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Converting RIFTS to HERO

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Re: Converting RIFTS to HERO


I worked "See Invisible Presences" as a Detect with the Range and Sense Adders, in the Unusual Sense Group (actually the Mystic Sense Group). Basically I mirrored the Adders on Sight and applied it to my Detect. Works exactly as intended, even if it is rather expensive. Since it works in the Unusual Group, you could theoretically have an Invisibility to Detect Invisible Presences...

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Re: Converting RIFTS to HERO


I recently made some alterations to Constitution as I've researched the rules more. For instance I changed his Combat Skill Levels. The Palladium write up says he is +7 to strike. I had originally given him +7 OCV, but then I realized that the bonus to strike from Palladium included his PP bonus. Since PP becomes Dex, and his dex gives him a OCV of 8, which is 5 higher than the standard OCV of 8. So I gave him 2 levels, which takes his OCV to 7 higher than a standard human.


Here are some other members of the Sentinels of Libertry and Justice:


Patroit, leader of the group, a mutant with high physical stats, lots of charisma and luck oriented powers - http://home.comcast.net/~mathewignash/PDFs/PATROIT.pdf


Flagwaver, the young kid of the group, with mutant air/weather control powers - http://home.comcast.net/~mathewignash/PDFs/FLAGWAVE.pdf


Minuteman, the cranky old dude of the group, a 1960's experimental super soldier who has enhanced stats, armored skin, many weapons, and the ability to control clocks - http://home.comcast.net/~mathewignash/PDFs/MINUTEMA.pdf


Sadly the conversions, being accurate to the Palladium write-ups, are not very balanced in Hero rules. They are skill heavy, and in the cases on Patroit and Flagwaver, they end up with little to no defenses from attack. Most 250 point characters who are evenly balanced could knock out either of those two pretty quick. They do work well as NPC government superheroes to show up and take credit from the PC team for a victory.

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Re: Converting RIFTS to HERO


My 6e idea for Mega-Damage Weapons and Mega-Damage Armor:


Mega-Damage Armor has six (or maybe eight) levels of Damage Negation.


Mega-Damage Weapons do six (or maybe eight) Damage Classes more than the equivalent non Mega-Damage Weapon.


Same here (good old geometric progression, eh?), but DN is more granular, so why limit one's campaign to just 6-8 DN? I also think that Mega Damage weapons should vary because I find it patently ridiculous that a laser pistol or a vibro knife can lay waste to a tank in mere seconds. Reduced Negation is probably better there.

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Re: Converting RIFTS to HERO


I was thinking that perhaps since damage/strength in Palladium in linear, where in Champions it's exponential, you could convert by having 1 MDC be 1 Armor, 2 MDC is 2 Armor, 4 MDC is Armor, etc...


MDC/Armor (resistant ED and PD)













That way when converting Rifts dragons and the like, with 400 MDC, they have 9 or 10 armor.


Oh, here are two Villians Unlimited conversions, the mutant sisters Ping and Pong from the JP gang.


Ping - http://home.comcast.net/~mathewignash/PDFs/PING.pdf

Pong - http://home.comcast.net/~mathewignash/PDFs/PONG.pdf

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Re: Converting RIFTS to HERO


Here's what I did: 2^7=128 ~ 100.


In my 6e Rifts campaign project, I plan to allow players to purchase equipment with either Character Points or with just money.


If a player buys Defenses as Powers, they effectively have Damage Negation -7 Physical DCs and -7 Energy DCs against Offensive Equipment bought with just money.

If a player buys Attacks as Powers, they effectively have Piercing (7) against Defensive Equipment bought with just money.


It's mostly a matter of special effect. A kevlar vest bought with points will be better than not acquired with points.

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