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Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 5:23 am
by dark brandon
mAd eAgle wrote:Just curious as to why this terrifying psionic power was left out of ALL the Rifts material as far as I have seen? I for one think it's application in delivering a fusion block (express post) would be one of the reason's your average minor psychic would be such a threat. Why would you leave it out & still have it in PFRP 2nd ed?

Are there any other 'over-looked' powers you guys have seen across the system?


create bread and milk.

Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 5:26 am
by AzathothXy
dark brandon wrote:
mAd eAgle wrote:Just curious as to why this terrifying psionic power was left out of ALL the Rifts material as far as I have seen? I for one think it's application in delivering a fusion block (express post) would be one of the reason's your average minor psychic would be such a threat. Why would you leave it out & still have it in PFRP 2nd ed?

Are there any other 'over-looked' powers you guys have seen across the system?


create bread and milk.


Or it's more useful counterpart 'Create pizza and soda'

Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 5:29 am
by dark brandon
AzathothXy wrote:
dark brandon wrote:
mAd eAgle wrote:Just curious as to why this terrifying psionic power was left out of ALL the Rifts material as far as I have seen? I for one think it's application in delivering a fusion block (express post) would be one of the reason's your average minor psychic would be such a threat. Why would you leave it out & still have it in PFRP 2nd ed?

Are there any other 'over-looked' powers you guys have seen across the system?


create bread and milk.


Or it's more useful counterpart 'Create pizza and soda'


Seriously though, this spell + cleanse were 2 of my more favorite RP spells.

Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 5:34 am
by Killer Cyborg
mAd eAgle wrote:Are there any other 'over-looked' powers you guys have seen across the system?


Alter Alignment.

Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 5:51 am
by AzathothXy
dark brandon wrote:
AzathothXy wrote:
dark brandon wrote:
mAd eAgle wrote:Just curious as to why this terrifying psionic power was left out of ALL the Rifts material as far as I have seen? I for one think it's application in delivering a fusion block (express post) would be one of the reason's your average minor psychic would be such a threat. Why would you leave it out & still have it in PFRP 2nd ed?

Are there any other 'over-looked' powers you guys have seen across the system?


create bread and milk.


Or it's more useful counterpart 'Create pizza and soda'


Seriously though, this spell + cleanse were 2 of my more favorite RP spells.


Cleanse is a good one. If I had to choose one spell I could cast in RL, this one would be in the running.

Re: Why was Teleport Object left out of Rifts?

Posted: Sun Feb 08, 2009 10:12 pm
by drewkitty ~..~
I would happen to guess because in PF2 Psi's are rare while in rifts about 1 in five people are psi's.

Re: Why was Teleport Object left out of Rifts?

Posted: Mon Feb 09, 2009 2:00 am
by Captain Shiva
From psionics, Mental Illusion is good. More good psionics can be found in PU1, as well as Rifter #25. Some good PFRPG spells include: Fleet Feet( cast that on a Juicer! :twisted: ,) Immobilize, Circle of Concealment, Animate Object, Weightlessness( good with Telekinesis,) X-Ray Vision, Havoc, Dimensional Pocket, and Phantom Horse.

Re: Why was Teleport Object left out of Rifts?

Posted: Mon Feb 09, 2009 12:04 pm
by Library Ogre
drewkitty ~..~ wrote:I would happen to guess because in PF2 Psi's are rare while in rifts about 1 in five people are psi's.


It's about 1 in 4 of those races with psychics in PF2.

Re: Why was Teleport Object left out of Rifts?

Posted: Tue Mar 03, 2009 6:00 pm
by Grandil
Mephisto wrote:
ManDrake13 wrote:I'm betting you didn't know that Summon Inner Strength actually boosts your Strength as well.


It's more potent than the power presented in HU2, BTS1 or PF2 and is vastly superior to the power in HU Revised. The other "flavors" of Summon Inner Strength don't actually boost the P.S. score.

Actually, the Super-Psi power Supercharge from Between the shadows boosts it by 6 points.
You have to have Summon Inner strength as a prerequisite. It also costs 60 points, & adds 60
M.D.C./40 S.D.C. They give stats for both versions. I use this power often.........

Re: Why was Teleport Object left out of Rifts?

Posted: Tue Mar 03, 2009 8:01 pm
by Captain Shiva
Grandil wrote:
Mephisto wrote:
ManDrake13 wrote:I'm betting you didn't know that Summon Inner Strength actually boosts your Strength as well.


It's more potent than the power presented in HU2, BTS1 or PF2 and is vastly superior to the power in HU Revised. The other "flavors" of Summon Inner Strength don't actually boost the P.S. score.

Actually, the Super-Psi power Supercharge from Between the shadows boosts it by 6 points.
You have to have Summon Inner strength as a prerequisite. It also costs 60 points, & adds 60
M.D.C./40 S.D.C. They give stats for both versions. I use this power often.........

I just checked Between The Shadows, and it says nothing about changing someone into a megadamage being on Rifts earth, and the Rifts earth PPE cost is 40, not 60. Do you have a different edition than mine, or is a house rule?

Re: Why was Teleport Object left out of Rifts?

Posted: Wed Mar 04, 2009 2:27 am
by Captain Shiva
ManDrake13 wrote:
Captain Shiva wrote:
Grandil wrote:Actually, the Super-Psi power Supercharge from Between the shadows boosts it by 6 points.
You have to have Summon Inner strength as a prerequisite. It also costs 60 points, & adds 60
M.D.C./40 S.D.C. They give stats for both versions. I use this power often.........

I just checked Between The Shadows, and it says nothing about changing someone into a megadamage being on Rifts earth, and the Rifts earth PPE cost is 40, not 60. Do you have a different edition than mine, or is a house rule?


I'm not sure what variant that Grandil is referring too, but you are right it doesn't directly reference giving a person MDC in the Between the Shadows description. But pretty much everyone I've ever played with has added something similar to that, given the notoriously poor editing done in Palladium Books, especially for cross system play. They acknowledged that it was more expensive in Rifts and all other examples of the Power in other Rifts supplements include MDC as well as the boost the strength. Besides there wasn't the long speech on Supernatural strength in SDC's creatures causing damage. So some mechanism to protect the body from using the Supernatural Strength must exist or once again poor editorial oversight strikes. So it's a GM's decision how much to trust what was written in a books that barely acknowledges a game that you are transferring a Psionic Power too. Strict Literalists can use the Titan Juicier rules for an SDC psychic using Supernatural Strength and it's horribly debilitating side effects (you can literally crush your own bones using the strength). Rationalists can use the other Rifts variants of the Power and compare them and filling the missing blanks like how much MDC was probably intended or is reasonable. And Muckins can do what they've always done, which is to do whatever they want with it and make it scarier than anyone can imagine. I've always used the rule that it turns all SDC and Hit Points to MDC for the duration of the power, but gives no additional damage protection in Rifts. But I use blood loss and Pain Penalties optional rules from the Conversion Book 1 as well, so it's really not safe to do any serious fighting unarmored in one of my games. Well unless you are a monster with bio-regeneration that handles those problems for you. Then it doesn't matter.

Very few beings in Rifts possess supernatural strength without also being MD creatures.I think it would make more sense to just say a Titan Juicer has 4d6 MDC, and not a whole bunch of SDC and hit points. Twenty-four max MDC is not ebough to make any real difference in my opinion.Heck, even a couple hits from a laser pistol would still kill you. Maybe that should be a standard rule, that in order to possess supernatural strength, you must be a mega-damage being. Now to play devil's advocate, the spells Superhuman Strength and Magical Adrenal Rush both grant supernatural PS, but you could argue that the magical energy coursing through your body somehow protects you from breaking your hand when you hit something, or breaking your back when you lift a Samas, for example. The same reasoning could be applied to Supercharge. Or maybe your hit points(only) become MDC upon activation of this power.Most players would probably not get more than 30 or so MDC, again no big deal. Any thoughts on the matter?

Re: Why was Teleport Object left out of Rifts?

Posted: Wed Mar 04, 2009 9:56 pm
by Captain Shiva
ManDrake13 wrote:
Captain Shiva wrote:
ManDrake13 wrote:I'm not sure what variant that Grandil is referring too, but you are right it doesn't directly reference giving a person MDC in the Between the Shadows description. But pretty much everyone I've ever played with has added something similar to that, given the notoriously poor editing done in Palladium Books, especially for cross system play. They acknowledged that it was more expensive in Rifts and all other examples of the Power in other Rifts supplements include MDC as well as the boost the strength. Besides there wasn't the long speech on Supernatural strength in SDC's creatures causing damage. So some mechanism to protect the body from using the Supernatural Strength must exist or once again poor editorial oversight strikes. So it's a GM's decision how much to trust what was written in a books that barely acknowledges a game that you are transferring a Psionic Power too. Strict Literalists can use the Titan Juicier rules for an SDC psychic using Supernatural Strength and it's horribly debilitating side effects (you can literally crush your own bones using the strength). Rationalists can use the other Rifts variants of the Power and compare them and filling the missing blanks like how much MDC was probably intended or is reasonable. And Muckins can do what they've always done, which is to do whatever they want with it and make it scarier than anyone can imagine. I've always used the rule that it turns all SDC and Hit Points to MDC for the duration of the power, but gives no additional damage protection in Rifts. But I use blood loss and Pain Penalties optional rules from the Conversion Book 1 as well, so it's really not safe to do any serious fighting unarmored in one of my games. Well unless you are a monster with bio-regeneration that handles those problems for you. Then it doesn't matter.

Very few beings in Rifts possess supernatural strength without also being MD creatures.I think it would make more sense to just say a Titan Juicer has 4d6 MDC, and not a whole bunch of SDC and hit points. Twenty-four max MDC is not ebough to make any real difference in my opinion.Heck, even a couple hits from a laser pistol would still kill you. Maybe that should be a standard rule, that in order to possess supernatural strength, you must be a mega-damage being. Now to play devil's advocate, the spells Superhuman Strength and Magical Adrenal Rush both grant supernatural PS, but you could argue that the magical energy coursing through your body somehow protects you from breaking your hand when you hit something, or breaking your back when you lift a Samas, for example. The same reasoning could be applied to Supercharge. Or maybe your hit points(only) become MDC upon activation of this power.Most players would probably not get more than 30 or so MDC, again no big deal. Any thoughts on the matter?


Well the case could be made that the being becomes a MDC structure with 1 MDC capacity or their SDC and Hit Points combined rounded up to the next highest MDC amount, so that the use of Supernatural Strength doesn't do damage to them. But as I've seen hundreds of times on this board, given two choices the most vocal people choose to be pick the one that makes a power completely ineffective and useless verses one that is logical and balanced they will always pick the former and not the latter. Generally such rules are always applied to magical situations because their deeply ingrained hate for magic. It's apart of the Glitterboy mentality of the Strict Literalists. Generally speaking despite the inane hysteria of the rabid Literalists, it poses no danger to the quality of the game and smooths out the flow of the game a lot.

i must confess that I have never noticed a "deeply ingrained hate for magic" on these forums, nor am I familiar with what you refer to as "Glitterboy syndrome." Perhaps we could discuss the matter further via PM? I do not consider myself a "strict literalist," and if I read yout post correctly, neither do you.I do, however, feel that if Palladium would edit their books a little more carefully, and perhaps engage in a bit of playtesting, then most of these rules debates would cease to exist. When I gm, I always tell players to read the text very carefully, especially involving spells and psionics, because if what you expect it to do does not match my interpretation of what it actually does, then you are S.O.L. If you need a rule interpretation, fine.Ask away.As GM, that is my job. But I also tell them not to waste time asking questions to which the answers are clearly spelled out in the text. If I see something in the rules that blatantly makes no sense, then I will modify the rules, and I usually notify the players by e-mail.Palladium is not the only game company with this problem; TSR's AD&D 2nd Editon contained dozens, if not hundreds of rule discrepancies scattered across dozens of sourcebooks.And that was only in the fantasy genre. If they had sone what Palladium did, and branched into other genre, I shudder to think of the rules discrepancies that might have occurred.