Cosmetic and roll template changes (#6811)

+Added new image files for eventual use in roll templates or as background images
+Added new instructions file in .rtf format
* Updated importer file
* Replaced character sheet image
* Updated JSON file to include link to instructions page
+ Added parchment-y background image
+Added Benguiat font to resemble Mac Mirage font from rule books
+ Added roll templates
* Tweaked styles/formatting to make things cleaner
* Changed K/S Area and Sub-Area roll buttons to use new K/S template
* Changed weapons buttons to use new roll template
+ Added Powers buttons
* Reordered armor to more closely match texts
* Pointed Castings to new roll template
* Updated Revision to 0.97
* Added new Dodging Armor alt rule
+ Added Heka Aperture override
+ Added critfail and autofail params (and associated code) to all K/S areas
+ Added difficulty rating attributes so they could be directly accessed/modified by code
* Changed AE and ae to appropriate aeligs
* Updated 1st time functions to treat upgrade from pre rev 0.96 different from update from rev 0.96
+ Added roll templates for KS checks, parrying, opposed KS checks
This commit is contained in:
archibael
2020-06-22 14:21:53 -04:00
committed by GitHub
parent 5b167f0de4
commit b2d8f4fd6a
7 changed files with 4878 additions and 2401 deletions
@@ -0,0 +1,470 @@
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\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7168033
\par }{\rtlch\fcs1 \ab\af0 \ltrch\fcs0 \b\ul\insrsid12003990\charrsid13455710 Persona Sheet:}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12003990
This sheet is designed for use with major characters, notably Heroic Personas or any other Personas (i.e. major antagonists) for which detailed information is required\emdash all K/S areas and sub-areas listed, all Castings listed, equipment, armor
detailed, etc. Most fields are self-explanatory if you are familiar with the DJ:Mythus rules, but I\rquote ll try to discuss quirky or oddball fields here.
\par Name and Vocation are informational only; Vocation TRAIT has the potential to be used by calculations, etc. but at this point that is not the case. SEC is informational; possibly another field will be added to allow an optional \'93alternate\'94
SEC (for Primitive Vocation personas, for instance), but not at this time. Attractiveness }{\rtlch\fcs1 \ai\af0 \ltrch\fcs0 \i\insrsid12003990\charrsid14767647 should}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12003990 generally be numeric,
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\insrsid925089 Another field exists to list inner Beauty or Inner Ugliness.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12003990
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. This will flag automatically when Mental or Spiritual damage exceeds the EL of the appropriate TRAIT or Physical damage exceeds the
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\par Move is computed from P TRAIT, augmented by armor SF Penalty and the effects of being Dazed.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10842506 The various movement rates are listed in the standard \'93yds/BT\'94
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\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10842506 AP/Gs is where to place your unused (General) Accomplishment Points, Joss is for any Joss Factors the Persona possesses}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 .
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10842506 Heka is a listing of current Heka (modifiable) along with a computation of the Persona\rquote s Max Heka (non-modifiable, at least directly). Max Heka is computed using the standard Core rules, modified sli
ghtly by the \'93official\'94 rule clarifications from Mythus Masters Magazine #3. Since there is some discrepancy in the rules themselves as to how to compute Heka, there are several options available on the Config Tab }{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid14767647 (see below) }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10842506 which can be selected to modify those behaviors.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647 }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 If you\rquote
re doing something here which is not covered by the options on the Config page, let me know and I may consider adding that option to the computation algorithm, but I\rquote m more likely to just add a field to the Config Tab which will
let you stuff it with more Heka should you so choose.
\par Heka Aperture is computed using the rules from Journeys magazine, reprinted in Mythus Masters Magazine #2, for Heka \'93Apature\'94. I have gone out on a limb and assume it was a typo instead of a new form o
f magickal terminology, but if you have heartburn over this you are more than welcome to create your own Character Sheet. }{\rtlch\fcs1 \af42 \ltrch\fcs0 \f42\insrsid14957634 \u-10179\'3f\u-8694\'3f}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647 Any limitations on how Heka can be used (such as Astronomy Heka only being used for Astrology castings) should be noted in the Heka Limitations text box.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 }{
\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10842506
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647 Next, the details start in earnest. There are four tabs which contain the bulk of Persona data, and one tab, Config, which contains configuration information as well as rules options used.
\par
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \ul\insrsid14767647\charrsid13455710 The Main Tab:
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647 The Main Tab contains the critical set of stats for the Persona.
\par Characteristics:
\par These include all the ATTRIBUTES (Cap, Pow, Spd), all the CATEGORIES computed from those, and the TRAITS computed from those. The latter two are not modifiable by the user\'85 they\rquote re taken from the ATTRIBUTES, which }{\rtlch\fcs1 \ai\af0
\ltrch\fcs0 \i\insrsid14767647\charrsid14767647 are}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647
modifiable. The d20 next to each ATTRIBUTE, CATEGORY, or TRAIT rolls a standard K/S Skill check against each of those when clicked, querying the user on which Difficulty Rating to apply.
\par Avoidance for Mental, Physical, and Spiritual activities are listed as well, with rolls available, and Dodging Factor, if any, is listed. These are, once again, computed, non-modifiable values at this point.
\par Weapons:
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11621116 Note the Import New checkboxes available here. They open a hidden text field and bu
tton where you can paste in weapon stats in a standardized format that you can find in an associated Excel spreadsheet (see Links, below). After pasting and clicking the Import button, the weapon should automagically appear if all has gone well. Note th
at this is not in any way required: you can type in all these stats manually.
\par }\pard \ltrpar\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid11621116 {\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647
These are divided into Melee and Missile categories, with a summary of the most critical stats visible, as well as the BAC and Damage }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11621116 rolls directly available. To add a new weapo
n, click the +Add button located below the Weapon area, and fields will appear }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4524838 for you to fill out. The Modify button will allow you to reorder or delete weapons.}{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid11621116
\par Clicking on the checkbox to the left of any weapon opens a more detailed list of stats for the weapons.
\par }\pard \ltrpar\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11621116 The weapon name is self-explanatory.
\par The next field is the Sub-Area of a combat K/S which that weapon belongs to. All Sub-Areas from the Core Rules are available in the pulldown, again supplemented by the \'93official\'94 corrections as found in Mythus Masters Magazine #}{\rtlch\fcs1 \af0
\ltrch\fcs0 \insrsid4464987 1/#2}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11621116 . This is used to compute BAC, so it\rquote s kind of critical to get it right.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4524838
\par WP, or Weapon Points, are used to compute BAC as well.
\par Next is composition, in this case Metal or Wood or Combination. This is not currently used, but could be when developing Parrying macros in the future, since that is where it is relevant.
\par SF, or \'93Speed Factor\'94, is next, and this can be used for Initiative computations.
\par NumAtks is the base number of attacks for that weapon. All melee and hand-to-hand weapons have a 1 for this; missile weapons will often have a Rate of Fire or ROF parameter, and that\rquote s what should be entered he
re. Note that the sheet will auto-compute the actual number of attacks per CT from this NumAtks/ROF parameter as well as the appropriate Combat STEEP value, just enter 1 for melee/HTH and ROF for missiles and the sheet will do the rest.
\par Damage }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10092589 type is next, with Piercing, Blunt, and Cutting being most common. Mixed damage types are available where appropriate.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4524838
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10092589 Next is Damage, where the base amount of damage should be listed. Note that Combat HTH weapons like Hand, Feet, Nunchakus, etc. will have this aut
o-populated by the sheet according to STEEP value, but all other weapons will need this filled in. The sheet will auto-calculate any modifiers to damage from high STEEP or PMPow/PNPow as well.
\par Weapon Reach is informational, and is in yards. WeaponBAC is a computed value\emdash if you change it, it will change back. I may make it invisible in the future.
\par Weapon DurHard and WeaponDurHP are the durability numbers. They are not currently used, but when Parrying is fully implemented they will be important factors along with Weapon Composition.
\par Weapon Special is a text field for all those footnotes in the Core rules for each weapon, or for describing any Heka-enhancements to the weapon beyond just better BAC and damage and speed factor.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14767647
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10092589
WeaponMiscDmg is for any adders to damage from Heka-enhancement or for any other reason; WeaponDmgTot is, like WeaponBAC, a computed quality which will likely be made invisible at some point. If you change it, the changes won\rquote t stick.
\par WeaponMiscBAC is for any adders to BAC from Heka-enhancement or some other reason.
\par WeaponNumAtksComp is the computation of how many attacks one gets with this weapon. }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3815816 Changes to it won\rquote t stick, and it may go invisible in the future.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10092589
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3815816 For missile weapons, the Point Blank, Short, Medium, Long, and eXtreme ranges are listed.
\par
\par Armor:
\par As will weapons, Armor can be pasted in with the Import New functionality, or directly entered into fields.
\par Clicking Add+ will allow you to enter a new Armor item, the Modify button will let you reorder or delete them.
\par You can type in the protection that each armor item offers to each type of damage as well as the Speed Factor Penalty if any; further, you can check the boxes for which areas the armor covers (Nonvital
, Vital, Supervital, and Ultravital are N, V, S, and U).
\par The number of hits for armor should be 10 in general, and can be tracked and reduced as armor is damaged per the rules.
\par All armors will be totaled in the display below, so totals for NonVital, Vital,
SuperVital, and UltraVital will be available for every damage type listed. In addition, Speed Factor Penalties from all Armor Items will be totaled and displayed, for use in Initiative, Dodging, and Movement.}{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid10092589
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3815816
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \ul\insrsid3815816\charrsid13455710 The Knowledge and Skills Tab
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3815816 This is where all the important information about the K/S Areas and Sub-Areas are stored.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13906647
To keep things clean, it only displays K/S Areas which have been selected in the Config Tab (see below).}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3815816
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13906647 It lists which TRAIT is associated with a given K/S Area (unmodifiable), the STEEP (modifiable here), how many sub-Areas the STEEP allows, and any Heka generated from the K/S area. }{\rtlch\fcs1 \af0
\ltrch\fcs0 \insrsid7240354 Next, there is a button which runs a K/S Skill Check against that K/S Area. Optionally, if the K/S Area is associated with Castings, the Max Casting Grade will be listed.
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13906647
Clicking on the checkbox near the number of Sub-Areas opens a subdirectory which lists all Sub-Areas, with checkboxes for Has (H), Specialized (S), and Proofed (P). Has indicates the Sub-Area is possessed, Specialized indicates that
the Persona specializes in this Sub-Area (giving 1.5x the STEEP in most cases and 0.5 STEEP to all non-specialized Sub-Areas) and Proofed indicating that these non-specialized Sub-Areas are now to be given 1x STEEP, once the K/S STEEP has increased to th
e point where }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7240354 all Sub-Areas are gained}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13906647 . Little to no error checking is done here, so }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7240354
may the JM beware! The associated button makes a K/S Check against that Sub-Area.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13906647
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7240354 Clicking on the checkbox next to Heka generated will show a detail of how that Heka is c
omputed, including STEEP, any multiplier to STEEP for Full Practice, Vow, etc., and extra Heka generated by associated ATTRIBUTE, CATEGORY, or TRAIT. The Misc field is mostly unused \'93just in case\'94
, and may go away in the future. It is only used in a very few cases, and will have no effect in other cases. If it remains, it will be as a way for people to add in extra Heka generation which is not otherwise covered by the rules.
\par Several Areas and Sub-Areas have associated text fields (languages, mostly) whi
ch can be filled out; in cases where more than one of these is permitted (Foreign Language, Economic Mercantilism Sub-Area, StreetWise subcultures) Add and Modify buttons are present which allow multiples to exist.}{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid4936763 In a similar vein, Weapons Special Skill allows for selection of multiple combat K/S sub-Areas for each \'93trick\'94
. Note that again there is no error-checking: though the sheet will tell you how many you SHOULD have, per the rules, you are free to fail to live up to this and the sheet won\rquote t stop you.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7240354
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4936763 Note that the Areas and Sub-Areas don\rquote t always match the Core rules, as they have been augmented with the \'93official\'94 changes in Mythus Masters Magazine #1.
\par Note also that Psychogenics (Mental, Physical, and Spiritual) are available as K/S Areas even
though their inclusion in Mythus is debatable: they are referred to in the Core rules as possessed by Non-Human Personas as a K/S Area, but in other works, like Mythus Magick, it is clear that Psychogenics are supposed to be present in other milieux only.
Use at your own risk, and see the Config Tab optional rules for details.
\par
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \ul\insrsid4936763\charrsid13455710 The Misc Tab
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4936763 A variety of different text fields to record all the squishy, colorful information that makes a character more than just a collection of stats. None of these has a Roll20 effect. Enjoy them!
\par
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \ul\insrsid4936763\charrsid13455710 The Powers/Castings Tab
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10320843 Powers are for \'93Heka-Engendered Powers\'94
and, really, any other special abilities from Quirks or otherwise, that need to be detailed in game usable fomat. The Import New functionality exists (see Weapons, A
rmor, Castings), but as this is somewhat infrequently used for Personas mostly it is likely the Add+ button will be used instead. The power\rquote
s name and its use frequency will be displayed by default, but clicking on the checkbox next to the Power name will allow editing of the fields like duration, area, and detailed descriptions.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4936763
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10320843 Castings are slightly more complicated.
\par First, again, Import New is available for cutting/pasting Castings into the sheet (someone should compile a spreadsheet of Castings in this Character Sheet\rquote s format\emdash hint, hint\'85
). It can accept multiple Castings at once, but I have not tested the limitations of this (I don\rquote t know if a glommed together list of 100 Castings will break the importer, for instance. Let me know what you find.)
\par There will be a tab for whatever K/S Areas are possessed by the Persona which have associated Castings, and clicking on that tab will bring you to a list of Castings, by Grade, as well as some information on}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641
STEEP for that K/S and }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10320843 Activation Cost Energy aka Base Heka Cost}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641
for each grade. Also listed is the associated Difficulty Rating for each Grade (this is automatically computed using STEEP and Full Practice status (see Config Tab}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid6651315 ), below}{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid14370641 ). }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10320843
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641 Each Grade has the familiar Add+ and Modify buttons with which to manually type in }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid6651315 or organize/delete }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641
Castings. At the top level, the Castings list the name of the Casting and the
Casting time it is associated with, i.e. Eyebite, Charm, Cantrip, etc. There are three checkboxes meant to denote Known, Recallable, and Studyable Castings, but they are currently poorly marked. The d20 icon next to each casting will send all the Castin
g\rquote s information to the Chat window, and if you include inline rolls in any of the fields it will do things like roll damage for you automatically. (For instance, if you write \'93}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641\charrsid14370641
This is a crazy powerful spell. Terrifying}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641 , doing}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641\charrsid14370641 [[3d20]]}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641 damage\'94 in the E/F/M
field for the Murderhobo Cantrip, any time you click on the Die icon next to that Casting it will roll 3d20 and put the resulting value in the middle of that sentence in the Chat window.) It will also apply the Grade-appropriate Difficulty Rating to you
r STEEP and make a K/S Check for the success or failure of the Casting}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid6651315 , and report that in the Chat window. It will NOT reduce your current Heka, and probably never will. You\rquote
ll have to do that manually or write an API for it. Sorry. There are just too many implications for me to do that in any robust way.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14370641
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid6651315 Clicking on the checkbox to the left of the Casting name will open the details of the Casting\'85 Time, Area, Heka costs, etc.
\par Note that how Castings are organized may be getting redone soon. I will make every effort to make it backwards compatible, but I\rquote m not currently sure if that will work out or not.
\par
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \ul\insrsid6651315\charrsid13455710 The Config Tab
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 This tab contains lots of critical \'93set once and forget it\'94 bits, as well as some that might be accessed in the course of play, but only rarely.
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid6651315
It is possible to use the Import New Persona text box to import an entire persona, with stats, K/S areas, and STEEP using the format from the Excel file in the Links section below. It will not currently import weapons, armor, Powers, or Casting
s all at once with the rest of the character, though that\rquote s on the roadmap; you\rquote
ll have to do multiple steps to get everything. This is more an experimental tool so far, meant to entice someone into coding a character generator that will hopefully spit data out into this format. Note that Roll20, for legal reasons, forbids me from
}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 doing this internal to the sheet, but we are allowed import functionality. It will serve, I hope.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10320843
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 Display Heka Components will give you an idea of what\rquote s under the hood when it comes to computing Heka Max. It\rquote
s informational only, though I might put in a generic field so rulebreakers and other blessed geniuses can have some means of boosting Heka above what the rules generally permit.
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12860576 The Heka Aperture Override field exists to provide a place to specify Heka Aperture instead of computing it. There are probably other reasons you might want to do this, but the one I had in mind was in th
e case of }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4464987 personas/critters with no Casting K/S Areas but only Powers. The Heka Aperture rules provide guidelines on how to compute this, but they\rquote re not really workable/algorithmic unless someone
establishes some solid guidelines for what \'93Minor\'94, \'93Considerable\'94, etc. powers are.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12860576
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118 ShadowAttrs will go away soon; it\rquote s a debug tool for me mostly.
\par Ah\'85 Variant Rules\'85 I\rquote m not going to go into too much detail on the canonicity of the rules here; where there is ambiguity in the core rules which was not cleared up in Mythus Masters Magazine, I have generally allowed for both where it
\rquote s easy to code and picked a side where it was not.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1604033 Current rules variations permitted are:}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid14748118
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1604033 HekaRules Version:
\par In the Core Rules and Mythus Magick there is a table which lists each Heka-generating Area and its associated ATTRIBUTE/CATEGORY/TRAIT of addi
tional Heka which should be added in. That table sometimes lists two Attributes added together for the additional Heka.
\par However, if you read the individual K/S Area descriptions in the Core Rules, any time two Attributes are listed for Heka generation, th
ey are not added together but averaged. This is kind of a conundrum. (There are also several cases where the K/S descriptions identify completely different Attributes than the table, and I have gone with the table in most (all?) cases.
\par At any rate, HekaRules version lets you decide on adding or averaging ATTRIBUTES when multiples are used. The former gives less Heka, the latter gives slightly more. JM option.
\par Perception Type for Attacks: There is some textual evidence that the BAC computation could use
either Mental or Physical Perception in its bonus calculation, though I come down on Physical. Nevertheless, I leave it as an option for Personas with both to choose one or the other. JM option.
\par Dodging Armor Rule Options: It\rquote s never really spelled out in the core Rules how to use Armor SF Penalty; I have assumed you reduce your Initiative with }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290
it, and use it in my Initiative checks. What is clearer is that you are supposed to modify your }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1604033 Dodging Factor with it, }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290 but the Core rules say}{\rtlch\fcs1
\af0 \ltrch\fcs0 \insrsid12860576 no Dodging at all if the SF Penalty is greater than 5, the CHOPs in Mythus Masters Magazine apply SF Penalty, no matter how small, to all Dodging, and a snippet in MMM#3 }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290
provides an \'93official\'94 correction that }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12860576 Dodging factor }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290 should only be }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12860576 reduced, not negated, for }{
\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290 SF Penalties above 5. I have included }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid12860576 all three}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290 as options.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11883217
JM decision.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290
\par Psychogenics Heka Computation Rules: Challenging and controversial. Longer than I want to get into here, but I have provided two ways of computing Psychogenics Heka. One is strict according to the Dangerous Journeys: Unhallowed rules\emdash
the only ruleset where the details of Psychogenics were laid out in any detail\emdash and u
ses an alternative form of energy known as Vril and then multiplies that x5 to get Heka. I compute Vril here the way the Unhallowed rules tell you to (using all 6 *Pow statistics), and then multiply it by 5 to generate Heka. Technically there\rquote
s supposed
to be an exception here for Physical Combat Psychogenics Sub-Areas, where their Vril is only multiplied x2 to obtain Heka, but I cut corners. Sorry. The alternative I have used here is to treat each Psychogenics as a normal Heka-generating K/S Area (lik
e Astrology or Heka-Forging) with Heka adders of the Physical *Pows for Psych.(P), the Mental *Pows for Psych.(M), and the Spiritual *Pows for Psych.(S). I think that\rquote
s in keeping with the spirit of Psychogenics being powered by the *Pows Vril computation}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3758693 while keeping them firmly grounded in the Mythus Heka-computation \'93STEEP + ATTRIBUTE\'94
method. I am open to suggestions on other methods, and if they\rquote re not insane}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11883217 or difficult to code}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid3758693 I will happily incorporate them as options.}{
\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11883217 This is what we have with a contradictory ruleset. JM option.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid1067290
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid11883217 TRAIT Heka is checkboxes which define whether the Persona possesses Heka from their Vocational TRAIT or more TRAITs, as the rules allow.
\par # Heka Generating K/S Areas are informational, though they are used for Heka Aperture computation and for whether Heka-Forging gets full Physical TRAIT Heka as an adder.
\par Heka Multipliers are for Full Practice Priestcraeft and Dweomercraeft. Vocational school should be selected, if present; if FP is checked, Vocational School or Ethos or both MUST be selected or Bad Things might happen to Heka computation.}{\rtlch\fcs1
\af0 \ltrch\fcs0 \insrsid1604033
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid15022616 Finally, there\rquote s K/S Areas Possessed. This determines which K/S Areas are present on the Knowledge and Skills Tab. A check in the first checkbox, \'93C\'94, makes the K/S Area appear i
n the K/S Tab. A lack of checkbox means it won\rquote t show up. The \'93H\'94
checkbox is whether that K/S Area will generate Heka or not. By default, when a character is started, all the Heka-generating areas per the rules will have this checkbox selected.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4278511 Areas
which are contingent on another K/S Area like Astronomy or Musical Composition will automatically \'93self-check\'94
when necessary, and other areas which generate Heka due to Vocation (like Ecology/Nature Science for Wiseman/Wisewoman) or due to house rules can be checked as necessary.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid15022616
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4278511 The last checkbox on the Config Tab is tha}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2109487 t to switch to the Bestiary Sheet}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid4278511
. Most of the stats will transfer over directly, but there are exceptions and they will be covered in the next section.
\par
\par }{\rtlch\fcs1 \ab\af0 \ltrch\fcs0 \b\ul\insrsid2109487\charrsid13455710 Bestiary Sheet:}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2109487
This sheet is an abbreviated form of stats, mostly geared toward the level of details necessary in combat and perhaps to various activities the target persona or creature might perform with or against the Heroic Personas. It follows the fo
rmat of the Mythus Bestiary book, with little touches of the stats blocks in the Core rules and the Necropolis adventure setting. Most of the stats are the same, but I\rquote ll touch on the differences here.
\par First to mention: to switch from the Bestiary Sheet b
ack to the Persona Sheet, scroll all the way to the bottom of the Bestiary sheet to the checkbox marked Switch to Persona Sheet. All transferable stats will be there, and vice versa when going the opposite direction.
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7095723 Also, as with the Persona Sheet, an entire Bestiary Sheet entry can be pasted into the Import New Critter text box if the syntax is right (see Excel template in Links).
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2109487 Next, not all settings are easily accessible from the Bestiary Sheet\emdash particularly in the case of K/S Areas, one sometimes
needs to go through the Persona Sheet to get to the Config Tab to set up which K/S Areas show up on the Bestiary Sheet. It\rquote s relatively rare for a }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2967738 monster of some sort to have K/Ss, and it\rquote
s only likely something one will have to do figure out once, so it shouldn\rquote t be too much of a burden, but I\rquote m open to have a shortcut button on the Bestiary Sheet that goes directly to the Personal Sheet Config Tab.}{\rtlch\fcs1 \af0
\ltrch\fcs0 \insrsid2109487
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2967738 Back to the details of the Bestiary Sheet, the Dazed (manual)? checkbox performs the same function as it d
oes on the Persona Sheet. The name, identifier, and habitat are pure flavor and are not used by the Roll20 systems. Size, on the other hand, is used to modify the PMSpd and PNSpd into PMSpd(eff) and PNSpd(eff), as both of those stats are always relative
to the Size of their possessor. For instance, a Large creature, at 2x human size, with a PMSpd of 40, would have an effective PMSpd of (actual) PMSpd/Size = 20, and initiative rolls or combat BAC or anything else that depends on physical speeds would use
PMSpd (eff) or PMSpd (eff). The second size field provides more detail about a creature\rquote s size beyond just comparison to human.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2109487
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2967738 # Appear is a roll which will provide th}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7095723 e number of the critters likely to be present, and Alt. # Appear. is the much larger nu
mber of such creatures found in a community, if appropriate.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid2967738
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7095723 Movement modes and types are available with the Add+ and Modify buttons, so any number of Movement rates (in yds/BT) can be listed or rearranged. There\rquote s a text field available for any notes abo
ut movement\'85 for instance, how long a given Movement Mode can be sustained before a switch to other movement is required.
\par Init Mods are any modifiers to Initiative or Surprise which are not Human Standard.
\par Next comes Outstanding K/S Areas. Most creatures won\rquote t have these, but sentient ones }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid5386894 sometimes }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7095723
will, as well as major Personas. If they have not been cut and pasted in with the Import New button}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid5386894
, you will have to go to the main Persona Sheet and the Config Tab to turn some of these on. Once each desire
d K/S area is checkboxed on the Config Tab, it will show up on the Bestiary view. Things look a little different, here, though. First of all, there is a field for each K/S Area called Range; it provides a range of STEEP amounts and can contain either 1
)
a single value which will be copied over directly, 2) a die roll range of values like 3d10+15, or 3) the identifier of another K/S Area from which the value will be duplicated. This is of use when a sentient beast has Dweomercraeft capabilities, for ins
tance, and to simplify matters you just want Magick to equal Dweomercraeft General. Clicking on the \'93Vary\'94
box between the Range and STEEP fields will allow JMs to vary the stats of the K/S, copying over any single values, rolling dice for ranges, or copyi
ng from the alternative K/S area, and clicking on the button with the name of the K/S itself, or any of the Sub-Areas }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid925089
accessed by the checkbox located there, will execute a K/S skill check against that K/S Area or Sub-Area marked on the button.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7295841 Sub-Areas
have only one checkbox in this view: Has, to indicate whether the sub-Area is possessed; for the purposes of this sheet, specialization anfd proofing are a non-starter.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid5386894
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid925089 After the K/S Areas, if any, is a listing of Joss (along with another Vary button to al
low for random tweaking of the number of JFs. Next comes Dodging Factor and Avoidance, computed from basic stats. Note that if Mental TRAIT is marked \'93cunning\'94, there will be no Mental Avoidance.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid5386894
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid925089 Invulnerabilities and Susceptibilities are where the various items of that ilk are to be found, and extra Sensory Abilities are listed as well.
\par Average Armor is next, followed by any Quirks, but then we p}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7295841 roceed to a checkbox whick can be opened to give the critter or Persona some amount of Heka.}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid925089
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7295841 As for Attacks, t
he next item on the list, a few things must be kept in mind that are different from the Persona View. For one thing, it is permitted to have the Sub-Area field of a weapon filled with No Associated K/S Areas, so it will compute BAC purely from the WeaponM
iscBAC parameter. That said, if the critter or Persona is wielding a weapon and has STEEP in the appropriate Sub-Area, the standard weapon fields shoul}{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid145045
d be filled out properly; the BAC will be computed peoperly. Note that there are some new forms of damage available in the Bestiary Sheet that are not present in the Persona Sheet.
\par Powers are handled precisely as they are in the Persona Sheet, though of course critters are likely to have more of them than Personas.
\par Next are the standard ATTRIBUTE/CATEGORY/TRAIT stats; the only things of note here are: 1) a checkbox to designate Mental TRAIT scores as \'93cunning\'94
, thereby affecting the use of that TRAIT for some of the other rolls and 2) the presence of PMPow (eff) and PNPow (eff), computed from PMPow and PNPow
divided by Size. There also exists a Typical Variation list with guidelines on how to modify the stats for variety in critters, but they have to be applied manually.
\par Finally is a summary of Armor Scheme. Unlike the Persona Sheet, the Armor section of the Bestiary Sheet is focused on the raw numbers, not attempting to justify them with specific items if }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13988817 armor.}{
\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid145045
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13988817 We round out the rest of the Bestiary Sheet with Commentary and Description, where all other descriptive details should be found.
\par
\par And that\rquote s it. There will be more forthcoming in the next few weeks, but for now, that\rquote s the documentation.
\par
\par Links:
\par The Import Templates are available in an accessory folder with the Character Sheet. The algorithm definitely works with Excel 2016 or later, but I\rquote
m not sure the Entire Character and Critter imports work with versions earlier than Excel 2016. Better instructions are forthcoming, but here is the link to the Template:
\par }{\field\fldedit{\*\fldinst {\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid7937725 HYPERLINK "https://github.com/Roll20/roll20-character-sheets/blob/master/DangerousJourneys-Mythus/accessories/roll20_import_generator2.xlsx" }{\rtlch\fcs1 \af0 \ltrch\fcs0
\insrsid949314 {\*\datafield
00d0c9ea79f9bace118c8200aa004ba90b0200000003000000e0c9ea79f9bace118c8200aa004ba90b1a010000680074007400700073003a002f002f006700690074006800750062002e0063006f006d002f0052006f006c006c00320030002f0072006f006c006c00320030002d0063006800610072006100630074006500
72002d007300680065006500740073002f0062006c006f0062002f006d00610073007400650072002f00440061006e006700650072006f00750073004a006f00750072006e006500790073002d004d00790074006800750073002f006100630063006500730073006f0072006900650073002f0072006f006c006c00320030
005f0069006d0070006f00720074005f00670065006e0065007200610074006f00720032002e0078006c00730078000000795881f43b1d7f48af2c825dc485276300000000a5ab0003}}}{\fldrslt {\rtlch\fcs1 \af0 \ltrch\fcs0 \cs15\ul\cf19\insrsid13988817\charrsid3290303
https://github.com/Roll20/roll20-character-sheets/blob/master/DangerousJourneys-Mythus/accessories/roll20_import_generator2.xlsx}}}\sectd \ltrsect\linex0\endnhere\sectlinegrid360\sectdefaultcl\sftnbj {\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid145045
\par }{\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13988817
\par }\pard \ltrpar\ql \li0\ri0\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid10123757 {\rtlch\fcs1 \ab\af2\afs10 \ltrch\fcs0 \b\f2\fs10\ul\insrsid10123757\charrsid10123757 Changelog:
\par }{\rtlch\fcs1 \ab\af2\afs10 \ltrch\fcs0 \b\f2\fs10\insrsid10123757\charrsid10123757 Rev 0.97}{\rtlch\fcs1 \ab\af2\afs10 \ltrch\fcs0 \b\f2\fs10\insrsid10123757 :}{\rtlch\fcs1 \ab\af2\afs10 \ltrch\fcs0 \b\f2\fs10\insrsid10123757\charrsid10123757
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard\plain \ltrpar\s16\ql \fi-360\li360\ri0\sl259\slmult1
\widctlpar\wrapdefault\aspalpha\aspnum\faauto\ls1\adjustright\rin0\lin360\itap0\pararsid10123757\contextualspace \rtlch\fcs1 \af0\afs22\alang1025 \ltrch\fcs0 \f31506\fs22\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\rtlch\fcs1 \af2\afs10
\ltrch\fcs0 \f2\fs10\insrsid10123757\charrsid10123757 Added }{\rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f2\fs10\insrsid4464987 new }{\rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f2\fs10\insrsid10123757\charrsid10123757
roll template for Castings; all Casting rolls adjusted to the new template
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added roll template and button for Powers
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added roll template for K/S Checks; all K/S rolls and Sub-Area rolls adjusted to new template
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added Attack roll template and added it to all weapons buttons
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added Parry roll template
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added KS Contest template
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Changed to Benguiat font to closely replicate original Mac Mirage font; parchment background
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Cleaned up cosmetics with new styles
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added headers to Weapons fields
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Reordered Armor details to better match books
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Heka Aperture override field for use when you don\rquote t want to compute it
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Upgrade 1-time script now accommodates rev 0.96 and rev 0.97 changes separately
\par {\listtext\pard\plain\ltrpar \s16 \rtlch\fcs1 \af2\afs10 \ltrch\fcs0 \f3\fs10\insrsid10123757\charrsid10123757 \loch\af3\dbch\af0\hich\f3 \'b7\tab}Added new Dodging optional rule to Config page
\par }\pard\plain \ltrpar\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid10123757 \rtlch\fcs1 \af0\afs22\alang1025 \ltrch\fcs0 \f31506\fs22\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {
\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid10123757
\par
\par
\par }\pard \ltrpar\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\rtlch\fcs1 \af0 \ltrch\fcs0 \insrsid13988817
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+588 -1
View File
@@ -1,10 +1,19 @@
/* Set the min-width so that when the window is resized the look will stay consistant */
.charsheet {
background-color: #ddd;
/* background-color: #ddd; */
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
min-width: 800px;
}
@font-face{/*The mirage font*/
font-family:Benguiat;
src:local('Benguiat'),local('Benguiat-Regular'),url(https://www.wfonts.com/download/data/2014/05/29/benguiat/unicode.benguiat.ttf);
}
/* * {
font-family: Benguiat,Lucida-Bright,Monospace;
}; */
/*Configure the tab buttons*/
.sheet-mainpage,
@@ -153,22 +162,553 @@
flex: 1;
}
/* roll template */
.sheet-rolltemplate-casting table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-casting th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-casting .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-casting .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-casting .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-casting .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-casting .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-casting td {
padding-left: 5px;
font-family: Benguiat,Lucida-Bright,Courier;
font-size: 0.9em;
}
.sheet-rolltemplate-casting .inlinerollresult {
background-color: transparent;
font-family: Benguiat,Lucida-Bright,Courier;
border: none;
}
.sheet-rolltemplate-casting .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-casting .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-casting .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
.sheet-rolltemplate-power table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-power th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-power .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-power .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-power .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-power .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-power .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-power td {
padding-left: 5px;
font-size: 0.9em;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-power .inlinerollresult {
background-color: transparent;
border: none;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-power .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-power .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-power .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
.sheet-rolltemplate-kscheck table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-kscheck th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-kscheck .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-kscheck .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-kscheck .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-kscheck .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-kscheck .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-kscheck td {
padding-left: 5px;
font-family: Benguiat,Lucida-Bright,Courier;
font-size: 0.9em;
}
/*.sheet-rolltemplate-kscheck tr.hideable {
vertical-align: inherit;
border-color: inherit;
}
.sheet-rolltemplate-kscheck tr.hideable {
display: none;
}
.sheet-rolltemplate-kscheck .sheet-daze-toggle-show[value="1"] ~ tr.hideable {
display: block;
}
.sheet-rolltemplate-kscheck .sheet-daze-toggle-show {
width: 10px;
}
*/
.sheet-rolltemplate-kscheck .inlinerollresult {
background-color: transparent;
font-family: Benguiat,Lucida-Bright,Courier;
border: none;
}
.sheet-rolltemplate-kscheck .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-kscheck .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-kscheck .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
.sheet-rolltemplate-attack table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-attack th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-attack .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-attack .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-attack .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-attack .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-attack .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-attack td {
padding-left: 5px;
font-family: Benguiat,Lucida-Bright,Courier;
font-size: 0.9em;
}
.sheet-rolltemplate-attack .inlinerollresult {
background-color: transparent;
font-family: Benguiat,Lucida-Bright,Courier;
border: none;
}
.sheet-rolltemplate-attack .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-attack .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-attack .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
.sheet-rolltemplate-parry table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-parry th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-parry .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-parry .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-parry .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-parry .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-parry .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-parry td {
padding-left: 5px;
font-family: Benguiat,Lucida-Bright,Courier;
font-size: 0.9em;
}
.sheet-rolltemplate-parry .inlinerollresult {
background-color: transparent;
font-family: Benguiat,Lucida-Bright,Courier;
border: none;
}
.sheet-rolltemplate-parry .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-parry .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-parry .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
.sheet-rolltemplate-kscontest table {
width: 100%;
padding: 2px;
background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat;
/* background:url(https://github.com/archibael/roll20-character-sheets/blob/brez-djmyth/DangerousJourneys-Mythus/images/Mythus%20portrait%20box.png?raw=true) top left repeat;
background-size: 250px 250px;*/
}
.sheet-rolltemplate-kscontest th {
color: rgb(233, 223, 151);
background-color: rgb(63, 32, 33);
padding-left: 5px;
line-height: 1.1em;
font-size: 1em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: uppercase;
}
.sheet-rolltemplate-kscontest .sheet-n {
color: rgb(233, 223, 151);
background-color: rgb(36, 32, 33);
padding-left: 5px;
line-height: 1.6em;
font-size: 1.5em;
text-align: left;
font-family: Benguiat,Lucida-Bright,Courier;
text-transform: none;
}
.sheet-rolltemplate-kscontest .sheet-arrow-right {
border-top: 3px solid transparent;
border-bottom: 3px solid transparent;
border-left: 180px solid rgb(126, 45, 64);
}
.sheet-rolltemplate-kscontest .sheet-tcat {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
}
.sheet-rolltemplate-kscontest .sheet-tcattish {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
width: 150px;
}
.sheet-rolltemplate-kscontest .sheet-tcatty {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
width: 300px;
}
.sheet-rolltemplate-kscontest .sheet-tcatgreen {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #3FB315;
}
.sheet-rolltemplate-kscontest .sheet-tcatred {
font-weight: bold;
font-family: Benguiat,Lucida-Bright,Courier;
color: #B31515;
}
.sheet-rolltemplate-kscontest td {
padding-left: 5px;
font-family: Benguiat,Lucida-Bright,Courier;
font-size: 0.9em;
}
.sheet-rolltemplate-kscontest .inlinerollresult {
background-color: transparent;
font-family: Benguiat,Lucida-Bright,Courier;
border: none;
}
.sheet-rolltemplate-kscontest .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-kscontest .inlinerollresult.fullfail {
color: #B31515;
border: none;
}
.sheet-rolltemplate-kscontest .inlinerollresult.importantroll {
color: #4A57ED;
border: none;
}
/* Universal styling applied to all elements of these types */
h2 {
font-size: 2em;
margin-bottom: 10px;
text-align: center;
font-family: Benguiat,Lucida-Bright,Courier;
}
button
{
font-family: Benguiat,Lucida-Bright,Courier;
}
h3
{
font-family: Benguiat,Lucida-Bright,Courier;
}
span
{
font-family: Benguiat,Lucida-Bright,Courier;
}
label {
display: inline-block;
width: 60%;
font-family: Benguiat,Lucida-Bright,Courier;
}
input {
display: inline-block;
width: 165px;
font-family: Benguiat,Lucida-Bright,Courier;
}
img {
@@ -177,6 +717,7 @@ img {
textarea {
resize: vertical;
font-family: Benguiat,Lucida-Bright,Courier;
}
input.sheet-toggle-show {
@@ -233,6 +774,7 @@ button.sheet-hideable-button {
}
*/
div.sheet-hideable-subs {
width: 100%;
}
@@ -244,10 +786,18 @@ input.sheet-short {
width: 165px;
}
input.sheet-long {
width: 300px;
}
input.sheet-midshort {
width: 60px;
}
input.sheet-halfmidshort {
width: 36px;
}
input.sheet-supershort {
width: 10px;
text-align: center;
@@ -263,6 +813,10 @@ label.sheet-headershort {
font-size: 1em;
}
button.sheet-myrol {
width: 300px;
}
span.sheet-headershort
{
display: inline-block; /* or block */
@@ -275,6 +829,17 @@ span.sheet-headermidshort
width: 39px;
}
span.sheet-headerhalfmidshort
{
display: inline-block; /* or block */
width: 21px;
}
label.sheet-headerhalfmidshort {
width: 21px;
font-size: 1em;
}
label.sheet-headermidshort {
width: 39px;
font-size: 1em;
@@ -284,6 +849,10 @@ label.sheet-headerwl {
width: 20px;
}
label.sheet-headerwlbig {
width: 130px;
}
label.sheet-headerbutton {
width: 100px;
font-size: 1em;
@@ -315,6 +884,11 @@ label.sheet-ksheadermidshort {
font-size: 1em;
}
label.sheet-ksheaderhalfmidshort {
width: 30px;
font-size: 1em;
}
label.sheet-ksheadershort {
width: 160px;
font-size: 1em;
@@ -325,18 +899,31 @@ label.sheet-ksheaderbutton {
font-size: 1em;
}
label.sheet-ksheaderlongbutton {
width: 300px;
font-size: 1em;
}
label.sheet-ksheaderreallylong {
width: 530px;
font-size: 1em;
}
select.sheet-dtype {
vertical-align: top;
font-family: Benguiat,Lucida-Bright,Courier;
width: 60px;
}
select.sheet-dtypedoublewide {
vertical-align: top;
font-family: Benguiat,Lucida-Bright,Courier;
width: 120px;
}
select.sheet-dtypequintwide {
vertical-align: top;
font-family: Benguiat,Lucida-Bright,Courier;
width: 150px;
}
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+1 -1
View File
@@ -4,5 +4,5 @@
"authors": "Aaron Brezenski",
"roll20userid": "3919472",
"preview": "mythus_sheet.png",
"instructions": "This sheet continues to emphasize functionality over beauty.\n NOTE: On Rev0.96 and higher there are two views on the character data: the normal Persona Sheet and the Bestiary Sheet. One is for Heroic Personas and the other is for Everybody Else. There is a script in Rev0.96 which SHOULD automatically upgrade old characters to deal with this, but in case you open an old character and end up with a blank page instead, you may need to go into Attributes and Abilities and manually create and set an attribute called personalhide to 1.\n On Add of new character, please wait about 20-30 seconds for initialization. When Heka Aperture goes to -10 and the Heka Limitations disappear, you're probably there.\n Do not neglect the Config tab, specifially the K/S Areas possessed, which is where Knowledge/Skills areas are chosen for display on the main K/S tab. The first checkbox next to each K/S is whether your HP possesess the K/S Area, and the second checkbox is whether the K/S area generates Heka. You can keep the Heka generation checkboxes at their default settings, but some (Ecology/Nature Science for Wisemen/Wisewomen) vary by Vocation or by JM fiat, so the options exist. \n Ignore ShadowAttrs, as they are a debug tool which will enentually not be visible.\n For now you can type all armor, weapons, Castings, and Powers in manually or use the import buttons; an Excel 2016 sheet is found in the repository at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories . Note that this Excel workbook is not a character generator and does not pretend to be, but is instead a reference for the import syntax in case someone wishes to develop an HP generator outside Roll20. \n The K/S area for Foreign Language is initially invisible but a button exists on the K/S tab which allows you to add multiple Foreign Languages as needed.\n There is an alternative view on most of the same stats called the Bestiary view, accessible at the bottom of the Config page. It is meant for non-player personas and monsters and is still a work in progress. There is a Critters tab in the Excel sheet for importing, but it's incomplete and may not do what you want it to do. Caveat Emptor."
"instructions": "This sheet continues to emphasize functionality over beauty.\n\n NOTE: On Rev0.96 and higher there are two views on the character data: the normal Persona Sheet and the Bestiary Sheet. One is for Heroic Personas and the other is for Everybody Else. There is a script in Rev0.96 which SHOULD automatically upgrade old characters to deal with this, but in case you open an old character and end up with a blank page instead, you may need to go into Attributes and Abilities and manually create and set an attribute called \"personahide\" to 1.\n On Add of new character, please wait about 20-30 seconds for initialization. When Heka Aperture goes to -10 and the Heka Limitations disappear, you're probably there.\n See Guide and Informational document about this sheet at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/DangerousJourneysCharSheetInfo.rtf You can type all armor, weapons, Castings, and Powers in manually or use the import buttons; an Excel 2016 sheet is found in the repository at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/roll20_import_generator2.xlsx . Note that this Excel workbook is not a character generator and does not pretend to be, but is instead a reference for the import syntax in case someone wishes to develop an HP generator outside Roll20. \n Caveat Emptor."
}