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Alpha 11
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Got the book!

Unread post by Alpha 11 »

:D Just got the book! Will be looking forward to talking with you guys in this section! :D
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TechnoGothic
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Unread post by TechnoGothic »

you guys are gonna love the book ;)

Biotics and Dreadguards are my Favs ;)
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Unread post by sHaka »

Biotics are cool I agree, but my personal fav has to be the Skinjob.
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Unread post by TechnoGothic »

Skinjobs ??
That pic drives me away from liking them thats for sure. Looks like the incredible Melting Man :eek: :shock: :?
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Unread post by sHaka »

TechnoGothic wrote:Skinjobs ??
That pic drives me away from liking them thats for sure. Looks like the incredible Melting Man :eek: :shock: :?


I think that's part of their attraction for me.

Unlike the Biotics who have been altered for their crimes, the Skinjob is a volunteer who gets flayed alive for their house - neither classes are pretty, but certainly the Skinjob has some real guts
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Unread post by demos606 »

As much as I like skinjobs, scarecrows have a special place in my heart followed closely by archangels.
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Unread post by finn69 »

ROUGHNECKS RULE!!!!!
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Unread post by RockJock »

Splicers rocks! I'm using a good deal of it in the 3 Gs and HU. If I can just talk my Rifts players into taking a break and really playing Splicers for a year or two:)
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Unread post by TechnoGothic »

RockJock wrote:Splicers rocks! I'm using a good deal of it in the 3 Gs and HU. If I can just talk my Rifts players into taking a break and really playing Splicers for a year or two:)


Hey RockJock...

I'm interested in your Splicer with HU2.

Are you just useing MDC = SDC ??
AR ??
The AR aspect is my toughest part to get around. Which Enhancements give greater AR, and how much AR until maxed.

I figure AR 18 is Max.

Maybe Splicers start at AR 10 or 12
Incresed MDC(SDC) Gives a Bonus to AR say, +1 per two increases.
Reinforced Exoskeleton increases AR to 14

Any suggestions ??
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Unread post by RockJock »

So far my usage of Splicers in HU is limited. I've worked with my players and built one NPC and one playing character. Neither of which is exactly like their Splicers counterpart, instead they were bio-organic power armor for the Host armor, and a genetic experiment for the Biotic.

Each enhancement is a special case, but many of them have something similar if you look at the Alien and Eugenics catagories. I built a Host Armor as a Exoskeleton, with the base suit on par with the base exoskeleton, from there you can upgrade with more sdc/AR and "build up" your armor. Pretty much the same thing for the Biotic. On the first go my Hu Biotic was a prisoner on a work release to a government organization.

For both characters I used things that made for easy conversions. Speed and flight abilities, Stealth Field, even Force Fields are fairly easy. I don't have a full conversion worked out, but if you are interested I'll see if I can find the character sheets and give you a basic idea of what I came up with.
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Unread post by RockJock »

Looking over the Host Armor again, most things should work as a straight 1-1 ration. A Eugenics character with a higher end budget can start out significantly more powerful then the Host Armor built with the Dreadknights average Bio-E. The big difference is the Host Armor, depending on how you play it, grows more powerful as you gain experience. If you are worried about the Host Armor being too powerful, start off using the Roughneck instead of the Dreadknight, and disallow any hand help weapons. As for AR, the Eugenics character can buy an AR of 17 and boost it with Spiny Defense to 19. I would use that as a rough guide for stuff from Splicers. One idea is to start with a lower AR, say 12-14 and let the armor automatically go up by a point every other level. That means by 6th level you have an AR of 15-17 and 17-19 at 10th or above. The other option is just to start at say 16 or 17 and leave it alone.

On a final note, if you just want to try things out build a suit of Proto Host Armor instead of the real thing. It isn't as versatile, but you start out with everything it is going to have with the exception of minor things like bumps in ground speed and SDC. You have enough Bio-E for a decent ranged weapon or two, but that is about it, and sensors are definately a weakness even with an Eye Pod.
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Unread post by TechnoGothic »

cool, look forward to seeing them ;)
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Unread post by RockJock »

Try something like this for an average Proto-Host at say 4th level and plug it into your game.

Proto-Host Armor

AR 16, SDC 270

Running 190 MPH

Super Natural PS of 30.

Regen 4d6 per hour. +1 ini, +2 to strike, parry, and dodge.

I would definately go with the Eye Pod or other visual enhancements.

Bio Energy Vent doing 2d8+15

Electrical Dischage doing 4d6

Bio Force Field of 90 SDC

Combat Spurs doing 4d6


For a high end suit of the same experience level, something like this.

AR 17 460 SDC

Running Speed 280 MPH

Super Natural PS of 38

Same Regen and bonuses.

All the same weapons plus
4 Organic Rockets doing 1d4x10+10.
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Unread post by TechnoGothic »

i designed a Eugenics character in HU2 once.
It turned out like this :

EUGENICS HERO

STEP ONE : “8” Attributes as normal
STEP TWO : HP/SDC…HP as normal, SDC Base is 1d6x10
SDC = 60 + features/Skills
STEP THREE : Determining Eugenic Features -- Budget Rolled = 15 Million

OPTIONAL BACKGROUND
(*) Current Status with the Sponsoring Organization : “33” Allowed to leave after a great antagonism and conflict. Not Friendly, but may aid the character.
(*) The Sponsoring Organization : “90” ALIENS interested in Earth or Earthlings…
(*) Conditions of Eugenic Modifications : “47” Kidnap Victim -- Genetically spliced with Alien DNA, he looks like a mixture of Alien and Human Features; The Chimera can Breathe without Air, and Gains an extra +20 SDC, and does not have to Drink or Eat to Survive. The Hero is immune to Cold and the vacuum of Space. Minus 1d6 pts from PB and Roll for one Random Insanity. Will have a truly Alien/Inhuman appearance.
(*) Motives for Genetic Reconstruction : “12” Military
(*) Possible Disfigurement due to Eugenic Modifications : “71” Large Body
Add 1d4x100 pounds, Add 1d4x10 SDC, Add 1d6 PS, Reduce Spd 2d4 pts and PB 10%.
+300 Pounds, +40 SDC, +6 PS, -2 PB, -10% PB
(*) Possible Insanity : “66” NO Insanity

------------------------------------------

Calcifier/Bone Strengthener ( 90,000 )
Brain : Psi-Blocker +3 save vs. Mind Control/Possession ( 600,000 )
Skin : Glow Cells ( 100,000 )
Bio-Regeneration *Chimera* 1d6 HP/1d6+3 SDC per melee round ( 3,000,000 )
Heavy Armor AR 15 ( 2,500,000 )
Forearm Blades *6* 2d6 each, 3 per arm ( 1,000,000 )
Super-Light Cell *Alien Chimera* 2d6 per light cell ( 400,000 )
Omega Blaster *2* *Alien Chimera* 2d6x10 per level of experience each ( 3,000,000 )
Heightened Sense of Hearing ( 50,000 )
Superhuman PS ( 500,000 )
Extraordinary Speed ( 250,000 )
Attribute Enhancement PS *+15 PS* ( 900,000 )
Gland : Steroid *+12 PS +5 PE/Spd* ( 350,000 )
Gland : Pituitary *+2 ft to height, +4 PS, +10 SDC, Increase weight 10% ( 250,000 )
Flight - Sonic *Alien Chimera* ( 2,000,000 )
= $14,990,000

PS “12“ +10+15= +25 PS “37“ Supernatural and Steroid use adds +12 PS “49” Supernatural
PB “10” -10%, -4 PB = “5” PB
PE “10”
Spd “10” -2 = “8”

Weight : “240 lbs” +300 lbs = 540 +10%(+54) = 594 lbs


I used this for the actual look afterwards, it fit perfectly.

http://www.hlj.com/images/max/max06018.jpg
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Unread post by RockJock »

I can't get to your linked picture.

Your Eugenics is more then a match for my base Proto-Armor, and my hyped up version has more sdc, but is much slower, and actually not as physically strong.

You will have to work out what will work fo ryou and your group. I just suggested the Proto-Host as a stepping stone since it is easier to manage.

A Dreadknight based Host Armor is still going to be on the weaker side to Megas and such, at least to start with. With the right Bio-E gifts and good roles it can play on any level you want it to.
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Unread post by NMI »

for those trying to use the links above, you have to copy/paste the link into your browser.
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Unread post by RockJock »

Thank NMI, I swear I tried that yesterday and just got the stolen link message.
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Unread post by TechnoGothic »

RockJock wrote:Thank NMI, I swear I tried that yesterday and just got the stolen link message.

You prob did...

The Stolen image thingie come up only after so many people view it per Day when it linked that way.

I tried to make Gigantic Dark Guyver using Splicers just for fun today.
WOW
:eek:

Level 8 to 10 before the Basics are bought for him.
The Many many Forearm blades killed the budget big time. 120 point worth just in Blades !!
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Unread post by TechnoGothic »

Rifter_Richeta wrote:I think the Packmaster is my favorite OCC.

Always wanted to control a pack of mega damage dogs loyal to my will.

Muahahaha!!

:twisted:


Packmaster with 4 Gore Hounds
vs
CS Psi-op with 4 Dogboys

My money is on the Splicers ;)
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Unread post by RockJock »

Especially after the plague starts turing their EBA against them.
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Unread post by sHaka »

RockJock wrote:Especially after the plague starts turing their EBA against them.


tempted to split hairs here..but i'm not going to..
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Unread post by TechnoGothic »

RockJock wrote:Especially after the plague starts turing their EBA against them.


nah, lets just ignore the Nano-plague bs...

Packmasters has many advantages over the Psi-Op Hound-Handler.
Namelt the Bio-enhancements the armor can get.
Force Field, Stealth Field, Bio-Energy Vents, Super Light Cells, Bio-missiles...

Gore Hounds would make short work of Dogboys any day of the week.
Gore hound with Flame Breathe or Plasma breathe would make short work of those dogboys.
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Unread post by RockJock »

Sorry, non EBA armor attacking them.:)

The MDC and offensive abilities are more then a match for psi-hounds.
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