[Call of Cthulhu] CoC V6 character sheet based FW

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

Moderators: Azhrei, dorpond, trevor, giliath, Gamerdude, jay, Mr.Ice

Forum rules
This forum is LOCKED. If a thread belongs here, use the "Report" feature of the post to let a moderator know to move it. General discussion should occur in the User Creations or MapTool forums.
User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

[Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

Yep, another Call of Cthulhu Framework, bassed on the 6th editions of the Chaosium rules. It was originally translated from my French Framework (written for the Sans-Détour V6 CoC rules which are quite a bit different). Hopefully not much has been lost in translation. I had to rewrite some of the macros and took advantage of this to add some improvements. It's mostly a Character Sheet based framework, so as far as the players go, all they should ever need to do is to impersonate their character's token, hit F2 or press "open character sheet" and "whisper" in the campaign panel, dock these two panels, and work from them. I added as many tooltips on the hyperlinks of the CS to help figure out how it works, but clicking on the hyperlinks and looking at the interface should make sense. The Keeper has a few extra macros in the campaign panel for additional functions. Each of these macros have tooltips as well, so hover the cursor over them at first. This FW was designed to work for several "Eons" (Periods) of CoC play, from prehistoric to Modern. It is also designed so that a GM that wants to play in a period that is not yet covered to add his own data thanks to an excel spreadsheet packaged with the FW.

Minimum version of Maptool : 1.3 b87. Minimum Stack Size : 5

Download link (latest revision 1.191c, see further messages for changelog).

You'll find a list of features and explanations below the screenshot.

Image

CHARACTER SHEET FEATURE :

-- The CS is designed to reproduce a typical CoC paper CS. All the hyperlinks should be functional (except GM Notes if you're not a player). For the GM, clicking on different token with the CS opened should switch to the appropriate token info. There are two types of CS : one for humans, one for creature. By switching the token properties type to Creature (either manually by double clicking on token and selecting Config >> property type >> creature) or creating a new token using the "Monsters !" macro in the campaign panel.

-- The CS allows to keep track of characteristics, skills, armor, weapons, known spells and books, inventory, character Notes, GM Notes (only visible to GM hopefully), money, possessions. states.

Features on CS, from top to bottom:

-- Clicking on the token image on the CS will force a refresh of the CS and center the map on the token. It will also turn on a "personal" light that is only the size of the token. So if a player "gets lost", he/she just has to click on the CS's image and he should be able to locate himself.

-- States and Lights can be switched from links on top of CS. It is better to use those rather than right-clicking on token, to make sure proper automatisaton is occuring. States icons (with tooltip showing their name) are visible on top of CS when activated.

-- Clicking on SAN triggers a SAN roll. Clicking on the current SAN number calls an interface where the player can input a SAN event (loss or gain) and show the date, reason, amount etc... this should help tracking sanity and the progressoion for the character toward its demise... For an NPC token, the interface is skipped and the amount of SAN can just be entered.

-- Clicking on the current HP number calls a similar interface, where each wound can be monitored separately (when, where, how much) , with the addition of < and > buttons that allow to heal wounds without having to modify the wound all together. the X next to each line allow to delete the specific event (same for SAN). As for SAN, NPC tokens have a much simpler interface.

-- Characteristics : clicking "modify statistics" yellow link allows to input the character's information and basic statistics (name, occupation, age, STR, CON, etc... ). For the characteristics, you can input a die roll option such as "3d6" or "2d6+6" which will be evaluated. You can also toggle the PC/NPC switch here.

-- Clicking on each characteristic on the CS triggers a characteristic roll ( 1d100 under 5xPOW for luck for example). The interface allows to choose modifiers, change the multiiplier for tougher rolls ,etc... As in most rolls from the CS, you can choose who gets the result : everyone, or just the GM.

-- Toolbar : Posture allows to toggle the states of Prone/Crouching/Standing and, AFK toggles the AFK state. Combat Mode toggles the CS into combat/non-combat mode. In combat mode, the Weapons and Armors sections fo the CS are shown and the Skill section only shows "combat" skills. In non-combat mode, the weapons and armors sections are hiddent and all the character's skills are showing. Note that you can "toggle" each section individually by clicking on its' "WEAPONS", ARMORS" or SKILLS header.

-- Charisma / Endurance etc... are just rolls under 5x the corresponding attribute, similar to clicking on and Attribute above.

-- Invenotry / Spells : allows to keep track of gear, money, possession, known spells and books. The interface should be pretty clear. In each case you can add items from a catalog or create an item from scratch. Each item has a notes section for players to write down information about a spell or some gear, or a book. However in the Spells section (also used for books), the GM can access a second section called "description" that is not accessible to the player, for writing hidden information about a spell or a book. Spells from the catalog have a reference to the CoC 6th edition page they can be found at.

-- Initiative : places token in initiative at his/her dex.

-- Input Notes / Input GM Notes : work similarly, but only the GM can view and enter GM notes. Allows to keep track of adventure information, secret information about the character, etc...

-- 1d100 and die roll : allows to quickly roll either a d100 or to input a formula to roll anything ("1d6+3d12+4"). The last die formula ran from a CS is stored for quick access. Note that the result of these die rolls goes to everyone (except if the GM has placed the FW in "secret mode" and is clicking on the CS himself. See under the GM section below).

-- Armor Worn hyperlink (right column) : allows to switch between different armors (or outfits I guess) if the character has more than one. New tokens only have "Clothed/Nude" by default. Other items in the right column are only for information.

-- WEAPONS SECTION: The 4 yellow links at the bottom of that section allow to add weapons from the catalog, or create weapons from scratch, delete, or view information. Each weapon has a "Mod" link to its right that allows to modify all aspects of the weapon. Humain tokens always start with the Punch/Kick/Head butt attacks. The tooltip on the weapon's name shows all the weapon's data. Clicking on the name triggers the attack interface. Clicking on the weapons allows to roll damage for that weapon without having to go through the attack sequence. For weapons with ammunition, click on the ammo left number allows to reload the weapon IF there is some ammo on the next field (ammo carried). Clicking on the ammo carried for the weapon allows to change the amount of ammo carried. Note that each weapon has its malfunction value taken into account and can jam during an attack. To unjam the weapon (shown in red ), click the weapon and uncheck the appropriate box. An empty weapon will show the "ammo left" cell in yellow. If a weapon is either jammed or out of ammo, it's name ("attack") hyperlink will be disabled. Each weapon or attack can be configured to use none/half or all the characers' damage bonus. Note that each weapon has an associdated skill that will be automatically used when attacking. That skill can be changed beforehand in the weapon "Mod" link, but not on the fly during an attack.

Attack macro : once the interface shows up by clicking on a weapon name, select a target in the interface, which will calculate the siz and distance modifier. Check the appropriate options and modifiers (see tooltips on each of them) and click attack. This will calculate the outcome. IF the attack is a success, damage will always be calculated as well as hit location, but should be ignored if the defender dodges or parries the attack. Burst mode is taken into account for automatic weapons, and each hitting bullet is calculated for damage, with a total at the bottom. Damage is not applied to the defender, this should be done by the owner of the defender's token.

-- ARMOR SECTION : mostly descriptive in this framework, you can input several armor and pick from them by clicking on the name (the used armor is blue). Armor is NOT taken into account when removing HPs, the owner has to calculate that himself. However each armor has an armor penalty field that can be used for action skills (Dark ages and In Victus rules). IF you with to do so, enter a % number in that armor statistic, which will be the modifier for the skill rolls (when rolling a skill), a checkbox allows to take this into account or not).

-- SKILLS : clicking on the name of the skill allows to make a skill roll, choosing modifiers etc, who sees the result, etc... Each skill has a mod link to change its parameters. Once a PC has succeded a roll (even during an attack), a prompt to "Check" will appear if it's not already checked for experience and if this skill is not on the "no exp" list (like Cthulhu Mythos). A check will then appear next to the skill to remind that this skill should be checked for experience at the end of the adventure. The three links at the bottom of the skills section allow to add a new skill (for clarity, any skill that has a base 0% of success is not included in the CS of a new token, but there is an extended catalog of skill for each CoC Eon. See below for Eons), to choose which skills are considered "combat skills" that will be shown, for that token, when the CS is in Combat mode. Delete allows to remove skills form the CS: beware that any deletion of armor, weapon, inventory, spells, skill destroys the data : be careful.


CAMPAIGN PANEL MACROS :

-- first row : can be used by players and GM to open the CS and the whisper interface (probably at the beginning of the cession).
-- second row : usable by the GM only. Start/End of combat allow to remove all tokens form initiative. Next Initiative switches the init to the next token in line in the init panel. When this revolves to the next round, a cleanup of the tokens with the dead or KO state will occur. Initiative macro allows to select several tokens at once and run initiative for them.
- Third row : lots of GM cool tools here :

YELLOW MACROS :All the yello macros perform SECRET rolls (only GM sees result). 1d100 and Any Roll work the same as on the CS except players don't see the result. PC Roll, NPC Roll and Selected Roll work similarly : once you launch these macros, an interace asks what kind of roll to make (CONx5, luck, Skill roll, etc...) and input a modifier. Then all the tokens affected by the macro (which depends on waht macro you've used : all the PCs on the map, all the NPCs on the map, all the selected tokens) will make that roll and the GM will see a color-coded summary of the reults. Note if a token does not have a skill, the macro will add it to its CS with the base skill score.

EXP : select one or several tokens, click on EXP. All the checked skills for experience will do an experience check and the chat will show the result and increase the skill if needed.

MONSTERS: allows to add tokens with the Creature property type. Two modes : either choose one of the premade creatures (only two available in this release, more to come) and pick a number of tokens created. the macro will then created that many copies of this monster, randomly rolling its stats according to that creature. the creature will be using a Creature CS showing all the vital information for that monster. The second option is to type a new creature name in the bottom field of the macro interface. A new blank creature token will be generated with a "blank" creature CS, that you can fill for using later. Note that under that "modify statistics section, you can type the random die rolls for that creature type. It will be rolled to determine that craeture's stats.

Creating a new creature type with this macro. This will add the new creature to the pool of creatures you can pick from the in MONSTERS macro. Here's how : create a new creature token using the "Monsters" macro (typing the new creature type name in the bottom field). When filling the new CS, make sure to enter the random die value for the statistics (ie "5d6", "3d6*5", etc.). This will not work if some attributes depend on another statistic (this is the case for some CoC Creatures), in that case enter the average values. Then fill all the other informational fields : add weapons/attacks, add skills for those attacks, fill the description, the spell known section etc... For the name just type "Creature" and type the creature type in the GM Name field. The more detailled , the better as you'll then be able to use this token as a reference and even share this token with the community. Once the token is finished, copy it to the "GM Monster Vault - Do not delete". Et voila ! if you now use "monsters !" macro again, the kind of creature you've added to the Vault should be available in the macro's pick list. Even better, if you've input the characteristics as dice rolls, each generated token should be rolled ramdomly...

Image

TOKEN SETUP : useful for the GM to quickly input all the important information in a non-creature token CS. Click on the macro, select the information you want to input in the character, and you'll be prompted step by step to enter the attributes, pick skills (iwth a loop that will go until you select its' the last skill), pick weapons and armors, create new weapon and/or armor, enter notes, pick spells etc...

BLACK MACROS : Those ones only toggle important states : dead, KO, enable/disable Vision for a given token (to prevent revealing the FOW when moved for exemple), and to make a token Invisible/Visible to the players (when invisible, the token will have a nice Big red X on top for visibility to the GM).

TABLES : rolls several important things in one swoop : short term insanity, long term insanity, hit location and phobia.

FULL HEAL and RESET : FULL HEAL allows a token to recover all HPs, disable all states (SAN stays as is). RESET does the same, plus turns off all light

FIND TOKEN : lists all the tokens on that map to the GM and center the map on the one selected.

Fourth Row :

here are mostly macros that the GM will want to run on a new campaign to get things set.

COMBAT SKILLS : determine which skills are considered as combat skills for any new token that is added (does no affect the ones already there, they have to be configured individually). Combat skills are the ones visible when CS are in combat mode.
IMPORTANT SKILLS : this one determines a list of skills that will be highlighted in yellow for all the CSs (old and new). Skills like Spot Hidden, Cthulhu Mythos should stick out a bit better.
NO EXP SKILLS : as explained above for the EXP macro, this list determines if a PC will be prompted to update a skill after a succesful roll (NPCs never get prompted). This does not prevent someone from manually checking a Skill however (using the MOD link next to the skill in the CS).

EON MENU: this macro calls a menu that allows to add a Time Period (Eon), remove a Time period, or pick what Time period the framework is going to be configured from now one. This interface allows to pick the skills and all the gear (inventory, weapons, armors) that will be available in the Framework's catalogs. That will allow to have CS for new tokens that only show the data specific to that period (no Computer Use or AK-47 for In Victus characters). The interface allows to pick an Eon for the skills, and several Eons for the gear (its roughly based on when the gear started being used), so as the screenshot shows below, a GM playing in the Twenties may want to pick Victorian, WWI and Twenties for the gear, and of course Twenties for the skills. Some gear and skills will show up at all period of time, some at only one or a few. A couple Eons are special because they are more geographic than time-based : Asia, Australia, Africa. These do not have much in the way of skills, but they have weapons specific to that "culture" that you can add : if you want katanas, sai and tonfa : also check "asia".

Note : The Eon system is designed to allow to reduce the clutter and still cover all the CoC time periods (quite numerous these days). Currently the data included is pretty detailled for Prehistoric, Dark Ages, In Victus, Victorian, Twenties, Modern. The others are mostly there for the gear, but picking them for the skills as well should still work. Also, choosing a specific eon will not prevent to add any gear or skill you want (they just will not be already in the catalogs), you can still input anything you one manually on the CS.


Image

IMPORT LISTS: This interface links the packaged Excel spreadsheet to the framework and allows to enter each type of data (skills, weapons, spells, inventory, etc...) in a spreadsheet format, then to import each list into the FW. This should allow a GM to correct some of the mistakes I've made (I'm sure there are plenty), but also add new Eons, and add data for those Eons and the ones already there. Once imported, the data will be available in the catalogs. remember to run the "EON MENU" >> Choose EON after imporing the new data, to limit the data visible to the timeline you like. The spreadsheet has a lot of notes (see yellow cells and the Eon sheet) to explain how to proceed, and of course you can contact me as well for questions.


PRIVACY MODE: this toggles an imortant switch in the FW. In Public mode (the GM only can see on top of the CS which mode the FW is on, in big red letters), if the GM clicks on a macro on a CS, the result will go to everyone if he doesn't check "GM only" for that specific roll. In Secret mode, the Rolls will ALWAYS only be visible by the GM. This should prevent the "oops factor" and help add an atmosphere of mystery...


AND NOW ?

Even though this FW has been used by the French online REG community for a little while, it's my first english language release and I had to do a lot of translation and recoding to fit the Chaosium rules. I'm sure there are plenty of bugs, and hopefully they will be reported to me quickly so that I can fix that in a new release. The FW is packaged with the Excel Spreadsheet to allow GMs to modify and add data). I hope you enjoy this, and I'd appreciate any feedback, contstructive criticism and suggestions.

Also there still is a lot of data that could be included into the Framework so that it can become a reference for the GMs (less time looking at the books), mostly the spell description and the catalog of monsters. Adding spell description can be easiliy done in the spread sheet and adding creatures can be done fairly easily as described above (see MONSTERS macro description). If you want to contribute and help makin this FW better, please contact me and we can work together toward that goal.

Great Thanks to all the Maptool coders that have released those amazing frameworks that I pillaged for bits of code and ideas to make this one. Special thanks to the makers of the two prevous CoC frameworks, as I used to teach myself how to make a HTML CS within Maptool. Last, thanks for Wolph42 that has been my number 1 source of inspiration for coding, and gave me the idea (and the source file) to use a spreadsheet to input data in a FW.

Game On !!
Last edited by booga on Sun Jun 15, 2014 3:54 pm, edited 7 times in total.

User avatar
wolph42
Deity
Posts: 9706
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Call of Cthulhu FW] Yet another CoC Framework...

Post by wolph42 »

Prettig cewl! I love that game and played it quite a lot, so it's nice to see it supported so thoroughly in MT. One tiny (read major ) remark though: your requested stack size is waaaaay of scale. This will bring a lot of systems in memory problems. Ive had my own fw on min 5 for quite a while and I always found that too high and also noticed the issues with my games. Recently I think I've finally been able to bring it back to 4 (and maybe lower but didn't test) which I think is as high as a game actually should need.

I've had lengthy and heated discussions with Craig on this matter as it really bugged me, but thafinally paid of in some really good advice. IIRC Ive created an article on the subject which Azh improved later on. So check the wiki and try to bring down you requirements.

Edit: just read the last paragraph of your epistle, thnx for the kind words :).

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu FW] Yet another CoC Framework...

Post by booga »

Thanks a lot Wolph42,

I'll look into your article about reducing Stack. I agree my FW has become huge over time and I had to increase the stack size (without understanding why) little by little.

Other users : Any other other feedback after testing ?

Littlespoon
Kobold
Posts: 7
Joined: Tue May 04, 2010 2:51 am

Re: [Call of Cthulhu FW] Yet another CoC Framework...

Post by Littlespoon »

An amazing looking Framework. Makes me weep that i cant make anything remotely like it.

I'd love to be able to have a similar weapons & armor list for a world of darkness framework, could anybody point me in the right direction of how its done?. Using excel to create the list and importing it into a framework so that all characters can choose from them is something id love to know how to do.

Ive read wolph42's threads about his html/excel table thingy but i cant make head nor tales of it, ive poked around in the framework to see how its done here but it just confuses me even more.

I'll need to try get some folk to play CoC now..

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu FW] Yet another CoC Framework...

Post by booga »

Thanks for the feedback Littlespoon,

The Excel to FW system took me a bit of time to figure out by reverse engineering Wolph42's DH framework. I don't have his Excel-Fu so I just copied his formulas and went from there. That's probably what you should do for WoD as well. I went a bit further by creating an interface in the FW to be able to just copy/paste the excel cells into a Frame in order to import the data. Last time I checked Wholph42's framework (it was a while ago), you needed to edit the macros and paste the data directly in the middle of them , then run these macros to import them. So his FW is probably better to start with.

User avatar
wolph42
Deity
Posts: 9706
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Call of Cthulhu FW] Yet another CoC Framework...

Post by wolph42 »

Littlespoon wrote:An amazing looking Framework. Makes me weep that i cant make anything remotely like it.

I'd love to be able to have a similar weapons & armor list for a world of darkness framework, could anybody point me in the right direction of how its done?. Using excel to create the list and importing it into a framework so that all characters can choose from them is something id love to know how to do.

Ive read wolph42's threads about his html/excel table thingy but i cant make head nor tales of it, ive poked around in the framework to see how its done here but it just confuses me even more.

I'll need to try get some folk to play CoC now..


Get familiar with json objects... that is the first and foremost step if you want to understand this. The excelsheet, creates code that creates a json construct consisting out of the data. To understand how that works you will first need to get familiar with json objects. If you follow the 'full overview' link in my sig. then you'll find more threads regarding json. It has taken me a looooong time before I fully comprehended it, but it makes a powerful tool. Here some more links:
http://www.lmwcs.com/rptools/wiki/Categ ... N_Function
http://www.lmwcs.com/rptools/wiki/Intro ... _Datatypes

jpocket
Kobold
Posts: 2
Joined: Sun Oct 21, 2012 2:30 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by jpocket »

Woah, awesome work here. I would love to use this FW with some friends who have moved to various parts of the world. So far as I can tell, everything seems to work for me, but I'm constantly seeing this error whenever I do anything:

Image

Any chance it's something you are familiar with?


User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

I concur, my guees is that you're using Java 7: Please check this thread: Here. Let us know if that helps.

Although I'm pretty sure this is not the cause of your problem (it'd be a different error message), make sure you use a high enough Stack value when you start Maptool (8 for this version of the FW). I'm working on a new revision that will lower the stack requirement to 5. It should be out in a couple days.

Make sure to let me know if you have any question about the Framework, I'll be glad to help.

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

New Revision: 1.190

Change Log

- Reducing Stack requirement from 8 to 5.
- Reduced time to 0 when selecting tokens with the CS opened, since the CS does not refresh all the time anymore every time the token is selected. The CS should still refresh after any change performed on the CS, However it is still possible to manually refresh by either clicking on the token image on the CS, pressing the Open CS macro in campaign panel or pressing F2: as usual, this requires the token to be either selected or impersonated.
- Added AutoSize Mode: normally a token on the token or hidden layers switches size when its SIZ is changed an the sheet refreshed. To prevent that, click on the "Autosize mode" blue macro in the campaign panel. This will stay on until pressed again and will affect all maps.
- added property type "Prop" which will ignore completely the CS even if the token is on the token or hidden layer. This should allow for special tokens (like mobile lights or objects) that need to be manipulate often but don't require a CS.
- added Total Skill counter on the top right of the SKILLS sections on the CS. This total the skill points spent on the CS. A tooltip on that counter also shows what the total number of points should be for a "legal" character, based on Chaosium's V6 (20xEDU plus 10xINT).
- The Secret vs Public and Autosize on/off modes are now shown on the tooltip you get on the Character's or creature's name on the CS. This info is just a reminder of what mode the campaign is on.

As I do not play much CoC in English, I have little opportunity to test it and therefore bughunt. Please let me know if you have any feedback, requests, questions or find bugs and I'll fix them asap.

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

New Revision: 1.191

Change Log

- added Handouts system (see Here for information on this drop-in resource). Can be started from F4 on keyboard for players and GM, or from the Lemon color "Handouts" macro in campaign panel. Shoulld be fairly easy from here.
- added "Expose FOW" and "Expose View" macros in campaign panel for GM to be able to refresh and reset it faster.
- added orange "prop" macro in campaign panel to switch selected tokens to the "prop" property type (ignores the CS refresh even when token is on token or hidden layers, great for mobile objects and lights).
- added initiative related macros in campaign panel: Remove Init and Hold. The first removes selected tokens from init panel, and the second toggles their hold status there.

jpocket
Kobold
Posts: 2
Joined: Sun Oct 21, 2012 2:30 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by jpocket »

Hey - sorry I found the java issue on a thread elsewhere and hadn't come back to this one since. Yes, that was the issue and everything is working lovely now that I have java 6 in place. Thanks for sharing this excellent framework with everyone!

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

Wonderful ! Glad someone is using it and likes it as well :) Let me know if you notice a bug or have suggestions for making it better, or if you have any questions on how it works. I mostly play CoC with French groups, so I get to fix and improve the French version, which is quite a bit ahead of the English version upgrade-wise. If/when I get a chance and if there is enough interest, I'll bring up the English version on par.

As an example, here is the look of the new CS in the latest French revision (credits to Lazarius for that new design) :


Image

mikemike
Kobold
Posts: 3
Joined: Mon Jan 14, 2013 12:34 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by mikemike »

thank you for the great framework. I am interested in the updated English version when/if you get a chance. Also, can you post a link to the French version. My wife speaks French and I think she would love it.

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Call of Cthulhu] CoC V6 character sheet based FW

Post by booga »

Thanks a bunch ! The French FW can be found on the Jdr-Virtuel forums, under the Maptool Subforum. There are also a few other French FWs there (Runeques/Legend, GUMSHOE system, Microlite, Warhammer, etc...).

The Jdr-Virtuel forum is dedicated to online PnP RPGs. People can organize one-shots or campaigns, and get information and help about these kinds of games.

I'll get the CoC FW adapted as soon as possible.

Post Reply

Return to “Campaign Frameworks”