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 Post subject: Re: APOK as a hero
Unread postPosted: Tue Sep 30, 2008 5:04 pm
  

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Knight

Joined: Mon Jan 28, 2002 2:01 am
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I look at converting characters from other games two ways. You can port them over as is, or you can use the class with a different background. As an example, you can play a Nightbane in exactly how they are in NB, with the only change being Dark Day is at some point in the future, or something similar. The other approach is to use the Nightbane as an Occ, but change the background totally. I did this by having a Nightbane be the end result of centuries of breeding and experimentation by a secret magical society, with the Bane being their end result super soldier. The character was built as a Nightbane, but had a totally unconnected background.

To get to the point, I think you can do an Apok the same way. It would work to have them as an alien who got to HU Earth, or to build an Apok with a totally different background.

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 Post subject: Re: APOK as a hero
Unread postPosted: Wed Oct 01, 2008 1:08 am
  

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Adventurer

Joined: Tue Dec 19, 2000 2:01 am
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I don't see why not. MD would have to be turned to SD just like any other RIFTS alien, but that shouldn't be that big a deal.
CES


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 Post subject: Re: APOK as a hero
Unread postPosted: Wed Oct 01, 2008 6:48 pm
  

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Champion

Joined: Sun Oct 01, 2006 6:55 am
Posts: 1937
Location: Fostoria, Ohio
Possibly a variation of the Magic Item or Super Invention class, with the "Mask" as the item?

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 Post subject: Re: APOK as a hero
Unread postPosted: Thu Oct 02, 2008 11:32 pm
  

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Hero

Joined: Mon Jan 30, 2006 3:05 pm
Posts: 1349
Location: Lynnwood WA
Comment: AKA-"Steeler49er"


Steeler49er is to the BOARDS, what C.J. Carella and Jhonen Vasquez are to RPG's & Underground Comics. You know! BIG FAT NUCLEAR DA-BOMBS!"
The book said that the mask stops working (Doesn't trun to dust though, like other symbiotes), but the Apoks other power would still stick around, and they should <most reasonablily> be give at least Some AR. They'd make Great Heroes as they'd be tough as heck and dedicated to fighting Evil on almost a BatMan-esque' level on obssession. But if your going fer a mystically Masked type character, the try what the Fostian Court does in Rifter. I've had an PC I ran Called Chicago that was as dedicated as any Apok.

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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.


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 Post subject: Re: APOK as a hero
Unread postPosted: Fri Oct 03, 2008 12:08 am
  

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D-Bee

Joined: Mon Sep 15, 2008 10:53 pm
Posts: 10
Location: Quad Cities, USA
Comment: Evil spelled backwards is live, and we all want to life.
Yes, could be a good hero with some dark secret, like why is he here, was he exiled from Wormwood, or is he on a quest to find/destroy or kill someone or thing. Or is he a hero with a limited amount of time before his has nothing to give.

Kank

Ranger wrote:
Can an APOK make a good hero in HU2? Do they have to be from Wormwood or can they be created by other "gods" for the evil that they have done in past lifes?

Your thoughts?


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 Post subject: Re: APOK as a hero
Unread postPosted: Fri Oct 03, 2008 9:10 pm
  

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Champion

Joined: Sun Oct 01, 2006 6:55 am
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Location: Fostoria, Ohio
Umm, are we talking an actual Wormwood Apok? I though they were asking about something locak with the same abilities.

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 Post subject: Re: APOK as a hero
Unread postPosted: Sat Oct 04, 2008 5:55 pm
  

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Dungeon Crawler

Joined: Wed Jul 27, 2005 2:54 pm
Posts: 238
Location: Texas
dimensional anomaly accidently sucked the Apok into HU2 earth. Interdimensional energies transformed them into s.d.c. being and inexplicably gave the mask the ability to survive outside of its home dimension. The apok could seek help in returning to his own world or stay to help defeat the villainous scum of HU2 Earth. Perhaps in returning the apok to its own dimension accidently sends the heroes along for the ride, oops.

I'd give him all the powers and let them keep em. What's the point in playing a cool character if you have them stripped of what makes them cool. Say like ripping out their adamantium skeleton. Granted taking away the perks would make for some interesting roleplaying, so long as there is a chance of getting the perks restored.

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if it moves, kill it. If it keeps moving, kill it again. If it stops moving, eat it.

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 Post subject: Re: APOK as a hero
Unread postPosted: Sun Oct 05, 2008 1:12 pm
  

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Hero

Joined: Mon Jan 30, 2006 3:05 pm
Posts: 1349
Location: Lynnwood WA
Comment: AKA-"Steeler49er"


Steeler49er is to the BOARDS, what C.J. Carella and Jhonen Vasquez are to RPG's & Underground Comics. You know! BIG FAT NUCLEAR DA-BOMBS!"
Come to think about it... Necroms talkin got me to remember that rifter that had New Shifter spells, one of them gave wormwood symbiots the ability to survive. Seem real easy to get a god to help you out in this case.

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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.


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 Post subject: Re: APOK as a hero
Unread postPosted: Sun Oct 05, 2008 5:51 pm
  

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Adventurer

Joined: Fri Sep 19, 2008 11:55 pm
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if you had a member of the host or salmoe teach someone from VU to make the life force cauldron and you allow it to be adapted to HU2 or have a version of the same thing useing HU2 magic i dont see a problem with a full power apok but thats going to have to be one bad villians group considering how the cauldrons are made

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 Post subject: Re: APOK as a hero
Unread postPosted: Mon Oct 06, 2008 12:56 pm
  

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Dungeon Crawler

Joined: Wed Jul 27, 2005 2:54 pm
Posts: 238
Location: Texas
a solar eclipse is coming in a week

strange monsters keep popping up out of nowhere all over the city (nasties from wormwood and/or nightbane)

the heroes must find out whats going to stop anymore nasties from showing up and munching on people

what's really going on is that a cult is trying to summon the unholy to HU2 earth and the nasties are trial tests before the big eclipse. (this could be going on months before hand and the little nasties are showing up on the nights of the full moon)

during the final battle with the cult a big nasty is summoned (may not actually be the unholy) along with the apok that was fighting it.

hopefully the big nasty is defeated but the apok is stuck with no way home as of yet.

edit: the apok somehow absorbs the p.p.e. from the death of the big nasty and oddly enough his simbiote doesnt ever seem to die.

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Some adventure for fame, others for gold. Me, I just like to kill things.

if it moves, kill it. If it keeps moving, kill it again. If it stops moving, eat it.

There is no such thing as too much firepower.


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 Post subject: Re: APOK as a hero
Unread postPosted: Mon Oct 06, 2008 8:53 pm
  

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Adventurer

Joined: Fri Sep 19, 2008 11:55 pm
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Location: oklahoma
here is my try at a HU apok my book are kinda old so some of this might not be right anymore

Life force well
The life force well or soul well is a powerful force of magic.
The well is made from special enchanted stones .
The stones lining the bottom of the well create a thick and
foul smelling liquid that fills the well in 1D4 hours .
The stones that line the walls adsorb the life force of the living
beings tossed in to the well at the time of there death
That energy is then used by dark priests to summon
zombies, demons , and magic slime .
The bones of the dead sink to the floor of the well .
Later, they are used to create zombies .




For the apok i would just change the +40 MDC to sdc
and the 200 MDC from mask to sdc

would change the lore wormwood in occ skills to lore earth
think i might go for haveing the apok come out of the well
with a magic weapon made from the same thing as the mask
but just an option

for spells would just have create and close opening
make a person size hole in a wall or make an opening close
create shelter could just make a small cave form in the ground
but not sure what to change impervious to and repel symbiotes to
tho any thoughts would be greatfull was thinking expel demons and devils


for becoming an apok thats kinda easy your pc is a villain trying to turn his life around
and make amends for what he has done.
He gets abducted by the mages with the well he is the last in line to be tossed in to the well .
After he is thrown in well the rest is standard apok . Would think the feeding of people to the well would probably be done by zombies or demons while the mages got ready for summoning nasty things later . Since they wouldn't be expecting someone to come out of the well they probably wouldn't have guards on the well and should give you a few min to get your bearings. Could have the other people you play with do a raid on the place with the well at this time and you join them to fight the bad guys


this is just my thoughts on how you could add the apok to the game any ideas on this would be cool not sure if i missed anything

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 Post subject: Re: APOK as a hero
Unread postPosted: Tue Oct 07, 2008 12:03 pm
  

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Dungeon Crawler

Joined: Mon Oct 30, 2000 2:01 am
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If I remember correctly (which I can't remember which page) but in Rifts: SA1 it mentions that an Apok's mask will survive away from Wormwood but other like crystals and symbiote turn to dust after 1D6 hours. it's under the Soul Worms kingdom with the rift gates. I know, not much info but it what I can remember off hand without my books on hand.

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 Post subject: Re: APOK as a hero
Unread postPosted: Wed Oct 08, 2008 10:26 pm
  

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Adventurer

Joined: Fri Sep 19, 2008 11:55 pm
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thoughts on this would you just up an apoks sdc or would you up his hit points too
and would it be good to change his wormwood magic to elemental magic sounded good to me

just something here that i came up with would like thoughts on it to much things to change
any comments welcome


Demon Blade
when a apok emerges from the well he has in one hand his demon mask
in the other his demon blade his most powerful weapon against evil
the weapon takes the shape of a dagger or short sword but the
blade is almost transparent and can pass thru any armor
or sdc structure or person unless they have an evil alignment
then they receive full damage from the strike only mystic shield
or armor spells can reduce the damage by half and the weapon can't pass
thru an enchanted blade
the weapon has a damage of 2D6x2

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My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players


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 Post subject: Re: APOK as a hero
Unread postPosted: Fri Oct 10, 2008 9:34 am
  

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Hero

Joined: Thu Jun 24, 2004 3:40 am
Posts: 805
Location: Westerville, OH
Comment: Started playing Palladium in 1990.
The Apok's mask is the only Wormwood symbiote that doesn't turn to dust after it leaves Wormwood. It continues to function the same as it did on Wormwood as well. This is stated in the Old FAQ under OCC questions

18. If you were an Apok from wormwood would the mask survive off of wormwood? Could you be an Apok on earth or anywhere else in Megaverse with the mask?
Answer: Yes to both questions. The Apoks mask is the only wormwood symbiote that can survive away from Wormwood because it is linked to the Apok, not the planet.

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 Post subject: Hero's
Unread postPosted: Tue May 14, 2019 7:08 am
  

D-Bee

Joined: Tue May 14, 2019 1:18 am
Posts: 1
RockJock wrote:
I look at converting characters from other games two ways. You can port them over as is, or you can use the class with a different background..


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 Post subject: Re: APOK as a hero
Unread postPosted: Sat Jun 15, 2019 7:38 pm
  

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Knight

Joined: Mon Jan 28, 2002 2:01 am
Posts: 3720
Location: Nashville.....ish....
??? I'm assuming a bot?

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 Post subject: Re: APOK as a hero
Unread postPosted: Fri Jun 21, 2019 3:08 am
  

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Knight

Joined: Sun Dec 27, 2015 1:13 pm
Posts: 5401
Steeler49er wrote:
The book said that the mask stops working (Doesn't trun to dust though, like other symbiotes)

Page 45 doesn't initially make it seem like they would turn to dust, only the other categories...
    symbiotic organisms shrivel up and fall off
    stones and crystals turn to dust
    parasites curl up, die and then turn to dust

Stones/Crystals/Parasites you're basically out of luck once they go to dust...

Symbiotes though, it's plausible you might be able to counteract their death with a costly resurrection spell, like any being.

Pg 91 seems to disagree with 45's applying 1d6 to everything, even though that included crystals+stones, pg 91 gives them an "about six hours" listed differently from the "within 1D6" for symbiotes.

It also seems to explicitly "dust" symbiotes too: "the organisms shrivel up, fall of and turn into dust".

Apparently this afterhought was forgot on 45.

Aside from the questionable FAQ, I don't know of anything implying they operate differently than other symbiotes.

Steeler49er wrote:
but the Apoks other power would still stick around

45:
    All OCC special powers such as those of the Wormspeaker, confessers and priests, instantly disappear the moment they step into a different dimension
    ..
    only retains their natural attribute abilities and learned skills

The only exception seems to be that Firetown guy (Fortune, pg 27) who has some kind of special ritual set up to re-activate his powers and stop his mask from shriveling up. It does take some time for them to die, so it seems like the Tolkeenites saved his mask just in time.

Super interesting is that Fortune can actually use the "Close Opening" Wormwood Communion power off of Wormwood... given that was designed only to close gaps in the planet's skin, I'm really curious what else it might apply to!

Same with Create Shelter: normally that creates a shelter out of the planet's skin. He can use these when there's both evil (like demons) and energy (like nexus) around. But mechanically I'm curious what it does...

Perhaps because his mask is part of wormwood, the shelters actually come out of the mask? Then he can create openings in them?

What I don't understand is how he compares the PPE vampirism to psi-stalkers. Does that mean he can only get it by killing or bloodletting?

28 says he can feed off ley lines and they don't even taste bad, and that he can also get "willing donors". I mean presumably he can't use his own PPE to do this...

Couldn't a pair of Apoks in this strait just feed off each other though? Meditating even 1 hour per day would get you 70 PPE back a week, more than enough to feed each other.

barna10 wrote:
The Apok's mask is the only Wormwood symbiote that doesn't turn to dust after it leaves Wormwood. It continues to function the same as it did on Wormwood as well. This is stated in the Old FAQ under OCC questions

18. If you were an Apok from wormwood would the mask survive off of wormwood? Could you be an Apok on earth or anywhere else in Megaverse with the mask?
Answer: Yes to both questions. The Apoks mask is the only wormwood symbiote that can survive away from Wormwood because it is linked to the Apok, not the planet.

Old FAQ had questionable canonicity. Firetown seems pretty clear that Fortune relies on his PPE vampirism to keep it alive.

Jockitch74 wrote:
If I remember correctly (which I can't remember which page) but in Rifts: SA1 it mentions that an Apok's mask will survive away from Wormwood but other like crystals and symbiote turn to dust after 1D6 hours. it's under the Soul Worms kingdom with the rift gates. I know, not much info but it what I can remember off hand without my books on hand.

Page 126 ("The Tower of the Hundred Gates") mentions:
    Among the many dimensions connected to Cibola are the city of Worldgate on Wormwood (which has an additional 2 gates on other parts of the planet) and the Palladium World

I don't see anything else related to Wormwood (much less Apoks) in the section. Combed through it. Mine is a Second Printing from October 1995, does anyone have any later printings they could check for a possible shadow-update that might've incorporated the FAQ errata as canon?

Page 159 of SA2 mentions the 3rd city of Southern Federation is from Wormwood, and page 21 of Rifter 19 mentions:

    The region right around the city does have the same ambivalence as Wormwood and allows the symbiotes to work.
    However, such symbiotes that are
    away from the transplanted city by more than 50 miles
    or away for more than 48 hours,
    become dormant and the powers they provide disappear
    until they return to Wormwood
    (instantly revive at full strength)
    or the trans-dimensional city
    (revives at full strength within 1D4 hours of returning home)


Pg 4 "officially endorsed by Palladium Books", co-authored by Kevin Siembieda. That thing is totally going to swallow up Rifts Earth eventually if you just keep doing 112 PPE perma-shelters, 104 PPE perma-stairs/bridges and 100PPE perma-walls to extend the borders of the city outward to create a greater protective area for the symbiotes.

It may not even require that: Mold Structures (pg 87) "can accelerate the normal growing/creation process of organic structures" implying they'd just grow/create on their own. Pg 41 talks about that. You'd need population to compel the natural growth though, so direct building is better.


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