Setting up MT for Savage Worlds

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snikle
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Setting up MT for Savage Worlds

Post by snikle »

In a recent discussion the idea came up that we should post how we set up MT for various game systems, so here is my set up for using MT for Savage Worlds. Simply copy and paste this into you "Campaign Properties" and voila!

Agility (AG)
Smarts (SM)
Spirit (SP)
Strength (ST)
Vigor (VG)
Charisma (CH)
Pace (PC)
*@Parry (Parry)
*@Toughness (Tough)
*@Fighting (Fight)
*@Shooting (Shoot)
Bennies (BE)
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Post by RPMiller »

I was wondering something about that actually. Is there anything that can be done with the abilities that don't pop up in the stat sheet such as Agility? What I mean is, other than referring to it instead of the character sheet that we can use now, what is the point of putting in those other stats?

I was thinking about that today as well when I was setting up my Hero game. I was debating whether I wanted to add all the stats or just the ones for the stat sheet.
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Post by RPTroll »

Here's the properties we use

Agility (Agil)
Smarts (Smrt)
Spirit (Sprt)
Strength (Str)
Vigor (Vig)
Pace (Pace)
*@Parry (Pary)
*@Toughness (Tuff)
Charisma (Char)
Wounds (Wnds)
Fatigue (Fatg)
*@Fighting (Fght)
*@Shooting (Shot)

I think your list is cleaner and it includes Bennies. I've considered developing custom states for Bennies that put dots at the four corners of the tokens based on the number left. I do like to keep track of wounds in properties since someday, in the far distant scripting future, it might be used to modify rolls.
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Post by snikle »

Ah yeah, Wounds, that would be a good one to add. I am hoping soon we will have customizable states, thinking of creating some images to represent that easily. Be great if we could visuall have them presented on the statsheet somehow, so when you rolled over, you could quickly see health and bennies.
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Post by RPTroll »

Wonderful idea on the mouse over. We had a discussion in another thread about showing how the character was armed by showing axillary images to the side of the mouse over. Something like this for wounds and bennies would be great as well.

Or the ability to show a status bar on either side of the mouse over portrait to keep tract of things. Something like a bar scale. It has applications in DnD to show hit points and Hero system to show endurance and body and, of course, Savage worlds to show Beenies, Wounds, Ammo, Power Points... whatever.
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Post by snikle »

Actually the first mock-up I made for the statsheet showed everything in statbars, but we decided we wanted to show actual text, since some games used dice or other means.
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Post by RPMiller »

My question above is still unanswered. What are all the stats used for within MT? Is it just for reference, or is there a good reason to have them in there?
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Post by trevor »

RPMiller wrote:My question above is still unanswered. What are all the stats used for within MT? Is it just for reference, or is there a good reason to have them in there?
Currently they are there for the purpose of being there. A step in the evolutionary chain.

In the not-distant-future you will be able to reference them from within scripts/macros/charsheet
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Post by RPMiller »

Cool. So for now, I can just put what I want on the stat sheet. I'll add the other stats once they become useful. Thanks for the info Trevor!
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Post by RPTroll »

Here's my current default macros for SW

melee /me melee attack [Fighting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
notice /me looks around [Notice-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
shoot /me ranged attack [Shooting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
spirit /me rolls a Spirit Check [Spirit-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
vigor /me rolls a vigor check [1d6e-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
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Post by snikle »

Man, nice work troll! Those rock, going to add them as default macros for my games I think.
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Post by Hawke »

Referencing properties is totally hot. 8)

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Post by RPTroll »

ok. Did a little more work.

Here are my curernt campaign properties (under edit mene)
Agility (Agil)
Smarts (Smrt)
Spirit (Sprt)
Strength (Str)
Vigor (Vig)
Pace (Pace)
*@Parry (Pary)
*@Toughness (Tuff)
Charisma (Char)
Wounds (Wnds)
Fatigue (Fatg)
*@Fighting (Fght)
*@Shooting (Shot)
Throwing (Thrw)
Notice (Note)
Bennies
Ammo1
Ammo2
Ammo3

Here are the macros (take out wild die for NPCs)
melee /me melee attack [Fighting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
notice /me looks around [Notice-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
shoot /me ranged attack [Shooting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
spirit /me rolls a Spirit Check [Spirit-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
throw /me ranged attack [Throwing-Wounds-Fatigue] wild [d6e-Wounds-Fatigue]
vigor /me rolls a vigor check [Vigor-Wounds-Fatigue] wild [d6e]-Wounds-Fatigue]


and here's the XML you can paste into content.xml of the rptok file.

<macroMap>
<entry>
<string>vigor</string>
<string>/me rolls a vigor check [Vigor-Wounds-Fatigue] wild [d6e]-Wounds-Fatigue]</string>
</entry>
<entry>
<string>throw</string>
<string> /me ranged attack [Throwing-Wounds-Fatigue] wild [d6e-Wounds-Fatigue] </string>
</entry>
<entry>
<string>shoot</string>
<string> /me ranged attack [Shooting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue] </string>
</entry>
<entry>
<string>spirit</string>
<string>/me rolls a Spirit Check [Spirit-Wounds-Fatigue] wild [d6e-Wounds-Fatigue] </string>
</entry>
<entry>
<string>notice</string>
<string>/me looks around [Notice-Wounds-Fatigue] wild [d6e-Wounds-Fatigue] </string>
</entry>
<entry>
<string>melee</string>
<string>/me melee attack [Fighting-Wounds-Fatigue] wild [d6e-Wounds-Fatigue] </string>
</entry>
</macroMap>

Here are a few tables from savage worlds I've loaded into the 1.3b16 version

Fear (1d20)
1-4=Adrenaline Surge +2 to Train and damage rolls
5-8=Shaken
9-12=Panicked. character moves at full pace plus running away from danger and (after running) is Shaken
13-16=Minor Phobia hindrance is gained
17-18=Major Phobia hindrance is gained
19-20=Mark of Fear - reduces Charisma by 1
21-100=Heart Attack - vigor check -2. succes: shaken for 1d4 rounds, failure: character is dead in 2d6 rounds unless heal -4 suceeds.

Injury (2d6)
2=groin
3-4=/tbl arm
5-9=/tbl guts
10=/tbl leg
11-12=/tbl head

reaction (2d6)
2=Hostile
3-4=Uncooperative
5-9=Neutral
10-11=Friendly
12=Helpful


sub tables from injury
guts (d6)
1-2=Broken: Guts Hit: Agility reduced a die
3-4=Battered: Guts Hit: Vigor reduced a die
5-6=Busted: Guts Hit: Strength reduced a die

head (d6)
1-2=Head Hit: Hideous Scar: You have the Ugly hndrance
3-4=Head Hit: Blinded: An eye is damaged. You now have the One Eye hindrance (or blind if you only have one eye)
5-6=Head Hit: Brain Damage: Smarts reduced by one die

arm (d2)
1=Left Arm Hit
2=Right Arm Hit

leg (d2)
1=Left Leg Hit
2=Right Leg Hit
Last edited by RPTroll on Thu Oct 11, 2007 11:46 am, edited 1 time in total.
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trevor
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Post by trevor »

How about I create a global macro table that all tokens inherit from. Perhaps one for PCs and another for NPCs
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Post by RPTroll »

Now that would ROCK!!!
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