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Energy Expulsion Sunlight?
Posted: Mon Nov 18, 2024 9:41 pm
by Aermas
Is there any way to generate sunlight beams? Do regular Light blasts damage vampires? I feel like sunbeam would be a common enough power but I can't find anything in the books I've flipped through.
Re: Energy Expulsion Sunlight?
Posted: Tue Nov 19, 2024 6:49 pm
by Daniel Stoker
Not that I'm aware of officially. If you want quick easy version for sunlight I'd just take EE: Light and modify the damage down to everyone but vampires/creatures hurt by sunlight.
Daniel Stoker
Re: Energy Expulsion Sunlight?
Posted: Wed Nov 20, 2024 12:59 am
by taalismn
Daniel Stoker wrote: ↑Tue Nov 19, 2024 6:49 pm
Not that I'm aware of officially. If you want quick easy version for sunlight I'd just take EE: Light and modify the damage down to everyone but vampires/creatures hurt by sunlight.
Daniel Stoker
I agree with this. Otherwise I'd rule that superpower light is the equivalent of really INTENSE bioluminescence, rather than the product of solar fusion, so hitting vampires with it would be like throwing fireflies at them.
HOWEVER, making as a separate power, one can claim that the super being is microwormhoole-tapping a star's light, or a dimension of Light(capitalization intentional), or us channeling some sort of holy energy.
Re: Energy Expulsion Sunlight?
Posted: Tue Nov 26, 2024 11:09 pm
by Stone Gargoyle
As a GM, I would allow a player with a character having EE: Light to choose what type of light they have when creating the character. If they expel sunlight, the damage from the light attack would be either doubled or the vampire would take damage from sunlight according to the rules reading their vulnerability to it.
Re: Energy Expulsion Sunlight?
Posted: Sun Dec 01, 2024 7:42 pm
by The Artist Formerly
Let the player regulate the frequency of light they are emitting as a standard part of the power set. As Daniel says, lower the damage dice as a one to one swap, trading down d6s to d4s vs sunlight. Don't let the PC regulate light frequencies, right off the bat, make them practice or make a skill check for a controll roll or whatever your table has, and roll with it. This adds playability to the game and encourages players to screw around with their powers.
Re: Energy Expulsion Sunlight?
Posted: Sun Dec 29, 2024 8:32 pm
by Plane
Aermas wrote: ↑Mon Nov 18, 2024 9:41 pm
Is there any way to generate sunlight beams? Do regular Light blasts damage vampires?
page 44 of the Revised Rifts Conversion Book: "This light, however, is not effective against vampires or any undead."
Armageddon Unlimited pg 8 has EE: Divine Energy which can hurt evil supernatural beings (I would assume vampires included) though I don't know if it can permanently kill them the way sunlight can.
Page 15's Energy Expulsion: Life Force also does double damage to undead.
Re: Energy Expulsion Sunlight?
Posted: Sun Jan 19, 2025 8:48 pm
by Mr.Scorpio
How about if you also took Solar Powered (PU 1, page 41)? Since it enhances the damage of light based attacks it could imply that the characters light powers are on the same frequency.
Re: Energy Expulsion Sunlight?
Posted: Sat Jan 25, 2025 9:55 am
by Plane
Mr.Scorpio wrote: ↑Sun Jan 19, 2025 8:48 pm
How about if you also took Solar Powered (PU 1, page 41)? Since it enhances the damage of light based attacks it could imply that the characters light powers are on the same frequency.
RAW probably not, it'd be like thinking lasers shot by a robot with a Super-Solar Engine (HU2p202) could melt vampires.
Especially since when I check Powers 41 it says "or very bright artificial light" so given mundane light can substitute there's nothing particularly sunlighty about it in spite of the name.
That said... it DOES give the ability to recognize vampires and makes it so they can't be turned into them, so there is THAT link...
Plus while it increases rnage/damage of all energy expulsion it boosts light/laser ones to a higher degree...
and "Artificial light does NOT empower this character in any way besides nourishment"
The problem here is that HU vampires kinda lump lasers and sun together in a way that Rifts/Nightbane/PF doesn't.. like HU2p182 Undead: "Sunlight and high intensity light beams, including lasers and the super ability of energy expUlsion: Light, inflict double damage"
If one was going to houserule that Solar Powered allows EE to hurt the megaversal supernatural vampire (who cna't be hurt by Coalition Laser-Guns, unlike the HU mega-hero undead vampires), I think it'd be reasonable to say that instead of them taking the full damage that they only take the "extra" damage, which is a 50% boost for lasers or a 20% boost for the other energies (fire, etc) reflecting the solar-boosted component but not the base non-solar stuff that comes from within which they can do w/o sunlight.