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Mike Serfass
May 14th, 2024, 00:24
I run primarily sci-fi campaigns, so I've been looking forward to the SWADE SFC for years (literally).
It will be roughly another year before we have the SFC companion mod in FGU.
If you're as excited about the SFC as I and my players are, you want to get to playtesting it now.
To that end, I created a temporary pre-release extension.

This is TEMPORARY, as in, when the official SFC module and extension are released, this one will be retired.
This extension DOES NOT and will not contain any information from the SFC. No edges, no star knight, no new powers, no vehicles.

What this extension does have is:

Strain limit and strain max derived stats on the player character sheet
Enables bases and cyberware
New fields on the vehicle sheet
-title/class for heavy metal
-energy
-wounds max and current
-shields max and current


This should give you a start on playtesting the SFC in FGU. Hopefully this also helps whoever gets the job of converting the SFC.
I'll add more features as the SFC is released and matures and my group play tests the SFC and this extension.
Here are some images of the changes:

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Happy gaming!

Jiminimonka
May 14th, 2024, 20:41
Excellent! I was talking to Doswelk after reading the walker preview, this is going to be necessary in SWADE in future, vehicles are getting their much need attention.

Mike Serfass
May 16th, 2024, 16:35
It's now live in the forge.
Sci-Fi Companion Playtest (https://forge.fantasygrounds.com/shop/items/1759/view)

Jiminimonka
May 16th, 2024, 16:46
It's now live in the forge.
Sci-Fi Companion Playtest (https://forge.fantasygrounds.com/shop/items/1759/view)

This item is currently not available.... I will check again when I get home tonight.

Mike Serfass
May 16th, 2024, 18:36
Sorry about that! I forgot to click on the List button. I think I've clicked all the required buttons now.

Claybor
May 23rd, 2024, 15:32
Much appreciated Mike.

Mike Serfass
June 10th, 2024, 16:08
I did some work on this extension. Here are the recent updates to the SFC playtest extension.

Electronics was added as a weapon type. This allows you to set starship weapons like torpedoes and missiles to Electronics easily.
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I added a damage section to the vehicle page. This allows you to track damage resulting from battles, like hull hits, engines destroyed, weapon damaged, life support offline.
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I added increase / decrease buttons to Task Tokens for ease of use. The buttons appear when you have enough tokens to use that option.
I added buttons for the various options available in a Clash.
There's some basic automation on the Clash buttons. They decrement Token counts, put a message in chat, and two of them roll the appropriate maneuvering skill.
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These changes were submitted to the Forge and is awaiting approval.

I plan to add more automation to the Clash buttons and actions. I'm figuring out how much automation is possible, and I'll add as much as I can.
Aside from Clashes, tokens are used for other things, like hacking / netrunning and prediction. I'd like to incorporate those into the Task section.
There are other various rules, like soaking damage with shields, soaking with a maneuvering roll, concentrated fire, using a starship as a base.
The SFC adds more options and features than the previous companions, so there's lots to do.

Mike Serfass
July 16th, 2024, 19:31
Version 1.10 was just released. Here are the changes.


Added "SW -" prefix to extension name.
Added Current Strain derived stat to character sheet.
Added Max field to cyberware inventory item window.
Added cyberware tab to character inventory.
Added cyberware button to Items list. This opens the cyberware list window.
Added bases (HQ) option.
Added cyberware option with three values:

Item (cyberware is implemented as implanted devices) shows strain derived stats, the cyberware list on the character inventory tab, and the cyberware item list.
Arcane Background (cyberware is implemented as an Arcane Background) does not show cyberware features.
Ability (cyberware is implemented as Special Abilities or Edges) does not show cyberware features.



Notes on Cyberware Items
Effects are picked up if entered in the Notes or Text fields. (The Text field is under Availability.)
If you put effects in the Notes field the effects will show in the cyberware inventory list under the name, like it does for gear.

I'm doing more work on cyberware.
I'm also doing more work on vehicle combat.
Please share feedback on how well these features are working for you.
Also let me know if you implement things differently in your setting, especially published settings.

Mike Serfass
July 16th, 2024, 19:39
Here are screenshots of the updates.
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Mike Serfass
July 16th, 2024, 19:42
Thank you to Lonewolf for sharing history of the various sci-fi extensions and modules and rulesets, and for sharing old code with me. And the feedback. That helped me get this out more quickly. It also helps me develop this extension in a way that will (hopefully) fit a wide range of settings and play styles. That's the purpose of the SFC, and by extension, my extension.

Jiminimonka
July 16th, 2024, 20:02
Here are screenshots of the updates.
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Can't see those images, some forum bug methinks.

Mike Serfass
July 16th, 2024, 21:01
It must be a bug. I can see them, so maybe they didn't get marked public or approved.

CassMerry
August 27th, 2024, 16:50
Looking through it theres a lot of really cool looking stuff, just wondering what the intended way to do things is for a group who are flying a spaceship together rather than just a single pilot controlling the whole ship and using only their stats?

Mike Serfass
August 27th, 2024, 17:49
Looking through it theres a lot of really cool looking stuff, just wondering what the intended way to do things is for a group who are flying a spaceship together rather than just a single pilot controlling the whole ship and using only their stats?

Do you mean how to do this within FGU, or do you mean a general "in SWADE, how do I run a group in a vehicle during chase/clash/dramatic task/combat?"

Mike Serfass
August 27th, 2024, 17:59
Version 1.20 is being released today with the Savage Worlds ruleset update. Here are the changes.
All cyberware functionality has been moved from the SFC extension to the ruleset. The SFC extension still activates it, so you won't notice the change.
All the Strain functionality has also been moved to the ruleset. Again, you won't notice the change.

This is the last update to this extension I'm releasing. It's being replaced by the official SWADE Sci-Fi Companion extension.
Savage Doswelk and I are still hard at work on the SWADE SFC.

You could continue to use this pre-release version, since it turns on cyberware, strain, and electronics as an attack type on weapons.
It will be delisted after the SFC is released.
You're welcome to look at the code to learn from it and copy bits into your own extension.

CassMerry
August 28th, 2024, 19:46
Do you mean how to do this within FGU, or do you mean a general "in SWADE, how do I run a group in a vehicle during chase/clash/dramatic task/combat?"

I meant how the FG implimentation specifically is meant to be worked for it.

Mike Serfass
August 29th, 2024, 19:39
Add the PC vehicle to CT, drop PCs into pilot and weapons slots on vehicle.
Move PCs into a group under the vehicle.
In chases, dogfights, and clashes, all characters act on the vehicle's the initiative card but in any order they choose. So you'll have to manually move the turn indicator between characters in the vehicle group.

If you're doing a dramatic task around a vehicle, and as an alternative way to do clashes, do the above but don't group the PCs. Let them all have their own initiative cards as normal.
Use the vehicle for targeting and vehicle attacks.
The players may have to go on hold to wait for the pilot to maneuver or spend bennies on cards.

That's how I use FGU. Maybe someone will have better suggestions.