From 31e793c0345b21c1beae6621751dd1e556ba6391 Mon Sep 17 00:00:00 2001 From: Tom Hicks Date: Sun, 5 Mar 2023 11:33:19 -0800 Subject: [PATCH] Removed unneeded conviction/instict fields. You either have conscience or self-control and you either have courage or conviction based on your ruleset. --- TODO.md | 265 +++++++++++++++++++++++++++++++++++++++++++++++- dos/sbf/sbf.bas | 20 +--- 2 files changed, 266 insertions(+), 19 deletions(-) diff --git a/TODO.md b/TODO.md index f67e8c0..f50b2e7 100644 --- a/TODO.md +++ b/TODO.md @@ -1,6 +1,4 @@ # High Priority -* Calculate conviction. -* Calculate instinct. * Calculate roadValue aka humanity in VtM, and something else in WtA. * Calculate willpower. * Input/Print derangements. These are only for Malkavian vampires. @@ -140,7 +138,6 @@ * Maybe use 27 - Out of paper. * Use LogError in all of the SELECT CASE blocks without a CASE ELSE to throw an unknown index error. * Sort virtues better on the character sheet. - * Why are conviction and instinct between them? * Start work on ports * Mainly the C++ port. * Consider a python port to refresh my python skills. @@ -169,3 +166,265 @@ # Reference * QB64 Wiki [https://qb64.com/wiki] + +# Charcter Creation Process from VtDA +## Step One +* Concept +* Clan +* Nature +* Demeanor +* Road + +## Step Two +* Attribute Priorities + * Physical/Social/Mental + * 7/5/3 Points +* Spend Ability Points + +## Step Three +* Ability Priorities + * Talents/Skills/Knowledges + * 13/9/5 + * No ability higher than e + +## Step Four +* Disciplines (4) +* Backgrounds (5) +* Virtues (7) + +## Step Five +* Calculate These + * Via + * Willpower + * Blood Pool + +# Archetypes (from page 102) +* Autocrat: Stability requires order. Bring it about. +* Barbarian: Civilization is a joke; honor is everything. Caretaker: Suffering is everywhere; you must temper it with love. Celebrant: Something fills you with joy, and you cannot hide that pleasure. +* Child: You?re young, or at least appear to be so. +* Defender: The meek must be protected from the wicked by the strong. +* Fanatic: Your cause is everything to you. +* Gallant: Grace is all that counts; romance is your ideal, and God?s (or the Devil?s) will your pleasure. +* Innovator: There is always a better way to do something. Your task is to bring it about. +* Jester: There is too much pain in the world to endure without laughter. You make a mockery of sadness. +* Judge: You seek justice for everyone. +* Loner: You?ve never fit in and never will. +* Monster: God has demanded that you play the beast; who are you to argue? +* Penitent: Your sins can only be forgiven after you prove your true worth. +* Rebel: You?re sick of being ordered around! Hide your feelings well and work for the time of change. +* Rogue: To hell with rules, to hell with everyone! Life (or unlife) is yours to plunder. +* Survivor: No matter what storms sweep through, you will always prevail. +* Tyrant: The only way to get things done is to do them your way! All other paths are folly. + +# Sample Concepts (from page 102) +* Artisan ? limner, musician, embroiderer, weaponmaster +* Beggar ? cripple, escaped slave, debtor, mutilated felon, veteran +* Clergy ? monk, priest, bishop, nun, laity, servant, student, mystic +* Craftsman ? smith, tailor/seamstress, stonecutter, armorer +* Dispossessed ? refugee, Jew, Moor, foreigner, Celt, disinherited noble, slave +* Heretic ? pagan, unorthodox Christian, Infernalist, witch, occultist, sorcerer +* Knight ? squire, errant, courtier, poor knight +* Lowlife ? drunkard, prostitute, moneylender, traveling player, brawler, defrocked clergyman +* Nobility ? baron(ess), royal heir, crusader, bastard, rake +* Outlander ? barbarian, Oriental, traveler, Moslem, spy, slave, caravaner +* Peasant ? servant, farmer, shepherd, stablehand, tavern girl, serf +* Pilgrim ? crusader, penitent, mad monk, palmer +* Retainer ? huntsman, ranger, seneschal, bard, sergeant- at-arms, torturer, lady-in-waiting, steward, diplomat +* Scholar ? student, scribe, physician, alchemist, sage, theologian +* Soldier ? man-at-arms, mercenary, grizzled vet, guard, assassin +* Tradesman ? bard, innkeeper, traveling trader, animal trainer +* Wanderer ? vagabond, thief, bard, exile, camp follower +* Youth ? runaway, child, apprentice, heir, squire, urchin + +## Roads (from page 102, see page 113) +* Road of the Beast: Feed the Beast, that it will not break its chains. * Road of Blood: Vampiric blood grants the power for revenge. * Road of Chivalry: Treat your equals with honor and your betters with respect. +* Road of the Devil: We are created evil and must play our part. * Road of Heaven: God made us vampires to exact His wrath. * Road of Humanity: The struggle to maintain one?s humanity. * Road of Paradox: Existence is a lie; change reality for the better. +* Road of Typhon: Sin and corruption are the keys to under- standing. + +## Clans (from page 103) +* Assamites: The mysterious ?Saracens? of the Middle East have perfected the art of the silent kill. +* Brujah: Philosophers, scholars and athletes, the fractious ?zealots? pursue their dream of a perfect society. +* Cappadocians: Seeking the wisdom of the grave, the ?graverob- bers? call on the spirits of the dead for enlightenment. +* Followers of Set: Originally hailing from Egypt, the ?serpents? spread corruption and vice in their path. +* Gangrel: Wanderers and rustics, the ?animals? are closer to the beasts of the forests than to any of their Cainite kin. +* Lasombra: Masters of darkness and shadows, the ?magisters? seek to control mortal and vampiric society alike. +* Malkavians: Cursed with insanity, the ?madmen? enjoy a surreal and disturbing insight. +* Nosferatu: Hideous beyond words, the ostracized ?lepers? are spies and informants without equal. +* Ravnos: Wandering vagabonds and hucksters, the ?charlatans? gleefully practice their arts of deception and theft. +* Toreador: Lovers of art and beauty, the ?artisans? freely indulge their tastes for the aesthetic. +* Tremere: A recent and insular clan, the sorcerous ?usurpers? are struggling to establish themselves. +* Tzimisce: Terrible Slavic fleshcrafters, the ?fiends? mercilessly rule over their mortal subjects. +* Ventrue: Imperious and commanding, the ?patricians? consider it their duty to lead vampiric society. +* Caitiff: The rare and luckless Cainites with no clan are outcasts and disgraced. + +## Backgrounds (from page 103) +* Allies: Human confederates, usually family or friends. +* Contacts: The number of information sources the character possesses. +* Generation: How far removed from Caine the character is. * Herd: The vessels to which the character has free and safe access. * Influence: The character?s political power within mortal society. * Mentor: The Cainite patron who advises and supports the character. +* Resources: Wealth, belongings and monthly income. * Retainers: Followers, guards and servants. +* Status: The character?s standing in undead society. + +## Disciplines (from page 103) +* Animalism: Supernatural affinity with and control of animals. * Auspex: Extrasensory perception, awareness and premonitions. * Celerity: Supernatural quickness and reflexes. +* Chimerstry: The ability to create illusions and hallucinations. * Dementation: The ability to pass madness on to a victim. +* Dominate: Mind control practiced through the piercing gaze. * Fortitude: Unearthly toughness, even to the point of resisting fire and sunlight. +* Mortis: The supernatural power to control the process of death. * Obfuscate: The ability to remain obscure and unseen, even in crowds. +* Obtenebration: The unearthly control over shadows. +* Potence: The Discipline of physical vigor and strength. +* Presence: The ability to attract, sway and control crowds. +* Protean: Shapechanging ? from growing claws to melding with the earth. +* Quietus: The Assamites? arts of the silent kill. +* Serpentis: The reptilian, corruptive Discipline of the Followers of Set. +* Thaumaturgy: The study and practice of sorcery. +* Vicissitude: The Tzimisce art of flesh-shaping. + +## Freebie Points (from page 103) +|Trait|Cost| +|-|-| +|Attributes|5 per dot| +|Abilities|2 per dot| +|Backgrounds|1 per dot| +|Willpower|1 per dot| +|Disciplines|7 per dot| +|Virtues|2 per dot| +|Roads|1 per dot| + +## Experience Costs + +|Trait|Cost| +|-|-| +|New Ability|3| +|New Thaumaturgy Path|7| +|New Discipline|10| +|Willpower|Current Rating| +|Road|Current Rating x2| +|Ability|Current Rating x2| +|Attribute|Current Rating x4| +|Thaumaturgy Path (primary)|Current Rating x4| +|Thaumaturgy Path (secondary)|Current Rating x5| +|Clan Discipline|Current Rating x5| +|Other Discipline|Current Rating x7| + +# Questions and Answers (from pages 107-100) +* How old are you? + * When were you born? + * When were you embraced? +* What was your mortal life like? +* When did you first meet a vampire? +* Who was your sire? +* How do you feel about mortals? +* How did you begin to look at yourself? +* How did you meet the rest of your coterie? +* Where is your territory? +* What drives you? + + +* Example Filled In Character Sheet page 106 +* Archetype descriptions pages 109-113 +* Road descriptions pages 113-117 +* Attribute descriptions pages 117-119 +* Ability descriptions pages 119-128 + * Talents pages 119-122 + * Skills pages 122-125 + * Knowledges pages 125-128 +* Backgrounds pages 128-130 +* Virtues pages 130-132 +* Roads + +# Character Creation VtM (from page 87) +* Step One: Character Concept + * Concept + * Clan + * Nature + * Demeanor +* Step Two: Choose Attributes + * Physical/Social/Mental + * 7/5/3 +* Step Three: Choose Abilities + * Priorities + * Spend Points + * Talents/Skills/Knowledges + * 13/9/7 +* Step Four: Choose Advantags + * Disciplines + * Backgrounds + * Virtues +* Step Five: Last Touches + * Willpower + * Humanity + * Blood Pool + +## Concepts (from page 87) + +* Criminal - jailbird, mafioso, cat burglar, drug dealer, bandit +* Dilettante - artist, writer, intellectual, gambler, student +* Drifter - hobo, cowboy, prostitute, hermit, pilgrim +* Entertainer - comic, musician, movie star, clown +* Investigator - detective, cop, government agent, inquisitor +* Kid - hild, runaway, nerd, gang member, street urchin +* Outsider - aborigine,ThirdWorldresident,homosexual +* Politician - judge, mayor, senator, public official, governor +* Professional - engineer, doctor, mortician, scholar +* Punk - club crawler, masher, skinhead, classic '70s punk +* Reporter - anchorperson, newspaper, paparazzo, town crier +* Soldier - bodyguard, mercenary, Green Beret, knight +* Worker - trucker, farmer, wage slave, servant, serf + +## Clans (from page 87) +*Brujah: Respecting no authority and acknowledging no leaders, the "rabble" consider themselves free. +? Gangrel: Loners and rustics, the "outlanders" are the only Kindred who dare venture outside the cities. +? Malkavian: Commonly (and correctly) believed to be insane, the "kooks" nonetheless possess an uncanny +VISion and wisdom. +? Nosferatu: Ostracizedand misunderstood by others, the hideous "sewerrats" ltve out their sordid existences in hiding. +? Toreador: Known for their hedonistic ways, the "degenerates" prefer to think of themselves as artists. +? Tremere: Wizards descended from an ancient legacy, the "warlocks" work together to increase their influence and power. +? Ventrue: Aristocrats of rarefied taste and manner, the "blue bloods" are leaders of cool cunning. +? Caitiff: Those with no clan - the outcasts and the disgraced. + +## Advantages (from pages -90) +* No ability highr than 3 +* Talents/Skills/Knowledges) +* 3/5/7 + +## Disciplines +* See pages 156-171 +? Animalism: Supernatural affinity with, and control +of, animals. +? Auspex: Extrasensory perception, awareness and +premonitions. +? Celerity: Supernatural quickness and reflexes. +? Dominate: Mind control practiced through the +piercing gaze. +? Fortitude: Unearthly toughness, even to the point +of resisting fire and sunlight. +? Obfuscate: The ability to remain obscure and un- +seen, even in crowds. +? Potence: The Discipline of physical vigor and +strength. +? Presence: The ability to attract, sway and control crowds. +? Protean: Shapechanging- from growing claws to melding with the earth. +? Thaumaturgy: The study and practice ofsorcery. + +## Bafckgrounds (page 91) + +* Allies: Human confederates, usually family or fnends. +* Contacts: The number of information sources the character possesses. +* Fame: The character's renown in the mortal world. Generation : How far removed from Caine the character is. +* Herd: The vessels to which the character has free and safe access. +* Influence: The character's political power within mortal society. +* Mentor: The Cainite patron who advises and supports the character. +* Resources: W ealth, belongings, and monthly income. +* Retainers: Followers, guards and servants. Status:Thecharacter'sstandinginundeadsociety. + +## Freebie Points (page 92, 15 points) + +Point Pool Costs +|Trait|Cost| +|-|-| +|Disciplines (any)7 points per dot| +|Attributes|5 points per dot| +|Abilities|2 points per dot| +|Virtues|2 points per dot| +|Willpower|2 points per dot| +|Humanity|1 point per dot| +|Backgrounds|1 point per dot| diff --git a/dos/sbf/sbf.bas b/dos/sbf/sbf.bas index f9f639b..a7d1eb6 100644 --- a/dos/sbf/sbf.bas +++ b/dos/sbf/sbf.bas @@ -3,8 +3,6 @@ $Debug ' TODO: See if other combinations of clan and other variables cause sub questions. ' TODO: Calculate generation ' TODO: Calculate conscience -' TODO: Calculate conviction -' TODO: Calculate instinct ' TODO: Calculate self-control ' TODO: Calculate courage ' TODO: Calculate humanity/road @@ -225,9 +223,6 @@ Type CharacterType roadValue As Integer willpower As Integer bloodPool As Integer - ' Special but don't know why - conviction As Integer - instinct As Integer ' Disciplines discipline_animalism As Integer discipline_auspex As Integer @@ -1155,8 +1150,6 @@ Sub NewCharacter (ch As CharacterType) ch.clan = 0 ch.nature = 0 ch.demeanor = 0 - ch.conviction = 0 - ch.instinct = 0 ch.generation = 13 ch.roadName = "" ch.roadValue = 0 @@ -1414,11 +1407,6 @@ Sub CGSpendVirtuePoints (ch As CharacterType) Call SetVirtue(ch, virtue, GetVirtue(ch, virtue) + 1) virtuePoints = virtuePoints - 1 Wend - - ' These are VtDA specific. Conscience/Conviction, Self-Control/Instinct, and Courage are the virtues there. - ' TODO: figure out what to do about them. - ch.conviction = 2 - ch.instinct = 3 End Sub Sub CGSpendFreebiePoints (ch As CharacterType) @@ -1668,10 +1656,10 @@ Sub ShowCharacterSheet (ch As CharacterType) Print "บ Backgrounds: บ Virtues: บ" Print " " + MakeFitB$("Conscience:", itos$(ch.conscience), 37, " ") + " บ" Print "บ " + MakeFitL$(backgroundStrings(0), 36, " ") + " บ " + MakeFitB$("Conscience:", itos$(ch.conscience), 37, " ") + " บ" - Print "บ " + MakeFitL$(backgroundStrings(1), 36, " ") + " บ " + MakeFitB$("Conviction:", itos$(ch.conviction), 37, " ") + " บ" - Print "บ " + MakeFitL$(backgroundStrings(2), 36, " ") + " บ " + MakeFitB$("Instinct:", itos$(ch.instinct), 37, " ") + " บ" - Print "บ " + MakeFitL$(backgroundStrings(3), 36, " ") + " บ " + MakeFitB$("Self-Control:", itos$(ch.selfControl), 37, " ") + " บ" - Print "บ " + MakeFitL$(backgroundStrings(4), 36, " ") + " บ " + MakeFitB$("Courage:", itos$(ch.courage), 37, " ") + " บ" + Print "บ " + MakeFitL$(backgroundStrings(1), 36, " ") + " บ " + MakeFitB$("Self-Control:", itos$(ch.selfControl), 37, " ") + " บ" + Print "บ " + MakeFitL$(backgroundStrings(2), 36, " ") + " บ " + MakeFitB$("Courage:", itos$(ch.courage), 37, " ") + " บ" + Print "บ " + MakeFitL$(backgroundStrings(3), 36, " ") + " บ " + MakeFitL$("", 37, " ") + " บ" + Print "บ " + MakeFitL$(backgroundStrings(4), 36, " ") + " บ " + MakeFitL$("", 37, " ") + " บ" Print "ฬออออออออออออออออออออออออออออออออออออออสอออออออออออออออออออออออออออออออออออออออน" Print "บ <> บ" Print "ศออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออออผ"