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1
DFRPG Resource Collection / DF Framework for MapTool Virtual Tabletop
« on: March 31, 2012, 12:12:56 PM »
DF_Framework.cmpgn

When our regular gaming group dissolved due to people moving, we searched for ways to keep playing anyways. And we ended up using the Virtual Tabletop MapTool from the rptools suite. Find it here: http://www.rptools.net/

Over time I have added some functions to our campaign framework to support the Dresden Files RPG and it has developed into something i'd like to share with you all.

The Framework was inspired by DrVesuvius' Generic Fate Framework, which can be found here on the rptools forum.

My Framework is geared specifically to DF, so it might not work as well for other Fate incarnations.
It is mainly just meant to keep track of things. Stress, Consequences, Fate points...
There is very little automated functionality and most of that is Dice-Rolls and a compel mechanic for the GM. Most everything else has to be done manually. And i don't plan on changing that.

You will need some familliarity with MapTool itself to actually use the framework and play the game. This description does not cover all that, so for a comprehensive guide on MapTool you will have to look elsewhere... maybe start here. :-)

But now to what this post is all about.

My Dresden Files Framework

There is a token called Lib:Fate on the map called "Backend".
Make sure you keep this token around, as it carries all the code used to display the character sheets. The easiest way would be to simply keep the "Backend" map as it is, and not use it for regular gaming.

There are two campaign macros.

One of them is called "CharSheet", and bound to the F2 key. It is used to display the character sheet if the window is not open (you need to have a token selected for it to work). Once open, the Char-Sheet window will always display the token you have currently selected.
If you clear your selection, it will still show the last token you selected. However you will need to have a token selected to make use of the functions on the sheet.

The other campaign macro is called "Physical Initiative". You can bind it to a key too, if you like. As you might have guessed it is used to add tokens to initiative, taking Alertness and speed powers into consideration. Other modifiers are not currently included.

The Character Sheet
Once you have opened a Character Sheet (Read below about token properties to create your own character, or use the example token to get a quick first look), you will see the following Stats.

Character Aspects
Skills
Stress Tracks
Consequences
Temporary Aspects

The full sheet is only visible if you are the token owner or the GM. Players will only see a very limited view of tokens they do not own, and will not be able to edit them.

Lets look at the individual sections

Character Aspects
A List of the tokens Aspects. Players will be able to invoke individual aspects by clicking on them. This will post a message in the chat, and reduce the Current Fate points of the token by 1.
The GM will see an exclamation mark in a circle in front of the aspects. Clicking on this will initiate a compel of that aspect. The owner of the token will recieve a chat message enabling him/her to accept or decline the compel, recieving or paying a fate point respectively. For this mechanic to work properly, it is required that the token has only 1 owner.

Skills
The skill display needs to be re-initialized for new tokens and after changing the skills of established ones.
Click the link next to the "Skills" Heading to do so. You will need to deselect and reselect your current token or reload the Charsheet by pressing F2, to show the refreshed display.
Owners and GMs will be able to click individual skills to post a skill roll the the chat window.

Stress Tracks
Like the Skills-Display, the Stress-Tracks will need to be re-initialized. Doing so will also automatically reload the Char-Sheet, allowing the re-initialize function to be used as a "Clear-Stress" function.
Clicking individual boxes will fill or clear them.
Boxes gained through thoughness powers are shown with a darker background.

Consequences
Clicking the consequence type will allow you to add a new Aspect.
Clicking the little
  • beside it will clear the consequence.
Temporary Aspects
Entering something in the Text-Box and confirming with the Return Key will add an aspect to the list. Clicking an Aspect will remove it.
There is no compel/invoke mechanic for those aspects, nor do i plan to add one at this time.

Symbols in the Top Right Corner
Star: Pay a Fate point and post a message to the chat.
Die: Roll a bare 4df and post to chat
Ladder: Roll 4df with a ladder value attached and post to chat

That's pretty much it for the character sheet.

Over to tokens

Character Stats relevant to Charsheet-Display are saved in token properties. (Right-Click -> Edit, or Doubleclick a token to open the token-edit window)
Any other character data, like Background, Powers, Magic, Items etc. can be stored in the Notes Tab of the token.

Most Properties are self explanatory.

Like the first two groups.

Aspects
Skills


Simply enter Aspect names or skill ranks.

Next are properties for toughness powers and Hunger settings. These are needed for proper stress track display.

Toughness: enter the appropriate number 0=none/1=inhuman/2=supernatural/3=mythic
HulkingSize: Does the char have hulking size? 0=false/1=true


HungerTrack: Does the char have a hunger stress track? true/false
Tattoos: Does the char have Tattoos of St. Giles? 0=false/1=true


Next is the speed power. This is used to calculate initiative.

Speed: enter the appropriate number 0=none/1=inhuman/2=supernatural/3=mythic

Next are the options to modify which skill is used to calculate a certain stress Track. Make sure to keep the bracets.

PhysStressSkill:{Endurance}
MentStressSkill:{Conviction}
SocStressSkill:{Presence}
HungStressSkill:{Discipline}


Two slots for additional Mild consequences. Enter the type here (Mental, Social etc.) leave blank if you have none.

ExtraMildAType
ExtraMildBType


Refresh and Fate Points. The first two are for bookkeeping only. The third keeps track of you Fate points. No need to edit except at Char-Gen, and Fate-Refresh (Fate Refresh function for GMs is on the to-do list)

BaseRefresh
ModifiedRefresh
CurrentFate


Next are the Consequences. No need to edit those, they are set and cleared via the Character-Sheet.

Mild
Moderate
Severe
Extreme
ExtraMildA
ExtraMildB


The last few properties are for background calculations. Mess with them at your own peril. *g*


Well, that's all i can think of at the moment. If there are any questions feel free to ask.

I hope this will be useful to someone here. Any feedback would be appreciated.
Also, my coding style, if you can call it that, will probably make any real programmer weep. But hey, I'm a Celtic Studies Major. So gimme a break :-)

2
I've been toying with the Goblin-Knight Concept, and have created a few things to use with it.
So i'd like to present those here to get some feedback.

First: Sponsored Magic

Wyld Magic
Drawing on the power of the Wyld Court of the Erlking, you're able to cast spells that fit its essential nature: wildness, hunting, balefire, predation. These magics are under the sway and watch of the Erlking; making use of it will inevitably catch his notice. The Wyldfae are not as fixed in their ways as Winter or Summer are, the Erlkings agenda can change quickly, but he is usually neutral, and very instinctual. He is not about cruelty, but showing weakness is an invitation for him to pursue a target.

Cost: 4 Refresh for the package. And you need approval from the Erlking. Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both.

Benefits: Standard Sponsored Magic benefits (YS:288). Instead of being effective against a certain type of Creature, like Seelie or Unseelie Magic, Wyld-Magic is particular effective when used to hunt. It provides a bonus of +1 to the power or complexity threshold of any spell used for that purpose. These boni stack with possible specialization boni for Evocation or Thaumaturgy.
In Addition, in a hunting context, Wyld-Magic may be used to perform Divination and Summoning spells at evocation speeds and methods.

Second: The Spear of the Wild Hunt, an Item of power wielded by the Goblin knight

Spear of the Wylde Hunt
It is what it is: A long-bladed, well balanced, medium length hunting spear (Weapon:3, Melee&Thrown). Unbreakable. When wielded by the Mortal Champion of the Erlking it grants the following abilities.
+2   IoP  Bonus
-1   Imbued with Balefire: If the Wielder so chooses, the Power of Belefire may be channeled through the spear, covering it in bright green flames and increaseing  it's Weapon rating by +2, possibly overcoming catches that may be satisfied by “magical fire”.
-1   True Aim: When used in a manner appealing to the Erlking, all rolls to wield the “Spear of the Wylde Hunt” recieve a +1 bonus.
-1   Never Far from Reach: After using the Spear as a thrown Weapon, the rightful owner can recall it to his hands as a supplemental action. This only works if the Weapon is thrown. If it is taken from the bearer and/or intentionally kept from him, this ability does not work.

Total Cost -1

Third: Minor Abilities

-1  Mystical Tracker
Upon getting the metaphysical “scent” of a target you can attempt to track it wherever it goes, using Investigation or Survival.
Basically this allows you to do an equivalent to tracking spells that only works on lifeforms. You need a "scent" which means either a symbolic link, or personal knowledge of the targets aura. Reading targets auras for the purpose of tracking and getting scents, and only for those purposes, is part of this ability.
-1  Relentless Hunter: You are extremely hard to shake off. Add +2 to your rolls to track.

-1   Cloak of the Hunter
This is simply the Minor Veils part of Glamours
Veil with Discipline or Deceit. Only self, things that belong to you, or those that have a pact with you.

3
Here's a little something i've been working on. It has grown and developed since i've started with the Dresden RPG, and i think it has matured enough to let it loose on the public.


Download -> DFRPG CharCalc Spreadsheet <- Download

Open Document Spreadsheet created in LibreOffice
Use LibreOffice, OpenOffice and the like to open.

Used Fonts:
Preston Script - Used on Sheets
Bank Gothic - Used on Sheets
Zhayad - Used on Sheets (ornamental purposes only)
Another one is Calibri. Follow the link to see how to get it. Only used in the Backend, so really not necessary.

Printout Sheets are formatted for A4 Paper.

On "popular" Demand
XLS Version or the Spreadsheet
This is simply the ODS version saved in XLS Format. Hence No Guaranties on Functionality !!
No Bugfixes. No seperate developement.
If there's someone out there who wants to build an Excel sheet based on this... go ahead.

Table Descriptions:

"Backend" for all the basics (Aspects, Skills, Powers, Stunts, Stress, Consequences)
Those are outputted on the various Sheets (Standart, Were-Form, the Short variants of both, and the Text Sheet)
All powers from YS and some of the Stunts (not all yet), as well as some homemade ones are in there. On how to add more see the notes on "tables"

"Magic Stuff" for the Spellcasting parts (Evocation/Channeling, Thaumaturgy/Ritual, Foci, Enchanted Items, Rotes)
Magic Stuff is currently outputted on the background table, this is subject to change.

"Background" is a table that is both a Backend and Output.

"tables" contains all the background tables needed for calculations.
This is also where you can add additional Power-Levels as well as Thaumaturgy and Evocation Specializations. (Just type them into the blue areas)
The same goes for new Stunts or Powers, that you want to be able to select via Dropdown menu, you just type them into the blue areas.
If the predefined lines are not enough, you can simply insert more.

I think i have managed to make it fairly self explanatory. If anything is unclear, just ask.

Ok, can't think of anything more to write right now.
Any feedback would be greatly appreciated.


4
DFRPG / I need a Circle... quickly!!! (Nice Stuff for Handouts)
« on: October 27, 2010, 05:51:56 PM »
I just stumbled across some really nice images and symbols for Handouts.

The Arcane Circles are especially nice. That dark sorcerer needs something elabolrate... just pick one.
http://www.obsidiandawn.com/arcane-circles-photoshop-gimp-brushes

Some other pretty good stuff there too.
http://www.obsidiandawn.com/fantasy-brushes
http://www.obsidiandawn.com/symbols-brushes



Edit: This stuff is not mine, i just found it and thought people might like it.

5
DFRPG / Shifts to Stress - optional or not ?
« on: June 20, 2010, 06:03:19 PM »
See the topic.
Shifts achieved in an attack roll (be it mundane or through evocation or whatever) can be translated into stress.

The question now is if either

a) They always and automatically translate into stress
Or
b) I can choose if they do

We've been talking it over... and over... and over... we just can't get to a conclusion *g*
I am certain that it is option b).
Our GM says it's option a)

Our GM's argument is that shifts represent uncertainty. And so they should be out of the players control.

My argument is that shifts represent the attackers skill and control in directing his attack, and therefore one should be able but not forced to use them to increase stress.

I'd like to see what the community thinks.

Also, if there actually is a quotable rule in the Books that would lay that argument to rest... PLEASE LET ME KNOW.... PLEAAASE.  ;D

6
DFRPG / What makes a Rote? (official ruling requested)
« on: May 18, 2010, 10:58:42 AM »
I know the Rotes topic has been discussed again and again, but i have yet to find a clear answer.
I it's here somewhere and i have simply missed it, point me at it and i'll go away. :)

The RAW in YS(257) state that "Any change in the parameters of the spell disqualifies it from being a rote."

Well enough.

Unfortunately some writeups in OW as well as some examples here on the boards seem to disagree.

For example: Carlos's Shield rote

Entropy Field: Ramirez must have his gauntlet in order to cast this rote. Attacks that pass through the field face Armor:3 in the form of disruption and disintegration or can serve as a Fantastic (+6) block. Ramirez sometimes devotes one or two of his basic six shifts to persistence—reduce the block or armor value accordingly when he does.

Now, changing the duration is a change in parameters, at least thats what i thought. So how can the whole thing be a rote?


What i'm looking for is clarification of what constitutes "a change in the parameters"

Can i use a +6 block rote to shield myself at +6, and then another time use it to shield a zone at +4
or to create a +4 block with 2 shifts of duration ?
Or maybe even use it a a zone border instead of a ususal block ?

Can i split my +6 attack up into two +3 attacks ? can i use my +6 attack rote to attack an entire zone at +4 instead?

Can i chose if the aspect a certain maneuver is placing will be a scene aspect or an aspect applied to a specific target ?

Personally i think doing any of these things mentioned here would be a "change in the parameters".
But at the moment it sems to me like a lot of that stuff would have to be possible to fit some of the writeups.

The one thing i would allow is the choice between Block/Armor for block rotes. Seems to me if enchanted items can be both, then a spell should too.

Anything more than that, Changing targets, duration, effects... -> no more rote.

So, I would hereby like to request an official ruling as to "what makes a rote?" specifically clarification on what constitutes "a change in the parameters".
Provided any of the devs find the time to read this... i know you've got your hands full with more important stuff right now. ;)

So long,
Tsu

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