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crleonhard
July 8th, 2024, 21:41
Mothership 1e Ruleset

Description

This is a full ruleset for the Mothership 1e rpg created by Sean McCoy and published by Tuesday Knight Games.

This ruleset can be downloaded for free from the FG Forge here: https://forge.fantasygrounds.com/shop/items/1845/view

The pay-what-you-want rules for Mothership can be downloaded here: https://www.drivethrurpg.com/en/product/484222/Mothership-Players-Survival-Guide
The full game can be purchased here: https://www.tuesdayknightgames.com/pages/mothership-rpg

Legal Disclaimer

This ruleset emulates Mothership's game mechanics but does not include any content data or other copyright-protected material. It is not authorized, licensed, endorsed, or sanctioned by Tuesday Knight Games. Some parts of the code in this ruleset derivative of CoreRPG or MoreCore may be copyright SmiteWorks.

Acknowledgements

Big thanks to Ranzarok for the graphic design and art assets, and to SmiteWorks for the CoreRPG framework upon which this ruleset is built.

https://i.imgur.com/ytZrSOX.png (https://i.imgur.com/Cybbh0y.png)

Features


Character Sheet

Automatic stat generation, starting skill selections, and equipment loadouts (requires initial population of reference data)
Double-click fields to roll checks, saves, etc
Weapons panel for rolling attacks and damage, as well as tracking ammo


Combat Tracker

Enables rolling NPC/monster attacks and damage directly from CT
Drag-and-drop damage onto targets
Supports optional Strict Turn Order house rule


Ship Manifest

Double-click fields to roll ship checks


House Rules

Armor Damage [on]: Apply Armor damage
Loadouts [off]: Automatic equipment loadouts
Panic [off]: Automatic Panic checks
Stress [on]: Apply Stress changes
Strict Turn Order [off]: Roll Speed checks for initiative
Trinkets [off]: Automatic trinkets and patches
Wound Effects [off]: Apply Wound and Panic effects
Wound Rolls [off]: Automatic Wound rolls

Important Notes

No data module is provided with this ruleset. Any copyrighted game content such as class descriptions, skill and item lists, and random tables must be entered manually within FG.
Fortunately, this is easy if perhaps tedious -- nearly everything is simply a matter of copy/paste from the PSG into FG (see README attached to this post for full details).

Ranzarok
July 8th, 2024, 21:47
Very cool!

If you ever need some more help with the graphics, just let me know.

damned
July 9th, 2024, 00:06
Well done crleonhard

WilliamRiddle
July 14th, 2024, 01:58
Step-by-step instructions for getting this working would be very appreciated. Not all of us are FG coders.

WR

crleonhard
July 14th, 2024, 14:09
Step-by-step instructions for getting this working would be very appreciated. Not all of us are FG coders.

WR

No coding required! It’s just a matter of data entry through FG, exactly the way you would enter a new item or table for 5e or any other system. There’s just a lot of them to enter.

crleonhard
July 14th, 2024, 14:21
I’ve updated the first post to include the Forge store link. This is my first Forge listing, so let me know if anything’s not clear!

The README.txt file (which you should be able to find in your FG/rulesets/Mothership folder) identifies all of the tables, classes, items, etc you’ll need to create to get the most out of this ruleset, but I can provide a walkthrough here if it’s confusing.

Camberme
July 16th, 2024, 00:12
61303I have the ruleset downloaded, I've updated my Fgu, I can see the two rulesets AROUND it, but I can't see it as a ruleset in my launcher.

Camberme
July 16th, 2024, 00:16
the txt file. is inside the .pak file, which you need someway of opening, it's not just a "text file in a folder" IMO

wndrngdru
July 16th, 2024, 04:11
You are correct. The ruleset is not packaged correctly. It should be a zip file containing everything WITHIN the Mothership folder, not the Mothership folder itself. crleonhard will need to re-package andupdate the Forge file. In the meantime, you can could repackage it yourself until the update happens. The .pak file is just a zip file with the extension changed. Change it to .zip and unpack in somewhere you can work with it.

crleonhard
July 16th, 2024, 04:14
You are correct. The ruleset is not packaged correctly. It should be a zip file containing everything WITHIN the Mothership folder, not the Mothership folder itself. crleonhard will need to re-package andupdate the Forge file. In the meantime, you can could repackage it yourself until the update happens. The .pak file is just a zip file with the extension changed. Change it to .zip and unpack in somewhere you can work with it.

Ah, I’m uploading a corrected build now. And yes, everything including the README is in the .pak file which you’ll just need to unzip.

(I've temporarily disabled the download until the new corrected package is approved.)

wndrngdru
July 16th, 2024, 04:26
I would recommend making the README available somewhere else as well. (attached to the first post, maybe?) Generally, unpacking a ruleset inside the rulesets folder is a "bad idea" because, even if the .pak file gets updated, FG will always use what is in the unzipped folder.

crleonhard
July 16th, 2024, 04:40
I would recommend making the README available somewhere else as well. (attached to the first post, maybe?) Generally, unpacking a ruleset inside the rulesets folder is a "bad idea" because, even if the .pak file gets updated, FG will always use what is in the unzipped folder.
Good suggestion! I've attached the README to the first post.

MemiX
July 16th, 2024, 19:47
Thank you so much for your work! I'll love to try it once the forge gets listed again.

WanderingMinstrel
July 23rd, 2024, 09:59
Count me among the folks who's interested in this! I'd love to be able to run Mothership with my extended family.

wenceslg
July 28th, 2024, 23:45
Commenting to remind myself to check back :D

crleonhard
July 30th, 2024, 17:24
OK, I was having some issues uploading new builds to the Forge but they appear to be resolved now and I've reactivated the store page. Take a look and let me know if you run into any problems. Again, this is my first Forge listing so I'm still feeling my way through the process.

Also, if anyone has any questions about the data entry necessary to populate classes, items, etc beyond what's described in the README attached to the first post above, just let me know.

FricKtion
July 30th, 2024, 18:51
Thanks so much for this, so far it looks awesome. I am having a little trouble though. It looks like I've got Skills/Classes entered correctly but when I apply a Class to a character the skills won't apply. I get "Skill reference '{skill name}' cannot be resolved. As far as I can tell the skills are entered correctly and shared with players.

And another question I had was about the Scientist specifically. Should the Scientist's Master + Expert + Trained chain automatically apply or will that need to be manually added to a Scientist character?

crleonhard
July 30th, 2024, 21:51
So, that skill reference 'name' cannot be resolved is what you'd see if you had a skill listed under a class' skills but no skill of that name was found in your skills menu. Here's a walkthrough I just created in a fresh campaign with no existing data. The first thing I did was to create 3 skill records:
61417

I then created a new character and dragged these 3 skills onto the skills tab, which worked fine:
61423

To demonstrate the scripting of class skills, I then created a new class record with skills defined per the official character sheet in the PSG:
61419

When I dragged my class record onto the main tab of another new character, it prompted me first for which stat to apply my +5 bonus to and then for my Master skill, my bonus Trained skill, and lastly my prerequisite skills:
61420 61421

Can you try both of these methods (drag to skills tab vs auto-add of class skills) and see if you continue to experience the same error? You may want to try it in a fresh new campaign just in case.

ETA: In addition to the steps above, you'd need to share each of the skill and class records above for anyone other than the host to use them.

FricKtion
July 30th, 2024, 22:30
Thanks a ton for that! It must've been campaign related. I followed those instructions and ran into the same issue with my existing campaign. Worked beautifully in a fresh campaign.

If any others do what I did and only realize after you've done all the data entry here's what I did to save myself from doing the work again:
1.) Create a fresh campaign
2.) Open up db.xml in both the old and new
3.) Copy the items and tables from the old db.xml into the new db.xml

I decided to recreate the skills/classes in the new campaign just in case. But so far this has worked for me.

crleonhard
July 30th, 2024, 22:45
Glad that worked out! Definitely let me know if you run into any more glitches. This data entry component is certainly the least-tested part of this ruleset, as when I run games I'm typically using a "personal use" data module I created straight into XML rather than through the UI. I did try to test everything to make sure people would be able to get what they needed in there, but it wouldn't shock me if there were bugs.

crleonhard
July 31st, 2024, 02:43
OK, I've identified a small bug which is probably the cause of the issue FricKtion ran into. In short, clicking the "Skills by Rank" button on the Skills sidebar causes an erroneous <skilldata> reference node to be created in the db.xml which prevents manually-entered skills from being resolved properly. I'll try to get a fix out for this ASAP, but in the meantime the two workarounds for this would be to either 1) not click the "Skills by Rank" button, or 2) if you already did, manually edit your campaign db.xml to remove the <skilldata /> node below:
<reference>

<skilldata />
</reference>

ETA: Actually, the same bug exists with the buttons on the Items sidebar as well (with the same workarounds described above):
<reference>

<armor />
<equipment />
<loadout />
<skilldata />
<weapon />
</reference>

crleonhard
July 31st, 2024, 16:53
OK, I've simply removed those problematic buttons for now, to prevent anyone encountering the issue until the root cause is resolved. The update has been uploaded to the Forge.

billyorkfellz
August 9th, 2024, 16:54
Thanks a lot for that! o/

The_Dragon_Ladis
August 14th, 2024, 15:56
Opening the Combat Tracker with the latest FGU version, using the new Core Dark Theme shows a bunch of errors.

window: Control (label_name) anchoring to an undefined control (rightanchor) in window class (combattracker_host)

crleonhard
August 15th, 2024, 18:13
I do see some new warnings and at least one error trying to load the dark desktop theme, but I see these same errors when loading CoreRPG all by itself, so I don't think any of them are specific to this ruleset.

billyorkfellz
August 15th, 2024, 18:48
So here's what I've seen so far:

1) Combat tracker visual elements are not well aligned.
2) Items records are all messed up.
3) Guess not update related but char sheet tabs should be more easily readable if more like NPC tabs, a white font colour.

Also when we click to open an item record it also pops error messages. I'm uploading the compiled logs.

Hope it helps!

crleonhard
August 15th, 2024, 23:06
Are you using a custom desktop theme? I'm not seeing any issues such as you describe with the default theme (see attached screenshot). While I may look into issues with support for custom themes as time allows, I'm a fan of the work Ranzarok did on the graphic design and I can't say it's high on my priority list.

ETA: Why is there a pictures tab on the item sheet in your screenshot? The item record in this ruleset doesn't even use a tabbed layout... do you have any other extensions active which could be creating that?

61566

billyorkfellz
August 16th, 2024, 01:26
I have no extensions on and the "picture" tab, as far as I know, is a feature of the new version of Fantasy Grounds, 4.5.10.

crleonhard
August 16th, 2024, 01:44
Ah, you're right -- I had unzipped a copy of CoreRPG from a few days ago, so my local host was still loading that version rather than the latest update. When I load the 8/13 update to CoreRPG I see all the things that broke. Sigh. It's probably going to take me some time to to track down and fix everything that got broken on Tuesday, but I'll try to get to it ASAP.

ETA: Actually, while I am seeing a lot of problems with undefined anchors with the new CoreRPG update, and tabs/icons are no longer respecting the colors in the ruleset, I'm still not seeing picture tabs on anything as in billyorkfellz's screenshot... Is anyone else seeing a picture tab on everything?

billyorkfellz
August 16th, 2024, 02:26
Glad you're on it, good luck!

Micco52
August 17th, 2024, 15:19
Yes, I am seeing the pictures tab on all of the items I created a few days ago in an older version of FGU. 61618

crleonhard
August 17th, 2024, 22:19
I've uploaded a new build to the Forge which rebuilds all of the broken layouts I could find, as well as fixing some functional problems created by changes to the structure of some of the framework layouts. Everything appears to be working now more or less as it was, although for some reason the edit button on a loadout's subitems list is not enabling the delete buttons as it should (you can still delete subitems using the radial menu though).

Please let me know if you spot anything else that's still broken!

Micco52
August 17th, 2024, 23:41
I've just gone in and checked the scenario I had prepped and there don't appear to be any issues with the new build. Thanks so much for the quick fix on this, I really appreciate it. We're having a session tomorrow, so the timing could not have been better. :-)

TeamRodriguez
October 5th, 2024, 22:56
I love the dot-matrix printer paper backgrounds for the character creation windows. The whole vibe is awesome. Thank you for the work you put into this!

I have a very minor suggestion please - the contrast for the icons in the main menu is pretty light, and I find it difficult to discern the inner portion of the icons.

Thanks again - I picked up the system yesterday and I was wondering how I could use it with FGU.

crleonhard
October 9th, 2024, 14:31
I love the dot-matrix printer paper backgrounds for the character creation windows. The whole vibe is awesome. Thank you for the work you put into this!

I have a very minor suggestion please - the contrast for the icons in the main menu is pretty light, and I find it difficult to discern the inner portion of the icons.

Thanks again - I picked up the system yesterday and I was wondering how I could use it with FGU.
Thanks for the suggestion! As you can see from the original screenshot in this thread, the icons used to be a different color but it looks like a CoreRPG update somewhere along the way changed them (since I wasn't setting them explicitly). I've now hardcoded them to a color pretty close to what they were originally, which should give you better contrast. Let me know if that's still not working for you.

And all credit for the awesome character sheet background goes to Ranzarok!

billyorkfellz
November 13th, 2024, 23:41
Hello!

So I've been noticing some inconsistencies in the advantage/disadvantage system. A print is attached. As you can see in the first check, it was rolled a Combat at Advantage and the highest result was picked, the opposite of what should occur. A similar result in the second roll, only now at Disadvantage. The low value being chosen for the result. Third and fourth checks went correctly, but the error came up again in the fifth one, the high result being chosen over the low one in a check at Advantage. I have no mods installed and the same happened in other character sheets.

crleonhard
November 13th, 2024, 23:54
Hello!

So I've been noticing some inconsistencies in the advantage/disadvantage system. A print is attached. As you can see in the first check, it was rolled a Combat at Advantage and the highest result was picked, the opposite of what should occur. A similar result in the second roll, only now at Disadvantage. The low value being chosen for the result. Third and fourth checks went correctly, but the error came up again in the fifth one, the high result being chosen over the low one in a check at Advantage. I have no mods installed and the same happened in other character sheets.

It's designed to support opposed checks, which were part of the original rules (when most of this ruleset was written), in that it picks the highest number that's still a success (or a critical, if you rolled one):


OPPOSED CHECKS: Roll equal to or under the relevant Stat or Save on while your opponent rolls under their relevant Stat or Save. Whoever rolls higher, while still rolling under their relevant Stat/Save, wins the Opposed Check.

This logic won't cause a crit to become a non-crit, or a success to become a failure, it just gives you the highest result within the success/failure level you rolled. (Obviously, reverse this logic for disadvantage.)

billyorkfellz
November 14th, 2024, 00:08
So is it going to remain this way?

crleonhard
November 14th, 2024, 01:12
Is there a downside to it? It seems silly to spend time removing a feature that some players still use (opposed rolls) that isn’t hurting anything, but if leaving it in is causing a problem I’m happy to consider it.

billyorkfellz
November 14th, 2024, 17:27
Well, you're quite right. If people are still using it, there's no point in taking it down. Perhaps defaulting to the current 1e way of roll results and making the previous support to opposed checks an option? I don't know how difficult would it be to code that, or even if it's possible at all, but I guess it would be more in line with the recent edition.

Thanks for considering!

Fantasyarancibia
April 24th, 2025, 05:24
Hi!! first of all thank you for all the work. one question though, when oppened the character window this happen 64153 is there a problem?

crleonhard
April 24th, 2025, 13:50
Hi!! first of all thank you for all the work. one question though, when oppened the character window this happen 64143 is there a problem?
I can't open your attachment, can you try again or describe the issue you're seeing? I know there was a large core FGU update this week, so it wouldn't be surprising if that broke something, but I just created a new campaign and was able to create a character without any obvious issues.

Fantasyarancibia
April 25th, 2025, 03:04
I add a new character, open the character sheet and when I clic on inventory a error appears. This is what the log say, a put the part since the version of FG

[4/24/2025 9:56:02 PM] Fantasy Grounds - v4.7.0 ULTIMATE (2025-04-23)
[4/24/2025 9:56:02 PM] RULESET: Mothership ruleset v2024-06-11
This is a fan made ruleset for Fantasy Grounds Unity to support Mothership v1.0. Created by Obmug with art by Ranzarok.
[4/24/2025 9:56:02 PM] RULESET: Core RPG ruleset (2025-04-22) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[4/24/2025 9:56:02 PM] MEASURE: LOAD - PART 2 - 2.4438863
[4/24/2025 9:57:05 PM] [WARNING] window: Anchored static height ignored for control (pronoun) in windowclass (charsheet_overview)
[4/24/2025 9:57:05 PM] s'sub_charsheet_overview - DEPRECATED - 2024-08 - Use new record window and layout implementation'
[4/24/2025 9:57:05 PM] s'sub_charsheet - DEPRECATED - 2024-08 - Use new record window and layout implementation'
[4/24/2025 9:57:05 PM] s'sub_charsheet - DEPRECATED - 2024-08 - Use new record window and layout implementation'
[4/24/2025 9:57:05 PM] s'sub_charsheet - DEPRECATED - 2024-08 - Use new record window and layout implementation'
[4/24/2025 9:57:05 PM] s'sub_charsheet - DEPRECATED - 2024-08 - Use new record window and layout implementation'
[4/24/2025 9:57:05 PM] s'close_charsheet - DEPRECATED - 2024-08 - Use new window menu implementation'
[4/24/2025 9:57:05 PM] [WARNING] window: Anchored static height ignored for control (pronoun) in windowclass (charsheet_overview)
[4/24/2025 9:57:05 PM] [WARNING] window: Anchored static height ignored for control (pronoun) in windowclass (charsheet_overview)
[4/24/2025 9:57:07 PM] [WARNING] window: Anchored static height ignored for control (pronoun) in windowclass (charsheet_overview)
[4/24/2025 9:57:08 PM] [WARNING] window: Anchored static height ignored for control (pronoun) in windowclass (charsheet_overview)
[4/24/2025 9:57:08 PM] [ERROR] window: No vertical anchor defined for control (weight_label) in windowclass (charsheet_inventory)

crleonhard
April 25th, 2025, 17:09
[4/24/2025 9:57:08 PM] [ERROR] window: No vertical anchor defined for control (weight_label) in windowclass (charsheet_inventory)

Ah, thanks -- they renamed weight_label to label_weight in CoreRPG and broke my reference. I fixed that and updated a few other things to remove some warnings. The new version is up now, take a look and let me know if you run into any other problems.

Durhazz
April 30th, 2025, 22:33
Is this ruleset available anywhere anymore? The link at the beginning of the post says "This item is currently not available".

crleonhard
May 2nd, 2025, 02:56
Oh sorry, I had forgotten to click the button to reactivate the Forge listing after uploading the new version. You can find it here (http://forge.fantasygrounds.com/shop/items/1845/view).

Durhazz
May 2nd, 2025, 03:08
Thank you man!

Fantasyarancibia
May 5th, 2025, 01:09
Thank you for all your hard work, sometimes I get confused between v.1.0 and the v.1.2 of Mothership but that's my fault. A little changes and there is no problem. I saw that the Health is autogenerated and can't be modify. it is posible to make it like the others and allow modifications?

crleonhard
May 5th, 2025, 20:00
Sure, I just uploaded the change.

Fantasyarancibia
May 6th, 2025, 02:13
Amazing, thank you so much!!!! Sorry for the inconvenience.

Morbid-Don
August 7th, 2025, 13:24
Hi - the latest update knocked out the characters sheets - now they are blank as in no fields or data - see image example here 65027

crleonhard
August 7th, 2025, 16:48
I just updated the charsheet and pushed new version to Forge... let me know if you run across anything else!

Morbid-Don
August 7th, 2025, 19:39
That did the trick - thank you and stay GAMING!

Morbid-Don
August 9th, 2025, 01:00
Hi Again,

I was told to bring my wish request back to you; in essence - would it be possible to activate the 'feats' section in FG derived from 5e (just to create them - their library is not wanted - only the capacity to create Feats for Mothership per say using its frame work...)

https://www.fantasygrounds.com/forums/showthread.php?85548-Extention-Idea-Request-Add-D-amp-D-Feats-to-a-Ruleset-that-is-Not-D-amp-D

Morbid-Don
August 9th, 2025, 02:07
Hi Again,

Another few bugs found - when adding characters to combat tracker, and inability to remove actors from combat tracker - an error pops up see images:

65042
65050
65058

crleonhard
August 13th, 2025, 01:11
Hi Again,

I was told to bring my wish request back to you; in essence - would it be possible to activate the 'feats' section in FG derived from 5e (just to create them - their library is not wanted - only the capacity to create Feats for Mothership per say using its frame work...)

https://www.fantasygrounds.com/forums/showthread.php?85548-Extention-Idea-Request-Add-D-amp-D-Feats-to-a-Ruleset-that-is-Not-D-amp-D
This is actually a deceptively difficult ask because this ruleset is not built "on top of" the 5e (or any other) ruleset -- it's extended directly from CoreRPG, so any attempt to mimic functionality from another game would have to be added from scratch. Consequently, it's extremely unlikely that any non-Mothership features like that are going to be added any time soon, sadly.

crleonhard
August 13th, 2025, 01:15
Hi Again,

Another few bugs found - when adding characters to combat tracker, and inability to remove actors from combat tracker - an error pops up see images:

65042
65050
65058
Wow, it looks like subsequent CoreRPG updates have broken a lot more, and the CT problems don't look like they're going to be quick and easy to fix. I'm actually quite busy right now and not currently running a Mothership game, so I'm afraid it may be a while before I find time to work on these. I may just delist the ruleset until such time as I'm able to get around to it. (If anyone else wants to take over maintenance of it, I'm happy to share the package files.)

ETA: OK, I've uploaded a quick fix that re-enables the ability to close character sheets and delete characters from the CT. It also removes the errors when adding characters to the CT, but doesn't solve the root issue that the "wound status" graphic indicator no longer works.

Morbid-Don
August 13th, 2025, 19:11
Howdy

The ruleset is solid as is with the bugs - so this minor fix does a lot actually - thank you - totally understandable the scope of work that maybe involved and appreciate your work - take care and stay sane lol

Curuthanir
August 14th, 2025, 02:22
Ruleset looks great, and I've entered in most of the data from the Player's Survival Guide. I'm not sure if I've entered something wrong though, when I click to roll damage from a weapon on the character sheet, I get the attached error. I'm not sure if I entered data in the weapon wrong, or if it's a bug from an update to FG.

Morbid-Don
August 14th, 2025, 03:34
@Curuthanir

You need to add to your damage code the three letters 'DMG'

See Example here 65147

Hope this clears the issue

Stay GAMING!

Curuthanir
August 14th, 2025, 05:16
Thank you! Works like a charm now.

crleonhard
August 14th, 2025, 14:15
Yes, this is partially a carryover from the original v0 rules where some weapons inflicted DMG and others Wounds, but also a general assumption by the scripting that any data copied from the PSG will be entered exactly as it appears in the rulebook.

crleonhard
August 17th, 2025, 05:14
I just pushed a new update that fixes the broken wound status indicator in the CT.

Morbid-Don
August 19th, 2025, 00:55
Confirming ~ Woohoo!

Myrdin Potter
September 23rd, 2025, 00:49
Are there some examples on how to fill out the NPC sheets?

Morbid-Don
September 23rd, 2025, 04:01
Hi,

I used the stats from the Contractors to fill these in...

65492

Myrdin Potter
September 23rd, 2025, 04:37
For NPC, do you need the DMG after the dice description? So 1d10 DMG, not just 1d10?

The gear icon on the side of weapons cannot be clicked. If you open the record by clicking the weapon button to the right you could edit it, but adding a +1 damage to the description does not seem to do anything.

Using the futuristic theme (or several others) the text was always dark for my players and they could not read it.

How can you access a d8 or a d4? The module I was running (Alone in the Deep) calls for 2d4 and 1d8 rolls.

There is some weirdness for the image windows. Images had transparent bands next to them and I had to click that band to make the window bigger or smaller. This was in my play campaign when opening the .mod file. Seemed fine in the regular development campaign. I wonder if it is themes?

Otherwise the ruleset worked well and we were able to play. Very nice and appreciated effort.

crleonhard
September 23rd, 2025, 18:04
For NPC, do you need the DMG after the dice description? So 1d10 DMG, not just 1d10?

The gear icon on the side of weapons cannot be clicked. If you open the record by clicking the weapon button to the right you could edit it, but adding a +1 damage to the description does not seem to do anything.

Using the futuristic theme (or several others) the text was always dark for my players and they could not read it.

How can you access a d8 or a d4? The module I was running (Alone in the Deep) calls for 2d4 and 1d8 rolls.

There is some weirdness for the image windows. Images had transparent bands next to them and I had to click that band to make the window bigger or smaller. This was in my play campaign when opening the .mod file. Seemed fine in the regular development campaign. I wonder if it is themes?

Otherwise the ruleset worked well and we were able to play. Very nice and appreciated effort.
NPC: Yes, in general it's safe to assume that fields should be entered exactly as they appear in the core rules (PSG, SBT, or UCR). For NPCs, damage would be either be coming from a weapon in the PSG or a monster entry in UCR, and in both cases those include the "DMG" designation, presumably to differentiate from things which do damage in Wounds rather DMG (which may be purely a relic from 0e? IDK if there's still anything that does Wounds dmg at this point).

Gear: This was actually never implemented (char weapon editor); I'll remove the gear icon from the next release. The reason you don't see the effect of the +1 dmg is bc when you click the link you're editing the main library object from the Items list, not the local copy attached to the charsheet. If you edit a copy of the object in the Items list first and then add it to character after that, it should work bc now the edited object is what you have attached to the charsheet.

Themes: I rarely use themes and haven't tested this ruleset with any. Next time I get around to making any changes to the ruleset I'll try it out with the futuristic theme and look at lightening up the fonts.

Dice: This ruleset only supports the d10s used in the rules as written, but you can use the /roll command in chat to roll whatever you want, e.g. /roll 1d4.

Images: I haven't seen any issues like this myself. Let me know if you're able to narrow it down.

Myrdin Potter
September 26th, 2025, 17:19
For the theme, it looks fine on my screen (warden) but all my players have dark text on a dark background and cannot read anything in the chat. Everything else is fine. Futuristic seems like trhe one that most people would try, so maybe take a look at that one if you are looking.

The images - even with no theme the selection spot for stretching the frame is not the edge or the corner, but something just inside the frame.

Everything that was entered properly worked well.

Not sure how to create/enter the tables you say are needed for the house rules.

crleonhard
September 26th, 2025, 18:07
For the font issue, that almost certainly indicates an inability to load those fonts by your players. You might want to have everyone check their \AppData\Roaming\SmiteWorks\Fantasy Grounds\rulesets\Mothership\graphics\fonts folder and ensure that the fonts in the attached image are present and (importantly) have lower-case ttf extensions just as in the picture. I saw a very similar issue once with some of my players, and the issue turned out to be that their local copies of certain fonts had upper-case TTF extensions for some reason; manually fixing the extensions resolved the issue for them.

65513

crleonhard
September 26th, 2025, 18:22
For the tables, you just need to manually add the indicated tables from within FG, using the Tables button in the sidebar. It's a lot of data entry, but should be (mostly) pretty straightforward. I think the wound tables are the only ones that require multiple columns (see attached image), the rest should be pretty much a straight cut-and-paste of the data from the book into the table.

65514

Myrdin Potter
September 26th, 2025, 18:26
I know how to enter tables, just needed the table name and format. Thanks!

Ranzarok
December 18th, 2025, 21:18
Great work on the ruleset crleonhard. If you need or want some art asset updates, just let me know, I would be more than happy to do them.

Myrdin Potter
February 7th, 2026, 00:29
I just thought I would add in that I ran 3 one shots with this ruleset (Mothership is great when not everyone can play your main game or the current GM needs a 1-2 week break so you step in).

Everything worked well and it was a fun experience. Big thanks for coding this ruleset.

crleonhard
February 8th, 2026, 16:36
Glad to hear it!