Your cast and everything they carry
Playable characters, NPCs and enemies are templates in one model, as light as a name and a portrait or as deep as stats, body parts and a starting kit. Items share a second model, from a letter to a bow that takes any arrow tagged to fit, and Truespeak Studio checks both against your rules and each other.
Windows desktop app
Bandit Archer · Character
- Parent
- Bandit
- Keyword Values: Name
- Draws From: Bandit names
- Currency Overrides: HP
2d6 + 4- Starting Equipment
- Longbow, and a Quiver holding 20 Arrows
Longbow · Item
- Standard role tags
- Equipment, Weapon
- Usage requirement
DEX >= 12- Damage formula
1d8- Needs ammo
- On
- Ammo match tags
- Arrow
- Attack actions
- Shoot
1d8 rolls 1 to 8 and counts the characters who meet DEX >= 12, and any item with the Ammo role and the Arrow tag fits the bow.Only what your game needs
Beyond an ID and a name, nothing on a character or an item is required. A character can be just that, which may be all a visual novel's cast needs, and an item can be a letter with no rules at all. Stats, classes, anatomy, equipment and an inventory come in only where your game uses them, each one independent of the others.
- A visual novel's cast with a name, pronouns and a portrait for each mood
- Body parts that take damage with no equipment slots, or equipment slots with no body parts
- No inventory at all, or one in the shape your project uses, a list or a grid
- Items with no role at all, such as a letter, a token for the plot or a collectible
Characters and variants
Playable characters, NPCs and enemies are one kind of definition: a template the game makes creatures from. An NPC or an enemy can be a variant of another, keeping everything it doesn't change, and a variant can have variants of its own.
- Values a variant removes on purpose instead of inheriting, such as a ghost villager who carries nothing
- Unique for a named character the world holds one of, off for a template the game makes many of
- Variants that take their parent's equipped gear and carry an inventory of their own, or none
- Tags from your taxonomies, such as a faction, that formulas and conditions can test
Guard · Character
- Tags
- Faction: City Watch
- Parameter Overrides: STR
12- Starting Equipment
- Spear
Guard Captain · Character
- Parent
- Guard
- Unique
- On
- Parameter Overrides: STR
14- Starting Equipment
- Longsword
Starting values
A character takes its rules from its classes, from extra rules groups and from the project's baseline, all optional. Its starting values say what it begins with, and a value with dice in it rolls once for each creature the game makes, so one template stands for a crowd that isn't all alike.
- Parameters, features and currencies, each started where you set it, such as a pre-made hero's own stats and purse
- A random perk that some creatures from a template start with and others don't
- Rolled once per playthrough for a unique character, and at character creation for a playable one
- Extra rules groups for rules one character has without a class, such as an innkeeper's hospitality
Character
Merchant
- Extra groups
- Trade
- Parameter Overrides: CHA
1d6 + 12- Feature Overrides: Haggler
1d2 - 1- Currency Overrides: Gold
100d10 + 200
Keywords and image schemes
Keywords are the text a character brings to dialogue, quest text and narration, such as a name, pronouns or a title, and an image scheme is its set of picture slots, such as a portrait for each mood in a visual novel. A keyword's value is fixed, offered to the player as a default, or typed in by the player, and it can draw from pools, so each creature made from a template draws a name when the game creates it.
- Pools open by prerequisite, so an alien draws from alien names and never from human ones
- Cases for text that depends on the creature, such as a pronoun that follows the player's choice at character creation
- A conversation portrait for each character, shown unless a scene or a line picks another
- Keyword renames that reach every conversation using the keyword
Alien names · Keyword pool
- Prerequisite
ALIEN == 1- Entries
- Zhaal, Ixen, Orrth
Human names · Keyword pool
- Prerequisite
ALIEN == 0- Entries
- Ada, Tomas, Rina
Colonist · Character
- Feature Overrides: Alien
1d2 - 1- Keyword Values: Name
- Draws From: Alien names, Human names
- Image scheme
- Moods
- Conversation portrait
- Calm
ALIEN is a feature of your own: the tool knows no species, and the pools read whatever you use to say it. Each colonist rolls Alien once and draws its name from the pool that roll opens, and conversations show it calm unless a scene or a line picks another mood.Body plans
A body plan lists the parts of a creature that can be hit, aimed at or described on their own: a person's head and arms, a dragon's wings and tail, a mech's turret. A part can own rules groups, so each arm has hit points of its own, and it can host a reaction no other part has.
- Hit locations drawn by weight, as on a hit-location table, picked by the attacker, or reported by your engine
- Reactions a part hosts, such as a fall when a leg is crippled
- Variant plans that refine, add or remove parts, such as a one-armed soldier or a scout mech without its turret
- A default item for an empty slot, such as bare hands, so an unarmed strike works like any weapon attack
Humanoid · Body plan
- Default Part
- Torso
Main Arm · Body part
- Attached Rules Groups
- Limb Health
- Starting Values: Limb HP
10- Hit Weight
2- Can Be Picked
- On
One-armed · Body plan
- Parent Plan
- Humanoid
- Removed Parts
- Off Arm
Equipment and inventory layouts
An equipment layout is the set of slots a character wears and wields things in, and an inventory layout is the shape of what it carries. Inventories are lists of slots or grids of cells, one choice for the whole project, and new projects start with lists.
- Slots that take items by tag, with a count for slots that are alike, such as two ring slots
- Slots tied to a body part, or to none, such as a belt pouch or a familiar
- Containers with an inventory of their own, a list or a grid like every other
- A change of mode that converts every capacity, container and starting item in one step, which one undo takes back
Project settings
- Inventory Storage Mode
- List (indexed slots)
Ring · Equipment slot
- Accepted Item Taxonomies
- Ring
- Cardinality
2
Backpack · Inventory layout
- Slot Count
20- Unlimited
- Off
Porter · Character
- Inventory layout
- Backpack
- Capacity Override
- Slot Count
40
Starting equipment and inventory
A character can start with gear on and items in its pack, down to what each bag holds. Truespeak Studio seats each worn item from the body plan and the equipment layout, and offers you a choice where an item fits two slots equally well.
- Items that need several slots seated across all of them, such as a two-handed sword
- A second ring that takes the free ring slot on its own, and a third drawn red when no ring slot is left
- Bags and quivers that start full, nested as deep as you need
- Stacks counted against a list's slots, or items placed on a grid's canvas, where a size change moves only what no longer fits
Character
Mercenary
- Equipment layout
- Soldier
- Starting Equipment: Greatsword
- Slot binding: Main Hand, Off Hand
- Starting Equipment: Signet Ring
- Slot binding: Ring
- Starting Equipment: Belt Pouch
- Slot binding: Belt; inside, 3 Bandages
- Inventory layout
- Backpack
- Starting Inventory: Rations
- Quantity
5
Items and roles
Every item is the same kind of definition, and its roles decide which sections its editor shows: Equipment, Consumable, Quest, Weapon, Ammo, Container and Device, in any combination. An item with no role is a prop or a token for the plot, and a variant inherits from its parent item, adding only what differs.
- A usage requirement read from the would-be user, with a count of how many of your characters meet it
- Roles that combine, such as a throwing knife that is a weapon and its own ammo
- Weight as a number or a formula, such as a flask that weighs more as it fills
- Durability, stack size and charges kept per copy, so each sword wears down on its own
Iron Sword · Item
- Standard role tags
- Equipment, Weapon
- Usage requirement
STR >= 10- Value: Gold
25
Rune Sword · Item
- Parent variant
- Iron Sword
- Usage requirement
STR >= 10 && INT >= 12- Value: Gold
250
Equipment and mounts
An item names the body parts it needs by tag, never by plan, so one piece of armor fits every creature whose plan has parts with those tags. It needs one free part for each tag set, all at once, which is how a greatsword takes both hands.
- Size or shape as a tag, so small plate mail fits every small body and no large one
- Optional slots the item takes while they're free, with damage for each grip
- Any of several parts through a tag they share, such as a ring for any finger
- Alternate mounts, such as a dagger in the hand or on the belt, that the item's formulas can ask about
Item
Longsword
Primary mount
- Required slots
- Main Hand
- Flexible (optional) slots
- Off Hand
Alternate mount 1
- Required slots
- Belt
Weapon
- Damage formula
1d8- Flex-occupied override
1d10
1d10; a shield in that hand holds it to one hand and 1d8. When the main hand is taken, it hangs on the belt.Weapons and ammo
A weapon has one damage formula, dice and all, and the editor shows the lowest and highest it can roll. Ammo fits a weapon by tags, with no list of items to keep up, so a new kind of round fits every weapon whose ammo tags it carries.
- Clips that hold one type of ammo at a time, refilled by reloads that top up or swap
- Bows and thrown weapons that draw straight from the pack, with no clip to fill
- Magazines that are ammo themselves, and come back holding what was left
- Reloads that mark what went in, so a shot can tell armor-piercing rounds from standard ones
Carbine · Item
- Damage formula
2d6 + 2- Needs ammo
- On
- Clip currency
- Carbine Clip
- Ammo match tags
- Rifle Round
- Reload actions
- Load Rounds, Top Up
- Attack actions
- Fire, Burst
Fire · Action
- Costs: Carbine Clip
1
Burst · Action
- Costs: Carbine Clip
3
2d6 + 2 rolls 4 to 14. Every item with the Ammo role and the Rifle Round tag fits the carbine, and a burst spends three of the clip's charges where a single shot spends one.Consumables, devices and quest items
A consumable is used up through one or more consume actions, such as drink or throw. A device keeps working, like a lantern or a wand, with abilities that spend and read its own charge, and a quest item says whether it can be sold, dropped or used up.
- One action behind many items, each adding its own effects, such as one Read action behind every spell tome
- Items good for several uses, such as a torch or a roll of bandages
- A copy changed in play, such as one poisoned ration that harms only whoever eats it
- Quest items that can't be sold, dropped or used up, unless you allow it
Item
Lantern
- Standard role tags
- Equipment, Device
Device
- Device actions
- Light, Douse: While Equipped
- Clip currency
- Lamp Oil
- Needs refill
- On
- Match tags
- Fuel
- Reload actions
- Refill, Top Up
Passive effects
- Lantern Light
- While In Vicinity
Passive effects and hosted reactions
An item's passive effects work while it is worn, while it is anywhere in a character's inventory, or around the item itself, wherever it is. A hosted reaction makes the item the actor, so a timed charge goes off where it lies, not on whoever set it.
- Every copy counted, so ten chunks of uranium in the pack give ten times the radiation
- A container that reads what it holds, such as a sack that tears when it's overloaded
- Items a spell reaches where they lie, such as a powder keg that explodes when fire hits it
Ring of Warding · Item
- Passive effects
- Warding, While Equipped
Hex Amulet · Item
- Passive effects
- Hexed, While In Inventory
Idol of Dread · Item
- Unobtainable (cannot enter inventory)
- On
- Passive effects
- Dread, While In Vicinity
- Vicinity radius
10
Item modifications
An item modification is a temporary enchantment. A trigger lays it on one item, and it reverts the moment that trigger ends: when a spell's duration runs out, or when a passive's condition stops holding.
- Fire on an arrow, adding
1d6fire damage while the flame lasts - A club that hits harder while a spell lasts, its own roll replaced by a stronger one
- A ring that keeps its wearer's weapon enchanted, even after a swap to another weapon
- One enchantment written once and laid on any item, chosen when the trigger fires
Flaming · Item modification
- Damage Mode
- Add
- Damage Formula
1d6- Added Damage Types
- Fire
Ironwood · Item modification
- Damage Mode
- Replace
- Damage Formula
1d8
Ironwood · Action
- Duration
10- Modify Item
- Ironwood
- Recipient
WEAPON
WEAPON is the weapon the spell is cast on: for the spell's Duration a club rolls 1d8 in place of its own 1d4, then it's a plain club again. Flaming adds 1d6, as fire, to the roll of whichever arrow or blade a trigger lays it on.Not in either model yet
Characters and items are designed here as templates, and what becomes of them in play is your engine's work. Making items from recipes, checking what a shop sells, and knowing where an NPC can be found at a given hour are planned.
Crafting, merchant stock checks and random item properties
PlannedRecipes that make items from other items, shop inventories checked against your game's economy, and properties picked at random from a shared pool for each copy of an item. Today, you make fixed versions of an item as its variants.
NPC schedules and availability
PlannedRoutines and conditions that decide when and where a character can be met, checked so that a meeting the story needs stays possible. Today, each place lists the characters the player can meet there.
Combat, economy and probability analysis
PlannedEstimates of encounter difficulty, of the currency players can have at each stage of the game, and of the odds of passing the checks the main story depends on.
Tip
Your engine starts where you did
The project's runtime contract has your engine seat starting gear the way the editor does and keep each grid placement as authored, so play begins with the kit you designed.
Bring your own cast
Windows desktop app