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Thread: Converting RIFTS to HERO

  1. #1
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    Arrow Converting RIFTS to HERO

    Having had cause recently to search the Old Forum threads for the previous substantial threads on converting from RIFTS, I thought it might be useful to post them here for people interested in using some of that idea-rich but system-clunky Siembieda material. These threads include quite a few conversions of tech, character types, packages, concepts etc. Aside from a few minor differences between 4th and 5th Ed. HERO, they're readily usable.

    Hope you enjoy.


    Detailed discussion of various RIFTS game mechanics, conversion guidelines and examples, and writeups for several character classes:
    http://www.herogames.com/oldForum/Champions/000157.html
    http://www.herogames.com/oldForum/Ch.../000157-2.html

    Weapon Damage Class conversions, and writeups for Coalition weaponry and armor, and ley-line magic:
    http://www.herogames.com/oldForum/Champions/000579.html
    Last edited by Lord Liaden; Mar 18th, '05 at 12:00 PM.
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    Good work, my friend!

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    this isn't really a conversion, but the physical enhancement section of Spacers Toolkit has things that say "juicer" all over them. just need to add the nasty side effects.

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    i've found it easier to convert RIFTs to Fuzion or Action, then to Hero itself...

    Fuzion has some Rifts like stats - Kills = MDC, HIts = SDC+HP
    and with games like BGC2032, it helps make the Powerarmor conversion faster...

    Then you just take Fuzion, which can be easily converted over to Hero, and convert it...

    The main beef i have with Palladium's system nowadays, is the Exp Levels, and % for Skills, and level up stuff...The Rest of Palladium's system is easy to learn and enjoy the game.
    If Palladium was to change over to a system like Fuzion or Action, i'd be happy indeed. But Hero gets too crunchy adding in this and subracting this, instead of having things simplified for convience. As i said, my beef with Rifts deals with the exp/levels/skills parts of their system, not the rest. Though the Rifts Attributes section could use an overhaul too, but its not the headach aspect of the system.

    As for game balance...i enjoy No Game balance myself, systems which force game balance upon the system itself, just isnt filling a needed nitch...Is Hero5th Game balanced, Yes and No...its all depends on the gaming group, and story needs doesnt it. Rifts is more like Real Life, in that all things isnt fair, or balanced...ok, i'll stop.

    END OF LINE
    TechnoGothc

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    I replaced the rule structure long ago, I works even faster than I could predicted...................it uses a D100......only

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    Rifts Seconary Vampire

    Note: While not immune to normal attacks, He is able to ignore most of them. Any suggestions appreciated.

    Name: Rifts Vampire (Secondary)

    Val Char Cost
    25 STR 20
    18 DEX 24
    18 CON 16
    10/25 BODY 0
    13 INT 3
    14 EGO 8
    15 PRE 5
    14 COM 2
    10 PD 7
    10 ED 8
    4 SPD 12
    9 REC 0
    36 END 0
    47 STUN 0

    Characteristic Rolls: STR: 14-, DEX: 13-, CON: 13-, INT: 12-, EGO: 12-, PER: 12-
    Run: 6/7", Swim: 2", Jump: 5", Lift: 800kg

    Cost Powers END/Roll
    168 Vampire Powers
    (20) Regeneration (4 BODY/Turn); Regenerate: Standard, +0; Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1
    (5) Regeneration (1 BODY/hour); Regenerate: Standard, +0; May Not Regenerate if in Sun or Staked: -¼
    (30) Damage Reduction (Physical, 75% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1
    (15) Damage Reduction (Energy, 50% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1
    (2) Damage Resistance (5 PD/5 ED); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1
    (3) Immune to Aging
    (10) Need Not Breathe
    (15) Doesn't Bleed
    (20) +15 BODY; Not against stake in heart, having head severed, or another Vampire.: -½
    (7) Mind Link (thralls/his own Vampires); Minds: Related Group, +10; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; Limited to Summoning Mostly: -½
    (7) +15 PRE; Offense Only (Horror): -1
    (10) 1d6 Bite: Killing Attack (HTH) (Total 2d6); Range: 0; No Knockback: -¼; Restrainable: -¼ 1
    (10) Sense Blood (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
    (5) Ultraviolet Vision
    (2) Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1
    (7) Multiform: Bat/Mist/Wolf; Form: Second, ×2; Works only Out of Sunlight: -½
    Bat: Sonar, - 4 Per, +4 DCV, +6KB, and Flight 15"
    Wolf: Running 14" +1 Spd
    Mist: Desoldification (may not pass through solid objects) only 3" run
    37 Vampire Powers: Multipower (37-pt reserve)
    More powerful Vampires will have 8, 10 or even 12d6 Mental Powers
    u-3 6d6 Hypnotic Gaze: Mind Control; Communication: Telepathic, +¼; Requires eye contact unless his own Thrall/Vampire: -¼ 4
    u-3 6d6 Mind Scan; Attack Roll Bonus: 3, 6; Number of Minds: 100,000; Only against his own Thrall/Vampire: -½ 4
    u-4 2d6 Transform Thall/Vampire (Major, Limited Class); Range: 185 4
    u-2 6d6 Telepathy; Only against his own Thrall/ or a Vampire: -½ 3
    u-2 Mental Defense (38 pts); Add to Total; Not against his own Sire and Elders or Ego Attacks/'Mental Illusions: -½
    u-3 MV Fog: Darkness (Normal Sight, 3" radius); Range: 150 3
    u-4 MV: Summon Vermin (1 0-point creatures); Range: 0; Summon: Limited Group, +¼ 4

    Cost Skills, Talents, Perks Roll
    3 Stealth 13-
    1 Area Knowledge 8-
    2 Professional Skill 11-
    6 +2 level w/Bite: 3 Maneuvers

    150+ Disadvantages
    10 Distinctive Features Red Eyes when using Powers/Hungry/Enraged; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
    10 Distinctive Features: Low Body Heat; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
    25 Hunted by Vampire Hunters (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
    5 Watched by Elders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Harsh, 0
    10 Phys. Lim. cannot enter a human home without an invitation (Infrequently, Greatly)
    10 Phys. Lim. Cannot cross running water even by flight (must use bridge) (Infrequently, Greatly)
    20 Phys. Lim. Frozen if Staked in Heart (Frequently, Fully)
    10 Susceptibility to holy items (1d6 STUN/Turn); Condition: Uncommon, +5
    35 Susceptibility: to sunlight (3d6 STUN/Phase); Condition: Very Common, +15
    10 Vulnerability Mind Powers of Sires (2× STUN); Attack: Uncommon, +5
    15 Overconfidence/Evil Predator (Very Common, Moderate)
    10 Disdainful of Technology (Uncommon, Strong)
    8 Enraged if very Hungry (14-, 14-); Circumstances: Uncommon, +5
    10 Reputation Vampire (8-, Extreme)

    OCV: 6; DCV: 6; ECV: 5; Mental Def.: 38; Phases: 3, 6, 9, 12
    PD/rPD: 10/5; ED/rED: 10/5

    Costs: Char.: 105 Disad.: 188
    Powers: + 235 Base: + 150
    Total: = 340 Total: = 338

    Background: Wild Vampire: Total drop Presence by 5, Drop Int by 5, Ego by 3, Com by 3 and increase speed by 1, increase Running to 9", and increase Offensive PRE by 10. Also remove no knock back from Bite (now has claws)


    Master Vampire: Increase Strength by 10, Con by 5, Dex by 5, PD by 5, ED by 5, Speed by 2, Multipower by 25 and Bite levels by 4

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    So, is there anything else out there regarding a Rifts to Hero conversion? If not on the web, perhaps sitting around in somebody's computer begging to be divulged to those who seek the truth?


    The Horror
    "Under and behind and inside everything this man took for granted, something horrible had been growing." - The Narrator, Fight Club

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    I had tried to start up a RIFTS Hero game to playtest it for the review, to no avail. Anyhow, I put what conversions I had done here.

    http://forum.rpg.net/showthread.php?s=&threadid=96757
    I fear you have understimated the sneakiness, sir.

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    My only contribution to the Rifts to Hero conversion discussion was an idea for handling Mega damage.

    Basically, mega damage was to killing damage what killing damage is to STUN. Mega damage structures would have Mega defenses. Killing attacks against Mega resistant targets would count the BODY like you would for a penetrating attack and would subtract the Mega defenses. Alternately, you could say that regular KAs couldn't hurt mega structures at all.

    Now, when a mega damage attack (we'll call them MAs) hits a normal target, you can either roll a KA multiplier (like a STUN multiplier) or just go with a x3 multiplier. So, a 2d6 MA would do 7 Mega damage, 21 killing BODY, and 63 STUN. Since a normal target doesn't have Mega BODY, consider any target without mega defenses to have NO defenses against the 21 BODY. You could give living targets their normal defenses against the 63 STUN. If you want to be nastier, let them use their resistant defenses only against the STUN

    An unarmored normal would be instantly killed. Even a hero in resitant armor would likely die of the injuries. Someone in fancy high-tech mega defensive armor (let's say 6 MD, 20 rPD/rED, +20 PD/ED) would take 7 point of Mega damage, 21 points of killing BODY, and 63 STUN. It's a bit clunky, again, since normal targets don't have mega-body: You'd subtract the MD from the MA, taking 1 point of MD, which would become 3 points of BODY. Then the resistant defenses would stop all but 1 point of killing BODY, inflicting another point. And lastly, subtract the 20 PD/ED and 20 rPD/rED (did I mention the armor had additional regular defenses to cushion mega blasts?) to take 23 STUN (minus their personal PD/ED).

    As for knockback, I'd likely go with counting the BODY on the mega attack roll, not using the killing body. That would get rediculous pretty fast.

    You would want to adjust the limits to fit your campaign. If you want mega-attacks to be really scary, make sure they can at least be knocked out easily from the attacks. The nice thing about this system as compared to the mega-damage system in Rifts is that even if the mega-damage armor saves you from being vaporized, you can still be taken out or hurt pretty bad from a mega-attack.

    BlueBuddha
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    As a setting

    Rifts is really great for HERO. The whole "cross-genre" thing would show how HERO shines with its mechanics.

    Obviously, you've got Fantasy & Science Fiction elements which would be tackled by Fantasy Hero and Star Hero. Some of the more over-the-top elements can swing you into Champions territory.

    And with all the Mecha running around... you've got a place for a lot of the Vehicles rules.

    Hell, bases would rule as well... I'd love to see the ARCHIE complex detailed.

    As for Martial Arts, well... perhaps in the cities like Chi-town and some of the areas like Rifts China and Japan. But these approach and exceed the StreetFighter levels already and dip back into Champions territory.
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    Why convert "mega-Damage" at all. THose would translate as really big KA's. Don't convert the system, tanslate the source material into hero terms.
    "Judge me by my size do you. As where you should not, for my ally is the force, and a powerful ally it is." Yoda, Jedi Master

  12. #12
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    Originally posted by Rick
    Why convert "mega-Damage" at all. THose would translate as really big KA's. Don't convert the system, tanslate the source material into hero terms.
    Well, it's just an idea at this point. I haven't tried it out. The only reason I'd suggest it (I never liked the MDC system much myself- it got kinda crazy with personal weapons and armor, and any cyborg doing MDC punches.) is because some people really liked the feel of damage that was on a whole different scale than the kind you do with knives and bullets.

    Yeah, I'd probably just make them large KAs too.

    BlueBuddha
    -BlueBuddha

    "When some wild 8 foot tall maniac grabs your neck, slams the back of your favorite head against a bar room wall and looks you crooked in the eye and he asks you if you've paid your dues, well you just stare that big sucker right back in the eye and you remember what ol' Jack Burton always says at a time like that. Have you paid your dues Jack? Yes sir, The check is in the mail"
    - Kurt Russel as Jack Burton in Big Trouble In Little China (greatest movie of all time)

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    Well if your players are really attached Mega Damage, make all such attacks NND, does Body against tje small class sizes.
    "Judge me by my size do you. As where you should not, for my ally is the force, and a powerful ally it is." Yoda, Jedi Master

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    Megadamage

    The Palladium system gives reasonable jump-off for duplicating this stuff...you know how a LAW Rocket compares to a Wilk's Laser Pistol, compares to a tank, and HERO has all but the Wilk's. Using the Wilk's as a base (3d6 RKA, 2xAP for +1), just add more damage classes for additional d6's of RIFTS damage.
    To translate the feel of the megadamage armor, I made the low end about 10 Def, double-hardened, with extra def only vs Stun, and extra Bod so you have to chip the armor off. More powerful armor has higher Stun Def and Bod, not regular Def. Of course, someone in a suit of non-mega-armor (say, 8 Def, hardened) will get large holes blown in it by a Wilk's.
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    The only thing I did for my Paladium (mostly Heroes Unlimited) translations to Hero (which were pretty arbitrary indeed) was give the various types of Strength a HERO increase.

    Extrordinary STR +5
    Superhuman (Robot?) STR +10 1/2 End
    Supernatural STR +15 0 ENd
    Basically; The lifting weight doubles when you go from Normal to Extrordinary to Superhuman to Supernatural. The Reduced Endurance was on the additional Strength only.

    Also; most "Supernatural Creatures" had Damage Reduction 75% that didn't work against Superhuman or Supernatural Strength, and 50% DR that didn't work against Supernatural Strength (Or normal as it was reduced by 75%)

    The various Strengths were bought as powers in addition to the normal Characteristic.
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