[GURPS] Wrathchild's FW v1.1

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

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[GURPS] Wrathchild's FW v1.1

Post by wrathchild »

THIS THREAD IS OBSOLETE UNLESS YOU WANT THE 1.1 FRAMEWORK. GO HERE FOR Winter's 2.0 WORK: viewtopic.php?f=33&t=20331

EDIT 09/19/2010

Well as people can probably tell, a lot has been happening here since the last edit. A crack developer, Winter, has throw his weight into it all and taken the framework places I would never be able to. Look to the pages at the end to check on the status of things.

I am leaving the 1.1 stuff up as available (see below in this post) as there have been snags relating to the GURPS Online policy with the new developments.


EDIT 08/07/2009

A Campaign file for MT 1.3 (the current file has been made with 1.3.b56) containing whats in this thread up to the above date can be found here. The state images relating to the file above, can be found here.

For most things in this files, you can pick it apart (exporting states, copying macro's etc.) for your own use, or you can use it a a base to create new campaigns from. Of course, you will probably do some modifications to fit a specific game, but the above will get you pretty far IMHO ;).

This file is now at v. 1.1 as far as I'm concerned.

Other GURPS state images can be found here

Other GURPS resources around here:

A nice character sheet framework: viewtopic.php?f=20&t=8469&p=98297&hilit=gurps#p98297

Thread that lists character sheet macro: viewtopic.php?p=72196#72196

Skilltest macros: viewtopic.php?t=4846&highlight=

EDIT: Upon close inspection, the following seems to be very specialized for one persons campaign, and is also a bit dated. It might provide inspiration for further work.

Need macro? Have GCA? http://www.motoslave.net/gcarepo/view.php?pkgid=13

Update notes:

08/16/2009 - Added some Initiative Panel-related funtionality.

In GURPS, what's called Initiative in most systems is called Turn Sequence. thus the Property TurnSeq has been added to the token properties. This is supposed to hold the value for "initiative", and is mostly equal to Basic Speed, with DX breaking first ties, and a die roll breaking further ties. The die roll is hard to implement, but the value can be constructed to take care of the first tie-breaker: Simply add DX as further decimals to Basic Speed. Eg: Basic Speed 5.75, DX 12 = TurnSeq 5.7512. Basic Speed 6.5, DX 14 = TurnSeq 6.5014. To use it, select all token to be added, then use it as a Common Token Macro.

08/07/2009 - New insight has enabled me to turn all tables into json arrays. This has removed some problems that the Hit Location and other macros faced as they were based on aging technologies and ran into bugs with output switches. Functionality should be largely the same as before, exept for a cosmetic tweak here and there.

04/14/2009 - As a result of the scripting developments, some of the macros were not looking as pretty anymore, so they have been updated in that regard. No change in functionaliy.

There is a problem with the Hit Location macro, however. This cannot currently be prettified in a simple manner, as entering "h:" or "r:" qualifiers currently messes up the functionality - why is unknown. I may have to redo it using som of that json functionality if i can get my head around it ;-)

02/16/2009 - Found errors in the Change HP and Change FP macros. Updated.

12/31/2008 - Developed the code for the critical and table roll campaign macros a bit to be more automated. Corrected a bug in the Explosion macro to handle range 0 from the explosion. v. 1.06

12/20/2008 - Added Acid, Burning, Diseased, Infected, Grappled and Climbing states, and modified the relevant macros. v 1.05

12/17/2008 - Macroized the choosing of shock states and cripplings. Added a Poisoned state. Differentiated Mental and Physical stun. Corrected bug in Choose Irritating conditions-macro. v. 1.02

Update 12/13/2008 - user found bug in Change FP macro - an obsolete state name was called. Now changed. v 1.01

Update 12/11/2008 - added a few more simple macros to make all current features executeable. Now at v. 1.0.

Update 12/09/2008 - added macros for choosing from the state groups netered last time. Few minor changes to some state names were needed. Also entered some of the ressource links above.

Update 12/07/2008 - Added Icons for Irritating conditions, Incapacitating conditions and Mortal conditions - Unconsciousness was reclassified as an Incapacitating condition and Dead was reclassified as a Mortal condition. Icons for indicating crippling were also added. Generally relocated all ressources to the Gallery.

Update 12/02/2008 - Added Shock states and updated icons for the Stunned and Unconscious states.

Update 11/30/2008 - added Maneuver states and relating macros by gmjasongurps and others these can be found on page 6. Also added the Posture related new states and macros.

Start original post:

Following snikle's lead here's a suggestion on how to set up MT' Campaign Setting for GURPS. As with the Savage World list, just copy and paste the following list to the settings box.

ST
DX
IQ
HT
*@HP
*@FP
Move
Per
Will
Attack (Att)
Defence (Def)
Damage (Dam)
*@ Damage Resistance (DR)
Traits
*Elevation
MaxHP
MaxFP
SkillNames
SkillValues
Advantages
Perks
Disadvantages
Quirks
TurnSeq

These notations will work for most NPC's and monsters in and of themselves. Make a character sheet for major NPC's.
Last edited by wrathchild on Mon Apr 08, 2013 1:03 am, edited 48 times in total.

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Post by wrathchild »

For the new Table function:

Hit Location Table (4e) Uses 3d6

3-4=Skull
5=Face
6-7=Right Leg
8=Right Arm
9-10=Torso
11=Groin
12=Left Arm
13-14=Left Leg
15=/tbl Hand
16=/tbl Foot
17-18=Neck

Hand subtable, uses d2
1=Right Hand
2=Left Hand

Foot subtable
1=Right Foot
2=Left Foot
Last edited by wrathchild on Thu Oct 18, 2007 12:35 am, edited 2 times in total.

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Post by wrathchild »

Reaction table

0=Disastrous
1-3=Very Bad
4-6=Bad
7-9=Poor
10-12=Neutral
13-15=Good
16-18=Very Good
19=Excellent
Last edited by wrathchild on Sun Feb 01, 2009 9:58 am, edited 3 times in total.

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Post by wrathchild »

Fright Check table

4-5=Stunned for one turn, then recover automatically
6-7=Stunned for one turn, then roll vs. Will to recover.
8-9=Stunned for one turn, then roll vs. Will plus fright check modifier to recover
10=Stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
11=Stunned for 2d6 turns, then roll vs. Will plus fright check modifier to recover
12=Loose your Lunch. You are Retching for (25-HT) turns, then roll vs. HT to recover
13=Acquire a new mental Quirk
14-15=Lose 1d6 FP, stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
16=Acquire a new mental Quirk. Stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
17=Faint for 1d6 minutes, then roll vs. HT every minute to recover
18=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing
19=Severe faint, 2d6 minutes, then roll vs. HT every minute to recover. 1 HP injury
20=Shocklike Faint, 4d6 minutes. Loose 1d6 FP
21=Panic 1d6 minutes, then roll vs. Will every minute to recover
22=Acquire a -10 point Delusion
23=Acquire a -10 point Phobia or other -10 point Mental Disadvantage
24=Acquire physical disadvantages totalling -15 points
25=Existing Phobia worsens one step, alternatively acquire new -10 point Phobia
26=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing. Acquire a -10 point Delusion
27=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing. Acquire a -10 point Phobia or other -10 point Mental Disadvantage
28=Light Coma (see B361)
29=Coma (see B361)
30=Catatonia (see B361)
31=Seizure (see B361)
32=Stricken (see B361)
33=Total Panic (see B361)
34=Acquire -15 point Delusion
35=Acquire -15 point Phobia or other -15 point Mental Disadvantage
36=Acquire physical disadvantages totalling -20 points
37=Acquire physical disadvantages totalling -30 points
38=Coma (see B361), and ackquire -15 point Delusion
39=Coma (see B361), and acquire -15 point Phobia or other -15 point Mental Disadvantage
40-1000=Loose 1 IQ, Coma (see B361), and acquire -15 point Phobia or other -15 point Mental Disadvantage

In GURPS Powers, the concepts of the Awe and Confusion tables are introduced (p. 85). The table there really combines two tables, I present them separated here:

Awe table

4-5=Stunned one turn, recovery automatic
6-7=Stunned one turn, standard recovery (Will)
8-9=Stunned 1d turns, then standard recovery (Will)
10-11=Stunned for 2d turns, then standard recovery (Will)
12-13=Awe: (25 - Will) seconds of Ecstasy, then standard recovery (Will)
14-15=Acquire a new mental quirk.
16=Stunned 1d turns, then standard recovery (Will). Acquire a new mental quirk.
17-18=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover.
19=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover.
20=Awe: 4d minutes of Ecstasy, then roll Will 1 pr. min to recover.
21=Awe: Slave Mentality 3d minutes, then roll Will 1 pr. min to recover.
22-23=Acquire a -10-point mental disadvantage. See text.
24-25=Acquire a -10-point mental disadvantage. See text.
26-27=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
28-29=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
30-31=Awe: 4d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
32-33=Awe: Overcome. Helpless 1d minutes, 1d FP. See text.
34-35=Acquire a -15-point mental disadvantage. See text.
36=Acquire a -20-point mental disadvantage. See text.
37=Acquire a -30-point mental disadvantage. See text.
38=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -15-point mental disadvantage. See text.
39=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text.
40=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text. Loose 1 Will/IQ.

Confusion table

4-5=Stunned one turn, recovery automatic
6-7=Stunned one turn, standard recovery (Will)
8-9=Stunned 1d turns, then standard recovery (Will)
10-11=Stunned for 2d turns, then standard recovery (Will)
12-13=Confusion: (25 - IQ) seconds of Daze, then standard recovery (Will)
14-15=Acquire a new mental quirk.
16=Stunned 1d turns, then standard recovery (Will). Acquire a new mental quirk.
17-18=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover.
19=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover.
20=Confusion: 4d minutes of Hallucinating, then roll Will 1 pr. min to recover.
21=Confusion: Hallucinate 3d minutes, -5 on all success rolls, then roll Will 1 pr. min to recover.
22-23=Acquire a -10-point mental disadvantage. See text.
24-25=Acquire a -10-point mental disadvantage. See text.
26-27=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
28-29=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
30-31=Confusion: 4d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
32-33=Confusion: Madness. See text.
34-35=Acquire a -15-point mental disadvantage. See text.
36=Acquire a -20-point mental disadvantage. See text.
37=Acquire a -30-point mental disadvantage. See text.
38=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -15-point mental disadvantage. See text.
39=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text.
40=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text. Loose 1 Will/IQ.
Last edited by wrathchild on Fri May 02, 2008 7:03 am, edited 3 times in total.

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Post by heruca »

Very useful, thanks.

wrathchild wrote:Reaction table
19=Exellent


Excellent is misspelled.

wrathchild wrote:Fright Check table
16=Aqquire a new mental Quirk. Stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover

Acquire is misspelled.

Other than that, looks good. Saved me a lot of typing.

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Post by wrathchild »

Argh! I thought I had got all those "Aqquires" ;-)

Typos fixed above

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Post by wrathchild »

Reaction & Fright Check updated for open-endedness.

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Post by wrathchild »

Found an error in the hit location table: 15 was "15=Face". This has been updated to "15=Foot".

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Post by wrathchild »

Hit location table system updated to reflect new capabilities (choice of hand and feet)

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Post by wrathchild »

Hit location tables expanded with the options from GURPS Martial Arts 3rd ed. (for use with GURPS 4th ed.):

Hit Location Table (4e) Uses 3d6
3-4=Skull
5=Face
6-7=/tbl Right Leg
8=/tbl Right Arm
9-10=/tbl Torso
11=Groin
12=Left Arm
13-14=Left Leg
15=/tbl Hand
16=/tbl Foot
17-18=/tbl Neck

Hand subtable, uses 1d6
1-3=/tbl Right Hand
4-6=/tbl Left Hand

Right Hand, uses 1d6
1=Right Hand Joint
2-6=Right Hand

Left Hand, uses 1d6
1=Left Hand Joint
2-6=Left Hand

Foot subtable, uses 1d6
1-3=/tbl Right Foot
4-6=/tbl Left Foot

Right Foot, uses 1d6
1=Right Hand Joint
2-6=Right Hand

Left Foot, uses 1d6
1=Left Hand Joint
2-6=Left Hand

Left Arm, uses 1d6
1=Left Arm Vein/Artery/Joint
2-6=Left Arm

Right Arm, uses 1d6
1=Right Arm Vein/Artery/Joint
2-6=Right Arm

Left Leg, uses 1d6
1=Left Leg Vein/Artery/Joint
2-6=Left Leg

Right Leg, uses 1d6
1=Right Leg Vein/Artery/Joint
2-6=Right Leg

Neck, uses 1d6
1=Neck Vein/Artery/Spine
2-6=Neck

Torso, uses 1d6
1=Vitals/Spine
2-6=Torso
Last edited by wrathchild on Thu Oct 18, 2007 2:53 am, edited 1 time in total.

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Post by heruca »

wrathchild wrote:Hit location tables expanded with the options from GURPS MArtial Arts 3rd ed.


Do you mean 4th Edition? I'm not familiar with this table.

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Post by wrathchild »

The Critical tables:

Critical Hit Table, uses 3d6
3=Triple Damage
4=Halve DR in addition to any other mods
5=Double Damage
6=Maximum normal damage
7=Major Wound effects on any damage
8=Double Shock+Cripple (funnybone)
9-11=Normal Damage
12=Normal Damage and target drops items
13-14=Major Wound effects on any damage
15=Maximum normal damage
16=Double Damage
17=Halve DR in addition to any other mods
18=Triple Damage

Critical Head Blow table, uses 3d6
3=Max dam, ignore DR
4-5=Halve DR + Major Wound Effects
6-7=Face/Skull hit converts to Eye, Eye hit Halves DR and adds Major Woud Effects
8=Target off balance, Do Nothing on next turn.
9-11=Normal Damage
12-13=Deafened or Loose Appearance levels
14=Normal Damage + Target Drops Weapon
15=Max Damage
16=Double Damage
17=Halve DR in addition to any other mods
18=Triple Damage

Critical Miss table, uses 3d6
3-4=Weapon Breaks (maybe reroll)
5=Hit Own Arm or Leg for Full damage (Reroll Imp, Pi and Ranged)
6=Hit Own Arm or Leg for Half damage (Reroll Imp, Pi and Ranged)
7=Loose balace, no action and -2 defences until next turn
8=Weapon Unready
9-11=Drop Weapon, Cheap weapon Breaks
12=Weapon Unready
13=Loose balace, no action and -2 defences until next turn
14=Swing->Weapon flies 1d yds, 50% front/back, any target rolls DX or takes half damage. Thrust->Drop weapon
15=Strain Shoulder. Weapon Arm crippled for 30 min.
16=Melee->You fall. Ranged->You loose balace, no action and -2 defences until next turn
17-18=Weapon Breaks (maybe reroll)

Unarmed Critical Miss, uses 3d6
3=You knock yourself out! Recover roll vs. HT every 30 mins.
4=Strain Limb
5=Hit solid object->Own damage to own limb, or impale self on Opponents imp weapon
6=Hit solid object->Half own damage to own limb, or break natural weapons, -1 Damage until healed
7=Stumble 1 yard forward. Back now to foe.
8=You fall!
9-11=Loose balance, no action and -2 defences until next turn
12=Roll DX to stay up. -4 on kick or double usual penalty.
13=Drop guard. -2 defences and double Evaluate and Feint Penalties.
14=Stumble 1 yard forward. Back now to foe.
15=Tear Muscle. 1d-3 damage. -1 att and def until next turn. -3 with hurt limb until healed.
16=Hit solid object->Own damage to own limb, or impale self on Opponents imp weapon
17=Strain Limb/Flee
18=You knock yourself out! Recover roll vs. HT every 30 mins.

Critical Spell Failure, uses 3d6
3=Spell fails entirely. 1d injury
4=Harmful spell hits self, Beneficial spell hits nearby foe
5-6=Harmful spell hits friend. Beneficial spell hits foe.
7=Spell hits something random
8=Spell fails entirely. 1 point of injury
9=Caster Stunned
10-11=Loud POP/BANG, flash, smoke etc.
12=Spell produces shadow effect (obvious)
13=Reverse Effect
14=Spell only seems to work
15-16=Reverse Effect on Random Target
17=Temporarily forget spell. Roll IQ weekly to remember.
18=Demon appears to attack caster

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Post by wrathchild »

heruca wrote:
wrathchild wrote:Hit location tables expanded with the options from GURPS MArtial Arts 3rd ed.


Do you mean 4th Edition? I'm not familiar with this table.


Yes. The new GURPS Martial Arts is the 3rd edition of that book, written for the GURPS 4th ed. rules.

The table above is only present in the form of expanded notes for some of the standard table entries.

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Post by wrathchild »

To make a macro that calculates Margin of Success (used in Quick Contests and sometimes as a measue of quality):

[0-3d6+Skill]
Entering the Digital Age of Roleplaying.
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Calling for Halos to be Hexified.

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Post by wrathchild »

I've gotten around to creating a campaign template for GURPS campaigns, that includes most of what is mentioned up to this point in the thread, including the expanded hit locations from Martial Arts 3rd ed.

edit - se first post for file(s)
Last edited by wrathchild on Tue Dec 02, 2008 1:00 pm, edited 2 times in total.
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