Fantasy Grounds Merchandise
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  1. #1

    Cypher++: Revamped Rulset (Cypher System)

    IMPORTANT
    As of April 27th, 2023 this extension will no longer receive new features and will only be updated to fix bugs. I will be taking over maintenance of the Cypher, Numenera, and The Strange rulesets for the time being and this extensions features will be migrated directly into the rulesets.

    Forge Link: https://forge.fantasygrounds.com/shop/items/1110/view
    Documentation: https://github.com/Gtaray/cypher-plu...main/README.md

    Current Version: v1.2.0

    Cypher++ overhauls almost all of the Cypher ruleset and brings it up to what I would consider standard for FG. It adds a number of modern ruleset features (including effects and ability actions), and cleans up/organizes the code. Below is a list of features this extension currently includes.

    This extension was created with the Hearth theme by Sir Motte. It may look weird with the default theme.

    WARNING
    This extension rewrites and overwrites about 95% of the Cypher ruleset. As such, it is almost certainly incompatible with any other extension specifically made for Cypher.

    Potentials Future Features
    * More effects
    * Better character sheet organization

    Known Issues
    * There are errors when using the Strange ruleset. No plans on fixing this as I don't play the Strange

    Change Log
    v1.2.0 - Added "Abilities" library type, which can be drag/dropped
    v1.1.0 - Added new EFFORT effect. Fixed a number of issues regarding player and NPC effects. Added automatic cypher level generation when adding to parcel or party sheet
    v1.0.3 - Fixed various issues with text and effect handling in rollers.
    v1.0.2 - Fixed issues with some rolls throwing errors when Effort was applied.
    v1.0.1 - Fixed an issue when rolling dice that caused a nil comparison. Added parsing for NPC modifications.
    v1.0.0 - Initial release
    Last edited by Saagael; April 27th, 2023 at 17:13.

  2. #2
    System Changes
    • Added damage type support. You can access the damage type list via the "Damage Types" button in the options menu. These damage types suport damage reduction/modification of specific types of damage.
    • Added an "EASE" and "HINDER" button on the desktop that will ease or hinder the next roll that's made after clicking the button.
    • When making a stat, skill, attack, or defense roll, and are targeting an NPC, the difficulty calculation is processed more closely to how it is described in the book. That is, you start with the difficulty based on the target's level, which is then modified up or down by effects, effort, assets, etc. When the roll is displayed in chat, the difficulty icon will display the actual difficulty of the roll (including all modifications). This is then compared to the d20 roll, and success/failure is reported.
      • When you do not target an NPC with these rolls, it operates the same as before, where the difficulty icon will display what difficulty the roll succeeds after including all of the modifications.
      • If a PC targets a PC with an attack roll, all difficulty reductions are converted to a +3 to the roll's modifier, and then the target is prompted to roll a defense roll. All difficulty mods of the defense roll are similarly converted to +3 to the roll's modifier. Then the two numbers are compared to see who wins.


    PC Sheet
    • The Action tab of the PC sheet has been modified to display stat pools and defense roll buttons. This was done to lessen the need to jump between tabs during encounters.
    • PC attacks have been completely overhauled. Clicking the 'settings' button next to each attack will open a window with the properties for that attack.
    • PC attacks with the "Weapon" type have an 'equipped' icon visible. You can toggle which weapon is currently equipped. Abilities can then specify they want to use the attack or damage from an equipped weapon.
    • PC abilities have had their roll properties removed. Instead, PC Abilities can now have roll actions added to them through the radial menu. These operate much like other popular rulesets. Supported actions include: stat rolls, attacks, damage, healing, and effects.
      • You can specify the cost of an ability in the ability itself, or in an individual action. This is useful if an ability has multiple options, but each option costs the same.
    • Added a 'used' checkbox next to PC abilities that can be enabled by setting an ability's recharge period. These abilities will recharge based on the period set (first recovery, last recovery, any recovery, or manually).
    • Weapon (and ability) damage has an added "Damage Type" field to support damage modification based on damage type


    NPC Sheet
    • Added a section to the PC sheet where you can enter damage type resistances, immunities, and vulnerabilities.
    • Added a section to the NPC sheet where you can enter individual attacks and abilities. Just like the PC sheet, these abilities can have actions attached to them through the radial menu.
      • Because NPCs and PCs share the same action list, NPCs have a "stat" action that doesn't actually do anything. Ignore it.
      • For NPCs the "attack" action, when targeting a PC, will pop up a prompt for the player to make a defense roll. If the PC being attacked is not currently held by an active player (if the player is absent, but their PC is being GM-controlled, for example) the defense roll will run automatically.
    • When an NPC is added to the combat tracker, that NPC's modifications are parsed and added as effects to the combat tracker entry for attack and defense modifications.
    Last edited by Saagael; March 19th, 2023 at 19:07.

  3. #3
    Effects

    Added a comprehensive list of effects to support all the ways characters can have their rolls modified.

    Effect Value Descriptors Notes
    ASSET Number [roll type] [stat] [skill] Adds an asset to the roll. Capped at 2
    EDGE Number [roll type] [stat] Adjusts a character's Edge
    MAXEFF Number [roll type] [stat] Adjusts the maximum effort that can be applied
    EFFORT Number [roll type] [stat] [skill] Applies a free level of effort to a roll. Limited by the character's maximum effort.
    SKILL Number [stat] [skill] Adds a flat number to skill rolls*
    ATK Number [stat] Adds a flat number to attack rolls*
    DEF Number [stat] Adds a flat number to defense rolls*
    DMG Number [stat] [damage type] Adds a flat amount to damage rolls*
    RESIST Number [damage type] Flat damage reduction for the specified damage type
    VULN Number [damage type] Flat damage increase for the specified damage type
    IMMUNE Number [damage type] Takes 0 damage of the specified type
    ARMOR Number - Increases armor
    EASE - [roll type] [stat] [skill] Eases the difficulty of a roll
    HINDER - [roll type] [stat] [skill] Hinders the difficulty of a roll
    COST Number [stat] armor Modifies the amount of a stat pool paid to activate abilities, apply effort
    LEVEL Number [roll type] [stat] Modifies the level of an NPC, which affects their difficulty
    PIERCE Number [roll type] Causes damage dealt to bypass an amount of armor (normal armor rules apply)

    • [roll type] = stat, skill, attack/atk, defense/def
    • [stat] = might, speed, intellect
    • [skill] = any skill name
    • [damage type] = any damage type
    • * If a roll has a modifier greater than 3, it will be converted to the appropriate difficulty reduction.


    Conditions Effect
    Dazed Hinders attack and defense rolls made by this creature, or eases attacks made against this creature
    Staggered Hinders Might attack and defense rolls made by this creature, or eases Might attacks made against this creature
    Frostbitten Hinders Speed attack and defense rolls made by this creature, or eases Speed attacks made against this creature
    Confused Hinders Intellect attack and defense rolls made by this creature, or eases Intellect attacks made against this creature
    Last edited by Saagael; April 22nd, 2023 at 23:15.

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  7. #7
    Awesome work! Thank you very much!
    FGU Ultimate|OGL 1.0a forever | Open RPG Creative (ORC) license!
    I play and GM everything and anything!
    Come join me and make some memories of another life.
    DMing Curse of Strahd with 6 wonderful people.
    Playing 5e in Midgard with Sir Greystone
    Playing Rolemaster and Fallout 2d20 with GM Max
    Playing Against the Darkmaster with Kergan
    Solo Roleplaying to become a better GM and experiment with systems that aren't as popular.

  8. #8
    Having a bug after the last update where adding effort to skills doesn't work anymore. It still works on Attacks, but it breaks on Skills, Stat Rolls, and Defenses. When you drag the stat roll off of the sheet with an Effort toggled, it'll just post whatever number you currently have on your stats. Getting the error:

    [ERROR] Script execution error: [string "CypherPlusPlus:scripts/manager_roll_cpp.lua"]:42: attempt to concatenate field 'sCostStat' (a nil value)
    Last edited by MiraOkami; March 27th, 2023 at 23:03.

  9. #9
    Quote Originally Posted by MiraOkami View Post
    Having a bug after the last update where adding effort to skills doesn't work anymore. It still works on Attacks, but it breaks on Skills, Stat Rolls, and Defenses. When you drag the stat roll off of the sheet with an Effort toggled, it'll just post whatever number you currently have on your stats. Getting the error:

    [ERROR] Script execution error: [string "CypherPlusPlus:scripts/manager_roll_cpp.lua"]:42: attempt to concatenate field 'sCostStat' (a nil value)
    Just pushed an update that fixes this (along with a handful of other bugs).

  10. #10
    New version - v1.0.2

    This update includes a handful of fixes around various roll types when applying effort or some other stat cost.
    "Applied # Edge" no longer displays on every roll when you have Edge, it only displays when Edge is used to reduce the cost of something
    Cypher items now have a "level roll" field. Currently it doesn't do anything, but it will eventually be used for automated cypher level rolling.

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