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Here's the Mechanics character sheet. Each class has it's own, though the layout will be the same.
Also included is the basic layout I'd like and a mockup of what I hope to build... The main page anyway. There will be a second tab for some of the stuff I don't think is all that necessary on the front of the sheet...
I'd like to make it as compact and still have all the meaty stuff at the players fingertips.
I'm an artist by trade, but I have some limited programming knowledge.
Hi bloodylemming.
How is Insight used? Prowess and Resolve look like they are used similarly?
What do Special Abilities do and how are they used mechanically?
Are Items just role playing devices or are they also used Mechanically?
How is Stress Used and what impact does it have as it changes?
What is Harm and how is it used Mechanically?
Actually - 2 lots of Harm?
Stats: There are three Stats (Insight Prowess and Resolve). The six boxes are for experience.
Skills: Each stat has 4 skills 0-3. The little triangles show the level in the skill.
The stat has an equal value to the number of skills that are level 1 or better under that stat, so if you have Doctor, Hack, Rig and Study at level 1 or greater, you have an Insight of 4.
Whether a stat or skill roll, the number you have in it equals the number of d6's you roll. Whatever the highest value is, 1-3 is a failure, 4/5 is success with consequences, 6 is a complete success and multiple 6's is a critical success. More or less.
Special Abilities: These are wide and varied, so they don't follow any particular pattern for mechanics, and most don't really have a combat mechanic component to it. Handling the special abilities in scripting would be an exercise in exceptions for just about every ability, and some have an 'either do this or that', so as I see it, special abilities should be handled as just fluff the player has to keep in mind when making decisions.
Stress: When the player faces a result they don't like, they can resist using Stress. Say, you just got shot in the chest, take a level 3 wound "Internal Bleeding". The player doesn't want to take a level 3 wound, so they can say,"I'm rolling with the action and my armor takes the brunt." That would be a Prowess roll. They roll the appropriate number of dice, subtract that (single highest result) from 6, and that's how much stress they take, instead of the wound. "You get lucky and the plate takes the damage, leaving you with bruises, instead of holes."
You get stress removed during Downtime when you Indulge your Vice.
Trauma: The HARM in the blue bar, next to Stress, should be TRAUMA. [fixed] When you mark your last box of Stress, you get one point of Trauma and take one Trauma Condition, like Cold, Unstable, etc., and you're out of action for the rest of the job. You're essentially incapacitated. Although you can get Stress back between jobs, the trauma condition persists. When you have taken your fourth trauma condition, your character is forced into retirement. (you can get conditions removed under certain circumstances, but it's not the general rule)
I just realized, I need to make space to actually show what Trauma Conditions are in affect. [fixed]
Harm: This is where you record damage taken. You can take up to two level 1 wounds, two level 2, and 1 level 3 wound. If you take a third level 1 wound, it becomes a level 2 wound instead... A Level 4 wound is fatal.
Level 1 Harm means everything you do results in -1 level of effectiveness. Complete Success becomes Success with Consequences. Success with Consequences becomes Partial Success, etc.
Level 2 means you get -1d to all rolls.
Level 3 means you can't do anything without assistance. Essentially you're disabled, but conscious.
Level 4 means dead.
Heavy, Armor: and Special (should be Armor, Heavy, Special) refer to levels of armor a character might be wearing. Stress is only one way of resisting the effects of a bad result. You can also expend armor, but the armor is destroyed, or at least one point of it. Regular armor has 1 point (Storm trooper Armor), Heavy Armor has 2 (Assault Armor) and Special Armor has 3 (Mandalorean Armor).
Healing Clock: This is a 'downtime' activity and isn't rollplayed. You get a limited number of Downtime Activities you can do between jobs. Healing (resting, seeking medical attention, etc.) is one. When you do, you clear all Level 1 Harm, and you get to mark off a number of the wedges on the clock. If you have any lingering Harm, and you've healed enough to fill the clock, you clear the clock and remove all Harm. If you are injured before your clock is filled, reset the clock.
Load: There are three levels of load, the player chooses before a job. The level of Load tells how much stuff the player can carry on themselves during the job. Light is 3, Normal is 5 and Heavy is 6. The amount you carry effects some of the actions you perform on a job.
Anyway, Once you chose the Load level, you can select your load (check the items you're carrying). It's actually more odd than this, but this is the basics.
With Load there is a standard set of equipment the player has access to and a short list of Class derived equipment. The first 6 items are Class items, and will be different for each class. The Standard list is available to any class, and special items can be added to the list. I was thinking of item management would happen on another tab, where you would populate the list. The front page would show what you have access to and you can check the ones you are actively carrying on the job.
Cred and Stash: This is an abstraction for finances. Cred is what you have available to you. Stash is what you've, well hidden away really.
I think that basically covers everything on the front sheet...
How I can create a table that can roll d66, also how I can determine a range of results?
Another question is about calendar. Is it possible to get it as player edited (field that can be seen by players)? I still don't get why it is not allowed?
Hey folks, sorry to repeat a question that's probably been asked a billion times. I've looked the sticky post up and down several times and it seems like there's no link to actually download the "pak file"? If that's not the case, can someone please point me in the right direction? Cheers!
First post and if you are in mobile it may not show up. If in a PC, you have to change your forums settings to see attachments.