Ringworld Foundry System (v12-v13 MVP)

Ringworld is a custom Foundry VTT game system for BRP-like percentile play with hit locations, location armor, and energy-tracked weapons.

Online Install (GitHub)

Repository:

System manifest URL:

  • https://raw.githubusercontent.com/slaguru666/Ringworld/main/system.json

Companion content module manifest URL:

  • https://raw.githubusercontent.com/slaguru666/Ringworld/main/ringworld-content/module.json

Starter world data archive:

  • https://raw.githubusercontent.com/slaguru666/Ringworld/main/dist/ringworld-starter-world.zip

Status

MVP implemented:

  • Actor types: explorer, creature, vehicle (stub)
  • Item types: skill, weapon, armor, gear, species
  • Percentile checks with Special Success and Fumble
  • 1d20 hit location roll with Ringworld 7-location mapping
  • Weapon workflow with target selection, hit location, armor subtraction, and damage to both location HP and general HP
  • Auto conditions at location 0 or less (prone, unconscious, limb unusable flags)
  • Armor overlap stacking across all equipped armor items covering a location
  • Energy use from actor pool or linked power pack item
  • World catalog seeding for Ringworld equipment, armor, weapons, gear, and species
  • Character tools: roll all characteristics and random explorer generation

Install / Build

From this project folder:

cd /Users/timevans/FoundryVTT/foundryvtt-ringworld
npm install
npm run build

Build output:

  • module/ringworld.mjs
  • styles/ringworld.css

Foundry placement

Foundry loads systems from .../data/systems (or .../Data/systems on case-insensitive macOS paths).

Recommended live-dev symlink:

ln -s /Users/timevans/FoundryVTT/foundryvtt-ringworld /Users/timevans/FoundryVTT/data/systems/ringworld

If ringworld already exists, remove or rename it first.

Using the system

  1. In Foundry, create a world using Ringworld system.
  2. Create an Explorer actor.
  3. In the Skills tab, click Populate Ringworld Base Skills to add all canonical Ringworld skills.
  4. Add extra custom skills or weapon items from the actor sheet as needed.
  5. For energy weapons:
    • Create a gear item with Is Power Pack checked.
    • Set weapon Power Source to Power Pack Item and select the pack.
  6. Target a token, then click Use on a weapon.
  7. Choose hit location (or random 1d20) and confirm damage application in chat.
  8. Use header tools on Explorer sheet:
    • Roll Characteristics: rolls all characteristic values from gravity profile
    • Random Character: random species + gravity + rolled stats + starter kit

Catalog and Generators

  • On first GM world load, the system seeds world Items with Ringworld catalog entries.
  • You can reseed manually from Items Directory using Seed Ringworld Items.
  • You can create a random explorer from Actors Directory using Create Random Explorer.
  • If you install the companion module Ringworld Content, you can import everything with one button:
    • Items Directory -> Import Ringworld Content

Rules implemented for v1

  • Roll-under percentile checks (1d100 <= target)
  • Special Success: roll <= floor(target / 5)
  • Fumble:
    • target < 50: roll 96-100
    • target >= 50: roll 100
  • Hit locations (1d20):
    • 01-03 Right Leg
    • 04-06 Left Leg
    • 07-10 Abdomen
    • 11-15 Chest
    • 16-17 Right Arm
    • 18-19 Left Arm
    • 20 Head
  • Locational damage also reduces general HP (same final damage)
  • Armor subtracts 1:1 damage and stacks across overlapping covered armor pieces

Seeds

seeds/ contains starter data:

  • base-skills.json full base skill list
  • example-items.json sample skill/weapon/armor/power pack
  • example-explorer.json sample explorer with items

These are JSON templates for manual import or scripted pack generation.

Notes

  • Content is numeric/stat-driven only. No long rulebook text is embedded.
  • Vehicle combat and computer subsystems remain backlog.
  • world-data/ contains a starter world shell and packaging files for server transfer.
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