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Doctor Agenda

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Posts posted by Doctor Agenda

  1. You know, if you divided Mythic Hero into two books, like the Asian Beastiary books, I'd buy both of them. Especially if it meant the first one coming out sooner. Just sayin', 'cause it sounds like it's going to be pretty big, and the sooner it comes out the better. If the first half is good, the second half should sell well. And I can't remember a book by you that I didn't think was good.

  2. I don't usually get 6th Edition books, but I will make an exception for this one: I must have it. I apologize for a lack of suggestions, but I'm so overwhelmed by how much your description is exactly what I've been wanting that my brain is frozen on that account. If you weren't already planning it, I would have asked for different power levels. I don't think pagans view/viewed gods of this or that as vastly more powerful in combat than a superhero would be. All it took for Ares to be wounded and driven off the battlefield was for the hero to have a magic item that allowed him to be able to see Ares. I think the comic books actually have a fairly reasonable take on the deities of polytheism.


    Oh, I know: the gods in some pantheons need special food or drink to maintain their youth, some pantheons have a god of youth who would likely take care of that chore, some have both. I know Marduk and Ra are depicted as becoming elderly in time, as they were replaced by newer gods or other gods gaining the prominence that once went to them. So it seems that gods in many lands were conceived as beings that could get old, but not die of it. I would like to see some kind of treatment of that idea (maybe it's worshipers that keep a god young, so when they decline so does he or she; or worshipers entitle a god to more of the food of the gods), and something about ambrosia, nectar, amrita, soma, the peaches of immortality, and the apples of Idun; and their effects on gods and mortals. In some stories, a bite of ambrosia not only made you young, it could make a mortal into a god. Which brings me to wondering about apotheosis, and a hope you can explore that.


    And what is the difference between ichor and regular blood, and do only the Greek gods have it? It seems ambrosia can turn a mortal's blood to ichor, which keeps them from bleeding, at least to some degree.

  3. Re: Rifts HERO?


    I avoided that one on purpose, because it's complicated. If I were to write it up, I suppose it would be as a parasitical creature with a variety of Aids and Usable by Others effects it can use to help its host survive and an HKA for the tentacle bite. It's the latter that prompts me to make it a creature, it has an animal-grade intelligence and can attack on its own. The host would take it as a Follower, and gain DF: Chest Amalgamate and Phys Lim: Must feed Chest Amalgamate, and Phys Lim: Dies if Symbiote Dies. The critter will probably have something like 15 Hardened DEF Usable on Host, +3 DEX UoH, +3 CON UoH, +4 REC UoH, +1 SPD UoH, +2" Running Usable only on Host (can't use it, itself), 1-point LS vs Aging UoH, 1 point LS vs Sleep UoH, LS Immune to Disease UoH, LS Immune to Poison UoH, Aid END only for Host, and maybe Danger Sense although that could just be an effect of the beast alerting its host to normally-perceived danger. At any rate, if it has Danger Sense it doesn't need to be Usable on Host, it can just growl and writhe in warning. The CA will also have DEX equal to the natural DEX of its host +3 (it doesn't get the benefit of any DEX boost the host may get from another source), SPD 4, an appropriate HKA, and a big Phys Lim for being completely dependent on its host and unable to move on its own plus DF: Hideous Monster and maybe another small Phys Lim for being a haemophage. I hope this gives someone a head start on statting the thing out.

  4. Re: Rifts HERO?


    I'm not the guru of this, but it depends on the symbiote. They tend to be complex, construction-wise. Some should be done as followers, others as equipment, others are just special effects for powers; like the Absurr Life Node (one of the simpler ones) from the Atlantis World Book: 2 points of LS vs Aging (triples the life span of the host), Danger Sense (Empathically alerts the host of danger), 25 DEF Hardened Armor (It is a megadamage creature and so is its host), 20 points of Mental Defense only vs. Emotion and Mind Control (impervious to Mind Control and Empathic Transmission), + 2 to Con Rolls (+20% to save vs. coma/death), +2 to Ego Rolls vs. Mental Powers (+2 save vs. Psionics), 10 points of PRE Defense (+5 save vs. Horror Factor), Aid to END (sudden burst of energy when tired), and +20 BOD (the life node can transfer it's own life force into the host when necessary). The host will have DF: Lump on neck and Phys Lim: Dies if life node dies.

  5. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...


    Nope, not Sentenced to Prism or Piers Anthony. A little worse than those, if one of the few things I remember about it is spelling and grammar issues.


    I appreciate the effort. I hadn't even thought of it in years and years until my brother brought it up. I know the book he means but I read so damn many and the main thing it had going for it was a cool concept. Cool concept books are a dime a dozen (maybe I should check to see if there's a Dime a Dozen SF rack at the used book store).


    Maybe it had Gold or Golden in the title? I remember the protagonist would have been impressed with a much smaller STR boost than he got, like a 10% improvement would have been pretty good.


    Maybe more will surface, I suppose it's in my brain somewhere.

  6. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...


    I just finished Sidhe Devil, byAaron Allston.


    Could someone help me out remembering a novel I read in the seventies? It was a paperback, poorly edited, but it had an interesting concept of the protagonist having much of his tissue replaced with silicon-based analogues. I vaguely remember some kind of additional power-up later in the book. My brother wants to find it and I cannot remember any more details. Does this ring a bell with anyone?

  7. Re: Rifts HERO?


    Great work everyone on the forum so far....I am looking at starting a Rifts style game (Riftech actually - Robotech and Rifts) and would LOVE to have more info. So NSG, your work has been so integral in translating the system across I as wondering if you are still working on it??:)


    Thanks again everyone...


    PS - For those that have played, have you used points for equipment or ingame currency? How did it work out?


    Welcome back! I'm looking forward to your take on the Ley Line Walker. I wound up treating a lot of their powers as perks for the ability to utilize a ley line, like access to a SF communication and teleportation system.

  8. Re: Mixing Up Comic Book Ages


    My current campaign could be described as Iron Age with Golden Age tropes. The morality is grayish (as are the aliens), but secret civilizations figure prominently in origins (from them, descended from them, have artifacts from them, etc.) and aliens fill the role of Nazis. Or they soon will, we're just phasing into the 'what's really going on' portion of the campaign.


    I was actually aiming at a bronzier modern Golden Age campaign, but my players are definitely Iron Age, barely managing to avoid prosecution, so far.

  9. Re: Rifts HERO?




    No wonder you're beyond repute! That's a great write-up, and you put a lot of work into it when I was all RIFT/Hero conversioned out. I'll be using it, thanks!


    I normally just use the nearest Hero equivelent for things, but some concepts, like psi-stalkers and juicers, are too cool not to try a little faithfulness.


    I recently tried using a giant scorpion from the Bestiary and only changed its defenses: +50% and hardened. It went a little too easy. Next time, +100%, bring up the lowest of PD or ED to match the other, and some extra hardened non-resistant PD & ED to keep the Stun going. That should be about right, I think.

  10. Re: Rifts HERO?


    at 260pts, thats an expensive juicer. For a Very Powerful, Heroic game (125/125) that leaves absolutely no points with which to customize your Juicer. If one is playing Rifts as Powerful, Superheroic it leaves 90pts for customization.


    One way to cut down the cost of the Juicer is to place on all of the Characteristic bonuses that come from being a Juicer, a limitation that represents one of the drawbacks of being a Juicer; a Side Effect, with the Side Effect being the Dependance Disadvantage. Lets construct it.

    The drugs that power the Juicer conversion are both relatively uncommon and expensive/difficult to manufacture. Only certain places have it regularly and even then to have access to it requires a contract of some kind. The only other way to get it would be to manufacture it yourself (highly unlikely) or to ambush other Juicers and take their supply (more viable, but extraordinarily dangerous!) thus it should gain the Uncommon modifier of +15.

    Next is the Effect; it definately affects the characters powers. In a bad way, so lets make the roll 11 or less for the powers to be affected. Thats +10. The character should also suffer from Weakness and Incompetence. Thats another +10.

    Based on the description of what the Juicer drugs do to the juicer, it should be defined as an Addiction, rather than a simply Time-increment Dependance, so thats a +5 for a total of a 40pt disadvantage.


    Now lets caclulate the total bonuses from being a Juicer:

    STR(+15), DEX(+30), CON(+20), BOD(+14), EGO(+6), PRE(+5), COM(+2? Is that necessary?), SPD(+20), PD(+5), ED(+6), REC(+9) for a total of 132pts. The 40pt Disadvantage is less than half, but more than 1/4 of the power. Thus if falls into the -1/4 category. However, since the disadvantage is bought for Characteristics (that are always on) the Disadvantage is worth twice as much, so we get to apply a -1/2 Limitation to the cost of these characteristics, for a total cost of 88pts, saving a total of 44 points! That reduces the total cost of the Juicer to 216pts, leaving 34 points for additional skills/Talents.


    Thus, now if the Juicer is ever deprived of his precious drugs, not only are his boosted Characteristics cut down, but his natural characteristics will slowly drop as well as his ability to perform skills. But this also gives the Juicer the ability to conquer the addiction and recover from the wasting sickness it causes via Ego rolls.


    I like the Damage Reduction: Stun Only. It will make Juicers hard to put down, which is reasonable. I personally would probably limit that to 25% Damage Reduction and save 50% for Full Conversion Borgs. (they should be tougher to put down than a Juicer, its just that Juicers are much, much harder to hit!)

    Speaking of being hard to hit, Juicers were almost impossible to hit in the game. The Defense Maneuver IV goes a long way toward simulating this, however I believe the inclusion of some minimum Defensive CSL's would also help in simulating this. The average Juicer should have at least +2 DCV-only CSL's (10pts) and most will buy more over the course of their (short) careers. This gives the average Juicer a DCV of 9, even when they are not expecting combat. Slap a Martial Dodge on top of this and "impossoble to hit" becomes an understatement!


    Juicers are also highly mobile. The Speed of 5 coupled with 12" of base running takes care of this for the most part. However there are some other considerations as well. The average Juicer should probably posses Rapid Attack for both Hand to Hand as well as Ranged. The ability to "run and gun" is fairly stadard in their profession.


    I don't like the Regeneration slot. Juicers were notoriously fast healers, but the didn't regenerate. That was an ability of Crazies, not Juicers. Enhanced REC takes care of the rapid healing, I don't think anything more is needed.


    All interesting points, and of course there are many ways to build a Juicer. My only issue with the limitation is the duration...typically a drug supply for a Juicer lasts around 6 months, which seems like it would counteract most of the Dependence limitation. Maybe a focus limitation for the Drug Harness instead? RIFTS itself is pretty silent on details like how fast a Juicer's augmentation fades when deprived of drugs and what the biocomp alone does. Which just means GMs have to fill those details in. I didn't take it as a focus limitation because I figured most Juicers would be able to replace or re-supply it before their augmentation wears off, but that's a big assumption.


    Defensive Combat Levels and Rapid Attack make good sense of course. I went with Regeneration because of the built-in IRMSS (Crazies have a healing trance thing going on), another way to do it would have been with a high self-only Paramedic skill--I basically went with simpler rather than best simulation.


    Say, you're pretty insightful, would you be willing to take on a psi-stalker write-up? I can't spare the brainpower right now, they seem a little tricky to me. I'll rep you if you do!

  11. Re: Rifts HERO?


    Not to mention Fantasy Hero. Rifts has shapeshifting dragons as PCs, psychics, leyline walkers, shifters, rifters, elementalists, demons, etc.


    Far future post-apocalyptic urban fantasy?

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