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.

How it's set up

Characters › Characters, Items

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
Each bandit archer the game makes draws a name and rolls its HP, once, and takes everything else from Bandit. The bow's editor shows that 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

Tip

Characters › Characters

A cast with no rules

While the project has no classes, rules groups or baseline, a character's page hides the parts that deal with rules, so a game told in dialogue never shows a stat section it doesn't use.

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

How it's set up

Characters › Characters

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
The world holds one captain and as many guards as the game makes. The captain keeps the guard's faction and every value it doesn't set, and its own starting equipment replaces the guard's spear.

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

How it's set up

Characters › Characters

Character

Merchant

Extra groups
Trade
Parameter Overrides: CHA
1d6 + 12
Feature Overrides: Haggler
1d2 - 1
Currency Overrides: Gold
100d10 + 200
Every merchant the game makes rolls its own CHA and purse, and about half of them start as hagglers. Trade gives merchants their trading rules without a class.

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

How it's set up

Characters › Keywords, Characters › Characters

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

How it's set up

Characters › Body Plans

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
Every part that lists Limb Health has Limb HP of its own, and an attack that picks no part lands on the torso. The one-armed plan is the humanoid less its off arm, and follows every later change to the rest.

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

How it's set up

Project › Settings, Characters

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
Any ring fits either ring slot, and the porter carries twice what the backpack holds. Switched to Grid, the backpack's 20 slots become a grid of 5 by 4.

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

How it's set up

Characters › Characters

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
The greatsword takes both hands and the ring a ring slot without asking. The pouch is worn, so its bandages start on the belt, not in the backpack.

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

How it's set up

Items

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
The rune sword takes its roles, damage and slots from the iron sword and sets its own requirement and price. Under each requirement the editor counts the characters in the project who meet it.

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

How it's set up

Items

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
With the off hand free, the sword takes it too and rolls 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

How it's set up

Items, Rules › Triggers

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
The editor shows that 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

How it's set up

Items

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
Light marks this lantern lit and Douse clears the mark; while it's lit, Lantern Light shines around the lantern, held or set down. Refill tops up its Lamp Oil from any flask with the Ammo role and the Fuel tag.

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

How it's set up

Items

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
Warding works for whoever wears the ring and Hexed for whoever has the amulet in their inventory. No one can pick up the idol, and Dread reaches the creatures within its radius.

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 1d6 fire 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

How it's set up

Items › Modifications, Rules › Triggers

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

    Planned

    Recipes 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

    Planned

    Routines 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

    Planned

    Estimates 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