system

Ironclaw Second Edition

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Latest version0.3.1
Minimum Core0.8.7
Compatible Core0.8.7
Last updated6 days ago
Created1 month ago
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Languages English
Systems All systems
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License License URL

This is a system for running the second edition version of Ironclaw (the corebook named Ironclaw Omnibus: Squaring the Circle) in Foundry VTT. It's pretty rough around the edges, but it's playable.

The system has full sheets for characters and simpler sheets for 'mooks', ie. relatively unimportant / minor NPC's to be mass-copied onto the field, and beasts. The system also has multiple item types to represent gifts and the different gear characters can acquire, plus a general one with no mechanical systems to it.

Two sets of ready-made macros are included that can be used to roll arbitrary dice pools without creating an actor for them.

The system does not include characters, gear, gifts or other notable game content from the Ironclaw books.

How to Use

For rolling actor dice pools, actor sheets have a button to open a dice poll popup, which allows you to select what pools to use for the roll. The system has some support for specific rolls to automatically pre-select relevant dice pools and add modifiers through hard-coded logic. This does require any added gifts to have the same name as they do in the books to function, but allows easier rolling of dice.

Weapons and gifts can be set up to automatically select certain dice pools, as well as giving extra dice for the roll automatically. The system also has internal logic to add relevant modifiers to the rolls. Armor and shields also work, but any added dice from gifts need to be added manually.

Ironclaw's initiative system is supported, both the normal side-based and the alternate classic style. Configuring the specifics is done through the combat tracker settings as normal, the system supporting a few different ways to classify sides in a battle. The system also auto-rolls the initiative check for battle participants when 'rolling' initiative.

The Combat Tracker will show the result of the initiative check before the initiative itself, either as the number of successes, or as Tie (T), Failure (F), or Botch (B).

How to Roll

To properly format and calculate the results from Ironclaw's dice system, the system has an internal 'dice roller' to parse the dice pools into the correct format for the FoundryVTT dice roller, accessible either through the actor sheets or by the included macros. Macros allow the dice to be set either by specifying how many of each die type is rolled, or though a 'one line' parser. Most popups also include an input for extra one line dice pools.

The 'One Line' macros allow the dice pools to be inputted in standard dice notation: "(number of dice)d(sides of the die), (number)d(sides)", for example "d12, 3d6,2d12". Each separate type of die must be separated with a comma, but the system automatically removes spaces between types. Multiple pools of the same type are automatically added together.

 

Setting up dice pools for items follows this format: "(trait or skill name), (another name);(any bonus dice in one line format)", eg. "Body, Melee Combat, dodge,weathersense;d12". The order of skills and traits are arbitrary and can include spaces in the name, but every name must be separated with a comma. The semicolon (;) separates the stat names from bonus dice, which are formatted the same way as one line rolls. If there is no bonus dice, the semicolon can be omitted.

While currently not used in the programming, the Effect field in weapons should be formatted so that every attribute is separated with a comma, eg. "Damage +2, Slaying, Awkward", for future-proofing.

Currently, the system does not allow dice pools to include items. Instead, the system tries to track common gifts and items that should be included in dice pools, eg. including worn armor in Soak rolls. This is completely hard-coded though, so I'm afraid it won't be perfect.

Dependencies

The system requires the Combat Utility Belt module (https://foundryvtt.com/packages/combat-utility-belt), specifically its Enhanced Conditions, to function, as the Ironclaw combat system is based entirely on conditions. Right now, they need to be manually loaded in. The default Foundry VTT conditions are unused and should be turned off.

Step by step explanation to setting Combat Utility Belt's Enhanced Conditions up: There's a button in the right side menu under Game Settings (right-most tab) for "CUBPuter". It opens an 80's command line looking window. Click the  "Settings" and disable the "Use oldschool CRT styling" to get rid of that. Then click "Select gadget", choose Enhanced Conditions, enable it, and also enable "Remove Default Status Effects".
Then next, under CUPButer should be "Condition Lab". Open it, and select "Import" from top right. It should open a file picker, navigate inside FoundryVTT's data folder to get the condition map from Ironclaw2E's systems/ironclaw2e/condition-maps directory. (Default in Windows: %localappdata%/FoundryVTT/Data/systems/ironclaw2e/condition-maps)

 

The system has support for but does not require the Drag Ruler module (https://foundryvtt.com/packages/drag-ruler).

 

Notice

Ironclaw © SanguineGames.com

This is a fan project, we are not associated with Sanguine Productions.

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