Showing posts with label Fantasy Grounds. Show all posts
Showing posts with label Fantasy Grounds. Show all posts

Friday, December 18, 2020

Twilight 2000: Themes for MoreCore and CoreRPG

 Great news everyone!!


I have been giving the blessing from the great people at Free League Publishing to share my themes for Fantasy Grounds Unity with you!

Now, lets be clear.. These themes below are based off the "alpha" rules. Which you can only get over at the Kickstarter Page. So, things could and most likely change in the future. But this is to good of a game setting to miss out on! 

How awesome is that!? Pretty Fracking Awesome I think!

So, you all have two options, depending on how suave you want to be with it.

Get the Twilight 2000 Core Ruleset file.. simply download this PAK file and place it in your rulesets folder, and then start a new campaign. This is a very basic ruleset, no special dice rollers.. all manual dice, nothing fancy. But simple to use.

Or

Get the Twilight 2000 MoreCore Theme  For this extension to work, you need to have the MoreCore Ruleset (free on the Fantasy Grounds Forums) already installed. But take this extension file and copy it to your extension folder. The start up a new campaign, select MoreCore as the Ruleset, and then select the TW2000 Theme from the list. 

MoreCore allowed me to use some special features, such as button rollers, dice formulas and a few other features that CoreRPG does not do.

The good news about this, is that both of these rulesets (Core and MoreCore) are free, this Theme is free!.. So.. Bonus all the way around!

And to help you use the MoreCore Theme, I created a character sheet which you can import into your game, which has all the dice formulas listed and provided. Below image is that of MoreCore theme.


I will be posting videos on how to use these two different files on my youtube channel, so please follow my Twitter Account to keep aware of updates and improvements.

I hope to see you all on the battlefield!

Jolly







Friday, November 27, 2020

Twilight 2000 - Oh yeah..

 

So, I started this today! 


I did not have the book for 10 mins, and I already started a theme.. Still have not read the first chapter!! 


With a few more updates now.. buttons are made, just need to add the text to each of them. I got the combat tracker fixed up to the way I like it now. 

Now, I just need to work on the back end stuff, like all the little windows.. but its coming along. :)



And the finished product for MoreCore







Saturday, November 21, 2020

Conan Exiles, Fantasy Grounds Unity, and Map Making!

Hey all..


I few years back, I posted a blog about using the recently released Conan Exiles computer game to help me create fun and exciting battlemaps for the use with the Conan RPG when playing on a Virtual Tabletop. And it worked out pretty good, if you were to ask me. 


Now, since Fantasy Grounds had released its newer Unity version, which allows you to draw in LOS on maps. I decided to try it again and see how the LOS tool works. 

In short, I am very happy with the way this now looks!




Its certainly something to explore if you have the chance. And it is something you can do with any setting really, find a computer game that fits the theme of you adventure, and starting taking pictures!

Tuesday, November 20, 2018

Weekly One Shot 2D20 Conan Games Starting Soon at Fantasy Grounds Collage!

Hi all,

For those who have been wondering what playing Conan 2D20 would be like on Fantasy Grounds, I am hosting demonstration games over on the FGC website. Starting Dec 9th, I plan on doing a weekly one shot adventure for anyone who is wishing to try out the Conan: Adventures of an Age Undreamed of RPG.


This game requires NO experience, and I will take newcomers and veterans alike!


I host games with the ultimate license, so ANYONE can join in on my games for free!! All you need is the free Demo version! So, even if you are not into this game, but know someone who is, feel free to point them in this direction!!



Now, here is the fun bit I am adding! Come sign up and use a pregen all ready to kick butt and take names or*make your own PC and use it in my One Shot. (if you do that, and you play again in another session.. your character can grow and get XP) But if they die, they are out!


My Pregens are a little different, if you play in one session, and live, and if you play in the very next session you get the option of 1st pick on that same character before other players. Allowing you to grow the Pregen how you want, but if the pregen dies.. its game over for that pre gen, never to be used again! (choosing that same character is always optional)


Kinda think of it as playing Diablo 3 in Hardcore mode.

Feel free to join my discord, and ask any questions you may like!

https://discord.gg/X9VQr5Z

My One Shot Sessions will be called Blood and Sand! So drop over the FGC and sign up!


http://fantasygroundscollege.net/eve...lood-and-sand/


Wednesday, August 22, 2018

2D20 Conan: Dreams of Darkness Update


Hey all!!

I am very happy to say that my current 2D20 Conan Game has been going successfully for over 6 months now.

I have been very fortunate to piece together a real good group of players for this campaign and it has allowed me to really hone in on my writing.  But more importantly my GM'ing style. But having a regular group of 6+ players in a given session has been awesome. And the fact that they are willing to be apart of it with my work schedule, such as it is. Gives me the drive to write up good adventures that they can enjoy!

I had some minor issues with my setup for streaming during my sessions, so the last several were not that appealing to watch. But I think I am finally starting to come to grips with what works best for my particular style. So only going to get better from here.

But I wanted post a quick recap on the campaign, so let me start it!

Session 1:
The group arrive in the capitol city of Argos, in hopes to meet a contact named Remauldo (A dealer in all things rare) to help them track down some stolen artifacts.

Session 2:
After rescuing the contact in the first session from a band of thugs, they are asked to break out a (in)famous sea captain named Alexander from prison. Who has been banished to the lowest level of the kings dungeon. Years earlier, he stole the Kings flagship and vanished. Only to be found several months ago adrift in a small boat stark raving mad.

Session 3:
While tracking down information, more artifacts were stolen but members of the local temple of Mitra have gone missing. Upon investigation they discovered that someone or something has unleashed an ancient evil from beneath the temple.

Session 4: Recovering from the ancient temple horrors, the group let their guard down with a night of drinking, only to wake to find assassins trying to kill them while they slept. During the battle, they discover that Remauldo was killed and his "collection" of rare items ransacked!

Session 5: Trying to recover from the loss of their friend, the group decides to use Remauldo's business as a front, keeping on with the investigation of the missing artifacts. The group decide to head to the local market, only to witness a public execution. One of which was a suspect on the missing artifacts and a girl/love interest of one of the players. Turns out, the love interest was actually a twin of  his love interest. The evil twin betrayed her sister and the suspect, making away with the missing artifacts. Needless to say, the public rescue attempt did not go as planed and the suspect was killed in the escape attempt! (of course they did how ever save the girl.)

Session 6: After jumping on a departing ship, the crew sail the coasts and discover stranded ship adrift. Its crews missing, but a cargo hold full of slaves left on board. The players decide to rescue the slaves by taking the stranded ship and sailing it back to shore. Only to discover that the ship was a lure in a trap to capture sacrifices for the great god under the sea!

Session 7: The players, with a new ship and a crew set sail looking to track down a lead on a fleeing vessel rumored to contain the stolen artifacts. Following the last known heading the crew arrive at a island, but in need of food supplies they head ashore. Only to stumble upon a fearsome group of crazed warriors.

Session 8: In a desperate battle, the party manages to survive the assault but many of them take serious wounds!

Session 9: After escaping the crazed warriors, the group are lead to a small hidden village, where they discover an Argosian sailor, Cirrio. He explains how he sailed with a man named Alexander, who was sent to this very island to search for something. Alexander then killed his crew, leaving this one sailor left for dead. The party is then asked to help the native king with a problem of more missing people, in return he will resupply their ship. The crew set out to a deep underground temple.. and begin their search.

Session 10: Will be September 15th!!


Sunday, June 24, 2018

Conan 2D20: Dreams of Darkness - Still Waters


What a great game day today!

Lured on to a sailing vessel crewed by cultists of the Dark God of the Sea. Our band of heroes find themselves, besieged by dark alchemy both in the physical and the mental realms. @Modiphius #2D20 #Conan @FantasyGrounds2 #ttrpg #roleplaying #iwritemyown



Saturday, June 23, 2018

Tree of Woe Audio Intro FG Daze June 23 2018

For shits and giggles, on the fly I recorded an intro to the FG Daze event I am running over at Fantasy Grounds today. I am running an adventure I wrote using Modiphius's 2D20 Rules, called The Tree of Woe

I heard this music in the background and just started to make up an intro.. turned out pretty good on my first try I think.



Monday, May 14, 2018

Conan 2D20 Screen Shots.

Just cleaning up  some space on my drives, and figured before deleting these images, I can post them here.

Here are a few screenshots of some of my Conan Games held on Fantasy Grounds







Sunday, May 13, 2018

2D20 Conan: Dreams of Darkness - Daggers in the Dark



Friday, April 27, 2018

Dog Brothers and Sword Sisters! Lend me your Swords!





Sons and Daughters of Hyborea! Sell swords and cut throats!

Looking to round out our group of players for 2D20 Conan, Adventures in an  Age Undreamed of.

Currently we have a regular group of 5 players, with an average turn out of 4 players a session.
The schedule is a little off due to my work. My schedule is based on a 6 week cycle. Each game is roughly 3-4 hours long. Held on a Saturday night.

Week 1: Game
Week 2: Off
Week 3: Game
Week 4: Off
Week 5: Off
Week 6: Off
Return to Week 1.

Players MUST be able to use discord, and have PTT mics (Headphone and mic is preferred)
My game will be run via Fantasy Grounds. I have the ultimate version so any players will only need the DEMO version to play.

In our game, we currently have a group who are working to recover ancient relics. We have,
Relic Hunter
Merc Captain
Assassin
Priest
and an Sorcerer (our part time player due to real life)

I am hoping to fill out the rosters with a few other archetypes. But I am looking for people who want to role play and tell a story with us, and not just randomly burn down taverns (or whole cities) And to help me believe a person is serious about roleplaying. I am asking for people who want to join to create and make their own character, with a short "why my character wants to join the team" You know, Make it kinda fun.. lol

I know this may cut down on people wanting to join, but if a person does want to join, well they will be the type of person (and player character) we are looking for.

My games are graphic, and do contain adult subject matter, but I do my best to keep everything above board.

So if anyone is interested, please go to my discord server and submit your character at the "Looking for Games" chat room.

If you want to find out a little about me, or see some of my games and streams, check out my Youtube Channel here.

Thanks







Sunday, May 7, 2017

Conan 2d20 Gameplay: Welcome to Shem. (Parts 1 and 2)


Wanting to try to focus on some good roleplaying I started a small group campaign. 3 players being my target number. I wanted to focus on a small group to really allow me to tell a really great story with out having to worry to much about a lot of players, but give the small number of players a great chance to roleplay.

Welcome to Shem: Akbitanna



Cast:

Petrus the young Noble
Ridondo the Merchant
Vlaskoff the Northerner

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

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.



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.

Monday, February 27, 2017

Deathwatch Ruleset for Fantasy Grounds 3.2+


Very happy to say that the Deathwatch Ruleset is now available. V1.03
Download it here. Deathwatch V1.03 for FG 3.2+ Pak file.



  • V1.03 - Corrected Talents glitch, removed limits on amm counters, added TERMI force field effect and corrected CSHIELD effect.
  • V1.02 - Corrected duplication bug, when talents (etc) added to talents tab, it was being duplicated on the Gear page
  • V1.01 - Corrected character sheets that were reflecting Black Crusade stats, Add basic Cohesion Counter to combat page.
  • V1.0 - Initial Release


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.


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

IHALO 50% miss chance on hit is added.
CSHIELD 25% miss chance on hit is added.
SSHIELD 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)

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.



Black Crusade Ruleset for Fantasy Grounds 3.2+

I am very happy to say that the Black Crusade Ruleset is now available. V1.02


  • V1.02 - Corrected Glitch on Talents Page, 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 Black Crusade 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.