module

Fallout Automation

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Latest version0.3.4
Minimum Core13
Compatible Core13
Last updated6 hours ago
Created6 hours ago
Authors
Languages English
Русский
Systems Fallout
Project source Project URL
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Automation for the Fallout 2d20 system on Foundry VTT v13. It links attack rolls to damage rolls, calculates roll difficulty and shows the success verdict, and applies damage with armor. The interface is available in English and Russian.

Requirements: Foundry VTT v13 (v14 has not been tested, but may work), Fallout system 11.16 or newer, and the socketlib module. Recommended: Convenient Effects, Times Up, Tagger.

This module started as "Midi-QOL for Fallout", and it may grow into other kinds of automation later. For now it helps with automating roll handling.


Attack roll

The attack roll dialog is extended: manual difficulty selection, a Sneak Attack checkbox, a hit location selector and difficulty modifiers.

After the roll, the number of successes is compared with the difficulty set in this dialog to decide whether the attack succeeded. The difficulty is calculated automatically and set as the default, but you can change it by hand if you like. Many factors are taken into account:

1. Target's Defense. Simple.

2. Target's range. This one is more complicated. For convenient play on a grid, I used homebrew range rules, as shown in the picture below. When you target a token, a notification shows the distance to the target in squares and the matching range. Penalties for attacking outside the ideal range are calculated automatically.

The penalty for fighting at point-blank range is also taken into account, but it is ignored for weapons with the close quarters quality (like pistols). If you try to attack with a melee weapon at a target that is not adjacent, a warning is shown, but you still can roll.

3. If the target is Prone and within close range, the attack difficulty is reduced by 1. Beyond close range it is increased by 1.

4. If the "Sneak Attack" checkbox is ticked in the attack roll dialog, the difficulty is reduced by 1.

5. If any hit location other than random is selected, the difficulty is increased by 1. The exception is an attacker with a Pip-Boy in their inventory.

6. Any active effects on the attacker (for example from chems) with a system.difficulty.x.bonus flag are also taken into account, as in the screenshot below. Here is full list:

system.difficulty.str.bonus
system.difficulty.per.bonus
system.difficulty.end.bonus
system.difficulty.cha.bonus
system.difficulty.int.bonus
system.difficulty.agi.bonus
system.difficulty.luc.bonus

The result of the attack roll is shown at the bottom of the message. If the number of successes exceeds the difficulty, a button appears to add AP to the GM or to the players, depending on who made the roll.

Target selection for weapons with the Blast quality has also been reworked. Before the roll dialog appears, you are first asked to place a template to select the targets.


Damage roll

When you roll damage, an extended message appears in chat, as in the screenshot below.

1. The module tries to determine the targets from the attack roll made earlier. To set a target by hand, target the token you need and switch "Targets" from "From roll" to "Current selection".

2. The damage total is shown next to its type and can be changed by hand if needed. With the Vicious damage effect, every effect rolled on the dice adds +1 to this total.

3. The body part that was hit is also taken from the attack roll, but you can change it by hand.

4. If the attack roll was a Sneak Attack, the damage gains the Vicious quality, or +2 CD if it already had it.

When you are happy with all the values, press the crosshair button to deal the damage. A message with the damage calculation then appears, as in the screenshot below.

The module takes the damage dealt, determines the body part it hit, determines the resistance to this damage type on that body part, and subtracts it from the damage. If the target is immune to this damage type, no damage is dealt. If a weapon deals more than one damage type (plasma), the lowest resistance value is used. Radiation damage is applied separately, after the rest of the damage.

If the damage has the Stun quality, then when at least one effect is rolled on the damage dice, the target gets the Stunned effect.

If the damage has the Persistent quality, then when at least one effect is rolled on the damage dice, the target gets the Persistent effect. At the end of the target's turn it takes damage from this weapon again, as in the screenshot below. For the Persistent effect to be removed automatically, you need the Times Up module.

The target can get injuries when taking damage, in several circumstances. If the damage is 5 or more, the target gets an injury on the corresponding body part. If the target is at 0 HP after the damage (including when it already had 0 HP before the damage), it gets an injury for that. If the body part that was hit had treated injuries, then for each treated injury a CD is rolled secretly, and for each effect rolled one treated injury becomes a untreated again.


Skill rolls

The skill roll dialog has also been extended with a difficulty row, as in the screenshot below. On the left you set the difficulty announced by the GM, while on the right the final difficulty with modifiers is shown. Both values can be changed by hand.

Modifiers can apply to an attribute, as in the earlier example, or to a specific skill, as in the screenshot below.

Here is full list:

system.difficulty.athletics.bonus
system.difficulty.barter.bonus
system.difficulty.bigguns.bonus
system.difficulty.energyweapons.bonus
system.difficulty.explosives.bonus
system.difficulty.lockpick.bonus
system.difficulty.medicine.bonus
system.difficulty.meleeweapons.bonus
system.difficulty.pilot.bonus
system.difficulty.repair.bonus
system.difficulty.science.bonus
system.difficulty.smallguns.bonus
system.difficulty.sneak.bonus
system.difficulty.speech.bonus
system.difficulty.survival.bonus
system.difficulty.throwing.bonus
system.difficulty.unarmed.bonus


Compatible with Argon HUD: enhancedcombathud-fallout on GitHub.

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