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…mentation of the system with initial translation attempts.
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- [English Documentation](./en) (Work in progress)
- [Spanish Documentation](./es) :es: (Work in progress)
- [Documentation Française](./fr/README.md) :fr: (En cours)
- [Deutsche Dokumentation](./de) (Work in progress)
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*TODO: Will be translated*

# Systemdokumentation für Version 7.0

*TODO: Under Translation*

This document is a work in progress overview of the CoC7 system it is not a tutorial for how to use FoundryVTT.

You will need one of the following to play the game

- Chaosium's Call of Cthulhu 7th Edition - Keeper's Rulebook
- Chaosium's Call of Cthulhu 7th Edition - Call of Cthulhu Starter Set
- Chaosium's Call of Cthulhu 7th Edition - Quick-Start Rules

The system automates most of the regular tasks and rules involved with running a game.

Several parts of the actor sheets have pop up tooltips that trigger after two seconds, this delay can be changed in the settings

This documentation can be reopened under Game Settings -> Help and Documentation -> View CoC7 System Manual

# Recent changes

For a full list of changes checkout the [changelog](https://github.com/Miskatonic-Investigative-Society/CoC7-FoundryVTT/blob/develop/.github/CHANGELOG.md) on GitHub

- [CoC ID system](coc-id-system.md) - Priority now has more importance over location.

# Overview sections below

If this is your first time it is recommends you also read the following sections on this page.

Foundry VTT is based in actors and items. This module includes a number of system specific actors and items, and some examples of them can be found in the included system compendiums.

- [Actor overview](#actor-overview)
- [Items overview](#items-overview)
- [Settings overview](#settings-overview)
- [Scene menu overview](#call-of-cthulhu-scene-menu)
- [Keyboard and mouse shortcuts](#keyboard-and-mouse-shortcuts)
- [Creating your first investigator](first_investigator.md)
- [Character creation](character_creation.md)

# How to use the system

- [Active effects](effects.md) - An active effect will modify an actor characteristic(s), attribute(s), skill(s).
- [Actor importer](actor_importer.md)
- Actor Type: Character (TODO)
- Actor Type: Container (TODO)
- Actor Type: Creature (TODO)
- Actor Type: NPC (TODO)
- Chat link creator (TODO)
- Character creation mode (TODO)
- [Combat](combat.md) (TODO)
- Development phase (TODO)
- [Item Types](items.md) (TODO)
- [Item Type: Archetype](item_archetype.md) (TODO)
- [Item Type: Book](item_book.md) (TODO)
- [Item Type: Chases](chases.md)
- Item Type: Item (TODO)
- [Item Type: Occupation](item_occupation.md)
- [Item Type: Setup](item_setup.md)
- [Item Type: Skill](item_skill.md) (TODO)
- Item Type: Spell (TODO)
- Item Type: Status (TODO)
- Item Type: Talent (TODO)
- Item Type: Weapon (TODO)
- [Link Creation Tool](link_creation_window.md)
- [Links](links.md) (TODO)
- Macros (TODO)
- Rolls (TODO)
- [Sanity](sanity.md) (TODO)
- Start Rest (TODO)
- XP Gain (TODO)

# Actor overview

- _Character_ - A complete character, usually an investigator. [_Example Character_]
- _Container_ - An inventory container. [_Example Container_]
- _Creature_ - A more simple character, suitable for creatures. [_Example Creature_]
- _NPC_ - A more simple character, suitable for NPCs. [_Example NPC_]

# Items overview

- _Archetype_ - A set of skills and other stats that implement a Pulp Cthulhu archetype. These do not trigger automation in the system. [_Example Archetype_]
- _Book_ - An arcane tome that can hold spells and character improvements.
- _Item_ - A piece of equipment.
- _Occupation_ - A set of skills and other stats that implement a CoC occupation. [_Example Occupation_]
- _Setup_ - A set of default configurations for character, creature, or NPC creation. [_Example Setup_]
- _Skill_ - A skill with a base percentage and some tags. [_Example Skill_]
- _Spell_ - A magic spell.
- _Status_ - An phobia or mania condition. [_Example Mania_]
- _Talent_ -A special power for Pulp Cthulhu. These do not trigger automation in the system. [_Example Talent_]
- _Weapon_ - An item with weapon statistics (this includes unarmed attacks). [_Example Weapon_]

# Settings overview

Click on the Game Settings tab then under the Game Settings heading click on Configure Settings.

Click on System Settings

- _Variant/Optional Rules_ - Here you can turn on individual Pulp Cthulhu rules and other optional rules
- _Initiative Settings_ - Additional settings for optional initiative rule
- _Roll Settings_ - Default options for rolls
- _Chat Cards Settings_ - Configure chat messages
- _Scene Settings_ - Scene Settings
- _Game Artwork Settings_ - This allows you to set a custom pause icon and message
- _Sheet Settings_ - This allows you to change character sheet settings and optional CSS
- _Weapon Settings_ - Weapon Settings
- _Developer And Debug Settings_ - These settings can break your world when new updates are released so only use them on test worlds
- _Roll Table Settings_ - When sanity rolls are made the system can automatically roll for a bout of madness. You can see example roll tables in the Sanity Roll Table compendiums

# Call of Cthulhu Scene Menu

To access this menu you will need to have an active scene which can be created in the Scenes Directory. These options are only available to the Keeper.

- _Keeper's tools_
- _Development phase_: When enabled, players can make improvement rolls for their marked skills.
- _Character creation mode_: When enabled, players can distribute points among their skills.
- _XP gain_: When enabled, a skill will be marked for improvement after a successful check.
- _Send a decoy roll to players_: When clicked, players will see a fake GM private roll.
- _Start Rest_: When click, pick characters to perform a rest and roll for XP gains.
- _Roll !_: Used to roll 1d100 with a threshold, difficulty and bonus or penalty dice.
- _Create link_: Create a roll link for players to click

# Keyboard and mouse shortcuts

There are many elements in the sheets that trigger a dice roll when clicked. Usually a dialog is shown to prompt the user for a difficulty and a possible bonus or penalty. This behavior is modified with the following controls:

- Right click on any rollable element to include it in an opposed roll. As long as the card is open, all rolls made
with a right click will be added to the opposed roll.
- Alt + Right click on any rollable element to include it in a combined roll.
- Shift + Left click on a rollable element will make a roll without asking for difficulty or bonus/penalty.
- Ctrl + Left click on a rollable element will create a roll request. Only available for the GM.
- Alt + Left click on sanity will prompt the player for minimum and maximum sanity loss.
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*TODO: Will be translated*

# Spielfiguren Importer

Du kannst den Spielfiguren Importer verwenden, um verschiedene Formen von NPC- oder Kreaturenblöcke aus Abenteuern zu importieren. Ebenso kannst du Spielercharaktere importieren, die aus dem JSON Export-Tool von [The Dholes House](https://www.dholeshouse.org/) stammen.

Um den Spielfiguren-Importer zu öffnen, öffnen Sie entweder das Spielfiguren-Verzeichnis und klicken Sie unten in der Seitenleiste auf Darsteller-Importer oder klicken Sie in einer aktiven Szene auf Darsteller-Importer

# Übersicht

Falls du diese Funktion das erste Mal verwendest, lese bitte auch die folgenden Abschnitte zur näheren Erklärung.

- Nichtspielercharakter (NSC/NPC) / Kreatur
- The Dhole's House Actor Importer JSON

# Nichtspielercharakter (NSC/NPC) / Kreatur

![](../../assets/manual/importer/importer.webp)

1. Wähle NPC oder Kreatur
2. Soll das System den Charakterblock einer früheren Edition in die 7. Edition konvertieren?
3. Wähle die Sprache des Charakterblocks
4. When adding skills, items, spells, and weapons the system can attempt to find items in your world with the same name, you can select the order the seconds are searched

_Items_: From your item directory

_World_: From your world compendiums

_Modules_: From your module compendiums

_System_: From the system compendiums provided with this system

5. An example layout is given here you can copy this to your clipboard if you want to edit it or paste in the text from an adventure

Click import will create an actor under the Actor directory will be created in the Imported characters folder any text that was not understood will be stored in Keeper notes

# The Dhole's House Actor Importer JSON

![](../../assets/manual/importer/actor.webp)

1. The Dhole's House Actor Importer JSON
2. When adding skills, items, spells, and weapons the system can attempt to find items in your world with the same name, you can select the order the seconds are searched

_Items_: From your item directory

_World_: From your world compendiums

_Modules_: From your module compendiums

_System_: From the system compendiums provided with this system

Browse for your JSON file, once selected the name and image will be be shown, click import to create the actor under the Actor directory will be created in the Imported characters folder

By default the image will be stored in a folder called dhole-image in your world, this can be changed by clicking on the Game Settings tab then under the Game Settings heading clicking on Configure Settings, click on System Settings.
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*TODO: Will be translated*

# Character Creation

The system comes with some compendiums ready for you to customise. These are reset every time you update or install the system so it is recommended you copy them into your own compendium and edit them as required.

# Skills

In this section you will create or edit [skills](item_skill.md)

1. Go to compendium packs
2. Click on Create Compendium

- Give your compendium a name (e.g. `My Skills`)
- Select _Item_ as _Document Type_

## Use existing skills

1. Open up the compendium Skills
2. Drag any skills you want to customise into your new compendium

## Create new skills

1. Go to Items Directory
2. Cick on Create Item

- Give the skill a name
- Set _Type_ to _Skill_

# Setup

[Setups](item_setup.md) are predefined sets of skills and a way to generate the characteristics (this can be by rolling dices or assigning certain amount of points for example). Once a setup has been created it can be used in the creation of multiple characters.

1. Go to Items Directory
2. Click on Create Item

- Give the skill a name
- Set _Type_ to _Setup_

3. Define the setup to set the basic configuration for a type of characters.
- You can add a textual description on the _Description_ tab
- If you click on the _icon_ you can select a new one
- On the _Details_ tab you can:
- Select the _Cthulhu Flavors_ where this setup is valid
- Define the biography sections and their names (click on the `+` to add extra Biography sections)
- Drag default items like [_Punch_]
- Show / Hide the _Characteristics_ tab with the _Enable characteristics_ checkbox
- The _Characteristics_ tab allows you to define the formula to roll the dices for each characteristic
- The _Skills_ tab allows you to define the default set of skills by dragging items of type _skill_ to the _common skills_ area.

# Occupations

An [occupation](item_occupation.md) helps to define the character background, think about it as the definition of the set of _occupational skills_ (the ones where the character can spend their occupation points) plus the definition of how to calculate the amount of available occupation points. Finally the _occupation_ also allows to define the minimum and the maximum _credit_ for a character with this _occupation_.

Keep in mind that the set of _occupational skills_ doesn't need to be fixed, the system allows to configure the _occupation_ so when it's dragged to a Character sheet will give the option of selecting one or more skills from a closed list, or even add a pre defined number of skills to select from all the available ones.

The _occupation_ creation process is the following one:

1. Go to Items Directory
2. Cick on Create Item

- Give the skill a name
- Set _Type_ to _Occupation_

3. Define the _occupation_ to select the relevant characteristics and the occupation skills
- You can add a textual description on the _Description_ tab and define the _Source_
- If you click on the _icon_ you can select a new one
- On the _Details_ tab you can:
- Select the _Occupation Type_
- Define the characteristics used to calculate the _occupation points_, you can check the characteristics you want and define the multiplier, for the ones with _Optional_ marked, the player will have to choose one at creation time.

For instance if an occupation uses _EDU * 2 + (STR or DEX) * 2_ you have to select _Education_ and put _2_ on the _Multiplier_ without marking _Optional_ and then for _Strength_ and _Dexterity_ you have to check both, check _Optional_ on both, and put _2_ on the Multiplier on both.

- Finally you will have to define the _Minimum_ and _Maximum_ value for the _Credit Rating_ skill for this occupation.
- The _Skills_ tab allows you to select the _occupation skills_ by dragging items of the Type _skill_ to the different sections. A typical occupation has 8 skills plus the _Credit Rating_ skill.
- The _Common Skills_ includes the default occupation skills that can't be changed
- The _Optional skills groups_ section allows to add groups (you can create several of them) of skills for the player to choose from. Once you click on the `+` sign a group is created and you can define the _Number to chose from_ (number of skills to select) and create a pool of skills available for the selection by dragging them on the group.
- Finally the _Additional Skills_ allows you to enter a number of skills the player can choose from the rest of the available skills.

# _Player Character_ creation

You can create a _Player Character_ by creating the _actor_ and filling the corresponding blank _Character Sheet_, but it's much easier if you have previously created a _setup_ and an _occupation_ (see above), if you have created both the process to create the _Player Character_ is as follows:

1. Go to Actors Directory
2. Cick on Create Actor

- Give the actor a name
- Set _Type_ to _Character_

3. Drag and drop a item of Type _setup_ (for instance 1920s, 1890s, Pulp, Modern,...) on the sheet to do the basic setup using the configuration defined on the item, this usually includes rolling the characteristics or setting their values with the points system, and set a default set of skills corresponding to the given setup.

4. Drag and drop an _occupation_ Type item on the sheet, this will probably involve selecting some skills from a given reduced set or from the remaining ones. This will calculate the available _Personal points_ and _Occupation points_ and assign the part of the Occupation points to reach the minimum value for _Credit Rating_ of the selected occupation.

5. On the keeper's menu on the left click Keeper's tools, if this menu is not available need to have an active scene which can be created in the Scenes Directory

6. On the new submenu click Character creation mode. A new tab called _Development_ should appear on the character sheets.

7. Click on the characters Development tab

8. The first dot column is for your occupational skills these can be toggled by clicking them
- If you have enabled the Pulp rule Archetypes you will have a second dot to toggle that

9. Distribute occupation/personal points in development tab taking on account that each skill has 5 columns:
1. First one is the basic percentage of the skill
2. The second one is the one to put the _Personal interest points_ during the creation of the character
3. The third one is only available on for the _occupation_ skills (marked with a dark circle before the skill name) and it's used to assign the _Occupation points_.
- If you have enabled the Pulp rule Archetypes you will have a forth column you enter your archetype points here
4. The forth/fifth column should be initially blank and its where the experience points will show up (you can also assign points here if you are playing an experienced character)
5. The final column is a read only one with the final calculated value for the skill (the sum of the other 4)

- [Video showing the Character creation process](https://www.youtube.com/watch?v=VsQZHVXFwlk)
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