diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md index 2dd08d4d4a..7dd57a7f9d 100644 --- a/Blades in the Dark/README.md +++ b/Blades in the Dark/README.md @@ -4,6 +4,9 @@ This is a character sheet for Blades in the Dark for use on Roll20. ## Changelog +### 1.3 +* Added Vigilantes data + ### 1.2 * Roll titles are moved to the roll template so they are no longer displayed as links * Fortune rolls will ask for bonus dice first to remedy confusion diff --git a/Blades in the Dark/Source/crew.html b/Blades in the Dark/Source/crew.html index 1e4c1d29d8..950b96c131 100644 --- a/Blades in the Dark/Source/crew.html +++ b/Blades in the Dark/Source/crew.html @@ -33,15 +33,21 @@ - -
+ +
-
+ +
+ +
+ + +
diff --git a/Blades in the Dark/Source/sheet.css b/Blades in the Dark/Source/sheet.css index 764a115b5c..927209f105 100644 --- a/Blades in the Dark/Source/sheet.css +++ b/Blades in the Dark/Source/sheet.css @@ -132,12 +132,6 @@ input.sheet-xp-hider + li { input.sheet-xp-hider:checked + li { display: list-item; } -.sheet-show-deity { - display: none; -} -input.sheet-show-deity:checked ~ div.sheet-show-deity { - display: block; -} input.sheet-hidediv + div { display: none; } @@ -192,6 +186,7 @@ textarea { li, li input[type="text"] { font-family: Georgia, Times, "Times New Roman", serif; position: relative; + color: #404040; } li:after { background: black; @@ -468,6 +463,7 @@ span.sheet-inherit, input.sheet-inherit { height: 18px; font-size: 83%; margin-left: 5px; + color: black; } .sheet-item input.sheet-item-textarea-tall:checked + textarea { height: 36px; diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js index 55ef3e439a..7c7ba77b6d 100644 --- a/Blades in the Dark/Source/sheetworkers.js +++ b/Blades in the Dark/Source/sheetworkers.js @@ -531,6 +531,100 @@ var crewData = { 'Decker, an anarchist', 'Esme, a tavern owner' ] + }, + vigilantes: { + abilities: [{ + check: 'on', + name: 'As Good as Your Word', + description: 'You may spend rep as coin in downtime actions. Vigilantes gain Obligation as a second vice.' + }, + { + name: 'Avengers', + description: 'Each PC may add +1 action rating to Hunt, Prowl,or Command (up to a max rating of 3).' + }, + { + name: 'Thorn in your Side', + description: 'When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1.' + }, + { + name: 'Misdirection', + description: 'At the end of a score, you may sacrifice half the rep gained to make another faction lose status with your target instead of your crew. How do you pin it on someone else?' + }, + { + name: 'Uncanny Preparation', + description: 'Twice per session during a Desperate action, improve your effect or position. Describe a flashback that gives you the advantage now (setup action).' + }, + { + name: 'Moral Compass', + description: 'Each PC gains an additional xp trigger: You fulfilled an obligation at a cost to you or the crew.' + }, + { + name: 'Favors', + description: 'Spend one rep and describe how one of your contacts is put out to help you. Everyone in your crew gets one dot in an action your contact is skilled in for this score.' + }, + { + name: 'Roots', + description: 'During downtime one of your contacts or cohorts may take a downtime action to acquire an asset, reduce heat, or recover.' + } + ], + base: { + claim_1_desc: 'All your experts\nare loyal', + claim_1_name: '\nFierce Allies', + claim_2_desc: '+1d to indulge\nvice', + claim_2_name: '\nLocal Heroes', + claim_3_desc: '+2 rep on\ntakedown scores', + claim_3_name: '\nPublicity', + claim_4_desc: '+1d to Prowl back\nto your lair', + claim_4_name: '\nHidden Paths', + claim_5_desc: '+1d to Study or\nTinker on site', + claim_5_name: '\nCatacombs', + claim_6_desc: 'Large gang who\nwill fight for you', + claim_6_name: 'Defiant\nCitizens', + claim_7_desc: '', + claim_7_name: '\nTurf', + claim_9_desc: '', + claim_9_name: '\nTurf', + claim_10_desc: '+1d to healing\nrolls', + claim_10_name: '\nInfirmary', + claim_11_desc: '-1 Wanted Level\nif Citizens faction\nstatus is +3', + claim_11_name: 'Above\nthe Law', + claim_12_desc: '-2 heat per score', + claim_12_name: 'Bluecoat\nConfidants', + claim_13_desc: '+1d to Survey or\nHunt on your turf', + claim_13_name: 'Lookouts', + claim_14_desc: 'Smugglers, +1d to\nacquire asets', + claim_14_name: 'The Hookup', + claim_15_desc: '+2 rep on scores\nagainst the law', + claim_15_name: 'Doskvol\'s\nMost Wanted', + claim_bridge_2_3: 0, + claim_bridge_3_4: 0, + claim_bridge_6_11: 0, + claim_bridge_10_15: 0, + claim_bridge_12_13: 0, + claim_bridge_13_14: 0, + cohort1_type: 'expert', + crew_description: 'Deluded\nAvengers', + crew_xp_condition: 'Interfere with criminal scores, protect citizens, or antagonize the law.', + hunting_grounds_type: 'Protected Grounds:', + hunting_grounds_description: 'Uniting - Interference - Resistance - Terror', + setting_show_origin: 'on', + upgrade_1_desc: 'Unbroken (+1 trauma box)', + upgrade_2_desc: 'Vigilantes attire (2 free load of weapons or supplies)', + upgrade_2_tall: 'on', + upgrade_3_desc: 'Irregulars (Experts gain +1d to Gather Information)', + upgrade_3_tall: 'on', + upgrade_4_desc: 'Willing to Fight (Experts are braves)', + upgrade_5_desc: 'Spark-craft Technology', + upgrade_22_check: 'on' /* Resolve */ + }, + contacts: [ + 'Mara, a chief inspector', + 'Twelves, a Leviathan Hunter', + 'Soren, a restless ghost', + 'Poriso, famous opera singer', + 'Anis, a Spirit Warden', + 'Badger, a brilliant inventor' + ] } }, playbookData = { @@ -1915,8 +2009,8 @@ on('sheet:opened', function () { }; // Set version number setAttrs({ - version: '1.2', - character_sheet: 'Blades in the Dark v1.2' + version: '1.3', + character_sheet: 'Blades in the Dark v1.3' }); }); }); diff --git a/Blades in the Dark/Source/title.html b/Blades in the Dark/Source/title.html index 28cadd4496..8ae45ce2e8 100644 --- a/Blades in the Dark/Source/title.html +++ b/Blades in the Dark/Source/title.html @@ -36,6 +36,7 @@ + Add abilities @@ -88,6 +89,11 @@ Show deity fields for crew
+
+ + + Show origin field for crew +
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.sheet-roll-instructions{color:#d3dde4;font-size:95%}.sheet-rolltemplate-bitd .sheet-roll-vice .sheet-roll-instructions{color:#c9c9c9;font-size:81%;line-height:119%}.sheet-rolltemplate-bitd .sheet-roll-notes{width:46%;line-height:112%;font-size:98%;padding:20px 0 30px 29px;color:#1e1e1e;font-family:Georgia,serif}.sheet-rolltemplate-bitd .sheet-comma:last-child{display:none} \ No newline at end of file diff --git a/Blades in the Dark/blades.html b/Blades in the Dark/blades.html index 264d29bf89..e05b8c5d1a 100644 --- a/Blades in the Dark/blades.html +++ b/Blades in the Dark/blades.html @@ -1,5 +1,5 @@ -
Version
y
Add abilitiesAdd friends/contacts
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Extra xp boxes for vampires
Show vampire strictures
Show frame section (for hulls)
Show deity fields for crew
Show playbook item 0
Show playbook item 1
Show playbook item 2
Show playbook item 3
Show playbook item 4
Show playbook item 5
Show playbook item 6
Show playbook item 7
Show playbook item 8
Show playbook item 9
Label to use for stress
Label to use for trauma
Traumata
Vice
Load: light normal heavy
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
ColdHauntedObsessedParanoid
RecklessSoftUnstableVicious
ChaoticDestructiveFurious
ObsessiveTerritorialSavage
ClankingLeakingFixated
SmokingSparkingUnstable
Harm
3
Need Help
2
-1D
1
Less Effect
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash



Special Abilities
Mark XP:
Playbook Advancement
  • Every time you roll a desperate action, mark xp in that action's attribute.
  • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
  • What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
  • Alcahest
  • Binding Oil
  • Drift Oil
  • Drown Powder
  • Eyeblind Poison
  • Fire Oil
  • Grenade
  • Quicksilver
  • Skullfire Poison
  • Smoke Bomb
  • Spark (drug)
  • Standstill Poison
  • Trance Powder
Planning & Load
Choose a plan, provide the detail.
Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself
(take 2 ) - or - accept a Devil's Bargain
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
  • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
  • Contend with challenges above your current station.
  • Bolster your crew's reputation or develop a new one.
  • Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang
Elite
Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Gang
Gang
Elite
Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
  • When you're at war with any number of factions (status -3), the following penalties apply:
  • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
  • PCs get only one free downtime action instead of two.
  • Take +1 heat from each score.
  • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
+
Version
y
Add abilitiesAdd friends/contacts
Number of stress boxes
Show an extra trauma box
Show an extra xp condition
Extra xp boxes for vampires
Show vampire strictures
Show frame section (for hulls)
Show deity fields for crew
Show origin field for crew
Show playbook item 0
Show playbook item 1
Show playbook item 2
Show playbook item 3
Show playbook item 4
Show playbook item 5
Show playbook item 6
Show playbook item 7
Show playbook item 8
Show playbook item 9
Label to use for stress
Label to use for trauma
Traumata
Vice
Load: light normal heavy
Flexible character sheet width (adapts to container)
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
ColdHauntedObsessedParanoid
RecklessSoftUnstableVicious
ChaoticDestructiveFurious
ObsessiveTerritorialSavage
ClankingLeakingFixated
SmokingSparkingUnstable
Harm
3
Need Help
2
-1D
1
Less Effect
Recovery Get treatment in downtime to activate your healing project clock ►
Progress01234
Armor
+Heavy
Special
Coin
Stash



Special Abilities
Mark XP:
Playbook Advancement
  • Every time you roll a desperate action, mark xp in that action's attribute.
  • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
  • What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
Forbidden: You cannot enter a private residence without permission from the owner.
Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Bound: Your spirit must remain in this body, or be destroyed.
Load
Light
Normal
Heavy
Items(italics don't count for load)
Alchemicals
Bandolier
Bandolier
When you use a bandolier slot, choose an alchemical:
  • Alcahest
  • Binding Oil
  • Drift Oil
  • Drown Powder
  • Eyeblind Poison
  • Fire Oil
  • Grenade
  • Quicksilver
  • Skullfire Poison
  • Smoke Bomb
  • Spark (drug)
  • Standstill Poison
  • Trance Powder
Planning & Load
Choose a plan, provide the detail.
Choose your load limit for the operation.
Assault: Point of attack
Occult: Arcane power
Deception: Method
Social: Connection
Stealth: Entry point
Transport: Route
Bonus Die
+
Push yourself
(take 2 ) - or - accept a Devil's Bargain
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Crew sheet
Rep
Turf
Hold
Weak
Strong
Lair
Heat
Coin
Vaults
Upon crew advance, each PC gets +1 Stash (+2 per Tier)
Special Abilities
Mark XP:
Crew Advancement
  • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
  • Contend with challenges above your current station.
  • Bolster your crew's reputation or develop a new one.
  • Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang
Elite
Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Gang
Gang
Elite
Expert
Weak
Impaired
Broken
Armor
Edges
Flaws
Clocks
Size4-segment6-segment8-segment12-segment
Progress01234
Progress0123456
Progress012345678
Progress0123456789101112
Generate Factions
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
  • When you're at war with any number of factions (status -3), the following penalties apply:
  • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
  • PCs get only one free downtime action instead of two.
  • Take +1 heat from each score.
  • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
{{charname}}
{{subtitle}}
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{{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}}{{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}}{{#rollGreater() roll3 0}}{{roll3}}, {{/rollGreater() roll3 0}}{{#rollGreater() roll4 0}}{{roll4}}, {{/rollGreater() roll4 0}}{{#rollGreater() roll5 0}}{{roll5}}, {{/rollGreater() roll5 0}}{{#rollGreater() bonusdice 0}}{{bonus1}}, {{/rollGreater() bonusdice 0}}{{#rollGreater() bonusdice 1}}{{bonus2}}, {{/rollGreater() bonusdice 1}}{{#rollGreater() bonusdice 2}}{{bonus3}}, {{/rollGreater() bonusdice 2}}{{#rollGreater() bonusdice 3}}{{bonus4}}, {{/rollGreater() bonusdice 3}}{{#rollGreater() bonusdice 4}}{{bonus5}}, {{/rollGreater() bonusdice 4}}{{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}}{{#rollGreater() zerodice 0}}
{{zerodice}}
Zero Dice - take the lowest result above
{{/rollGreater() zerodice 0}}
{{#position}}
{{position}}
{{/position}}{{#effect}}
{{effect}}
{{/effect}}{{#resist}}{{^short}}
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}