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This module is a GURPS/GGA implementation of the Night Vision advantage, based on a Warhammer module by TheFirst05, with permission.
This mod requires GURPS Game Aid (GGA) version 17.16+.
It adds a visual interpretation of the Night Vision talent based on GURPS rules.
The effective dim illumination radius of all light sources is extended for a selected token with Night Vision.
In GURPS, Night Vision does not let you see in complete darkness, it just makes light sources illuminate a larger area.
I recommend setting the token Vision Range of all tokens whose vision is affected by light sources to 1 grid unit. Otherwise, Night Vision becomes largely meaningless. However, feel free to use whatever settings you prefer. GURPS is all about playing the way you like to play.
Normal human Foundry default sight in a dark area with no special vision talent:
Human viewing two lights in a completely dark scene when the token has Vision Range 1:
Same scene viewed by a token who has Night Vision 1 advantage:
Same scene viewed by a token who has Night Vision 3:
Normal human viewing a Darkness area:
Dwarf with Night Vision 3 viewing the same Darkness area:
Human with Dark Vision spell active viewing the same Darkness area:
Normal human, dwarf or elf with Night Vision within a Darkness area gets Blinded:
The inspiration for this module is that in the GURPS rules, Night Vision has no effect in areas that are completely dark, but if there is even a small amount of light then Night Vision lets you see better depending on your Night Vision level. It reduces Vision penalties by -1 per level.
How would this work visually in a VTT like Foundry?
One typical solution is to just assign a vision range to the token, but even assigning a Vision Range based on Night Vision level felt awkward to me. It renders moot the practical difference between a 1-point advantage like Night Vision and a 25-point advantage like Dark Vision.
I wanted to see a difference between Night Vision 3 and Night Vision 9 represented visually in-game. Increasing the radius of light sources for tokens that have Night Vision seems like the only way to approximate this.
Note that light sources like torches or candles don't illuminate much area, so in a large open area of a map with no ambient light there will still be areas with complete darkness.
Adjust the multiplier lower to decrease the added range of lights for tokens who have Night Vision, or higher to increase the range.
If you use 1-yd as the grid unit, then setting multiplier down to 1.4 to 1.5 works well. If using 3-ft as the grid unit, then setting multiplier to 2 or 3 works well.
Optionally, enable Night Vision affects bright illumination. This increases the bright radius of light sources by 1/2 the dim multiplier.
Requires: Foundry VTT V12+ and GURPS Game Aid GGA 17.16+
This mod is heavily based on the original work of TheFirst05, who kindly granted permission for this release. If you play Warhammer, check out his Night Vision (WFRP4e) module.
If your players or an NPC has spell version of Night Vision, then you'll need this macro to make it work visually like the advantage: Night Vision spell macro
Dark Vision is much more straightforward than Night Vision in some ways. Since it lets you see in complete darkness, changing the Vision Range for that token makes sense. In fact, setting Vision Range to 1000 or more for Dark Vision would make sense unless weather is interfering. The Dark Vision advantage is automatically recognized in release 1.3.0 of this module. For the spell version of Dark Vision, you'll need the macro to make it work visually like the advantage: Dark Vision spell macro
The spell macros are now included in a compendium so you don't have to copy and paste them from the wiki (above). The compendium is called SpellEffects. It contains two folders: Player Macros and GM Macros.
The Player Macros are:
/:CastNightVision
/:CastDarkVision
/:TokenRefresh
These let players cast the spells on a target and refresh tokens to see the effect.
For added convenience, use Token Action HUD Classic and add OtFs in the notes section of the appropriate spell on the character sheet in GCS or GCA. For example, adding this OtF to the Dark Vision spell notes:
["Dark Vision"/:CastDarkVision]
This will let you cast using the macro from the Spells menu rather than a macro bar.
The casting macros include sample animations from JB2A using the /anim command. Feel free to replace them with preferred animations, or remove them by changing those lines of the macro setup to be empty, like:
sanim = '';
The GM Macros are:
/:NightVisionSpell
/:DarkVisionSpell
These let the GM apply the spell effect to the selected token. The player spells whisper the GM to do this after a successful cast and provide a handy OtF command in the whisper message so it's easy for the GM to remember.
These macros both invoke the TokenRefresh macro on all clients using the /remote
command to ensure players see the effects.