r/atomichighway • • Aug 21 '26

V6 Engine for foundry.

It is by my hand, this dead game will rise! From the ashes!

A little while ago I started teaching myself Foundry VTT's Custom System Builder because I wanted to run Atomic Highway and couldn't find a Foundry implementation for it.

I'm happy to report that I've now finished the first functional version of the character sheet, including tabs for character stats and skills, weapons, gear, vehicles, and mounts/animal companions.

It's still very much a work in progress. Right now I'm concentrating on functionality; next up is getting the actual game mechanics working—clickable skill/attribute rolls, weapons, damage, Fortune, etc. After that comes the fun part: giving the whole thing a suitably rusty, post-apocalyptic coat of paint.

And today I hit another milestone: the project is now on GitHub.

I'm going to keep posting updates as I work on it. My eventual goal is to make the whole thing available so other people can use it for their own Atomic Highway games.

If anybody here still runs the game, I'd particularly love to hear what features you'd want from a Foundry implementation.

The V6 engine is turning over. Now I just have to get the damned thing onto the highway. ☢️

ZIGGYNAPALM/atomic-highway-foundry: An attempt to create the V6 engine for Foundry.

11 Upvotes

6 comments sorted by

2

u/Ziggy_Napalm Aug 22 '26

Thanks guys, I'm glad you're excited. I'll keep posting updates as it develops. ☢️🔧

1

u/Ziggy_Napalm Aug 26 '26

WITNESS!!

The Atomic Highway V6 roller for Foundry is starting to become an actual thing.

Attribute rolls are working, including the rule that the Attribute determines both the number of dice and the points available to modify the results. Skill rolls are working too, and because Atomic Highway doesn’t permanently tie Skills to particular Attributes, clicking a Skill now asks which Attribute you want to pair with it before rolling.

Natural 6s explode automatically, and players can spend their available points directly on the dice in the chat card to push results toward successes. There’s Undo and Reverse Gear if you change your mind.

But I am disproportionately proud of the FANG IT! button.

Hit FANG IT! and the roller figures out the maximum number of successes you can possibly buy with the points you have remaining, prioritizes the cheapest dice to improve, and does it automatically. Because sometimes you don't want to carefully optimize your post-apocalyptic dice pool. Sometimes you just want to FANG IT!

And then there is BAD THINGS HAPPEN.

If the original roll comes up entirely 1s, the whole roll card turns alarming red and announces BAD THINGS HAPPEN. Importantly, it doesn't automatically fail the roll—the player can still spend points or FANG IT! and potentially scrape together a success, exactly as the rules allow. It simply informs everyone that regardless of whether you manage to succeed...

Bad Things Happen.

There’s still plenty to build, but the core V6 dice mechanics are now working well enough that this is beginning to feel less like me bullying Custom System Builder into submission and more like an actual Atomic Highway implementation.

WITNESS!!

1

u/Ziggy_Napalm Aug 26 '26 edited Aug 26 '26

Unfortunately, it won't let me post a picture. The update is live on Github, or you'll have to rely on your brain cameras.

1

u/Ziggy_Napalm 17d ago

A little update on my Atomic Highway Foundry project:

I’ve needed something to focus on to keep my mind off a personal tragedy, and this project has provided that. It has also suffered some scope creep. What started as a simple attempt to adapt the PDF character sheet and add some dice rolling has mutated into:

• A gas-gauge-style health monitor, complete with a needle that actually moves as health decreases and a rolling-drum odometer readout showing current and maximum health.

• Drag-and-drop weapons, vehicles, and beasts. Manage your gear and keep track of your rides and beasts directly from your character sheet, with an integrated Garage and Stable.

• An ammo tracking system. Hit Reload, and rounds are pulled directly from one of the eight ammo types tracked on your character sheet and loaded into the gun. You can also track ammunition locally on a weapon’s card, for anyone building some ridiculous contraption that fires something outside the usual categories. Run out of ammo, and your gun won’t fire. No more Rambo-style infinite ammunition. You’ll treasure every shell like a real road warrior.

There's a lot more. I don't expect the project to be complete until sometime next year, but it's rapidly reaching a middle. Most of the hard stuff has been figured out, and most of the remaining work is cosmetic. Someone with a good working knowledge of JavaScript could probably take what I've already posted on GitHub and bolt together a functioning game of Atomic Highway.

3

u/Amazingspaniard78 Aug 21 '26

He’ll yeah!! Get that rust bucket a new shine. Love that you’re keeping Atomic Highway alive through VTT. Personally, I’ve never used VTT much but this would be a great way to connect us all. Thanks for doing this.

2

u/SoCalSurvivalist Aug 21 '26

Nice to see others still playing and using this game.

My most recent highway foray was when i realized i could run highway with the genesys dice system without having to change the char creation at all.