u/Appropriate-IIPOCTOy

Sword World 2.5 on Foundry VTT v14 — Fork Beta

Hey all! I’d like to share my major fork of the SW2.5 system (based on Jean.N’s sw25-fvtt), rebuilt and heavily upgraded for Foundry v14.

  • Languages: Full English and Russian interface
  • Deep Combat Automation: True one-click flow — Cost check ➔ Attack/Cast roll ➔ Target save ➔ Damage & effects applied (with armor & magic reduction).
  • Multi-Section Monsters: Native boss limb targeting directly on the canvas, individual HP pools, and auto-disabling severed parts.
  • Active Effects: Timed buffs that expire in combat rounds, DoT effects, and regeneration.
  • Class Economies: Bard rhythm & finales, Alchemist material cards (B/A/S/SS), Enhancer techniques, and Rider stunts.
  • Makers & Importers: In-game item constructor, monster generator (manual, raw statblock text, or direct ytsheet JSON import).
  • Campaign Loop: Character creation wizard, rest, growth rolls, loot tables, shop, and one-click end-of-session rewards.

>Rulebook Content: To respect copyright, no original book text, spells, or monsters are included. Use the built-in importers to bring in your own content.

Installation: Game Systems ➔ Install System ➔ paste this manifest URL: https://github.com/IIP0CTOy/sw25-ru/releases/latest/download/system.json
Issues & Feedback: Since this is an active beta, please report any bugs here: https://github.com/IIP0CTOy/sw25-ru/issues

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u/Appropriate-IIPOCTOy — 7 days ago

Update 2: Sword World 2.5 on Foundry VTT v14 — monster abilities are automated now, multi-part monsters are (mostly) solved, and a monster importer for GMs

А follow-up to my last progress report. Since then I've run more sessions with the same party against book monsters, and fixed what broke.

An important note about content

Because of the publishers' restrictions on copying book material, I can't keep the fully extracted data from the original books (monsters, spells, items and so on) in the public fork. It will stay in my own game for personal use. That means the public version will ship as the system and the automation without the book content, and adding monsters will have to be done the old way — by hand. I'm trying to make that as painless as I can, which is what the importer below is for.

Monster abilities (the big one)

  • Unique skills now work in one click, like spells: pick targets (or an area / line on the map), roll the check, and every affected target rolls its own Fortitude / Willpower / Evasion save. "Half", "Neg." and "Can't" results are applied from the ability itself, and damage is applied per target — magical damage ignores armor, physical goes through Defense.
  • Area and line shapes are stored on the abilities ("Radius 6 m around itself, up to 20 targets", "Line 20 m", "choose a point, radius 3 m"). I filled them in for about 20 monsters and created 13 abilities that were missing from the bestiary.
  • The active GM auto-rolls saves for monsters and NPCs; player characters roll with a button on the chat card (or the GM can click it for them). A target that already saved can't be rolled twice, and double-clicking no longer applies damage twice.
  • Monster status effects (paralysis, falling, ...) are left to the GM on purpose — the card tells you who failed.

Multi-part monsters — I think I found a workable way Last time I asked for ideas. What I ended up with: one actor, an array of sections (each with its own HP/MP/Defense/Evasion/attack), and a section picker when you target it. The core section's HP mirrors the actor, so the death logic, token bar, loot and XP all keep working; area abilities hit every section; a section at 0 HP is marked down and its abilities switch off. It works on the Garuda (head/body) in play; more testing on the bigger ones (dragons, griffins) is still needed.

https://preview.redd.it/mvlfzgu92mth1.png?width=1231&format=png&auto=webp&s=1144b2c801e4b2fb56639f21636575d066fad34a

Other fixes

  • Round-based effect expiry was silently broken on v14 (poison never wore off) — fixed.
  • Players no longer see GM-only buttons or monster HP numbers on chat cards, including after a card re-renders.
  • The chat card layout got one unified card per action; target names no longer overlap.
  • Rest buttons on the character sheet; loot rolls can't be run twice.

New (prototype): monster importer / generator for GMs Since I don't want to ship book text in public builds, the idea is that each GM builds their own bestiary from the books they own:

  • Paste a stat block, or load your book PDF in the browser and enter a page range. It's read locally — nothing is uploaded — and the two-column "Unique Skills" layout is read in the right order using word coordinates.
  • The parser understands the English and Russian layouts (Intelligence / Perception / Disposition / Rep/Weak / Initiative / Fortitude / Willpower, the Fight. Style table, Name/15(22)/Willpower/Half, Loot). Japanese comes next once I have sample pages.
  • A page with several monsters becomes a list with checkboxes and an editable preview (weak point type, sections, each ability's check, save, result, damage and area/line shape), then "Create selected" makes the actors. There's also a manual constructor with ability templates.
  • Tested on the 57 monsters of Core Rulebook I: 56 parsed completely (the exception is Revenant, whose stats vary by design), 110 abilities extracted with the column order intact.
  • Status: tested as a standalone page with the real code; I'm wiring it into the system now, so expect rough edges. Demo + screenshot below.

Still in progress

  • Items that grant buffs (finishing their effects), conditional bonuses ("vs. undead", "vs. water/ice damage") and damage-over-time effects.
  • Fairy-type monster magic, rider-machine abilities (Tilgris, Skybike...), a few conditional monster abilities that are still text only.
  • Importer: Japanese parser, OCR for scanned pages, and the same import for weapons/armor and spells.

What I'd love feedback on

  1. If you have Japanese books: could you share a couple of stat-block pages (text or photos) for the JP parser?

Demo (no Foundry needed, invented sample monster)

Disclaimer: This is a fan translation. All rights belong to the original creators (Group SNE, Kei Kitazawa, and others). Please support the original creators by buying Sword World books and supplements.

https://i.redd.it/xo9lhs9g0mth1.gif

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u/Appropriate-IIPOCTOy — 11 days ago

Сontinuing work on porting the system to vvt14

Update: Sword World 2.5 on Foundry VTT v14 — what works now

A quick progress report on the port. Everything below has been tested in play: a four-character party (Fighter/Priest, Sorcerer/Sage, Bard/Scout, Shooter/Alchemist) against book monsters, from the first initiative roll to leveling up at the end of the session.

Content (Books I–III)

  • All races, classes, combat feats, spells, enhancer techniques, bard songs and finales, rider tricks, alchemist evocations, weapons, armor, accessories and items are ported. That's about 1,600 documents in 16 system compendiums, sorted by class, spell school and circle, and item rank (B/A/S/SS).
  • The bestiary has 300 monsters. Initiative, reputation and weakness values are now real fields instead of statblock text. 41 spellcasting monsters can cast from their school's spell list at their own magic power.
  • Spell descriptions come as a short summary card, with the full text in an expandable section.

Combat automation

  • Side initiative, as in the rules. Party Scouts roll against the enemy's highest initiative. The winning side acts first each round, in any order.
  • Monster knowledge is rolled during battle preparation. Beating the weakness value switches on the monster's weak point.
  • Attacks: the target's evasion is rolled automatically and hit/miss is resolved by the contest rules. A "Damage" button rolls damage and applies it with armor. Monster attacks work the same way, and players dodge with one click.
  • One-click spells: MP is checked and spent, the casting check is rolled, each target rolls their own Willpower save, and damage, healing and effects are applied. Area and line spells pick up their targets on the map.
  • Buffs and debuffs from spells, songs and alchemy go onto the targets as Active Effects and expire after their duration in rounds.
  • Bard: a performance generates rhythm (with the flourish bonus). Effect conditions are checked. Finales spend rhythm and roll power. Song effects reach everyone within 30 m.
  • Alchemist: choose a card rank (B/A/S/SS), the material cards are spent, and the rank value goes into the effect.
  • Downed characters: unconscious status is applied automatically and death checks are rolled.
  • Chat cards: one compact card per action. Players don't see monster HP or save numbers.

Campaign loop

  • Loot rolls use the monsters' loot tables.
  • Session end button: XP (1000/500 + monster levels + 50 per automatic failure), split loot money, reputation from sword shards, and growth rolls. Defeated monsters, loot and 1-1s are collected automatically during the session.
  • Leveling up uses the A/B experience tables, blocks overspending, and reminds you when a new combat feat is available.

Still in progress

  • Items that grant buffs (finishing their effects).
  • Conditional bonuses ("vs. undead", "vs. water/ice damage") and damage-over-time effects.
  • Fairy-type monster magic.
  • Multi-part monsters. I still haven't found a clean way to do these in Foundry. If anyone has solved multi-section creatures (separate HP, evasion and actions per part) in another system, I'd love to hear how.

Disclaimer: This is a fan translation. All rights belong to the original creators (Group SNE, Kei Kitazawa, and others). Please support the original creators by buying Sword World books and supplements.

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u/Appropriate-IIPOCTOy — 15 days ago

Work on porting and optimizing 2.5 rules for vvt14.

I’ve been working on translating and adapting the system. At the moment, all items, weapons, class talents, etc., from all three books have been ported. The automation is almost completely ready. All that’s left is to finish the items with buffs. Currently, work is underway to fine‑tune the monster generator.

Currently, work is underway to refine the monsters. And to automate them. I’ve run into a problem with composite monsters. So far, I have no idea how to implement them.

Disclaimer: This is a fan translation. All rights belong to the original creators (Group SNE, Kei Kitazawa, and others). Please support original creators by buying Sword World books and supplements.

https://preview.redd.it/7cmyjelzsjnh1.png?width=1051&format=png&auto=webp&s=085bad692fe98e0af71ad1b6619cf6f271273e49

https://preview.redd.it/7ns4ugj1tjnh1.png?width=314&format=png&auto=webp&s=331203ee782679bfec87efb8d9b93e16f1fe18f1

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u/Appropriate-IIPOCTOy — 1 month ago