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