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Saagael
June 6th, 2023, 21:13
The Cypher System ruleset refresh is here! For the foreseeable future I will be maintaining and updating the rulesets for Cypher, The Strange, and Numenera. I will be posting the details of these systems updates in this thread.

Fantasy Grounds Cypher System Wiki (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Home)

If you want to keep tabs on my progress as I work through the (fairly large) backlog of features and enhancements, you can do so on my Trello board (https://trello.com/b/2TtVVqtI/cypher-ruleset).

Current Status
The 8/1/2023 update (https://www.fantasygrounds.com/forums/showthread.php?78013-Cypher-System-Announcements&p=694028&viewfull=1#post694028) is LIVE.

Known Issues

There is a bit of lag when opening a PC sheet. Efforts to explore and reduce this are ongoing.

Saagael
June 6th, 2023, 21:13
6/6/2023 Update

The first update for all three rulesets has been pushed to the TEST channel. This update is focused primarily on merging the changes from my Cypher++ (https://www.fantasygrounds.com/forums/showthread.php?77248-Cypher-Revamped-Rulset-(Cypher-System)) extension into the core ruleset and building a solid foundation for future updates. I plan on keeping this build in TEST until I (or anyone else) play a few sessions with it and see if issues pop up.

System Changes

When a PC is targeted by an attack from an NPC, the player controlling that PC will receive a pop-up window requesting the player to make a defense roll. The player can enter in effort, assets, or ease/hindrance on this pop-up window and then make the roll.
Added an "EASE" and a "HINDER" button next to the effort/assets/modifier section of the desktop (in the lower-left of the screen) to quickly increase or decrease the difficulty of a roll by 1.
When making a stat, skill, attack, or defense roll, and are targeting an NPC, the difficulty calculation is processed more closely to how it is described in the book. That is, you start with the difficulty based on the target's level, which is then modified up or down by effects, effort, assets, etc. When the roll is displayed in chat, the difficulty icon will display the actual difficulty of the roll (including all modifications). This is then compared to the d20 roll, and success/failure is reported.
When a player makes a stat, skill, attack or defense roll, and are targeting an NPC, any difficulty modifiers (effort, assets, etc) will result in a +/-3 modifier to the final roll that is displayed in chat.
Added a house rule game option to replace standard Armor handling with a rudimentary damage types system. Damage types can be listed via a button in the options menu. Enabling this option replaces most references to Armor (notably on NPC sheets, and in Attack and Ability damage actions) with a new damage type string. Instead of using armor to reduce damage, you can specify a creature to have resistance (flat damage reduction), vulnerability (flat damage increase), or immunity (no damage) to a damage type. This operates similarly to how it does in other popular TTRPGs
Added a whole host of effects that the system handles.


PC Changes

The Action tab has been modified to display the stat pools and defense roll buttons. This was done to lessen the need to jump between tabs during encounters.
PC attacks have been completely overhauled. The "details" button now opens a new window in which you can configure the attack. Most of the fields in this configuration window have tooltips explaining what the field does.
PC attacks that have the attack type of "weapon" have an "equipped" checkbox next to them. This checkbox indicates which weapon is equipped, and can be referenced by abilities when making attack and damage rolls.
PC abilities have been completely overhauled, and are more like their counterparts in other popular rulesets. Abilities themselves have properties denoting whether the ability has a cost, have a recharge period, uses an equipped weapon, as well as some others. The "Roll" feature on abilities has been moved.
PC abilities with recharge periods will display a checkbox on the left of their name that can be marked off to indicate that it's been used. Abilities can be set to recharge manually, or when the PC takes their first recovery action of the day, last recovery action of the day, or any recovery actions.
By right-clicking the PC abilities you can access the "add actions" menu. This menu allows you to add roll actions to an ability. The current actions are stat rolls, attack rolls, damage, healing, and effects. These have their own properties that define how the roll. They can have their own stat cost, or they can use the ability's stat cost. Attacks and damage can define their own attack and damage rolls, or they can use the equipped weapon's stats.
The initiative button on the action tab now behaves like a proper dice roller, and can be drag/dropped, and assigned to a hotkey.



NPC Changes

Added a section to the NPC where you can enter individual attacks and abilities. These have a text field for description, but can also have actions attached to them through the right-click menu (listed under "Add Action").

Because NPCs and PCs share the same action list, NPCs have a "stat" action that doesn't actually do anything. Ignore it.
For NPCs the "attack" action, when targeting a PC, will pop up a prompt for the player to make a defense roll. If the PC being attacked is not currently held by an active player (if the player is absent, but their PC is being GM-controlled, for example) the defense roll will run automatically.

When an NPC is added to the combat tracker, that NPC's modifications are parsed and added as effects to the combat tracker entry for attack and defense modifications.
The "level" field on the NPC sheet is now a rollable field, and will initiate a attack when dropped onto PCs.


Item Changes

Items now have an "Actions" tab where you can enter actions that the item might allow a PC to perform. This list is currently not used by anything, but in the future I plan on making it so items with actions are automatically added to the list of PC abilities.
Cyphers now have a "level roll" field where you can enter the die string to determine a cypher's level. When a cypher is added to the party sheet, a parcel, or a PC's inventory, if that cypher's currently level is 0 (i.e. not set) then the system will automatically roll for the cypher's level.
Items of the "Weapon" type now have a host of properties relevant weapons (attack and defense stat, bonuses, damage, etc). When a weapon is drag/dropped onto a PC sheet, a matching entry is also added to the Attack list (on the action tab) with all of the same details as the weapon.
Items of the "Armor" type can now be specified to be worn armor (with an Armor value) or a shield (with Speed defense asset value). The Armor property does not automatically update the PC's armor, but having a shield in a PC's inventory will automatically apply the shield's asset bonus to speed defense rolls.

Poe the Homunculus
June 8th, 2023, 05:58
I will try to use this tomorrow night in the Numenera game I'm running on Warhorn

Saagael
June 14th, 2023, 22:01
6/16/2023 Update

The following updates will show up on the TEST channel in a few days after the recent system release craze dies down. This update is focused on adding support for all of the ways and means that one might want to add data to a Cypher (or Numenera or The Strange) game. This update should allow anyone to build their own comprehensive modules of Cypher content. A lot of the work here is foundational; there's no character-building automation or tracking, but everything is designed to support that going forward.

System Changes

Added a difficulty level icon to the lower-left of the desktop (below the chat box, to the left of the modifier fields)

Whenever a player makes a roll that should target a difficulty level, that roll will now target the level displayed, UNLESS that roll is targeting an NPC.
This was done to solve the issue where the roll level icon in chat could mean two different things: it used to either mean the level the roll would have beat had it targeted a level OR it could mean the level the roll needed to beat based on the target
Now all rolls will have a difficulty level, and thus the icon in chat will always have the same meaning.
The GM can modify this level using the scroll-wheel while the mouse is hovered over the icon

Added Types as a library type

Types have an "Other" tab, on which the GM can define all of the stats and features that a type grants.
On the "Other" tab is a section called "Starting Edge". Each entry in this list is a single option that the player could take (and in the future will control which prompts the player sees when taking this Type)
On the "Other" tab is a section for abilities, which can be dropped onto the Type window.
Each ability has a place to specify what tier the ability is available at
Each ability has a checkbox to control whether the ability is guaranteed (when checked) or is an option the player can choose (when unchecked).
It is important to note that abilities here are linked to other abilities in the library. The ability's data does not live within the Type, it is a separate entity that is only linked to the Type

Added Foci as a library type.

Foci have an "Other" tab, on which the GM can drop abilities that the Focus grants a PC.
See the section on Types above for more details on adding Abilities; it works the exact same here

Added Descriptors as a library type

Descriptors now have an "Other" tab, on which the GM define how the descriptor modifies the character it is added to (this does not happen automatically, but will be added at a later date)
Each character modification in the Features list defines a single way in which a character can be modified. The intent is that these modifications will all be additive. So if you specify a "Stat Pool" change of "4" to the "Might" pool, this feature would add 4 to the character's Might pool (when automation is eventually implemented)
Types of character modifications include: stat pools, skills, defense rolls, armor, initiative rolls, recovery rolls, edge, effort, cypher limit, granting an ability, or giving an item
Currently these modifications will not do anything, but will eventually.

Added Flavors as a library type

Flavors have an "Other" tab, on which the GM can define the abilities available for a particular flavor. Drop abilities onto this tab to add it.
Each ability has a place to specify what tier the ability is available at

Added Ancestries as a library type (I know it's homebrew, but it made more sense to officially support it rather than hack it). Ancestries are effectively a copy of Descriptors, so see the entry on Descriptors above for more details
Updated Abilities

Several fields are now hidden or shown depending on if the Use Type is set to Enabler or Action.
Added an "Other" tab that contains a list of character modifications that the ability should grant to the PC it is added to. See the above entry for Descriptors to see how character modifications work

Refactored how damage types and Armor works

Removed the game option for using damage types and merged its features with the base system.
Removed the RESIST and VULN effects. Those effects are now handled by having a positive Armor value (resist) or negative Armor value (vulnerability)
Damage that has no type is considered "generic" damage and is blocked by Armor. Damage that has a damage type specified is ONLY blocked by Armor of that specific type. e.g. Fire damage is only blocked by fire Armor.
Armor piercing still functions as normal, but will only pierce armor that matches the damage type
The IMMUNE effect still functions the same, and makes a creature immune to the specified damage type (or all damage if "all" is specified in the effect)

The EASE and HINDER effects have been modified to now accept a number for how many levels a roll should be eased or hindered


PC Changes

Move skills from the Main tab to their own dedicated Skill tab. This was done to make room on the Main tab
Added an Abilities tab that contains a list of all abilities a character has. But wait, didn't players already have an ability list on the Actions tab? Yes they did! But now...
The ability list on the Actions tab has been filtered to only show the ability: has roll actions, is set to the "action" type, has a recharge period, or has a stat cost. i.e. this list now only contains actions that you might actively use in an encounter.

If you want to hide an ability from the Actions tab list you can right click the ability on the Actions tab and select the "Hide ability from the Actions tab" option
If you want to force an ability to show up on the Actions tab list you can right click the ability from the Abilities tab and select and select the "Show ability on the Actions tab" option
Abilities that are added to the list from the Actions tab will always show up (unless you forcibly hide it in the radial menu)

Re-organized the Main tab, making more room for the character's details (type, descriptor, focus, flavor, and ancestry) as well as Armor.

Types, Descriptors, Flavors, Foci, and Ancestries can be drag/dropped from the library onto a PC sheet to set those values. There will be a day when this will also include automatically applying abilities and character modifications for those things, but that is not this day. This also works in the Strange ruleset, where dropping a Focus onto a character will set that character's Focus for the recursion they're on.
A character's Armor has been moved from the Actions tab to the Main tab. This includes adding a list where you can Armor against specific damage types. A positive armor value will reduce damage taken. A negative armor value will increase damage taken. An armor value of 0 is treated is immunity, and you will take no damage of that type.

Added extra handling when dropping items into a PC's inventory

When a "Weapon" type item is added to a character's inventory, a matching entry is added to the character's attack list on the Actions tab. If you delete one, the other will also be deleted. If the item is unidentified then the attack will not appear.
When an item with actions is added to a character's inventory, a matching entry is added to the character's ability list on the Actions tab. If you delete one, the other will also be deleted. If the item is unidentified then the attack will not appear.
The above two features can stack together. A Weapon item with actions will add an entry both to the attack and ability lists, and if any of them are deleted, the others will also be deleted.

Removed the "extra currencies" box from the Inventory tab


Item Changes

You can specify "{cypherlevel}" (without the quotes) in the effect text of an Item's effect action (found on the item's Actions tab), and when that cypher has its level generated (by adding the item to a PC's inventory, the party sheet, or a parcel) it will replace that "{cypherlevel}" with the cypher's generated level. e.g. "ARMOR: {cypherlevel}" would become "ARMOR: 3"
Items with Actions specified on their Actions tab have a new section in the action editor titled "Adjustments by Cypher Level". This section lets you specific exactly how a cypher's level should modify the action when the cypher level is generated

Each entry lets you set what property on the effect you want to change, what value you want to change that property to, what operation you want to perform on the value, and when you should apply the modification.
For example, you could set up an effect so that it's duration is set to the cypher's level, but if the cypher's level is greater than 5, the duration is instead set to 10 times the cypher's level.
Properties you can set:

Stat rolls: training, assets, modifier, stat cost
Attacks: training, assets, modifier, attack range, stat cost
Damage: damage, damage type, armor piercing value, stat cost
Healing: healing done, stat cost
Effects: duration, effect text, stat cost

sirkerry
June 14th, 2023, 23:28
Oh, awesome Saagael! Looking forward to checking this out.

If I'm reading your post right, that means everything is in place (or will be in the near future) to create an Cypher System SRD for use with FGU?

Saagael
June 14th, 2023, 23:54
If I'm reading your post right, that means everything is in place (or will be in the near future) to create an Cypher System SRD for use with FGU?

With this update I would say that 95+% of the Cypher System rulebook can be converted. I haven't read it cover-to-cover, but I would say that the flexibility for items, abilities, and character modifications will support the vast majority of the book. There are two things I've found that there isn't explicit support for, such as


One cypher states that its damage "ignores Armor that is equal to or below the cypher level"
The Lucky descriptor lets a character roll 2d20 and keep the highest (though of course the player can just roll twice)


There's probably a handful more instances of one-off rules quirks. As the SRD is developed and we discover more gaps in the ruleset I'll patch them in.

wndrngdru
June 15th, 2023, 04:27
Wow! Is it Christmas already? This is amazing stuff!

I was looking over the CSRD document and the item/ability/cypher blocks are actually pretty standardized. I wonder what it would take to create something that could easily parse the document sections into records.
I wish I could REGEX better. I'm way out of practice and I was never all that skilled at it to begin with. :-\

Saagael
June 15th, 2023, 07:04
Wow! Is it Christmas already? This is amazing stuff!

I was looking over the CSRD document and the item/ability/cypher blocks are actually pretty standardized. I wonder what it would take to create something that could easily parse the document sections into records.
I wish I could REGEX better. I'm way out of practice and I was never all that skilled at it to begin with. :-\

I considered coding in the parsing for that stuff (kind of like how 5e does for spells), but honestly it's extremely complex and a lot less user friendly than having a UI where that data is entered in, imo. Especially because lua doesn't use regex, it uses its own bastardized string matching.

wndrngdru
June 15th, 2023, 07:48
I considered coding in the parsing for that stuff (kind of like how 5e does for spells), but honestly it's extremely complex and a lot less user friendly than having a UI where that data is entered in, imo. Especially because lua doesn't use regex, it uses its own bastardized string matching.

Oh, for sure. I was thinking more of an external tool that would output to a module that could be loaded and added to something more monolithic within FG. Who knows? Maybe I'll get a wild hair and see what I can do with a python script or something. (I wouldn't count on it, but every once in a while I surprise myself.) :D

Poe the Homunculus
June 15th, 2023, 22:23
Wow! Is it Christmas already? This is amazing stuff!

I was looking over the CSRD document and the item/ability/cypher blocks are actually pretty standardized. I wonder what it would take to create something that could easily parse the document sections into records.
I wish I could REGEX better. I'm way out of practice and I was never all that skilled at it to begin with. :-\

@Saagel is the June Kris Kringle of us FG Cypher fans, lol

Poe the Homunculus
June 15th, 2023, 22:25
And you all saw that many of the creatures are now public?
Cypher System Creature Index (https://www.montecookgames.com/cypher-system-creature-search/)

Saagael
June 16th, 2023, 21:01
Hey all, the latest changes (https://www.fantasygrounds.com/forums/showthread.php?78013-Cypher-System-Announcements&p=689448&viewfull=1#post689448) have been pushed to LIVE.

Saagael
June 28th, 2023, 16:21
6/27/2023 Update

This update is focused almost entirely on the character creation workflow. Types, Descriptors, Foci, and Ancestry are all now automatically handled when dropped onto a PC sheet. Notably Flavors are not managed right now and unless I can come up with a user friendly workflow will probably remain a manual process when building a character.

The next update include a number of user and gameplay features (ammunition tracker, combat tracker updates, new effects for rolls, player intrusions, and more), as well as automating character advancements.

System Changes

The GM can now right-click on a PC entry either in the combat tracker or in the character connection list (top-left of the screen when players are connected) and select the "Invoke a GM Intrusion" button at 9 o'clock. This will prompt the owner of the PC to select to either accept or decline the intrusion. If they decline the system will deduct 1 XP. If they accept, they will have to choose another character, and both of those characters will gain 1 XP.
Restructured most of the rolls to cut down on message clutter. Most d20 rolls are now split into 2 separate messages, the first of which shows the PC's roll with all of their modifiers, and the second compares that result to their target (or the global target if there is no target).
D20 rolls can now be drag/dropped directly from chat onto a target to compare and apply the results.
Paying the cost for rolls and abilities has been separated into its own chat message that occurs prior to the ability or roll.
Added "Flex" as an option to the Stat Pool character modification template (found in Abilities, Descriptors, and Ancestries). When selecting this modification, the user will be prompted to fill out what stats they want to increase
Fixed a number of minor bugs


PC Changes

Added a new button to the Main tab of the character sheet, in the upper left corner of the section that contains the character's name, type, descriptor, and focus. Clicking this button will open the progression tracker, which is a list of all of the modifications a character has undergone through character creation steps outlined below.
When a Type is dropped onto a PC, a pop-up window will appear and prompt the user to select their starting stats, starting edge, and starting abilities (when applicable depending on the Type)
When a Descriptor is dropped onto a PC, all of that descriptors Features are applied to the PC
When an Ancestry is dropped onto a PC, all of that ancestry's Features are applied to the PC
When a Focus is dropped onto a PC, the PC will gain all of the abilities from that Focus. If the player needs to decide between a number of abilities, a window will pop up allowing them to select which one to gain.

Poe the Homunculus
June 28th, 2023, 22:44
6/27/2023 Update


The GM can now right-click on a PC entry either in the combat tracker or in the character connection list (top-left of the screen when players are connected) and select the "Invoke a GM Intrusion" button at 9 o'clock. This will prompt the owner of the player to select to either accept or decline the intrusion. If they decline the system will deduct 1 XP. If they accept, they will have to choose another character, and both of those characters will gain 1 XP.
...
Added "Flex" as an option to the Stat Pool character modification template (found in Abilities, Descriptors, and Ancestries). When selecting this modification, the user will be prompted to fill out what stats they want to increase


PC Changes

Added a new button to the Main tab of the character sheet, in the upper left corner of the section that contains the character's name, type, descriptor, and focus. Clicking this button will open the progression tracker, which is a list of all of the modifications a character has undergone through character creation steps outlined below.


Have I mentioned how much of a total BOSS you are Saagael??

Saagael
July 4th, 2023, 03:04
7/3/2023 Update

This is a smaller update to get out some quality of life features while I still work on getting all of the character building and advancement automation in place.

System Changes

Added standard game options to enable health bars or health dots on tokens. Because PCs have what are effectively three health pools, the health indicator is measured against the sum total of all of the PC's stat pools.
Health status is now displayed in chat as character's take damage. This allows anyone to set up chat-based audio triggers when stat pool thresholds are met
Added a game option to increase the maximum difficulty level up to 15, and added global difficulty icons to the desktop.
Swapped out the difficulty icons for some that are more dark-mode friendly.
A number of small bug fixes.


PC Changes

Added a Player Intrusion button on the main tab of the PC sheet. When clicked, this button will pop up a dialog box that prompts a player to select a type of intrusion they want to invoke. This automatically deduct XP and sends an appropriate message to chat.
Moved the optional Hero Points counter to the main tab below the name/type/descriptor/focus section.

Saagael
July 31st, 2023, 20:07
8/1/2023 Update

It's finally here! This massive update focuses on filling out the automation for building and advancing characters.

System Changes

Added ADV and DISADV effects. When applied to a character, their d20 rolls will instead roll 2d20 and either take the highest (ADV) or take the lowest result (DISADV). These effects accept the normal tags of "stat", "skill", "atk", "dmg", "init", "might", "speed", "intellect", etc.
Added GRANTADV and GRANTDISADV effects. Rolls that target the character with these effects will either roll 2d20 keep highest or lowest, respectively.
The "Damage" field on combat tracker entries now correctly supports drag/drop operations and will apply damage as expected
The "Type" filter for abilities now accepts a comma delimited list in that field and will filter based on those separate values.
Using a skill name as a tag for the "ASSET" and "EFFORT" effects now correctly applies an asset or level of effort.
Fixed an issue where damage types and piercing values weren't being applied correctly.


PC Changes

Automated and guided advancements

When a PC selects an advancement but does not have 4 XP available, a message in chat will let them know they don't have enough XP and the advancement will not be checked off
When a PC selects an advancement and has 4 XP available, that XP will be deducted and a pop up window will be displayed, prompting the user to select what they want to do for their advancement.

Stat advancements will prompt the player to select where they want to place their 4 stats
Skill advancements will prompt the player to select which skill they want training it. It will allow them to select from their existing list of skills, a new skill, or select one of their abilities that they can become trained in (the abilities must have an attack or roll action on it)
Effort advancements will increment the PC's Effort by 1
Edge advancements will prompt the player to select which stat they want to gain an Edge in.
Recovery advancements will increase the character's recovery value by 2
Ability advancements will allow the player to select a new ability to gain from their type or focus that they haven't selected (or is available to be selected multiple times)
Armor advancements will reduce the speed effort cost for armor by 1.


When a character has taken all four advancements, their tier will increase by 1 and they'll be prompted to select which abilities from their type and focus they want to gain.

Add a new tab on the PC sheet for Character Arcs

Added new game rules to customize the XP cost and rewards that character arcs grant
When adding a new character arc, the first one costs 0 XP, but everyone one after that will cost XP (default 1)
Character arcs are tracked via a graphic that has four stages: opening, in progress, climax, and resolution. Clicking on the various parts of the arc will move the PC between those stages.
Arcs have a details window where a player can enter the details for each stage and step of an arc.
Completing a character arc step is done by changing the "Complete" field from "No" to "Yes", and doing so grants XP (default 2)
When all character arc steps are completed, a button on the climax tab will appear and allow you to select whether you succeeded or failed at the finale. Both earn you XP (default is 4 for success, 2 for failure)
Once the finale is done, a button on the resolution tab appears that will let you select whether the arc is resolved. Successfully resolving an arc gains the PC XP (default 1)

Attacks now have a "Uses Ammo" property that, when set to "yes" will cause an ammunition tracker to appear below that attack's entry. Attack rolls automatically use one ammunition.
The Armor and speed effort penalty fields on the main tab of the character sheet are now read only. You can adjust these fields by clicking the details button next to these fields. This opens up a new window where you can set the base values and modifiers for these two properties.

Poe the Homunculus
July 31st, 2023, 20:23
Added ADV and DISADV effects. When applied to a character, their d20 rolls will instead roll 2d20 and either take the highest (ADV) or take the lowest result (DISADV). These effects accept the normal tags of "stat", "skill", "atk", "dmg", "init", "might", "speed", "intellect", etc.
Added GRANTADV and GRANTDISADV effects. Rolls that target the character with these effects will either roll 2d20 keep highest or lowest, respectively.




I was just adding this to the cyphers I am coding last night! (I have add all cyphers up to those that start with "H" from both Numeneras, the Strange, and CRS)





The "Damage" field on combat tracker entries now correctly supports drag/drop operations and will apply damage as expected



Super! Thank you





Attacks now have a "Uses Ammo" property that, when set to "yes" will cause an ammunition tracker to appear below that attack's entry. Attack rolls automatically use one ammunition.


That was going to be a suggestion of mine. Thank you so much for the work :)

I am coding all the cyphers I can find into the items, and then hope to make the cyphers into a .mod file to share with everyone. I've got about all the Types and Descriptors into a Reference manual, need to start to tackle the Foci and powers soon...

Saagael
July 31st, 2023, 20:29
I am coding all the cyphers I can find into the items, and then hope to make the cyphers into a .mod file to share with everyone. I've got about all the Types and Descriptors into a Reference manual, need to start to tackle the Foci and powers soon...

Rock on! I've spent so much time working on the ruleset that I've neglected to create any of the content for my own game, so I would definitely appreciate having the cyphers and abilities in a mod file.

wndrngdru
August 1st, 2023, 17:57
8/1/2023 Update


You, sir, are my new favorite human being! Amazing stuff!

Saagael
August 14th, 2023, 18:16
8/15/2023 Update

The Effects Update! This update focuses primarily on expanding the effects available in the ruleset. There are a number of smaller features and bug fixes in there however. Because the number of effects has grown so large, the documentation for such no longer fits in a single forum post, and thus I have moved the documentation to its own wiki.

Effects Documentation (https://github.com/Gtaray/FG-Cypher/wiki/Effects)

The number of effects for this ruleset has grown in size and scope, and to help both myself and users get the most out everything available I have leveraged the wonderful work done by SoxMax and created an Effect Builder plugin extension that is available on the Forge. You will need to subscribe to both the Effect Builder extension as well as the Cypher plugin extension. Both links are below.

Effect Builder by SoxMax (https://forge.fantasygrounds.com/shop/items/457/view)
Effect Builder Plugin - Cypher System (https://forge.fantasygrounds.com/shop/items/1308/view)

Once you have both extensions enabled for your campaign you can access the effect builder by using either the /buildeffect or the /effectbuilder commands in chat to bring up the effect editor GUI. I recommend saving one of those commands to your hot bar for quick access.

System Changes

Added basic support for Death Markers. There are new game options to set when death markers are added to a map.

Because Cypher doesn't really have a concept of creature types, the implementation is fairly basic and the creature types used are the ones from D&D 5e.
One game option allows you to set whether death markers are added when a creature with 0 HP is removed from the combat tracker.
One game option allows you to set whether death markers are added when an NPC is reduced to 0 HP
One game option allows you to set whether death markers are added when a PC moves down on the damage track. i.e. when they become impaired, debilitated, or dead.

When creating an Edge feature in abilities, descriptors, or ancestries, you can select "Flex" as the stat. When this feature is applied to a character it will prompt the character to select the stat to apply edge to.
Fixed an issue where the EASE and HINDER buttons on the defense prompt window would not toggle correctly.
Fixed an issue where advancing to tier 3 or 6 would not prompt the character to select their focus ability for that tier
Fixed several issues around applying flex stat and edge features to characters.
Fixed an error that would pop up when a player moved an item from their inventory to the party sheet
Fixed an issue that preventing adding ability features to abilities, descriptors, and ancestries
Fixed an issue where defense training features would not apply


New Effects

Added Ongoing Damage effect. Deals damage to the effect's owner at the start of their turn. DMGO: [number] [stat damaged] [damage type]
Added Regeneration effect. Heals the effect's owner at the start of their turn. REGEN: [number] [stat healed]
Added Vulnerability effect. Increases the damage the effect's owner takes. VULN: [number] [stat] [damage type]
Added Shield effect. Acts as temporary hit points and will be deducted from the effect's owner's stats first. SHIELD: [number] [stat] [damage type]
Added effects that grant levels of training.

Give training to rolls. TRAIN: [stat] [roll type] [attack range] [weapon type]
Give specialization to rolls. SPEC: [stat] [roll type] [attack range] [weapon type]
Gives an inability to rolls. INABILITY: [stat] [roll type] [attack range] [weapon type]
Attack range can be either "immediate", "short", "long", "very long"
Weapon type can be either "light", "medium", "heavy"

Added effect that allows character to ignore the negative effects of being Impaired. IGNOREIMPAIRED
Added IF and IFT conditional effects. These allow you to check a condition to determine whether the rest of the effect should be applied. You can invert the check by putting "NOT" before the effect (e.g. IF: NOT HALE). More details can be found in the documentation.

HALE
IMPAIRED
DEBILITATED
WOUNDED
MIGHT([number] or "max"). PCs only
MIGHT([operation][number]). PCs only
SPEED([number] or "max"). PCs only
SPEED([operation][number]). PCs only
INTELLECT([number] or "max"). PCs only
INTELLECT([operation][number]). PCs only
LEVEL([number]). NPCs only
LEVEL([operation][number]). NPCs only

Added effect that allows the effect's owner to convert one type of defense roll into another. CONVERT(defense, [new stat]): [original stat].

[Original stat] and [new stat] can be either "might", "speed", "intellect", or "all".
When a character would make a defense roll that matches the [original stat], they will be given the option to instead select the [new stat] to roll

Added effect that allows the effect's owner to convert the stat they use to pay a cost to another stat. CONVERT(cost, [new stat]): [original stat].

[Original stat] and [new stat] can be either "might", "speed", "intellect", or "all".
When a character would spend stats for effort or to activate an ability, if the stat spent matches the [original stat], the player will be prompted to choose either the [original stat] or the [new stat].



PC Changes

In any place where a PC can select their training level (defense, skills, attacks, etc), the dash ("-") indicating "no training" has been replaced with the text "Practiced"
Moved the details for armor and armor speed penalties to their own window to clean up some space on the main tab.

Added a new field for Armor called "pierce-proof" armor. This field allows you to specify how much of a character's armor should be immune to armor piercing damage.
When you add a Feature to descriptors, ancestries, or abilities that modify a character's armor, you can specify whether the armor should be immune to armor piercing.

Added automation for character Flavors when building or advancing characters

When building a character, if you add a Flavor before you add a Type, then when you add the Type you will be allowed to select abilities from the character's Flavor
When a character takes an advancement to select a new ability from their Type, they can choose to select an ability from their Flavor
When a character increases their tier, they can select abilities from their Flavor in addition to their Type

Effects actions on abilities (on the Actions tab) have been updated with some new features

You can add dice to the duration of an effect, which is randomized whenever the effect is added to someone.
Effect durations can now scale with effort spent. Directly beneath the duration of an effect is a line to set its scaling. Here you can specify a multiplier based on the effort spent. For example, if a player applies an effect with 1 level of Effort, and that effect has a base duration of 1 minute and a scaling mod of 1 with a scaling mod multiplier of "Effort" will have its duration set 2 minutes (base 1 + 1 Effort).
Effects can now have their text line scale with effort spent. To use this you'll need to fill in the Scaling information below the text line, and then use the specific text "{{EFFORT}}" including the double braces. When the effect is applied, the {{EFFORT}} text will be replaced with whatever the scaling amount is evaluated to.

Poe the Homunculus
August 14th, 2023, 20:57
8/1/2023 Update

System Changes

Using a skill name as a tag for the "ASSET" and "EFFORT" effects now correctly applies an asset or level of effort.



With this, would the correct tags be ASSET: might, ASSET: Might, might ASSET, or some other way to list the effect?
Thanks for everything!

Saagael
August 14th, 2023, 21:01
With this, would the correct tags be ASSET: might, ASSET: Might, might ASSET, or some other way to list the effect?
Thanks for everything!

The correct format for the ASSET effect, and almost all other effects, is "[effect]: [number] [tags]". For your example it would be "ASSET: 1 might". Casing shouldn't matter, so either "MIGHT", "Might" and "might" will work.

Instead of using a stat like might, you could also put in a skill name there. So "ASSET: 1 Stealth" would grant an asset to stealth skill checks. Again casing doesn't matter, but the skill does need to be spelled exactly the same as the skill on the character sheet.

Saagael
August 14th, 2023, 21:05
With this, would the correct tags be ASSET: might, ASSET: Might, might ASSET, or some other way to list the effect?
Thanks for everything!

I should also add that if you're unsure of how to format an effect, I created a plugin for the Effect Builder extension that will do most of the work for you. Relevant links on the effects thread: https://www.fantasygrounds.com/forums/showthread.php?78014-Cypher-System-Effects

Saagael
August 23rd, 2023, 02:30
To better support y'all I've made an actual wiki site that documents most, if not all, of the features I've added to the ruleset. I'll be keeping that site more up to date my posts here, as it's easier to update and track changes on the wiki. If you find any errors or gaps in the wiki let me know and I'll get it sorted.

Fantasy Grounds Cypher System Wiki (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Home)

Poe the Homunculus
August 23rd, 2023, 05:34
Saagael, have I told you that you are an amazing FG demi-God?
Thank you!!

Saagael
August 23rd, 2023, 05:40
Saagael, have I told you that you are an amazing FG demi-God?
Thank you!!

I think you have, but thank you very much. I really appreciate it :o

Saagael
August 29th, 2023, 18:56
8/29/2023 Update

As mentioned in an earlier post, I've published a separate wiki (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Home) for all of the info about how to use the ruleset. If you're not sure how something works, the wiki probably explains it (and if it doesn't, let me know and I'll add it). Many windows have had help links added to them that links to the relevant page on the wiki.


Full Patch Notes (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Updates/8-29-2023)

wndrngdru
August 29th, 2023, 22:18
The GMI threshold is awesome! HORROR MODE, BABY!

Saagael
November 14th, 2023, 20:29
11/14/2023 Update
A handful of small changes and fixes that include:
- GM intrusion threshold increased to 20
- Added DT effect, which handles damage thresholds
- Updated the special defenses section of PCs and NPCs to make it more understandable and flexible to use.
- Costs are now visible on abilities regardless of if the ability is an action or enabler.
- Handful of bug fixes.

Full Patch Notes (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Updates/11-14-2023)

Saagael
March 11th, 2024, 17:54
3/11/2023 Update
A handful of small changes and fixes that include:
- Updated how special armor works for PCs and NPCs
- Armor can now either be applied as flat damage reduction, or as a damage threshold
- Descriptors, Flavors, Ancestries, etc. can have abilities added directly in the Other tab, and no longer need to be added via drag/drop.
- Enabled the initiative tracker that's new in FG 4.5
- Fixed help links across the ruleset
- Fixed bug causing generic armor to not be applied
- Fixed bug with ongoing damage applying Armor
- Fixed bug that caused players targeting an NPC to incorrectly target for defense rolls
- Fixed issue when buying advancements
- Fixed rolls putting "TARGET" text in chat
- Fixed issue preventing players seeing other players' health bars

Full Patch Notes (https://publish.obsidian.md/fantasygrounds-cypher-wiki/Updates/3-11-2024)