Thread: When the Moon Hangs Low ruleset
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September 6th, 2023, 10:56 #1
- Join Date
- Apr 2018
- Posts
- 34
When the Moon Hangs Low ruleset
[UPDATED: 23/08/24]
This is an unofficial, fan-made ruleset for the TTRPG “When the Moon Hangs Low” by Isolation Games, ©2023 Rob Leigh.
This ruleset contains character sheets with some automation as well as templates for NPCs, locations, factions, items, and edges. It does not include actual items and NPCs etc, you will need to input that data yourself.
Descriptions and stats are found in the official rules at https://www.drivethrurpg.com/product...ttest_filtered or at https://www.drivethrurpg.com/product...Moon-Hangs-Low
The ruleset for Fantasy Grounds Unity is attached to this post or on the forge at https://forge.fantasygrounds.com/shop/items/1326/view
Additional info:
GM Options
Under Combat there are options to show ally and enemy health, set to detailed and status by default.
Under House Rules there is the option to roll initiative each round, on by default.
Also under House Rules GMs can also decide whether to use Enemy Dodge Averages, on by default. Any weapon attacks made against an NPC with a Dodge Average of more than 0 calculate whether they succeed or fail.
Combat Tracker
You can add penalty/bonus dice to rolls by adding effects to the Combat Tracker (“Bonus: 2d6” or “Penalty: 1d6” etc)
NPC skill checks, attack rolls and damage can be rolled from the CT
PCs should update their wound track themselves
Under menu there is an option to take a rest which restores some health and resolve to any pcs in the CT
Persistent damage can be coded as “PERS: 2d6 fire/corroding damage” which does 2d6 damage at the start of a player’s turn in combat.
Party Sheet
GM can roll skill checks or defence rolls for the whole group or individuals against a DV. Note, this will not take into account any parrying bonuses for specific weapons.
Effects
Some preset lighting for candles, torches etc. I’ve used an orange colour to show bright light.
Effects like taking aim, close range, soft cover etc give bonuses to rolls
Effects like blinded, obscured vision, helpless etc add penalties to rolls
“Shield of will” sets AV to 10 and ignores damage that ignores or halves AV or fire damage.
Items
Armour can be spelled armour or armor.
Shields are an armour subtype
Weapons subtypes are “close combat” and “ranged”
Thrown weapons should be subtype “ranged” have the “throwing” tag in qualities
Weapons with qualities like “Multi-shot (5)” will add ammo when dropped onto the character sheet
If a weapon has qualities like vicious/piercing their effects are calculated automatically
Cost should be written as “shillings”, I’ve also added the gold and silver shilling currencies
NPCs
Skill checks, defence rolls, attack rolls, and damage can be rolled from the sheet
Any qualities for NPC attacks should be added to the title of the attack with no commas and in the following format:
“Claw and Bite [Piercing]
roll 2d6 success on 5+ 1d6 damage”
Other
Vermintongue language
You can add one-off penalty or bonus dice to a roll by using the box under the chat window.
I’m sure I’ve missed something so any bugs or feature requests let me know
Updates:
12/01/24 updated to match CoreRPG update.
07/03/24 updated to match CoreRPG update.
17/06/24 updated with behemoth rules and bug fixes.
15/08/24 updated to match CoreRPG update.
23/08/24 bug fixes.Last edited by GladysGlitch; August 23rd, 2024 at 13:06. Reason: Updates
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June 17th, 2024, 12:02 #2
- Join Date
- Apr 2018
- Posts
- 34
Update 1.2
- Added a record template for Marks. They can be dropped on the character sheet to auto fill Mark tab text.
- Added effects for armour to the combat tracker i.e “AV: -2” reduces armour by 2.
- Added caustic/toxic qualities for weapons that auto roll a reflexes/fortitude check
- Persistent damage can now be fire/corroding “PERS: 2d6 fire/corroding damage” etc
- Corroding damage reduces AV by 1 through the above Combat Tracker effect
- Added a behemoth field to NPCs. Type “yes” in and speed, fortitude and athletic rolls, initiative, and defence rolls should be affected by behemoth rules
- Added space for a 6th wound track box on character sheet
- Fixed some locks/visibility on records
- Fixed bug with not rolling multiple sources of persistent damage
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