary Characteristic that starts at 15pts). Thus an average character in RIFT’S HERO with 10 in all her stats would have a P.P.E. of 15 points to start. P.P.E. can be bought up independently of the Primary Characteristics associated with it (though normally only Mage characters are allowed to do so, though non-mage types can do so with GM’s permission) at a cost of 1pt of P.P.E. for .5cp (or +2 P.P.E. for 1cp, same cost as END) P.P.E. has a Normal Characteristic Maxima of 50pts. At which point it costs 1cp for +1 P.P.E.
Casting Magical Spells and other magic powers cost P.P.E. This varies depending on the power of the spell in question. Note that the P.P.E. cost of most Spells will be based on their HERO cost structure of Active Points/10 in Endurance (being represented by the P.P.E. reserve) however some spells will have an Increased Endurance Limitation applied to represent the increase in magic energy necessary to wield it. This will be most common on spells with very large areas of effect (represented with the Mega Scale Advantage) or that have very powerful effects. Spells that are supposed to represent huge and powerful Ritual Magic will cost at least X10 Endurance and possibly cost 100+ P.P.E. to cast. This is done on purpose to keep such powers in check, but it also goes with the flavor of the RIFT’S magic system. There are several ways to access more P.P.E. in order to cast powerful spells (see below)

P.P.E. Recovery:

P.P.E. Recovers normally at a rate of (CON/5 + EGO/5) per hour.
Mages may also Meditate, which requires a successful EGO roll (with bonuses or penalties based on the amount of distractions around) and replenish P.P.E. faster. Add +1 per point the Ego roll is made by to the P.P.E. recovery per hour of Meditation up to a maximum of double the characters normal P.P.E. Recovery stat. On a critical success, all P.P.E. is recovered after an hour of Meditation. On a critical failure, No P.P.E. is recovered. Too many distractions interfered with the characters mental state and causes the Psychic Energy to return to the Earth.
Other methods of replenishing P.P.E. are detailed below.

Drawing P.P.E. from living subjects:

As mentioned earlier, all living things have at least some P.P.E. Practitioners of Magic have learned ways to tap into this energy reserve when they need to. Thus a mage may tap into his or her comrades P.P.E. reserve when they themselves are low on power. Evil mages can (and will) perform “Blood Sacrifices” in order to steal the Psychic Energy for use in massive rituals.
Any character that knows the Magic (Power) skill can tap the P.P.E. of others. If the subject is willing, there is no roll to resist. The mage simply makes a Magic skill roll and absorbs 2 P.P.E. for every point they make the roll by per individual donating their P.P.E. Thus, if a mage character were going to absorb some P.P.E. from his 4 non-magic using companions, he would make a single magic skill roll and would absorb (2 x 4 characters) 8 P.P.E. per point the skill roll was made by. A character cannot be drained below 0 P.P.E. by this method. On a critical success, double the points absorbed, up to the maximum P.P.E. of the donor. Absorbing P.P.E. from a willing donor is not considered an attack action and is considered a 0 phase action (thus it can be used immediately to power a spell or magical ability)
A mage can also draw P.P.E. from unwilling subjects, but this is not easy. If the subject is unwilling, it can only be done to 1 target at a time. This is also considered an attack action and takes a full phase. The mage rolls their Magic skill roll and the unwilling target gets to make an Ego roll to resist. This is a Skill vs Skill roll. If the mage wins, he will absorb 2P.P.E. per point of difference in the skill rolls. If the target wins the contest, there is no P.P.E. lost. Note that under normal circumstances, an unwilling target can only lose 50% of its P.P.E. in this way. The mage cannot draw more than this by force. However in the case that the mage gets a critical success on his Magic Skill roll and the Targets resistance roll is a failure, the mage will automatically absorb ½ of the targets P.P.E.! Also, if the Mage critically succeeds and the target critically fails, the mage can absorb ALL of the targets P.P.E. (this is the only way to exceed the 50% limit and should be extraordinarily rare)
If the mage attempting to absorb the P.P.E. fails the roll and the target succeeds in the resistance roll, that mage cannot try to further draw that target’s P.P.E. The target has locked the mage away from his P.P.E. for the time being. At least 1 week must pass before the mage could try again. If the target critically succeeds, the mage is locked out for 1 year. If the target critically succeeds and the mage critically fails, the mage may never again attempt to absorb the targets P.P.E. by force.
A mage may also try to draw a living targets P.P.E. by doing a blood sacrifice. This requires that the target be killed and at the moment of death, the Psychic Energy is absorbed by the mage. At the moment of death, the P.P.E. of living beings is instantly doubled then the Energy dissipates and moves along to whatever plane it is destined to go. At this moment, a mage may steal this energy to use to power his or her magics. A mage who is performing a blood sacrifice (or is prepared at the moment of a living beings passing) can make a Magic Skill roll and can absorb 5pts of P.P.E. per point the Magic Skill Roll is made by up to a maximum of double the dying characters P.P.E. On a critical success, the Mage automatically gains this full amount.
The problem with absorbing P.P.E. by this method is that it doesn’t last long. The Psychic Energy dissipates quickly and there is not much the mage can do to hold on to it. Such P.P.E. dissipates at a rate of 5pts per Turn. This time can be extended by 1 turn per every 2pts made on an EGO roll by the mage. On a critical success, this time is extended to 1 minute intervals (minus 5pts per minute). Better use the energy quickly!

(to be continued)

Meadyaon
Jun 18th, '11, 01:59 PM
How would you convert the symbiotes found in Rifts to Champions?

Doctor Agenda
Jun 18th, '11, 04:47 PM
I'm not the guru of this, but it depends on the symbiote. They tend to be complex, construction-wise. Some should be done as followers, others as equipment, others are just special effects for powers; like the Absurr Life Node (one of the simpler ones) from the Atlantis World Book: 2 points of LS vs Aging (triples the life span of the host), Danger Sense (Empathically alerts the host of danger), 25 DEF Hardened Armor (It is a megadamage creature and so is its host), 20 points of Mental Defense only vs. Emotion and Mind Control (impervious to Mind Control and Empathic Transmission), + 2 to Con Rolls (+20% to save vs. coma/death), +2 to Ego Rolls vs. Mental Powers (+2 save vs. Psionics), 10 points of PRE Defense (+5 save vs. Horror Factor), Aid to END (sudden burst of energy when tired), and +20 BOD (the life node can transfer it's own life force into the host when necessary). The host will have DF: Lump on neck and Phys Lim: Dies if life node dies.

Meadyaon
Jun 18th, '11, 06:52 PM
Could someone please convert from me the Chest Amlgamate. That is my favorite symbiote from Rifts.

Doctor Agenda
Jun 19th, '11, 12:04 PM
I avoided that one on purpose, because it's complicated. If I were to write it up, I suppose it would be as a parasitical creature with a variety of Aids and Usable by Others effects it can use to help its host survive and an HKA for the tentacle bite. It's the latter that prompts me to make it a creature, it has an animal-grade intelligence and can attack on its own. The host would take it as a Follower, and gain DF: Chest Amalgamate and Phys Lim: Must feed Chest Amalgamate, and Phys Lim: Dies if Symbiote Dies. The critter will probably have something like 15 Hardened DEF Usable on Host, +3 DEX UoH, +3 CON UoH, +4 REC UoH, +1 SPD UoH, +2" Running Usable only on Host (can't use it, itself), 1-point LS vs Aging UoH, 1 point LS vs Sleep UoH, LS Immune to Disease UoH, LS Immune to Poison UoH, Aid END only for Host, and maybe Danger Sense although that could just be an effect of the beast alerting its host to normally-perceived danger. At any rate, if it has Danger Sense it doesn't need to be Usable on Host, it can just growl and writhe in warning. The CA will also have DEX equal to the natural DEX of its host +3 (it doesn't get the benefit of any DEX boost the host may get from another source), SPD 4, an appropriate HKA, and a big Phys Lim for being completely dependent on its host and unable to move on its own plus DF: Hideous Monster and maybe another small Phys Lim for being a haemophage. I hope this gives someone a head start on statting the thing out.

clsage
Jun 19th, '11, 03:52 PM
Could someone please convert from me the Chest Amlgamate. That is my favorite symbiote from Rifts.

While I have no idea about the nature of the Rifts creature in question (never played the system....) based on a brief reading of Doctor Agenda's response you might find this a worthwhile base to build off:

Pts. Power/Skill/Perk/Talent END
24 Junior: (Total: 50 Active Cost, 24 Real Cost) LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years) (11 Active Points); IIF (Goa'uld Symbiote; -1/4) (Real Cost: 9) plus Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2), IIF (Goa'uld Symbiote; -1/4) (Real Cost: 5) plus +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); IIF (Goa'uld Symbiote; -1/4) (Real Cost: 6) plus +6 CON (12 Active Points); IIF (Goa'uld Symbiote; -1/4) (Modifiers affect Base Characteristic) (Real Cost: 4)

and:

Dependence: Goa'uld Larva - Takes 1d6 Damage (Uncommon, 1 Hour) 15

It's from this page:

http://classic-web.archive.org/web/20070315174847/www.starherofandom.com/h_sg2/characters.php

and is a build for the symbiote used by the character Teal'c in the TV series Stargate: SG-1

BTW, be careful to only go to the archived version of Starherofandom.Com since the actual site appears to have been compromised by some form of virus.

As always, the original authors of the character builds should receive all credit...I just link to 'em. :thumbup:

-Carl-

Doctor Agenda
Jun 19th, '11, 04:26 PM
The darn thing about symbiotes is their downsides. On the plus side, the extra disads help pay for the damnable things.

Meadyaon
Jul 1st, '11, 09:46 AM
Could someone convert the Gunfighter and Gunslinger from RIfts New West to Champions. I would from the you to do the Native American O.C.C.s from Spirit West. I would Like especially the Totem Warrior (Bear, Shark, and Alligator) done so I make my Totem Warriors playable in Champions.

Could you help me turn two of my aquatic based character from Heroes Unlimited into Champions characters? I would like the powers to be more realistic is possible. One character is humanoid hammerhead shark demigod and the other is an experiment character who was tunred into a fishman. The fishman is going to be one my pcs.

Meadyaon
Nov 19th, '11, 01:18 PM
How would you covert the Romanov's Cyborg The Avenging Angel (Rifts Warlords of Russia) pgs131-134 to Hero? I want to use the some of the Avenging Angel as the bas for a cybrog i am going to make.

The Main Man
Feb 2nd, '12, 04:13 PM
So here's a new method I conceived of converting Palladium’s MDC, SDC, and HP into HERO’s BODY, STUN, PD, and ED.
A. Palladium characters roll 3d6 for all Attributes, which averages 10.5. Not too shabby a comparison to HERO’s base 10 for Characteristics.

B. Palladium characters add 1d6 to their Physical Endurance for base Hit Points, but HERO does no such thing. Regardless, 10.5 + 3.5 = 14 HP, which will correspond to HERO’s base BODY score of 10.

C. Palladium characters vary in their starting totals, but let’s look at Rifts for a moment:
Men at Arms roll 1d4x10 for starting SDC (average 25 SDC)
Magic characters roll 4d6 (average 14 SDC)
Psychics and Scholars/Adventurers roll 3d6 (average 10.5 SDC)
This makes the average SDC value 16.5 SDC, which will correspond to HERO’s starting total of 20 STUN.

D. Mega-Damage Capacity is divided in two to get an HP + SDC total, so that will be considered.

E. HERO assumes that every +5 AP is 2x the effectiveness of the value below it. Furthermore, 2 BODY, 6 STUN, the maximum effect of 1d6 Normal Damage, costs 5 CP. This will be considered below as well.

F. Palladium does not use a subtraction mechanic like PD or ED, but here we will apply it.

G. Finally, as MDC/HP/SDC totals get higher and higher, it takes greater and greater amounts of BODY, STUN, PD, and ED to keep up, so Damage Reduction is implemented to remain sensible.

Here's the final chart taking everything into account:



AP
Multiple
MDC
HP
SDC
BODY
STUN
PD
ED
Damage Reduction


0
x1
30
15
15
10
20
2
2
0%


+3
x1.5
45
23
23
11
24
3
3
0%


+5
x2
60
30
30
12
26
4
4
0%


+8
x3
90
45
45
13
30
5
5
0%


+10
x4
120
60
60
14
32
6
6
25%


+13
x6
180
90
90
15
36
7
7
25%


+15
x8
240
120
120
16
38
8
8
25%


+18
x12
360
180
180
17
42
9
9
25%


+20
x16
480
240
240
18
44
10
10
50%


+23
x24
720
360
360
19
48
11
11
50%


+25
x32
960
480
480
20
50
12
12
50%


+28
x48
1,440
720
720
21
54
13
13
50%


+30
x64
1,920
960
960
22
56
14
14
75%


+33
x96
2,880
1,440
1,440
23
60
15
15
75%


+35
x128
3,840
1,920
1,920
24
62
16
16
75%



These are assuming straight MDC conversions. Obviously, HP and SDC characters do not have such evenly split HP/SDC ratios, and they generally have more SDC than HP, so you can add HP and SDC together for the equivalent MDC total.

Since MDC is not only 100x HP/SDC but also a Damage Threshold, 6e's "Damage Negation" Power provides a handy tool for keeping MDC more balanced in HERO rather than just giving extraordinarily high BODY and STUN scores.
Damage Negation -7 Physical DCs/ -7 Energy DCs (70 Active Points) should suffice for any Mega-Damage character, though it opens up the opportunity for more variable levels.

Personally, I don't bother with literal conversion anymore, but what are everyone's thoughts?

aidanleer
Feb 5th, '12, 12:09 PM
I like the chart a lot, This will be abig help! I'm curious as to how you would handle the magic systemfrom Rifts to Hero? How would you convert the PPE, ISP and Chi? Wouldyou use a mana system like I think Fantasy hero does or just straitconversion to End?

The Main Man
Feb 5th, '12, 10:56 PM
I like the chart a lot, This will be abig help! I'm curious as to how you would handle the magic systemfrom Rifts to Hero? How would you convert the PPE, ISP and Chi? Wouldyou use a mana system like I think Fantasy hero does or just straitconversion to End?
Yeah, I think it's imperfect, but it's good enough. Any Rifts to HERO conversion still shouldn't escape fine tuning.

As for Magic, Psionics, and Chi, it's Endurance Reserves all the way. I'd have to look into the inner workings of the system for that, but if we go with HERO's geometric scale, them every doubling shall give you +5 AP, which in 6e translates to +20 END. I don't know what the base amount should be though. I'll look into that tomorrow.

aidanleer
May 15th, '12, 08:55 AM
I know I'm way late in the game here since this thread has been going on for years and looks to have died. But I've finally finished reading threw Vol 1 & 2 of the Hero System. And I've started on this project of conversion and I had a few thoughts the other day about doing a stat for horror factor. rather then having to roll a number when first contact with a monster. I'd use the sanity stat that vol 2 talks about for horror genra games and have monsters make an initial presence attack on first contact. Or when the PC sees something truely horrific such as a buddy being ripped apart right in front of them. I also thought this would be a nice stat to represent battle fatigue.

Im also still strongly holding on to the idea that mana should be a state in the game for mages rather then just using staight indurance as main man suggested. Though I like a lot of his ideas on this project. I was thinking more along the lines that mages would use both mana and end to cast spells it would cost less end. And also when a character dies their PPE is suppose to double just before they die so I figured mana stat would be the one that doubles and not their end.

Doctor Agenda
May 15th, '12, 09:54 AM
Welcome, aidanleer. I agree, those stats would reflect Rifts Horror Factor and PPE/ISP pretty well. A matter of taste, really.

The Main Man
May 15th, '12, 10:33 PM
I would like to go on record by saying that PPE, ISP, Chi are unnecessarily separate mechanics within Palladium, especially since ISP and PPE are convertible.

Let's say you give every character an Endurance Reserve of 20 END and 4 REC for free to represent how everyone has some PPE. That's worth 10 CP if I recall. Just like Everyman Skills, this can be sold off, which coincides with Rifts explaining low PPE scores as people spending them in pursuit of more mundane skills and such.

NuSoardGraphite
May 19th, '12, 07:17 AM
I would like to go on record by saying that PPE, ISP, Chi are unnecessarily separate mechanics within Palladium, especially since ISP and PPE are convertible.

Let's say you give every character an Endurance Reserve of 20 END and 4 REC for free to represent how everyone has some PPE. That's worth 10 CP if I recall. Just like Everyman Skills, this can be sold off, which coincides with Rifts explaining low PPE scores as people spending them in pursuit of more mundane skills and such.

This is how I would do it. PPE as an Endurance Resereve with a REC stat. I would make those stats derived (oh, a dirty word I know) from EGO and PRE. A character can be reduced to negative PPE. For every -2 PPE a character is reduced, they take 1D6 normal damage to their Body stat (no Stun though). Completely draining someone of their PPE should be life threatening and leave them very weak. And yes, killing a creature releases all of their PPE, doubling it which can then be devoured or used to power a magical effect or object (thus the practice of ritual sacrifice becomes very popular amongst the unscrupulous)

The Main Man
May 19th, '12, 09:48 PM
That's something that always vaguely struck me as wrong - the draining of PPE seems particularly free of consequence outside of the immediate effect. It always felt like a nuisance rather than a true threat.

NuSoardGraphite
May 20th, '12, 08:24 AM
The way I ran RIFTS back in the day, I always provided penalties to someone who's PPE had been drained to zero. Pretty much a -3 penalty to everything, and they don't heal naturally till the PPE comes back.