From: redden@ttidca.TTI.COM (John Redden)
Newsgroups: rec.games.frp
Subject: Other Suns # 3
Date: 25 Sep 90 15:32:15 GMT
Reply-To: redden@ttidca.tti.com. (John Redden)
Organization: Citicorp/TTI, Santa Monica

------------------ OS.3 ----------------------------------------

This is being posted to the net by myself for Niall Shapero.

Others Suns is copyright by Niall Shapero.  This gaming material is
distributed on a shareware basis.  If you do not use the material you
owe the author nothing.  If you do use it please pay him what you
think it is worth at a fair price becasue it took a damn lot of work
to develop and playtest.  The USmail address is:

Niall Shapero
2536 Short Ave
Los Angeles CA 90066
USA

Those of you with modems can dial into his BBS using this phone number:
(213)822-6729

Please email any comments to my electronic mailing address and I will
pass them on to Niall.

----------------  end of preamble -------------------------------------------


What follows is  the data base description for the character records in
my computer character generator for OTHER SUNS.  This is only a prelim-
inary description; modifications will  undoubtedly be made  between now
and completion  of the programming project.  Information will be stored
for each character in a separate file.

/*********************************************************************/
/* Data structure for character records                              */
/*                                                                   */
/* Species Designator   --   unsigned integer, the first numbers are */
/*                           to be used for the standard second edi- */
/*                           tion species.  Add 32k to the number to */
/*                           give the species number for a 'custom'  */
/*                           species created by the user.            */
/*                                                                   */
/* Species Checksum     --   unsigned integer.  This is the checksum */
/*                           value for the custom species (if used). */
/*                           (The custom species data file is check- */
 
/*                           summed so as to prevent mis-matches of  */
/*                           character structure and custom species  */
/*                           data structures).                       */
/*                                                                   */
/* Psych Profile        --   array[12] of Psych_item.                */
/*                                                                   */
/*                           The low and high stats for each array   */
/*                           entry are as follows:                   */
/*                                                                   */
/*                           Index   Low             High            */
/*                           ===== ==========     ===========        */
/*                            [0]  Cautious   <-> Reckless           */
/*                            [1]  Courageous <-> Cowardly           */
/*                            [2]  Forgiving  <-> Vengeful           */
/*                            [3]  Generous   <-> Miserly            */
/*                            [4]  Hedonistic <-> Stoic              */
/*                            [5]  Honorable  <-> Treacherous        */
/*                            [6]  Humble     <-> Proud              */
/*                            [7]  Merciful   <-> Cruel              */
 
/*                            [8]  Optimistic <-> Pessimistic        */
/*                            [9]  Peacable   <-> Combative          */
/*                           [10]  Trusting   <-> Suspicious         */
/*                           [11]  Xenophilic <-> Xenophobic         */
/*                                                                   */
/* Psych_item           --   structure description follows:          */
/*                                                                   */
/*    Psych low stat    --   byte.  Percentage for "low" stat.       */
/*                                                                   */
/*    Psych low favored --   unsigned int. Count of actions taken by */
/*                           the character using the "low" action    */
/*                           that resulted in favorable resolutions. */
/*                                                                   */
/*    Psych hi stat     --   byte.  Percentage for "high" stat.      */
/*                                                                   */
/*    Psych hi favored  --   unsigned int. Count of actions taken by */
/*                           the character using the "high" action   */
/*                           that resulted in favorable resolutions. */
/*********************************************************************/
 


              Character data record description (part 2)

/*********************************************************************/
/* Strength             --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Intelligence         --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Will                 --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Activated_Will       --   byte.  Non-zero if the character's WILL */
/*                           has been activated, zero if it has not. */
/*                                                                   */
/* Constitution         --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
 
/* Endurance            --   unsigned integer.  The characteristic   */
/*                           value for the character.                */
/*                                                                   */
/* Dexterity            --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Charisma             --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Length               --   unsigned integer.  The characteristic   */
/*                           value for the character                 */
/*                                                                   */
/* Build                --   byte.  The characteristic value for the */
/*                           character.                              */
/*                                                                   */
/* Build Adjustment     --   integer. Any adjustment over the course */
/*                           of the character's career to the BUILD  */
/*                           characteristic.                         */
/*                                                                   */
 
/* TSC                  --   integer.  The characteristic value for  */
/*                           the character.                          */
/*                                                                   */
/* TPR                  --   integer.  The characteristic value for  */
/*                           the character.                          */
/*********************************************************************/

              Character data record description (part 3)

/*********************************************************************/
/* Gender Designator    --   byte.  Indicator of what sex the char-  */
/*                           acter is.                               */
/*                                                                   */
/*                           0 -> Male                               */
/*                           1 -> Female                             */
/*                           2 -> Neuter                             */
/*                           3 -> "Other"                            */
/*                                                                   */
/* Learned Dodge        --   unsigned integer. The adjustment to the */
/*                           dodge bonus resulting from learning in  */
/*                           the field over the course of the char-  */
/*                           acter's career.                         */
/*                                                                   */
/* Military Designator  --   byte.  Indicates what military organi-  */
/*                           zation (if any) the character owes his  */
 
/*                           allegience to.                          */
/*                                                                   */
/*                           0 -> no military allegience.            */
/*                           1 -> Support Arm                        */
/*                           2 -> Ground Arm                         */
/*                           3 -> Air Arm                            */
/*                           4 -> Star Arm                           */
/*                           5 -> Paratemporal Arm                   */
/*                                                                   */
/*                             +8 for Imperial forces                */
/*                            +16 for Corporate Independent forces   */
/*                            +32 for Regional Subgovernment forces  */
/*                            +64 for 'Puppet' forces                */
/*                           +128 for true Independent forces        */
/*                                                                   */
/*                           Designator 5 (Paratemporal Arm) is only */
/*                           allowed for direct Hegemonic/Imperial   */
/*                           forces (so a designator of 5 or 13 is   */
/*                           allowed, but NOT one of 21, 37, 69 or   */
 
/*                           133).                                   */
/*                                                                   */
/* Command Designator   --   byte.  Indicates the level or command   */
/*                           chain for the character.                */
/*                           0 -> regular line officer               */
/*                           1 -> engineering/sciences               */
/*                           2 -> medical                            */
/*                           3 -> headquarters & special staff       */
/*                                                                   */
/*                             +8 for Executive Officer of a ship    */
/*                            +16 for Commander of a ship            */
/*                            +32 for a squadron flag officer        */
/*                           unused if character is not military (a  */
/*                           "don't care" byte in this case).        */
/*********************************************************************/


              Character data record description (part 4)

/*********************************************************************/
/* Rank                 --   unsigned integer.  Rank (if military)   */
/*                           of the character.  Unused if not mili-  */
/*                           tary (a "don't care" 16 bits in this    */
/*                           case).                                  */
/*                                                                   */
/* Current funds        --   14 BCD digits in Motorola order (high   */
/*                           digits first).                          */
/*                                                                   */
/* Creation Day         --   byte.  Day of the month (game-time)     */
/*                           that the character was created.         */
/*                                                                   */
/* Creation Month       --   byte.  Month of the year (1-12), game-  */
/*                           time, that the character was created.   */
/*                                                                   */
/* Creation Year        --   unsigned integer. Full year (game-time) */
 
/*                                                                   */
/* Age at Creation      --   unsigned integer. Character's age, in   */
/*                           days, on the creation date.             */
/*                                                                   */
/* Next use Day         --   byte.  Day of the month (game-time)     */
/*                           that the character will next be avail-  */
/*                           able for use.                           */
/*                                                                   */
/* Next use Month       --   byte.  Month of the year (1-12) game-   */
/*                           time that the character will next be    */
/*                           available for use.                      */
/*                                                                   */
/* Specialty            --   array[40] of char.  Character's general */
/*                           field of specialization (e.g. Engineer) */
/*                                                                   */
/* Primary Subfield     --   array[40] of char.  Character's primary */
/*                           skill specialization (e.g. Contragrav   */
/*                           Engineer).                              */
/*                                                                   */
 
/* Name                 --   array[80] of char.  Character name.     */
/*                                                                   */
/* Skill001             --   skill_vals.  First skill for the        */
/*                           character that has a non-zero value.    */
/*                                                                   */
/* Skill002             --   skill_vals.  Second skill for the       */
/*                           character that has a non-zero value.    */
/* : : :                                 : : :                       */
/* SkillN               --   skill_vals.  Nth skill for the          */
/*                           character that has a non-zero value.    */
/*********************************************************************/


              Character data record description (part 5)

/*********************************************************************/
/* skill_vals           --   structure description follows:          */
/*                                                                   */
/*    skill_name        --   array[30] of char.  Skill name.         */
/*                                                                   */
/*    skill_type        --   byte.  Designator for skill base type   */
/*                                                                   */
/*                            0 -> ACC, accuracy skill               */
/*                            1 -> ATT, attack skill                 */
/*                            2 -> DOD, dodge skill                  */
/*                            3 -> KNO, knowledge skill              */
/*                            4 -> MAN, manipulation skill           */
/*                            5 -> OBS, observation skill            */
/*                            6 -> PAR, parry skill                  */
/*                            7 -> PER, persuasion skill             */
/*                            8 -> SPE, special skill (no bonuses)   */
 
/*                            9 -> STE, stealth skill                */
/*                           10 -> WIL, psionic talent based on WILL */
/*                                                                   */
/*    skill_base        --   Percentage base skill level with skill. */
/*                                                                   */
/*    skill_level       --   current skill level with skill          */
/*                                                                   */
/*    skill_tics        --   Number of skill ticks for next improve- */
/*                           ment roll in this skill.                */
/*********************************************************************/

                            (End of messages)

