FantasyCraft Tabletop Games Tools

Fantasy Craft Point-Buy Calculator

Fantasy Craft

It has been quite a while since I have been able to work on some of our own projects. The first I have done is a simple Point-Buy Calculator that follows Fantasy Craft second print guidelines for calculating Player Character Attributes. I managed to throw it together in my free time today with a bunch of jQuery, but it took a little longer than I hoped… I didn’t realise how much I had forgotten until I got to work on this!

Anyway, this Point-Buy Calculator includes the Cost for each score increment between 8 and 18, Racial bonuses and penalties based on Race or Human Talent selection, a Total Attribute score, the resulting Modifier for each Attribute, a Total Cost, and a quick Racial or Talent Benefits outline. So far it only includes information from the aforementioned Core Rulebook. However, I do plan on extending its functionality and hopefully making some more useful tools in the future.

Imaginary Worlds Pathfinder Tabletop Games World Building

A brief history of Reshnir

Sha's notes on Reshnir

When I finally do get some ideas rolling for something, I still feel like writing them on paper is the most comfortable method of putting those ideas in a place where I won’t forget them. As you can see from the photo to the right of my scrappy writing on random bits of paper I found, I tend to write huge chunks of text that only I can understand. So I decided to clean some notes up a little and present them here as sort of a “here’s one of my methods of coming up with ideas” thing. What is this method? It’s really just me picking up a pen and rolling with whatever is coming to my mind. As a result, what I have probably needs some extra thought and polish… But I digress.

So what is the following? It’s a bit of history on the town and area where our latest Pathfinder campaign takes place. We wanted to have a world where magic is still thought of as mere myth and superstition even though it does exist, just on a very small scale and is known by very few. However, it does have some inspiration from the Pathfinder world of Golarion. Although now I’m rambling, so let’s get to the actual story.

Reshnir: How it all began

Reshnir was founded after ‘The Fall’. Caoberg had been destroyed, its stone walls demolished. The people had retreated north to the woods which would become known as Darkmoon Woods. They established the town as the world stabilised, building log houses and eventually protecting themselves with a thick log wall, keeping the threat of large predators mostly away.

Darkmoon Woods

Work on restoring Caoberg begun when Reshnir had already established itself. The walls were patched up with logs and the buildings rebuilt as log houses when they were beyond salvaging. This resulted in a mix of old stone houses and new log ones. The supply of logs came to Caoberg from Reshnir to the north.

Role-playing Video Games

Wasteland 2: Post-apocalyptic fun

These days my time has been spent playing Wasteland 2 (official site) by InXile Entertainment. This is a post-apocalyptic role-playing video game for Microsoft Windows, Mac OS X, and Linux, and the first official sequel to the 1988 video game, Wasteland (the inspiration behind the Fallout series).

To put it simply, Wasteland 2 features a semi-overhead view with a rotatable camera. It uses a turn-based and party-based system with tactical combat. The party itself has room for seven characters, including the four player-designed characters and up to three non-player characters (NPCs) that can tag along as followers. These followers will each have their own personality, motivations, opinions, and agendas, and are capable of taking actions on their own during combat if the initial four player characters don’t have enough Leadership skill.

Wasteland 2

Now, not only is Wasteland 2 pretty addictive, but it’s no pushover, either! I’ve been playing with the four Rangers that I start with and have decided to not take on any followers, even though experience per character is not harmed by allowing them. Also, the higher difficulties make combat much more challenging, so I can’t afford to spend too many points in other skills. Since I’ve been playing so much Wasteland 2, though, I thought I’d take this as an opportunity to present some information here about how the game works, more specifically in regards to character statistics, derived statistics, and skills – some of my favourite things.

Imaginary Worlds World Building

The Void: A creation myth

I’ve actually been promising to post this for a while, but never got around to it. So, finally, here is some random nonsense I threw together for one race in one campaign. You’ll have to excuse my messy handwriting in the “Chart of the Elements” I drew to serve as the way the race envisioned everything fitting together. Anyway, without further ado, here it is.

The Void: A creation myth - Chart of the Elements

The Void

At first, there was the Void. It encompassed all, and from the moment it had come into existence, it began to grow. It grew and grew until it became so dense in places that Darkness was born unto it. The Darkness split into two groups within the Void; one settled as it were and the other folded into itself, exploding as a new energy – the Light.

There, as it were, the Darkness and the Light encircled each other within the Void, their motion creating the Ether of all things to come. When the Ether itself had grown, out from its core came the Earth – a combination of all the Light and Darkness empowered by the Ether. Around the Earth, the Ether and the Void mingled to encase it in a new energy – the Air.

Fragments of the Darkness and the Ether bore their own energies. That which had the Ether strongest within became Metal and settled within the body of the Earth. The energies in which the Darkness was dominant split into numerous pieces, some of which trickled down upon the Earth to become Water, whilst the remainder gathered about near the Earth and formed the Moon and the passage of Time.

Meanwhile, fragments of the Light and Ether too formed their own energies. Where the Ether was strongest, Wood was created and began covering areas of the Earth where it fell. Fire was born where the Light had been strongest, some of which took root within the heart of the Earth whilst the rest drifted away from the Earth to become the Sun and bore the Spirit.

On the Earth, the Fire and the Earth itself created Lava beneath the land. In the meantime, the Water and the Air together formed Ice at the highest peaks of the land.

The Moon and the Sun too circled the Earth, starting the passage of Time and beginning the cycle of the Seasons. It was in Spring that the Spirit awoke Life within the Earth, in Summer that it thrived, in Autumn that it settled, and in Winter that the cycle rest and the end of Life came into being – Death, a transition in which the energy of those living returned to the Ether from which all energies could be born again.

Without restraint, all the energies were, and so, from within the Void came the energies which would govern them – the Eternal Ones, beings which were capable of taking forms empowered by Spirit. Each energy had its own Keeper and for all of them there were twelve: Earth, Air, Metal, Water, Wood, Fire, Lava, Ice, Life, Death, Moon, and Sun.

Simulation Video Games

OpenTTD, part three: Vehicles

I have been away from this site yet again, but this time I’ve been working a lot and also working on a personal project which I hope will be awesome! I’ll get around to posting about that soon, but for now, you know what I forgot to include in both OpenTTD, part one: A history and the basics and OpenTTD, part two: Economy and game mechanics? Details on the various vehicles that are available in the game! If the roads and tracks are the veins of the transportation system, then the vehicles are the blood, and I am insane for not having gone into this sooner. So here it is! An unexpected part three to the OpenTTD mini-series. I will be going into detail with trains a little more than the others, but either way, prepare for some serious study involving comparisons of speed, weight, power, and tractive effort!

Calculating vehicle speeds

Let’s start by diving into vehicle speeds, shall we? Now, to figure out the speed of the vehicles in OpenTTD, we should first start with some definitions. Internally, OpenTTD works with a unit called km-ish/h and the conversion factor from km-ish/h to km/h is 1.00584, whilst the conversion factor from km-ish/h to mph is 1.6. Also, a tile is, for vehicle speed purposes, 664.(216) km-ish, 668 km or 415 miles long. This is based on the following data gathered by those at the OpenTTD Wiki.