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Rifter

HERO Member
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About Rifter

  • Birthday 07/29/1970

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    Systemadministrator

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  1. On the Legendsmiths website are Sanity rules for the Hero System which are used in their setting Narosia: http://narosia.legendsmiths.com/rule-hacks/sanity "Adventures into Darkness" from Atomic Overmind Press written bei Kenneth Hite included Sanity rules too.
  2. see the first post: "Catholic Response Organization to Strategize and Strike "
  3. Rifter

    Rifts HERO?

    Re: Rifts HERO? 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.
  4. Re: old world maps of europe maybe this could be a useful resource: http://www.kbamic.com/maps.html where I found this one: http://www.davidrumsey.com/directory/where/Europe/
  5. I would like to share the following resource with you: http://www.demonground.org/ They published the last magazin on 2002, but anyways, its a great resource for DC and you can donwload all 15 magazins from their site. from their own description: DEMONGROUND: Reflections of a Darker Future is a fanzine dedicated to supporting the genre of Modern Horror in roleplaying games. DEMONGROUND is freely distributed and produced at irregular intervals (when time permits) in zipped PDF format. It is available for ftp Download from this website. For convenience, you can Subscribe to our mailing list and be notified upon the release of each issue. DEMONGROUND is a professional quality publication. We feel that even though the magazine is free, it does not mean we have to forego production quality. Check out our Format page for a sneak peek. Remember, as a fanzine, we rely on freely contributed material from Modern Horror fans like you. Be sure to read and understand our submission Guidelines before making your contributions to DEMONGROUND.
  6. Re: Elementals Sourcebook? What will be its content?
  7. Re: Sorceror/Wizard 3.5 Spell Conversion cool dog :-) could you post the hdc-file too ?
  8. Re: Is the Thrilling Places PDF overpriced? I think, that if you buy only the PDF the price is "ok". But I, as I buy all the books from Hero Games in a local store in Germany and would also like to have the PDFs for all those books, it is really to expensive and i even could not profit from the bundles offered in the OnlineStore of HeroGames.
  9. Re: Ultimate Skill - Good for new groups? The Ultimate Vehicle:It contains rules for building vehicles and vehicle combat and some sample vehicles. The HERO System Vehicle Sourcebook: a lot of different prebuild vehicles from different genres
  10. Rifter

    Rifts HERO?

    Re: Rifts HERO? Thanks for your advice. First i had most weapons as a single power or a compund power. After i had some weapons i cannot build as a single or compound power, so i decided to switch them all to multipowers. I thought it would be more easy to put a laser sigt oder telescopic sight in it. In my campaign the players don't have to pay for the equipment anyway, so no big deal about a point more expensive. But thanks again for your tips.
  11. Rifter

    Rifts HERO?

    Re: Rifts HERO? and here the weapons from the .hdp-file: Coalition States Weapons C-18 Laser Pistol: Multipower, 100-point reserve, (100 Active Points); all slots 10 Charges (-2), OAF (-1), Real Weapon (-1/4) 1) Laser: Killing Attack - Ranged 3d6+1, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4), Armor Piercing (+1/2) (100 Active Points); OAF (-1), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) 2) +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-1/4) 3) +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) C-12 Heavy Assault Laser Rifle: Multipower, 135-point reserve, (135 Active Points); all slots 10 Charges (-2), OAF (-1), Real Weapon (-1/4) 1) Laser Setting 1: Killing Attack - Ranged 4d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (135 Active Points); OAF (-1), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) 2) Laser Setting 2: Killing Attack - Ranged 3 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (124 Active Points); OAF (-1), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) 3) Laser Setting 3: Killing Attack - Ranged 1 point, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (11 Active Points); OAF (-1), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) 4) +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-1/4) 5) +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) 6) Laser Sight: (Total: 8 Active Cost, 3 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 vs. Range Modifier (3 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2), Real Weapon (-1/4) (Real Cost: 1) C-14 "Fire Breather" Laser Assault Rifle and Grenade Launcher: Multipower, 151-point reserve, (151 Active Points); Required Hands Two-Handed (-1/2), Real Weapon (-1/4); all slots OAF (-1) 1) Laser: Killing Attack - Ranged 3 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), 20 Charges (+1/2), Armor Piercing (+1/2) (151 Active Points); OAF (-1), Beam (-1/4), Blocked By Smoke Or Steam (-1/4) 2) Grenade Launcher: RKA 3 1/2d6, +1 Increased STUN Multiplier (+1/4), Explosion (+1/2) (96 Active Points); OAF (-1), 12 Charges (-1/2) 3) +4 versus Range Modifiers (12 Active Points); OAF (-1) 4) +1 OCV (5 Active Points); OAF (-1) Northern Gun Weapons 1) NG-101 Rail Gun: Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Autofire (10 shots; +1) (165 Active Points); OIF Bulky (-1), Required Hands Two-Handed (-1/2), 300 Charges (-1/4), Real Weapon (-1/4) NG-E4 Plasma Ejector: Multipower, 180-point reserve, (180 Active Points); all slots OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4) 1) Plasma Blast: (Total: 180 Active Cost, 65 Real Cost) Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (One Hex; +1/2), Autofire (3 shots; +1 1/4) (180 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 60) 2) High-Power Scope: (Total: 11 Active Cost, 5 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs. Range Modifier (6 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) 3) +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-1/4) NG-H5 Holdout Ion Pistol: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1), 6 Charges (-3/4) 1) Energy Blast 3d6, Penetrating (+1/2) (22 Active Points); OAF (-1), Skill Penalty Levels (-2 versus Range Modifiers; -1/2), Beam (-1/4) NG-P7 Particle Beam Rifle: Multipower, 146-point reserve, (146 Active Points); all slots 10 Charges (-2), OAF (-1) 1) NG-P7 Particle Beam Rifle: Killing Attack - Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Penetrating (+1/2) (146 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4) 2) +2 versus Range Modifiers (6 Active Points); OAF (-1) Wilk's Laser Technologies Wilk's 320 Laser Pistol: Multipower, 105-point reserve, (105 Active Points); all slots 40 Charges (-2), OAF (-1), Real Weapon (-1/4) 1) Laser Blast: (Total: 87 Active Cost, 32 Real Cost) Killing Attack - Ranged 3d6+1, Autofire (3 shots; +1/4), Armor Piercing (+1/2) (87 Active Points); OAF (-1), Beam (-1/4), Blocked By Smoke Or Steam (-1/4), Real Weapon (-1/4) (Real Cost: 18) Wilk's 447 Traditional Laser Rifle: Multipower, 135-point reserve, (135 Active Points); all slots 10 Charges (-2), OAF (-1), Real Weapon (-1/4) 1) Laser Blast: Killing Attack - Ranged 3 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (124 Active Points); OAF (-1), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) 2) +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-1/4) 3) +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) Juicer Weapons JA-11 Juicer Assassin's Energy Rifle: Multipower, 105-point reserve, (105 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4); all slots 30 Charges (-2) 1) Laser Setting 1: Killing Attack - Ranged 3 1/2d6, Invisible to Hearing Group (+1/4), Armor Piercing (+1/2) (96 Active Points); Beam (-1/4), Blocked By Smoke Or Steam (-1/4), No Knockback (-1/4) 2) Laser Setting 2: RKA 4d6, Invisible to Hearing Group (+1/4), Armor Piercing (+1/2) (105 Active Points); No Knockback (-1/4) 3) Ion Beam: (Total: 82 Active Cost, 66 Real Cost) Energy Blast 11d6, Penetrating (+1/2) (82 Active Points); Beam (-1/4) (Real Cost: 25) 4) 7.62mm: Killing Attack - Ranged 3 1/2d6, Armor Piercing (+1/2) (82 Active Points) 5) High-Power Scope: (Total: 11 Active Cost, 8 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 1) plus +2 vs. Range Modifier (6 Active Points) (Real Cost: 2) 6) Laser Sight: (Total: 8 Active Cost, 3 Real Cost) +1 with Ranged Combat (5 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 1) plus +1 vs. Range Modifier (3 Active Points); OAF (-1), Need not Brace to use; only works for shots to 64"; may not be usable against brightly colored backgrounds, through fog, or in other conditions (-1/2) (Real Cost: 1) 7) +4 versus Range Modifiers (12 Active Points) 8) +1 OCV (5 Active Points)
  12. Rifter

    Rifts HERO?

    Re: Rifts HERO? I've started to write some Rifts weapons in the Hero Designer for your review. As i'm a starter in both, the Hero System and the Hero Designer I'm happy if you can give me some tips how to design the equipment more easy and accurate. Thanks. I've have a problem with the export with HTML templates for this board. When i copy and paste the code in the message and press preview i can only see the HTML code and not the readable sheet.
  13. Rifter

    Rifts HERO?

    Re: Rifts HERO? yes, thats cool. I see your Wilk's 320 Laser Pistol has much more punch than my one . But yes i think you are right, RKA 2D6 is not enough. Can you tell my how much armor you consider for a CA-1 Heavy Body Armor (Old Style Armor)? I don't need an exact coversion with all advantages, limitations and features of it, only the PD/ED for a playtesting session. Again, nice work, thanks. PS: I can help you with the mass of conversions if you need a helping hand. The only problem is, I'm a starter in the hero system. Anyway, if you need something (simple) done you can tell me, i have all Rifts and most Hero System books. Do you use the Hero Designer?
  14. Rifter

    Rifts HERO?

    Re: Rifts HERO? I just convert some weapons from Rifts for my Hero Rifts Campaign starting next Saturday. I like the way you catagorize the different kind of weapons and i take it over in my campaign like: 1. Laser - RKA (vs. ED); Invisible (Hearing Group); AP; No Knockback; Autofire; Beam 2. Plasma - RKA (vs. ED); AOE 1 hex; +1 Stun Multiplier; Autofire; (no Beam limitation) 3. Ion - EB (vs. ED); Penetrating; Autofire; Beam 4. Particle Beam - RKA (vs. ED);Penetrating; +1 Stun Multiplier; Autofire; Beam 5. Rail Gun - RKA (vs. PD); Autofire; AP; +1 Stun Multiplier; (no Beam limitation) I will only convert a handfull of weapons for a short starting session, but i will try to convert the most important/famous weapons of Rifts. The payload, range, cost and weight i take over from rifts. How many damage deals out the typical above mentioned weapons? Laser Pistol - RKA 2D6 Laser Rifle - RKA 3D6 Plasma Pistol- RKA 3D6 Plasma Rifle - RKA 4D6 Ion Pistol - 6D6 Ion Rifle - 9D6 Particle Beam Pistol 2D6 Particle Beam Rifle 3D6 Rail Gun - RKA 5D6 Rai Gun Samas - RKA 6D6 Boom Gun -RKA 8D6 And what about Body Armor? Light Dead Boy 5/5 (+3/+3 for the man inside the armor) Heavy Dead Boy 8/8 (4/4) Gladiator 7/7 (+4/+4) Samas (15/15) (+8/+8) Glitter Boy 24 DEF, 50 Body; 50% Energy Reduction Only against Lasers This is only rough data, but i want to know your opinion about it. We don't need every stat calculated out for our starting session, but hopyfully with your help i will do it over the course or between our game sessions. Thanks :-)
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