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Re: Ultimate Vampire hunter

Posted: Tue Apr 27, 2004 9:44 pm
by Tinker Dragoon
Bah, it isn't proper twinking if you use house rules :p

Re: Ultimate Vampire hunter

Posted: Tue Apr 27, 2004 10:15 pm
by Syndicate
Duh...Alter Physical structer liquid (water)...Control Elemental Force (Water).

Extraordinary M.E. (to resist a vampire's psionics)...Extraordinary P.S. for melee...and Flying powers for pursuit/escape... :D

Re: Ultimate Vampire hunter

Posted: Tue Apr 27, 2004 11:38 pm
by Killer Cyborg
Rifter_Richeta wrote:So, to recap: Wilderness Scout. Mega-Mutant. 3 Major. 6 Minor.
One goal: Ultimate Vampire Hunter.


Option 1:

"All Wet"

Major Powers:
APS: Water
CEF: Water
Karmic Power

Minor Powers:
Extraordinaty ME
Extraordinary Speed
Wingless Flight
Nightstalking
Extraordinaty PP
Healing Factor

Option 2:

"Big Woody"

Major Powers:
APS: Plant (wooden body)
Alter Limbs (make hands into stakes. Or wood firing machineguns. Sprout thorns all over body)
Growth

Minor Powers:
Extraordinaty ME
Extraordinary Speed
Extraordinary PE
Nightstalking
Extraordinaty PP
Healing Factor

Option 3:

"Silver Bullet"

Major Powers:
APS: Silver (or APS: Plant again)
Shrinking
Sonic Flight

Minor:
Same as above.

Option 4:

"Holy Water"

Major Powers:
Energy Absorbtion (If you have an overly-generous GM who will rule that if you absorb sunlight during the day, you can generate it at night)
APS: Water
Sonic Speed

Minor:
Whatever

Option 5:
Create Force Field (Put the vamp in a bubble)
APS: Ice (encase 'em in ice to hold them until sunrise. Or until the ice melts and the vamp takes damage from the running water.)
Slow Motion Control (To keep them from escaping)

Minor:
Whatever

Re: Ultimate Vampire hunter

Posted: Wed Apr 28, 2004 12:22 am
by G
Try using a Psi Stalker nullifier - you come to a rifts board you get rifts suggestions

Re: Ultimate Vampire hunter

Posted: Wed Apr 28, 2004 10:11 am
by Borast
Without going into the Hunter for PFRPG...

Take a Vagabond
Max his powers (3 majors + 3 minors [Revised])
Majors:
1 - Supernatural Strength
2 - Alter Physical Structure: Plant (Yew tree or similar "anti-vampire" plant)
3 - Immunity to Psionics
Minors:
1 - Manipulate Kinetic Energy
2 - Nightstalking
3 - Body Weapons

As an alternative, exchange APS: Plant for Copy Physical Structure, and carry a pure silver amulet

Re: Ultimate Vampire hunter

Posted: Wed Apr 28, 2004 10:51 am
by Uncle Servo
Rifter_Richeta wrote:Ok.

This is definitely munchkin and bends actual rules and also
uses some of my house rules (namely a Mega Mutant character
being able to choose more super abilities in place of any of the
standard Mega abilities).

That being said, use a Wilderness Scout (could just as easily be any other
scholar/adventurer; but stick with the Wilderness Scout), give him
super powers a'la the Conversion books rules (2 Major and 3 Minor)
add, my house rule and give him 1 more major and 3 more minor
and come up with the best Vampire Hunter.

So, to recap: Wilderness Scout. Mega-Mutant. 3 Major. 6 Minor.
One goal: Ultimate Vampire Hunter.



And.........GO!!

:D


I'll go with the 2 Major/3 Minor and keep it a bit more 'book-legal.'

Major Abilities: APS: Wood (of course, in deference to the author) and Supernatural Strength.
Minor Abilities: APSL: Liquid (water), Glowbug, and Abnormal Energy Sense.



Now, on to the WHYs behind my choices...
------------------------------------------------------------

APS: Wood. Well, it's pretty obvious here. It's one of Richeta's concoctions, and as those who have read my comments in the HU forum might remember it's also one of my favorite PU1 powers. On the practical side, the main benefit is the creation of wooden bolts (stakes) that can be created out of thin air. The main tweaking I would do here is that when the character creates his arrows/wooden bolts, he could instead of firing them keep them in his hand.

Supernatural Strength. I chose this one mainly because once the character creates a wooden stake, he can 'shove it home' without the need to hammer it -- 'staking' a vampire more quickly and easily. Also, he can go toe to toe with a vampire and do damage with his wooden club fists (most likely setting up the vamp for a good staking with a wooden bolt).

APSL: Liquid. Another obvious choice in my book, the description for the power even specifically mentions it does damage to vampires. You've always got your own water pistol at the ready!

Glowbug. With written documentation on light-giving spells such as Globe Of Daylight having an adverse effect on vampires, being able to produce a blinding light should help keep them at bay when fighting them. For added grins and giggles, use duct tape to create crosses all over the character's body -- when he goes 'full glow' the duct tape should cast cross-shaped shadows (which also is noted as having adverse effects on vampires).

Abnormal Energy Sense. Mainly this is to track vampires who are using their abilities. Plus, it just sounds to me like a cool idea.

Re: Ultimate Vampire hunter

Posted: Wed Apr 28, 2004 3:58 pm
by Tinker Dragoon
Hmmm, I'm going to take a slightly different approach than everyone else and go with:

Major:
Alter Limbs (turn hands to silver or wooden weapons)
Impervious to Psionics (Rifter #11)
Invulnerability (Half damage from vampire physical attacks)

Minor:
Extraordinary Mental Endurance
Extraordinary Physical Prowess
Healing Factor
Multiple Limbs (extra pair of arms)
Nightstalking
Superhuman Strength (standard bonus, but as a Mega it's actually Supernatural)

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 10:50 am
by Uncle Servo
Rifter_Richeta wrote:Good combo's guys. :)


:ok:

Just a request though... if any of you out there do take the Glowbug power and try the 'duct tape crosses' idea, come back there and let us know how that works (if at all). That was an idea I came up with as I was typing, so to my knowledge it hasn't been tried.

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 11:24 am
by Borast
A tip friend...if I'm ever GMing and you try it...you won't like the result! ;) :lol:

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 11:55 am
by Uncle Servo
Borast wrote:A tip friend...if I'm ever GMing and you try it...you won't like the result! ;) :lol:


Why not? I clearly remember Vampire Kingdoms featuring flashlights and spotlights with that feature. The 'shadow of the cross' light beam actually inflicts damage IIRC.

I could be mistaken as it's been a while since I last looked over the book, but I do believe that it does. If nothing else it should give vamps a reason to think twice about closing in to hth combat.

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 1:47 pm
by Borast
Uncle Servo wrote:
Borast wrote:A tip friend...if I'm ever GMing and you try it...you won't like the result! ;) :lol:


Why not? I clearly remember Vampire Kingdoms featuring flashlights and spotlights with that feature. The 'shadow of the cross' light beam actually inflicts damage IIRC.

I could be mistaken as it's been a while since I last looked over the book, but I do believe that it does. If nothing else it should give vamps a reason to think twice about closing in to hth combat.


Cause I take the only firm rule you'll find in any RPG and keep a death grip on it, especially where vamps are considered... "The rules herein are guidelines only..." (aka: "If you don't like it, don't use it!")
:D

Yes, according to the book, taping a cross onto your flashlight will do (I believe) 1D6 damage direct to the vamp's HPs each melee (?)

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 3:54 pm
by Tinker Dragoon
Rifter_Richeta wrote:Good combo's guys. :)

TD: Imp. to Psionics isn't just in Rifter 11 anymore. It's in PU1 as well. :)


I know, but I don't actually have Powers Unlimited yet. I was simply noting that it was the version from Rifter #11, in case there was any difference between the versions.

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 5:16 pm
by Uncle Servo
Borast wrote:
Uncle Servo wrote:
Borast wrote:A tip friend...if I'm ever GMing and you try it...you won't like the result! ;) :lol:


Why not? I clearly remember Vampire Kingdoms featuring flashlights and spotlights with that feature. The 'shadow of the cross' light beam actually inflicts damage IIRC.

I could be mistaken as it's been a while since I last looked over the book, but I do believe that it does. If nothing else it should give vamps a reason to think twice about closing in to hth combat.


Cause I take the only firm rule you'll find in any RPG and keep a death grip on it, especially where vamps are considered... "The rules herein are guidelines only..." (aka: "If you don't like it, don't use it!")
:D

Yes, according to the book, taping a cross onto your flashlight will do (I believe) 1D6 damage direct to the vamp's HPs each melee (?)


Ah, so there IS method to your madness then... as opposed to merely madness to your method! :lol:

Re: Ultimate Vampire hunter

Posted: Thu Apr 29, 2004 11:34 pm
by Prince Cherico
APS light
APS water
spin at super speeds

become glowing water and kill vamps like crazy

Re: Ultimate Vampire hunter

Posted: Fri Apr 30, 2004 2:46 pm
by Uncle Servo
Rifter_Richeta wrote:Gun Limb (I don't think its unreasonable to be able to create silver bullets; maybe with penalty)


If you're going to try that route, I'd suggest ditching Divine Aura and go for Matter Expulsion: Metal instead. After all, silver IS a metal... ;)

Then I'd probably take APSL: Wood instead of Gun Limb.

But again, that's just me -- your mileage may vary. :ok:

Re: Ultimate Vampire hunter

Posted: Fri Apr 30, 2004 6:31 pm
by Uncle Servo
Rifter_Richeta wrote:
Uncle Servo wrote:
Rifter_Richeta wrote:Gun Limb (I don't think its unreasonable to be able to create silver bullets; maybe with penalty)


If you're going to try that route, I'd suggest ditching Divine Aura and go for Matter Expulsion: Metal instead. After all, silver IS a metal... ;)

Then I'd probably take APSL: Wood instead of Gun Limb.

But again, that's just me -- your mileage may vary. :ok:


Hmm. That might make more sense.

And I *was* trying to figure out how to work wood into the equation.

(Thought about going with APS: Wood, but I thought light worked
better from a character perspective since one of the Mega vulnerabilities
is "must physically transform; he's gonna be a homely looking guy
who transforms into a beautiful demi-god of a man when fighting
the vamps :D )


Well, you're tweaking the rules quite a bit already, so why not simply add a hefty PB bonus to his transformed state?

Re: Ultimate Vampire hunter

Posted: Sun May 02, 2004 10:50 am
by Borast
After reveiwing HU 2nd...

Give him Neutralise Super Abilities and use it to eradicate the vamp's Limited Invulnerability!

Posted: Sun May 02, 2004 11:24 am
by dakota
Allright, if it's going to be munch...

Major:
Alter Physical Structure : Wood
Invulnerbility
Super Energy Expulsion: Light

Minor:
Quills/Spines ( great source of stakes when conbined with APS: Wood)
Nightstalking
Healing Factor
Extraordinary P.P.
Energy Expulsion: Fire
Feral

Posted: Sun May 02, 2004 2:03 pm
by Crackpot Jones
*ahem*

What about a wine or cola sales man, selling watered down drinks to the poor.

"Eat thinned out pepsi, fiend!!"

The OCC would have to the Australian trader OCC :p

*runs away having seriously bent the rules*

Posted: Sun Jul 18, 2004 3:34 pm
by Vrykolas2k
I made one once using the Skraypers book... had Nightstalking, Immortality, and Supernatural Strength.

Posted: Sun Jul 18, 2004 5:41 pm
by Svartalf
dakota wrote:Allright, if it's going to be munch...

Major:

Super Energy Expulsion: Lightl


Err...Dakota, from where in heck do you gather that this power would produce the kind of sunlight that would hurt vampires?

EP fire is likely to be more efficient...

Posted: Sun Jul 18, 2004 9:18 pm
by Svartalf
My bad... should have looked beyond the avatar.

and YOU did have the intellectual honesty to *tell* you were making an assumption. he was stating it as a given.