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36 changes: 36 additions & 0 deletions data/homebrew/discworld/OGL.txt
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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
PCGen dataset conversion for the System Reference Document Copyright 2001-2004, PCgen Data team (Including, but not limited to Andrew McDougall (Tir Gwaith), Doug McMill, Paul W. King, Chris Chandler (Barak), Michael Gray (Taluonr Iscandar), Kenneth Walters (GldDragon35), Mike Sledge (zodar6), Patryk Adamski (Ruemere), Larry Davis (Sir George Anonymous), James Dempsey, Bryan (Merton Monk) McRoberts, Thomas Jannes (chipoulou), Samuel Hendricks (NotMousse), Sigurdur H. Olafsson, Jayme Cox, Jeremy "Illrigger" Turnley, Emily Smirle, Martin Fagerstr�m, Chris McLaughlin, Raymond Yao, Eddy Anthony (MoSaT), Thomas Clegg (Arknight), Andargor, Devon Jones)
67 changes: 67 additions & 0 deletions data/homebrew/discworld/abilities.lst
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SOURCELONG:My Pathfinder Campaign SOURCESHORT:MPC SOURCEWEB:http://www.mywebsite.com SOURCEDATE:2008-01

# Class Feature Blank
# KEY:xxx ~
# CATEGORY:Special Ability
# TYPE:xxx Class Feature.SpecialQuality
# SOURCEPAGE:p.
# DESC:

# Race or Racial Trait Blank
# KEY:xxx ~
# CATEGORY:Special Ability
# TYPE:xxx Race Trait.Race Trait.SpecialQuality
# SOURCEPAGE:p.
# DESC:


#insert your data here

#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
#
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Feat File tags" to find
#out how the tags in the feats file work. Some of the tags used here are global tags. You will see an alphabetical
#listing of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
#
# Abilities are the newest method for all aspects of class & race abilities. Currently we use hidden feats to emulate
# class and racial abilities. The advent of Abilities allows us to use one standard format for a variety of things.
# Generally Abilities are exactly the same in format as a Feat with the exception of a NEW tag CATEGORY which tells
# PCGen what the ability is to be categoried as - example: My Ability is part of the my_abilities category, So I can add
# points only to the my_abilities allowing very small and restricted lists. Another example would be Fighter Bonus feats.
#
# Feat and ability are used through out this example as they almost the same thing - ABILITY can also be used to add "Feats"
# using the CATEGORY:FEAT tag.
# You can also use PREFEAT for any CATEGORY:FEAT, for the rest you'll need to use PREABILITY:x,CATEGORY=<category>,Foo,TYPE.Bar (x is the number)
#####1st Example

#My Ability CATEGORY:my_abilities TYPE:General.DataMonkey DESC:See Text SOURCEPAGE:Custom
#My Second Ability CATEGORY:Special TYPE:MonkeyFoo DESC:This is the great second ability. SOURCEPAGE:Custom PREABILITY:1,CATEGORY=my_abilities,My Ability

###SAMPLE FOR 'Ability by Skill'
#Ac Ba CATEGORY:AbilitybySkill TYPE:AbilitybySkill.Movement VISIBLE:YES !PREABILITY:1,CATEGORY=AbilitybySkill,Ac Ba PRESKILL:1,Tumble=12 PREVARLT:AbilitybySkillCount,AbilitybySkillMax DEFINE:AbilitybySkillCount|0 DESC:<appropriate description> BONUS:VAR|AbilitybySkillCount|1

#####
#Each ability takes one line, just like a feat, and the first field must be the abilities' name. In the Example the name of the ability is My Ability.
#When naming feats you should only use parentheses at the end of the name if the name is not duplicated elsewhere. This is
#because of how PCGen names abilities which can be taken multiple times. For example, the Feat/ability Weapon Focus when taken will display
#as Weapon Focus(Dagger). Another example is Armor Proficiency (Light), there is no feat named Armor Proficiency so this name
#is fine. What is happening is when PCGen finds a feat with parentheses that duplicates the name of another feat it assumes
#that feat is an instance of the one without parentheses and does not display the one with parentheses.
#
#The TYPE tag is holding a . (period) delimited list of the types the ability/feat is.
#
#The DESC tag is used to hold the description of the Ability/Feat. In our files we usually keep the description brief, so the user
#still need to own the book to make use of the data, but for your personal files can get as elaborate as you want there.
#
#The MULT tag determines if a ability/feat can be taken multiple times. If the value is set to YES, then you MUST also use a CHOOSE
#tag.
#
#The CHOOSE tag must be paired with a MULT:YES tag in feats for it to work properly. It will display a popup window that asks
#for a selection according to what is being called for. There is a multitude of existing CHOOSE tags in PCGen. If you are
#looking into the documentation under List File Tag Index, you can find them listed under the topic "CHOOSE tags".
#
#The BONUS tags are a group of similar tags, that grant some form of Bonus to another already existing tag. To read a description
#of them, look in the List File Tag Index under the topic "Bonus tags".
#
#The SOURCEPAGE tag can be used to hold a reference to where you can find the feat. This will be displayed in PCGen.
35 changes: 35 additions & 0 deletions data/homebrew/discworld/abilitycategories.lst
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# CVS $Revision$ $Author$ -- Thu Feb 22 13:04:59 2007 -- reformated by prettylst.pl v1.36 (build 2045)
#SOURCELONG:My Pathfinder Campaign SOURCESHORT:MPFC SOURCEWEB:http://www.mywebsite.com

#insert your data here

#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
#
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Feat File tags" to find
#out how the tags in the feats file work. Some of the tags used here are global tags. You will see an alphabetical
#listing of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
#

#
# Ability Categories
#Example of a SuperSet or Parent
#ABILITYCATEGORY:Special Ability CATEGORY:Special Ability EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO VISIBLE:NO
#ABILITYCATEGORY:AbilitybySkill CATEGORY:AbilitybySkill EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO POOL:AbilitybySkillPool VISIBLE:QUALIFY PLURAL:AbilitybySkills
# No TYPE and Matching ABILITYCATEGORY and CATEGORY names designates these as SUPERSET/PARENT.



#Examples of a Subset or Child
#ABILITYCATEGORY:My Class Ability CATEGORY:Special Ability EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO VISIBLE:QUALIFY TYPE:MyClass DISPLAYLOCATION:Class Abilities PLURAL:My Class Abilities

# VISIBLE TAG will take YES, NO or QUALIFY - QUALIFY won't display the Category unless it has one valid selection or the number is 1 or higher in the pool.
# New tag - DISPLAYLOCATION:<user defined> will allow you to group ABILITIES together in the same "tab"
# New tag - DISPLAYNAME:<user defined> serves the same function as OUTPUTNAME is showing what is displayed
# Using TYPE will populate the category with any ABILITY with a matching type. Example:
# ABILITYCATEGORY:Fighter Feats CATEGORY:FEAT TYPE:Fighter
# That will make all the Feats with TYPE:Fighter appear
# The POOL tag allows you to set a variable that will be added to the pool, this must be a valid variable DEFINEd or hardcoded elsewhere

# DONE
#
56 changes: 56 additions & 0 deletions data/homebrew/discworld/biosettings.lst
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# CVS $Revision$ $Author$ -- Thu Feb 22 13:04:59 2007 -- reformated by prettylst.pl v1.36 (build 2045)
#SOURCELONG:My Pathfinder Campaign SOURCESHORT:MPFC SOURCEWEB:http://www.mywebsite.com
#Biosetting files cannot have SOURCE tags in them so if you want to keep them in you must comment them out.

#insert your data here

#Every line that starts with a '#' is a comment. You may want to remove these comments, if you use this file to set up
#your own data. Remember not to put the '#' at the start of your own data, as PCGen would see it as a comment only.
#
#When Running PCGen, you can select "Help > Documentation > List Files > List File Tag Index > Bio Settings tags" to find
#out how the tags in the biosettings file work. Some of the tags used here are global tags. You will see an alphabetical
#listing of all PCGen tags to the left of the documentation window. You can find the global tags there as well.
#
#
#
#
#####Example

#AGESET:0|Adulthood
#RACENAME:Half-Giant% CLASS:Barbarian,Rogue,Sorcerer,Soulknife,Wilder[BASEAGEADD:3d6]|Bard,Fighter,Paladin,Ranger,Psychic Warrior[BASEAGEADD:2d6]|Cleric,Druid,Monk,Psion,Wizard[BASEAGEADD:4d6]
#RACENAME:Half-Giant% SEX:Male[BASEHT:76|HTDIEROLL:2d4|BASEWT:220|WTDIEROLL:2d6|TOTALWT:BASEWT+(HTDIEROLL*WTDIEROLL)]Female[BASEHT:73|HTDIEROLL:2d12|BASEWT:180|WTDIEROLL:2d6|TOTALWT:BASEWT+(HTDIEROLL*WTDIEROLL)]
#RACENAME:Half-Giant% BASEAGE:30 MAXAGE:59 AGEDIEROLL:5d4 HAIR:Blond|Brown EYES:Blue SKINTONE:Tanned|Pasty
#
#AGESET:1|Middle Age BONUS:STAT|STR,CON,DEX|-1 BONUS:STAT|INT,WIS,CHA|1
#RACENAME:Half-Giant% BASEAGE:60 MAXAGE:79 AGEDIEROLL:6d4+1
#
#AGESET:2|Old BONUS:STAT|STR,CON,DEX|-3 BONUS:STAT|INT,WIS,CHA|2
#RACENAME:Half-Giant% BASEAGE:80 MAXAGE:119 AGEDIEROLL:6d4+1
#
#AGESET:3|Venerable BONUS:STAT|STR,CON,DEX|-6 BONUS:STAT|INT,WIS,CHA|3
#RACENAME:Half-Giant% BASEAGE:120 MAXAGE:520 AGEDIEROLL:6d4+1

#####
#Bio Settings set the parameters for height, weight, eye color and other traits which can be randomly choosen in the description
#tab.
#
#The AGESET tag defines the age ranges for each race and age category. Each age category should have it's own AGESET tag
#with a different Text field for a name. Each AGESET tag should be sequentially numbered starting at 0, for the youngest
#age category.
#
#The RACENAME tag Defines the name of the race. Will appear under every AGESET tag. If the name is followed by a "%" symbol
#then that BIOSET will apply to all subsets of that race name. For example RACENAME:Elf% will apply to Elf (Drow), Elf (Wood)
#and all other Elf races.
#
#The CLASS / BASEAGEADD combination is used in AGESET:0 to define the number of years to add to the base age, for each character
#class of this race.
#
#The SEX / BASEHT / HTDIEROLL / BASEWT / WTDIEROLL / TOTALWT combination determines how the Description tab randomizer generates
#height and weight for the different genders.
#
#The BASEAGE, MAXAGE and AGEDIEROLL tags are used to set the limits for character age within the ageset for the given race.
#
#The HAIR, EYES, and SKINTONE tags are used by the Description tabs randomizing function.
#
#The BONUS tags are a group of similar tags, that grant some form of Bonus to another already existing tag. To read a description
#of them, look in the List File Tag Index under the topic "Bonus tags".
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