Best ways to modify a human?
Moderators: Immortals, Supreme Beings, Old Ones
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Best ways to modify a human?
I am trying to figure out a foil for a campaign, a group of "natural"-looking humans who have been modified to make them more effective warriors/wizards/whatever. To that end, I am looking for a list of ways to modify humans, ignoring alignment/moral issues (these are bad guys), along with the ways they can work together. Off the top of my head I have:
1 - Minor cybernetics (various): Can interfere with magic, but limits on what can be done and still look natural.
2 - Psionics (various): Generally limited if practitioner of magic.
3 - Bio-wizardry (WB2, WB21): Doesn't interfere with anything else, with a few exceptions.
4 - Tattoo magic (WB2, WB6, WB21): Interferes with magic abilities past 6 tattoos.
5 - Human Mutations (WB 13): Innate, so cannot be added after birth.
6 - Cosmo-Knight / Fallen Knight (DB2): Massively changes individual, must initially be good, interferes with most other modifications.
7 - Psynetics (SB2): May be visible (not entirely clear to me), not generally something you can just buy.
8 - Gene-Splicer modifications (SB2): Not EVER something you can just buy, likely to have massive unwanted effects.
Can anyone add to this list (or correct it, if you see errors)?
1 - Minor cybernetics (various): Can interfere with magic, but limits on what can be done and still look natural.
2 - Psionics (various): Generally limited if practitioner of magic.
3 - Bio-wizardry (WB2, WB21): Doesn't interfere with anything else, with a few exceptions.
4 - Tattoo magic (WB2, WB6, WB21): Interferes with magic abilities past 6 tattoos.
5 - Human Mutations (WB 13): Innate, so cannot be added after birth.
6 - Cosmo-Knight / Fallen Knight (DB2): Massively changes individual, must initially be good, interferes with most other modifications.
7 - Psynetics (SB2): May be visible (not entirely clear to me), not generally something you can just buy.
8 - Gene-Splicer modifications (SB2): Not EVER something you can just buy, likely to have massive unwanted effects.
Can anyone add to this list (or correct it, if you see errors)?
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Best ways to modify a human?
cosmicfish wrote:I am trying to figure out a foil for a campaign, a group of "natural"-looking humans who have been modified to make them more effective warriors/wizards/whatever. To that end, I am looking for a list of ways to modify humans, ignoring alignment/moral issues (these are bad guys), along with the ways they can work together. Off the top of my head I have:
1 - Minor cybernetics (various): Can interfere with magic, but limits on what can be done and still look natural.
2 - Psionics (various): Generally limited if practitioner of magic.
3 - Bio-wizardry (WB2, WB21): Doesn't interfere with anything else, with a few exceptions.
4 - Tattoo magic (WB2, WB6, WB21): Interferes with magic abilities past 6 tattoos.
5 - Human Mutations (WB 13): Innate, so cannot be added after birth.
6 - Cosmo-Knight / Fallen Knight (DB2): Massively changes individual, must initially be good, interferes with most other modifications.
7 - Psynetics (SB2): May be visible (not entirely clear to me), not generally something you can just buy.
8 - Gene-Splicer modifications (SB2): Not EVER something you can just buy, likely to have massive unwanted effects.
Can anyone add to this list (or correct it, if you see errors)?
First big question....
Do you want to keep only to Rifts books, are can we dip into the whole Megaverse? And even if we keep it to Rifts.....
-There are canon Diabolists, which offers the ability to use wards of permanence (how many is debated but....).
-Sea Inquisitor
-Apok (the mask may or may not survive off Wormwood and if it does it may or may not have powers.)
-Cold Blood still look pretty natural (but might not be as close as you want)
-Juicer/Jape system?
-M.O.M.? (Don't forget you don't HAVE to have the studs, the actual implants are tiny, and can be totally concealed)
-Total conversion borgs can still 'look' human (light bionic body)
Also as of WB: 21 Bio-Wizardry now has limits to how much can be done before you change class into a bio-borg...
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Re: Best ways to modify a human?
eliakon wrote:First big question....
Do you want to keep only to Rifts books, are can we dip into the whole Megaverse?
So long as it is compatible with Rifts, that is fine.
eliakon wrote:-There are canon Diabolists, which offers the ability to use wards of permanence (how many is debated but....).
Are there rules for using this in Rifts? Or are you just applying the Fantasy rules?
eliakon wrote:-Sea Inquisitor
Good catch.
eliakon wrote:-Apok (the mask may or may not survive off Wormwood and if it does it may or may not have powers.)
To the best of my knowledge, they lose all their powers off of Wormwood, and while I did not specify it as a requirement I want to avoid any modifications that are limited to a specific location to function. Which also rules out all the other Wormwood modifications.
eliakon wrote:-Cold Blood still look pretty natural (but might not be as close as you want)
Source?
eliakon wrote:-Juicer/Jape system?
To clarify, when I mean "look human" I mean that they can pass for human, naked if necessary, without losing their powers. I passed over Juicer mods because the only way they could pass that test is if they got their abilities through a Gene-Splicer.
eliakon wrote:-M.O.M.? (Don't forget you don't HAVE to have the studs, the actual implants are tiny, and can be totally concealed)
How concealed? I thought they had to protrude through the skin, and if that is the case then M.O.M. is out by my criteria.
eliakon wrote:-Total conversion borgs can still 'look' human (light bionic body)
Good catch, although I am not sure if they can really pass for human under more than a cursory glance. Plus this is incompatible with just about any other kind of modification.
eliakon wrote:Also as of WB: 21 Bio-Wizardry now has limits to how much can be done before you change class into a bio-borg...
I hate those rules, the rules for switching OCC's are pretty messed up.
- Glistam
- Megaversal® Ambassador
- Posts: 3631
- Joined: Tue Apr 05, 2005 2:09 pm
- Comment: The silent thief of Rozrehxeson.
- Location: Connecticut
- Contact:
Re: Best ways to modify a human?
If branching out of Rifts, Heroes Unlimited offers Super Soldiers, Experiments, and Eugenics as ways to modify Humans.
If I recall correctly, the Robot R.C.C. can be a Transferred Intelligence, and if so, a mage who does so only loses half his P.P.E. and has no other penalties.
Nazcan Line Magic offers options to make its own lines/magic permanent, and it's stated that these processes are what allow them to create one of their class of Mystic Warriors.
The Bionics Sourcebook offers the Cyber-Human as a Humanoid cyborg designed to look Human (or like some other race), specifically for infiltration purposes.
Rifts Japan offers some limited magical Tattoos through the Yakuza that grants enhanced strength and M.D.C..
In Rifts: China the Geofront has a sort of synthetic skin which turns one into an M.D.C. being. It's only half as powerful outside of China, but still better than nothing.
Psycape has that special training for "Opening the Third Eye" that can double the power of one psionic ability.
If I recall correctly, the Robot R.C.C. can be a Transferred Intelligence, and if so, a mage who does so only loses half his P.P.E. and has no other penalties.
Nazcan Line Magic offers options to make its own lines/magic permanent, and it's stated that these processes are what allow them to create one of their class of Mystic Warriors.
The Bionics Sourcebook offers the Cyber-Human as a Humanoid cyborg designed to look Human (or like some other race), specifically for infiltration purposes.
Rifts Japan offers some limited magical Tattoos through the Yakuza that grants enhanced strength and M.D.C..
In Rifts: China the Geofront has a sort of synthetic skin which turns one into an M.D.C. being. It's only half as powerful outside of China, but still better than nothing.
Psycape has that special training for "Opening the Third Eye" that can double the power of one psionic ability.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Re: Best ways to modify a human?
Glistam wrote:If branching out of Rifts, Heroes Unlimited offers Super Soldiers, Experiments, and Eugenics as ways to modify Humans.
Good catch.
Glistam wrote:If I recall correctly, the Robot R.C.C. can be a Transferred Intelligence, and if so, a mage who does so only loses half his P.P.E. and has no other penalties.
Okay...
Glistam wrote:Nazcan Line Magic offers options to make its own lines/magic permanent, and it's stated that these processes are what allow them to create one of their class of Mystic Warriors.
Yes, but other than a full-fledged Rune Warrior are there any other options?
Glistam wrote:Rifts Japan offers some limited magical Tattoos through the Yakuza that grants enhanced strength and M.D.C..
Good catch, Tattoo of Strength.
Glistam wrote:In Rifts: China the Geofront has a sort of synthetic skin which turns one into an M.D.C. being. It's only half as powerful outside of China, but still better than nothing.
Does it lose power outside of China? I don't see anything in there about it being Chi-based, and that is the only thing that I know of that would cause it to be less effective elsewhere.
Glistam wrote:Psycape has that special training for "Opening the Third Eye" that can double the power of one psionic ability.
Do you know where that is? I cannot find it in the xaxt-damned indexless Palladium book.
That having been said, we can add Psyscape Psi-Implants to the list (WB12).
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Re: Best ways to modify a human?
As an addendum, I should say that I am specifically (but not exclusively) looking for modifications that do not require a specific OCC or change to a specific OCC. I might use such an individual, but I want the group to include a variety of OCC's.
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Tw psionic implants.
Four bionic implants.
Warrior of Valhalla.
Psi-Battalion training.
Psyscape third eye.
Yggdrasil gift of knowledge.
Add Megahero. Js.
Four bionic implants.
Warrior of Valhalla.
Psi-Battalion training.
Psyscape third eye.
Yggdrasil gift of knowledge.
Add Megahero. Js.
Re: Best ways to modify a human?
cosmicfish wrote:Glistam wrote:Psycape has that special training for "Opening the Third Eye" that can double the power of one psionic ability.
Do you know where that is? I cannot find it in the xaxt-damned indexless Palladium book.
WB12, p.29; Special Powers of the Psyscape Psychics.
Witchery pacts (Dark Conversions p.170) can grant some significant powers. Comes with a bonus nipple that can be concealed anywhere on the character's body. The text is not 100% clear on whether the character must take up the Witch class or whether they've just got to be evil and loyal to their supernatural master.
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Nobody mentioned Power Armor or Robots.
Sharpshooter skill.
Sharpshooter skill.
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Re: Best ways to modify a human?
say652 wrote:Warrior of Valhalla.
This is limited to servants of Odin, which is a pretty huge limitation.
say652 wrote:Psi-Battalion training.
Psyscape third eye.
As the results of very long training, it would seem that these would either be mutually exclusive or found only in an older character.
say652 wrote:Yggdrasil gift of knowledge.
Good catch. Downside is almost certain death or insanity.
say652 wrote:Add Megahero.
Not really something you "add", but worth noting.
- cosmicfish
- Dungeon Crawler
- Posts: 347
- Joined: Thu Sep 26, 2013 3:32 pm
- Comment: Hi.
Re: Best ways to modify a human?
say652 wrote:Nobody mentioned Power Armor or Robots.
Because they aren't really modifications, they are equipment.
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Most deities enhance their favorites, like the Aztec war good.
Same bonuses and armor looks like home pantheon. Greek or Persian etc.
And I was autocorrected.
The robot n power armor should have said, transferred essence.
Same bonuses and armor looks like home pantheon. Greek or Persian etc.
And I was autocorrected.
The robot n power armor should have said, transferred essence.
- Glistam
- Megaversal® Ambassador
- Posts: 3631
- Joined: Tue Apr 05, 2005 2:09 pm
- Comment: The silent thief of Rozrehxeson.
- Location: Connecticut
- Contact:
Re: Best ways to modify a human?
More specifically, many of those enhancements from the Eugenics category are available as "add-ons" to characters in the Aliens Unlimited Galaxy Guide book, so no O.C.C. change is required.cosmicfish wrote:Glistam wrote:If branching out of Rifts, Heroes Unlimited offers Super Soldiers, Experiments, and Eugenics as ways to modify Humans.
Good catch.
A robot could be designed to look completely human, right down to synthetic skin and looking like a specific person. If it has a "Transferred Intelligence" then someone else (possibly the one the robot was designed to look like) actually transfers their consciousness into the robot. If that person has magic or psionics, they can continue to use them but with their energy pools cut in half. See Aura would still identify the character as human because it has a human essence. This option, while drastic, certainly qualifies as a way to enhance a human while having them continue to look human.cosmicfish wrote:Glistam wrote:If I recall correctly, the Robot R.C.C. can be a Transferred Intelligence, and if so, a mage who does so only loses half his P.P.E. and has no other penalties.
Okay...
You'd have to look at the specific list of Nazcan Line magic, but basically if there are useful spells this option would essentially treat them as tattoos (if on the person) or as objects (if on an item the person has in their posession).cosmicfish wrote:Glistam wrote:Nazcan Line Magic offers options to make its own lines/magic permanent, and it's stated that these processes are what allow them to create one of their class of Mystic Warriors.
Yes, but other than a full-fledged Rune Warrior are there any other options?
I thought I recalled that anything from the China books were reduced to half-power outside the influence of the Yama King's, but I can't produce a specific page number.cosmicfish wrote:Glistam wrote:In Rifts: China the Geofront has a sort of synthetic skin which turns one into an M.D.C. being. It's only half as powerful outside of China, but still better than nothing.
Does it lose power outside of China? I don't see anything in there about it being Chi-based, and that is the only thing that I know of that would cause it to be less effective elsewhere.
---------------
Some other options:
Ninjas and Superspies martial arts. The Revised Ninjas and Superspies has notes for how Rifts characters could learn the martial arts forms, and the powers they get can allow the characters to have M.D.C., inflict M.D.C. in melee, and do other strange, cool, unexpected stuff. A drawback to this is that each martial art form takes years to learn, so this may not be quick enough for your needs.
Secondary Vampires can pass for human, though that is a one-way transformation. Rifter #49 had some very cool options for vampires, too, as well as some very cool variants which all may be worth a look.
World Book 11, somewhere around page 90 there was a table of abilities for humans that could give slight bonuses to the character. Nothing game breaking, but 2 (or 3 if a mutant) could add up to an edge that may matter. The sort of genetic engineering that could result in these abilities being "given" to a character was not outside the realm of possibility in the book if I remember correctly.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- SittingBull
- Hero
- Posts: 1570
- Joined: Wed Feb 13, 2013 3:59 am
- Comment: "Its not the destination that matters, its the journey along the way."
- Location: Raxacoricofallapatorius
Re: Best ways to modify a human?
eliakon wrote:-Apok (the mask may or may not survive of wormwood and if it does it may or may not have powers.)
To the best of my knowledge, they lose all their powers off of Wormwood, and while I did not specify it as a requirement I want to avoid any modifications that are limited to a specific location to function. Which also rules out all the other Wormwood modifications.
I thought the apok mask was the only symbiote that could survive off of Wormwood.
"Understanding is a three-edged sword."
Kosh from Babylon 5
"You don't understand, so you find excuses."
Doctor Who
"Peace has made you weak. Victory has defeated you."
Bane
Kosh from Babylon 5
"You don't understand, so you find excuses."
Doctor Who
"Peace has made you weak. Victory has defeated you."
Bane
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Earth warlock spell.
Transfer essence. Without losing 1/2 ppe. Js.
Not written or mentioned in spell text, reeks of the dreaded Nerfherders and their EVIL Demunchkining powers -_-
Transfer essence. Without losing 1/2 ppe. Js.
Not written or mentioned in spell text, reeks of the dreaded Nerfherders and their EVIL Demunchkining powers -_-
- ShadowLogan
- Palladin
- Posts: 7624
- Joined: Thu Mar 30, 2006 10:50 am
- Location: WI
Re: Best ways to modify a human?
cosmicfish wrote:As an addendum, I should say that I am specifically (but not exclusively) looking for modifications that do not require a specific OCC or change to a specific OCC. I might use such an individual, but I want the group to include a variety of OCC's.
Nightbane (I don't think that's been mentioned yet). Though they might fall into any number of categories you started with.
There are two symbiotes in Psycape, one of which is more villain while the other is more in the gray area. This might fall under Bio-Wizard option, though isn't quite Bio-Wizardry. One of them (the gray, sorry forget the names off hand) will boost ISP and available powers.
Could also do lycanthropy curse, or similar creatures who can assume human/non-human form (or via magical metamorphosis). Off hand I'm not sure if there are details about it as a curse, but there are the were-creatures/metamorphs in a few books (VKo, Canada, Tengu, etc).
Something else to remember is that some can possibly pass them off as humans externally, or w/o detailed look. An Auto-G (DBoNA, and one of the SoT books), Dwarves, Elves, Changelings, Demi-gods, godlings, etc. It really depends the level of exactness you want.
- Library Ogre
- Palladium Books® Freelance Writer
- Posts: 10165
- Joined: Wed Aug 22, 2001 1:01 am
- Comment: My comments do not necessarily represent the views of Palladium Books.
- Location: Texas
- Contact:
Re: Best ways to modify a human?
Witchcraft. Gifts of Power can essentially function as superpowers; Gifts of Union simply get UGLY. Give them all the same master, and you can sorta go nuts with the powers, and they've all got reasons to work together. Only canon modification is that they have a third nipple somewhere on their body.
Another option: Demigods or godlings.
Another Option: Essence Fragments possessing people or corpses, similar to Zyllphan (sp) in England.
Another option: Demigods or godlings.
Another Option: Essence Fragments possessing people or corpses, similar to Zyllphan (sp) in England.
-overproduced by Martin Hannett
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Eastvale, calif
- Contact:
Re: Best ways to modify a human?
Outside of rifts...
still human and looks human...
HU2 MB Mutants w/o any Odd appearances.
AU:GG Genetic modifications.
PU2, Eugenics power cat.
N&Sr The cyber agent
Not human but looks human
Nightbane (pre NBSG)
Night Lords' avatars.
still human and looks human...
HU2 MB Mutants w/o any Odd appearances.
AU:GG Genetic modifications.
PU2, Eugenics power cat.
N&Sr The cyber agent
Not human but looks human
Nightbane (pre NBSG)
Night Lords' avatars.
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: Best ways to modify a human?
SittingBull wrote:eliakon wrote:-Apok (the mask may or may not survive of wormwood and if it does it may or may not have powers.)
To the best of my knowledge, they lose all their powers off of Wormwood, and while I did not specify it as a requirement I want to avoid any modifications that are limited to a specific location to function. Which also rules out all the other Wormwood modifications.
I thought the apok mask was the only symbiote that could survive off of Wormwood.
It is, and the Apok wouldn't lose any of its non-Mask powers in any case off of Wormwood there's nothing to suggest that they have to remain on Wormwood to retain their powers. The only things that don't work off of Wormwood are things that explicitly require Wormwood to survive, i.e. the Symbiotes and worms and such (other than the Apok Mask, which is tied to the Apok and not Wormwood).
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.
'Reality is very disappointing.' - Jonathan Switcher from Mannequin
It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
'Reality is very disappointing.' - Jonathan Switcher from Mannequin
It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Best ways to modify a human?
Nightmask wrote:SittingBull wrote:eliakon wrote:-Apok (the mask may or may not survive of wormwood and if it does it may or may not have powers.)
To the best of my knowledge, they lose all their powers off of Wormwood, and while I did not specify it as a requirement I want to avoid any modifications that are limited to a specific location to function. Which also rules out all the other Wormwood modifications.
I thought the apok mask was the only symbiote that could survive off of Wormwood.
It is, and the Apok wouldn't lose any of its non-Mask powers in any case off of Wormwood there's nothing to suggest that they have to remain on Wormwood to retain their powers. The only things that don't work off of Wormwood are things that explicitly require Wormwood to survive, i.e. the Symbiotes and worms and such (other than the Apok Mask, which is tied to the Apok and not Wormwood).
I am sort of sorry I mentioned them.....I just hope that the ancient and long running ideological war known as "The Great Apok Threads" does not hijack and consume this thread.
(short answer is: It depends on how the GM rules based on which of the contradictory lines of text in the books that they choose to prioritize over which other lines.)
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- Kagashi
- Champion
- Posts: 2685
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Dino Swamp (well...should be "underseas")
- Contact:
Re: Best ways to modify a human?
Check out my super vagabond I made with the help of other posters. viewtopic.php?f=8&t=141295
This particular guy is an ogre, but you can easily turn him into a human if need be.
He basically has max cybernetics (psinetics), tattoos, and symbiotes and knows Tae Kwan Do and is all Rifts legal. Max augmentation with min penalties.
This particular guy is an ogre, but you can easily turn him into a human if need be.
He basically has max cybernetics (psinetics), tattoos, and symbiotes and knows Tae Kwan Do and is all Rifts legal. Max augmentation with min penalties.
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
The Imbued hero, there is a chance anyone can benefit from the Imbuing agent and anyone can make it.
I don't think powers for a few hours should change the occ, very similiar to a Chiang ku power potions.
I don't think powers for a few hours should change the occ, very similiar to a Chiang ku power potions.
- 13eowulf
- Megaversal® Ambassador
- Posts: 1161
- Joined: Tue Nov 24, 2009 6:15 pm
- Location: Ontario, Canada
Re: Best ways to modify a human?
Ways to modify a Human?
Ultimate Vagabond?
How much time you got, how many books you want to use? Do you want to cross over from Rifts to other systems? How munchkin do you want to go? Rifters Yes or no?
Tell you what, here is a list, mix & match to heart's content.
I recommend the Vagabond O.C.C. (just love that 'Eyeball a fella' skill, and the best OCC to abuse like this)
Official Books
Odd Jobs
If you look around the books enough you can find that just by having done something or being part of something you can get bonuses (skills, powers, equipment, sometimes spells, or psi, or more).
For instance:
Rifters
Other Stuff
This stuff is out there, but I havent used it yet as incompatible with the above (from what I can tell, if you put on your munchkin glasses all of the above is compatible, just dont forget to take those glasses off).
Is this everything out there? Probably not.
Should you use most of these? Not if you dont want your GM to laugh at you.
Is combining a lot (or all) of the above into one character munchkin as hell? Youbetcha!
Why do I have this? Cause I can.
Ultimate Vagabond?
How much time you got, how many books you want to use? Do you want to cross over from Rifts to other systems? How munchkin do you want to go? Rifters Yes or no?
Tell you what, here is a list, mix & match to heart's content.
I recommend the Vagabond O.C.C. (just love that 'Eyeball a fella' skill, and the best OCC to abuse like this)
Official Books
Spoiler:
Odd Jobs
If you look around the books enough you can find that just by having done something or being part of something you can get bonuses (skills, powers, equipment, sometimes spells, or psi, or more).
For instance:
Spoiler:
Rifters
Spoiler:
Other Stuff
This stuff is out there, but I havent used it yet as incompatible with the above (from what I can tell, if you put on your munchkin glasses all of the above is compatible, just dont forget to take those glasses off).
Spoiler:
Is this everything out there? Probably not.
Should you use most of these? Not if you dont want your GM to laugh at you.
Is combining a lot (or all) of the above into one character munchkin as hell? Youbetcha!
Why do I have this? Cause I can.
Oderint Dum Metuant.
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
This is the vagabond that won my munchkin creation contest.
Stat and post it.
Stat and post it.
- 13eowulf
- Megaversal® Ambassador
- Posts: 1161
- Joined: Tue Nov 24, 2009 6:15 pm
- Location: Ontario, Canada
Re: Best ways to modify a human?
say652 wrote:This is the vagabond that won my munchkin creation contest.
Stat and post it.
With great power must also come great responsibility. Posting a fully stated out version of the above would be a disservice, not a service, for there are people who would try and use it. Either in a game (possibly slightly modified), or as an NPC. And he is not to be used in any way. This vagabond is an example of munchkinism run limitlessnessly amok. It should remain ideological. Nay if one wants such a monstrosity I have provided most (but not all) of the building blocks. But all the grind work must be one's own.
Oderint Dum Metuant.
- Kagashi
- Champion
- Posts: 2685
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Dino Swamp (well...should be "underseas")
- Contact:
Re: Best ways to modify a human?
say652 wrote:This is the vagabond that won my munchkin creation contest.
Stat and post it.
He did? I had no idea.
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
- 13eowulf
- Megaversal® Ambassador
- Posts: 1161
- Joined: Tue Nov 24, 2009 6:15 pm
- Location: Ontario, Canada
Re: Best ways to modify a human?
Kagashi wrote:say652 wrote:This is the vagabond that won my munchkin creation contest.
Stat and post it.
He did? I had no idea.
Actually it was my Vagabond being referred to.
Oderint Dum Metuant.
Re: Best ways to modify a human?
Pnume biform whales/dolphins/orcas are all modified humans.
Lemurians in theory are genetically modified humans as well.
Song juicer from australia
Not sure if coldblooded was mentioned from merc adventures
Lemurians in theory are genetically modified humans as well.
Song juicer from australia
Not sure if coldblooded was mentioned from merc adventures
Re: Best ways to modify a human?
There's an NPC in merctown who's backstory includes running into an artifact in central or south america that turned him into a werejaguar. One could imagine such an artifact being found anywhere in anyone's possession (to be used for intentionally modifying minions), so I believe that means he can pass as human naked, and therefore this meets the criteria.
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Eastvale, calif
- Contact:
Re: Best ways to modify a human?
kaid wrote:Pnume biform whales/dolphins/orcas are all modified humans.
...snip
They are a new races of created by fusing humans with Orca and humans with dolphins. a bit different from modified humans.
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: Best ways to modify a human?
drewkitty ~..~ wrote:kaid wrote:Pnume biform whales/dolphins/orcas are all modified humans.
...snip
They are a new races of created by fusing humans with Orca and humans with dolphins. a bit different from modified humans.
Well it was a pure human that was magically merged with an orca/dolphin/whale thats a pretty modified human.
Really its biowizardy on really grand scale.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Best ways to modify a human?
Kagashi wrote:Check out my super vagabond I made with the help of other posters. viewtopic.php?f=8&t=141295
This particular guy is an ogre, but you can easily turn him into a human if need be.
He basically has max cybernetics (psinetics), tattoos, and symbiotes and knows Tae Kwan Do and is all Rifts legal. Max augmentation with min penalties.
I recall N&SS mentioning TKD is one art that could've survived the Rifts but it didn't give guidelines on its skill cost like it did for HU chars, which did you use?
*thinks Boogie-Men make the best vagabonds due to 'eyeball a fella' being so apt*
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Eastvale, calif
- Contact:
Re: Best ways to modify a human?
kaid wrote:drewkitty ~..~ wrote:kaid wrote:Pnume biform whales/dolphins/orcas are all modified humans.
...snip
They are a new races of created by fusing humans with Orca and humans with dolphins. a bit different from modified humans.
Well it was a pure human that was magically merged with an orca/dolphin/whale thats a pretty modified human.
Really its bio-wizardy on really grand scale.
My point is that they are not just 'modified humans' and that they are a "Race." Like what is presented in the book is the decedents those Orca and Dolphins that were fused with humans.
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.
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Best ways to modify a human?
drewkitty ~..~ wrote:kaid wrote:drewkitty ~..~ wrote:kaid wrote:Pnume biform whales/dolphins/orcas are all modified humans.
...snip
They are a new races of created by fusing humans with Orca and humans with dolphins. a bit different from modified humans.
Well it was a pure human that was magically merged with an orca/dolphin/whale thats a pretty modified human.
Really its bio-wizardy on really grand scale.
My point is that they are not just 'modified humans' and that they are a "Race." Like what is presented in the book is the decedents those Orca and Dolphins that were fused with humans.
Well since he already has equally massive changes (Genesplicers, Cosmo-Knight, Bio-Wizardry, Eugenics....) and a device that turns you into a were has been mooted..... Yah, I think "have the Lord of the Deep turn you into a Biform is a plausible 'modified human' suggestion.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- mercedogre
- Dungeon Crawler
- Posts: 323
- Joined: Mon Aug 10, 2015 2:54 am
- Comment: I ******* hate the atmosphere of the conversations here on these forums
- Location: Central Valley California
Re: Best ways to modify a human?
how about shape-shifters, Changelings or Auto-G's? Were-creatures?
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
- 13eowulf
- Megaversal® Ambassador
- Posts: 1161
- Joined: Tue Nov 24, 2009 6:15 pm
- Location: Ontario, Canada
Re: Best ways to modify a human?
mercedogre wrote:how about shape-shifters, Changelings or Auto-G's? Were-creatures?
Changelings, the Auto-G, and (to my knowledge) Were-Creatures, in Palladium, are their own species, not modified humans.
Oderint Dum Metuant.
- mercedogre
- Dungeon Crawler
- Posts: 323
- Joined: Mon Aug 10, 2015 2:54 am
- Comment: I ******* hate the atmosphere of the conversations here on these forums
- Location: Central Valley California
Re: Best ways to modify a human?
But they can pass for humans
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
- 13eowulf
- Megaversal® Ambassador
- Posts: 1161
- Joined: Tue Nov 24, 2009 6:15 pm
- Location: Ontario, Canada
Re: Best ways to modify a human?
mercedogre wrote:But they can pass for humans
But that wasnt the question.
Oderint Dum Metuant.
Re: Best ways to modify a human?
eliakon wrote:Well since he already has equally massive changes (Genesplicers, Cosmo-Knight, Bio-Wizardry, Eugenics....) and a device that turns you into a were has been mooted..... Yah, I think "have the Lord of the Deep turn you into a Biform is a plausible 'modified human' suggestion.
Sure, but didn't the LotD stop making them due to their penchant for rebellion?
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Best ways to modify a human?
Q99 wrote:eliakon wrote:Well since he already has equally massive changes (Genesplicers, Cosmo-Knight, Bio-Wizardry, Eugenics....) and a device that turns you into a were has been mooted..... Yah, I think "have the Lord of the Deep turn you into a Biform is a plausible 'modified human' suggestion.
Sure, but didn't the LotD stop making them due to their penchant for rebellion?
Yes, but it still has the ability to make them. So its still possible that you could have a few new ones pop up. It would require something that can make a deal with the LotD, but if this is a party of evil minion types then maybe their master might understand the LotD enough to offer something it wants. (sure its thoughts and motivations don't make sense to normal mortals....but to another AI it probably makes a lot more sense.....)
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
-
- Palladin
- Posts: 7128
- Joined: Fri Jun 26, 2009 4:11 pm
Re: Best ways to modify a human?
iirc, there is speculation that the lord of the deep doesn't actually consciously create pneuma-biforms. it just sorta... happens perhaps it's a byproduct of making other horrific monstrosities. i don't recall anything stating he has stopped making them, though i also don't recall anything stating he hasn't explicitly.
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Best ways to modify a human?
Shark_Force wrote:iirc, there is speculation that the lord of the deep doesn't actually consciously create pneuma-biforms. it just sorta... happens perhaps it's a byproduct of making other horrific monstrosities. i don't recall anything stating he has stopped making them, though i also don't recall anything stating he hasn't explicitly.
Page 50 of Underseas is pretty explicit that they were deliberately created through the LotD's ability to fuse life forms.
It is also noteworthy that it says that "Almost every pneauma-biform escaped".....not all of them, almost all of them....
So its possible that there are some who are still in service to the LotD.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- Shorty Lickens
- Hero
- Posts: 1279
- Joined: Mon Sep 19, 2005 10:24 pm
- Comment: Arrrrgggghhhh!
- Location: Praxus
Re: Best ways to modify a human?
A super hero human that also has an OCC. Make use of the HU2 sourcebooks.
http://incompetech.com/graphpaper/
Create and print dozens of different graph papers.
Create and print dozens of different graph papers.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Best ways to modify a human?
13eowulf wrote:mercedogre wrote:But they can pass for humans
But that wasnt the question.
Substitute the Gypsy shapeshifter class in Mystic Russia?
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Super Rogue scholar, sea Inquisitor, warrior of Valhalla.
Three minor powers.
Energy Expulsion Energy.
Body weapons.
Healing Factor.
4 minor psionics.
So double hp& sdc, spell negation, Forcefield, magic armor, and the bomb diggetity Destroy supernatural evil.
Three minor powers.
Energy Expulsion Energy.
Body weapons.
Healing Factor.
4 minor psionics.
So double hp& sdc, spell negation, Forcefield, magic armor, and the bomb diggetity Destroy supernatural evil.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Best ways to modify a human?
Warriors of Valhalla have to be a Man at Arms OCC, far as I know. Odin is picky like that. So no scholars, and thus no super powers
Of course, you could probably be a Berserker, since they choose skills per Vagabond or Wilderness Scout who are Adventurer OCCs.
If you want to go by the Sea Inquisitor OCC, off-hand I don't know whether to call them Warrior or Adventurer, but you have to pick one or the other and choose either WoV or powers, can't do both.
Of course, you could probably be a Berserker, since they choose skills per Vagabond or Wilderness Scout who are Adventurer OCCs.
If you want to go by the Sea Inquisitor OCC, off-hand I don't know whether to call them Warrior or Adventurer, but you have to pick one or the other and choose either WoV or powers, can't do both.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Text says no magic users Tor.
Normally your all over word play, are feeling ok?
Normally your all over word play, are feeling ok?
- say652
- Palladin
- Posts: 6609
- Joined: Wed Jun 20, 2012 11:32 am
- Comment: Avid Cyborg and Braka Braka enthusiast.
- Location: 'Murica
Re: Best ways to modify a human?
Also nice catch on the Super Berzerker.
Add bad sideburns done b.o. And I could get the thread locked.
Add bad sideburns done b.o. And I could get the thread locked.
- TechnoGothic
- Knight
- Posts: 5179
- Joined: Mon Oct 02, 2000 1:01 am
- Location: Near Tampa Florida
Re: Best ways to modify a human?
Hu2 Armageddon Unlimited = Vagabond with Mystically Bestowed by Demon Lord could have 5 Major Superabilities !!!
TechnoGothic
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
END OF LINE
"The best things in life are to crush your enemies, drive them before you, and hear the lamentations of their women."-Conan
- ShadowLogan
- Palladin
- Posts: 7624
- Joined: Thu Mar 30, 2006 10:50 am
- Location: WI
Re: Best ways to modify a human?
13eowulf wrote:mercedogre wrote:how about shape-shifters, Changelings or Auto-G's? Were-creatures?
Changelings, the Auto-G, and (to my knowledge) Were-Creatures, in Palladium, are their own species, not modified humans.
Lycanthrophy Curse is an option to get a were-creature.