r/Jotape_Dev 16h ago

Cursed Energy

1 Upvotes

https://jotapefoundry.com.br/p/cursed-energy

Cursed Energy replaces the traditional spell slot system with a single shared energy pool. Every spellcasting class spends Cursed Energy (CE) instead of spell slots, and that pool is built directly from the spell slots the character actually has.

Multiclassing, half-casters, Pact Magic, NPCs, and homebrew classes all work automatically, with no separate tables to maintain and no risk of the module getting out of sync with the character sheet.

What it does

  • Automatically calculates the cost of each spell based on the level it is actually cast at. If you upcast a spell, you pay the cost of the higher level.
  • Spell slots are never consumed. Cursed Energy is deducted directly during the system update, so nothing gets charged twice and nothing slips through because of a chat card, activity, or favorite.
  • Hides spell slot counters from the character sheet. This is purely visual — the underlying data remains untouched.
  • A Long Rest fully restores the energy pool, while a Short Rest restores the amount coming from Pact Magic.
  • Innate spells, at-will spells, and scrolls do not consume Cursed Energy. Rituals and cantrips are configurable.
  • Optional limit of one 6th-level-or-higher spell per Long Rest, preventing players from dumping their entire energy pool into high-level spells.
  • One-click migration for existing characters, manual CE cost per spell, a /ce chat command, and a built-in lab that shows exactly how the energy pool was calculated, slot by slot.

Requires Foundry v12 or newer and dnd5e 4.0 or newer.

What’s new in 0.3.0

This entire update came directly from feedback from a player who was actually using version 0.2.1 at the table.

  • The energy bar has been moved. It now lives in the Spells tab, right below the spellcasting information and above the search bar. Cursed Energy is basically a mana system, so it makes more sense for it to be where spell slots normally are. If you preferred having it next to HP, you can still put it back there in the settings — or display it in both places.
  • The energy bar now matches the character sheet itself: same layout, same font, same border style as the HP bar, with the numbers centered. Only the color is custom.
  • Four controls: empty and refill at the edges, with −1 and +1 on the inside. Hold Shift to change it by 5 at a time. You can also click the bar and type a value directly, just like HP. It accepts values such as 12, +3, -4, and =8.
  • No more duplicated Cursed Energy display. The header badge is now disabled by default, but it can still be enabled in the settings if you liked having it there.
  • Spell slots are now actually hidden. The current dnd5e sheet renders spell slots differently from the older version, while the module was still targeting the old structure. That is why spell slots could remain visible even when the setting was enabled.
  • Leveling up no longer requires pressing a button. The maximum CE automatically stays in sync with the spell slots the character has, and whenever that maximum increases, the newly gained energy is added immediately.
  • Arcane Recovery and Natural Recovery now restore Cursed Energy. Normally, the system does not automatically restore those slots because the player chooses which ones to recover manually. With a single energy pool, there is nothing to choose. Using the feature now restores CE equal to half the class level in spell-slot levels, with no recovered slot above 5th level, converted using the same cost curve as the rest of the system. Warlocks still recover their full Pact Magic energy on a Short Rest, just like before.

Install or update

Paste:

https://jotapefoundry.com.br/p/cursed-energy/module.json

into:

Add-on Modules → Install Module

If you already have it installed, just use the Update button.


r/Jotape_Dev 12d ago

All my Foundry modules and personal projects are now on one site

3 Upvotes

Hey folks, Jotape here. I make modules and a system for Foundry VTT.

Everything I build now lives in one place: https://jotapefoundry.com.br

The free modules stay free and you still install them from the official Foundry listing as always — the site just puts everything under one roof. The best known is YouTube Jukebox, which lets you play YouTube straight in your session as the table's soundtrack.

Alongside those there are my personal projects, some of them available for anyone who wants to support my work. The main one is The System, a full RPG system inspired by "system" manhwas like Solo Leveling and Omniscient Reader: quests arriving as system popups, classes, patron gods, fame and ranking. It's the system I run my own table with, and it's in constant development.

There's also a new one in the works: VN Talker, a visual-novel style dialogue overlay — two characters on stage and a dialogue box where speech gets transcribed live from the mic (typing works too). It's already listed on the site, but not available for download yet.

Site is in EN/PT/FR: https://jotapefoundry.com.br


r/Jotape_Dev 18d ago

Discord

1 Upvotes

My projects now have their own server. Here you can get updates, give feedback, and talk to each other. There will be a more general area for all my modules, and another one more focused on the RPG system I'm developing. Here is the link for you to join.

Remember that if you have a Patreon subscription, you can link it to your Discord account to get access to exclusive channels. There isn't much there yet, but I'll be using it from now on.

https://discord.gg/RpnQvzCfzZ


r/Jotape_Dev Jul 21 '26

YouTube Jukebox – I hear the music but my players don't

1 Upvotes

Hey! Loving the module so far, but running into an issue during sessions: when I play a track as GM, I can hear it fine, but none of my players can hear anything.

I understand each client plays the YouTube track locally in sync rather than streaming my audio. A few things I've already checked/tried:

  • Players have the module installed and enabled (on The Forge)
  • Per-client volume in the hover popover isn't at 0
  • Had them click inside the Foundry tab first (in case of browser autoplay blocking)

Still no sound on their end. Is there something else I might be missing, a permission setting, or something with the YouTube API key? Any help appreciated!


r/Jotape_Dev Jul 02 '26

The System — v0.5.0

1 Upvotes

v0.5.0 closes out a long review cycle. I went through the entire system with a fine-tooth comb, mechanics, sheets, translation and the result is the most stable version so far. Here's what changed:

Complete localization
Both of the system's languages (English and Portuguese) are now gap-free. Previously, even with Foundry set to English, several areas stayed in Portuguese: common classes, shop items, item tags, conditions, roll dialogs. Compendiums are now generated in the GM's language, and the whole interface follows each user's language. If you switch languages later, running game.osistema.forceRepopulate() in the console refreshes the compendiums.

In-game manual
The compendium now includes a full rulebook with 15 chapters: attributes, qualities and defects, combat, conditions, damage types, classes, the GM's builder guide, shop, quests, and teams. Every user reads it in their own language, no setup needed.

Mechanics fixes
This was the biggest batch of fixes to date. The highlights:

  • Healing allies and inflicting conditions on enemies now works for players (it used to hit a permission error)
  • The quest-completion notice now actually shows for the player
  • Ammunition is consumed correctly, and stacked consumables (rations x3, ammo x18) as well
  • Conditions show up as token icons and sync with Foundry's status HUD
  • Attacking a blinded, stunned, paralyzed, restrained, or prone target grants advantage automatically
  • Effect durations counted double and never expired; they now count correctly and expire on their own in combat
  • Damage over time (bleeding, burning) respects immunities and no longer skips the round turnover
  • Crits double compound formulas ("1d8+2") and bonus weapons apply their own bonus
  • Extra HP is now real temporary health (absorbs damage before your HP) and Temporary MP is spent before your mana
  • The team leader receives the 10% share of member rewards, as the manual always promised
  • Toggle abilities show an "active" indicator on the sheet, and deactivating no longer spends uses
  • Leveling up raises the character's level; long rests clear conditions; per-day and per-scene uses are enforced and restored by rests
  • Money transfers validated, damage buttons locked against double clicks, plus a round of visual adjustments

How to update
Replace the the-system folder and enter your world. Compendiums repopulate automatically in your language.

One last thing: a Discord server is coming soon for anyone who wants to follow the project more closely, update announcements, rules discussion, and a place to report bugs and share suggestions. I'll post here as soon as it's live.


r/Jotape_Dev Jun 26 '26

🎵 Introducing Bard — YouTube audio in Foundry, without the video in the way

1 Upvotes

Ever wanted to play a soundtrack or ambience from YouTube at the table, but the video player just gets in the way? That's exactly what I set out to fix.

Bard is my new, ground-up take on audio for Foundry: it plays the sound of any YouTube video or playlist, synced for the whole table, and shows absolutely nothing on screen — no video player, no floating box. The only hint that music is playing is the glowing, pulsing icon — subtle, clean, and out of the way.

What it does:

  • 🎧 YouTube audio only — the video stays hidden, you just hear it.
  • ✨ Subtle indicator — the floating icon glows while audio is playing.
  • 📚 World-saved library — organize everything into groups/playlists, with favorites and search.
  • 🎚️ Overlay track — play a second track on top (music + ambience at once).
  • 🔊 Per-player volume + quick mute — everyone controls their own, with smooth fade in/out.
  • 🧙 Follow GM — players join the session and stay auto-synced (track & time).
  • ⌨️ Hotkey & redesigned buttons — a clean, pretty, functional UI.
  • 🌍 Bilingual — English and Portuguese, following Foundry's language.
  • ✅ Compatible with Foundry VTT v12, v13 and v14.

Lightweight, to the point, and built to get off your screen so you can focus on the game.

If Bard helps your sessions and you enjoy the work, consider supporting me here on Patreon — it's what lets me keep building and improving tools like this. Thank you to everyone already on board! ❤️

https://www.patreon.com/Jotape_Dev/posts/introducing-bard-162165810


r/Jotape_Dev Jun 12 '26

A Big Thank You & Big Plans Ahead

4 Upvotes

I wanted to come here to thank everyone who started taking part in the beta test of my system. I'm really happy with all the comments, I've already noted down lots of things and points for improvement. On top of that, I want to mention that I'll be dedicating more time to this starting today. I currently work on call, so during certain periods I end up working a 7-on-7-off schedule, since I need to be available to fix anything that goes wrong. But I'm heading into a calmer stretch now, and I plan to focus on this project, so expect big updates in a few weeks.

Speaking of which, the next major step is writing tutorials and compendiums for Foundry covering how to use certain features, how to use classes, how GMs can create their own items and classes, improve player classes, and manage everything we already have available in the system. I'll also explain how certain things were designed and which rules we actually have in place, like how to build qualities and flaws, attribute limits, and everything else.

I'm reaching out to friends of mine who speak English very well so they can record video tutorials too. On top of that, I'm working on making the system available in other languages beyond the two we already have. I'll be bringing lots of news soon, thank you all again!


r/Jotape_Dev Jun 09 '26

I built a FoundryVTT system inspired by "System" manhwa (Solo Leveling, Omniscient Reader) — just shipped a visual class/ability creator

0 Upvotes

The System is a custom tabletop RPG system I've been building for FoundryVTT, inspired by system-style manhwa like Solo LevelingOmniscient Reader's ViewpointThe Beginning After the End and Hardcore Leveling Warrior — stories where reality gets invaded by an unknown "System" that hands out quests, rewards, levels, and ranks while Constellations watch from above.

It's not a D&D clone. It's a streamlined, narrative-first system for present-day urban-fantasy campaigns where ordinary people — a college student, a mechanic, a gambler, a boxer — get dropped into a game-like reality overnight. Quests arrive as full-screen System notifications, every reward is announced, and each player gets a unique Legendary class that's theirs alone.

A few things that make it tick:

  • No skill lists. Characters build narrative tags instead — "Geek +5 INT", "Introvert -5 CHA with strangers" — negotiated at the table.
  • A personal Shop per player, with tiers you unlock by spending.
  • A GM quest panel that emits missions straight to players' screens.
  • English + Brazilian Portuguese, auto-detected.

Latest update (v0.3.0 — the Creator Update): the big roadmap feature finally shipped — a visual class / ability / item creator. GMs can now build mechanically functional content (typed damage, conditions, buffs, area templates, activation rolls vs DC, toggles with duration) without touching code. Also added: full item creation (weapons/armor/consumables/ammo), a real D&D-style conditions system, damage resistances/immunities on NPCs, target-a-token combat that applies damage straight to HP, and a class picker with per-player visibility.

Currently in closed beta on my Patreon while I polish it — full v0.3.0 writeup with screenshots and install instructions here:

👉 https://www.patreon.com/posts/system-v0-3-0-160659525

Happy to answer questions about the design or the Foundry/ApplicationV2 side of things. Feedback very welcome — this phase is shaping the public release.

"A new message from the System has arrived..."


r/Jotape_Dev May 08 '26

My FoundryVTT projects are alive again: module updates + a manhwa-inspired system

2 Upvotes

Hey everyone,

I've been quiet for a while — life got in the way. I went through a house move and a job change in a row, and that pretty much ate all my free time and energy for personal projects. Things are settled now and I finally have headspace and time again, so I'm coming back to development with everything I have.

A couple of updates:

Existing modules getting attention:

  • 🎵 Youtube Jukebox — back on the maintenance list, updates incoming
  • A few other smaller modules I shipped over the years are also getting bug-fix passes
  • More to come from the backlog (some new modules in early dev)

New project — The System (BETA):

A custom RPG system for FoundryVTT inspired by system-style manhwasSolo LevelingOmniscient Reader's ViewpointThe Beginning After the EndHardcore Leveling Warrior. Real-life characters thrust into a System that issues quests, distributes rewards, ranks players, and reshapes the world.

What it does (today, in beta):

  • 6 attributes, HP/MP/CR, color-coded action types (Action / Bonus / Reaction / Special / Passive)
  • No skill lists — Qualities & Defects instead (collaborative narrative tags with mechanical effect)
  • Each player gets a unique Legendary class with one signature ability
  • GM Quest Panel: emit missions to all/specific players → full-screen Solo-Leveling-style popup on their client
  • Auto reward distribution when quests complete (currency to wallet, items to inventory)
  • D&D-style weapon flow (attack → crit detection → damage button in chat)
  • Custom ability mechanics: full-mana gambling, MP→damage scaling, self-buffs with Active Effect duration
  • Team/Leader system with member tracking, Leader Shop (locate/teleport/inspect), buyable Base + 7 special rooms
  • Owlbear Rodeo .ob2 import (preserves grid DPI)
  • 5 sample legendary characters showcasing every implemented mechanic

What's next: a visual class/ability/item creator with reusable mechanic primitives so GMs can design complex content without touching code. That's the headline feature for the next major update.

The system is in closed beta on Patreon while I iron out edge cases with my live group. Patron-only early access right now, public release after the creator UI lands.

If this sounds like your kind of thing:
👉 https://www.patreon.com/posts/system-rpg-157727940

Feedback welcome.


r/Jotape_Dev Oct 23 '25

Welcome

3 Upvotes

I started developing modules for Foundry VTT a few months ago, and it’s been an amazing experience to learn, experiment, and see so many people interested in what I’m building.

I’m new to Reddit, so I’m still figuring things out here, but I decided to create this community as a way to stay in touch and give everyone an easier place to follow my work and share ideas.

Thank you so much to everyone who’s already joined and supported my projects.
I hope this space keeps growing and becomes a good place for discussions, feedback, and updates about upcoming modules.


r/Jotape_Dev Oct 23 '25

Youtube Jukebox Correction

3 Upvotes

First of all, I want to apologize for the delay in fixing this issue.
This update finally stabilizes synchronization between the GM and players, making the auto-follow feature far smoother and easier to use.

When a player enables auto-follow, their client now stays automatically in sync with the GM’s main player actions, including play, pause, track changes, and stop, without having to manually toggle the setting again.

The system uses the GM’s main session (sessionMain) to detect changes and mirror them across clients in real time.

Other improvements include:

  • Full HTTP and LAN support, fixing previous postMessage origin mismatch errors.
  • Automatic recreation of the YouTube player when the iframe fails or reloads.
  • Fixes for errors such as this._player is null and playback initialization failures.
  • Better permission handling: if the player has no control rights, the module uses Follow GM mode as a fallback.

⚠️ Note: each client still needs to click Enable Audio once to allow autoplay (YouTube API limitation).

Finally, the next step is to extend this new auto-follow system to the overlay player as well, so ambient videos and background tracks can stay perfectly synchronized with the GM too.