![[charsheet_actions.png]] ## Stats The top of this tab has quick access fields for the character's current stat pools, defense rolls, and initiative. From left to right, the initiative fields are: - Roll button - Training - Assets - Flat modifier ## Weapons The Weapons list is where you can enter your character's weapon attacks. Whenever you add an item to a character that is a Weapon type, a matching entry is added to this weapon list with matching details. The two buttons to the right of the name field is, from left to right, the attack button and then the damage button. Clicking (or dragging from) those buttons will initiate attack and defense rolls (which of course can target other tokens using the normal methods for targeting). The checkbox to the left of the weapon name is the "Equipped" checkbox. Checking this box will have you "equip" the weapon. By itself this doesn't do anything, but this will enable abilities that use equipped weapons (see the Abilities section below for more details). The magnifying glass *details* button will open up the attack editor window where you can configure the attack, as shown below. ![[charsheet_weapon_detail.png]] #### Properties - **Attack Type.** Weapon or Magic. Weapon attacks have a weapon type (below), Magic attacks don't. - **Weapon Type.** Light, Medium, or Heavy. Changing this will adjust the damage dealt to match the weapon type (light = 2 damage, medium = 4 damage, heavy = 6 damage). This is only visible for Weapon attacks (not Magic attacks) - **Uses Ammo.** If true, this attack will display an ammunition tracker under the weapon in the Weapon list of the Actions tab #### Attack - **Attack Stat.** The stat is used for the attack. If effort is applied, this is the stat pool that's spent to do so (unless a cost stat is specified. See **Cost Stat** below) - **Defense Stat.** The stat that's used to defend against this attack. While NPCs don't actually defend with specific stats, they can have modifications against certain types of attacks, and the defense stat is how we specify what defense bonuses should apply. Against PCs, this is the defense that's rolled vs the attack. - **Range.** The range of the attack. Immediate, Short, Long, Very Long. - **Training.** Practiced, Trained, Specialized, or Inability. This will modify the difficulty of attacks made with this weapon. - **Asset.** Assets that are automatically applied to attack rolls - **Mod.** Flat bonus that's automatically applied to attack rolls. For every +3, this bonus is converted to +1 Asset when a roll is made. #### Damage - **Damage.** How much damage this weapon deals. - **Damage Pool.** Which stat pool does this weapon deal damage to. Only applicable for attacks vs other PCs. - **Damage Type.** What [[Damage Types|damage type]] is the damage from this weapon. This field can accept any text and is not limited to preset list. - **Armor Pierce.** Does this damage pierce armor. If yes, a number field appears where you can enter the amount the target's Armor is reduced by. If the value is 0, then all Armor is ignored. #### Cost - **Cost.** How much from a stat pool must you spend to make an attack with this weapon. This cost is automatically paid when an attack roll is made. - **Cost Stat.** From what stat pool is the cost for this attack paid. If left blank, it will use the Weapons **Attack Stat**. ## Abilities The Abilities list is where all of the usable abilities your character has show up. This list draws from the same source as the list on the [[Abilities Tab]], but filtered. An ability will show up on this list if one of the following is true: - The ability has the "Action" type (as opposed to Enabler) - The ability has roll actions set for it - The ability can be used only a limited number of times between rests. - The ability has a stat cost that must be paid to activate it - The ability uses an equipped weapon for its rolls If you want to hide an ability so that it doesn't show up on this list, you can do so through the radial menu by right clicking on an entry in the list. ![[charsheet_ability_list.png]] Each entry in this list displays the ability's name, the ability's roll actions directly to the left of the name, the magnifying glass *details* button, and the link icon. - Clicking the *details* button will expand the entry to show each of the roll actions for that ability - Clicking the link icon will open up a new window with all of the details for the [[Abilities|ability]]. If the ability has a limited number of uses, or must be recharged between uses, then one or more checkboxes will show up to the left of the name of the ability. This can be manually checked and unchecked, but will also unchecked based on the ability's recharge period. ### Roll Actions Roll Actions are specific types of game actions, such as rolling a test, applying damage, or healing. These can be added to an ability through the radial menu: Right click on an ability, then click on "Add Action" at 3 o'clock, then select which type of roll action you would like to add. | Icon | Function | | ------------------------------------ | ---------------------------------------------------------------------- | | ![[Pasted image 20230819131658.png]] | This rolls a basic stat test against a target | | ![[Pasted image 20230819131712.png]] | used to make attack rolls against a target | | ![[Pasted image 20230819131759.png]] | Allocates damage to a target | | ![[Pasted image 20230819131811.png]] | Heals a target for some amount of damage | | ![[Pasted image 20230819131818.png]] | Applies the effect, shown in the box following the button, to a target | Each action can be configured with the magnifying glass *details* button on the far right of the action's row. #### Action Costs Common to all types of actions is the cost section (all shown in the screenshots below). Any action can be assigned a stat cost that is paid before performing the action. There are three options for this cost: - No cost. This is the default, and it means that using the action will not pay any cost. - The cost is the same as the stat cost assigned in the ability itself. This makes it so you don't have to manually pay the cost of an ability before using it; you can just click the action button and the cost will be paid automatically. - The cost amount and stat used to pay the cost is set manually for the action and are independent from any cost the ability might have. This is probably the least used of the three. #### Stat Action ![[action_stat_editor.png]] - **Stat.** The stat that's rolled. Any costs for effort or otherwise are paid with this stat pool. - **Training.** Training value for this roll. Practiced, Trained, Specialized, or Inability - **Asset.** Assets applied to this roll to reduce difficulty. - **Mod.** Flat modifier added to this roll. Every +3 this roll has is converted to +1 Asset. #### Attack Action ![[action_attack_editor.png]] - **Attack Stat.** The stat is used for the attack. If effort is applied, this is the stat pool that's spent to do so (unless a cost stat is specified. See **Cost Stat** below) - **Defense Stat.** The stat that's used to defend against this attack. While NPCs don't actually defend with specific stats, they can have modifications against certain types of attacks, and the defense stat is how we specify what defense bonuses should apply. Against PCs, this is the defense that's rolled vs the attack. - **Range.** The range of the attack. Immediate, Short, Long, Very Long. - **Training.** Practiced, Trained, Specialized, or Inability. This will modify the difficulty of attacks made with this weapon. - **Asset.** Assets that are automatically applied to attack rolls - **Mod.** Flat bonus that's automatically applied to attack rolls. For every +3, this bonus is converted to +1 Asset when a roll is made. #### Damage Action ![[action_damage_editor.png]] - **Damage.** How much damage this weapon deals. - **Damage Pool.** Which stat pool does this weapon deal damage to. Only applicable for attacks vs other PCs. - **Damage Type.** What [[Damage Types|damage type]] is the damage from this weapon. This field can accept any text and is not limited to preset list. - **Armor Pierce.** Does this damage pierce armor. If yes, a number field appears where you can enter the amount the target's Armor is reduced by. If the value is 0, then all Armor is ignored. #### Heal Action ![[action_heal_editor.png]] - **Stat.** The stat that's used for this ability. Not generally used, but might be relevant if an effect increases the amount of healing a character applies based on stat used. - **Targeting.** Who receives this healing? Self or Targets - **Amount.** How much is healed? - **Stat Pool.** Which stat pool receives this healing? - **Overflow.** If a stat pool is healed beyond its maximum, should excess healing spill into other stats? Order that stats are healed is Might -> Speed -> Intellect #### Effect Action ![[action_effect_editor.png]] - **Description.** The effect's text. See [[Effects]] for details on all of the effects the ruleset supports. - **Effect Scaling.** This set of fields controls how this effect's text scales with Effort spent when applying this effect. If the text "{EFFORT}" is placed in the Description line (including the curly braces), then when this effect is applied the system will replace the text {EFFORT} with whatever this set of fields evaluates as. To enable scaling, change the "Mod Mult" field to "Effort", and enter a base and/or mod value into the equation. - **Duration.** The duration of the effect, set in either Rounds, Minutes, Hours, or Days. Base value is a flat number, Dice will randomize how long the effect lasts by rolling the dice dropped into this field - **Duration Scaling.** This set of fields controls how the effect's duration scales with Effort spent when applying this effect. Change the Mod Mult or Dice Mult fields to show "Effort" and it will modify the duration of the effect based on how these fields evaluate. For example if an effect has a duration of 1 round base, plus 1 round for every level of effort spent, you would enter "1" as the Base duration, then enter 1 in the Mod field and "Effort" in the Mod Mult field. - **Targeting.** Who is this effect applied to? Self or Targets - **Expend.** Is this effect expended when rolls are made? - **Never:** The effect will never be expended, and the length of the effect is only governed by the duration. - **On Next Action:** The effect will be expended on the next relevant action. So if the effect is a damage effect then it will be used up when the player next rolls for damage. - **On Next Roll:** The effect will be expended immediately on the next relevant roll made by the character. For example if the effect modifies both attack and damage the effect will be used up on the next attack **or** damage roll. If there are several targets then each of the targets will be affected by the roll not just the first. - **Once per modifier:** The effect will continue until a roll has been made involving all of the modifiers in the effect. For example if there is an effect which applies to both attack and damage. The attack part will only be used on the first attack even if the character makes several subsequent attacks. The effect will then be expended completely once a damage roll has been made.