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Savage WorldsSavage WorldsSavage WorldsSavage Worlds
Fantasy Grounds 3.Fantasy Grounds 3.Fantasy Grounds 3.Fantasy
Grounds 3.4444
Supplemental GuideSupplemental GuideSupplemental
GuideSupplemental Guide
Written by Kevin HoganWritten by Kevin HoganWritten by Kevin
HoganWritten by Kevin Hogan
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GM Desktop
This is the main GM desktop you will see after launching a
Savage Worlds campaign.
At the time of this writing, the version we are talking about is
3.4.1 (Build 2)
The intent of this document is to show how this rule set
leverages the core capabilities of Fantasy
Grounds. The online manual provides a good starting point, but
can be confusing when certain features
are not implemented the same way in this ruleset.
I am hoping the feedback from the community will allow me to
further enhance this document to make
it as valuable as possible. If I have many any errors, please
forgive me, and drop me a suggestion at
[email protected]
The official ruleset documentation can be found in the
application AppData folder, in the AddOns Folder
(C:\Users\username\AppData\Roaming\Fantasy Grounds
II\AddOns\Savage Worlds Ruleset (Savage Worlds Deluxe edition).
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Chat Window This is the big window on the left side. The
functionality of this window is more or less identical to what
the online manual talks about. The biggest difference is that
you can play (use) BENNIES by dropping
them on this window.
Rule set Buttons
Here is a description of the buttons and what they do.
Light: This controls the mood lighting of the desktop (no
change).
Arrow: This is the dice color control (no change).
INIT: This is the combat tracker. Very different, and I dedicate
a section below that
goes over this in detail.
Chase: This allows you to run a Chase per the deluxe rules. More
on that later.
Tools: Gives you access to change Wild Die settings, the card
shoe, and bennies. More on this later as
well!
PCS: This is the Character Selection Window. Very similar to the
core rules implementation with just a
SW skin.
PICS: Portraits window with a SW skin.
PREF: This is where you can set various game options. There are
a few new things here, so we are going
to talk about this one below as well.
+/-: This is where you can setup modifiers. Same as core
ruleset, just a SW skin.
FX: Effects. This is where you can setup effects. Same as core
ruleset, just a SW skin.
Chat bubble: Languages. This allows you to setup languages that
the characters can know/use or not.
Thus, you can say things in the chat window (orc or something)
that they cannot understand.
There is no Party Sheet in this Ruleset!
There is no Tables button in this Ruleset!
There is no Calendar button or functionality in this rule set!
There is an extension for this.
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Ruleset Icons (Right Edge of Desktop) Story: This is the same as
the core rulesets, and provides the GM a way to organize
the campaigns and adventures. It has been skinned for Savage
Worlds. It supports
the five major styles which are Chat Frame, Body text, Heading
text, List, and Link.
Images: is the shortcut to the items currently in the campaigns
(or modules)
images folder. Same as core ruleset. You need to copy files into
the folder via the
operating system (i.e. Windows Explorer) and then they are
visible here.
Combat Enc.: This is where the GM preconfigures the list of NPCs
and monsters
that will be involved in an encounter. New to 3.3 ruleset. More
on this later.
Personalities: This is where the NPCs details are kept. Same as
core ruleset, just
skinned for Savage Worlds.
Items: This is where details on unique treasure or other items
can be stored. The
functionality here is a bit behind compared to the 3.5 or 4
ruleset. You can ONLY
give it a name and enter a description; there is not a weight,
aura, or any other
fields to speak of. Also, no parcels tab.
Vehicles: This is something unique to the Savage Worlds ruleset.
You can setup
some basic vehicle types and load some basic stats about them
here, such as
Acceleration, Top Speed, Toughness, Crew, Cost, Notes, and
Weapons. They cannot
be added to the Chase tracker at this time.
Notes: As with the basic ruleset, this is a way for players or
the GM to save and
store notes regarding a particular campaign or adventure.
Library: Like the core ruleset, this icon opens a window to
allow you to view active
modules and is where you will find the SW Deluxe GM guide and
Player Guide. Be
sure to activate these modules via the MOD button at the top of
the screen.
There is a number of items in these modules that you can drag
and drop onto
character sheets, NPC sheets, and so forth. In particular, you
drag weapons, skills,
edges, and hindrances into the character sheet. There are also
several vehicles you
can add to the Vehicles group that make it much faster to get
your adventure up
and running! The Quick Links page is particularly helpful in the
Player Guide.
Tokens: The functionality of this is exactly the same as it is
for the core ruleset. Like
before, you need to use the file system of your computers
operating system to get
your own custom tokens into your campaign. See the online guide
for more details
on this activity. This ruleset does come with a limited number
of Tokens in a bag
called SW Deluxe GM Guide. Many free tokens have been added!
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In the lower left corner, we have the modifier star and
additional damage die. It looks like this below
and has three new mini icons added to it in 3.4.
The three mini icons, from top to bottom, automatically apply a
wound modifier, fatigue modifier, or
encumbrance modifier. These do NOT apply to NPCs only to
players!
Left click on this die to a make it active as shown when a
player gets a raise
on their To Hit roll (i.e. Fighting or Shooting roll). When they
roll damage,
the extra 1d6 will be added.
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Deeper Dive Combat Tracker
The picture above shows the Combat Tracker with JUST the 3.4.
Below shows the combat tracker with
the Enhanced Combat Tracker Extension enabled (See thread by
Ikael for details - Link to Thread).
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Here is a fully populated combat tracker. Lets talk about each
element and what it does.
#1. These five icons will globally (for entries in the tracker)
toggle a value on or off. The Shield toggles
the defense stats on and off, which are displayed under the
entry.see #5.. The defensive traits shown
are Pace, Parry, Toughness, and Armor. The next icon is sort of
a square and display movement data
which is Space, and Reach. The sword icon provides access to the
traits and skills of this entity. This info
can be dragged and dropped onto the chat window to make this
roll or double-clicked. This helps make
the combat fast for the GM. Players will typically be using the
values off their character sheet, which
also supports drag and drop and double-click dice rolls.
Between you and me, this is what makes FGII great. The person
icon with the glow is effects. This
allows you to apply an effect (that winds down each turn) to the
entity.
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Last, but not least, is the eyeball icon. This controls makes
the NPCs either visible or not visible to the
player version of the combat tracker.
#2. This strip of icons are specific to the entity named to the
immediate left. In this example, this block
is for the Crocodile #86. Starting from left to right, they are
as follows:
Wounds this combatant entity has. GM can click in the box and
type a value 1, 2, 3, etc.
Shaken icon. Toggles the shaken condition on and off. Light gray
= off.
INC icon. Toggles Incapacitation condition on and off.
This face is red, yellow, green, or empty. The background under
the entity on the map
will match this color, so typically foes are red and players are
green.
Shield icon. Show or hide the defensive stats for just this
entity Pace, Parry,
Toughness, and Armor.
Square icon. Show or hide movement stats Space, and Reach. These
values will also
be displayed as overlays of the entity on the battle map.
Show or hide the trait and skills for the entity. Double-click
on them to make a roll!
Show or hide the effects for this entity.
Show or hide this NPC on the players combat tracker. You can use
this to toggle on
just the NPCs you want the players to see.
#3. This is a link to player or NPC detail sheet. Left click it
to see the detail sheet. Drag it down into the
combat tracker to clone the NPC onto a new line. Drag onto #7 to
add the item as a member of a group.
#4. This is the Bennies counter. Drag and drop Bennies from the
Bennie Coin in from the Tools toolbox.
Drag from here onto the Chat window to spend the Bennie. An Icon
and message indicating who used
the Bennie will show up. See below.
#5. This section is the stat details area. We are seeing
defensive and attack (trait/skill) stats right now.
This info is shown or displayed based on which global and local
icons have been clicked.
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#6. This is the control bar for the combat tracker. The icons do
the following:
Red Flag Icon
Can be dragged and dropped on the entity you want to be the
active entity. When
the round begins, a smaller version of this icon will show up in
the notch next to the
active entity, as shown in #8. The flag on #8 can also be
dragged to another
combatant entity.
Moves the active entity flag (above) to the next entity that has
initiative. This is
how you advance to the next player/NPC during gaming. If you
hover over this,
you will see its title Next Combatant
Is miss- labeled, and should read share. Click this right after
you get the combat
tracker setup and are ready for players to see it. With just the
3.3 ruleset, this will
also bring up a copy of the players combat tracker on the GM
machine. With the
SWFI extension loaded, it just shares the combat tracker and
says so in the chat
window!
The green, yellow and red faction faces can be dragged and
dropped onto
combatant entities. Use them to quickly change an entity to
something else.
This is added by the SWFI extension. It gives you the options:
A-Close for all, B-
Minimize, C-Clear entire tracker, remove NPCs, Add PCs, and
remove PCs. See the
entry SWFI Combat Menu below for more details.
This white box is editable. Normally, when you advance to the
next round by
clicking the Next Combatant button, this field will increment by
one when you
start a new round. You can manually change the round in case of
a mistake.
This is the last button in the control bar, and moves the
counter to the next round.
It will deal new initiative cards, increase the round counter,
and move the active
combatant flag to the top of the window. The combatants are
automatically re-
ordered.
#7: This icon is used to create combat groups that share the
same initiative card. So, for example, if you
want to have 5 kobolds in one group, you would drop the kobold
NPC link onto this icon.
#8: This is the active combatant flag. It can be dragged and
dropped onto another entity to set that
entity as active. In normal play, you might only need to move it
back if you accidentally advanced to the
next combatant.
#9: This is the visibility setting for this combatant entry.
Three options are available:
V Stats visible to players
(This is the default)
N Name shown to players
U Nothing shown to players
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This shows an example of each state. On the left are the GM
settings, in the right window are the
results.
#10. This is the combatant token. It can be dragged on dropped
on the battle map. If it is blank, you
dont have a token associated with this combatant. Go to the
Token box and drag and drop a token
here to setup a token for this combatant.
#11. This is the Initiative card for the combatant. For those
not familiar with Savage Worlds, initiative is
determined by drawing cards from a 52 deck of cards. High card
wins. Jokers add a +2 to rolls, so your
players will always want a Joker! You can right-click on this
card and select Deal to deal another card
to this combatant. You can also right-click and select On Hold
to put this combatant on hold. The card
will turn a light grey, which is how you can tell this combatant
is on hold. See the Savage Worlds Player
Guide, Combat, Initiative, for more information about being On
Hold.
There are some good videos on YOUTUBE that show the combat
tracker and explain it.
Here is a link: http://www.youtube.com/watch?v=o75sLaHgOcg
https://www.youtube.com/watch?v=M5e7JBie32Y...Savage Worlds 3.4
by Doswell
https://www.youtube.com/watch?v=zjCaxMVkSs8&feature=c4-
overview&list=UUHSJY58TshY6mBFZvhCSkOQ 3.4 update
feature
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Closer Look Menu Radial Options
Here are the choices when you click the Menu button.
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If you right-click on the initiative card, you get the following
radial menu:
This is what the combat
tracker looks like
minimized.
See the online manual for a full description of what these do.
Basically you should clear the entire
tracker either before using it or right after so you are ready
for the next use. Minimize when you need
to refer to other windows or data (a good reason to get two
monitors FG2 supports them!) Use the
Delete combatant when a NPC is eliminated and use the deal
option when an edge or effect gives a
player this option. I recommend using the Combat Encounters to
add combatants.
NOTE: 3.4 removed the Add Item (Combatant) option.
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How to Drag and Drop a Bennie to the Combat Tracker
Tokens and the Combat Tracker
Notice that a white overlay will show on the battle map when the
combatant is active. The overlay
should show the reach of this combatant. This value should be
set before you put the token on the
battle map or you will get an error and it will not expand the
overlay. To add the tokens to the battle
map
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Combat Encounters Using combat encounters is a good way to save
some time during game play getting the combat tracker
setup. It allows you to setup the group of monsters/ NPCs that
the players are likely to encounter in a
particular location. The screen below show an example where we
have created a Nazi Camp
encounter where there will be two SS combatants in the
encounter.
When the players activate this encounter, clear out the combat
tracker, and then click on the Add to
combat tracker button on the lower left corner of the encounter.
Next add the players, place the
tokens and you are good to go!! Fast!
You can add NPCs from an Archetype or monster listed in the
Deluxe Guide (in the library), an NPC from
a Monster module you have created, or from a module you have
purchased.
Chase Tool
The color border of this tool is gold, versus the dark brown of
the combat tracker.
This is what the chase tool looks like just after I drag and
drop players and NPC combatants to it. There is a very
good video of this tool on YOUTUBE done by DOSWELK. The
link is: http://www.youtube.com/watch?v=F4hQQ8waCzk
Click the big brown button to deal the initial card, and the
shoe if the combatant gets any additional cards due to
effects, edges, or raises. The GM or the players can then
double click on the card they want to use.
Be sure to click the mini button to share the chase tool
with the players!!
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Lets break this down and go over the major aspects of this new,
exciting tool.
#1.: Like the combat tracker, this is a way to toggle certain
things on and off, just like the combat
tracker.
Shield Icon Show/Hide defensive stats Parry; Toughness;
Armor.
Square Icon Show/Hide movement stats Pace; Space; Reach
Person Icon Show/Hide effects Effect name; rounds remaining;
reducer
Eyeball Icon Show/Hide combatant in the player chase view
#2.: The card shoe. Click this to deal a second (or third, etc.)
card to the player if they get one due to an
Edge, effect, or raise. All cards dealt will then be displayed
side-by-side so you can pick the one you
want.
#3.: This is a link to the combatant detail sheet. Left-click to
open the detail sheet.
#4: This is the Bennie counter. Drag and drop a Bennie from here
to the chat window to use it! Use the
Tools to load Bennies onto this icon if necessary.
#5: This is the card that was dealt to the player. Recall that
CLUB is a complication. Read more about
this in the SW Deluxe Player Guide under Chases. This is why a
player might want to select a different
(and lower) card to avoid the complication (bad thing). This
area can be toggled off via the button in
the control bar at the bottom that looks like three cards. See
#6 below.
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#6.: This is the command bar, similar in function to the one in
the combat tracker. Here is the function
of each button.
Red Flag Icon
Drag and drop this to identify the active combatant in the
chase.
Next Combatant Icon
Move the flag to the next combatant in terms of initiative. This
is what you
click to get the chase under way after everyone has a card.
Mini button
This button shares the chase tool with the players. Click this
1st
!
Re-order Combatants
Click this button after everyone has select the card they want
to use for
initiative. This will order the combatants for this round.
Faction faces
Same function as the combat tracker. Helps you keep the friends
and foes
organized. Drag and drop to change the combatants, or left-click
on the icon
in the combatant you want to change to cycle through the
options.
Toggle cards
This hides the cards and shows the combatant stats that are set
to display.
This is the round counter. You can click in the field and edit
the number if
things get out of wack.
#7: This is the combat initiative area. It shows:
Card
This is the card that this combatant will use to determine their
initiative in
the chase. Higher is better! You get advantage when you have a
higher
initiative and can attack combatants with lower initiative.
The combatants name. The #100 is a random number I have added to
make
it easier to identify combatants that have the same name (i.e.
Pirate now I
get Pirate #1 and Pirate #20)
Players Token image
Visibility control. V = Visible, N = Name only, U = Unknown
(show nothing)
The next screenshot shows the players view of the chase tool on
the left (after you click on the Mini
button) and the GM Chase view on the right.
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Tools
Here is the window you will see when you click the Tools
button:
Right click on the Wild! Icon to access the Wild Die settings
radial menu. Here is what that looks like:
Close the window
Toggle Wild Die on and off. Wild Die are extra die Wild Card
Players get to
throw when they make a trait check or skill roll. See the Deluxe
rules for
details. This is one of the benefits of using FG2 Automated Wild
Die!
Fantastic!
Set the Wild die type. The default is 6.
Card Shoe: This icon opens another window where you can deal
cards to a public pile. Right click on it to
select Reshuffle , Reload, and Reshare hands.
GM Coin: ????
Bennie Coin: This is the Icon you will drag and drop onto Bennie
counters onto NPC and character
sheets. It will award 1 Bennie in this manner. To give the
players their standard number of Bennies at
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the beginning of a game, go to the character selection window
(PCS) and click on the gray box in the
upper right corner of the Character. . This will change to a
stack of Bennies .
The Adventure Deck Icon will only show in the Tools menu if you
have purchased and installed the
Adventure Deck, and have set it up properly. Refer to the
documentation located in the Addons folder
(C:\Users\username\AppData\Roaming\Fantasy Grounds
II\AddOns\Savage Worlds Action & Adventure Deck).
Character Selection Notes As stated before, you can bring up the
Character selection window by clicking on the PCS button in the
upper right hand corner of the desktop. It is also not obvious
how to add a portrait Start by opening
both the Character Selection window and the Portrait window.
Then drag and drop a picture onto the
white space directly to the left of the character name where the
portrait should be. There is a bug with
adding portraits, and you will need to close and re-open the
window to see the portraits.
Click on the Menu button on the bottom middle of the window and
select Import to import
characters.
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Preferences and Options
3. Rule set Options-Top 3.4 Rule set Options Bottom
NOTE: Adventure Deck will add more options
My favorite settings are:
Dice Tower (ON) and
Show GM dice rolls (ON
I like this since I can the roll on the Chat window when I want
to the
players to see the results, and on the dice tower when I need
the results
hidden. These two settings work together, so if you just one is
on the dice
tower is not visible!
PC token size (Med)
Better for older eyes.
Auto-redeal initiatives (on)
The deck gets shuffled automatically and I dont need to do this
manually.
Auto NPC numbering
(Random)
Adds a random number to the end of the PCS and NPCS, making it
easier to
find a particular combatant on the battle map. Hover over a
token to see
its name and number!
Deal card announcements
(Brief)
Verbose might tell the players more about the NPCs than you
want
Power points on PC
portrait (GM + PC)
Good to know how much magic juice the player has left in games
where
characters are magic users or consume power points.
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Character Sheet One of the real advantages of using FG2 over
other virtual tabletop games is its fantastic
implementation of character sheets. They really got this right
in my opinion. The functional capability
of this sheet has been enhanced to support this rule with items
such as a tracker for Wounds, Fatigue,
Shaken status, etc.
#1: Like other character sheets, this section has a Name field
and other fields relevant to this ruleset
including a Settings field, Race field and Rank field. Rank in
Savage Worlds can be Novice, Seasoned,
Veteran, and Legendary. We also can keep track of XP, Bennies,
and Power points (Remaining /
Maximum). The far right shows our character portrait and chat
bubble. Click on this chat bubble before
typing in the chat window to have your characters name added
.
#2: There are a number of tabs on the right hand side depending
upon the extensions you have loaded.
The Adventure deck, for example, add a tab called Adv Card. Here
is a quick snapshot of some of the
other tabs and a short description of the contents.
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Main The character overview. See screenshot above!
Skills
Provides access to skills, edges, and
hindrances for this character.
Unskilled is now automatically
added.
Clicking on the tiny stars in the
upper left cover of each skill adds
them to the mini-sheet.
Inventory
The stuff this character has.
In 3.4, this was enhanced a lot. Now
tabs for Mundane, Weapons, Armor,
Vehicles, and Notes added.
Encumbrance data added.
Notes
This is an area to keep track of
background information about the
character, including notes about
languages, allies, and vehicles.
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Adv Card
This is added by the Adventure deck.
Shows any adventure cards this
character currently has available for
play.
#3: This section shows the attacks (weapons) and powers for the
character. There are a number of
items that can be dragged or clicked here. Here is a
summary:
To the right of the weapon is an icon that shows the TYPE of
attack
this is. The double arrow head is a ranged attack. This adds
the
ammo button. See below.
The ax icon is a melee attack.
The single arrowhead is a throw attack.
Ammo button. Click this to reduce the available ammo by 1
unit.
Right-click to get option to expend single shot, double tap,
burst,
or automatic fire.
These are the ammo options if you right click on the ammo
icon
above and then select the Use ammo. Option.
Double-click on this or drag to the chat window to make a
damage
roll for this weapon.
If you right-click, you will get a selection wheel shown
below.
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Starting at the 12:00 icon which is an X in a circle, will close
the
character sheet. At 1:00 we have Minimize character sheet
option,
then Create-Sub Attack, then Edit, then Create attacks, then
Delete attacks, and finally Mark as non-equipment.
Under edit, you will get the choice to either Update (if a
character
has had their attributes affected by something and their
damage
needs to be higher or lower) or clear.
Drag this object to another character to add this item (and
its
associated data) to that person. Very handy for moving a
common
gun to another character.
TIP: Open the Player Guide in the Library and use the links here
to
drag weapons here!
Drag this object to the Modifier Star (lower left on desktop) to
add
modifier to next roll.
#4: This section contains the characters attribute traits,
derived stats, and a way to track their health
condition (Wounds, Shaken state, Incapacitated state, and
fatigue. They are toggles, so you can click
them on and off. There is a mini button here as well. This is
very nice for players. During play, if you
have this up, you can click on the boxes or conditions as they
occur or clear. To get the attack window
(which is dockable) click the attack button in the top right
side of this mini window, then drag the
attack window to where you want it (or dock to the mini window
so they move as one).
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To get the attacks to show in this window, you need to click the
small star next to each weapon on the
main page as shown below.
Savage Worlds Enhancement Extensions These are free extensions
that were released by the community member Ikael. I found it on the
Savage
Worlds message board on the Fantasy Grounds web site. The http
link (as of this writing) was:
https://www.fantasygrounds.com/forums/showthread.php?19202-Savage-Worlds-Enhancement-
Extensions
I think this is a very useful extension. Take a look at the post
for more details about this extension.