Going to bump this request. This extension would be a hit on the Forge and get a lot more users.
Printable View
Not really, these are calculated attributes. If I make them editable, you lose the auto-calc. However, an option to create bonuses for each of those three stats could be programmed. This would allow you to adjust the stats, while also allowing them to be auto-calculated.
I'm curious as to where this is coming from. I thought those stats were pretty fixed in their calculations. Is there something outside the core calculations that is giving bonuses (certain hypergeometry rituals or artifacts) to the calculated stats but not the base stats that I missed?
I created an artifact that gives more HP in exchange for sanity. Also max sanity isnt actually max as it doesn't reflect how high you can raise your sanity as you cant raise it past its starting value. Thanks if it cant be done ill just do it manually threw notes on character sheet.
Okay,
I have made a some major repairs in the background. Turns out, I was using some deprecated stuff - and fooling with weapons threw up some errors. This should all be fixed.
I have also adjusted rituals, to show information that is present in the handlers guide (Ritual Type: Simple, Complex, Elaborate), as well as "Study Time" and "Activation". Per Elquis request, I have thrown in a mod window to adjust the Max Scores. It is the spyglass icon next to the "MINI" tab in the HP, WP, SP window.
What I'm working on. A new inventory system for Delta Green. One that is similar to how 3.5 and 5e handle their inventory, where you can equip and unequip to change AC and combat actions. This will also fix tomes and artifacts, treating them as items - and allowing the items to be adjusted for more information. Unfortunately, this is NOT compatible with how the Call of Cthulhu 6e ruleset handles things, so it -will break things (ie, you will have to recreate these items to use them).
The plan is to make is to currently make this a seperate extension, so that the main part can continue to be updated and people who don't want to change can continue to use their existing inventories. Those that are interested can add the extension and build out their new equipment.
When you have the new one ready, can you release it via Forge please? Really appreciate you putting in the effort on this one.
I have gotten a crafter's account on the forge, and I have submitted the most recent build. Am waiting for approval.
So what rule set do I need to purchase for this extension to work? CoC 7e??
Thanks for the clarification!
Will this extension work in CoC 7e without any issues if you add that tag in the xml?
No, I tried, it doesn't seems to work.
Speaking of Delta Green there is a nice pdf bundle on HUMBLE BUNDLE
And... Whaooo, there are lots of very cool assets!
Including "Assets: Murder Board 1" that is like my Forge extension Strings and Pins
I thought I was the first human in the RPG history to have this idea... Silly me :p
No, CoC 7E is an encrypted ruleset which prevents me from breaking it apart and seeing how the parts talk to each other. While 6e is a paid ruleset, it's unencrypted, allowing me to unzip it and look at the pieces.
My preference would be just to create a new system, say - based off of the Cthulhu Eternal - Modern Age SRD, and then modify THAT for Delta Green. But I was told that was verboten.
If the ruleset does not mention a system by name or contain any non-SRD material, it can always be created and hosted from the Forge.
Regards,
JPG
In what way is it verboten?
The CE SRD page reads:
"Each SRD is a PDF of approximately 100 pages, the contents of which are fully Open Content and released under the (Wizards of the Coast) OGL. That means you can use the material in any way you wish, whether it’s simply using the rules as written to run a scenario of your own devising, or borrowing substantial parts of the game mechanics (or the whole thing!) to form a platform for a brand new RPG you want to build."
You just need to comply with the OGL.
I was just thinking change the rulesets the extension will load in to allow it to be opened in CoC7e.
I misunderstood one of your comments from last year about copying CoC6 wholesale when creating a ruleset.
I am currently building out a Cthulhu Eternal: Modern Ruleset based of the CE SRD. This is a LOT closer in functionality to Delta Green than CoC6. So, when I'm done, I can modify the extension to use CE:M as the base instead.
Hi Mach5RR
The SRD comes with an OGL so you are OK on that front.
Game mechanics in general are not protected so you are OK on that front.
The code in the 6E ruleset is copyright of SmiteWorks.
In general SW are OK with people re-using code sections from their rulesets for new rulesets.
Copying the ruleset en masse however would require specific permission from SW.
I hope that helps clarify things?
I have (mostly) created the Cthulhu Eternal ruleset based off of the Cthulhu Eternal SRD.
I have setup a new thread over at Cthulhu Eternal Ruleset
Please look at it and tell me what you think. The rules are a lot closer to Delta Green, (using what they call the Misery Engine), and my plan is to switch Delta Green to being an extension of it vs CoC6e.
Sorry for being such a newb, but I'm just getting into running Delta Green on Fantasy Grounds with this extension. Has anyone done a video on how to setup a campaign using the extension?
Specific questions I have are, does the weapons include lethality in the extension?
When I started a Delta Green Campaign with CoC 6E and the DG Extension, it seems like all of the weapons were still set up for Call of Cthulhu.
There are no professions set up in the extension, so you'd just have to type everything in, right? I noticed some skills like HUMINT and SIGINT aren't in the skills list. Just add those on each character sheet right?
Thanks in advance for any response.
Question how does one change out the skill a weapon uses when i try to type in the skill i get this popup and i cant drag the skill overAttachment 63090
Okay,
That should be fixed. I had tapped into the autocomplete for skills that the NPC uses, but something changed that allowed me to use this.
Instead, its just a simple type in to updated the weapons names.
Also, I updated two default skill values because they were wrong.
Dodge base was running off a DEX calculation, as used in CoC6e. It should have been base 30. This may not reflect in older characters (mine were calculating as if the base was 20 for some reason), but new characters have the correct base.
Heavy Machinery was listed in the system as having a BASE of 20, but the Agen'ts Handbook says its supposed to be a 10. It is corrected to a 10.
The best way I can think of to fix the DODGE to the correct BASE, is to edit the db.xml in your campaign folder. You can search for "Dodge", and under every instance where the "Dodge" skill (label) appears, edit the <base type="number"> to be 30 instead of 20.
Or, you can just give the appropriate number of points to bring the PC to the correct value.
Just noticed that on items the expense is blanked out when you lock the item.
Also the gear and Armor Sections of the Items section don't allow you to create armor or gear items.
Any chance of a button to auto-increase skills you've failed with (And thus checked off) during the session?
So, how effective is this rules set now? I am considering running Delta Green, and am looking at Foundry vs FG to see which one will do it better.
From my personal experience with both, Fantasy Grounds has the combat automation in place and it seems to work well enough, whereas Foundry relies on semi-manual combat. Foundry's big benefit is the automation of Skill increases; there's a button you can press that automatically rolls, increases, and de-checks your failed skills at the end of the session, and that saves a world of annoyance.
(Thus my asking to add the skill increase to this one above, that would make it no contest)
Okay, I've added the button to the skill sheet as requested. It works as listed with the rules laid out on p.29 of the Agent's Handbook, improving checked skills (with exceptions) by 1d4. The exceptions being, that it will not raise skills that are at 0% or the Unnatural skill.
This works, but not as pretty as I would like. There is no animated dice rolling, and it doesn't output to chat what skills were raised.
Sorry I missed Elquis earlier question. I built the armor and gear tables based off of how 5e implemented it, and they did not give the option of creating items from those specific lists. Expense works as its supposed to, and blanks out when you lock it, if you leave the expense blank. If you select the level and lock it, then it stays. The problem is, that Expense doesn't disappear when its locked and empty like everything else does. Unfortunately, that seems to be the nature of the beast when you use a drop down menu like I did.
As far as playability goes, I think the ruleset is still fine. My only issues has been that it has been based off the CoC6e ruleset and has suffered some of its issues to retain backwards compatibility (weapons). I am a horrible judge to compare it to Foundry. I will admit that theirs looks slick, but I have never been able to get into how Foundry works, and I chose to not attempt it with Delta Green as I didn't want to be replicating how they did things.
My goal is to build out the Cthulhu Eternal ruleset (which is open source, and the DG ruleset seems to be more of a spinoff of it than CoC6e), to fix some of the base issues and then mod the DG extension to run off it. Its just real life, some programming difficulties, and the fact that I can't get my friends to play Delta Green has impacted my approach to that.
I MAY have uploaded the wrong file. I have checked and uploaded a new file, and it has been pulled down correctly.
If you are unsure if I've updated, I always append the date I last modded the file to the description that pops up in the chat window.
It should read Delta Green Extension (v2025-05-19)
So, where is the button? Go to the Skills page of your character sheet, and click the "Edit List" button. A "Raise Checked Skills" button should appear between the "Points Spent" and the "Add Custom Skill" button. Yes, I set it to only work from edit mode, so that you don't accidentally click it during play.
Ran into an issue today with the extension from Post #1 (seems to be a 2024 version?). When creating a new campaign with that extension, the character sheet does not populate any fields. The tabs are present, but no fields in any of the character sheets. Not sure if this is related to the v5.0.0 release this week, but we were able to get the character sheet to work with an old copy of the extension I had that I retrieved 27Feb2023.
Yeah, that version is definitely deprecated. A lot of people asked, and I made the extension available in the Forge (for free).
The newest version is 2025-05-19
https://forge.fantasygrounds.com/shop/items/1698/view
I just wanted to give you a shout-out for making this brilliant system available on FG.
OK, I have some clean up to do, and some formatting to rearrange, some automation, and effects to add, but the Delta Green ruleset is pretty much where I want it and is (mostly) playable.
I am presenting a link so that you can try it if you want and give me some feedback if things break. Once it's cleaned up to a good point, I'll put it in the Forge.
This is a standalone ruleset. You do not need CoC6e or any other ruleset to use.
MiseryEngine.pak
thank you for your work man