Jump to content

prodigyduck

HERO Member
  • Posts

    173
  • Joined

  • Last visited

Everything posted by prodigyduck

  1. Re: Yet ANOTHER WWYCD: Against your team Goblin (or Requiem, in his later incarnation) would find this situation both easy and frustrating. His power is photographic reflexes -- similar to Marvel's Taskmaster. He knows how his team fights and what he can do to counter their every move. Unfortunately for him, he has no movement powers. Everyone else on the team can fly except him (and the Atlantean, Trident). Otherwise, they are mostly no problem. He takes down Goldenstar with a chunk of Element N (it's pretty much like kryptonite) and a knockout blow. Taboo, the mage, will be trouble, as she does little physical work, and does her most with spell blasts and entangles. Goblin will have to resort to lots of defensive maneuvering and hope for an openning. Trident should be no problem, so long as Goblin can keep him from getting wet (and thus stronger and invulnerable). Fighting the Atlantean would be tiring, but Goblin would eventually win. Blackhawk, who is Goblin's girlfriend, would be a fight to see. Both have extremely fast reflexes and hit hard! He would do his best not to hurt her as he attempted to get her Eagle's Feather away from her, and thus removing all her powers (followed by a knockout blow).
  2. Re: Rifts HERO? Honestly, our games are particularly skill-heavy. Our average Heroic-scale game is 300 points with 100 points of Disadvantages (so character will end up around 400 points).
  3. Re: Rifts HERO? ROBOT VEHICLES (Mecha) All robot vehicles have the following features. Pts. Feature Power END 30 Nuclear Powered END Battery (500 END / 100 REC) (150 Active Points); OIF (bulky; -1), Side Effects (6 1/2d6 Killing Explosion if BODY damage done to engine; -1) 18 Radar 360 degree Radar Sense + Multi-Tracking (up to 32 targets) (50 Active Points); OIF (bulky; -1), Sense Affected As Sight Group As Well As Radio Group (-1/4), Costs END (-1/2) 5 12 Targeting Computer Detect (Enemy Targets), Locate, Radius, Full Analysis, Ranged (+1/2), Megascale (1†= 1 km; +1/4) (44 Active Points); OIF (bulky; -1), Sense Affected As Sight Group As Well As Radio Group (-1/4), Linked To Radar (-1/2), Limited Analysis Of Enemies Based On Databank Information (-1/2), Costs END (-1/2) 4 2 Laser Targeting System +1 OCV with Ranged Attacks (5 Active Points); OIF (bulky; -1), Costs END (-1/2) 1 4 Radio Communication HRRP (10 Active Points); OIF (bulky; -1), Sense Affected As Hearing Group As Well As Radio Group (-1/4), Costs END (-1/2) 1 5 Loudspeaker Images (Normal Hearing) +4 PER rolls to notice (18 Active Points); Only To Amplify Character’s Voice, up to 80 decibels (-1), OIF (bulky; -1), Linked to Radio Communicator (-1/2) 2 4 External Audio Pickup +3 PER Rolls with Hearing Group (9 Active Points); OIF (bulky; -1), Costs END (-1/2) 1 9 Spotlights Change Environment (Light) +2 PER Rolls with Sight Group, AoE (12†cone; +1 ½), (28 Active Points); OAF (bulky; -1 1/2), No Range (-1/2) 3 5 Ejection Seat Telekinesis (26 STR) (26 Active Points); OIF (bulky (-1), No Range (-1/2), Only To Throw Target Straight Up (-2), 1 Recoverable Charge (-1 ¼) 63 Self Destruct RKA 10d6, NND (ED force field; +1), Does BODY (+1), Trigger (spoken command authorization, +1/4) (487 Active Points); No Range (-1/2), Self Only (-1/2), Real Weapon (-1/4), Extra Time (once activated, takes 1 Minute to arm and detonate; -1 ½), 1 Charge Which Never Recovers (-4) 7 Voice-Actuated Locking System Sensor Operations (18-) (17 Active Points); No Range (-1/2), Self Only (-1/2), Only To Keep Vehicle Locked (bypassed with proper voice authorization; -1/2) 9 Environmental Pilot and Crew Compartment LS vs. Heat, Cold, Radiation, High Pressure, Low Pressure/Vacuum (17 Active Points); OIF (bulky (-1) 8 Oxygen Supply LS vs. Breathing, 1 Continuing Fuel Charge of 12 Hours (fuel is easy to obtain; +1/2) (15 Active Points); OIF (bulky (-1) 3 Polarized and Light Sensitive/Adjusting Visor Flash Defense 5 pts. (Sight Group) (5 Active Points); Only Protects Versus Exterior Flashes Against Interior Personnel (-1) 179 TOTAL
  4. Re: Rifts HERO? I have a lot of other stuff. The math may be a bit off, as my game group uses a lot of house rules, but I am poting here as the supernatural aspects have not really been touched on too much. Most of what I have seen have been about the tech (some of which I have). My Rifts magic rules: Creating a Rifts Earth Spellcaster Everyone carries a small amount of magical energy within them. Spellcasters have trained themselves to become living magical batteries; storing many times that of a normal human. Trained Rifts Earth spellcasters must buy the following abilities: 1. ENDURANCE BATTERY This represents the amount of mystical energy the character possesses. The END Battery can be of any amount, but cannot exceed more than 10x his normal END. Thus, a normal human cannot possess an END Battery larger than 500 END (50 x 10). The REC of the END Battery is 5; and the character’s END Battery REC is limited to every Hour (-2 Limitation). Period. Magical Energy does not recover any faster or slower than this. The only way to increase the recovery of magical energy is to steal the energy from another living being or from a ley line. 2. MULTIPOWER A spellcaster’s Spells are purchased as a Multipower with at least a 50 point Reserve. All slots are ultra-slots and Spells must be purchased with the following Limitations: Gestures (-1/4), Incantations (-1/4), and Spell (-1/2). 3. MAGIC ENERGY THEFT All spellcasters of Rifts Earth have learned how to draw the mystical energy from living targets or from nearby ley lines. Casters cannot use this ability against another caster, as they are trained enough to keep the energy for themselves. This ability is brought within the caster’s Multipower, but does not count as a Spell (and thus does not require the above Limitations). Magic Energy Theft, Target Living Beings: TRANSFER 2d6 (Target’s END to END Battery), Ranged (+1/2) (45 Active Points); Concentration (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2), Limited Range (10â€; -1/4), Cannot Be Used Versus Other Spellcasters (-1/2). Real Cost: 16 points. Magic Energy Theft, Ley Line Absorption: AID 5d6 (END Battery) (50 Active Points); Self Only (-1/2), Concentration (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2), Only While Near A Ley Line (-1/2). Real Cost: 17 points.
  5. Re: Rifts HERO? I to have been working on a few Rifts HERO writups, as I liked the setting but not the system (and not a lot of the later additions). Here, for instance, it a Ley Line: LEY LINES Ley Line (Average): Forcewall -- 0 rPD / 0 rED, 20†Long, Transparent To Energy and Physical (+1/2), Megascale (MegaArea; 1†= 1 km; +1/4), RE to 0 (+1/2), Persistent (+1/2) (110 Active Points); Visible (-1/4). Real Cost: 88. Magical Energy: END Battery (100 END / 100 REC) (110 Active Points); Linked to Forcewall (-1/2). Real Cost: 73. Celestial Event Energy: Aid 10d6 to END Battery, Fade Rate 5/Day (+1 ½) (250 Active Points); Only During Celestial Events: Eclipses, Planetary Alignments, or Summer/Winter Solstace (-1). Real Cost: 125. Location of Magic: Change Environment (Area of Overwhelming Magic, -4 PER Roll to Magical Senses), AoE 20†Line (+1 1/4), Explosion (+1/2), Megascale (MegaArea; 1†= 1 km; +1/4), RE to 0 (+1/2) (60 Active Points); Linked to Forcewall (-1/2). Real Cost: 40. Rift: Extra-Dimensional Movement (to any one random dimension/world), x512 mass, AoE (13†radius; +1), Continuous (+1/2), RE to 0 (+1/2) (195 Active Points); Gate (-1/2), Visible (-1/4), Only On Ley Line Nexus Points (-1/2), Only During Celestial Events: Eclipses, Planetary Alignments, or Summer/Winter Solstace (-1). Real Cost: 60. Creatures From the Rifts: Summon (up to 1000 points of creatures), RE to 0 (+1/2) (300 Active Points); Activation Roll (11-; -1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Linked to Extra-Dimensional Movement (-1/2). Real Cost: 86. Total Points: 472.
×
×
  • Create New...