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	<title>SR5 Foundry VTT System Wiki - User contributions [en]</title>
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	<updated>2026-04-14T21:50:04Z</updated>
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	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4245</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4245"/>
		<updated>2026-03-28T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]{{Redbox|Under Maintenance|This feature is under active development and unreleased.}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium. Both skills and groups will be copied from that compendium onto the actor when skill set is dropped on an actor.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When an actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a default configuration matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
The different types of skill items are the main configuration that must be set. All else follows from that.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Any skill allows full configuration of what values are used when it&#039;s tested. This includes attribute, limit and opposing test.&lt;br /&gt;
&lt;br /&gt;
Knowledge and language skills have their own set fields to configure, which will affect where on the actor sheet they are shown.&lt;br /&gt;
&lt;br /&gt;
The name of the skill is special: &lt;br /&gt;
* By default it contains the skill name as in English. When using the system in any other language that english name is used for translation and must match the original name exactly. A custom skill name can be used but won&#039;t be translated.&lt;br /&gt;
* The name is used as the `system.skills.active` key (same for language and knowledge) and will be transformed to be used as such. Special characters will be removed to do so. International alphabet is supported (tested with South Korean). &lt;br /&gt;
&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
A skill group allows to define a set of skill names with a combined rating. The skill name is taken from the skill compendium.&lt;br /&gt;
&lt;br /&gt;
Once dropped or created on an actor, skills within the group won&#039;t allow their individual ratings to be changed and use the group rating for any tests made. Each skill will show the group name on their sheet but changes to its rating must be made through the skill group sheet.&lt;br /&gt;
&lt;br /&gt;
Just as with skills the Englisch name is used as the basis for translation. &lt;br /&gt;
&lt;br /&gt;
===Skillsets===&lt;br /&gt;
A skill set allows to define a list of skills, each with a rating and a list of specializations, as well as a list of groups, each with a rating to be applied to an actor. Only a single skill set can be used per actor and skills from another skill set will be removed when doing so.&lt;br /&gt;
&lt;br /&gt;
Once a skill set is within a compendium, it can be used to define a default list of skills and groups for newly created actors of that type. For that the compendium must be the system skill set compendium (see settings) and must the define the actor type using the default configuration.&lt;br /&gt;
&lt;br /&gt;
NOTE: With 0.33.0 there is no centralized synchronization of skill sets and actors using that skill set. Once you&#039;ve added a set to an actor, that state will be copied. Any changes made on the original set, will not affect actors using that set.&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4244</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4244"/>
		<updated>2026-03-28T15:53:16Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]{{Redbox|Under Maintenance|This feature is under active development and unreleased.}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium. Both skills and groups will be copied from that compendium onto the actor when skill set is dropped on an actor.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When an actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a name matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
The different types of skill items are the main configuration that must be set. All else follows from that.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Any skill allows full configuration of what values are used when it&#039;s tested. This includes attribute, limit and opposing test.&lt;br /&gt;
&lt;br /&gt;
Knowledge and language skills have their own set fields to configure, which will affect where on the actor sheet they are shown.&lt;br /&gt;
&lt;br /&gt;
The name of the skill is special: &lt;br /&gt;
* By default it contains the skill name as in English. When using the system in any other language that english name is used for translation and must match the original name exactly. A custom skill name can be used but won&#039;t be translated.&lt;br /&gt;
* The name is used as the `system.skills.active` key (same for language and knowledge) and will be transformed to be used as such. Special characters will be removed to do so. International alphabet is supported (tested with South Korean). &lt;br /&gt;
&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
A skill group allows to define a set of skill names with a combined rating. The skill name is taken from the skill compendium.&lt;br /&gt;
&lt;br /&gt;
Once dropped or created on an actor, skills within the group won&#039;t allow their individual ratings to be changed and use the group rating for any tests made. Each skill will show the group name on their sheet but changes to its rating must be made through the skill group sheet.&lt;br /&gt;
&lt;br /&gt;
===Skillsets===&lt;br /&gt;
A skill set allows to define a list of skills, each with a rating and a list of specializations, as well as a list of groups, each with a rating to be applied to an actor. Only a single skill set can be used per actor and skills from another skill set will be removed when doing so.&lt;br /&gt;
&lt;br /&gt;
NOTE: With 0.33.0 there is no centralized synchronization of skill sets and actors using that skill set. Once you&#039;ve added a set to an actor, that state will be copied. Any changes made on the original set, will not affect actors using that set.&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4243</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4243"/>
		<updated>2026-03-28T15:45:45Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Content]]{{Redbox|Under Maintenance|This feature is under active development and unreleased.}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium. Both skills and groups will be copied from that compendium onto the actor when skill set is dropped on an actor.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When an actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a name matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
The different types of skill items are the main configuration that must be set. All else follows from that.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Any skill allows full configuration of what values are used when it&#039;s tested. This includes attribute, limit and opposing test.&lt;br /&gt;
&lt;br /&gt;
Knowledge and language skills have their own set fields to configure, which will affect where on the actor sheet they are shown.&lt;br /&gt;
&lt;br /&gt;
The name of the skill is special: &lt;br /&gt;
* By default it contains the skill name as in English. When using the system in any other language that english name is used for translation and must match the original name exactly. A custom skill name can be used but won&#039;t be translated.&lt;br /&gt;
* The name is used as the `system.skills.active` key (same for language and knowledge) and will be transformed to be used as such. Special characters will be removed to do so. International alphabet is supported (tested with South Korean). &lt;br /&gt;
&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
A skill group allows to define a set of skill names with a combined rating. The skill name is taken from the skill compendium.&lt;br /&gt;
&lt;br /&gt;
Once dropped or created on an actor, skills within the group won&#039;t allow their individual ratings to be changed and use the group rating for any tests made.&lt;br /&gt;
&lt;br /&gt;
===Skillsets===&lt;br /&gt;
A skill set allows to define a list of skills, each with a rating and a list of specializations, as well as a list of groups, each with a rating to be applied to an actor. Only a single skill set can be used per actor and skills from another skill set will be removed when doing so.&lt;br /&gt;
&lt;br /&gt;
NOTE: With 0.33.0 there is no centralized synchronization of skill sets and actors using that skill set. Once you&#039;ve added a set to an actor, that state will be copied. Any changes made on the original set, will not affect actors using that set.&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4241</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4241"/>
		<updated>2026-02-22T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redbox|Under Maintenance|This feature is under active developement and unreleased.}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a name matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
===Skills===&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
===Skillsets===&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4240</id>
		<title>Skills and Skillsets</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Skills_and_Skillsets&amp;diff=4240"/>
		<updated>2026-02-22T18:07:44Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: Created page with &amp;quot;{{Needs Improvement}}  ==Skills== All skills work based on the Skill item and the related skill compendiums.  ===Skill Item and its types=== Each actor holds their own list of skills available to them with their own set of skill items for base values.  However, skill items come in three flavors of &amp;#039;skill&amp;#039;: * &amp;#039;&amp;#039;&amp;#039;skill&amp;#039;&amp;#039;&amp;#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own. * &amp;#039;&amp;#039;&amp;#039;group&amp;#039;&amp;#039;&amp;#039;: A skill group im...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
All skills work based on the Skill item and the related skill compendiums.&lt;br /&gt;
&lt;br /&gt;
===Skill Item and its types===&lt;br /&gt;
Each actor holds their own list of skills available to them with their own set of skill items for base values.&lt;br /&gt;
&lt;br /&gt;
However, skill items come in three flavors of &#039;skill&#039;:&lt;br /&gt;
* &#039;&#039;&#039;skill&#039;&#039;&#039;: The default type describes a individual skill, with all necessary values. This item type is fully functional on its own.&lt;br /&gt;
* &#039;&#039;&#039;group&#039;&#039;&#039;: A skill group implements the group rules of 5th edition. It provides a list of skills with a shared and connected rating. When added to an actor, skills listed must exist in the configured Skills Compendium&lt;br /&gt;
* &#039;&#039;&#039;set&#039;&#039;&#039;: A set of skills and skill groups, each with a rating, that in combination describe what an actor can do. All skills listed must exist in the configured Skills Compendium, while all skill groups must exist in the configured Skill Group Compendium.&lt;br /&gt;
&lt;br /&gt;
Once added onto an actor skill groups and skillsets will be resolved into individual skill items. These will in turn be shown on actor system data under `system.skills` based on skill categories. There Active Effect changes can affect all values, without altering the skill item.&lt;br /&gt;
&lt;br /&gt;
===Skills and actor creation===&lt;br /&gt;
When actor of any type is created, the system checks the configured Skillset Compendium for a skillset with a name matching the type of the new actor. Skills and skill groups defined within it, will be copied onto the actor and are available to use.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
===Skills===&lt;br /&gt;
===Skill Groups===&lt;br /&gt;
===Skillsets===&lt;br /&gt;
&lt;br /&gt;
==Custom skills==&lt;br /&gt;
The skill system is designed in a way to allow as much customizability as possible, without introducing too much complexity into the 5th edition system.&lt;br /&gt;
&lt;br /&gt;
The system provides you with three skill compendiums:&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: contains all skills as RAW&lt;br /&gt;
* &#039;&#039;&#039;Groups&#039;&#039;&#039;: contains all skill groups as RAW&lt;br /&gt;
* &#039;&#039;&#039;Skillsets&#039;&#039;&#039;: contains a skillset for each actor type, used to retrieve skills for them when creating a new actor&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t edit these compendiums or items within it, as each system update will overwrite changes made.&lt;br /&gt;
&lt;br /&gt;
All three compendiums can be changed to a personal one, allowing a different set of skills, groups and skillsets. While you should provide each actor type with a skillset (named to match their type), you don&#039;t have to. If no matching skillset is found, new actors will start out without any skills on them.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Networks&amp;diff=3909</id>
		<title>Matrix Networks</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Networks&amp;diff=3909"/>
		<updated>2025-06-27T12:58:50Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement}}[[Category:Content]] &lt;br /&gt;
i&lt;br /&gt;
&#039;&#039;&#039;This is a page for BETA features not found in the systems release version.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Networks==&lt;br /&gt;
The system supports grids and hosts as means to providing actors and devices with means of connecting to the matrix.&lt;br /&gt;
&lt;br /&gt;
In order to use matrix networks, the GM must simply create grid and host items, which will be available to use immediatly, as long as those items are within the FoundryVTT item collection. Grids and hosts within compendiums can&#039;t be used as matrix networks.&lt;br /&gt;
To block players from seeing a network, the visible checkbox can be used. When set a network will not show up to the players, as long as it hasn&#039;t been marked before or has no active connections. Once marked or connected a network will be visible to players until either is removed.&lt;br /&gt;
&lt;br /&gt;
===Connecting to networks===&lt;br /&gt;
To connect networks use on of these options:&lt;br /&gt;
- (GM only) add matrix actors or technology devices directly to the WAN of a network.&lt;br /&gt;
- add a network subscription to a SIN item on a character and connect using the matrix tab&lt;br /&gt;
- mark a network using the matrix network hacking application available on the matrix tab, either with the available matrix actions or by asking the GM for a invitation to place a mark on the network without hacking&lt;br /&gt;
&lt;br /&gt;
===Networks and devices===&lt;br /&gt;
By connecting any technology item to a networks WAN, they are available for all matrix actions. Be aware that each device can only be connected to a single network at a time.&lt;br /&gt;
&lt;br /&gt;
==Marks==&lt;br /&gt;
Marks can be placed on all matrix actors and technology items.&lt;br /&gt;
&lt;br /&gt;
===Marks and icons===&lt;br /&gt;
Depending on the network connected, the matrix-hacking tab provides a list of available targets. This list will only show icons that aren&#039;t running silent and are within the 100m matrix perception range, as well as tokens that aren&#039;t marked as invisible by the GM. By selecting an icon and then selecting the appropriate matrix action, a mark can be placed and the newly marked icon will be shown within the list of marked icons, with the amount of marks set.&lt;br /&gt;
&lt;br /&gt;
To change or remove marks, use the provided icons for adding, removing and deleting marks.&lt;br /&gt;
&lt;br /&gt;
===Rebooting persona device===&lt;br /&gt;
When rebooting a persona device, all marks and network connections will be removed.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Networks&amp;diff=3908</id>
		<title>Matrix Networks</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Matrix_Networks&amp;diff=3908"/>
		<updated>2025-06-27T12:57:18Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: Created page with &amp;quot;{{Needs Improvement}}Category:Content   &amp;#039;&amp;#039;&amp;#039;This is a page for BETA features not found in the systems release version.&amp;#039;&amp;#039;&amp;#039;  # Networks The system supports grids and hosts as means to providing actors and devices with means of connecting to the matrix.  In order to use matrix networks, the GM must simply create grid and host items, which will be available to use immediatly, as long as those items are within the FoundryVTT item collection. Grids and hosts within compendi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement}}[[Category:Content]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is a page for BETA features not found in the systems release version.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Networks&lt;br /&gt;
The system supports grids and hosts as means to providing actors and devices with means of connecting to the matrix.&lt;br /&gt;
&lt;br /&gt;
In order to use matrix networks, the GM must simply create grid and host items, which will be available to use immediatly, as long as those items are within the FoundryVTT item collection. Grids and hosts within compendiums can&#039;t be used as matrix networks.&lt;br /&gt;
To block players from seeing a network, the visible checkbox can be used. When set a network will not show up to the players, as long as it hasn&#039;t been marked before or has no active connections. Once marked or connected a network will be visible to players until either is removed.&lt;br /&gt;
&lt;br /&gt;
## Connecting to networks&lt;br /&gt;
To connect networks use on of these options:&lt;br /&gt;
- (GM only) add matrix actors or technology devices directly to the WAN of a network.&lt;br /&gt;
- add a network subscription to a SIN item on a character and connect using the matrix tab&lt;br /&gt;
- mark a network using the matrix network hacking application available on the matrix tab, either with the available matrix actions or by asking the GM for a invitation to place a mark on the network without hacking&lt;br /&gt;
&lt;br /&gt;
## Marks and icons&lt;br /&gt;
Depending on the network connected, the matrix-hacking tab provides a list of available targets. This list will only show icons that aren&#039;t running silent and are within the 100m matrix perception range, as well as tokens that aren&#039;t marked as invisible by the GM. By selecting an icon and then selecting the appropriate matrix action, a mark can be placed and the newly marked icon will be shown within the list of marked icons, with the amount of marks set.&lt;br /&gt;
&lt;br /&gt;
To change or remove marks, use the provided icons for adding, removing and deleting marks.&lt;br /&gt;
&lt;br /&gt;
## Networks and devices&lt;br /&gt;
By connecting any technology item to a networks WAN, they are available for all matrix actions. Be aware that each device can only be connected to a single network at a time.&lt;br /&gt;
&lt;br /&gt;
## Rebooting persona device&lt;br /&gt;
When rebooting a persona device, all marks and network connections will be removed.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Journal_Rolls&amp;diff=3664</id>
		<title>Journal Rolls</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Journal_Rolls&amp;diff=3664"/>
		<updated>2024-02-18T13:59:58Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Imagebox|Journal Rolls.png|Journal Entry Rolls|f=11.315|s=0.19.0|width=520px}}&lt;br /&gt;
The system allows for three different types of rolls to be trigger via FoundryVTTs Journal Entry roll feature:&lt;br /&gt;
* RollSkill(skill threshold) &lt;br /&gt;
* RollAttribute(attribute) &lt;br /&gt;
* Teamwork(skill) &lt;br /&gt;
&lt;br /&gt;
All types will trigger a chat message prompting for the actual roll. Skills and attributes must be given in all lowercase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RollSkill&#039;&#039; allows for a threshold to be defined by adding the threshold value after the wanted skill with only a space separating both.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Teamwork_Rolls&amp;diff=3625</id>
		<title>Teamwork Rolls</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Teamwork_Rolls&amp;diff=3625"/>
		<updated>2024-02-01T11:59:29Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|This article is currently a work in progress. The Teamwork Rolls feature is under active developement in {{Ver|0.19.0}}.}}[[Category:Content]]&lt;br /&gt;
{{Whitebox|Current developement state|Teamwork Rolls aren&#039;t fully integrated into the sheet UI yet but can only be triggered via macro and Journal Entry Rolls. Teamwork Rolls also only support skill tests for now.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
{{Imagebox|Teamwork Roll.png|Teamwork Roll Chat Message|f=11.315|s=0.19.0|float=right|width=390px}}&lt;br /&gt;
&lt;br /&gt;
After triggering a Teamwork Roll, all actors wanting to participate must each use the &#039;&#039;Take Part&#039;&#039; button. Afterwards the main test actor must be used to use the &#039;&#039;Roll it&#039;&#039; action, rolling the actual Teamwork Roll.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Teamwork_Rolls&amp;diff=3624</id>
		<title>Teamwork Rolls</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Teamwork_Rolls&amp;diff=3624"/>
		<updated>2024-02-01T11:58:04Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: Created page with &amp;quot;{{Needs Improvement|This article is currently a work in progress. The Teamwork Rolls feature is under active developement in {{Ver|0.19.0}}.}}Category:Content {{Whitebox|Current developement state|Teamwork Rolls aren&amp;#039;t fully integrated into the sheet UI yet but can only be triggered via macro and Journal Entry Rolls. Teamwork Rolls also only support skill tests for now.|float=none|width=calc(100% - 440px)}} {{Imagebox|Teamwork Roll.png|Character Actor Sheet Effects T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|This article is currently a work in progress. The Teamwork Rolls feature is under active developement in {{Ver|0.19.0}}.}}[[Category:Content]]&lt;br /&gt;
{{Whitebox|Current developement state|Teamwork Rolls aren&#039;t fully integrated into the sheet UI yet but can only be triggered via macro and Journal Entry Rolls. Teamwork Rolls also only support skill tests for now.|float=none|width=calc(100% - 440px)}}&lt;br /&gt;
{{Imagebox|Teamwork Roll.png|Character Actor Sheet Effects Tab|f=11.315|s=0.19.0|float=right|width=390px}}&lt;br /&gt;
&lt;br /&gt;
After triggering a Teamwork Roll, all actors wanting to participate must each use the &#039;&#039;Take Part&#039;&#039; button. Afterwards the main test actor must be used to use the &#039;&#039;Roll it&#039;&#039; action, rolling the actual Teamwork Roll.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Teamwork_Roll.png&amp;diff=3623</id>
		<title>File:Teamwork Roll.png</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Teamwork_Roll.png&amp;diff=3623"/>
		<updated>2024-02-01T11:55:59Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Teamwork Roll workflow&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=Journal_Rolls&amp;diff=3622</id>
		<title>Journal Rolls</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=Journal_Rolls&amp;diff=3622"/>
		<updated>2024-02-01T11:52:27Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: How to define and trigger a general test using Journal Entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Improvement|This article is currently a work in progress. The Journal Rolls feature is under active developement in {{Ver|0.19.0}}.}}[[Category:Content]]&lt;br /&gt;
{{Imagebox|Journal Rolls.png|Journal Entry Rolls|f=11.315|s=0.19.0|width=520px}}&lt;br /&gt;
The system allows for three different types of rolls to be trigger via FoundryVTTs Journal Entry roll feature:&lt;br /&gt;
* RollSkill(skill threshold) &lt;br /&gt;
* RollAttribute(attribute) &lt;br /&gt;
* Teamwork(skill) &lt;br /&gt;
&lt;br /&gt;
All types will trigger a chat message prompting for the actual roll. Skills and attributes must be given in all lowercase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RollSkill&#039;&#039; allows for a threshold to be defined by adding the threshold value after the wanted skill with only a space separating both.&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
	<entry>
		<id>http://sr5-foundryvtt.privateworks.com/index.php?title=File:Journal_Rolls.png&amp;diff=3621</id>
		<title>File:Journal Rolls.png</title>
		<link rel="alternate" type="text/html" href="http://sr5-foundryvtt.privateworks.com/index.php?title=File:Journal_Rolls.png&amp;diff=3621"/>
		<updated>2024-02-01T11:45:57Z</updated>

		<summary type="html">&lt;p&gt;TaMiF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to add a journal roll and what hey look like&lt;/div&gt;</summary>
		<author><name>TaMiF</name></author>
	</entry>
</feed>