Showing posts with label Ruleset. Show all posts
Showing posts with label Ruleset. 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







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.




Saturday, February 25, 2017

Progress! Black Crusade V5.0 for FG 3.2+ Update

Just wanted to show the screenshot of the desktop!


Black Crusade V5.0


I have two very small bugs that I got to fix, it will drive me mad knowing its still there if I release it before its fixed.

So hang in there!


Friday, February 24, 2017

Project Update: DeathWatch Ruleset Update

Just finished getting the Deathwatch ruleset updated to work with Fantasy Grounds 3.2+

Now, I need to work on the remaining graphics.


Wednesday, February 22, 2017

Black Crusade Ruleset and Extension Progress Report

I have some pretty good news for those who like the WH40K Rulesets.

First of all, I am pretty sure I am 99% finished my Black Crusade Theme Extension for the Fan Made MoreCore Ruleset. There is not really much to it, really, but the thing with MoreCore it is very modifiable. You can pretty much make your own Library Modules for any RPG and just cut and paste. I really love it.So, soon, that will be done..

Second, I managed (And Surprisingly So) revive the older Black Crusade Ruleset which I modified from Paul Pratt and Danny Statton's Dark Heresy Rulset to work again with the newer FG 3.2.2+ upgrades. So, what is so great about that.. two things. All the modules I made for it will not have to be remade AGAIN for the 3rd time. And secondly, all the really cool and taylor made automations that Paul and Danny used for Dark Heresy, modified now to work for the Black Crusade Rules.

Give it another few days and I should hope to have at least the MoreCore Extension done. And not long after that, I will have the Black Crusade Ruleset ready. After that, I will work on fixing up my Death Watch and then on to Only War.



Subscribe now to my blog so you can get the latest updates on progress.