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RIFTS: Trinity Continuum

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  • #31
    Here are quick attribute notes, feedback needed...

    Mental

    IQ = Intellect

    ?? = Cunning

    ME = Resolve
    Physical

    PE = Stamina

    PP = Dexterity

    PS = Might
    Social

    ?? = Presence

    MA = Manipulation

    ?? = Composure

    Misc

    Physical Beauty (P.B.) – The character's physical attractiveness.
    Last edited by Graylion; 03-14-2020, 05:55 PM.



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    • #32
      Originally posted by Reighnhell View Post

      Re: Rifts

      Paths

      Origins Path: Adventurer, Privileged, Military Brat, Street Rat, Suburbia (Citizen), Survivalist, RCC (General Conversion)

      Role Path: Charismatic Leader, Combat Specialist, Detective, Medic, Pilot, Sneak, Tech Expert, OCC (General Conversion)

      Society Path: Coalition States, Colorado Baronies, Federation of Magic, Free Quebec, Lazlo, Manistique Imperium, Northern Gun, Pecos Empire, Tolkeen Refugee
      I would say that as a general note RCCs could convert to Origin Paths and OCCs could convert to Role Paths. Just a broad note to cover the multitude of RIFTS splat books beyond the core. This may give players or SGs quick and easy guidance for conversions. Should be easy to select 4 skills and merits to match each.



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      • #33
        Originally posted by Graylion View Post

        I would say that as a general note RCCs could convert to Origin Paths and OCCs could convert to Role Paths. Just a broad note to cover the multitude of RIFTS splat books beyond the core. This may give players or SGs quick and easy guidance for conversions. Should be easy to select 4 skills and merits to match each.
        I like this approach, although some OCC's make for better origins.

        I am also trying to avoid making 1 for 1 comparisons for things like attributes and skills, as the basic systems and even approach to gaming are quite different. I using the same conversion philosophy that Savage Worlds used for their Rifts conversion, which is taking the ideas and elements on Rifts and re-interpreting them through a different design philosophy.


        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

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        • #34
          Indeed. It might be easier to convert Savage Rifts to TC than Rifts itself, as the design philosophy is less radically different.


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          • #35
            Personally, instead of a conversion of character sheets, I would make a conversion of the concepts behind characters and the effects that can’t be created with tech or Psionics.

            I don’t know the system enough to help, but I love to put my finger on other people work... haha


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            • #36
              i always agree with a conversion of concepts first, the stats, attributes and skills is useful in sticking points.



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              • #37
                RE: Conversions

                Using Savage Rifts as a rosetta stone is an excellent idea that was staring me in the face all along!
                As I get deeper in, I find that some parts of this conversion will be trickier than others. The MARS OCCs should convert to templates fairly easily, followed by equipment, weapons, and the OCCS that are equipment dependent (like the Glitter Boy). After that, the special ability OCCs (Borgs, Crazies, Juicers, Cyber-Knights, etc). Currently not certain exactly how I'm going to handle magic, psionics,and RCCs, but I am certain I will come up with something!



                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                Twilight Menagerie - A collection of Ephemeral Entities

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                • #38
                  Originally posted by Graylion View Post

                  Damn there is a name from the past I've not heard in a bit
                  Not that far in the past now. TORG has been redone by Ulisses Spiel as TORG: Eternity with in the invasion occurring in the present day. Aside from the main book, four very successful crowdfunding projects have run to give physical source-books and other materials for the Living Land, Nile Empire, Aylse and the Cyberpapacy. All of those campaigns raised over $170,000. The Living Land and the Nile raised over $200,000 each. The campaign for the main game got over $355,000. So, there's still a pretty huge interest in TORG even now.

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                  • #39
                    Originally posted by johntfs View Post

                    Not that far in the past now. TORG has been redone by Ulisses Spiel as TORG: Eternity with in the invasion occurring in the present day. Aside from the main book, four very successful crowdfunding projects have run to give physical source-books and other materials for the Living Land, Nile Empire, Aylse and the Cyberpapacy. All of those campaigns raised over $170,000. The Living Land and the Nile raised over $200,000 each. The campaign for the main game got over $355,000. So, there's still a pretty huge interest in TORG even now.
                    I would not have guessed it was still that strong. I played TORG around the same time I played Lord of Creation by Avalon (I think).



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                    • #40
                      Re: Conversion Experiment One - Power Armor

                      I have been fiddling with converting Rifts power armor into Trinity rules. The VARG rules are pretty spot on, so I am using that as my basic frame work. I haven't quite updated the rules language to be more Rifts, appropriate, and I am still pondering what to do with the concept of Mega-Damage. The scaling rules cover the concept nicely, but I am debating adding a Mega Damage/Mega Damage Capacity tag that adds a +1 Scale modifier.

                      Please take a look at these conversions - any and all feedback is welcome.
                      Glitter Boy
                      Subtype: Combat (Tactical)
                      Size: 2
                      Tech: Hardtech
                      Life Support Days: 28 days
                      Armor: Hard 4, Soft 5
                      Base Speed: 2
                      Description: Glitter Boy power armor stands about 3 meters tall and is considered the most heavily armored and reliable robot in the world. The name is derived from the robot’s laser resistant chrome armor which is extremely light reflective and glitters in a dazzling array of light and color. All standard units feature the equally famous "Boom Gun," a massive seven foot rail gun that hurls 200 projectiles simultaneously at Mach two speed and is attached to a swivel unit on the right shoulder and is stored, locked into place, behind the shoulder.
                      Weapons: Boom Gun
                      Tags: All-Terrain, Complete Armor, Environmental 1; Additional Armor 2, Jump Jets, Super-Science 3 (Glitter-Boy Features), Weapon 2

                      Unique Abilities:

                      RG -14 Rail Gun (aka Boom Gun): EN 7/Short-Long/Ballistic – Tags (Destructive 2, Hardpoint 2, Major 1, Ranged, VARG)
                      Kickback: Firing the RG—14 without activating the Stabilizing System is a level 2 Complication that knocks the suit prone.
                      Sonic Boom: Whenever the Boom Gun is fired, it causes a sonic boom that deals 2 points of indirect damage with the Deafening* and Sonic* tags to anyone within short range.
                      Stabilizing System: The Glitter Boy suit employs a pair of laser-tipped pylons which drill down from the heel of each leg, as well as a jet engine that activates on the upper back of the suit to ensure stability while firing the RG -14. Activating or deactivating this system requires an action. While engaged, the suit cannot move from it’s position, but gains 2 Enhancement to any rolls to resist being knocked down or thrown off balance.

                      Chromium Composite Armor: The Glitter-Boy was constructed using now-lost techniques and advanced materials. This provides a degree of durability and protection unmatched by any other known armor. In addition, it’s gleaming surface makes the armor highly resistant to lasers and other light based attacks. Increases Soft Armor Rating and Durability Scale by 1 and increase the difficulty of inflict damage stunts from light-based attacks by 2. The shining surface of the suit stands out, and is a level 1 Complication when trying to avoid notice.

                      Extended Life Support: The Glitter Boy is designed to accommodate a pilot for days or even weeks if necessary. A refrigeration unit holds enough drinking water and high protein, multi-vitamin nutrient paste to last approximately 4 weeks. Prolonged periods of time inside to suit can lead to cramping and muscle atrophy.

                      *Deafening (1): An attack with this tag does not inflict damage, instead the attacker gains access to the Deafening stunt:
                      Deafening (1+ variable success): Each success spent imposes +2 Difficulty on the target’s actions requiring hearing.

                      *Sonic (1): An attack power with this tag ignores armor unless it has the Environmental (1 or 2) tag.

                      PA-06A SAMAS
                      Subtype: Combat (Assault)
                      Size: 1
                      Tech: Hardtech
                      Life Support Days: 5 days
                      Armor: Hard 3, Soft 3
                      Base Speed: 2 / 4 Flight
                      Description: The SAMAS, or "Sam" as it is commonly called, is a complete environmental body armor that has been enhanced, through robotics, with additional superhuman capabilities. The SAMAS is a significant element of the Coalition's armored troops. The suit is designed for assault and defense. It can fly, hover and is incredibly maneuverable.
                      Weapons: C—40R SAMAS Railgun (carried), CM2 Rocket Launcher
                      Tags: All-Terrain, Complete Armor, Environmental 1; Additional Armor 1, Flight System 2, Jump Jets 1, Super-Science 1(C—40R Railgun), Weapon 1 (C-40R Railgun), Weapon 1 (Rocket Launcher)

                      Unique Abilities:

                      C—40R SAMAS Railgun: EN 5/Short-Long/Ballistic – Tags (Automatic 2, Piercing, Ranged, Two Handed, VARG)
                      Ammo Drum: The SAMAS carries a belt feed ammo drum that supplies the C—40R a greatly enhanced ammunition capacity. Once a fight, after purchasing the Empty the Magazine Stunt, the pilot doesn’t need to stop to reload.
                      Light Weight: The C-40R is lighter than comparable railguns with minimal loss of firepower. The C-40 may be used by human-scale characters, but applies the Heavy Weapon tag instead of the VARG Scale tag in such instances.

                      CM2 Rocket Launcher: EN 5/Short-Medium/Ballistic – Tags (Explosive (Ranged)2, Hardpoint 2, Ranged, VARG, Variable Ammo 2(Ballistic, Incendiary)
                      Limited Ammunition: The CM2 can only be fired twice before must be reloaded.

                      NG-X9 Samson
                      Subtype: Combat (Assault)
                      Size: 2
                      Tech: Hardtech
                      Life Support Days: 5 days
                      Armor: Hard 3, Soft 3
                      Base Speed: 3
                      Description: This is one of the most common and best-liked of the Northern Gun powered combat suits. The Samson is an infantry power armor with greater armor and more fire power.
                      Weapons: NG-202 Super Rail Gun (carried), Forearm Rocket Launcher, Knuckle Blades
                      Tags: All-Terrain, Complete Armor, Environmental 1; Additional Armor 1, Augmented Run, Jump Jets 1, Super-Science 1(NG-202 Super Railgun), Weapon 1 (NG-202 Super Railgun), Weapon 1 (Rocket Launcher), Weapon 1 (Knuckle Blades)

                      Unique Abilities:

                      NG-202 Super Rail Gun: EN 5/Short-Long/Ballistic – Tags (Automatic 2, Brutal, Piercing, Ranged, Two-Handed, VARG)
                      Ammo Drum: The Samson carries a belt feed ammo drum that supplies the NG-202 with a greatly enhanced ammunition capacity. Once a fight, after purchasing the Empty the Magazine Stunt, the pilot doesn’t need to stop to reload.

                      Forearm Rocket Launcher: EN 5/Short-Medium/Ballistic – Tags (Explosive (Ranged)2, Hardpoint 2, Ranged, VARG, Variable Ammo 2(Ballistic, Incendiary)
                      • Limited Ammunition: Each wrist of the Samson carries a pair of mini-missle launchers. The missile from each wrist can only be fired twice before they need to be reloaded.

                      Knuckle Blades: EN 5/Close/Edged – Tags (Grapple, Melee, Piercing, Worn)


                      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                      The Horror Lab - A collection of Beasts, Monsters and less definable things.
                      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                      Twilight Menagerie - A collection of Ephemeral Entities

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                      • #41
                        Translating things in terms of the spirit of the thing rather than any sort of direct conversion of stats, I would point out that the Glitter-Boys are conceptually supposed to be tough and powerful all out of proportion to their size. I'd have both the Boom Gun and the Chromium Composite Armor provide increased Scale above and beyond what you'd normally get from a Power Armor of its size (which is already impressive).

                        As for Mega-Damage: an example of a “Mega-Damage” weapon in Rifts is a vibroblade, which arguably shouldn't do upscaled damage; it should just be able to ignore regular armor, generally letting you injure your target as if he didn't have armor. And conversely, the descriptive example of Mega-Damage armor is tank armor: you can beat on it all day with a baseball bat and do nothing to it — but I'd still say that if a guy in a suit of “MDC armor” gets hit by a baseball bat, he's still going to be knocked around by it; it's just that the armor itself won't be damaged in the process. I think that TC already has the necessary rules to reflect those concepts.

                        Let size scale handle the bulk of why bigger targets are harder to take down than smaller ones, and let penetration and hardening handle the rest.


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                        • #42
                          Re: Glitter Boys

                          Thanks for the feedback Dataweaver . On this first version, I tried to stick to the VARG creation rules, as the feel really well balanced. The tricky part of the Glitter Boy is that they are rather deliberately ~not~ balanced (at least not mechanically). Trying to find the sweet spot of obeying some sort of game balance while still feeling like the Glitter Boy (biggest gun and heaviest armor) has been the challenge.

                          And I will follow the advice that special mega damage rules really won't be needed as the settings Scale mechanics already model what mega damage is supposed to represent.


                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

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                          • #43
                            Make Glitterboy armor an Artifact and charge edge points for it. That should help balance out the fact it's better than "regular" power armor.

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                            • #44
                              Originally posted by Reighnhell View Post
                              Re: Glitter Boys

                              Thanks for the feedback Dataweaver . On this first version, I tried to stick to the VARG creation rules, as the feel really well balanced. The tricky part of the Glitter Boy is that they are rather deliberately ~not~ balanced (at least not mechanically). Trying to find the sweet spot of obeying some sort of game balance while still feeling like the Glitter Boy (biggest gun and heaviest armor) has been the challenge.

                              And I will follow the advice that special mega damage rules really won't be needed as the settings Scale mechanics already model what mega damage is supposed to represent.
                              I love Rifts from way back, but I not sure balanced was ever a design goal. Kevin S is a creative mastermind, but balance ... crickets ...



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                              • #45
                                I can confirm that Balanced was never a design goal; Siembieda is on record saying as much.

                                So yeah; don't expect to be able to translate everything to TC without running into cases that are overpowered.


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