Showing posts with label FFG. Show all posts
Showing posts with label FFG. Show all posts

Wednesday, May 2, 2018

Join me at the Discord! And "Single Shot Saturdays!"



Hey, Good News!

Over the past few months or so, I have been slowly building a base of like minded individuals and players through out the world of social media. And to help make the connection easier, I have decided to open up and run my very own Discord Server. Yes, everyone and their dog has their own discord server now days. But I still wanted to have mine. Big thing for me is it allows me to interact with other players while I am away at regular interval work trips.

So I figured its time to widen the group a bit, and invite people to interact / announce games / Looking for Groups and post what ever gaming ideas they may have over on the discord. So feel free to join at Jolly's RPG Server

The games I am focusing on are: (these are all systems that I play)

  • GURPS.
  • Anything 2D20.
  • Anything Free League Publishing.
  • Anything Savage Worlds.
  • Anything Fantasy Flight Games. 
  • Advanced Fighting Fantasy.
  • And maybe anything else, if you ask nice.. 


So if you are a person who likes to play roleplaying games on Virtual Tabletop, then feel free to drop by, say hello, roll some dice. Make yourself at home at the Jolly Discord and maybe make a few new friends along the way.

Also, I am super excited to announce a pet project, I am calling Single Shot Saturday. Where I host various one shot adventures of the various Role-playing games that I play. But with a twist.. I will choose the setting, and I will create the characters. And my players will choose why they are together, and what they want to do. And the rest.. will be made up as we go along! With no prep, other then our imaginations! Total improvisation, that should be a blast!

My first Single Shot Saturday is going to be on May 19th. Which I will broadcast live on twitch! Game to be announced next week when I open it up to players.

So I Hope to be seeing you at the Discord!

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.

Tuesday, February 28, 2017

Progress report on Only War V1 ruleset for FG 3.2+



Just wanted to show my layout of the Only Ruleset. Just need to modify the character sheets a bit, but this one is almost done as well.



I think its looking pretty good at this point, I am contemplating removing the gray side bar.. or maybe add a graphic for the bottom shortcut bar.. I am not sure yet.

I expect to have this ready by Thursday.

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.




Sunday, February 26, 2017

Two down and one more to go!

Everything is pretty much done!!


Here are the two finished projects. Just need to run it through some fault finding, and then they can be released!

Now its on to "Only War"




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.


Tuesday, January 10, 2017

Black Crusade for MoreCore Update.

Still picking away at the extension for Black Crusade. Getting closer to being done.


I am not all that happy with the chat window yet, and I need to tweak the character sheet images more.

But its getting there.


Wednesday, January 4, 2017

The Black Crusade Begins..... Again



Its very easy to say, since I broke my ankle in a climbing accident; I would be remiss if I did not take all this extra time and work on some of my own projects for Fantasy Grounds. Especially Black Crusade! The last major Fantasy Grounds update essentially sent my ruleset into the warp, never to return. So here I am.. working on this.

+Paul Pratt  one of the guys who designed the original Dark Heresy Ruleset, and whose ruleset I converted into Black Crusade offered his newer updated Dark Heresy ruleset. Now, Paul, he is a genius and his newer ruleset is a real reflection of that. Me, on the other hand, am not! And it didn't take me very long looking at his new ruleset, that I would be months trying to convert everything to what I want and need in Black Crusade, so with a very heavy heart, I have to say good bye to all of Paul's totally awesome auto scripts and excellent features.

But, here is the good news..

There is a fan based ruleset for Fantasy Grounds has recently gone through some serious overhauls and is actually super flexible and is very robust. MoreCore!! MoreCore is a generic ruleset, that is designed to use on Fantasy Grounds and be flexible enough to handle just about any game system thrown at it. One of the dev's for MoreCore, +Damian Hupfeld has been doing updates, making tweaks and is really pushing MoreCore to the next level. He has also been kind enough to put up with my nagging questions, and requests for features to fit my own personal needs over the holiday. So, I wanted to say thanks!

So, I am now in the process of making Black Crusade to work with MoreCore and so far, based on what I have seen so far. I think MoreCore is going to be a fine new surrogate mother to Black Crusade. Sure, it wont have all the totally awesome auto scripts from before, and that's OK. Ill live (I think)

So I am slowly picking away at it,, and here is my draft desktop and icons..  I still need to do a lot of work, on the chat windows, Combat Tracker and the Character sheets. But I think this is going to be good.

Once I get the theme done, I will then work on making a character sheet template and I will have that for everyone too.

Not much longer now.

View of the Player Side, resting state.
Here are some of the screen shots.
View of Player side, with dice hovering over the Dicetower.


View of Player side with sidebar button pressed. ( I will remove the black border around that)

Thursday, August 25, 2016

September One Shot Adventures on Fantasy Grounds:


My summer fun activities are now coming to a close for the season so I am now getting geared up for some RPG activities for the fall season.

Just wanted to throw it out there that I plan on running 2 one shot adventures in September.


Savage Worlds: Beasts and Barbarians Session #3 Bloody Sands

and

Fantasy Flight Games: Black Crusade (WH 40K) Session 1 of  "The Forsaken Compact"
2-4 Players

All these games are going to be hosted on Fantasy Grounds, I own the Ultimate version, so all anyone needs to do is download the demo version to play. Games are open to all experience levels, new and old alike.

Pregens will be provided for all players, and will be presented for review in the coming weeks. Players in previous sessions will have priority on the lists.

Thursday, May 5, 2016

Thursday, April 30, 2015

Death Watch, Black Crusade and Only War.. Roleplaying Goodness!!


Rulesets for Deathwatch, Black Crusade and Only War, now available.

Break out your books, prepare your game and then host it on Fantasy Grounds!

Have at it!

Black Crusade 4.05
Death Watch 4.01
Only War V1.0



Wednesday, April 29, 2015

And not to be forgotten.. Deathwatch


I almost forgot to upload a screen shot of the Deathwatch ruleset V4.04 for Fantasy Grounds.



Now, I just cant wait to start playing!

Sunday, April 26, 2015

Something Wicked, This Way Comes. A Black Crusade Campaign (SXG)



I would like to announce the start of a FFG: WH40K Black Crusade Campaign Game, starting on May 16th, 2015 via the VTT Software: Fantasy Grounds.

Black Crusade: The Darkness (May 2015)



This game is open to all SXG members, and if not a member (yet) and you want to play, let me know.

I am designing this game to be dark, cold, gritty, and very unforgiving. Nothing is easy inside the screaming vortex, a place where might makes right.

Join The Darkness here.


Schedule:
May 16th, Character Creation and intro campaign session 1
May 30th, Campagin game session 2
June 20th, Camaign game session 3.
Rest to be announced.

Sunday, April 12, 2015

Black Crusade: A Combat Example on Video.


So, some people have been wondering how the combat works and looks like on Fantasy Grounds. So I made a low budget video, we me messing around with a sample combat scenario.


In short, I am just doing a refresher on the rules and figured I would record it and share it.

enjoy.


Sunday, December 21, 2014

Black Crusade: Visions of Destruction Teaser. An SXG exclusive.




You wonder what lower level of the Hells you have descended into while you are standing in front of the Oracle of the Blind Eye.  Summoned specifically to stand before her, she claims to have had a vision, a vision that shows you as a force wrecking havoc and sowing the seeds chaos on the Imperium Shrine World known as "The Piety of Seth"

When she speaks, a soft, cool and shifting sounding voice seems to float out from the shrouded figure, her face cloaked in shadow.

A great adversary of mine is about to be executed by the church of the dead emperor. It would be a shame that such a death should go wasted in the hands of the fake church of man. His death has a purpose, and you are the executioners. Great change is about to take place, and I have foreseen it!




The year of chaos begins 830pm EST January 9th, 2015
Sign up at the SXG website.



Saturday, December 6, 2014

Black Crusade: Working list of things to fix on the ruleset for FGII




Hi all..

I figured what I would do, is keep a list of things I am trying to work on, known bugs or what ever here. That way, if you find something, you can also leave a comment below and I can add it to the list.

Currently Known Issues for V4.05
Things not working right
  1. Mighty Shot: Still works as Pre Black Crusade. (Status: Working on it)
  2. Crushing Blow: Still works as Pre Black Crusade. (Status: Working on it)
  3. Flamer Template: The pointer currently draws a 45* cone, not a 30* as per the rulebook. (Status: Working on it but there is an extension created to solve problem, see note below)
  4. Primitive Weapons: Currently it still doubles your Armor Value, not max damage roll of 7 as per Black Crusade rules
  5. Item Bug: If a weapon has a field left blank, either in the description or on the weapon page, there is a good chance you may get an error.. Do not know why it does that.. but just fill it in with a letter or a number and the issue goes away.

Wishlist Items:
1) Zealous Hatred: Somehow automate dice rolling for this ability.
2) Drag and Drop Talents and Traits

Thats it for now, I am sure there will be more added over time. Remember leave a comment if you find something.



Screen Shot of V4.03


Fixed Items:

  1. Felling: Working properly
  2. Unnatural Stats PC and NPC: Working Properly
  3. Force Fields: Working Properly
  4. Grid Units: Now marked in 1 meter per square.