Monday, March 27, 2017

Got a full House for FG-Con: Adrift

Got a full house of players for my Coriolis Adventure that I will be running at FG-Con 10!!

This is going to be fun! My game is full, but there are lots of other fun free games being offered, so check out FG-Con 10!

“Adrift”
Event Log 656.0830-1 – The Shazheim Rose
We just picked up our most lucrative contract ever. Hauling Laboratory supplies back to Coriolis Station. 20 000 Bir! Triple what we usually make for a trip three times as short. 5 days! . The four of us are happy, we all needed this. This should put a good dent in our ships payments, keep the creditors away for another month or two. Easy Money!! Well, time to depart. Praise the Icons!
-Frarouke Azheiem – Captain. Log End 01
Event Log 656.0830-2 
Well, so much for this being a short trip. Our vessel just lost all power to the drives. Seems like several power couplings failed. We have spares on board and both Anari and Scept are working on the repairs. 12 hours perhaps? Ill spend my time in prayer.
-Frarouke Azheiem – Captain. Log End 02
Event Log 656.0830-3
We have had a serious accident. Scept just got himself fried, he never isolated the circuits, and poor Anari is in shock. Icon’s have mercy! What else can go wrong? We are still powerless. Corban is now trying to fix up the coupling.
-Frarouke Azheiem – Captain. Log End 03
Event Log. 656.0830-4
Disaster! Anari just jettisoned Corban and herself out of the airlock! I tried to stop her, but she was mad. Screaming about the seven hells and demons. And now, the main power to the support systems are failing. I have just initiated my distress beacon. But the power of the signal is being impaired for some reason? May the Icons send my cry on wings…. *Sounds of a banging* Now what? Icon’s protect me!… Scept? … Scept, how can you … No! … Noooo!..
*Static* Log End 04

Friday, March 17, 2017

Xsplit Overlay for my Sci-fi Games.

Just wanted to show off my current overlay for Xsplit for when I am streaming Sci Fi games.


Trying to keep it simple. Here is the overlay with my Coriolis theme for FG, what do you think?


Thursday, March 16, 2017

My Theme for the Coriolis RPG for Fantasy Grounds

Hi all,

Here is Version 1 of my Theme for Coriolis. I really enjoyed making this one, but it took me several tries to find a font that I liked for all the sidebar icons and buttons. But I am happy with it now.

Let me know what you think!

Tuesday, March 14, 2017

Sunday, March 5, 2017

WH40K Rogue Trader Ruleset for Fantasy Grounds 3.2+

Hi all,

Very happy to say that Rogue Trader V1.01 is now available.

  • V1.01 - Removed limits on ammo counters. 
  • V1.01 - And added force field effects, even though they are not in the book. No reason why your sailors cant have force fields. LOL

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and vechile size)


You can download it here!





  • One thing to be aware of, is that I made the "Talents Page" on the character sheet able to accept Items, so if you want to cut and paste talents/traits from the book, you can create them as an item and then players can drag and drop them onto your character sheets. Makes things much easier to use.


Known Bug... The 0 Ammo Count!!


  • Next is the error you may get is on the Combat page of a character sheet. If you drag a weapon over from your items list into the character sheet, if that items AMMO section left blank, you will get an error when you drop it on the page. This just causes an annoying console error to open up, you can just ignore it every time or actually place the number of shots in the weapon to stop it from happening again. This number can be a 0, but it has to be a number.



Effects

Next is all the cool automations you can use during your games. Type all of these in the combat tracker (case sensitive) and you can get all the special effects like forefields, cover, etc. I recommend using copy and pasting these, as they are case sensitive.

Defending Cover Effects

COVERF: Full cover all hit locations are reported as “covered”
COVERH The Head, Body and Arms report “covered”.
COVERL The Body, and Legs report “covered”.
COVERRS The Body, Left Arm, Legs report “covered”.
COVERLS The Body, Right Arm, Legs report “covered”.

Field Effects

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and Vehicle size)

Effects to be placed on the attacker:

Blinded
Fatigue
Prone
Dazzled
Sickened
Darkness
Frightened
Panicked
Shaken
Running
Slowed
Entangled
Pinned
Grappled

Effects to be placed on defenders

Blinded
Concealed
Fog
Mist
Shadow
Running
Climbing,
Pinned,
Grappled,
Helpless,
Stunned,
Unconscious,
Prone.


Note: Effects that adjust Rolls

ABIL:# will modify any of the base 9 abilities (Characteristics). To add a +10 write ABIL:10 for a -10,
ABIL:-10. If you write ABIL:10 agility then only agility rolls would be effected. Skills and weapon
attacks will not be affected.
SKILL:# will modify any skill rolls. It will not modify other rolls. Use per above.
Using WS, BS, STR, TN, AG, INT, PER, WP, FEL will adjust any roll using that trait. For instance,
using INT:10 will adjust any trait or skill roll using Intelligence by +10. Using WS:10 will modify any attacks and Parry skill rolls. STRB:# and AMMO:# will effect melee and ranged damages. A nice way to handle bonus damage from talents.
REGEN: 1d10, REGEN:# is supported for regenerating creatures.
DMGO: 1d10, DMGO:# will add a damage effect to a PC or NPC as you cycle the CT and advance to the affected. 

These are automatic. The system supports adding damage types. Again “effects” is a robust system and using the 3.5 rules guide will help you along to get the most use from it.
I find it is a huge time saver. For instance the PC’s are battling in an area shrouded in mist, rather than
place the Mist modifier to every roll made, drop the Mist effect on each player and NPC, with duration of 0 (0 means it will not expire until the GM removes it.). Now every roll uses the modifier making it one less step players and the GM must take to throw rolls. It is handy.

Using durations is a handy way to manage the applications and removal of effects. For instance Toxins that damage over time, or characters on fire from flamer attacks. Place a DMGO:1d10 fire on them with the duration set, and done. The toxin could be DMGO:8 toxin (duration 2) and for two rounds 8 damage is applied using the reduction for toughness to the creature it is placed on.
The damage types added are per the DH and source book rules. They follow the rules in regards to
damage reduction for armor/toughness.

When using the weapon list always use a small letter e, i, r, x for Energy, Impact, Rending, and
Explosive. The base types form the DH rules. Other damage types s, f, h, w, t are from source books,
for Sanctified, Force, Holy, Warp, and Toxin.
When using DMGTYPE: descriptor in the effects list on the CT, write out the damage type in lower
case. Example: holy, energy, force, etc.



Updates: Warhammer 40K Rulesets


Hi all,

Just some news on some updates to the 40k Rulesets.
Swing by the Fantasy Grounds Wiki Page to download them!
or click on the links below.


Get updated!

Thursday, March 2, 2017

WH40K Rogue Trader Ruleset Progress Report

Well...

Here is my layout attempt for Rogue Trader. I am not totally convinced on the background (Starfield) If anyone has a suggestions I am open for it. Wondering about what Fonts I should use as well..

Let me know in the comments below!




Only War Ruleset for Fantasy Grounds 3.2+

I am very happy to say that the Only War Ruleset is now available. V1.02


  • V1.02 - Corrected Talents glitch, removed ammo counter limits.
  • V1.01 - Corrected duplication bug, when talents (etc) added to talents tab, it was being duplicated on the Gear page
  • V1.0 - New Release


Download it here Only War V1.02 for FG 3.2+ Pak File.



  • One thing to be aware of, is that I made the "Talents Page" on the character sheet able to accept Items, so if you want to cut and paste talents/traits from the book, you can create them as an item and then players can drag and drop them onto your character sheets. Makes things much easier to use.


Here are a list of things which I am currently still working on, and on my next update, maybe next month, I will have it fixed.


  • Currently the Psy powers page on the character sheets are still using the older rules (Deathwatch and back) So, the current work around is just select the first two check box's from the power levels and roll the dice. Read the results as a percentile and compare it with your score needed. The power level is your will power bonus number. Or you can just ignore this and roll it directly from your will power trait. Below, I set it to 2, and rolled the dice and I am reading it as 33+4 = 37%



  • Next is the error you may get is on the Combat page of a character sheet. If you drag a weapon over from your items list into the character sheet, if that items AMMO section left blank, you will get an error when you drop it on the page. This just causes an annoying console error to open up, you can just ignore it every time or actually place the number of shots in the weapon to stop it from happening again. This number can be a 0, but it has to be a number.


Effects

Next is all the cool automations you can use during your games. Type all of these in the combat tracker (case sensitive) and you can get all the special effects like forefields, cover, etc. I recommend using copy and pasting these, as they are case sensitive.

Defending Cover Effects

COVERF: Full cover all hit locations are reported as “covered”
COVERH The Head, Body and Arms report “covered”.
COVERL The Body, and Legs report “covered”.
COVERRS The Body, Left Arm, Legs report “covered”.
COVERLS The Body, Right Arm, Legs report “covered”.

Field Effects

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and vechile size)

Effects to be placed on the attacker:

Blinded
Fatigue
Prone
Dazzled
Sickened
Darkness
Frightened
Panicked
Shaken
Running
Slowed
Entangled
Pinned
Grappled

Effects to be placed on defenders

Blinded
Concealed
Fog
Mist
Shadow
Running
Climbing,
Pinned,
Grappled,
Helpless,
Stunned,
Unconscious,
Prone.


Note: Effects that adjust Rolls

ABIL:# will modify any of the base 9 abilities (Characteristics). To add a +10 write ABIL:10 for a -10,
ABIL:-10. If you write ABIL:10 agility then only agility rolls would be effected. Skills and weapon
attacks will not be affected.
SKILL:# will modify any skill rolls. It will not modify other rolls. Use per above.
Using WS, BS, STR, TN, AG, INT, PER, WP, FEL will adjust any roll using that trait. For instance,
using INT:10 will adjust any trait or skill roll using Intelligence by +10. Using WS:10 will modify any attacks and Parry skill rolls. STRB:# and AMMO:# will effect melee and ranged damages. A nice way to handle bonus damage from talents.
REGEN: 1d10, REGEN:# is supported for regenerating creatures.
DMGO: 1d10, DMGO:# will add a damage effect to a PC or NPC as you cycle the CT and advance to the affected. 

These are automatic. The system supports adding damage types. Again “effects” is a robust system and using the 3.5 rules guide will help you along to get the most use from it.
I find it is a huge time saver. For instance the PC’s are battling in an area shrouded in mist, rather than
place the Mist modifier to every roll made, drop the Mist effect on each player and NPC, with duration of 0 (0 means it will not expire until the GM removes it.). Now every roll uses the modifier making it one less step players and the GM must take to throw rolls. It is handy.

Using durations is a handy way to manage the applications and removal of effects. For instance Toxins that damage over time, or characters on fire from flamer attacks. Place a DMGO:1d10 fire on them with the duration set, and done. The toxin could be DMGO:8 toxin (duration 2) and for two rounds 8 damage is applied using the reduction for toughness to the creature it is placed on.
The damage types added are per the DH and source book rules. They follow the rules in regards to
damage reduction for armor/toughness.

When using the weapon list always use a small letter e, i, r, x for Energy, Impact, Rending, and
Explosive. The base types form the DH rules. Other damage types s, f, h, w, t are from source books,
for Sanctified, Force, Holy, Warp, and Toxin.
When using DMGTYPE: descriptor in the effects list on the CT, write out the damage type in lower
case. Example: holy, energy, force, etc.