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Rifts HERO?


gauss

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change the name

 

I know this is a drag, but to avoid any possible repercusions from KS at Palladium perhaps it would be wise to change the names of a few things, if only to avoid legal action. I am sure if he got wind of this discussion he would charge in and demand it stopped immediately, and I love the conversions so far presented.

 

That said, I hvae a quesiton: Why would it be bad to use the EC for racial packages/class packages? It makes sense to me, and it doesn't specify in the rules that they can't be done, right??? or I might have missed that when I read them last night, but then there is the almighty rule in the back...if something gets in the way of how something else works, either change it or do away with it... so take that into consideration also.

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Re: Rifts HERO?

 

Originally posted by gauss

Has anyone done any Rifts conversions to the HERO system?

 

I love the background (though I admit it is cheesy), but damn if I don't pretty much hate the rules.

Amen, brother. I've heard so many people express that exact same view. Great world, crap system.

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  • 4 months later...

Secondary Vampire for Rifts

 

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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  • 2 years later...

Rifts HERO: SFX of Unusual Def.

 

I skimmed so if this has been discussed I apologize.

 

Mental Def.

Power def.

Lack of Weakness

Flash def.

 

Rifts has a variety of SFX: Magic, Psyker, Technology, Bio-Wizardry to name a few.

 

But If a have a psyker who buys Power def. then it works vrs. Nao-tech or Magic spels or anything?

 

Need I limit the SFX to a specific type, for no Limit?

 

And I weas thinking of making all such def. d6 based, So every 3 points of def. generates a 1d6 roll. Making it more dynamic.

 

Wadda'yal think?

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Re: Rifts HERO?

 

I recently borrowed my friends RIFTS book (mine dissapeared) and have been doing conversions. A friend of mine had borrowed my copy of FREd, so I had to wait until he was done with that, but now I got it back. I'll start posting 5th edition updates to the RIPS "Proffessional Character Archetypes" very soon. Starting with the Cyberknight.

 

These packages will be priced for a 250pt Heroic Level campaign (125 base with up to 125pts in disads) so adjust accordingly if you intend to use them for a lower powered game.

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Re: Rifts HERO?

 

For folks who haven't checked my HERO RPG conversions list (linked to in my signature, below), there's a lot more RIFTS/HERO stuff already out there - although we can always use more quality material. :) Allow me to direct you:

 

 

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/Champions/000157-2.html

 

(This includes the material posted by Champsguy at the start of this thread.)

 

Weapon Damage Class conversions, and writeups for Coalition weaponry and armor, and ley-line magic:

http://www.herogames.com/oldForum/Champions/000579.html

 

Writeups for the Crazy, Cyber Knight, Glitterboy, Juicer, and Dragon Hatchling:

http://forum.rpg.net/showthread.php?s=&threadid=96757

 

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

 

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.)

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Re: Rifts HERO?

 

Glad you asked.

 

Morningstar11070 has a chart for converting RIFTS damage to Hero,

I used that as a baseline to decide how tough I wanted Skelebots to be.

 

A used hit location to distribute the Armor, trying to keep to the source material of Rifts for a faithful conversion.

 

Base Armor def of 10 to all locarions which is 1x Hardened.

 

Ablative Armor next, Also 1x Hardened. Now Ablative Armor in Hero works like this.

If the Ablative Armor is exceeded in BODY by an attack, then it (where "it" is the amount of Armor with the Ablative Limitation) begins to have an activation roll to apply vrs. any next attack. Pg. 115 5th Rev.

Clearly Ablative def is on "top" of all def, which means any BODY from any attack is first applied to Ablative def.

So lets take a look at a location and go through an attack, say the Torso

Location 9-14, Base armor of 10 H, 17 H, and 5 H2, with 4 charges remaining

 

A beserk Asphalt Elemental attacks with a 4 d6 hka, doing 19 Body.

The GM chooses not to expend a Charge for Armor, So total def. is 27, 10 + 17

So the Skelebot takes no BODY.

However 19 Body does exceed the Ablative Armor of 17 def, so that Armor now has an activation roll of 15-.

On the next attack the Asphalt Elemental activates his Beserk strength and uses a spear, fashioned from an APC's axle, doing 5.5 d6 HKA

 

The attack does 23 Body. Rolling for Activation 15- the Skelebot rolls 16, which means the activation fails. Total def. now is 10 H, the GM decides to use the Armor Charge making it 15 Def.

Meaning that 23 Body - 15 Armor = Skelebot takes 8 Body. A serious blow to its functions, and bad luck for the Skelebot, it's days are numbered.

 

On the up side since the Ablative Armor failed, the next Armor activation is still 15-

 

I hope that answered your question

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