Force Arrow Tat question. (Atlantean Tat Magic)
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Force Arrow Tat question. (Atlantean Tat Magic)
Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
It's perfectly legal.
The only place in Rifts i've seen PS that high mentioned was in the Skraypers book, where the damge of PS over 60 increases by +10 normal +20 power punch every 10 PS.
So a SN PS of 112 would deal 7d6 MD restrained punch 1d6*10+50 normal punch, and 2d6*10+100 power punch, a
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
Re: Force Arrow Tat question. (Atlantean Tat Magic)
Nekira Sudacne wrote:Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
It's perfectly legal.
The only place in Rifts i've seen PS that high mentioned was in the Skraypers book, where the damge of PS over 60 increases by +10 normal +20 power punch every 10 PS.
So a SN PS of 112 would deal 7d6 MD restrained punch 1d6*10+50 normal punch, and 2d6*10+100 power punch, a
So is there a Rifts canon number for PS that high ?
Re: Force Arrow Tat question. (Atlantean Tat Magic)
After further reading in my books I see that Atlas (Pantheon's pg 90) has a SN PS of 90, with a Regular Punch damage of 3d6x10 MD, thats the closest I've come to the 112 PS max of the combination I seen, so I have agreed to allow the Arrows of the force arrows from the T-Archer to do exactly 3d6x10 per arrow.
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
Note: those under the influence of the "Giant" spell can't use their PPE.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: Force Arrow Tat question. (Atlantean Tat Magic)
drewkitty ~..~ wrote:Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
Note: those under the influence of the "Giant" spell can't use their PPE.
Wow .. I did not know that. So in order for this to work, the T-Archer would have to use the tats first .. Then have Giant cast on them.
Right ?
Or do you think it would still not work ?
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Lenwen wrote:Nekira Sudacne wrote:Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
It's perfectly legal.
The only place in Rifts i've seen PS that high mentioned was in the Skraypers book, where the damge of PS over 60 increases by +10 normal +20 power punch every 10 PS.
So a SN PS of 112 would deal 7d6 MD restrained punch 1d6*10+50 normal punch, and 2d6*10+100 power punch, a
So is there a Rifts canon number for PS that high ?
Skraypers Is Rifts.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Lenwen wrote:After further reading in my books I see that Atlas (Pantheon's pg 90) has a SN PS of 90, with a Regular Punch damage of 3d6x10 MD, thats the closest I've come to the 112 PS max of the combination I seen, so I have agreed to allow the Arrows of the force arrows from the T-Archer to do exactly 3d6x10 per arrow.
Many supernatural creatures have damage that is dispreportionate to their PS.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Lenwen wrote:drewkitty ~..~ wrote:Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
Note: those under the influence of the "Giant" spell can't use their PPE.
Wow .. I did not know that. So in order for this to work, the T-Archer would have to use the tats first .. Then have Giant cast on them.
Right ?
Or do you think it would still not work ?
Anything made for human size stays human size, the Giant spell only effects the body of the target.
Go back a reread the entire text for the Giant spell.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: Force Arrow Tat question. (Atlantean Tat Magic)
drewkitty ~..~ wrote:Lenwen wrote:drewkitty ~..~ wrote:Lenwen wrote:Force Arrow does the T-Archers Punch Damage.
1) - Bio-Vats = Pumps PS to 50 + Makes it SN.
2) - Magic Tat = +6 to PS = 56 SN PS .
3) - Giant cast on the T-Archer = 56x2(Spell) = 112 SN PS.
Couple of Questions about this.
1) - Is it legal ?
2) - What would the damage be ? Above 3d6x10 or below it ?
Reading over a New PC's 10th lvl T-Archer. And sorta worried if this is a legal thing.
Note: those under the influence of the "Giant" spell can't use their PPE.
Wow .. I did not know that. So in order for this to work, the T-Archer would have to use the tats first .. Then have Giant cast on them.
Right ?
Or do you think it would still not work ?
Anything made for human size stays human size, the Giant spell only effects the body of the target.
Go back a reread the entire text for the Giant spell.
The magic weapons created by the Tat's are always proportinial to the T-Man who created them. So I think if Giant is cast upon them after thier weapons have been created then thier weapons would magically go to an appropriat size for that T-Man.
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
The magic weapons created by the Tat's are always proportinial to the T-Man who created them when they make them.
Note the part about the magic armor spells not resizing.
Note the part about the magic armor spells not resizing.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Re: Force Arrow Tat question. (Atlantean Tat Magic)
drewkitty ~..~ wrote:The magic weapons created by the Tat's are always proportinial to the T-Man who created them when they make them.
Note the part about the magic armor spells not resizing.
Hmm...
this might make this lil thing unworkable then .. I will do some reading an get back to ya .
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Darkorinth wrote:This question has come up in mine and a friend's game several times. The solution we went with was that every 20 points of PS over 60 represented another 1d6x10. So it looks like:
61-80: 2d6x10
81-100: 3d6x10
101-120: 4d6x10
Of course that is just a house rule.
So what do you do for a supernatural PS of 20,000....
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
Nekira Sudacne wrote:Darkorinth wrote:This question has come up in mine and a friend's game several times. The solution we went with was that every 20 points of PS over 60 represented another 1d6x10. So it looks like:
61-80: 2d6x10
81-100: 3d6x10
101-120: 4d6x10
Of course that is just a house rule.
So what do you do for a supernatural PS of 20,000....
It would end up as 998d6x10 or it could be shortened to 1d6x10000 (not quite the same but close enough)
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
drewkitty ~..~ wrote:Note: those under the influence of the "Giant" spell can't use their PPE.
If you have 112 SN P.S., you don't need your p.p.e. right now anyway.
Skip the arrows. Go for a leap kick. I believe one of the Rifters printed a chart for how much damage martial arts attacks would do with high SN Strength. It's sick. My New Navy Titan leap-kicked right through the hull of a Sploogy slave ship.
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Well, I just threw my guns down, walked away. Little bastard shot me in the ass.”
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Re: Force Arrow Tat question. (Atlantean Tat Magic)
BoM FAQ pg. 22
Essentially spells that add a certain amount to Str stack (i.e. +6 and +5 stack).
Spells that set the character's str to a new # do not stack.
Spells that multiply always multiply the character's own base Str. and do not stack.
So a character with a 17 Str. has a SN Str. of 30 under the influence of Supernatural Strength. If the wizard casts Giant on him it acts on his own base Str. of 17 for a SN Str. of 25. In this case the 30 is higher and takes precedence. If someone casts Strength of the Whale on him, then from a base of 17 he gets a SN Str. of 34, which would supercede the 30.
Sorry dude, not legal.
Essentially spells that add a certain amount to Str stack (i.e. +6 and +5 stack).
Spells that set the character's str to a new # do not stack.
Spells that multiply always multiply the character's own base Str. and do not stack.
So a character with a 17 Str. has a SN Str. of 30 under the influence of Supernatural Strength. If the wizard casts Giant on him it acts on his own base Str. of 17 for a SN Str. of 25. In this case the 30 is higher and takes precedence. If someone casts Strength of the Whale on him, then from a base of 17 he gets a SN Str. of 34, which would supercede the 30.
Sorry dude, not legal.
"Then one day, I was just walking down the street and I heard a voice behind me say, 'Reach for it Mister.', and I spun around and there I was face to face with a six-year-old kid.
Well, I just threw my guns down, walked away. Little bastard shot me in the ass.”
-Waco Kid (Blazing Saddles)
Well, I just threw my guns down, walked away. Little bastard shot me in the ass.”
-Waco Kid (Blazing Saddles)