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Guts = Spirit

SeeleyOne

Well-known member
I cannot quite figure out how to make Guts begin with a base equal to the character's Spirit value. This is the "happy medium" for wanting it equal to Spirit (at least at first) and being able to use it as the Guts skill. A character with d8 Spirit will also start with d8 Guts for free.

Starting with a d4 Guts is really easy, just bootstrap it to the character.
But I think that the problem is that adding to the Guts skill is done at the same timing as adding to the Spirit value... before calculating the final trait value. It cannot go backwards in time.

Is there something that I have not considered? An idea that I have thought of is the use of "free" edges that require a certain Spirit rating, add to the Guts skill, do not cost an edge (cancels its own cost out), is only available at character creation, and does not show up on the print-out. This does not help later on if Spirit is increased, but maybe this is an incentive for a decent starting Spirit value.
 
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I'm not quite sure what you're looking to do. Do you want a Guts stat that is always equal to Spirit? If so why not just make it a derived Trait instead? If it has to be "purchased", like a skill, though, but still remained linked... I'd have to see what I can figure out for that, but what is the rule you're trying to make work?
 
I would like Guts to have a base equal to Spirit, at least initially. This allows the Fear mods to be more easily totalled, as well as possible opportunity to become braver (as it is a skill).
 
Ok, so you want to buy it as a skill (still at the cost of a single Lesser Skill, I take it?) but have it's starting value be Equal to Spirit, I take it, but to act as a normal skill from that point on. So I think what you would do is the same way you add a skill with a higher value (use the code as if you were increasing it) but instead of adding a simple amount directly use a variable instead to calculate how may, if any, increases you need to give to it and then add the variable amount. I should have some time later today to see if I can work out the exact code for that, if you like.
 
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So I think you'd just need to preclude skGuts (or use the Setting checkbox for NoGuts) and add the following to the file (or use the editor, just pick the right stuff out of the following for it). Be sure to replace the HR in skHRGuts with whatever 2-letter code is appropriate for the setting you're making:

Code:
  <thing id="skHRGuts" name="Guts" description="Guts reflects a hero&apos;s bravery. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters." compset="Skill" uniqueness="unique">
    <fieldval field="trtAbbrev" value="Guts"/>
    <usesource source="ROC1890" parent="UserParent" name="Realms of Cthulhu - 1890s"/>
    <tag group="DashTacCon" tag="NonCombat" name="NonCombat" abbrev="NonCombat"/>
    <link linkage="attribute" thing="attrSpi"/>
    <eval phase="PreTraits" priority="5000"><![CDATA[~This will increase the Skill
var GutsPlus as number
GutsPlus = hero.childfound[attrSpi].field[trtFinal].value - 2
foreach pick in hero where "thingid.skHRGuts"
  eachpick.field[trtBonus].value += GutsPlus
nexteach]]></eval>
    </thing>

At least I think that would be right.
 
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That was a good try, but I think that the main issue is timing. A mechanic could be made to add to Guts based on Spirit, but how to time it is the hard part as I think that they are both finalized during the same phase. The clunky edge way that I mentioned earlier seems like it might be the best option (the only one that I can think of that should work; I have not actually tried it yet as I had been doing a lot of homework).
 
What might solve your issue is to get the pieces that make up field[trtFinal].value (maximum(field[trtUser].value + field[trtBonus].value,field[trtMinimum].value)) and access them directly. These normally get used to set trtFinal at Traits/3000.
 
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