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Fantasy Grounds II
User Guide
Stuart Woodard
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Along the top, starting from the left, is the list of player portraits;
In the top right-hand corner are the Sidebar Buttons;
Down the right-hand side is the Icon Bar;
Along the bottom are twelve Quick Slots;
Immediately above the quick slots at the left-hand end is the Modifier Box;
Immediately above the quick slots at the right-hand end, if the option is enabled, is the
Secret Die-roll Box; and
Above the modifier box is the Chat Box: the bottom area is for entering chat and some
commands, the main area is the chat output pane.
Sidebar Buttons
These buttons open various dialog boxes for interacting with Fantasy Grounds, as follows:
Pics opens a portrait selection screen, where you can view and select from a list of installed
character portraits. To add portraits to your system, copy an image file (JPG, PNG, GIF, BMP)
into the portraits sub-folder in your Application Data Folder (accessible from the Start
menu). The ideal size is 63x63 pixels, but if you use another size Fantasy Grounds will scale
it for you.
RGB brings up a color picker, which controls your dice color. The dice color is also used as
your distinctive arrow color on some tactical battle maps.
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PCs opens the Character Selection Box, which enables you to create new characters or select
one of your existing ones to play. You can have multiple characters in the same game, and
each will appear in the list of player portraits.
The third option changes the way hit points by location are displayed, if your game uses that
mechanic. If you have a humanoid character, and this option is set to 'Yes' then the
Vitruvian Man is used to display hit locations (below on the left), otherwise a tabular format
is used (below, on the right).
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The final option controls whether a close box appears at the top right of each window.
Mods opens a module activation window, which controls which reference modules are
available in your Library. The stack-of-books icon shows whether a module has been
activated: if it is gray and has a red check mark against it, it has not yet been activated and
won't appear in your Library. If it is solid, it will be available in the Library. To toggle the
activation for a module, double-click the stack of books.
+/- brings up a list to store common die roll modifiers. If you have a power or item which
you routinely use to boost your chance of success, you can enter the details here and it will
be readily available to drag or double-click to add the modifier to your next roll. Pending
modifiers appear in the Modifier Box, and frequently-used modifiers can also be placed in a
Quick Slot by dragging them there.
FX opens a similar list to store frequent effects, such as Invisible or Enraged. Effects are
probably more useful for gamemasters, and can be dragged to the Combat Tracker.
Icon Bar
The Icon Bar holds only three icons by default for players: the Notes icon; the Library icon; and the
Token Box icon.
Notes provide a mechanism for players to record information about the current campaign or
adventure, and to share those notes with other players if desired. Each note has free format text
and a 'Public note' check. If a note is made public, all other players can see that note but not edit it.
Otherwise only you (and the GM) can see your notes.
The Library contains reference material for the campaign, including the BRP core rulebook and any
additional campaign material added by the GM.
The Token Box holds assorted gaming tokens to use on tactical combat maps. Typically it contains
lettered tokens and any bespoke tokens added by the GM. Players often don't use these generic
tokens, as their character portraits can be used on tactical battle maps instead.
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Quick Slots
The quick slots allow single-click access to anything placed in them, and can also be activated by
pressing the function keys numbered F1-F12 along the top of the keyboard. In addition to the
twelve standard slots, additional slots are available by pressing combinations of the CTRL, SHIFT and
ALT keys, giving 96 different slots in total.
Typical uses for the quick slots include:
If a slot is used to hold a skill, by dragging the skill from the Character Sheet, the slot will
automatically update to reflect and experience or other increases to that skill.
Modifier Box
The modifier box accumulates various circumstance modifiers, which are then
applied to the next die roll. Modifiers can be created using the +/- Sidebar Button,
dragged from any number field or added using the /modifier Chat Box command.
If the GM has enabled it, the modifier box may also have a sequence of skill level
modifiers to its right: x2 for Easy; x1 for Normal; and x for Difficult. Select one of
these before rolling a skill check to modify the chance of success.
Chat Box
Unless you are using a separate VOIP program, most of the action takes place in the chat box. Typed
text is presented in character, out-of-character speech and other commands can be entered using
the slash (/) key. In general it is only necessary to enter the first few letters of a command (enough
to distinguish it uniquely) rather than the whole command name.
The ruleset supports these standard FG commands:
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Group chat is a feature controlled by the GM that lets grouped characters talk to each other without
the other characters seeing the conversation.
Character Sheet
The Main Tab
At the top of the Main tab is space to record some of the more standard details about your
character, such as age, profession etc. For more obscure or detailed information, the Notes tab has
plenty of space.
On the mid-left of the tab is space to record each of the characteristics (STR, DEX etc) and the sheet
automatically calculations their associated characteristic rolls. Depending on which type of BRP
game you are playing, these may differ (such as APP vs CHA, and different rolls). A characteristic roll
can be double-clicked or dragged to throw dice for that roll.
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The top part of the powers tab holds general information about your character and the campaign,
and includes any relevant skills (if you don't have these skills on your skills tab, they won't show
here).
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Most of the inventory tab is devoted to a list of kit that your character is carrying. Aside from the
obvious fields, the check box under the weight icon indicates whether a particular item should be
included when calculating total encumbrance, and the check box under the tri-bar icon indicates
whether this item should be included in the inventory mini sheet.
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The armor tab only appears if the GM has enabled the optional hit location feature of the ruleset,
otherwise armor is dealt with as a text box on the inventory tab.
This tab can appear in two formats, the Vitruvian Man (shown above) or in a tabular format. The
Vitruvian Man only shows if your character is humanoid and you have enabled it in the preferences
dialog box.
In this form, the hit locations are shown at a glance as colored circles with gray being healthy, then
shading from yellow through orange, red and black as the location suffers more damage. If you click
on one of the hit locations, additional detail is given (the above screen shot has the right arm hit
location clicked).
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The layout of the GM's screen is very similar to that of the players, but it is worth noting the
differences:
The GM has two new Sidebar Buttons (Light and Combat) and is missing the Pics button;
There are quite a number of new entries in the Icon Bar, covered in some detail below; and
There is no Secret Die-Roll Box for the GM.
Although this screen shot doesn't show the character portrait list at the top left, that is purely
because no players have logged in to the game yet. The portrait list is still there, and in fact it plays
an important role in the Group Chat feature.
Sidebar Buttons
Although most of the buttons look the same for the GM as for a player, a number of them have
additional features. The two new buttons, Light and Combat, control the desktop ambient light and
activate the combat tracker respectively. Each of these is dealt with below.
Light
The light dialog box provides four different settings for the desktop ambient light, with normal, red
(fire), green (forest) and blue (night) hues. Clicking one of these icons produces an atmospheric
effect that might be useful for setting a story scene.
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"Show image toolbars" controls whether or not some simple image manipulation tools are
included as a small toolstrip at the top left of each image window. These tools allow
drawings to be added or removed, switch the grid between square and hex and enable or
disable masking. The tools are available through the right-click menu anyway, so the toolbar
does not need to be visible to use them.
"Snap to grid" controls how tokens are moved on images and maps with the hex or square
grid visible. It can be helpful to switch this setting on or off depending on the circumstances.
It should be noted that the setting is effective the next time an image is opened.
The Rules tab controls some optional aspects of the BRP system, and changes the behavior of the
ruleset to reflect that:
The three preferences "Use Sanity", "Use Fatigue" and "Use Power Points" switch those
game elements on or off, and impact the players' Character Sheets, the mini sheets and the
Combat Tracker.
"Skill Difficulties" determines whether the ruleset displays three options next to the Modifier
Box to change standard skill difficulties between Easy, Normal and Difficult.
"Ignore 0 Characteristics" directs the ruleset to calculate damage bonuses and skill category
bonuses differently, if one of the dependent characteristics is zero. A creature with SIZ but
no STR would otherwise have its damage bonus based on the average of SIZ and zero, which
is half SIZ. With this option selected, a zero STR is completely ignored and the damage
bonus is based on the SIZ of the creature only. This option impacts Character Sheets and
NPC Sheets.
"Skill Category Bonuses" switches this optional rule on or off, and impacts the Character
Sheets only.
"Use Crucial Rolls" determines whether skill rolls are automatically checked for fumbles,
failures, successes, specials and criticals. If this is selected, any roll in the chat box will have
the text changed to show one of these five results.
"Use Strike Ranks" changes the ordering of turns in the Combat Tracker to use the optional
strike rank system. This complex option is not fully automated, but the alternate Combat
Tracker layout helps run encounters using strike ranks. If this option is not selected, DEX is
used to drive initiative order.
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"Use Hit Locations" turns the optional hit location system on or off. This has a very wide
impact, and changes the way the Character Sheet, Mini Sheets, NPC Sheets and Combat
Tracker operate.
"Secret die rolls" enables or disables the Secret Die-roll Box for players. With this enabled,
any roll dropped by a player into the box will actually be made on the GM's screen, so none
of the players (including the originator) will know the result.
"Show die roll totals" is a simple option that includes a total of all the rolls and modifiers
whenever a roll is made, adding it to the chat box text. This is useful when rolling large
numbers of dice, generating characters, or when there are large numbers of modifiers.
When "Show portraits in chat" is selected, standard in-character chat messages from players
and the GM are accompanied by a small icon depicting the character. You can override the
GM icon by changing the file portrait_GM_chat.png in the icons folder of the ruleset. Chat
portraits aren't included for emote or other chat entries, but they are included for some of
the die rolls.
The final option controls player-to-player whispers. This has three settings: Off (players
cannot whisper to each other), On (they can) and Echo (players can whisper to each other,
but the GM sees all such whispers).
The last tab, Combat, changes the way the Combat Tracker operates:
"Show PC stats on clients" determines whether one player can see the summary status of
other players' characters in a combat. Some GMs prefer to keep players unaware of just
how healthy or unwell their comrades are, using descriptive text instead of numbers. This
option gives GMs the choice. This option effects the HP, Wounds and PP fields.
"Show NPCs on clients" changes when NPC entries are visible to players. If set to Yes, then
NPC entries are always visible (although their stats are never seen by players, just their
names and tokens). If set to No, then the NPC entries don't appear on the players' combat
tracker. If set to Toggle, each NPC's visibility is controlled by the little 'eye' icon immediately
above its name.
"Tracker changes GM id" enables a feature that automatically changes to in-character name
of the GM to match the NPC name, when it is that NPC's turn. The in-character name of the
GM is used when the GM uses emote, chat or mood commands.
"Auto-number NPCs" changes the way NPC names are determined when they are added to
the tracker. If set to No, the NPC names are left unaltered. If set to Yes, the first NPC with a
particular name is added as usual, but subsequent NPCs with the same name have a
sequence number appended to them. If set to Random, subsequent NPCs are given a
random number. For example, with a Leader NPC and three Thug NPCs the combat tracker
names would be:
o Leader, Thug, Thug, Thug (preference set to No)
o Leader, Thug, Thug #2, Thug #3 (preference set to Yes)
o Leader, Thug, Thug #72, Thug #183 (preference set to Random)
Finally, "Bell on PC turn" toggles whether or not the players' FG instance beeps at them
when it is their turn. Sometimes this is useful if your players have a habit of reading their
email or doing other non-FG tasks when it isn't their turn in a combat.
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Icon Bar
Story
This button works exactly the same as the standard FG Story button.
Encounters
An Encounter is a pre-set list of NPCs which can be added to the Combat Tracker very easily by
clicking the orange triangle next to the encounter name. Create encounters by right-clicking on the
list, then open the encounter itself and drag NPCs and creatures to the encounter. You can set the
number of each creature or NPC that appears and their initial reaction (neutral, friendly or hostile).
When a creature type is dropped on the encounter, it resolves the random values like characteristics
and HP, and these can then be edited by clicking the gray box to the right of the creature entry. This
means the encounter is fully pre-prepared for subsequent use on the Combat Tracker.
Maps & Images
These work in a very similar way to standard FG, but with the addition of the optional image tool
bar, mentioned in Prefs, above.
Personalities
The Personalities list is used for standard NPCs, specific 'boss' creatures and generic creature/race
templates. The most important distinction for these entries is whether they are for a specific
person/creature or whether they describe a race or class of people/creatures (a racial template).
This is controlled by the Race? check box.
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This shows the two types of personality entry, by way of comparison. For a racial template, the rolls
are recorded and there is space to enter the average (the average isn't calculated automatically and
isn't used for anything other than information).
Although the right-hand example includes more characteristics than the left-hand one, that is simply
because APP and EDU don't apply to wolves: you can remove unwanted characteristics, or restore
the default set, from either type of entry just by right-clicking on them.
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On the Combat tab, both types of entry have space to describe their attacks and defenses, although
the specific entry has its full hit location breakdown displayed (if that game option is enabled).
If the Hit Location template is changed to
Custom, the GM is given considerably more
scope to change the hit locations, their
melee/missile hit chances, and the calculation
method for hit points.
The HP Method determines how the calc field is
used. For Standard BRP, the calc field is a
multiple applied to the total HP and then
rounded up.
The ruleset only includes Standard BRP as
distributed, but other methods could be added.
See the separate notes on Adapting the Ruleset
for an example that uses the RQIII method.
Any changes to the calc field are applied
immediately for specific personalities, but not
for racial templates, as their HP are only
provisional until the actual characteristics are
rolled.
The Appears tab is identical for both type and is just a free-format text field to add some narrative
text about the creature or NPC. This is used extensively in the Call of Cthulhu bestiary, but is not
used in the standard BRP core reference material.
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The Notes tab holds sundry information and skills for the personality. You can throw the dice for
one of the skills by double-clicking the skill name or dragging it to the Chat Box.
In all of these screens, the top row remains the same and shows the token used for the NPC or
creature, the name and a GM speech bubble. The speech bubble can be clicked to set the current
GM in-character name to be the same as the creature.
Items
This button works exactly the same as the standard FG Items button.
Notes
This works the same as for players, but the GM can see everyone's' notes and edit them, whereas
players can only edit their own and only see notes that have been checked as public.
Chat Box
The ruleset supports these standard GM commands:
/story [message]
/identity [name]
/export [filename] [description]
/action [message]
/save
/reload
/console
/clear
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/group [name] [message] - send a message to the group containing the named character
Character Sheet
The players' character sheets are visible to the GM and function much the same on the whole.
Main Tab
The main tab is the same as for players, but there is an extra speech bubble by the character
portrait. The GM can click this bubble to assume the in-character identity of a player. This doesn't,
however, change the chat portrait for the GM.
Inventory Tab
As with standard FG, the GM can drag and drop entries from the Items list to the Special Items
section of a player's character sheet.
Armor Tab
This functions identically to the player's view, except the GM (alone) can change the hit location
template for a player character to allow non-humanoid characters and custom hit locations.
Notes Tab
The notes tab includes the player's notes but also has an extra space for the GM to include notes
about the character that the player cannot see. This field is also present on the Combat Tracker, so
is especially useful for wounds and other ailments about which the player may be unaware.
Combat Tracker
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Group Chat
The Group Chat facility is useful when the player characters split up, and some of them are in a
different location to the others. Characters in a chat group are able to chat to each other in
character without players in another group being able to see the conversation.
It is important to note that it is characters which are grouped, not players. If a player is controlling
two characters and they are in different groups, the player will see both conversations in the chat
box.
Group chat is controlled by the GM using the character portraits at the top left of the screen.
Creating a Group
To create a chat group, drag one of the character portraits on top of another. This will create a
group with both characters in it, and they will be shown adjacent in the portrait list with a faint box
joining them. Both players will be told that they are joining a chat group.
Adding Characters
To add another character to an existing group, drag their portrait on to one of the characters in the
target group. The new and existing group members will be told that the new player has joined the
group.
Removing Characters
Right-click on a portrait to remove that character from a chat group: the player and the others will
be told that the character has left the group.
Disbanding a Group
Right-click on any portrait in the group to disband the group: all players will be notified that the
group has been disbanded.
Sending Messages
Any player can send a message to the other characters in the same chat group by using the /group
[message] chat command. The other players will receive the message and the GM also sees the
message.
If the GM wants to send a message to a chat group, the target group must be identified, so the name
of one of the characters must be included in the chat command: /group [name] [message].
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You should then expand the 'rulesets' sub-folder, the 'Basic Roleplaying' sub-folder and the 'sample'
sub-folder. Within 'sample' is the 'MyQuest' sub-folder, which needs to be copied into 'extensions'
in the Fantasy Grounds II Application Data Folder.
Be careful to create a copy (by holding down the control key while you drag MyQuest to extensions)
otherwise you will lose the example template when you later edit it.
The screen shot below illustrates this.
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You should test you have been successful by launching Fantasy Grounds II and starting or creating a
Basic Roleplaying campaign. The MyQuest Campaign Extension should appear as an option.
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The MyQuest campaign extension has two main files which you can edit to alter the ruleset
behavior, extension.xml and scripts/myqscript.lua. When changing these files to tailor your
campaign, make sure you edit the versions in your extension folder, not the ones in your original
sample folder.
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"CombatTrackerShowNPC"
"CombatTrackerShowStats"
"AutoNumber"
"BellOnTurn"
"TrackGMId"
"Vitruvian"
"BaseMouseScrollerKey"
"P2PWhisperSeparator"
"P2PWhisperGM"
"SecretBox"
"ChatPortraits"
"CloseBox"
"ImageTools"
"SnapToGrid"
"ShowTotals"
To use feet, with 5' per square, change this section as follows:
Grid =
{ Multiple = 5,
Decimals = 0,
UnitName = "\'"
},
Powers
The next section of the script file deals with powers: the first bits are easy; but the main meat of this
section is quite complex. First the easy bit, changing the name for power points.
If your campaign uses spell points, energy points or magic points instead of power points, this can be
changed by editing the following two lines:
PowerPointLabel = "Power Points",
PPAbbreviation = "PP",
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This will impact the character sheet, mini sheets, combat tracker and NPC sheet. Any use of the
words 'Power Points' in spell descriptions etc, will not be changed.
The more complex part of this section defines the various power types supported by the campaign,
and comprises one entry for each type of power, with the entry itself listing the common fields used
to describe the power. As an example, the default definition for Psychic Abilities looks like this:
{Name="Psychic Ability", Fields=
{ {Name="range",Label="Range",Type="string"},
{Name="duration",Label="Duration",Type="string"},
{Name="cost",Label="Cost to Use",Type="string"}
}},
Each field has a name (used in the underlying FG database, and so it must obey the naming
constraints for database nodes), a label displayed next to the field and a data type. The ruleset uses
this information when displaying a power:
The type of a field can be 'string', 'number', or 'flag', with a flag field being displayed as a check box is
edit mode, and just as the field label in read-only mode. When using flags, an additional attribute
called FlagTitle is used to label the list of flags.
The following definitions correspond to the three magic types in RuneQuest(tm) Third Edition:
{Name="Spirit Magic", Fields=
{ {Name="cost",Label="MP Cost",Type="string"},
{Name="range",Label="Range",Type="string"},
{Name="duration",Label="Duration",Type="string"},
{Name="spelltype",Label="Spell Type",Type="string"}
}},
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Skill Categories
Basic Roleplaying provides optional grouping of skills by category, with category bonuses and
penalties determined by linked characteristics. The names and bonuses for each category can be
changed in the campaign extension file. The default categories are defined as follows:
Categories =
{ ["Combat"] = {Order=95, Primary={"DEX"}, Secondary={"INT","STR"},
Negative={}},
["Communication"] = {Order=5, Primary={"INT"}, Secondary={"POW","APP"},
Negative={}},
["Manipulation"] = {Order=10, Primary={"DEX"}, Secondary={"INT","STR"},
Negative={}},
["Mental"] = {Order=15, Primary={"INT"}, Secondary={"POW","EDU"},
Negative={}},
["Perception"] = {Order=20, Primary={"INT"}, Secondary={"POW","CON"},
Negative={}},
["Physical"] = {Order=25, Primary={"DEX"}, Secondary={"STR","CON"},
Negative={"SIZ"}}
},
Each one has a name, an 'Order' number which is used to sort skill categories on the character sheet
(categories with higher Order numbers appear after those with lower numbers). Again, using RQ3 as
an example, the categories would be defined as follows:
Categories =
{ ["Agility"] = {Order=5,Primary={"DEX"},Secondary={"STR"},
Negative={"SIZ"}},
["Communication"] = {Order=15,Primary={"INT"},Secondary={"POW","APP"},
Negative={}},
["Knowledge"] = {Order=25,Primary={"INT"},Secondary={},
Negative={}},
["Magic"] = {Order=35,Primary={"INT","POW"},Secondary={"DEX"},
Negative={}},
["Manipulation"] = {Order=45,Primary={"INT","DEX"},Secondary={"STR"},
Negative={}},
["Perception"] = {Order=55,Primary={"INT"},Secondary={"POW","CON"},
Negative={}},
["Stealth"] = {Order=65,Primary={"DEX"},Secondary={},
Negative={"SIZ","POW"}}
},
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Skills
Skills are probably one of the most variable elements of a Basic Roleplaying campaign, with each
genre and campaign having different skills and starting percentages. The campaign extension can
define which skills appear on the character sheet, what skill categories they fall in, whether they
have specialisms, what the starting skill chances are, etc.
Each skill is named and given some or all of the following attributes:
Attribute
Meaning/Use
Base
Category
Sublabelling
Untrained
NoCheck
Starting value for the skill chance, see below for more detail
One of the skill categories defined above
If present, and set to the value true, allows this skill to have specialisms
If present, and set to true, the skill does not appear on a new character's sheet
If present, and set to true, the skill doesn't have an experience check box
Note that the Sublabelling, Untrained and NoCheck attributes must have their true value without
enclosing quotation marks, whereas all the other attributes have quotation marks around their
values.
The Base attribute requires a bit more explanation, as it can take three different forms. The most
straightforward is a number (in quotation marks) which means the skill starts at this percentage
level. The second form is simply the word "var", which means there is no pre-determined level, and
hence the base chance is left editable on the character sheet. The final form is a calculation, which
can include the three-letter abbreviations for any characteristics, simple arithmetic operators (+,,*,/) and numbers. In the above example, Gaming has a base chance equal to INT plus POW, and
similarly the Dodge skill has a base chance equal to DEX*2.
Here are some example skills:
["Climb"] = {Base="40",Category="Agility"},
["Dodge"] = {Base="5",Category="Agility"},
["Jump"] = {Base="25",Category="Agility"},
["Ride"] = {Base="5",Category="Agility"},
["Swim"] = {Base="15",Category="Agility"},
["Throw"] = {Base="25",Category="Agility"},
["Fast Talk"] = {Base="5",Category="Communication"},
["Orate"] = {Base="5",Category="Communication"},
["Sing"] = {Base="5",Category="Communication"},
["Speak Language, Own"] = {Base="30",Category="Communication"},
["Speak Language, Other"] =
{Base="0",Category="Communication",Sublabelling=true},
["Animal Lore"] = {Base="5",Category="Knowledge"},
["Craft"] = {Base="10",Category="Knowledge",Sublabelling=true},
["Evaluate"] = {Base="5",Category="Knowledge"},
["First Aid"] = {Base="10",Category="Knowledge"},
["Human Lore"] = {Base="5",Category="Knowledge"},
["Martial Arts"] = {Base="0",Category="Knowledge"},
["Mineral Lore"] = {Base="5",Category="Knowledge"},
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Characteristics
To change the number and name of characteristics, and the name or availability of characteristic
rolls is fairly straightforward. A little bit below the skills section is the following:
Characteristics =
{ {Name="Strength", Roll="Effort"},
{Name="Constitution", Roll="Stamina"},
{Name="Size"},
{Name="Intelligence", Roll="Idea"},
{Name="Power", Roll="Luck"},
{Name="Dexterity", Roll="Agility"},
{Name="Appearance", Roll="Charisma"},
{Name="Education", Roll="Know"}
},
Simply change the name of a characteristic, delete it altogether or add new ones (such as Sanity in
Call of Cthulhu). If there is a Roll attribute, there will be a characteristic roll on the character sheet.
If no Roll attribute is present, then the character sheet will have a blank space to the right of the
characteristic instead. Typical older-style Basic Roleplaying games didn't have characteristic rolls
and lacked the Education characteristic. This section would therefore look as follows:
Characteristics =
{ {Name="Strength"},
{Name="Constitution"},
{Name="Size"},
{Name="Intelligence"},
{Name="Power"},
{Name="Dexterity"},
{Name="Appearance"}
},
Default Weapons
The final section which is easily modifiable (without resorting to writing some degree of Lua script) is
the list of default weapons. These appear on any new character sheet, and cannot be deleted. The
standard Basic Roleplaying ruleset defines only two:
["Brawl"]={Skill="Brawl",Attack=25,Damage="1D3",Hands="1H",Notes="",
DBFlag=true},
["Grapple"]={Skill="Grapple",Attack=25,Damage="",Hands="2H",Notes="See
Grapple rules"}
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Damage Bonus
Although the rest of the campaign extension modification relies upon some amount of Lua scripting,
it is worth dwelling on an aspect that is frequently modified: calculation of damage bonus dice.
The standard Basic Roleplaying ruleset has the following function that determines the DB:
function damageDice(val)
local dice = {};
if val < 13 then
return {"m6"}
elseif val < 17 then
return {"m4"}
elseif val < 25 then
return {}
elseif val < 33 then
return {"d4"}
elseif val < 41 then
return {"d6"}
end
val = math.floor((val-9)/16);
for i=1,val do
table.insert(dice,"d6");
end
return dice;
end
An explanation of Lua scripting is beyond the scope of this guide, but this function takes the value of
STR+SIZ (the parameter val) and returns a list of dice names to be rolled as a damage bonus
according to the following table:
STR+SIZ
Dice
0 to 12
13 to 16
17 to 24
25 to 32
33 to 40
For each +16
-D6
-D4
None
+D4
+D6
+D6
The list of dice is made up a number of string values (m4, m6, d4 and d6) where the 'm' indicates a
minus die. While this is close to RQ3, the first two or three calculations are slightly out, so the
revised function is given below.
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Other Modifications
The other modifications require Lua script editing or complex data structures, and are not covered in
this guide. For information, however (and to provoke your interest in Lua scripting), you can also
modify the following:
Happy modding!
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