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  1. #1

    Join Date
    Sep 2020
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    Ballston Lake, NY
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    740

    Sci-Fi Companion Playtest Extension

    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:

    character_sheet.jpg
    vehicle.jpg
    sidebar.jpg

    Happy gaming!

  2. #2
    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.
    Savage Rifts© on Fantasy Grounds Store
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  3. #3

    Join Date
    Sep 2020
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    Ballston Lake, NY
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    740
    It's now live in the forge.
    Sci-Fi Companion Playtest

  4. #4
    Quote Originally Posted by Mike Serfass View Post
    It's now live in the forge.
    Sci-Fi Companion Playtest
    This item is currently not available.... I will check again when I get home tonight.
    Savage Rifts© on Fantasy Grounds Store
    Ultimate Edition Fantasy Grounds - ONLY ON Linux
    Twitch Channel

  5. #5

    Join Date
    Sep 2020
    Location
    Ballston Lake, NY
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    740
    Sorry about that! I forgot to click on the List button. I think I've clicked all the required buttons now.

  6. #6
    Much appreciated Mike.

  7. #7

    Join Date
    Sep 2020
    Location
    Ballston Lake, NY
    Posts
    740
    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.
    electronics_weapon_type.jpg

    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.
    vehicle.jpg

    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.
    tokens_section.jpg
    spend_token_chat.jpg

    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.

  8. #8

    Join Date
    Sep 2020
    Location
    Ballston Lake, NY
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    740

    Ver 1.10

    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.
    Last edited by Mike Serfass; July 16th, 2024 at 19:37.

  9. #9

    Join Date
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    Ballston Lake, NY
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    740

  10. #10

    Join Date
    Sep 2020
    Location
    Ballston Lake, NY
    Posts
    740
    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.

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