Fantasy Grounds Merchandise
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  1. #11
    Quote Originally Posted by RickSaada View Post
    I'm trying to figure out how to add a Skill Chip to a hacker character. I've got the Cyberware set to the default Items, and I have dragged a Skill Chip (II) onto their inventory Cyberware tab, but I can't see any way to set WHICH skill should get the d6 bonus. What am I missing? It feels like there'd need to be a version of this item for each skill that sets the appropriate effect or something.

    Thanks,

    Rick
    In the text box under Availability that describes the chip, put [Smarts +1d] replacing Smarts with whichever stat you are giving the d6 too. Making one version per Stat would be a cluttered mess.

    You can also put the effect in the Notes section (don't put it in both sections).

    The character sheet won't change (so the stat will remain the same on the character sheet) but the effect [...] will apply when rolled.

    If you edit the Skill Chip (II) before adding it to the character, it might alter the stat permanently on the character sheet. (EDIT: Nope, it won't)
    Last edited by Jiminimonka; March 23rd, 2025 at 22:06.

  2. #12

    Join Date
    Mar 2020
    Location
    Sammamish, WA, USA
    Posts
    55

    Serran Ancestral Ability Parry is broken

    I created a character and dragged the race Serran from the Race window onto the character sheet, which added the Parry Ability along with the rest. Unfortunately, it doesn't work, and the parry stays at the base value when attacked. I created my own parry ability and put [Parry +2] in the notes field, and that works properly (and shows up on the sheet on the line below, unlike the built in one). Now when attacked I get:

    [Navigator] Parry: 4, Serran Parry +2 = 6 -> Hit with Raise!

    as expected. I suspect that the [Parry +2] is in the Short Desc field instead of the Notes field by mistake. It's a bit confusing that things like [>Fighting +1] go in the Short Desc field on an Attack, but things like [Parry +2] go in the Notes field and *not* the Short Desc field on an ability. I always have to fiddle until it works.

  3. #13

    Join Date
    Mar 2020
    Location
    Sammamish, WA, USA
    Posts
    55
    Quote Originally Posted by Jiminimonka View Post
    In the text box under Availability that describes the chip, put [Smarts +1d] replacing Smarts with whichever stat you are giving the d6 too. Making one version per Stat would be a cluttered mess.

    You can also put the effect in the Notes section (don't put it in both sections).

    The character sheet won't change (so the stat will remain the same on the character sheet) but the effect [...] will apply when rolled.

    If you edit the Skill Chip (II) before adding it to the character, it might alter the stat permanently on the character sheet. (EDIT: Nope, it won't)
    I *think* that [smarts +1d] will increase the DIE TYPE of the smarts roll by one die, which is not the same as rolling a d6 and adding the result to the current skills die type. Skill Chips add an extra d6 to the result of the roll, so I needed to go the [Extra] route

  4. #14
    Quote Originally Posted by RickSaada View Post
    I *think* that [smarts +1d] will increase the DIE TYPE of the smarts roll by one die, which is not the same as rolling a d6 and adding the result to the current skills die type. Skill Chips add an extra d6 to the result of the roll, so I needed to go the [Extra] route
    Yeah you figured it out I saw.

    Short description for effects is wrong.

  5. #15
    There are typos for the Power Armor modification Flight* in the form of Cost being ",000 x Size" and Category being "Power Armor Mod". I believe it should be Power Armor Modification. Please see attached image. 04-02-25 Power Armor Flight Cost Typo.JPG

  6. #16
    How do I set the STR value for a Walker? I can drag a die type to set [d4 through d12], but can't seem to change the "+X" value after that? I think the default STR is "d12 + Walker Size", but i have a custom Walker of size 6, the STR remains at d12+4, I cannot seem to change this to D12+6, which the default STR should be.

    2025-04-21_231748.png

  7. #17
    Hover over the STR die, hold down control, and use the mouse wheel.
    I updated this to the correct button so as not to confuse readers. Thanks MikeRPG!
    Last edited by Mike Serfass; April 22nd, 2025 at 15:32. Reason: Corrected misinformation.
    Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
    My store products
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  8. #18
    Awesome, thanks.

    (it was CTRL+wheel, but you got me there - thanks!)

  9. #19
    The stats for the slugthrower sniper rifle do not match the published PDF stats,
    Range is different, damage is lower etc.

  10. #20
    Hmmm...

    Following the FG update today, I can set the Walker STR correctly as Mike Serfass's note below. I lock the Vehicle record back up and close it. it shows the STR correctly (lets say "d12+6"), or whatever.

    Now when I re-open the same record, the Walker STR value defaults back to 'd4'. This seems to happen on my own custom Walkers, and also on the stock Walkers from the SFC. I am not sure whether this is started pre- or post- today's update, I have only noticed it today. It happens whether I lock the updated record or not, and whether I use the 'clear dice' thing and reset the STR again.

    IT only seems to start once I unlock a walker stat box. The default Walkers straight out the SFC are correct, until I open them and modify the STR. Then the issue happens. Once I revert the record back to the original SFC setting, the 'vanilla' record is correct again.

    For my own homebrew walkers, the issue is happening on all of them. All works fine, until I close the walker stat block. Once I re-open, STR is always reset to d4.

    Bug issue, or am I being stupid?

    Thanks!
    Last edited by MikeRPG; April 24th, 2025 at 12:14.

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