{"name":"Game System's Manual","pages":[{"sort":200000,"name":"Welcome","type":"text","_id":"VCkEkNYk4WDFv2h2","title":{"show":false,"level":1},"image":{},"text":{"format":1,"content":"","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":300000,"name":"Actors","type":"text","_id":"86fJk4DI7fdzlEXT","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Existing Actor Types

There is only one type of actors:

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The Roll Dialog

The Roll Dialog (see picture below) is the main interface for rolling the dice. It is displayed by doing one of the following:

// Generic Roll\ngame.bladerunner.macros.rollDice();\n\n// Roll Application\ngame.bladerunner.roller.create(options);

The Roll Dialog is divided into four sections: the dice (top), the modifiers (left), the settings (right) and the buttons (bottom) —

Dice

The top area of the Roll Dialog displays the dice that will be rolled. By default, it will choose the dice of your linked skill and attribute.

You can click the plus @FontAwesomeIcon[fa fa-plus] icon to add an extra die. A maximum of 3 dice is allowed.

Modifiers

The left area lists all possible modifiers from the character's Items. Click the checkbox to enable/disable a modifier. If you activate more than one modifier, the system will consider the average. Ranged attacks have an additional set of modifiers.

Settings

The right area is where you can set the maximum number of pushes and the default roll mode for the chat message.

Buttons

The Roll Dialog has three buttons to choose:

The buttons can be greyed out following the number of dice or the chosen modifiers.

Pushing the Roll

The result of a roll is sent as a message in the chat log. Click the formula to reveal the dice results individually.

If the roll is pushable, two buttons will be displayed on the chat message:

Applying Damage

It is possible to automatically apply the damage from a weapon roll:

  1. Roll a weapon that can inflict damage.

  2. Target one or more tokens. (Click the bullseye @FontAwesomeIcon[fas fa-bullseye] icon.)

  3. Right-click the roll message. If the roll is successful and you targeted at least one token, the \"@FontAwesomeIcon[fas fa-crosshairs] Apply damage to targeted tokens\" option is available. Click it.

  4. If you rolled more than one success and targeted multiple tokens, choose how to spread the successes between the targets.

  5. If the target has an armor, choose whether you want to roll it. Successes from the armor roll decreased the damage.

The Actors's Health is automatically adjusted and a resume message is sent to the chat log.

Note: Only the GM can apply damage.

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Existing Item Types

There are 7 types of items:

Items are draggable. Drag'n drop an Item into an Actor sheet to create a copy in the Actor's inventory. You can also drag'n drop an Item into the Macro Hotbar to create a roll macro.

Sheet header buttons

Like the Actor sheet, the header bar of the Item sheet contains a series of controls:

@FontAwesomeIcon[fas fa-align-left] Info (tab)

This tab hosts the item's description.

@FontAwesomeIcon[fas fa-briefcase] Features (tab)

This tab contains all the properties and features of the item.

There is also a Modifiers section within certain item types where you can define one or more modifiers caused by the item. Click the @FontAwesomeIcon[fas fa-plus] button to add a new modifier, choose the affected attribute or skill, and choose between Advantage or Disadvantage.

@FontAwesomeIcon[fas fa-dice-six] Actions (tab)

Some item types have also an @FontAwesomeIcon[fas fa-dice-six] Actions tab. Click the @FontAwesomeIcon[fas fa-plus] button to add an item action and choose the attribute and skill used to roll it, or specify the name or id of a macro to execute.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":500000,"name":"Playing With Macros","type":"text","_id":"DxIFpHTNsLBzI93V","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

The Blade Runner system comes with a few macros that can help you run the game smoothly. They can be found in the @FontAwesomeIcon[fas fa-folder] Blade Runner Macros folder.

If you want to create your own macro, you can use the available async methods:

RollData

Attributes and Skills' values can be easily accessed with the @ tag:

ATTRIBUTES
@ + attributeKey

SKILLS
@ + skillKey

OTHER
@ + something

@str@closeCombat@maxPush
 @force 
 @stamina@health.value
@agi@firearms@resolve.value
 @mobilityetc...
 @stealth 
@int@medicalAid 
 @observation 
 @tech 
@emp@connections 
 @insight 
 @manipulation 

You can use these tags to get the value of a skill for custom rolls in the chat. For example, to roll for TECH, type the following:

/r 1d@int + 1d@tech

But this example does not output a roll with the Year Zero template. To get the right template, you must define the maximum number of pushes with the modifier p, like so:

/r 1d(@int)p1 + 1d(@tech)p1

To get the maximum number of pushes from the character's nature (for example, it is 2 for Replicants), you can use the @maxPush tagged property:

/r 1d(@int)p@maxPush + 1d(@tech)p@maxPush

If you want to disable the push, use p0 or np instead:

/r 1d(@int)np + 1d(@tech)np

Another example for rolling an explosive's Blast Power:

/r 2d(@blast)np

Custom Text Enrichers

The Blade Runner system also defines a few additional custom Text Enrichers. They can be used in any text editor, like in the character's biography, in Journal entries, and in chat messages.

[[⁠/table My Table]]{Custom title}
[[⁠table: My Table]]{Custom title}\n[[⁠table: My Table]]{Custom title}{2}
[[⁠choose: 1d3 #Choice 1|Choice 2|Choice 3]]{Choice title}
@⁠FontAwesomeIcon[fas fa-cog]
[[⁠S]] or [[⁠F]]
@⁠BladeRunnerActor[Name or ID]

And many more... See the src/system/enricher.js file in the Github repository for more supported text enrichers.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":250000,"name":"Instructions","type":"text","_id":"7QtXCWimDMVof31e","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

RTFM!

We know you are eager to play! But you should definitely read this manual first. The pages in this Journal entry will explain you the basics to efficiently use this game system.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"Third-party","type":"text","_id":"zio6bsCF9tr0XlAn","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

List of Recommended Modules

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":450000,"name":"Combat","type":"text","_id":"lKQwDtVBwLeeUk0y","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Drawing Initiative

This game system use a @FontAwesomeIcon[fa-solid fa-dice-d10] D10 for initiative, with Agility as a tie-breaker. To use the initiative cards, you must install the Year Zero Engine: Combat module.

The Starter Set premium module also includes a set of predefined Initiative cards that you can use with that module.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":306250,"name":"Vehicles","type":"text","_id":"qT3HaImubPpZnwBS","title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"

The vehicle sheet shares many similarities with the @UUID[.pRLrJILq6IQiNIWi]{Character sheet}. Read also this section for additional information.

Hull

The Hull is the life gauge of the vehicle. By default, a newly created vehicle starts with 2 hull points. You can change the maximum hull value by right-clicking on the \"Hull\" title or the numbers to display a context menu. The current value is editable like in the @UUID[.pRLrJILq6IQiNIWi#health-and-resolve]{character sheet} (left/right-click on the boxes).

Crew

The vehicle's crew is managed in the crew section of the vehicle sheet. Click the @FontAwesomeIcon[fas fa-plus] button to add an extra seat, or right-click a seat to display a context menu with additional options:

To add a crew member, drag'n drop a Character from the sidebar into the vehicle sheet. If that character is an NPC, the game system asks if you want to duplicate it (because if you want multiple similar NPCs inside the same vehicle, you must duplicate them). Afterwards, that character becomes linked into the vehicle and its avatar appears in the crew section (like a token on the canvas) with attribute bars displayed if relevant.

The first crew member is considered to be the driver. You can drag'n drop passengers inside the crew section to change their position.

Finally, dragging a crew member from the vehicle sheet into the canvas will create a token of that linked character. (But this isn't working the other way around.)

Note: It is unfortunately not possible to crew other vehicles inside a vehicle. Vehicles inceptions are not allowed!

 

Inventories

The vehicle's items are managed the same way as in the @UUID[.pRLrJILq6IQiNIWi#inventories]{character sheet}. To add a new item, drag'n drop it onto the vehicle sheet.

The hover controls may have two additional icons:

@FontAwesomeIcon[fa-regular fa-crosshairs-simple] Combat (tab)

This tab contains all your combat-related items and a list of some Actions shortcuts.

Actions

This box contains a list of shortcuts for common vehicle actions, like speeding, ramming and repairing (see @UUID[JournalEntry.tDbakf6dnhYJtfHp.JournalEntryPage.CZYUmCgo6Ttxggym#vehicles-in-combat]{Vehicle Combat} for more details on these actions).

Clicking an action will execute a predefined macro. If the action involves a skill roll and the vehicle has more than one crew member, the game system asks which occupant to choose to perform the roll.

Crash, Massive Crash and Explode inflict damage to the crew members and decrease the health of their linked characters accordingly.

Note for module developers: See the game.bladerunner.config.Actions configuration variable to add your own custom actions.

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Tokens

When an actor is dragged onto a Scene, a token is created. It displays one or two resource bars and the token's name when it is hovered.

The default Prototype Token for a PC has two bars:

  • The upper bar (blue) tracks the character's Resolve

  • The lower bar (green) tracks the character's Health

NPC tokens have only the Health bar displayed by default.

By default, the tokens are unlinked and their disposition is set to hostile.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":303125,"name":"Characters","type":"text","_id":"pRLrJILq6IQiNIWi","title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"

Sheet header buttons

The header bar of the character sheet contains the following icons:

Nature

The dropdown allows to choose between the existing natures: Human or Replicant. Changing the nature has effects on the health, resolve and how rolls are pushed.

Note: Only the GM can change this field.

Health & Resolve

Those are the character's capacities.

A greyed box @FontAwesomeIcon[far fa-minus-square] indicates a point permanently lost.

The maximums are automatically calculated from the character's nature and attributes. They can be further modified by the GM in the @UUID[.pRLrJILq6IQiNIWi#actor-sheet-configuration]{Actor sheet configuration}.

The Resolve capacity is not displayed on a Non-Player Character sheet. The tracking of stress for generic NPCs is usually skipped, as per the rules. If the GM wants to track stress for uncommon NPCs, she should use a Player Character sheet instead.

When the Resolve capacity reaches 0, it triggers a test for @UUID[JournalEntry.tDbakf6dnhYJtfHp.JournalEntryPage.cPRYuc5giAQGFH4P#permanent-loss-of-resolve]{Permanent Loss of Resolve}.

Archetype

The field for the character's archetype is located on the right side of the header. Click on the empty space and choose a predefined archetype or write your own. The choice of an archetype is currently only cosmetic.

Inventories

In many places in the character sheet, there are inventories for the items embedded in the character.

To add a new item, you can drag'n drop it onto the character sheet, or click the plus @FontAwesomeIcon[fas fa-plus] on the side the create a new one from scratch.

Hover the embedded item to show the control icons:

@FontAwesomeIcon[fas fa-horse-head] Stats (tab)

This tab lists all the character's attributes and skills. Use the dropdown menu to choose the stat's level and click on the stat's name or base die to trigger the roll dialog.

Also, the stat's name is draggable. Drag'n drop it into the Macro Hotbar to create a roll macro!

@FontAwesomeIcon[fas fa-puzzle-piece] Mods (tab)

This tab contains all Specialties and Synthetic Augmentations.

@FontAwesomeIcon[fas fa-fist-raised] Combat (tab)

This tab contains all your combat-related items and a list of some Actions shortcuts. Clicking an action triggers a roll dialog with the defined attribute and skill.

Also, the action's name is draggable. Drag'n drop it into the Macro Hotbar to create a macro!

Note for module developers: See the game.bladerunner.config.Actions configuration variable to add your own custom actions.

@FontAwesomeIcon[fas fa-archive] Inventory (tab)

This tab contains a field for the character's Signature Item, an inventory for Generic items, and boxes for tracking multiple currencies: Promotion, Humanity and Chinyen points.

Like for the Health and Resolve capacities, you can left- or right-click the boxes to modify their quantities.

@FontAwesomeIcon[fas fa-align-left] Biography (tab)

This tab contains multiple Text Editor fields to use for the character biography.
NPC sheets only have the \"Notes\" field.

Actor sheet configuration

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