Question about Splicers and Rifts Earth

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MethosDarkblade
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Question about Splicers and Rifts Earth

Unread post by MethosDarkblade »

How do you guys with both use Splicer's characters with the world of rifts. Without an engineer or librarian, the host armors do not gain abiltiies, nor does a pack master gain new hounds.

Is there any house rule you would use for this situation?
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demos606
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Unread post by demos606 »

Most folks that mix Splicers and Rifts Earth seem to just have whole Houses rifted in to avoid exactly the headache you presented.
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Unread post by drewkitty ~..~ »

to expand on PFTA.....

They might be turned into Super Inventions, from PU2.
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Unread post by Damian Magecraft »

I came up with a back story for a small house in NA that avoided the tired cliche of being rifted....
the one question i have is....Host Armor is a living organism; all living organisms have PPE; so whats the PPE of the Host Armor?
Right now i use a quick conversion of Bio-E = PPE. But i would be interested in hearing how anyone else handles this...
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Unread post by drewkitty ~..~ »

PslyderFTA wrote:Though you've gotta wonder. . .

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What change one nasty menice in for another?
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Unread post by Damian Magecraft »

duck-foot wrote:
Damian Magecraft wrote:I came up with a back story for a small house in NA that avoided the tired cliche of being rifted....
the one question i have is....Host Armor is a living organism; all living organisms have PPE; so whats the PPE of the Host Armor?
Right now i use a quick conversion of Bio-E = PPE. But i would be interested in hearing how anyone else handles this...


thats a potentuialy huge amount of PPE for a mindless hiost armor. id go with minumum PPE 10 and max would be BIO-E x 1/2.
well one side effect of my method is it does make the armor a target for those critters that feed off PPE...
still a multiple of .5 does sound a bit better...
I am still playtesting the modifications and backstory for the host armors in rifts I will have to let you know how it works out.
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glitterboy2098
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Unread post by glitterboy2098 »

actually i'd leave the splicers constructs as having no PPE. if you go by BTS2, PPE is the raw potential for development. in psychics, it becomes ISP and psychic powers. in some humans, it becomes better strength, higher intellegence.
in mutant anmals and splice constructs, it becomes Bio-E for genetic alterations.
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Damian Magecraft
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Unread post by Damian Magecraft »

glitterboy2098 wrote:actually i'd leave the splicers constructs as having no PPE. if you go by BTS2, PPE is the raw potential for development. in psychics, it becomes ISP and psychic powers. in some humans, it becomes better strength, higher intellegence.
in mutant anmals and splice constructs, it becomes Bio-E for genetic alterations.
well by having the Bio-E equal the PPE it creates a variable PPE in the armor....as the character/armor advances in levels the Bio-E/PPE increases and as the armor "grows" new/better systems it expends the Bio-E/PPE. Basically only the remaining Bio-E counts towards PPE (with the armor always having a minimum of 2d6 permanent PPE). so far it seems to work. but then its still being tested...a level gain for the player is coming up...so that should tell me if its going to get out of hand or not.
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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