Eberron For Savage Worlds
Eberron For Savage Worlds
Eberron For Savage Worlds
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
Page 1 of 5 1 2 3 ...
Extension
Adds support for the following Arcane Backgrounds: Aberrant Dragonmark, Artifice, Dragonmark, Druidism
Adds desktop decal using the Unofficial Eberron Logo by Alex Denby
Changes several string values related to bennies to refer to prophecy shards
Changes "GM" identity to "Prophesier"
Module
Contains the full Eberron for Savage Worlds in a single product. I didn't feel like breaking it up into separate Player and GM modules. Other products such as the Players Handbook for 5E and the Core Rulebooks for both editions of
Pathfinder do this as well.
In Special Substances & Items I renamed "Acid" to "Acid Flask" as that was the specific example given.
Required DLC
Eberron for Savage Worlds is written for the Savage Worlds Adventure Edition (SWADE) ruleset, and all the Edges, Hindrances, Powers, Skills, etc. are linked from the SWADE DLC so that is required to use this.
Optional DLC
Eberron for Savage Worlds also uses the Sorcery arcane background from the Fantasy Companion and the ritual magic stuff from the Horror Companion. Those are not duplicated here as they are from commercial published products. To use
those features you'll need to either own those DLC or enter the data yourself. Additionally, edges, powers, etc. from several other DLC are linked as well, per the Eberron for Savage Worlds document. You don't need to own them in order to
play; the links just provide easy access if you do.
To Do
Prophecy Shards. Right now, the extension does nothing but tweak some text strings regarding prophecy shards. The actual rules Kristian came up with use three different types of prophecy shards. For now, my suggestion is that if you own
Deadlands Reloaded, use the DLR extension along with this so that you can play with the three colors of fate chips. Or you can just manually adjudicate which type of prophecy shard (benny) you're using at any given time if you either do not
own DLR or choose to not use the extension with Eberron for Savage Worlds. Coding this from scratch is beyond my ability right now, and as my typical bad luck would have it, all the usual gang of Lua scripters are either vacationing or on
break from Fantasy Grounds and unable to provide assistance. If I receive permission to split off the appropriate bits of the DLR extension, I can do that in a future update.
Theme. I had an initial theme for this but everyone on Discord (including myself) hated it so that's gone for now. Along with a desktop theme, I would eventually like to get custom dragonshard "bennies" to use as the prophecy shards too.
Attached Images
eberronscreenshot002.jpg (557.3 KB, 749 views)
Attached Files
File Type: ext Eberron for Savage Worlds.ext (1.42 MB, 147 views)
File Type: mod Eberron_for_Savage_Worlds.mod (514.5 KB, 147 views)
Eberron_SWEL.zip (490.7 KB, 162 views)
Last edited by Talyn; April 18th, 2020 at 20:22. Reason: New version
Location: Indiana
Posts: 692
Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
Posts: 1,509
Blog Entries: 6
I don't currently use Fantasy Grounds, but I'd love to see screenshots if possible.
Amaril
Crusader
Location: Atlanta, GA
Posts: 22
~ Kristian Serrano
Location: Europe
Posts: 2,107
Awesome. I was putting some of this in myself just to better learn FG - this really great! I have Wayfinders guide too, so between them I can run a good at a game on FG.
amerigoV
Grand Templar Just happened to randomly notice the Warforged have Outsider (Major). I think that would be Minor since they do have rights.
Posts: 298
I am at work for a few more days but next week I will get the magic items in and post a screenshot. Hopefully I can have the magic items in their own entry. I know I can with manual XML like I usually do but this was supposed to be a 100%
Talyn SWEL project. I have a theory I'll test when I'm home.
Celestial Paragon
Location: Jacksonville, FL
Posts: 2,211
Blog Entries: 7
~ Kristian Serrano
Just uploaded RC2 which adds in the Magic Items. This will probably be the final version as well unless there are any additional tweaks that are possible (effects on items?). Just a matter of beefing up the extension as I learn more Lua.
Talyn
Celestial Paragon I also added a screenshot that shows most of the UI elements.
Edit: Just uploaded another one that fixed two ability links on an NPC. NPC Maker grabbed the one in memory that I'd build in the UI instead of the one from the module.
Join Date: May 2016
Location: Jacksonville, FL
Posts: 2,211
Blog Entries: 7
I have to say your Mod + Wayfinder Guide + UniversalModule.ext + the Gray background (to go with the Eberron background) = awesomesauce!!
amerigoV
Grand Templar
Posts: 298
Page 1 of 5 1 2 3 ...
Thread Information
There are currently 1 users browsing this thread. (0 members and 1 guests)