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Is there an Interface Zero 2.0 or Acthung Cthulhu herolab file

salcor

Well-known member
I was wondering if anyone have made herolab files for interface zero 2.0 or Acthung Cthulhu?


Salcor
 
I think CapedCrusader might be working on an official file for IZ2, which had to wait until after the Sci-Fi Companion was completed. Of course he's working on the Super Powers Companion 2 right now so it may be a bit. As for A:C according to the Hero Lab Savage Setting Index (stickied on this very forum) EndTransmission was presumably working on that so you could try sending him a PM for the status.
 
From eyeballing IZ and the SF Companion, it appears the latter provides most of the tools for the former; so its probably just a lot of tedious gruntwork.
 
So pretty much just data entry?

Salcor

Mostly. I think IZ may do something with Reputation (if I'm not confusing it with Nova Praxis), and as I recall it uses subskills, which aren't currently supported. And you have to understand how they work to set the "races" up properly.
 
Not by default, I don't think, but I thought I remembered seeing here somewhere that maybe SeeleyOne might have something set up to handle it. You might give him a PM if he doesn't respond here himself.
 
I had a theory on how to make it work, but I never did it. It seemed to me that the way to implement it would be to make a bunch of edges that cost 0.5. The weapon specializations would get tedious/tricky as you would have to match the weapon type with the correct specialization; it would work best if you have your own data for your setting, otherwise you have to do a wider search to cover more than one. Basically, make a mechanic that has an eval script that applies a penalty if the specialization. The way to do that would be to have the script give everyone a penalty right off, then have it add a bonus that removes the penalty if you have the specialization that the weapons need.
 
Unfortunately, the Skill Specialization is something Hero Lab can't support. It takes the entire game system and flips it on it's ear. We'd have to re-write the whole game system package form scratch for it to work right.
 
I thought I remembered that being an issue, and as I recall, that's the default assumption in IZ. No help for it. The only thing I can think to do is use Custom Skills to list a specialization, then something like half-cost Edges (as SeelyOne mentions) to represent new Specializations. The custom skills would tend to bork up some Edges though, so its nasty.
 
No need for the custom skills. The only place that it actually comes up on a character sheet is the weapons. The rest is situational. Just make a mechanic that applies the mod as I described.
 
The problem is, how do you know what Specialties you took? As I recall there's no text pulldown for skills. Only way I know to do it is with the Custom Skill functions.
 
That doesn't help with the Edge that applies to the skill when you first purchase it though; you still need to know which specialization that applies to, and it doesn't cost anything extra.
 
Oh, you mean for when you first get the skill. The only way to do it is to just add a half an edge each time that you get a skill. Easy way is to make a mechanic that totals the number of skills, then gives that value x 0.5. It is not perfect, but it works.
 
Yeah, the whole process suffers from the fact it isn't self-evident which Edge will be associated with which skill, which could make it easy to forget; and of course it'll clutter up the Edge listing pretty fierce if you accumulate many of them.

Its just not an ideal situation, but there you are.
 
Would it be possible to create a hindrance that applies a -2 to all skills and then the specialist skill to counter act the hindrance.

Salcor
 
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