Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,550
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Actually, that is an incorrect conclusion. At this point there are no plans to do an official Setting file for that.
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#151 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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I think the status of TCArknight's work is what you see on that GitHub site. This thread discusses some of the issues with setting up a setting file for that setting, but presumably you could just jump in with what's already up at GitHub and add to that to your heart's content!
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#152 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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After some time away from this, I'm back into it. I'm working through the Iconic Frameworks and have a question.
For the starting gear of the framework, would it be better to use autoadd or bootstrap for them? I'm trying autoadd, but if I change my mind about a framework then have to manually delete the items provided from the previous framework. Thoughts? |
#153 |
Senior Member
Join Date: Feb 2010
Posts: 874
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Autoadd is usually the better way to go, since bootstrap will prevent you from getting rid of the gear. Last I checked, there's a problem with autoadd, but it shouldn't matter to things you only get when starting out.
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#154 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2007
Posts: 591
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TCArknight please IM me I have been working on a project that should be of some help to you.
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#155 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Hi all!
I'm working on the Cybernetics portion of Rifts, and have something that has stumped me. What thoughts on implementing these two items? Quote:
TC |
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#156 |
Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,550
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That'll be rough. You'll need to create a piece of cyberware for each category - 1-5lbs, 5.1-10lbs, 10.1-15lbs for Melee, 1-10lbs, 10.1-20lbs, 20.1-30lbs for Ranged...
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#157 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Just wanted to share some of the progress made:
Code:
Rifts Name: Rifts Test Race: Human Iconic Framework: Combat Cyborg Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12 Skills: Fighting d8, Knowledge (Cybernetics) d6, Notice d8+2, Repair d6, Shooting d6, Survival d8+2, Tracking d8+2 Pace: 8, Parry: 6, Toughness: 16(8), Charisma: 0, Max Strain: 11, Current Strain: 6, PPE: 0, ISP: 0 Gear: Unarmed Strike d8 (Str+d6), Vibro-Sword d8 (d10), M.D.C. Armor (+8) Special Abilities: • Alertness: Very perceptive; +2 Notice • Fleet-Footed: +2 Pace; Roll d10 when running • Woodsman: +2 Tracking, Survival, and Stealth (wilderness only) • All Those Moving Parts: Must be repaired using Repair skill instead of Healing. • Bionic Augmentation: Enhanced starting Strength, Agility and Vigor. • Cybernetic Enhancements: All combat cyborgs begin with a variety of cybernetic systems • Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute. • High-Performance Legs: Gain the Fleet Footed Edge • M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor. • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease. • Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed. Hero's Journey: • CCW: Vibro-Sword • Training: Combat • Training: Woodsman Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Copyright © 2004-2017 by Pinnacle Entertainment Group. All rights reserved. Code:
Rifts Name: MARs Test Race: Human Iconic Framework: M.A.R.S. (Body-Fixer) Attributes: Agility d8-1, Smarts d6, Spirit d6, Strength d8-1, Vigor d10 Skills: Climbing d6-1, Fighting d8-1, Healing d8+2, Knowledge (Cybernetics) d6, Knowledge (Electronics) d4, Knowledge (Engineering) d4, Knowledge (Medicine) d6, Lockpicking d4-1, Notice d4, Survival d8, Tracking d6 Pace: 6, Parry: 6, Toughness: 14(6), Charisma: 0, Max Strain: 5, Current Strain: 3, PPE: 0, ISP: 0 Gear: Unarmed Strike d8-1 (Str+2), Wilk's 227 Pulse Laser Pistol d4-2 (2d6+1, 18/36/72), Wilk's 227 Pulse Laser Pistol d4-2 (2d6+1, 18/36/72), Vibro-Sword d8-1 (d10), SFD Huntsman Lightweight Personal Armor (+6), SFD Huntsman Lightweight Personal Armor (+6), Bio-Analysis Kit, Bio-Analysis Kit, Dosimeter, Dosimeter, NG-S2 Survival Pack, NG-S2 Survival Pack, Trauma Kit, Trauma Kit Special Abilities: • Ambidextrous: Ignore -2 penalty for using off-hand • Brave: +2 to Fear tests • Brawler: +2 to unarmed damage rolls • Brawny: +1 Tough; Load limit is 8 times Str • Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing • Nerves of Steel: Ignore 1 point of wound penalties Fortune and Glory: • Agile and Dexterous (Ambidextrous) • Fortune Favors The Bold • Vigorous and Tough Hero's Journey: • CCW: Vibro-Sword • Cyber: Extra Arms • Education: Traveller Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Copyright © 2004-2017 by Pinnacle Entertainment Group. All rights reserved. |
#158 |
Senior Member
Join Date: Sep 2009
Posts: 173
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That looks amazing! Have you shared your latest build so we can help beta test?
Salcor |
#159 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Not yet. I wanted to get the Fortune and Glory as well as the Hero’s Journey functionality in. I need to do some fine-tuning on the Statblock output along with a couple other items.
Before I forget too: Many Thanks and Giant Kudos to Dartnet for his suggestions and assistance that let me get the F/G and HJ process working the bit that it is. I know it could probably use some refinement, but it’s usable. Last edited by TCArknight; December 1st, 2017 at 07:22 AM. Reason: Thanks to Dartnet:) |
#160 |
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