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It's unclear, but because the Ganglati & Ganglot token is placed first (before the start of the game) I would say that its effect would be applied first before any subsequent and more temporary effect. So a unit's movement could be reduced to 1 (but not to 0) by Hel's power, and then reduced to 0 by a different power like Ambush or Fists of the Titan. This interpretation has the advantage of giving each power a more useful effect in the game, rather than making them less useful.
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Yes, the dude attacks that same hero.
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I get what you're saying. Thank you. What I was trying to get clarified was if the language should read "They will only attack a Hero if they end their movement in the area with that same Hero.", i.e. if the Hero that is in the same space and triggered the attack must also be the Hero that is attacked. Thanks again, Don
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It's not always explicitl in the special rules. If not, you can play "rules as written" so the unit only attacks if there's a hero in its final area. However, as I wrote above, it makes sense that the unit will make an opportunity attack if it can do so, after its movement. "It can reasonably be house-ruled that IF the OL unit ends its movement in an area without Heroes: - If it has only a melee attack AND there's a Hero in an occupied adjacent area, it attacks that Hero. - If it has only a ranged attack, it makes a ranged attack against the strongest Hero in LoS." A Hero cannot be in 2 areas simultaneously so it can't be the same :). Maybe you're wondering what happens if the unit ends its movement in an area with several Heroes. It's not explicit but I believe you just have to follow standard Target Hero rules to choose the one it attacks.
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Thank you very much for this! It clarifies a LOT. One picky question... "They will only attack a Hero if they end their movement in the area with a Hero." If the OL unit ends its movement in a an area without a Hero, but it can make a Ranged attack against a Hero in another area, will it do so? In other words, are the "a Hero" in both phrases the SAME Hero? Thanks! Don
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Typically this special sentence/rule is used in scenarios where OL units have a specific area/item to reach. I.e. it's their primary objective and they only attack a Hero if they have the opportunity to do so. The unit takes the path that allows it to reach its objective (or come closer to). Hindering comes after ("if possible"). Let's say a OL unit with 3 base mvt points has to reach the "closest chest". - One chest is 3 areas away, the other 2 areas away with a hero in-between. The unit can reach both with its 3 movement points, but it will choose the second because it's the "closest". - One chest is 3 areas away, the other 2 areas away with two heroes in-between. The unit can only reach the first, so it will choose it even though it's not the "closest". - One chest is 4 areas away, the other 2 areas away with two heroes in-between. The unit can reach neither, so it will choose the second because it's the "closest". The unit's primary objective depends on movement. So you consider hindering only for this. Not for a potential opportunity attack that may happen after the movement. THEN, when the unit has moved (and possibly completed its objective), IF there's a Hero in the same area, it makes an opportunity attack (affected by hindering if it only has a ranged attack). Note: it can reasonably be house-ruled that IF the OL unit ends its movement in an area without Heroes: - If it has only a melee attack AND there's a Hero in an occupied adjacent area, it attacks that Hero. - If it has only a ranged attack, it makes a ranged attack against the strongest Hero in LoS.
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This is a complicated question... Several COOP scenarios include this condition about Overlord units: "When moving, they will avoid hindering if possible while still following the shortest path. They will only attack a Hero if they end their movement in the area with a Hero." I've tried to figure out exactly what this means. The closest I've been able to get is this: 1. Calculate the Target and "Shortest Path" Before the miniature takes its first step, look at its specified target. Count the total number of zone borders it takes to reach that target using the absolute most direct route. This total number of zones establishes the [u]maximum budget[/u] for the "shortest path." 2. Check for "Hindering" Hindering occurs when a unit tries to move out of a zone that contains enemy models (Heroes). If the absolute shortest path forces the automated unit to enter and then immediately leave a zone with a Hero, it would normally be hindered, costing extra movement points or trapping them. To "avoid hindering if possible," look for an alternative route to the target that completely bypasses zones containing Heroes. 3. The "While Still" Restriction The rule states they avoid hindering "while still following the shortest path." This means they are not allowed to take a longer detour. Scenario A (Bypass Allowed): If there are two different routes to the target that are both exactly 3 zones long—one goes through a Hero's zone, and one goes through an empty zone—the unit must choose the empty path to avoid hindering. Scenario B (Detour Denied): If the only way to avoid a Hero's zone requires a path that is 4 zones long instead of 3, the unit cannot take it. It must stick to the 3-zone path and accept being hindered. 4. Resolving the End-of-Movement Attack The unit ignores the Heroes as it travels through zones along the path. It does not stop to fight mid-movement just because it passes a Hero. It will only roll attack dice if its movement points completely run out while it is standing in the exact same zone as a Hero. If it stops in an empty zone adjacent to a Hero, no attack is performed. I'm unclear about two things here: 1) What happens when the unit could go after more than one target? How does "hindering" factor into deciding which one the unit will go after? 2) This explanation deals with "hindering" as it affects the unit's movement, but hindering can affect other things. If the unit has a Ranged Attack, that can be hindered, too. How will that affect figuring out which target the unit will go after and which path it will choose, if it's avoiding hindering? Confusing. Thanks, Don
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If an enemy unit possesses Ganglati Ganglot's Hell Token, which originally has a speed of 2, and because of the Hell Token drops to speed 1, receives another -1 speed debuff (like Atlas's or Amanirenas's), does it end up with a speed of 0? Or does the Hell Token apply the -1 debuff because the speed would be 0, making the enemy unit end up with a speed of 1?
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MarkusLX started following Mythic Battles: Pantheon by Helyan/Sylvain M.
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Fixed some bugs. Then since i was on a roll i wired up the status conditions. ⚔️ Blood & Steel Engine — Status Effects Are Now LIVE ⚔️ For Conan: The Hyborian Age (Monolith Edition) on Foundry VTT No more sticky notes or "wait, what does prone do again?" — the engine now enforces conditions automatically, right on the character sheet and in chat. Here's the first wave: 💀 UNCONSCIOUS Out cold. Physical & Sorcery Defense drop to 0/0 on the sheet and the GM's hover-tooltip. Can't attack, can't cast, can't use skills — try and you'll get a "you cannot act" message. (Death saves still work — the gods aren't done with you yet.) ✨STUNNED Head ringing. No magic, no Stamina spends, and your token is locked in place — but you can still swing and make skill checks. ⛓️💥 BOUND Hands tied. Unarmed attacks only — no weapons, no shield (your shield's defense bonus drops while bound, but your gear stays equipped — no fiddly re-equipping). Sorcery still flows freely. 🌑 BLINDED Fighting in the dark. Your token's vision is cut off, and every attack automatically misses — unless your Flex Die saves you. And beware: a blind swing has a 25% chance of friendly fire, striking an ally in the chaos. (Even Cruel Fate bows to the darkness.) 🩸 PRONE Knocked down. Your attacks deal half damage while you're in the dirt, and standing up costs an action — the engine even reminds you at the start of your turn. All conditions once applied enforce themselves Minimal tracking by player or GM required. On the way: Grappled, Bleeding, Burning, Frightened. 🔥 Pushing a new GitHub autoupdate later tonight. All of these and a few more
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Kavya Call Girl In Surat changed their profile photo
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⚔️ BY CROM, IT’S DONE — BLOOD AND STEEL IS FULLY PLAYABLE ⚔️ “And so the Hyborian Age opens its gates not to gods, nor to scholars, nor to scribes — but to those who would seize the throne with their own two hands. The road is paved. The blade is drawn. The dice are loaded with fate. Go now and conquer.” It works. All of it. Every spell casts. Every weapon swings. Every condition tracks. Every enemy spawns, fights, and dies with the brutal weight Howard’s Hyborian Age demands. Months of building, testing, breaking, fixing — and tonight I’m calling it: Blood and Steel is a complete, fully playable Foundry VTT system for Monolith’s Conan RPG. Not a beta. Not “almost.” Playable. Some character and weapon art is still in the forge — I’ll keep adding portraits as I draw them — but every mechanic functions, every dice roll resolves, and your players can sit down tonight and start carving their names into the Hyborian Age. ⚔️ FOR YOUR PLAYERS 🎭 Guided Character Creation Hit the ? tab and Howard-quality tutorials walk new players through: Origin Stats Skills Equipment Sorcery Step by step. 🎲 The Full Monolith Ruleset Fully implemented: Might / Edge / Grit / Wits Scaling stat dice (D6 → D8 → D10 → D12) Stamina Points Life Points Advancement systems All core combat math 🌀 Flex Die Mechanics — Automated Every attack, check, and spell cast automatically triggers the d10 Flex Die when appropriate. Spellcasting includes all three Flex options: Recover Stamina Cast! / Massive! Regain spell costs (refund LP/SP spent) 🗡️ Initiative From the Character Sheet No combat tracker fumbling. 🛡️ Eleven Live-Tracked Conditions Every condition has real mechanical impact: Mounted Poisoned Unconscious Stunned Bound Frightened Blinded Prone Grappled Bleeding Burning Examples: Blinded → attacks automatically miss unless Flex saves you Burning → take 1d4 fire damage each round with a 50/50 chance to extinguish 🩸 Recovery + LP Tracking Automatic: Recovery slots Between-encounter healing LP caps from Origin + Grit + bonuses Max LP calculations 🪄 Every Spell Implemented Including: Witchcraft, Necromancy, Black Magic, Demon Pact Sorcery, White Magic. Spells like: Snake Arrow Astral Projection Frightful Aura Fearsome Ward Wave of Darkness Beast Form Mesmerism Hellfire Healing Magic All one-click automated. Quick-cast from the spell icon, with expandable detailed cards. 🎯 Smart Targeting Damage rolls and spell effects load into a smart-mouse buffer. Shift + Right Click a token and the system: applies damage tracks conditions adds buffs/debuffs No math. No bookkeeping. The GM aims. The system handles the rest. ⚔️ FOR YOUR GM Meet Albert — the GM tools sheet. Automatically created when the world loads. Open him from the Actors tab. 🃏 Six Themed Enemy Categories Each with unique visual styling: Human Beast Undead Demon Monstrosity Inanimate 🎴 CCG-Style Enemy Cards Every enemy opens as a dramatic trading-card-style sheet featuring: Stats Weapons Abilities Active effects HP tracking Status conditions All in real time. 💀 The Threat Engine Spawn a Guard? You might get: an Elite Guard a scarred veteran a berserker a cruel duelist Spawn a Witch? You may get a Hex-Witch Beastmaster summoning doubled beasts with boosted attack and damage. Features: 78+ procedural trait combinations Randomized elite variants Skull threat tiers (0–3) Visible danger indicators on token nameplates 🛠️ Custom Enemy Builder Create creatures stat-by-stat: assign categories build abilities drag directly to canvas Fully integrated with the CCG card layout. 🗺️ Area-Based Distance + LOS Drop A–Z markers onto scenes and wire area connections through the matrix system. Players instantly see: range line of sight tactical positioning Example: “B. Range 3 / LOS” The whole map remains visible — the mystery becomes who occupies the darkness. 👁️ Advanced LOS Rules Supports: sealed rooms elevated vantage points partial cover shoot-through terrain hidden enemies shadow concealment Tactical without becoming clunky. 🐎 Travel Master Includes: 5 travel modes (Foot → Sea Ship) 7 terrain types 6 weather conditions 18+ named locations automatic encounter-distance generation 🌪️ Winds of Fate Monolith’s Rule of Three system integrated directly into Albert. Tilt destiny when the story demands it. 🎯 Smart Spawn Flow Drag an enemy from Albert to the canvas and the system: creates the actor generates the token applies Threat Engine traits stores all data automatically One drag. Done. ⚔️ COMBAT THAT MOVES 🗡️ Roll-Over Core System Single-roll resolution: Stat Die + Stat Value vs Difficulty Fast. Brutal. Clean. ⚔️ Full Damage Pipeline Automated: attack rolls damage rolls armor reduction spell mitigation floating combat text Armor protects against: melee ranged sorcery 💚 Floating Combat Numbers Red → damage Green → healing Purple → refunded spell costs 🎨 Cross-System Spell Effects Cast Tide of Stone from your sheet and: enemies receive debuffs instantly defense values update live effects propagate across the system The game speaks to itself. 👀 GM Hover Defense Tooltip Hover a token to instantly see: Phy 8 / Sor 5 No sheet diving. 📖 BONUS — HOWARD THE CHRONICLER Want dramatic comic-book-style narrative sequences for your players? Install the separate Howard the Chronicler module alongside Blood and Steel. Free. System agnostic. Built to complement Conan. Manifest: https://raw.githubusercontent.com/antoniosantos8520-cyber/Howard-the-Chronicler/main/module.json 📥 INSTALL THE MAIN GAME In Foundry: Settings → Game Systems → Install System Paste: https://raw.githubusercontent.com/antoniosantos8520-cyber/conan/main/system.json Click Install. Create a world. Albert creates himself automatically. Start swinging swords. Compatible with: Foundry VTT v12 Foundry VTT v13 Foundry VTT v14 Free. Open source (GPL v3). Built by a fan, for fans. Bug reports, feature requests, and war stories from your table are always welcome. GitHub: https://github.com/antoniosantos8520-cyber/conan Go forth, adventurers. The Hyborian Age waits.
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"In the age-old tradition of the wandering bards and chroniclers who carried the deeds of heroes across a thousand kingdoms, there now walks a new keeper of tales. Not of parchment and quill alone — but of fire, image, and living story. What the sorcerers of Khitai hoarded in locked vaults, Howard carries freely to any table under any sky." HOWARD THE CHRONICLER — FREE ON FOUNDRY VTT Some of you build worlds in silence. Hours of notes, maps, journals — prep that never fully makes it to the table. Howard changes that. Howard the Chronicler is a free Foundry VTT module that lets you build a complete, playable Tale — and hand it to anyone ready to run it. Here's what you build: Scenes & Maps — Link your combat scenes directly to the pages of your tale. One click from the story to the fight. Enemies & NPCs — Tag them to specific pages. Drag them straight to the canvas when the moment comes. Skill Checks — Place them on the page where they happen. DC, skill, description — right there when you need it. GM Notes — Per page, per moment. Everything your GM needs is exactly where the story is. Comic Pages — Build panels, drop images, size them, layer them, write speech bubbles and caption boxes. No art skills needed. Put panel. Put image. Repeat. It looks like a comic because comic books are awesome and so is your table. Show Your Players — Reveal panels one at a time. Project the full page to the VTT canvas in Theater mode. Let them see the work you put in. Export Everything — One .htale file. Images, scenes, enemies, maps, notes — all of it. Send it to anyone. They import it, enable Howard, and they're ready to play. What you built is what they get. Save to PDF — Hand your players a copy of the session. Something they actually keep. This is not a journal plugin. This is not a notes app. This is your campaign, your story, your world — delivered like it deserves to be. Howard the Chronicler. Free. Ready. Go forge your Tales. "I have crossed the Vilayet Sea and the Zuagir wastes — but I have never seen a tale told like this."
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Fellows, I've been building a Foundry VTT system specifically for Monolith's Conan RPG and it's now available for download. It's called Blood and Steel. This is built from the ground up for the Hyborian Age RPG rule, Flex die, Stamina Points, the whole deal. What's in it: -Full character sheet with guided creation (hit the ? tab and it walks you through it) -GM toolkit ("Albert") with drag-and-drop enemy spawning from the full bestiary -Area-based distance encounter builder -Fully functional sheet: initiative from the sheet, weapons, attacks, armor, spells skills, recovery, stamina, life point tracking and so much more. -Complete sorcery system with all spells implemented, automated to work as easily as pushing a button. -Brand new Ground Breaking Threat Engine for procedural enemy difficulty, fully automated drag and drop the enemy to the VTT and they get a several random traits and abilities that require minimum GM brainpower to work. -Smart targeting: When damage is rolled, a skill or a spell with an effect they are loaded into the smart mouse targeting system. The GM then shift clicks it to the target and the system does the rest. -Works in Foundry VTT v11 through v13 How to install: In Foundry, go to Settings → Game Systems → Install System Paste this URL into the Manifest URL field at the bottom: https://raw.githubusercontent.com/antoniosantos8520-cyber/conan/main/system.json Click Install. That's it. It's fully playable right now. Still a work in progress — not all enemy art is packed in yet and not every enemy has been run through the Threat Engine — but everything functions and your players can make characters and start swinging swords tonight. YouTube tutorials for setup and how-to's are coming soon. It's free, open source (GPL v3), and built by a fan for fans. Feedback and bug reports welcome. GitHub: https://github.com/antoniosantos8520-cyber/conan
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Please post here when you're done making it. I would love to use it.
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oOAntonioOo changed their profile photo
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Conan RPG for FoundryVTT - A Developer's Vision I've been building a custom Conan 2d20 system for FoundryVTT and wanted to share what I'm going for. The Vision I wanted character sheets that feel like you're holding a living comic panel from the Conan series. Your character shouldn't feel like a spreadsheet - they should feel epic. The same goes for enemies. When you pull up an enemy card, it should have that same punch. Making Progress Feel Real One thing that always bugged me about RPG character sheets: you buy a skill, a number changes somewhere, and three sessions later you've forgotten you even have it. The Badge system fixes that. Every skill you purchase shows up as a visual badge in your on your sheet in most cases as an interactive button and again in your journal so you can get a good look at it. Every spell you learn gets one too. It's like a trophy case for your character's accomplishments. When you look at your sheet, you can see how far you've come. The system is fully integrated - every origin, every skill, every spell has its place. Designed for the Table I built this with a "phone in hand" mentality. Tight layout. Readable at a glance. Buttons that make sense and can be learned fast. Players shouldn't need a tutorial to figure out how to swing a sword or cast a spell. Click, roll, done. The goal was: if you can use a mobile app, you can use this sheet. The Full System With that framework in place, I poured Monolith's Excellent Conan into it. Origins. Skills. Sorcery disciplines. Combat. Weapons, Armor, Conditions. All of it, working together. Still building. Still refining. But the foundation is solid and it's already running at my table. The goal is in sight!
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i played tonight with this one - it's great and Żuraw (author) is activly working on new features. HIGHLY reccomended 🙂 https://github.com/ZuraffPL/conan-the-hyborian-age-unofficial more here on latest release: https://www.facebook.com/groups/510490448246745/permalink/889066727055780/ but i'd love to have something for monolith's Batman RPG 🙂
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I would love to make a character sheet and bash the system into something usable in Foundry. Right now i am about a week or two from finishing the Conan one. I really like batman and the world so, yes i will for sure be doing one.
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Nesh-shogta has not logged for a while. I believe you can use a pdf editing tool to fuse pdfs and make a single one. Yes, I believe so. No idea, sorry :). There has been several updates, the first versions used some boards that had to be printed. Then it used only existing boards. The version number should be indicated on page 3. PS: sorry, didn't see your posts earlier, my notifications didn't work on this topic.
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New 0.32 version including in the encyclopedia the MB Isfet crossover : Shadows over Luxur Many thanks to @Roolz
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Any chance that there will be some VTT support for the Batman RPG?
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