Senior Member
Join Date: Nov 2009
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I made up a derived trait to simulate the Good / Evil axis that is used for settings such as Mass Effect, Fallout, and Star Wars.
The concept of good and evil has been used in several campaign settings. It is especially appropriate for a game set in the universe of Fallout, Mass Effect or Star Wars, but is also valid for any other game where there should be some sort of mechanical effect from a character being Good or Evil. Many fantasy games would use it. The “neutral zone” is considered to be -3 to 3. A rating of 4, or above, is considered to be “good” and a rating of -4, or below, is considered to be “evil”. The concept of good and evil has been used in several campaign settings. It is especially appropriate for a game set in the universe of Fallout, Mass Effect or Star Wars, but is also valid for any other game where there should be some sort of mechanical effect from a character being Good or Evil. Many fantasy games would use it. The “neutral zone” is considered to be -3 to 3. A rating of 4, or above, is considered to be “good” and a rating of -4, or below, is considered to be “evil”. The game effect is that a rating of 4 or above will grant a Charisma bonus, while a rating of -4 or below will grant a Charisma penalty and a bonus to the Intimidation skill. A rating of 4 to 8 will grant a +1 Charisma, while a rating of -4 to -8 will grant a -1 Charisma and a +1 to Intimidation. The initial rating can be anything that the GM allows for a character. A very important factor is the character’s starting Hindrances. Personal Values, if present, will also possibly have an effect, but that is subject to GM approval. The rating can be increased, or decreased, by GM approval based on the actions and choices of a character. The growth (in either direction) is assumed to be exponential. A small act either way will mean more at the lower values, but after a while they will be trivial in comparison. There is no specific limit in any case and it should be regulated by the specific setting. There might also be specific Edges or character other options that are limited to specific Good/Evil ratings. The modifier is (n+1) squared. The intent is that a smaller amount of Good or Evil points will show an effect but it will require far more at the higher levels. 0 = 0 +/- 4 = 1 +/- 9 = 2 +/- 16 = 3 +/- 25 = 4 +/- 36 = 5 +/- 49 = 6 +/- 64 = 7 +/- 81 = 8 +/- 100 = 9 +/- 121 = 10 While the Personal tab allows you to add in a modifier to a Derived Trait, it will not do so in time for the eval scripts of that Derived Trait to run. The solution was to make two 0-cost edges. GOOD POINT Your character has been a nice guy and gains a Good point. Advancement Slots 0 Eval script Pre-Traits 5000 Before Calc trtFinal Code:
hero.child[trGoodEvil].field[trtBonus].value += 1 Your character has been quite a meanie and gains an Evil point. I hope that it was worth it. Advancement Slots 0 Eval script Pre-Traits 5000 Before Calc trtFinal Code:
hero.child[trGoodEvil].field[trtBonus].value -= 1 The heart of the whole thing is in the derived trait, trtGoodEvil Good / Evil The concept of good and evil has been used in several campaign settings. It is especially appropriate for a game set in the universe of Fallout, Mass Effect or Star Wars, but is also valid for any other game where there should be some sort of mechanical effect from a character being Good or Evil. Many fantasy games would use it. The “neutral zone” is considered to be -3 to 3. A rating of 4, or above, is considered to be “good” and a rating of -4, or below, is considered to be “evil”. The concept of good and evil has been used in several campaign settings. It is especially appropriate for a game set in the universe of Fallout, Mass Effect or Star Wars, but is also valid for any other game where there should be some sort of mechanical effect from a character being Good or Evil. Many fantasy games would use it. The “neutral zone” is considered to be -3 to 3. A rating of 4, or above, is considered to be “good” and a rating of -4, or below, is considered to be “evil”. The game effect is that a rating of 4 or above will grant a Charisma bonus, while a rating of -4 or below will grant a Charisma penalty and a bonus to the Intimidation skill. A rating of 4 to 8 will grant a +1 Charisma, while a rating of -4 to -8 will grant a -1 Charisma and a +1 to Intimidation. The initial rating can be anything that the GM allows for a character. A very important factor is the character’s starting Hindrances. Personal Values, if present, will also possibly have an effect, but that is subject to GM approval. The rating can be increased, or decreased, by GM approval based on the actions and choices of a character. The growth (in either direction) is assumed to be exponential. A small act either way will mean more at the lower values, but after a while they will be trivial in comparison. There is no specific limit in any case and it should be regulated by the specific setting. There might also be specific Edges or character other options that are limited to specific Good/Evil ratings. The modifier is (n+1) squared. The intent is that a smaller amount of Good or Evil points will show an effect but it will require far more at the higher levels. 0 = 0 4 = +/- 1 9= +/- 2 16 = +/- 3 25 = +/- 4 36 = +/- 5 49 = +/- 6 64 = +/- 7 81 = +/- 8 100 = +/- 9 121 = +/- 10 144 = +/- 11 I was unable to find a square root function inside Hero Lab. Too bad, it would have made this easier. Script 1 (common to all derived traits, it would be nice to auto-generate when creating one) Traits 4000 After Calc trtFinal, Before Derived trtFinal Code:
~A character's Good/Evil spectrum is 0 unless overridden by other effects (e.g. edges/hindrances) ~Note: We ADD the amount in case other effects have already applied adjustments. field[trtBonus].value += 0 Traits 5000 Code:
var total as number var modifier as number total = field[trtBonus].value modifier = 0 ~ Good Characters if (total >= 4) then modifier += 1 if (total >= 9) then modifier += 1 endif if (total >= 16) then modifier += 1 endif if (total >= 25) then modifier += 1 endif if (total >= 36) then modifier += 1 endif if (total >= 49) then modifier += 1 endif if (total >= 64) then modifier += 1 endif if (total >= 81) then modifier += 1 endif if (total >= 100) then modifier += 1 endif if (total >= 121) then modifier += 1 endif if (total >= 144) then modifier += 1 endif endif ~ Apply the effects of being Good perform #traitadjust[trCharisma,+,modifier,"Good"] Traits 5000 Code:
var total as number var modifier as number total = field[trtBonus].value modifier = 0 ~ Evil Characters if (total < -3) then total = total * -1 modifier += 1 if (total >= 9) then modifier += 1 endif if (total >= 16) then modifier += 1 endif if (total >= 25) then modifier += 1 endif if (total >= 36) then modifier += 1 endif if (total >= 49) then modifier += 1 endif if (total >= 64) then modifier += 1 endif if (total >= 81) then modifier += 1 endif if (total >= 100) then modifier += 1 endif if (total >= 121) then modifier += 1 endif if (total >= 144) then modifier += 1 endif endif ~ Apply the effects of Evil perform #traitadjust[trCharisma,-,modifier,"Evil"] perform #traitroll[skIntimid,+,modifier,"Evil"] Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
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