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Action Item: Difference between revisions

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[[Category:Item]]{{Needs Improvement}}
[[Category:Item]]
'''Action Items''' are used for frequently repeated tasks that are not otherwise built into purpose-specific items. It's best used when there are multiple sources of modifers that all contribute to the same Test. A few examples include Climbing{{source|sr5|134}}, Surprise{{source|sr5|ref=192}}, and the Test to Stand Up{{source|sr5|ref=166}} when injured.
'''Action Items''' are used for frequently repeated tasks that are not otherwise built into purpose-specific {{Category|Item}}s. It's best used when there are multiple sources of modifers that all contribute to the same Test. A few examples include Climbing{{source|sr5|ref=134}}, Surprise{{source|sr5|ref=192}}, and the Test to Stand Up{{source|sr5|ref=166}} when injured.
==Description Tab==
==Description Tab==
{{Imagebox|sr5-item-action-desc.png|Action Item Description Tab|s=0.16.1|f=11.315}}
{{Imagebox|sr5-item-action-desc.png|Action Item Description Tab|s=0.16.1|f=11.315}}

Latest revision as of 02:40, 13 January 2024

Action Items are used for frequently repeated tasks that are not otherwise built into purpose-specific Items. It's best used when there are multiple sources of modifers that all contribute to the same Test. A few examples include Climbing[sr 1], Surprise[sr 2], and the Test to Stand Up[sr 3] when injured.

Description Tab

Action Item Description Tab (SR5 v0.16.1, FVTT v11.315)

The Description Tab is common to all Item sheets. Hovering over the text shows the  Edit button, which brings up Foundry's standard ProseMirror editing tools, the same ones available when editing Journals. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay noes.

Action Tab

Action Item Action Tab (SR5 v0.22.1, FVTT v12.331)

The Action Tab is used to add Test functionality to many different types of Items. It includes selectors to control a wide variety of parameters, divided into categories.

Test Details

  • Test defaults to Success Test and cannot be changed.[explain 1]
  • Category is used with the Action Categories Filter on an Active Effect to determine if the Active Effect should be applied to this action.
  • Type sets the type of action[sr 4]. The system doesn't currently enforce any sort of action economy so this setting is primarily a reminder, though it has to be set to something to unlock the other options in this section.
    • Extended controls whether it's a regular Success Test or an Extended Test[sr 5].
  • Skill and Attribute control what values contribute to the dice pool. It will initially show fields for one Skill and two Attributes; selecting a Skill will hide one attribute.
    • Selecting a Skill reveals a checkbox to control weather or not a Specialization applies to the skill. Note that there is no validation of what the specialization is — if the box is checked, two extra dice are added to the Test pool.
  • Armor adds the characters total worn Armor to the dice pool.
  • Dice Pool Mod allows adding an arbitrary bonus to the test. This would be good if you were doing something like a Perception Test with equipment included.
  • Limit has two fields, one for a flat value and a selector for a variety of character properties. If both are used, they'll be added together.
  • Roll Mode applies one of Foundry's Roll Modes whenever the action is used. It overrides whatever is selected in the Chat Messages sidebar.

Modifiers

Clicking in the Modifier selection provides a list of adjustments for the die pool. Each of the cooresponds to one of the modifiers on the Actor's Misc Tab. If nothing is selected here, Global is applied by default, but it must be added back manually (if desired) when any other option is used.[git 1]

Damage

Picking one of the three available damage Types (Physical, Stun, or Matrix) reveals the rest of the options.

  • Damage Value and AP each have three fields. The first is a manually entered value, the second is a mathematical operation, and the third is a list of values derived from the Actor. An action configured this way will trigger the Combat workflow.
  • Element defines the type of damage (leave blank for regular damage). It interacts with settings on the character's Armor Items.

Opposed Test

Selecting an Opposed Test[explain 2] enables configuration options for Skill and Attribute similar to the main Test Details section. During the rolling process, it will present a button on the Test's roll card for the defender to roll with.

Damage Resistance Test

Settting Damage Resistance Test[explain 3] reveals configuration options for Skill and Attribute similar to the main Test Details section.

Effects Tab

Action Item Effect Tab (SR5 v0.16.1, FVTT v11.315)

The Effects Tab is where Active Effects are configured.

  • Temporary Effects includes any enabled Effect with a duration. Such Effects will also show an icon on the Actor's token, if the Effect itself has an icon set.
  • Persistent Effects shows enabled Effects with no duration.
  • Inactive Effects are disabled and have no impact on any Actor properties.

Note that Active Effects inside an Item cannot be edited if the Item is on an Actor. They can only be altered if the Item is in the Items Directory in the sidebar or a Compendium.

References

Explanation Needed

  1. Why show this if it can't be changed?
  2. How do the given options differ from each other?
  3. Why aren't there any other options? If there were, what could they be?

GitHub Issues

Sourcebook