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Rifts for Savage Worlds

So are we the community going to continue the work on the dataset until such time as LWD officially announces it is working on it?

Salcor
 
Hello,

Just spotted this thread as I was looking to see if Hero Labs had added Savage Worlds Rifts.

After reading through I'm happy to hear that it looks like they are planning on it.

Once it's out I will be happy to buy the Savage Worlds bundle and Savage Worlds Rifts along with it.

I also backed the Kickstarter and love the product, I also like that it's a bit stand alone from the main setting, but their products but can easily be mixed.

I hope to see this package in the near future and thank you all for helping it become a Hero Labs Product.

DJ
 
Add my voice to those wanting a Rifts HeroLab pack. Of course, I understand that it's unlikely that Palladium would allow it, as it is still their IP and they are still tight-fingered about it (as is their right...). Such a thing wouldn't be up to Pinnacle or Lone Wolf, but Palladium.

However, it would be awesome!
 
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After trying my hand at adding Rifts just for my personal character I'm down for anything that saves me from doing it again while giving me access to the goods
 
OK, I see, after reading the entire thread, that LWD is going to do a Rifts package. But no timeline has been announced? So what is the status of the work that TCArknight has done? Can one use it? Is it complete? If not, what's missing?

I've some spare time to work on some stuff, and as I'm almost happy with my setup for F.E.A.R. Agent, I'm looking at the Rifts material as they both take a dependency on the SciFi Companion.
 
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!
 
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?
 
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.
 
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?
Built-In Close Combat Weapons (U): Each of the weapons listed in the Close Combat section can be integrated into a cyborg’s framework. Treat the Strain as 1 for every five pounds (round up), and multiply the cost by 1.5 to get the cybernetic version cost.

Built-In Ranged Weapon (U): Each of the weapons listed in the Ranged Weapons—Personal and the Heavy and Vehicular Weapons sections can potentially be embedded in a cyborg. Only full-conversion cyborgs can power energy weapons that normally run off internal power sources. For weapons with a Weight value, treat the Strain as +1 for every 10 pounds (round up); for vehicular weapons, Mods equal Strain. Multiply the weapon’s cost by 1.5 to get the cybernetic version cost.
Any advice would be appreciated. :)
TC
 
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...
 
Just wanted to share some of the progress made:
Code:
[b]Rifts Name: [/b]Rifts Test
[b]Race: [/b]Human
[b]Iconic Framework: [/b]Combat Cyborg
[b]Attributes: [/b]Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
[b]Skills: [/b]Fighting d8, Knowledge (Cybernetics) d6, Notice d8+2, Repair d6, Shooting d6, Survival d8+2, Tracking d8+2
[b]Pace: [/b]8, [b]Parry: [/b]6, [b]Toughness: [/b]16(8), [b]Charisma: [/b]0, [b]Max Strain: [/b]11, [b]Current Strain: [/b]6, [b]PPE: [/b]0, [b]ISP: [/b]0
[b]Gear: [/b]Unarmed Strike d8 (Str+d6), Vibro-Sword d8 (d10), M.D.C. Armor (+8)
[b]Special Abilities:[/b]
• 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.

[b]Hero's Journey: [/b]
 • 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:
[b]Rifts Name: [/b]MARs Test
[b]Race: [/b]Human
[b]Iconic Framework: [/b]M.A.R.S. (Body-Fixer)
[b]Attributes: [/b]Agility d8-1, Smarts d6, Spirit d6, Strength d8-1, Vigor d10
[b]Skills: [/b]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
[b]Pace: [/b]6, [b]Parry: [/b]6, [b]Toughness: [/b]14(6), [b]Charisma: [/b]0, [b]Max Strain: [/b]5, [b]Current Strain: [/b]3, [b]PPE: [/b]0, [b]ISP: [/b]0
[b]Gear: [/b]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
[b]Special Abilities:[/b]
• 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

[b]Fortune and Glory: [/b]
 • Agile and Dexterous (Ambidextrous)
 • Fortune Favors The Bold
 • Vigorous and Tough

[b]Hero's Journey: [/b]
 • 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.
 
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. :)
 
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