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Thread: Rifts HERO?

  1. #61
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    Re: Rifts HERO?

    Here now, a taste of the Plasma Warhead Mini missle of which the Glitter boy Killer armor has 10x

    I built these as vehicles. I think it is very dynamic.

    Comments welcome

    So 10x of this missle cost 67 points on the Glitter boy Killer Armor
    Also, the Dex of the missle is 14 so on any Ph it is fired, if th ePilot of th eGlitter boy Killer armor i higher it does not fire until Dex 14.. And at Spd 12, the missle can move on any seg it is fired.

    Folowing is a breakdown of the Missle speed in Segments:
    Distence moved by seg (1 second)
    1,843 kph / 60 minutes / 60 seconds = .5119 km per seg

    Seg 1 Mv : Seg 2 Mv : Seg 3 Mv : Seg 4 Mv
    zero - .5119 km : .5120 kn - 1.023 km : 1.024 - 1.535 km : --> 1.6 km
    Last edited by lensman; Sep 10th, '07 at 05:27 PM.

  2. #62
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    Re: Rifts HERO?

    It's smart to write the missiles up as venchiles so they act more like missiles.
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  3. #63
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    Re: Rifts HERO?

    Doing a bit more reseach on Vehicles.

    Hero 5th ed rev. pg. 471
    At non combat Mv, OCV is Zero, DCV is Half

    And a driving roll is required to exert a CV, which means I have to
    add a Combat Piloting roll.

  4. #64
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    Re: Rifts HERO?

    Well, since a Glitter boy has to stand still and insert its anchors into the ground to fire, wouldn't that make it DCV 0 to fire the Boom Gun?

    How about attempting to fire it while maneuvering? 1/2 OCV or 0 OCV?

  5. #65
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    Re: Rifts HERO?

    Very true, however unles the GBK is within .5119 km it takes more than a seg to reach the Glitter boy. But ther GB is 0 DCV for a Ph which at spd 4 is 3 segs minimim and it also means the GBK has to time it right and hopefully is closer .
    Ok. So 11- chance to hit a 0 DCV target with a 0 Ocv attack.
    It occurs to me as well that only the Dex based CV is halved for non combat Mv, which after including Dcv for size and Velocity =
    Dex(5/2) + Size 4 + Velocity Dcv 15 = 21.
    Right?
    Last edited by lensman; Oct 18th, '05 at 10:55 AM.

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    Re: Rifts HERO?

    Yesterday I bought the Ultimate Edition of Rifts, and it is pretty impressive for its line.
    I still haven't spotted an editorial error, and at least KS gives us insight to his game design methods.
    I wish that the other books would be redone similarly.
    Of course, I wish that I had the perfect conversion method to HERO System, but I'm getting there.

  7. #67
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    Re: Rifts HERO?

    What about converting the Attributes to CHAR?
    Some of them are obvious, like IQ, PS, PB, Spd, but the others are a little trickier I have found.

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    Re: Rifts HERO?

    What about converting Attributes to CHAR?
    Some are easy to convert, but others cover different things in their respective systems (PE acts like CON and END, SDC is like STUN and limited DEF), and numerically speaking, conversion isn't so easy with them either, or else Palladium comes out looking like pansies, unless that just is the case.

  9. #69
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    Re: Rifts HERO?

    Quote Originally Posted by NuSoardGraphite
    How about attempting to fire it while maneuvering? 1/2 OCV or 0 OCV?
    Not sure to what you are referring.
    If it is the Firing of the Boom Gun, Rifts clearly indicates the auto matic knockback and possible damage by Firing the Boom gun without precautions.

  10. #70
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    Re: Rifts HERO?

    I was thinking about this the other day.

    The characteristics are pretty easy to convert over.

    In RIFTS, human norm goes between 0 and 20. Characteristics exceeding 20 are possible, but rare. Hero's normal characteristic range is pretty much the same, thus with all but a few characteristics, you can assume a Palladium 10 equals a Hero system 10.

    The characteristics match up pretty easily:

    P.S. = STR
    P.P. = DEX
    P.E. = CON
    I.Q. = INT
    M.E. = EGO
    M.A. = PRE
    P.B. = COM
    Spd = Running (in general)

    Palladium does its Strength kinda weird though. Characters with Strength scores between 3 and 16 multiply their P.S. score by 10 to determine how much they can carry. The maximum amount they can lift is double that. Thus a P.S. of 11 in Palladium system equals STR 10 in Hero (both can lift 100KG/220 lbs)
    However, characters with a P.S. of 17 or higher suddenly get a massive jump in lifting ability...they get to multiply their P.S. by 20 for carrying and by 40 for lifting! Thus a P.S. of 17 in Palladium/RIFTS is equal to a STR 18 in Hero (close to 700lbs)
    Here's a close approximation chart on equavalent STR scores:

    P.S. to STR

    10 = 9 (200lbs)
    11 = 10 (220lbs)
    12 = 10 (240lbs)
    13 = 11 (260lbs)
    14 = 11 (280lbs)
    15 = 12 (300lbs)
    16 = 12 (320lbs)
    17 = 18 (680lbs)
    18 = 18 (720lbs)
    19 = 19 (760lbs)
    20 = 19 (800lbs)
    25 = 21 (1000lbs)
    30 = 22 (1200lbs)

    Note that a Hero system STR of 19 can lift around 792lbs (360kg) which is only 8lbs shy of Palladium's P.S. 20 at 800lbs.

    Hit Point to Body conversions are a bit more difficult. The main reason is because characters in RIFTS gain more Hit Points as they increase their level of experience. HERO does not do this, though characters can certainly buy more Body as they gain EXP, this is a fairly rare occurrance. Thus is it probably best to purchase Body based on the type of character one is building.

    Men of Arms: Typically Body of 12 to 15
    Borgs: This should be covered as part of the Partial and Full conversion packages, but probably averages 15 Body for a Partial Conversion to 20+Body for a full conversion borg.
    Men of Science: Typically Body between 8 and 12. The average human Body scores.
    Practitioners of Magic: As men of science, they usually fall into the average range, though this tends to be on the low average (8 to 10) to save points for magic
    Adventurers (City Rat, Wilderness Scout, Vagabond etc): Tend to fall in the average human range (8-12) though Wilderness Scouts get a bonus and tend to fall in the high average (11-12)
    D-Bees: Variable depending on the nature of the being in question.
    Special Men of Arms: (Cyberknight, Juicer, Crazie etc) These guys fight so often, they tend to average around Body 15 or higher for survivability purposes. The lowest common denominator, the Cyber Knight, would hover around Body 15. Crazies around Body 17 and Juicers even higher (though don't get too outrageous, they are still flesh and blood, unlike Borgs) All of these packages would include bonuses to initial Body score.
    Last edited by NuSoardGraphite; Oct 21st, '05 at 01:14 PM.

  11. #71
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    Re: Rifts HERO?

    Conversions Palladium material to other games is not allowed. Thread locked. Thread locked. Why is it not working oops wait this is not the Palladium Message boards.
    Back from a trip through the Rifts and still twice as fast.

  12. #72
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    Re: Rifts HERO?

    Quote Originally Posted by NuSoardGraphite
    I was thinking about this the other day.

    The characteristics are pretty easy to convert over.

    In RIFTS, human norm goes between 0 and 20. Characteristics exceeding 20 are possible, but rare. Hero's normal characteristic range is pretty much the same, thus with all but a few characteristics, you can assume a Palladium 10 equals a Hero system 10.

    The characteristics match up pretty easily:

    P.S. = STR
    P.P. = DEX
    P.E. = CON
    I.Q. = INT
    M.E. = EGO
    M.A. = PRE
    P.B. = COM
    Spd = Running (in general)

    Palladium does its Strength kinda weird though. Characters with Strength scores between 3 and 16 multiply their P.S. score by 10 to determine how much they can carry. The maximum amount they can lift is double that. Thus a P.S. of 11 in Palladium system equals STR 10 in Hero (both can lift 100KG/220 lbs)
    However, characters with a P.S. of 17 or higher suddenly get a massive jump in lifting ability...they get to multiply their P.S. by 20 for carrying and by 40 for lifting! Thus a P.S. of 17 in Palladium/RIFTS is equal to a STR 18 in Hero (close to 700lbs)
    Here's a close approximation chart on equavalent STR scores:

    P.S. to STR

    10 = 9 (200lbs)
    11 = 10 (220lbs)
    12 = 10 (240lbs)
    13 = 11 (260lbs)
    14 = 11 (280lbs)
    15 = 12 (300lbs)
    16 = 12 (320lbs)
    17 = 18 (680lbs)
    18 = 18 (720lbs)
    19 = 19 (760lbs)
    20 = 19 (800lbs)
    25 = 21 (1000lbs)
    30 = 22 (1200lbs)

    Note that a Hero system STR of 19 can lift around 792lbs (360kg) which is only 8lbs shy of Palladium's P.S. 20 at 800lbs.

    More to come....
    Last night, I came up with some pretty decent conversion rules.

    IQ = INT (Make A Direct Conversion, IOW, The Same Quantity)
    ME = EGO (3 x (Save Versus Psionic Attack + 3))
    MA = PRE (Direct Conversion, but this one's a little funky if you look at enough characters)
    PS = STR (Compare by Equivalent Lifting Maximums)
    PP = DEX (3 x (Strike/Parry/Dodge Bonus +3))
    PE = CON (and END, but don't bother with END) (Direct Conversion, same problem as MA - PRE)
    PB = COM (Direct Conversion)
    Spd = Running (Compare Speeds)

    SDC = STUN and Normal Defenses
    This is slightly complicated but here goes.
    First, compare SDC total to Geometric Chart
    For STUN:
    If Heroic, Divide corresponding Active Points by 5
    If Superheroic, Divide corresponding Active Points by 2.5
    For Normal Defenses (PD and ED; Don't Divide)
    If Heroic, Divide corresponding Active Points by 10
    If Superheroic, Divide corresponding Active Points by 5
    HP = BODY (Geometric Chart)

  13. #73
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    Re: Rifts HERO?

    Here Are Some Attributes To Characteristics Conversions I have thus far figured out
    IQ = INT (Direct Conversion; IOW, it is directly numerically equivalent)
    ME = EGO (3 x (Save vs. Psionics +3)) Note: Breaks Down At Lower Levels
    PS = STR (Compare Lifting Maximums)
    PP = DEX (3 x (Strike/Parry/Dodge Bonus +3)) Note: Breaks Down At Lower Levels
    PB = COM (Direct Conversion)
    Spd = Running (Compare MPH/KPH)

    HP = BODY (Geometric Chart to Corresponding Active Points)

    SDC = STUN, Normal PD, Normal ED
    First check SDC total against the Geometric Chart
    For STUN, divide by 2.5 if Superheroic, or by 5 if Heroic
    For Normal PD and ED respectively, divide by 5 if Superheroic, or by 10 if Heroic

    I'm still somewhat confused about how to properly convert MA and PE

  14. #74
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    Re: Rifts HERO?

    Quote Originally Posted by The Main Man
    Here Are Some Attributes To Characteristics Conversions I have thus far figured out
    Okay, lets see it.


    IQ = INT (Direct Conversion; IOW, it is directly numerically equivalent)
    Yeah, pretty much how I'd deal with it as well.

    ME = EGO (3 x (Save vs. Psionics +3)) Note: Breaks Down At Lower Levels
    Actually, I'd transfer ME straight to EGO and translate bonuses to save vs Psionics as Mental Defense. (not counting the natural Psionics save bonus generated by M.E.)

    PS = STR (Compare Lifting Maximums)
    I'd do the same, as I listed above.

    PP = DEX (3 x (Strike/Parry/Dodge Bonus +3)) Note: Breaks Down At Lower Levels
    Again, like ME to EGO, I'd translate PP straight over to DEX and covert bonuses to Strike/Dodge to skill levels, not counting the natural bonuses derived from P.P.

    PB = COM (Direct Conversion)
    Agreed. Its an easy conversion.

    Spd = Running (Compare MPH/KPH)
    Another easy one. We should probably work on a SPD to Movement conversion chart though.

    HP = BODY (Geometric Chart to Corresponding Active Points)
    This is pretty much how I'd handle it. Though I'm not sure what you mean by Geometric Chart...





    I'm still somewhat confused about how to properly convert MA and PE
    I would think M.A. and P.E. would convert pretty straight.

    I'd leave derived characteristics out of the equation and let those be adjusted as necessary. The only exception being Spd, which would be based on the characters level of Hand to Hand skill:

    HtH/SPD
    None/2
    Basic/3
    Expert/3
    Martial Arts/4
    Assasin/4

    Where a character gets more attacks per round, add one more point of speed. Example Cyberknights and Crazies both get +1 SPD and Juicers get +2 SPD.

  15. #75
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    Re: Rifts HERO?

    I guess that I accidentally used my terms from my actual document on conversion.
    What I mean is the Geometric Scale.
    The Geometric Scale is the corresponding scale of multiplication in accordance to Active Points.
    Remember when FReD explains that every increment of 5 Active Points is effectively 2x the last increment?
    Basically, when you take, say, 60 Active Points, that is equal to the geometric value of (2^12) = 4096
    It's that kind of logic that make Mega-Damage easy to convert.
    +35 Active Points --> 2^7 = 128

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