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BringBackForbiddenStars

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  1. Had some life stuff get in the way but now we're here with an alpha. You'll have to keep these in a folder somewhere, then launch Lich Master with start.exe in the dist folder. I've only actually tested this on my computer so please tell me if this doesn't run at all for you. Only the Terrinoth setting is available with a few talents for testing, custom settings to come in the next build per the attached image. I don't have an official tutorial, but I have a few blog posts talking about features here. If you want to attach talents, gear or magic, they can be added under abilities. Custom talents and gear coming later. Things to note off the top of my head: To get from the session manager to an encounter you'll have to double click the encounter. I'll probably add an additional button later. In this version there's a console that pops up with the program. That will be gone in a more complete version but for now helps squashing bugs. If something breaks you can shoot me a message the console output and I'll know what it means. Soak applies automatically to damage but not to strain. Keep that in mind when dropping down damage. Known issues: The remove player button doesn't work from the create campaign menu. There's not an upper limit to characteristics. You can enter 55 for Brawn and it should calculate dice pools with that in a way I haven't properly tested, but I imagine would definitely break the program. A lot of what comes next is basically data entry. I know how to do it but just need to get around to doing so. The next addition (gear, talents, and custom settings) should come a lot quicker. Edit: just realized the preview doesn't show this, but I'm allowing you to import settings as a base. So let's say you want to create an Android setting. There'd be a button where you can import all the base Sci-Fi skills and talents then go from there.
  2. 2 more ranks and a tier 5 talent is going to make it a pretty steep price to pay. The higher the price, the higher the reward has to be. Too much though and it's going to break the system. How prominent is kung fu in your setting? Is it the central theme or just one option among many? If it's a central theme, you could even make it more modular. You could break it down to a series of lower cost effects and let people build their own fighting style. My 2 cents is no need to force tier 5. A skill rank 5 in brawl is already representing mastery. High ranks in athletics or defense already represent high end physical traits. I'd drop down the maneuver effect to tier 3, ditch the requirements, and add in some strain cost for both balance and narrative. All that maneuvering sure would be tiring.
  3. I've been using a cardboard box cut apart with these attached. You don't have item references due to the nature of Genesys, but pretty much every other rule you could need.
  4. That's great to hear! I'll include requirements in my next commit. I finally have a good chunk of time to work on this, so I'm hoping to knock out the setting portion today.
  5. Here's the github for it if you want to give it a shot: https://github.com/HoudHolm/Lich-Master Warning that at the moment I didn't plan to collaborate with this build so it's gonna be like a jungle of code. A lot of comments are placeholders to help me remember things. I need to clean up the adversaries and combat module. If you want to reset things with a clean database, I've been deleting the Terrinoth database and re-establishing with the establish_db(name) method under database until I actually incorporate that into the program.
  6. So first, skills: As I'm demoing, I'm forcing the program to use the Terrinoth setting. In the actual version, you'll create your own setting. You'll pick one of the standard types laid out in the book (such as Fantasy or Space Opera or whatever) and this will import the talents and skills suggested in the core book. You can then edit from there adding new skills and deleting ones you don't need. That way you're not creating new settings and re-adding athletics and deception twenty seven times. So first, you create or import a setting. Adversaries, skills, talents, and campaigns are tied to a setting. Then players and sessions are tied to a campaign. If you have multiple campaigns in the same setting they will share the same adversary database, skills, etc. One thing, skill-wise, I am considering changing is displayed skills for weapons. Right now, you can tie any skill to a weapon. That's a big list of uneeded skills most of the time. I'm considering limiting this to just combat skills and a few outliers such as discipline which I've seen used for runes in Realms of Terrinoth. Are there any GM's out there who would be opposed to this change? Is anyone striking with Medicine or Coordination? I do want to keep this as clean as possible but that could remove some options so I'd love input. Next, platforms: This is initially being deployed on Windows. I want to make sure I can get the main features working as smoothly as possible and windows is the easiest for me to do that. I'm all for transitioning this over to other platforms after that. To speed things up, I can focus on the essentials. This will include creating a setting and fully running combat. There are features I want to add like note taking and random encounter generation, but I can put those on hold and get a combat manager/adversary creator out as a version 1.0 to a couple of different platforms. That being said, I'm still learning all of this so it will take awhile navigating how the heck to get some of these features actually working on an ipad.
  7. @kkuja I'll have to get back to you. There's certain things I'm still learning in the world of programming, but this is built in Python on Windows. From a quick search it looks like I'll have to rebuild some things to get it to work on Mac but completely doable if there's enough demand. @Sturn So to explain things more clearly, there's a separate section for creating your own adversaries. I made a quick video creating a brand new adversary. In the video there are three groups hard coded in as a demo. You'll be able to create your own groups. This is merely for organization. So when you go to your adversary list you know your players are going to be ambushed by outlaws. You don't need dragons or royal marines. You need outlaws, so you can select the outlaws group and get only the adversaries you need instead of sifting through a campaign worth of adversaries.
  8. Hey everyone, I'm a programming student that hates rolling for initiative and other things. I'm working on a program that will do all of that for you. This is still a work in progress: features are missing, bugs are crawling around. What I've got: You can create adversaries, Lich Master will roll initiative and create attack pools based on their stats. Minions are implemented and their dice pools will change depending on how much damage they take. Damage on adversaries is tracked and adjusted based on their soak. You can roll criticals against your players. A player's defense is automatically taken into account when you do try to attack them. You can create any adversary you desire! As long as that desire is an adversary without any talents or abilities and consisting of only weapons without any qualities. What I'm planning: I want to release a simple combat version of the demo below soon. I've still got some bugs I need to squash. Talents and qualities need to be added. Right now, the advantage table, besides criticals, are just reminders for you. They don't actually do anything when you click them. I'd like to change that, so if you select a boost on your next attack it will boost your next attack so you don't forget when weird stuff or food happens between actions. I want to have an ongoing effects window for player shenanigans against your adversaries. Right now, this app only tracks direct damage against your adversaries. I need to implement a reference for your adversaries. In the demo below if you were to click the adversaries name, it would do nothing. I want it to open a panel giving all of their skills and stats in depth. More importantly this will give a link to their talents and abilities. For the time being I'm planning on this just being a reference until I can figure out if implementing talents in a clean and procedural way is doable. An idea I have is to try and break abilities down into inputs and outputs that the program can understand. Right now for instance, criticals are read in at their critical value based on the weapon being rolled. The program understands that and assigns the critical to the appropriate slot. Inputs could be advantage symbols or triumph that could be fed in a similar way. Outputs could be damage on the player or perhaps an ongoing effect such as 'Jacob is immobilized'. This would sit in a corner for like two actions and then disappear. Wild speculation ideas: You can currently setup encounters and place adversaries into them. Only adversaries. I'd like to expand how you can plan an encounter ahead of time. Such as adding terrain features: traps, cover, impassible terrain. Or maybe adding quest items attached to certain rolls (if they pass perception here they can find the body in the wheat field, that key item will lead to encounter b7 if passed). Maybe randomly generated encounters? Right now I'm having adversaries be sorted into groups when you create them. The reanimates are part of the Undead group. The bandits from the core book are part of an outlaw group. I just have this implemented so you can better organized adversaries you create. It shouldn't be too difficult to set up a few parameters and tell the program to randomly pull 3 rivals and 2 minion groups from this adversary type because the players set the cows on fire, that wasn't supposed to be feasible option, but now I need some angry guards.
  9. I really like this, have you ran a session with this? It seems like balancing encounters could become a nightmare at those power levels.
  10. That's how I rule it with my game. This isn't some massive MMO with dozens of servers where players can find an exploit and get away with it while the mods are asleep. I am the mod, and I'm sitting right across the table. If you try to exploit the system in a way that's not designed your action fails.
  11. Difference is Fantasy Flight doesn't have a super hero setting to pull from that they could easily slot in as a setting. They do have Arkham to pull from and an extensive line of products to promote. They could have just slapped it into the book in place of Tannhauser, but they didn't and that was a choice. That plus the article in cooperation with Chaosium looks like it's not going to happen. As for long running product they've got plenty of places to go. Game will last just fine without dedicated Lovecraft. For future supplements my money is on them going through the six example settings first. This coming from the fact that the only two supplements that have been confirmed so far have been the already released Terrinoth supplement and the forthcoming Android supplement. Both example settings from the book. The odd one out is going to be modern. I'm super happy with Realms of Terrinoth, but it is about 2/3 fluff. I'm betting Android will be the same. I don't see a big fluff book on the terrors of modern warzones, so perhaps Fantasy Flight will whip up a superhero setting for a modern source book.
  12. I would love this, but one worry I have is that FFG worked with Chaosium creating the Masks of Nyarlathotep expansion for Eldritch Horror: https://www.fantasyflightgames.com/en/news/2017/10/6/masks-of-nyarlathotep/. Genesys: Arkham Files might cut a little close to Call of Cthulhu. That doesn't mean a hard no; it's just something to think about. Even looking at the example settings for Genesys, there's a notable absence. The Arkham Files universe offer some of FFG's largest products. Arkham Horror card game doesn't look like it's going away any time soon. The smart thing would be to make the example setting for Weird War (or equivalent) Arkham. The example setting wasn't that, it was Tannhauser. I think this points to not getting an Arkham setting anytime soon if at all. A more likely option might be a Weird War source book with talents, rules, and items that could be adapted to the Arkham Files setting. The setting itself isn't exactly short on sources for lore.
  13. I think the prerequisite works for creating a talent category. I would personally tie that to an archetype rather than a heroic ability. A player picks a Speedster or Vampire as their archetype and have the initial ability defined by that archetype at character creation. This would allow two Speedsters in the given example to have a different heroic ability and be customized between players. Another option is to keep the talents mechanical and strip out the narrative. Let's say you have a talent that allows someone to use a burst attack like a fireball once per combat that could be tied to a super hero archetype (or heroic abillity). You could keep the mechanical benefits of once per combat, ranged, blast damage and allow it to represent whatever theme matches the characters. It could be a high tech grenade for non-super characters while also representing a mental energy blast from a Super.
  14. Ooh, I like this. I'm having my players start in Dawnsmoor, and one of my players is a pirate from Torue Albes. She's just using a bow at the moment but her presence means there are ships arriving from Gafford, the alchemical city in question, who may be bringing black powder weapons with them. I do like the halfway idea of magical cannons or explosives but no small arms.
  15. I'm curious what others thoughts are on this. The equipment table in Realms of Terrinoth only lists bows and crossbows. There seems to be possibilities in the lore for guns though. The crafting section mentions clockwork contraptions. The pirate land Torgue-Albes (or however it is spelled) has a city filled with alchemists. In the city it mentions being able to find grenades and shells. There isn't much of an explanation beyond that sentence, but shells sound like ammunition. The existence of other explosives lead themselves to the existence of refined explosives in the form of guns. I'm thinking about ruling in my campaign that guns exist but are extremely rare. The only way to acquire one is by nominating it as your signature weapon or through crafting a clockwork gun. Does anyone know the official stance on this?
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