Search found 328 matches
- Wed Jul 31, 2019 6:27 pm
- Forum: Heroes Unlimited™
- Topic: Quick Question: Line Transit
- Replies: 2
- Views: 3088
Quick Question: Line Transit
this power gives some odd and seemingly conflicting information: Travel speed: 1 mile/action Duration: 1 melee round per level Range: up to 100 miles with little difficulty, but theoretically thousands of miles if the connection is there. Navigation: Traveling a distance greater than 100 miles (160 ...
- Thu Apr 13, 2017 11:40 am
- Forum: Heroes Unlimited™
- Topic: Space Native
- Replies: 13
- Views: 8357
Re: Space Native
Sounds like the sub-text of what I said. I was being very careful in what I said in that post about my descriptions about how the information was presented to not say any more then what the text said. Since Eli was asking me about my speculation…..*shrugs* not going to argue about it. Sleep….look a...
- Wed Apr 12, 2017 2:31 pm
- Forum: Heroes Unlimited™
- Topic: Space Native
- Replies: 13
- Views: 8357
Re: Space Native
Note that the eat/drink text was an analogy to describe an idea. Not the idea in and of itself. Critical Reading. To contenue the analogy, the char needs some sort of 'sleep time' where the power is not being used between uses. This is a place a GM can place his or her own ruling about how long the...
- Wed Apr 12, 2017 10:37 am
- Forum: Heroes Unlimited™
- Topic: Space Native
- Replies: 13
- Views: 8357
Space Native
Quick question for the community: under Space Native, it says Can survive in space completely unprotected for three days (72 hours) per level of experience without ill effect. Speculation is that the character's body somehow absorbs solar energy and radiation in place of food and water. After this p...
- Sat Mar 11, 2017 3:27 pm
- Forum: Rifts®: Dimension Books
- Topic: Various Dimension Book Erratta
- Replies: 121
- Views: 194679
Re: Various Dimension Book Erratta
Just noticed this, and did not see it already mentioned: DB:2 PW, page 155 PC-50 and PC-100 Phase cannons both do 1D6x10 MDC to forcefields and large targets. PC-200, the Heavy Phase Canon only does 6D6 (albeit to a larger area) - should this not at least be the same damage, if not slightly increase...
- Tue Jun 21, 2016 9:13 pm
- Forum: Rifts®: Dimension Books
- Topic: Questions about Prometheans
- Replies: 10
- Views: 8572
Questions about Prometheans
Asking the community here: First, one thing I noticed is that neither first nor second-stage prometheans have any kind of increased healing/bio-regeneration. Is this typical/intended, or did I miss an errata somewhere? I can understand the first-stagers not having such, but leaving it off the 2nd-st...
- Tue Jun 07, 2016 7:25 pm
- Forum: Heroes Unlimited™
- Topic: Tentacles+SNPS+Body Weapons: I'm rolling how many dice?
- Replies: 2
- Views: 3292
Tentacles+SNPS+Body Weapons: I'm rolling how many dice?
Given: a 10th level villian with the Powers of Tentacles, Body Weapons, and a Supernatural PS of 42 (this is not all she has, just what is relevant for this) Alrighty, let's take a look at the powers individually Tentacles: 1 pair per level 1 extra attack per pair Can be combined so that multiple te...
- Wed Mar 09, 2016 8:45 pm
- Forum: Heroes Unlimited™
- Topic: Missile Damages - huh????
- Replies: 3
- Views: 3063
Re: Missile Damages - huh????
Palladium missiles have always been hilariously under-powered. even in Phase World where battleships have hundreds of thousands of MDC, the biggest missiles only deal at most 2d6*100. and that's for antimatter/singularity missiles. It's funny you should mention that, because the ships in this (SDC)...
- Wed Mar 09, 2016 7:12 pm
- Forum: Heroes Unlimited™
- Topic: Missile Damages - huh????
- Replies: 3
- Views: 3063
Missile Damages - huh????
Back at it with epic space battles. In the process of designing various space ships and seeing how things pan out, and I have come to this peculiarity: Why are missile damages so low? Ballistic missiles - the giant, 2000-mile range behemoths - are only doing 1D6x50-1D6x100 - the same as a man-portab...
- Fri Jun 05, 2015 4:29 pm
- Forum: Heroes Unlimited™
- Topic: post your AUGG ship build's here
- Replies: 62
- Views: 30207
Re: post your AUGG ship build's here
Fifth, the Trident: Also referred to as a Talon-pattern interceptor, this is as bare-bones of a fighter as you can find, but one that can punch much harder than one would expect for such a small craft. At a mere 10 tons, it is half the size of the more common Warshrike Light Interceptor, but it boas...
- Fri Jun 05, 2015 3:30 pm
- Forum: Heroes Unlimited™
- Topic: post your AUGG ship build's here
- Replies: 62
- Views: 30207
Re: post your AUGG ship build's here
Fourth, the Holocaust: These are trans-atmospheric Heavy Destroyers. While the Apocalypse may be able to terrorize from afar, it is thse craft that are able to go down to a planet's surface and wreck havoc on it's inhabitants. They carry a wide array of energy weaponry, allowing them to engage targe...
- Fri Jun 05, 2015 2:36 pm
- Forum: Heroes Unlimited™
- Topic: post your AUGG ship build's here
- Replies: 62
- Views: 30207
Re: post your AUGG ship build's here
Third, the Hellgate: These massive dreadnoughts serve both as a screening and protection force for the Apocalypse Mega-Deployer as well as expeditionary forces in their own right. They can also serve as a back-up means of propulsion should the Engines of the Apocalypse fail, linking their drives tog...
- Fri Jun 05, 2015 12:08 pm
- Forum: Heroes Unlimited™
- Topic: post your AUGG ship build's here
- Replies: 62
- Views: 30207
Re: post your AUGG ship build's here
Second, the Eradicator: This is a space station built for War, more specifically to keep the fight local: the biggest feature of this facility is the Interdiction Field Generator, taking up have of the available space. This Generator prevents any nearby vessels from engaging in FTL Travel by sending...
- Thu Jun 04, 2015 8:54 pm
- Forum: Heroes Unlimited™
- Topic: post your AUGG ship build's here
- Replies: 62
- Views: 30207
Re: post your AUGG ship build's here
Alrighty, this is something I've had in my head for the past few weeks - even set up an excel Spreadsheet with formulas to work it all out easily. Now I do some soft breaks and some hard breaks from the rules, but in my opinion they are for the most part minor and shouldn't be a problem. Specificall...
- Wed May 06, 2015 4:57 pm
- Forum: Splicers®
- Topic: Hit the dirt! Digging Speeds and covering up.
- Replies: 5
- Views: 5448
Re: Hit the dirt! Digging Speeds and covering up.
So we are going with the X number of melee rounds to bury yourself is to hide from sensors? That, visually speaking, you are out of site in a matter of a few seconds, based on speed (even 2 seconds, at the slowest speed, is still 15 feet, which is enough for most to be completely underground). The f...
- Tue May 05, 2015 7:00 pm
- Forum: Splicers®
- Topic: Hit the dirt! Digging Speeds and covering up.
- Replies: 5
- Views: 5448
Hit the dirt! Digging Speeds and covering up.
I'm sure I can't be the only one who has notices both the extremely high digging speeds and the not-really-comparable amount of time listed to cover up by digging. On a base HA, it has a digging speed of 20 MPH, which is about 30 feet per second (1/4th this speed through rock and concrete.). Yet it ...
- Sat May 02, 2015 3:29 pm
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
Hmm...so what happens when the character lands? Is there another minor power that lends itself to casual property damage on the same scale? When considering the losses in the system, whatever energy is dissipated at the end of the jump must be less than the energy expelled at the beginning of the j...
- Sat May 02, 2015 2:36 pm
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
::snip:: super powers work because they're 'super powers'. I think that's an accurate summary of your points, made above. I'll address a couple smaller things before tackling this main issue First: In regards to a shallower - and, yes, necessarily shorter - jump being faster than a farthest-distanc...
- Fri May 01, 2015 5:58 pm
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
I would think that jumping at higher arcs would take longer than jumping at shallow arcs, simply because of the time spent in the air. You're not going to fall faster by jumping higher. But you move through the air faster, even while going in that arc. I'll see if I can break it down in numbers: St...
- Fri May 01, 2015 11:46 am
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
Shallow jumps won't be better for you - less height equals less air time. When you jump, your on a ballistic trajectory, and angles above and below 45 degrees cut your maximum range, either by being too shallow and hitting the ground early, or not going forward enough relative to your height. In fa...
- Thu Apr 30, 2015 9:28 pm
- Forum: Palladium Fantasy RPG®
- Topic: Dealing with a spell-whore
- Replies: 103
- Views: 34855
Re: Dealing with a spell-whore
Quick Question - Isn't Cloud of Slumber an Elemental Spell, restricted to Warlocks? How does he have it? Generally speaking, with sleeping/trance type spells, I always rule damage breaks it, otherwise you get abuses like you are. it breaks the spirit of the spell to have something sleep while you cu...
- Thu Apr 30, 2015 9:01 pm
- Forum: G.M.s Forum
- Topic: Looking for a mapping program
- Replies: 7
- Views: 5969
Re: Looking for a mapping program
I would add Inkwell's Hexographer for world maps - the free version is limited in size you can work with, but otherwise has most of what you'll need
http://www.hexographer.com/
http://www.hexographer.com/
- Thu Apr 30, 2015 8:35 pm
- Forum: Heroes Unlimited™
- Topic: Evil Overlord Build off!
- Replies: 17
- Views: 6888
Re: Evil Overlord Build off!
I hope it doesn't happen, but I would be more than willing to remove infringing details if needs be - fact of the matter is that even the name "Apocalypse" is used by multiple companies, and is referenced many times in popular culture along with the horsemen. I've tried to differentiate it...
- Thu Apr 30, 2015 7:43 pm
- Forum: Heroes Unlimited™
- Topic: Evil Overlord Build off!
- Replies: 17
- Views: 6888
Re: Evil Overlord Build off!
OK, you want the worst - here's one I set up for my gaming group. There are obvious comic-book/cartoon influences, but should still be fine to use/post due to differences Organization: Heralds of Apocalypse Leader: Apocalypse Seconds: The Riders (War, Famine, Pestilence, Death) Hierarchy: Chosen, Bl...
- Thu Apr 30, 2015 1:30 am
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
Shallow jumps won't be better for you - less height equals less air time. When you jump, your on a ballistic trajectory, and angles above and below 45 degrees cut your maximum range, either by being too shallow and hitting the ground early, or not going forward enough relative to your height. In fac...
- Wed Apr 29, 2015 9:42 pm
- Forum: Heroes Unlimited™
- Topic: Enhanced Leaping Speed?
- Replies: 56
- Views: 19323
Re: Enhanced Leaping Speed?
In all actuality, if you wanted to get into the calculations, you are looking at serious hang-time: Consider the optimum jumping angle is 45 degrees, gaining you the greatest distance. This can kind of be matched when you look at the fact that vertical leaping distance is half the horizontal, so if ...
- Wed Apr 29, 2015 9:07 pm
- Forum: Heroes Unlimited™
- Topic: Evil Overlord Build off!
- Replies: 17
- Views: 6888
Re: Evil Overlord Build off!
How powerful are you wanting this guy/organization to be? Are most of your PCs super-powered (mutants/aliens/mystically bestowed), tech-based (robots, hardware), or skill-based (Physical training, Ancient Masters, Super-Slueths, etc)?
- Sat Oct 11, 2014 5:50 pm
- Forum: Heroes Unlimited™
- Topic: Using Demons and Deevils in HU2ed
- Replies: 20
- Views: 8375
Re: Using Demons and Deevils in HU2ed
This is for a one-shot event. It's a historical setting - early 1900's Russia. Due to setting, the heroes are rather "average" in the effect that they don't have super-powers in the usual sense: We've got a (modified) super-slueth, two Ancient Weapons Masters (one ranged, one melee focused...
- Wed Oct 08, 2014 4:07 pm
- Forum: Heroes Unlimited™
- Topic: Using Demons and Deevils in HU2ed
- Replies: 20
- Views: 8375
Using Demons and Deevils in HU2ed
I've been going through Palladium Fantasy to pull out some Demons and Deevils for an upcoming game, but I have cmoe to a frustrating problem - they are WEAK!. especially compared to super-types, the standard Demons and Deevils are drastically underpowered, to where even non-powered heroes will thras...
- Fri May 30, 2014 1:12 am
- Forum: Heroes Unlimited™
- Topic: What is the rulings on Continuous Beam attacks?
- Replies: 20
- Views: 5284
Re: What is the rulings on Continuous Beam attacks?
I would look at the Firearms/Modern Weapons rules regarding bursts and sprays, as that most closely resembles what you are talking about. I've also used said rules on Robot energy weapons and have described such as continuous beams.
- Wed Jan 15, 2014 10:26 pm
- Forum: Rifts®
- Topic: Rating nuclear power core outputs by vehicles
- Replies: 48
- Views: 2940
Re: Rating nuclear power core outputs by vehicles
An alternative method of figuring out the energy output of the Glitter Boy's Rail Gun would be to use the knockback effect it has on an unstabilized GB: Namely, sending a 1.2 ton PA back 30 feet. After all, equal and opposite reactions and all 2,400 lbs / 2.2 = 1090.9 KG 30 feet /3.2808 = 9.1441 me...
- Wed Jan 15, 2014 10:17 pm
- Forum: Rifts®
- Topic: Triax 2 - Nukes for EVERYONE!
- Replies: 24
- Views: 2212
Triax 2 - Nukes for EVERYONE!
Sorry if this has been gone through somewhere else, but has anyone noticed the dirt-cheap prices for nuclear power sources in Triax 2, specifically for their commercial vehicles? The average seems to be an extra $50,000, which when you compare it to anywhere else is 1/10th the cost. Any idea if this...
- Wed Jan 15, 2014 2:33 am
- Forum: Rifts®
- Topic: Rating nuclear power core outputs by vehicles
- Replies: 48
- Views: 2940
Re: Rating nuclear power core outputs by vehicles
An alternative method of figuring out the energy output of the Glitter Boy's Rail Gun would be to use the knockback effect it has on an unstabilized GB: Namely, sending a 1.2 ton PA back 30 feet. After all, equal and opposite reactions and all 2,400 lbs / 2.2 = 1090.9 KG 30 feet /3.2808 = 9.1441 met...
- Thu Jan 02, 2014 8:03 pm
- Forum: Guild of Magic & Psionics
- Topic: Xombie?
- Replies: 3
- Views: 2240
Re: Xombie?
The Dark Conversions one is the one I was looking for, thanks.
- Thu Jan 02, 2014 5:28 pm
- Forum: Guild of Magic & Psionics
- Topic: Xombie?
- Replies: 3
- Views: 2240
Xombie?
I seem to recall another version of the create zombie spell, only it was spelled "Xombie" and there were slight differences in the final product - does anyone recall which book it is in?
- Sat May 25, 2013 10:19 am
- Forum: Heroes Unlimited™
- Topic: mutant animals, bio-e, and play balance
- Replies: 28
- Views: 7197
Re: mutant animals, bio-e, and play balance
After the Bomb - they are known as Vestigial Traits
- Fri May 24, 2013 10:53 am
- Forum: Heroes Unlimited™
- Topic: Depleted Uranium and invulnerability
- Replies: 9
- Views: 2131
Re: Depleted Uranium and invulnerability
As this is the Heroes forum, no, <i>depleted</i> uranium rounds won't do anything to an Invulnerable character, regardless of whether they are Supernatural or creatures of Magic. U-Rounds <i>may</i> have an effect if you are using the rules from Triax, since they are still (somewhat) affected by rad...
- Thu May 23, 2013 4:28 pm
- Forum: Palladium Fantasy RPG®
- Topic: Why are Vampires so powerful or rather...
- Replies: 25
- Views: 5424
Re: Why are Vampires so powerful or rather...
Thread Necromancy! I was just looking up the Baal-Rog stats for an upcoming HU game and noticed this severe downgrade (compared to the Rifts version). Seeing as the SDC and HP seems to be the big issue here, I think I have a simple solution: for the Greater Demons/Deevils, simply multiply the base S...
- Tue May 21, 2013 1:57 pm
- Forum: Guild of Magic & Psionics
- Topic: Shifter summonings
- Replies: 65
- Views: 38284
Re: Shifter summonings
I did one of these once - Elementals were the heavy hitters, but even Summon Animals can work in RIFTS - bring out the Dinosaurs and T-Rex! If your GM is willing to work with you, you can summon Guardians from the Nightbane universe (used a modified Summon Vampires spell). The Spirits of Light also ...
- Thu May 16, 2013 2:11 pm
- Forum: Heroes Unlimited™
- Topic: how do you figure out supersoldier powers?
- Replies: 3
- Views: 1132
Re: how do you figure out supersoldier powers?
From how it is set up/worded, there are 2 separate "power" tables: "Number and Type of Super Abilities" and "Special Supersoldier Enhancement Table" you would roll on BOTH of these: once on the first table, and 1D4 times on the second table. The number of combinations a...
- Fri May 10, 2013 3:43 pm
- Forum: Heroes Unlimited™
- Topic: Tentacles Questions
- Replies: 4
- Views: 1270
Re: Tentacles Questions
4: Multiple tentacles, simultaneous attack: when attacking with more than 2 tentacles, it says you have to make multiple rolls to strike - are these all considered the same "attack" or do they use multiple attacks too? My thoughts are... 4) No - You need to roll for every pair of two inde...
- Fri May 10, 2013 1:22 pm
- Forum: Heroes Unlimited™
- Topic: Tentacles Questions
- Replies: 4
- Views: 1270
Tentacles Questions
1: PS of the tentacle: Is the character has any super-PS, either directly through the power, as a sub-power, or by their nature (mega-hero), do the tentacles also get this? 2: Tentacle SDC: If the character also has some for of regerneration, do the tentacles benefit from that? Would THAT rate of he...
- Fri May 10, 2013 12:46 pm
- Forum: Heroes Unlimited™
- Topic: Most Aggravating Character Builds?
- Replies: 88
- Views: 40861
Re: Most Aggravating Character Builds?
Twinks, boy I hate twinks. Now, I usually like to choose my superpowers to mesh well and try real hard to build a strong synergy between them for my character, but I think some people take things too far. For example, when I GM I usually give my players the 1 major and 3 minors options to work with...
- Fri May 10, 2013 11:44 am
- Forum: Heroes Unlimited™
- Topic: Team tactics
- Replies: 5
- Views: 1215
Re: Team tactics
You don't need a new skill for this, nor do you need separate bonuses - they are already there, you just need to use them: Tripping Leg Hook, Backward Sweep, Body-Flip/Throw, and possibly Power Punch: get your opponent on the ground! The enemy loses initiative and 1 attack, and is now prone. Holds: ...
- Thu May 09, 2013 3:49 pm
- Forum: G.M.s Forum
- Topic: Attribute Rolls
- Replies: 38
- Views: 30209
Re: Attribute Rolls
I have a set level for games: Standard - 3D6, no re-rolls Elite - 3D6, re-roll 1's Heroic - 4D6, take the best 3 Legendary - 4D6, re-roll 1's, take the best 3 For non-3D6 attributes (i.e. from non-humans); If the attribute is greater rolls more than 3D6, then use 3D6 as a base (and use the rules abo...
- Wed May 08, 2013 3:41 pm
- Forum: Heroes Unlimited™
- Topic: Concept Issue
- Replies: 5
- Views: 1172
Re: Concept Issue
Hey_I_Can_Chan wrote: Punchcard programmers can't code for any current OS, after all.
Actually, I have a coworker next to me that can, and does, code for current operating systems AND still has his original punch-cards he learned on way back when. And no, he's not the only one here that does it, either.
- Wed Apr 24, 2013 6:43 pm
- Forum: Heroes Unlimited™
- Topic: vampires
- Replies: 36
- Views: 9612
Re: vampires
I was disappointed with that immortal listing, as (unlike every other listing there) it weakened the immortal from base stats. Given the range of power in that category to begin with, I don't see why they were so gimped. Here's what I put together for my game (Rifter #37 expanded mega-hero table use...
- Wed Apr 24, 2013 6:29 pm
- Forum: Heroes Unlimited™
- Topic: villains vs villains
- Replies: 17
- Views: 3855
Re: villains vs villains
Hello everyone, I have come to the forms today to generate some villians for a game I am running. Let me give you the layout. the group is an ancient master (read as master mind villian) his apprentice, a ancient weapon master (melee), and his hired lakey "the fish" (imagine a dolphin wit...
- Fri Oct 12, 2012 1:56 pm
- Forum: Rifts®
- Topic: Buffalo Armored Vehicle Stats..
- Replies: 20
- Views: 2369
Re: Buffalo Armored Vehicle Stats..
Rimmerdal wrote:Been a while...Are they out there or anything similar? Buffalo armored Vehicle I could try and Adlib it but was curious if there was a book that had a variant of it already..
Indeed they DO have one, and have had one on the books since November of 2000! Gramercy Island, page 134
- Thu Oct 11, 2012 4:31 pm
- Forum: Rifts®
- Topic: How many people here actually play Rifts?
- Replies: 64
- Views: 6941
Re: How many people here actually play Rifts?
So have you played Rifts recently? (2-4 weeks) Yep, every other week for the time being Do you play regularly? See the above, though at times we've switched to other systems Do you like the game but don't play at all? No, I like the game - it actually gives a place for just about any style of play ...