Delta Green Extension - Revised
With all of the heavy changes in FGU and the CoC6e ruleset, it turns out a lot of the code that existed in the original extension had been deprecated.
Instead of repatching the existing code, I have rebuilt it using CoC6e as a template, and then just modding it to look/act like the original extension. I have also made some changes in performance, so you may have to redo your campaigns. Sorry, but I think you might like some of the new stuff. Because of this I have updated the version to 0.1
What is different.
The d100 is now out on the main dice selection (it is now first). Since the d100 is the most used dice, I hated having to dive into the d10 radial to roll it as a special dice. This was so stupidly easy to implement, I kick myself for not doing it earlier.
Breaking Point does not autocalculate anymore. You now have to double-click it to get it to change to a new value.
Tickboxes have been added for Permanent injuries, temporary insanities, and disorders. I thought I had these autocalculating, but I must have broken something. I will address this soon.
Weapons - I now have the attack roll synched with the skill required to use. Just bring up the weapon description, and type in the skill. I have it set to autofill using an existing module. Now, when you change the skill value, your weapon skill will automatically update. Don't use any skill with a sublabel (Art, Craft, MilSci, etc.). The system will only pick up the first in the series skill data. If you are using a different skill, just create a whole new one instead of a sub-one.
Fixed Lethal damage to play correctly with Out-of-Phase.
Skills - I have it setup that (what I deem) all useless knowledge while you are in play mode. Just click on the edit button to have it show up. I have created a tick box for Combat Skills. I'm trying to get the weapon selection to narrow the choice to only those items ticked, instead of every listed skill. This doesn't work (yet) and you may ignore it.
Personal Tab has been reworked to make information more easily viewable. Have added tickboxes to track sanity adaption.
What I'm working on (besides what listed), a party sheet, similar to the 5e and 7e rulesets.
Sanity damage, Called Shots, and Critical Hits.
Many thanks to IanMWard. who's pieced together the original ruleset from scratch, where I just had the benefit of rebuilding off his designs.
DeltaGreen.ext v2024-03-27