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Veggiesama's Framework (Shadowrun 4th & 5th editions)

Posted: Sun Apr 26, 2009 6:22 am
by Veggiesama
SR5 Current Version: v02_01 -- DOWNLOAD HERE (requires MapTool 1.3.b89+) (for files hosted by the forum, see attachments, below.)
The SR5 update offers SR5-style initiative, recoil tracking, and more.

SR4 Current Version: v18 -- DOWNLOAD HERE (requires MapTool 1.3.b68+) (Library Token) (for files hosted by the forum, see attachments, below.)
SR4 will probably not be receiving any more updates.

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(Back versions: v16, v15, v14, v09)

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 6:23 am
by Veggiesama
What is a framework?

A framework is a collection of macros, tokens, icons, and other things that help you play a specific campaign setting in MapTool. This framework helps you play Shadowrun 4th Edition. Currently, this framework can roll dice pools, remember commonly used dice-pools (ex. Attack tests), automate initiative rolls, track temporary character variables (like Physical damage boxes, Edge pool, and Ammo), and more. It does NOT have full character sheet functionality. My goal is simplicity: at least, much moreso than my D&D 4e framework.

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How to load my framework (First time users, start here!):

Download the campaign file. Navigate to your MapTool folder. Double-click on "MapToolLauncher.exe". Press OK. Go to File | Load Campaign, and find the campaign file. Now you should see at least three tokens: a basic runner, a basic enemy, and an angry drop-bear (the koala).

When you start the server, make sure Strict Token Ownership, Restricted Player Impersonation, Players Receive Campaign Macros, and Use Tooltips for [] Rolls are checked!

How to Create a Runner/Enemy:

1. Click on the Basic Runner token (or Basic Enemy) and press Ctrl+C to copy it. With your mouse hovering over the map, press Ctrl+V to paste a new copy of that token. It will probably be named "Basic Runner 1". Double-click it to open the token properties.

2. Change your token's name. You can also drag an image file (from a Windows folder or a website, but not from the resource library) onto the picture of the runner to change your token picture. If you want an image from your resource library, press the little green + to change it. Press OK.

3. On the menu bar, click Window and make sure Campaign and Selected are checked.

4. On the Campaign panel, you should see at least 9 icons (Ammo, CMs, Edge, etc.). Make sure your token is still selected, and click the MY CHAR button.
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5. Here you can adjust your maximum physical, stun, and matrix boxes, your maximum Edge pool, and your ammunition count. Uncheck a box if you're not interested in tracking that value (ex. if you don't own a commlink, you obviously won't have a persona with a Matrix condition monitor).

6. Press the REST button and check "REFRESH ALL". Note: reloading your weapon can be found here.

7. Right-click your token, and click Save. Put it in a place where you'll remember it.

8. See that strange, koala-looking token named "Lib:SR4"? That's the library token. It needs to go everywhere your token goes, or your macros won't work. If you have to update, delete the koala and replace it with a new koala. Your GM needs to have only 1 copy of this token loaded somewhere in his campaign.

10. You're done. Play with some of the buttons.


Advanced tips:

1. Cyan Bar = Physical track. Fuchsia Bar = Stun track. Green Bar = Matrix track. Blue Bar = Edge track. Orange Bar = Ammo track.

2. Anywhere there's a dice pool, you can actually use an equation. Instead of writing 10 you could write 4+4+2 to represent Agility 4 + Pistols 4 + Smartlink 2.

3. Initiative is in a ## / # IPs format. The first half is your initiative score, and the second half is your total number of IPs. To determine initiative passes, pretend like MapTool's Rounds are actually initiative passes. When it says Round 2, skip over anyone with only 1 IP. Once it gets to the end of the list, click the arrow by Next and then Remove All, so you can have everyone reroll initiative.

4. If you check "Save this roll as a token macro" when rolling a dice pool, you can save and re-use the pool. The saved macro button can be found under the Selection panel of your token. You can add temporary mods to the pool here, too. If you make a mistake, you can right-click the new macro button and edit it.

5. If you're a GM and you don't want your players to see the enemies' status bars, double-click on the Lib:SR4 (koala) token. Change SHOW_NPC_* properties to 0 to turn them off.

6. You can roll without selecting a token, but that's the only button that works without selecting a token.

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7. How to handle the astral plane: I recommend that you simply overlay the astral world on top of the real world.

For a projecting player, you might want to give him an astral version of his token, give it the Astral Projection and Astral Sight states, and set his main token to Unconscious.

Unfortunately there is no way to make an specific token visible only to a specific player. Give astral beings the state Astral Projection or Dual-Natured to indicate whether they can be seen/affected by physical party. Hide those creatures if no one in the group possesses Astral Sight.

8. How to handle the Matrix: For simple Matrix structures, you should just overlay the Matrix on top of the real world. When a hacker is in VR mode, add the Unconscious state to his main token.

For more complicated structures, you might want to give your players their own Matrix persona tokens. I recommend making these tokens small or tiny, and adjust the token's layout so that it's pushed over on one side of the layout boundary (this can be done under the Config tab when you double-click the token--see the VR sample tokens for an example). That way the persona token almost looks like a state that you can be dropped onto other tokens.

When a character logs into a node, make a copy of his persona token and put it on top of the node's token. For example, if a rigger logs into his drone's node, you might want to drop a copy of the rigger's persona token on the drone. Move it along with the drone when the drone moves.

For extremely large nodes (like nexi), the DM may want to simply draw it as a cordoned-off area of the regular map. Each node would be one room, and hallways could link each node together (use VBL so a hacker can't see what's in the next room without switching nodes!). IC and other Matrix critters could then easily roam between rooms.

Since these node-rooms are simply boxes, a GM could even quickly draw them using MapTool's drawing tools.

When a character is in a node, hide all the other tokens (IC, programs, other users, etc.) until the character succeeds at an Analyze test.

9. Group Edge pools: Simply set each of the grunts' Edge scores to 0 and set their lieutenant's Edge to the group's professional rating. If there is no lieutenant, give the Edge score to one of the grunts and allow him to use it even if he's dead.

Stuff to do:
1. Finish out the states.

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 6:23 am
by Veggiesama
reserved

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 11:22 am
by Jshock
Veg, how big do you want to go on the states- full token or corner? I've got a couple of ideas.

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 3:29 pm
by Veggiesama
I like the gridded 3x3 personally, with full token icons for things like death or unconsciousness.

I could probably get away with using AidyBaby's states for the most part, but I know there's some new ones I'd have to make.

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 4:20 pm
by Jshock
OK, gimme a bit- I'll come up with some proofs. Can you send me a list of needed states for 4th?

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 4:30 pm
by Veggiesama
Easier said than done. I don't know of any central lists, but I just spent a few minutes scanning through the book for some:
(green = final, red = placeholder, probably from AidyBaby's states, black = nothing yet)

General
Disorientation
Full Defense
Grappling
Nausea
Paralysis
Prone
Subdued
Surprised
Taking Aim
Taking Cover
Unconscious


Damage
Caught on fire
Corrosive acid
Critical injury
Dying
Dead
Stabilized

Powers [spells/technomancy/critter]
Astrally Projecting
Dual-natured
Manifesting
Sustaining [spell, complex form, etc.]


Vehicles
Crashed
Made a Vehicle Test This Turn
Passenger
Rigged

Companions [sprites/spirits]
Owes 1 Task
Owes 2 Tasks
Owes 3 Tasks
Owes 4 Tasks
Owes 5 Tasks
Owes 6 Tasks


Programs (Common)
Analyze
Browse
Command
Edit
Encrypt
Reality Filter
Scan


Programs (Hacking)
Agent
Armor
Attack
Biofeedback Filters
Black Hammer
Blackout
Data Bomb
Decrypt
Defuse
Exploit
Medic
Sniffer
Spoof
Stealth
Track

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 5:34 pm
by Jshock
OK, here's my stab at Dead:
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You think that skull's too detailed? maybe just go with silhouettes, like AidyBaby's?

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 5:47 pm
by Veggiesama
Whoa, that's really nice! I like it.

I don't think that one is too detailed, since I'm making Dead a full-token-sized state. My main concern is if you're zoomed really far out, it might be hard to judge the other states if they're only 1/9th the size of the token.

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Sun Apr 26, 2009 5:58 pm
by Jshock
I didn't like the first one. Here's something a bit more tech:
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Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Mon Apr 27, 2009 12:34 am
by palmer
Veggiesama wrote: Gun Modes
Single-Shot
Semi-Automatic
Burst-Fire
Full-Auto
Why not take a standard bullet image like this
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And make multiple states out of it.
1 bullet is Single, 2 bullets for Semi, 3 for Burst, and 6 (3x2) for Auto.
Vision Modes [debatable whether this would be better as a state or actual vision/light modes]
Low-light
Thermographic
Ultrasound
Colored auras?
Wounds
Wound Mod -1
Wound Mod -2
AidyBaby has a serious of minus one through six as d6 on a gear
http://forums.rptools.net/viewtopic.php?p=74850#p74850

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Mon Apr 27, 2009 2:22 am
by Veggiesama
Jshock, I like that second image better too. I put it in. Can you attach a copy of that chip-looking background? I'd love to try out my GIMP-fu with it.

That's a good idea for doing gun modes, palmer.

Unfortunately, individual vision can't be colored yet, and lights/auras broadcast to everyone in range. Besides, there are no hard-and-fast rules for vision in SR4. It's more like "If you are in partial light and using no vision mods, you take a -2 penalty to die rolls. If you are using ultrasound in partial light, you take a -1 penalty. If you are using low-light in partial light, you take no penalty." There's a big table for cross-referencing visibility.

I think sticking to a state would be easier: "I switch my cybereyes to ultrasound mode" (adjust token state).

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Mon Apr 27, 2009 6:13 am
by palmer
It's been a long time since I played SR. and have never played 4th at all.

For vision states, I'd make it like an eye, but in different colors.
Red for Thermo, Blue for Ultra. Green for Lowlight. White for Astral. Possibly designate them as fixed-corner states (top left?) rather than gridded.

If you are making them fixed corner... try padding the bottom and right of the image by 50% with transparency. So if the state is 100x100px, you make it 150x150 with the excess as transparent. This will make it the same size as a 9-grid state when displayed as a fixed-corner top left :)

Quarry states would work well for taking aim :)

Mind you, if you throw some of these needed states at AB, he'll likely do them up for you. He's awesome that way.

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Mon Apr 27, 2009 10:44 am
by redwulfe
I had just started mapping out a SR macro set for maptolls four days ago and I thought to my self "what would you want to have in a macro set?" and the answer was "something like veggiesama built for 4th ed.," and now here you are putting it together. What more could a guy ask for. So I will abbandon my project because the more people that work on this the better it will be and I will start getting you SR tokens to ues. If you don't mind my help, that is.

red

Re: Veggiesama's Framework (Shadowrun 4th)

Posted: Mon Apr 27, 2009 1:31 pm
by Veggiesama
Wulfe, you are too kind! I will certainly take a look at anything you guys want to offer or suggest. Honestly at this point, once we get a nice set of states, I don't have many other essential things I want to cover, so I've got a blank slate for user input.

I could shelf what I got and call it "SR4 Framework Lite" and then go on for something a little more advanced in the future, like an MT-based character sheet. I have done some preliminary data structures for things like spells, drones, weapons, etc. (I was messing with JSON objects a few months ago and decided to practice on SR first), so at least I have a starting point.
palmer wrote:For vision states, I'd make it like an eye, but in different colors.
Red for Thermo, Blue for Ultra. Green for Lowlight. White for Astral. Possibly designate them as fixed-corner states (top left?) rather than gridded.

If you are making them fixed corner... try padding the bottom and right of the image by 50% with transparency. So if the state is 100x100px, you make it 150x150 with the excess as transparent. This will make it the same size as a 9-grid state when displayed as a fixed-corner top left :)
The different colored eyes thing: I was thinking the exact the same thing. Putting them in a static place is a good idea, because I *believe* vision modes are mutually exclusive. However, some races come pre-equipped with low-light, and I'm not sure if it's "toggled" or "always-on." I'll have to look that up.

One thing to mention... I'm starting to reconsider having a few of those states. At some point, too many states will just be visual clutter. Plus there's that "how much information should the players know?" debate.

I think I might pull gun modes and vision modes from the list. These can be covered in a stat sheet much easier, I think. Plus I might have gone overboard with bars. There are five of them now!

You guys got any opinions on my "visual clutter" dilemma here? Should I stick to the bare bones essentials, or go all out and let the users sort it out? =P
palmer wrote:Quarry states would work well for taking aim :)
Haha, that's so weird, I didn't even think of that one. I ended up selecting AidyBaby's new "Squeezing" state, because it kind of looks like you're aiming at a person between two sights.

I picked a lot of weird ones though. Fun because of the abstractions I made up in my head. I picked Immobilized for Passenger because Immobilized looked like a padlock, and if you're a passenger it's kind of like you're locked inside a car. For Taking Cover, I chose the Partially Submerged Swimming state, because cover means you're partially exposed!

It was very late.

Also these are all just placeholders anyway. I'm not so good at Gimping together some pretty token states, so ideally I'm going to rely on the charity from you guys. It'll be an easy way to get your token states seen by people, I hope. =P
palmer wrote:Mind you, if you throw some of these needed states at AB, he'll likely do them up for you. He's awesome that way.
Yesss... he'll be my "nuclear option". =P Jshock has a pretty cool template that I'd like to see more of, though, so I'll wait a while before I go to AidyBaby with my tail between my legs and a big laundry list of states I want to see ("pretty pleaseee?"). =P