#Basic Role Playing

1 messages · Page 1 of 1 (latest)

crimson kettle
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Thread for BRP implementation in Foundry

toxic quail
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Great! Thank you, mate!

wanton fog
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Thank you!!

crimson kettle
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A small patch BRP v12.1.24

  • Removed the superfluous true/false flag on the Character Sheet Allegiance tab (this was for potential ally status)
  • Fixed the inline edit for NPC Allegiance points
  • Total Professional Skill Points, Personal Skill Points and XP now shown on the "CHAR" tab (this adds up totals from Skill, Magic and Psychic items)
  • Fixed error with Critical Damage not rolling
wild locust
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Nice work man!

crimson kettle
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Version 12.1.25 released

  • Added a game setting for "Reputation" - choose from None (reputation not used), single (single reputation item allowed) or multiple (multiple reputation items allowed). NPCs will always use the mutliple option.
  • Reputation item can be dragged to macro bar
  • New tab on character sheet "SOCIAL" that combines Reputation and Allegiance Items. Visible if either is allowed in game
  • New tab on character sheet "PERS" (Personality) that combines Passion and Personality Traits. Visible if either is allowed in game
  • There are now "+" icons on the Armour and Weapons grids on the character sheet to directly add Armour and Weapons to the character sheet.
  • Please note that Instructions for new items are being added to the Github wiki (https://github.com/Genii-Locorum/brp/wiki) - overtime more instructions will be added to, and in game instructions migrated to, the wiki.
GitHub

Foundry VTT implementation for Basic Role Playing. Contribute to Genii-Locorum/brp development by creating an account on GitHub.

crimson kettle
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Foundry BRP implementation updated to V12.1.26. Mostly small fixes and a quality of life change for armour display when using Hits Per Location
A Special Success Damage Roll for a Crushing Weapon now adds +1D4 Damage Bonus if the base Damage Bonus = 0
Macros can now be dragged between hotbar slots and from the Macro Directory
When rolling damage the rolled dice are now visible if you expand the chat message
Combat cards can now be resolved with only 1 roll in them
Combat rolls now tick relevant XP skills when successfully made and relevant game setting is on
Hit Locations now check they are not already on the character sheet before they can be dropped
Armour - previously if the Ballistic Armour values were left blank, then the non-ballistics armour value was assumed to be used. This no longer happens - you will need to update the Ballistic Armour values in each piece of armour
If using Hits Per Location, Armour on the Items tab is grouped by Hit Location with a summary of the location. Clicking on the expand icon (on the right) hides the specific hit location but shows the relevant armour items. Clicking on the collapse icon hides the armour items and reveals the hit location. Clicking on the title "ARMOUR" expands all hit locations whilst SHIFT + CLICK collapses them all.

flat bolt
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Hiya. My husband and I have been playing a game using this Foundry implementation. I wanted to see if there's anything I might be able to do to assist. My husband is already reporting all the bugs we've come across (he's Cosmic-Lattee on github and iressi here), but I have a bunch of free time I could volunteer if you have any data entry projects or anything.

Also, I converted a resistance macro from the Spanish version of the Runequest Glorantha system by sun-dragon-cult to work with this BRP system that I could share here if it would be of interest. It works with characters and NPCs so you select one token and target another and the fields auto populate.

crimson kettle
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Let me have a look when I get home from work. One things that springs to mind is to create a Monster Compendium (there’s an issue on GitHub for this). It could then be released as a module.

I’d be interested in the resistance macro - happy to package them up.

And thank you both for your help and input.

crimson kettle
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A small corrections patch as a prelude to creating a Bestiary

12.1.27
HP on weapons on NPC sheet are now saved
NPC Fatigue Points Max are auto calculated
When rolling or averaging stats for an NPC the Current HP, PP, FP and SP are set to maximum values

crimson kettle
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A small fix

12.1.28

  • Fixed Combat rolls not correctly reducing success level.
lunar pumice
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So something I was wondering about, BRP has the following difficulties: Automatic, Easy, Average, Difficult, and Impossible.

Automatic and Impossible are obviously not really needed for the roll card but I am wondering where do the hard and extreme catagories come from? They don't seem to be a thing in the BRP book as far as I can tell.

crimson kettle
lunar pumice
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Huh. I am getting a sort of strange error, I am not making a bug report because it is a module interaction from seemingly Simple Calendar.

It will create the chat card (the error is firing from skills and attacks. The chat card is made, but in the case of attacks the other player cannot add a skill to it. Though I can as the DM. Quite strange. I of course can just turn off Simple Calendar (it does go away at that point), it is just a odd bug interaction.

Any thoughts?

crimson kettle
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Whilst the error message suggests it's getting in to an infinite loop, this is beyond my level of javascript understanding to work out exactly what's causing it. There is a similar Issue on the Simple Calendar git - https://github.com/vigoren/foundryvtt-simple-calendar/issues/613 Does the suggested fix work for you (if you're happy to hack the code - appreciate its a module you're changing, not BRP system)

GitHub

Describe the bug Simple Calendar seems to create a overflow bug whenever I roll any item from the character sheet. To Reproduce Steps to reproduce the behavior: Open a5e game system, open any chara...

crimson kettle
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Version 12.1.29 is now out

  • Added a Description section to NPCs for extended notes.
  • You now access NPC stats and base stats (dice to roll) via separate icons rather than toggling one
  • There is a new GM tool - Bestiary Mode. When toggled on you will see more HPL and Armour & SAN Loss sections on the NPC sheet even if your game doesn't use them. This mode is aimed at creating a Bestiary for distribution to other users who may use game settings that you don't.
  • SAN Loss has been added to NPC sheets
  • Fixed a bug with NPC hit points on HPL not recording properly.

Noted that it should be Bestiary - not Beastiary - will correct this in due course

crimson kettle
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I am pleased to announce two releases for BRP - system version 12.1.31 and BRP compendium module 1.0.2

  • BRP IDs have been added to the game - see the Github Wiki for more information - https://github.com/Genii-Locorum/brp/wiki/BRP-IDs. This is a major change so please BACKUP YOUR WORLDS before implementing this.
  • A number of macros have been included to help with migration - more info at https://github.com/Genii-Locorum/brp/wiki/Migrating-to-BRP-IDs
  • You can drag items etc straight from the compendia
  • The list of weapon types are pulled from a list from game items and compendia based on BRPIDs.
  • Under skills there is a new toggle option "Combat Skill" - if toggled on then the skill is included in the list of weapon types. You don't need to toggle this on if the Category is set to Combat
  • All compendia (except migration macros) have been moved to the module - the aim is to make customising your world easier
  • Instructions have migrated to the Github Wiki - https://github.com/Genii-Locorum/brp/wiki
  • You can now manually enter the personality name when the character sheet is unlocked if you don't have a Personality Item on the character sheet
  • Hit Locations (the item) now have a Display Name (e.g. Head) and a Creature Type (e.g. Humanoid). The item name will be a combination of the two
    -Skill Categories have been added as a new Item. You can change the name and configure how the category modifiers are calculated.
  • For NPCs you can now enter Max HP formula (as two stats, a multiple and a modifier) on the Base Stats Tab and the calculation formula is then displayed. It defaults to CON, SIZ, 0.5 & 0
  • When dropping unlinked NPC actors to a scene you can get the Random or Average stats to be autorolled for you - you may get asked depending on the game settings.
  • In game settings you can also choose whether to show NPC names on tokens as defaults. You can also do the same for Resource Bars
GitHub

Foundry VTT implementation for Basic Role Playing. Contribute to Genii-Locorum/brp development by creating an account on GitHub.

GitHub

Foundry VTT implementation for Basic Role Playing. Contribute to Genii-Locorum/brp development by creating an account on GitHub.

GitHub

Foundry VTT implementation for Basic Role Playing. Contribute to Genii-Locorum/brp development by creating an account on GitHub.

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The BRP compendium has a Bestiary in it - many thanks to Crys for creating it. More creatures will be added.

The aim of the compendium is for you to bring things in to your world that you want to use, edit them, save them as your own compendium and remove the module. This way your world only has the items etc you want to use (otherwise your fantasy world will see options for Energy Weapons which you may not want).

And a big thank you to the betatesters for all their help and ideas.

crimson kettle
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Two new releases - main system and compendium module

Module - added some more creatures (thanks to Crys)

System

12.1.32

  • Fixed issue with the Sorcery Spell sheet nullifying levels when opened by a player
  • Fixed issue with Psychic abilities not being able to access Description/GM Notes
  • Added 'Crush and Knockback' as a special damage type. This and 'Impale and Knockback' now do the relevant special damage.
  • Most Item names can now be edited by players since the name is less critical with the intro of BRPIDs. This doesn't include Hit Location, Skill Category and Wound
  • When creating a new character only adds new skills and skill categories if not already on the sheet (was a problem with duplicating characters)
  • You can now drop NPCs from the compendium to the canvas. If the NPC already exists in the game actors (where BRPID and Priority match) then you won't get an additional copy created in game
  • For characteristic rolls there are now two new difficulty levels - Tricky and Awkward for STAT * 4 and STAT * 3 respectively. Difficulty levels now show the multiplier.
crimson kettle
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BRP Version 12.1.33 is now out

12.1.33

  • When dropping a Specialism skill on to the character sheet where the specialism hasn't been chosen you will get asked for the specialism name
  • When the character sheet is unlocked the Skills Tab context menu now includes a "Recalculate skill base scores" which does exactly that.
  • When dropping Personality on to a character - the skills included in the personality are added to the character - with relevant choices presented to the player and base scores calculated.
  • The same applies for a Profession
  • Skills added via the Personality gain the +20 bonus and are highlighted in the Skill Dev tab (Skill tab when character sheet unlocked), though you can edit the Personality Points on any skill
  • Skills added via the Profession are highlighted in the Skill Dev tab, though the system doesn't restrict you to spending Professional Skill Points on just these skill
  • NPCs now have a Power Modifier option on the Base Stats tab
  • NPCs now have a 'Move Notes" entry on the base stats tab for a longer description of their movement. This appears as a tooltip on the main NPC sheet
  • NPCs now have a 'SAN Notes" entry on the base stats tab for a longer description of SAN Loss. This appears as a tooltip on the main NPC sheet
  • GMs should now be able to drag all items from the Characters and NPCs to the items menu or compendia
  • The skill category on the Skill Item Sheet should now display properly for players (it was fine for GMs)
zenith sandal
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Hey guys, I'm loving the module so far currently prepping for a multiverse one shot with my gaming group but I've hit a snag just curious if it's intended or not, I can't seem to drag armours onto my NPCs, am I just to write down the armour values and move on? Was just curious.

crimson kettle
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Morning Jack

Short version - it's deliberate.

Long version - So technically you can drag and drop armour on to NPCs - it just (deliberately) doesn't do anything. The (current) design is that you enter the Armour Points manually on either the Armour section (if not using Hits Per Location) or you enter it against the hit location if using HPL. My thoughts were that this will be easier if I ever try to work on an NPC stat block parser - it's more likely the block provides just Armour Values than full details. Add to this when using HPL there'll be multiple bits of armour and so the NPC sheet continues to grow (and I'm really trying to keep it small)

Having said that if there is a user demand I can look at one of two things - either put all the character functionality in to the NPC side for armour or leave the manual input but at least show the armour items under their own section on the NPC sheet - even though they won't generate the AP values.

Hope that helps and happy to have your input on this.

Cheers

zenith sandal
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Ah thank you for getting back to me i assumed there was a reason behind it, ive no problem with the current implementation makes sense, ideally npc sheets dont wanna be too messy as there is enough for me to be trackinf as it is, maybe just a bit on the wiki explaining it, i found that the npc character sheet tab has nothing in it so just learnt by experimenting 😅

Thank you again for the solid work you've put into this it's a really well build sheet

crimson kettle
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The wiki is very sparsely populated. Whilst I’m not good at coding I’m even worse at documentation. There are massive gaps in the wiki which I will try to get round to and will include this on NPCs.

If you do have suggestions for improving the sheets, system etc then please shout. Currently I’m away from home but Cultures should be dropping in the next release

zenith sandal
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Once ive run through my one shot ill let you know if anything crops up

crimson kettle
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Version 12.1.34 is now out. Major change is the addition of cultures. The wiki will get updated as some point (honest).

12.1.34

  • Layout of Items on characters now fixed to a consistent grid size
  • Culture has been added as an Item. You can set the characteristic dice rolls and culture bonuses, plus skills with skill modifiers. [EDIT: there is a mistake in that the sheet says 'Personality', not 'Culture' - will fix this in the next release]
  • Adding a culture to a character adds the characteristic formulae, bonuses, skills with modifiers.
  • When in development mode and with the character sheet unlocked there is a dice icon on the "CHAR" tab that lets you roll the dice - with a chat message showing the results.
  • When you have added a culture the name is shown on the character sheet and there's a context menu to view or delete the culture.
  • If you don't drop a culture item on the character you can manually enter a culture name
  • You can also manually enter/edit the dice rolls for characteristics if development mode is on and the character sheet is unlocked.
  • You can now edit (and keep the changes) to weapon ammo and hit points on the NPC sheet
  • Specialised skills now show under a common "main skill" heading on the actor sheet (so all Languages appear under "Language")
  • A macro has been included in BRP ID Macros compendium to rename all actor and game world specialised skills
crimson kettle
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Compendium 1.0.4 also released with updates to the skills (specialism name changes) and creatures

crimson kettle
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A new release is out

12.1.35

  • Culture now has the correct title on the item sheet
  • Failings on the character sheet now display the failing name if the short description is blank
  • Where the system can't find a skill category in dice rolls then the Cat Bonus now correctly sets to nil
  • There are now game settings to allow you to change the titles of the "power" tabs on the character sheet. Leave them blank to use the defaults
  • You can now click on the skill category in the character sheet skill tab to open up the Skill Category item
  • In the skill category, when on a character, you can enter a "manual" modifier that is added to the calculated bonus
zenith sandal
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Hey so would you rather i chuck my opinion from my one shot in here or is there sonewhere on the git hub I should

crimson kettle
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Git hub is probably the best place so I do not loose track of things..

crimson kettle
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A new release with a small tweak for a user request

12.1.36

  • The autoXP game setting has changed from a tick box to a drop down selection - None (not auto XP), Any Success (tick XP for success, special success of critical) or On Fail/Fumble.
    Please re-check your setting following world migration, as they are likely to have reset to "none".
crimson kettle
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12.1.37

  • Fixed issue with "easy" rolls incorrectly getting XP checks
  • Only characters can get XP checks (not NPCs) - this was throwing an error in the console for weapons
  • Chat card for skills rolls etc now show the correct actor image where wildcard tokens are used.
crimson kettle
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BRP Release 12.1.38 is out

  • Context menu for Psychic Abilities now shows XP improvement options when there is an improvement tick and development mode is on
  • All improvement checks exclude the item.system.effects score
  • Psychic Ability item sheet, when owned, now shows the Improvement button which can be toggled on and off
  • Personality Traits now have a "Starter Trait" toggle.
  • There is a new game setting "Starter Traits". If turned on then any new character will, if Personality Traits are used, automatically start with
    any trait which has the "Starter Trait" toggle activated.
crimson kettle
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BRP Release 12.1.39 is out

  • Personal Skill Points are now totalled on the Skills tab, in unlocked mode, under the correct column
  • MOVE score added to culture item and added to character sheet along with the culture
  • On the character sheet there is now an option under the Skills tab context menu to toggle how the skills are displayed
  • When adding a profession to the character you now choose the wealth level. This can be edited when the character sheet is unlocked.
  • On the "CHAR" tab the Redistribute values are no longer manually entered. When in "Development Mode" and with the character sheet unlocked use the arrows by the stats to redistribute stats. You can only redistribute 3 points and there are min/maxes in place. Unless the redistributed points net to nil the column is red
  • Age has been added to the character sheet near the top left of the Personal Section
  • Clicking on the "Impact" of a Magic Spell or a Psychic Ability on the actor sheet causes an Impact (Damage or Healing) dice roll
  • When adding a skill, profession, personality etc the system will check if you have the Skill Category on the character and if not it will add it automatically
  • There is two game settings for the initiative formula - select a stat (or none) and enter a modifier. If your formula is invalid you will get an error message when your world starts and the default formula is used
crimson kettle
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BRP Release 12.1.40 is out

  • Roll chat cards updated to increase size of the actor image and the space for the skill, weapon etc name and there is some additional info in the "expandable" section of the card
  • There is now a game setting to choose if you want to show XP & POW Improvement Dice Rolls where you have Dice So Nice module activated. You could see a lot of dice rolled.
  • POW improvement rolls no longer increase POW when the roll is failed (oops).
  • When dropping professions etc you should no longer get console errors if actor items don't have BRPIDs.
  • There's a new game setting, which if activated, autogenerates the BRP ID for new actors based on the name. Initially the BRPID fingerprint icon will be orange to warn you.
  • Special Weapon Damages are now being applied properly
  • Game Settings have been reorganised (the list was getting too long) in to several sub-forms - click on the relevant button to open the subform
  • There is a new advances skill category calculation - Negative Secondary - like Secondary but for stat values less than 10
  • Where you've added a different label to a Power in game settings this also applies to the list on the relevant character sheet tab and the item sheet.
  • Under BRP Game Settings > Display Options there is now two Colour settings to change the main background and secondary background colours on the actor sheet. Enter a colour reference such as rgba(0,141,142) or #008080.
    These are sort of a test to see if it's what people want. I will expand the list if it is.
crimson kettle
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BRP Release 12.1.41 is out - main changes are you can change the appearance (not the layout) of the character sheet
Slight tweak to roll cards to centre the first line next to the actor image
A lot more options to adjust the character sheet - https://github.com/Genii-Locorum/brp/wiki/Game-Settings:-Display-Options
The character sheet logo setting has moved to the Display Options
The character sheet visual adjustments are a work in progress - please feedback any other changes needed or areas where the expected results aren't working.
Instead of selecting to use Magic Points rather than Power Points you can now add a name and abbreviation instead of Power Points/PP - see the Optional Game Rules settings
You can also change the name and abbreviations for Hit Points and Fatigue Points.
BRP IDs can be automatically added for Items now - see the BRPID game settings (Actor BRPID has moved here from Char Settings)

GitHub

Foundry VTT implementation for Basic Role Playing. Contribute to Genii-Locorum/brp development by creating an account on GitHub.

crimson kettle
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BRUGE Compendium 1.0.5 is out
Rollable tables added - thanks to Crys

crimson kettle
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A new release for BRP for Foundry VTT
12.1.42
Error with Item "HP and PP" labels showing as undefined fixed.
Damage to the chest now triggers the correct statuses
There are icons to the left and right of Hit Points, the sword adds a wound, the heart heals a wound.
For powers (Magic, Sorcery, Superpower etc) the context menu now has the option to send the item description to the chat window.
When power roles (Magic, Psychic) are made then the description is also shown in the "hidden" section of the roll. This only applies to Normal rolls at the moment.
There's a new Combat game setting that let's you have a "Quick Combat" roll. This is a non-opposed combat roll that also shows the damage that would be caused for each success level
There is now a Custom Resource in the "Optional Rules" menu - you can turn it on/off and give it a label. It will then appear on the actor sheet. There is no automation added.
There is now a Fatigue Point modifier on actors.

crimson kettle
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Versions 12.1.43 released - Active Effects

  • Active Effects have been added to Weapons, Armour and Gear. You can read more at https://github.com/Genii-Locorum/brp/wiki/Active-Effects
  • Active Effects do work for Unlinked Actors - when Foundry fix the underlying issue we may see duplicate effects until we remove the fix.
  • There is now an Active Effects tab on these item sheets - GMs can edit effects, Players can only view the current effects.
  • Weapons and Gear must be carried for the effects to apply, Armour must be worn
  • There is a limited list of active effects - these can be added to - please let me have your feedback if there are more to be added
  • You can add bonuses to skills, magic and psychic abilities by manually adding a customised data path - see the Wiki for more info on this.
  • There is now an "effects" tab on the character sheet which lists the effects and the item they are attached to. Click on the Source Item name to open the item sheet.
    This is all the hard work of JamesB. Thank you so much for this.