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Technomancers - Official Support repo for the Foundry VTT conversion

Table of Contents

Buying the Module

You can buy the module on DriveThruRPG.

Installation guide

  1. Once purchased, you can download the module as an archive.
  2. Extract the content into your Data folder. If you don't know where that is, you can find it in the Configuration tab in Foundry. Where to find your datapath
  3. You should now have a folder called [YOUR DATA PATH]/Data/modules/technomancers. In there should be a module.json. How it should look like
  4. The module is now successfully installed, and you can activate it like any other in your game.

As this module only contains content, and no functionality, there should be no problem introducing it into existing worlds. However, backups are still recommended, as always.

Content

Rules Compendium

This compendium contains all the rules for technomancy. This includes the rules for both Fast Lane and Slow Burn Hacking, seperated into easy options to select which version of hacking you prefer in your games.

Technosorcery

This compendium contains all the files needed to add Technosorcery as an alternative to the normal technomancy rules. This compendium also includes the Edges specifc only to technosorcery, seperated from the normal technomancer Edges for ease of organization. It also includes the powers that have alternate uses in cyberspace. Any power not listed is assumed to be the same as the core Savage Worlds Adventurer Edition power. Due to licensing rules, the powers only have the altered effects and links to the original powers.

Sprites Compendium

Contains all the actor files to use for sprites, for use with the optional Technosorcery rules.

Edges Compendium

This compendium contains the Edges for use with base technomancy; Technosorceror-specific Edges are found in the Technomancy Compendium.

What's in the module

Limitations

Due to licensing limitations, powers that have a different description than they do in the core rule book, come as items with descriptions and a link to the original power, but without actual game relevant stats, as pictured below. What powers look like

Interaction with other modules

All documents within the module are linked to references to either the module itself, the Sprawlrunners module, or the Savage Worlds Adventure Edition Core Rules module. Those links will obviously only work if you have both of these modules installed and activated. This module relies on the base content modules as much as the PDF relies on the Sprawlrunner book and the Savage Worlds Adventure Edition core rule book.

Activate base content modules

As you can see in the picture above, the link to the Fighting Utility is broken, because the Sprawlrunners module has not been activated. Clicking on either Resilient or Very Resilient on the other hand, will open up the respective entry from the Savage Worlds Core module, as that has been activated.

Support

  • For problems with purchasing, please refer to the DriveThruRPG helpdesk.
  • For problems with Foundry or the Savage Worlds system, please refer to the Foundry Discord Server.
  • For problems with the Technomancers module, you can open an issue on this repo directly, or via email.

License

Technomancers, A Sprawlrunners Supplement © 2021 - 2022 Adam Loyd

Foundry VTT conversion by Thomas Engelbert.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at (https://www.peginc.com). Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

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