Project Picaro - A PF2E Roguelike Tool
A downloadable tool for Windows
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Project Picaro is a tool to allow you to play Pathfinder 2nd Edition with roguelike features. This tool includes a Slay the Spire-esque map generator that fills each node with creatures, items, events, etc. There is also save & load that supports multiple save files for if you're running the tool with several groups.
For an instructional video on how to run a session using this tool watch this.
| Status | In development |
| Category | Tool |
| Platforms | Windows |
| Author | Team Alurath |
Download
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Click download now to get access to the following files:
Project Picaro v1.0.zip 34 MB
Project Picarro Instructions and Supporting Documents.zip 479 kB



Comments
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If this had Foundry integration I'd be running it constantly. XD
Is it a tough thing to do? I play in person so I never used foundry.
I'm not real sure, since I'm not a Foundry dev. I would imagine most of the internal generation is the same, it's just the output is a little more involved than its current state. I know Foundry uses json for its programming.
Like, have a set of themed backgrounds for each environment, pull a random one for each encounter square, and populate it with tokens (which are in the PF2 database within Foundry already), which get placed randomly. I suspect this can all be done with macros, but again, I'm not a foundry dev.
For treasure squares, you just pull the items from the same database; there's an existing mod called ItemPiles that could help with organization, but it's not really necessary, just helpful.
Mystery rooms would probably also be in those environmental maps, and most would just have information nodes for the GM to read off of.
The most complicated part would probably be the Boons, which would likely be implemented as long-term Effects (like status conditions, without durations; include a macro on exiting the dungeon that wipes all current Boon effects). Some of them might have to be feats you slap on a character sheet as bonus feats instead, especially if they have active effects.
Seems a bit complicated but maybe once I'm done with the new version I'll think about it.
Considering how it's meant to be played, one could really use a way to unselect the nodes
Yeah I'm working on a pretty major overhaul because I transitioned to Godot which will include that among other things!
This is a really neat project! I've had it on my radar for a while, and finally made the time to run it for my group - we all had a blast with it.
Glad to hear that! I plan on releasing a newer version soon!