dreicunan wrote:your impression is wrong, as otherwise the last part of the paragraph, "just like anybody else with Supernatural P.S." would make no sense.
It makes sense if you read that as anyone else with supernatural PS (the super power) which had been immediately mentioned prior to that.
dreicunan wrote:Also, you are thinking back to an outdated interpretation of Super Powers. Extraordinary PS no longer gives Supernatural P.S. in Rifts. That was the case in CB1 unrevised because at that time the only PS power in HU was Extraordinary. With HU 2e that changed, and CB1r changed things so that Extraordinary is considered roughly equal to Augmented, Superhuman to Robotic, and only the Supernatural P.S. power is considered to be the same as Supernatural P.S. for the purposes of inflicting MD (but with much improved lifting and carrying abilities, which is true of all three levels of strength powers).
CB1 unrevised and also DB4 Skraypers, I believe. This change in CBRp45 is something I should try to commit to memory. Kinda skimmed the changes to powers and missed some.
Certainly puts the fight between Herbert Rowland (CB2p104) and Herakles into a new perspective, since he only had Extraordinary PS so per CBRp9-10 his punches at PS 32 would be shrunk from 4D6 MD/punch to 2D4 MD/powerpunch...
To last 2 hours in a battle, Herakles must've really been toying with him...
Given that Superhuman PS is also a minor power, giving him that instead (1D6 MD per punch, 4D4 per power punch) might work better...
In fact, it was always weird he always had 1 minor 1 major (that's not really achievable by any of the tables, even if you take the "Continuous Mutation" option where you have major @1st, minor @2nd, you'll get a major or super-psi by 4th and he's 8th...
So maybe Herb should really just get Supernatural PS swapped in for ExtPS so that he still has Supernatural PS (as CJ intended) under the new rules?
That would require making him even stronger. The major power gives +32 at least, meaning minimum 35 for humans, which could still keep him in the 31-35 range for 4D6 punches, but moving up to 5D6 MD punches doesn't seem like much of a problem for someone who could entertain Herakles for 120 minutes. He'd still be nowhere near Herk's 70 (although 35 is a nice even HALF of that, which I like) with his crazy 2D4x10 MD punches.
I guess this would reduce the Physical Training categories from HU2 to merely Augmented/Robotic levels.
I would imagine Augmented/Robotic would make a lot of sense of Juicers/Titans as well.
Given the comments Kev's made about potentially nerfing some of CJ's things I'm surprised he hasn't targeted the Titan Juicer. Perhaps it slipped his mind?
Mack wrote:Getting back to the bugs... Do they count as a Supernatural Beings? Or more specifically, does Desiccate the Supernatural work on them?
Page 103 of Invasion mentions for the Spider Tribe:
+5% to sense and track the supernatural and Xiticix
The Spider Warriors have become a bit more attuned to the supernatural
and their long-time enemies, the Xiticix,
than other Psi-Stalkers.
The Xiticix are easy for the Psi-Stalkers (to?) track
because of their familiarity with the region and the bug men,
and because of the Xicitix's high level of P.P.E.
Page 108-109 (specified as reprinted with Lone Star with new material, though I'm not certain what was added) still only has "Sense Psychic and Magic Energy" and "Sense Supernatural Beings".
Diggers/Hunters/Leapers/Nannies/Queens/Super-Warriors are all psychics, so it might be plausible that Pg 103 is referring to the use of ability 1 to track these variants...
But unless Xiticix qualify as supernatural, it would seem like Psi-Stalkers could not detect your basic Warrior or Worker, since neither has psychic abilities.
The way they say "supernatural and Xiticix" instead of "supernatural including Xiticix" could also imply that is the case.
Invasion110's "Nourishment" still has the 3 basic options as well:
1) psychic
2) practitioner of magic
3) supernatural creature
"The Psi-Stalker can
not feed on the PPE of beings who are not psychic, practitioners of magic, or supernatural in nature"
So either we must accept that Workers/Warriors are supernatural creatures or (because we know they aren't psychic) we must accept that Psi-Stalkers can't feed on them, and can only feed on the rarer specialists among the Xiticix.
If this were the case, I'd sort of expect there to be a note about it... when pg 100 mentions "Psi-Stalkers typically use lethal force against Xiticix, absorbing the doubled PPE at the moment of death" you'd think they'd say something like "except for the standard warrior, since they are not psychic".
If we look at the "Resin Spike Gun", it has something interesting...
pg 81 "Used
only by the Warriors"
pg 82 "costs 24 PPE or 48 ISP to magically recreate the shooting spikes.
Reloading can be done by the shooter or a Xiticix Queen
The implication seems to be that Warriors (who have between 20 and 70 PPE according to pg 70) can spend their PPE to reload the weapon. I suppose it might be referring to someone who stole the weapon off them, but even though Warriors aren't psychic (they have no ISP) I think there's an implication here they can use the PPE for reloads.
Using TW weapons was originally the realm of psychics/mages but perhaps also non-psychic non-magic supernatural creatures?
Another nail in the coffin is page 20's description of "Xiticix Young"
It is the infusion of magical energies via the use of "Sludge" that helps to turn the nits into MDC adults
(non-MDC supernatural predators in SDC environments; AR16)
If they're supernatural predators (which I would believe to be sub-class of supernatural beings/creatures) in SDC settings, it would stand to reason they are SPs in MDC settings too.