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[[Category:Actor]] | [[Category:Actor]] | ||
The Character Actor sheet will be the most commonly used Actor sheet and provides flexibility for a variety of character types: the [[Character Actor#Misc Tab|'''Misc Tab''']] has options to enable tabs Awakened or Emerged Characters, plus those with Critter Powers. | |||
The Character Actor | ==Header== | ||
== Header == | The '''Header''' appears regardless of the tab selected and shows basic information about the character. All fields in this section (except the sprint bonus) are auto calculated from the character's stats and gear. | ||
The | * Change the character's <strike>mugshot</strike> '''Portrait''' by clicking on the image. Token artwork can be configured in "Prototype Token". Note that basic Foundry behavior will change the token artwork to match the portrait artwork ''if'' there is no token artwork already set. | ||
* Change the character's mugshot | * Enter the character's '''Name''' to the right of the image. | ||
* Enter the character's | * The character's '''Condition Monitors''' record damage. | ||
* The | ** A number of different {{Category|Workflow}}s can apply damage automatically, but one can manually apply or remove damage by left clicking a box on the '''Physical''' or '''Stun''' monitor. | ||
* | ** An '''Overflow''' monitor will appear when the Physical track is full. One can also right click anywhere on a track to clear it completely. Wound penalties will be automatically applied to appropriate Tests. | ||
* Movement shows walking and running rates, calculated from Agility, along with a field to enter how many extra meters each hit from Sprinting provides. | ** One can perform '''Healing Tests''' by clicking on the '''Physical''' or '''Stun''' labels. | ||
* Select the character's Initiative mode — Meatspace, Matrix, or Astral — on the right side. Initiative is automatically rolled for each Combatant at the start of each Combat Round. (Combatants introduced in the middle of a round can be rolled manually.) Activating the round checkbox will apply the Blitz Edge action and roll 5d6, though the Edge will not be deducted automatically. | * '''Movement''' shows walking and running rates, calculated from Agility, along with a field to enter how many extra meters each hit from Sprinting provides. | ||
* Edge can be manually spent by clicking the boxes of the tracker. Clicking the label will make an Edge Test. | * Select the character's '''Initiative''' mode — {{Code|Meatspace}}, {{Code|Matrix}}, or {{Code|Astral}} — on the right side. Initiative is automatically rolled for each Combatant at the start of each Combat Round. (Combatants introduced in the middle of a round can be rolled manually.) Activating the round checkbox will apply the Blitz Edge action and roll 5d6, though the Edge will not be deducted automatically. | ||
* Common Attribute-Only Tests (e.g. Composure, Judge Intentions, etc.) can be prompted by clicking on the text label. | * '''Edge''' can be manually spent by clicking the boxes of the tracker. Clicking the label will make an Edge Test. | ||
* Defense, Armor, and Damage Resistance Tests are available in a similar fashion, plus Drain or Fade if the character is set to Awakened or Emerged on the | * Common Attribute-Only Tests (e.g. Composure, Judge Intentions, etc.) can be prompted by clicking on the text label. One can find these action items in the General Actions compendium, should one want to use them as actions or macros. | ||
* Defense, Armor, and Damage Resistance Tests are available in a similar fashion, plus Drain or Fade if the character is set to Awakened or Emerged on the {{Tab|Actor|Misc}}. | |||
* The dice button in the middle will roll an ad hoc Test with arbitrary parameters. | * The dice button in the middle will roll an ad hoc Test with arbitrary parameters. | ||
{{clear}} | {{clear}} | ||
==Actions Tab== | |||
== Skills Tab == | {{Stub:Actions Tab}} | ||
{{clear}} | |||
In the Skills | ==Skills Tab== | ||
{{Imagebox|sr5-actor-main.png|Character Actor Sheet Skills Tab|s=0.14.1|f=10.312|float=right}} | |||
In the '''Skills Tab''' one configures a character's Attributes and Skills, and trigger basic Tests using them. | |||
* The character's three Inherent Limits (plus Astral Limit for Awakened) show at the top. Hovering over the text shows a popup indicating where some adjustements may have come from. | * The character's three Inherent Limits (plus Astral Limit for Awakened) show at the top. Hovering over the text shows a popup indicating where some adjustements may have come from. | ||
* Each of the attributes shows the calculated value (hovering over the large number shows how it's calculated). Special attributes are shown to the right and slightly below. Magic or Resonance will appear for Awakened or Emerged characters (configurable on the [[Character Actor | * Each of the attributes shows the calculated value (hovering over the large number shows how it's calculated). Special attributes are shown to the right and slightly below. Magic or Resonance will appear for Awakened or Emerged characters (configurable on the [[Character Actor#Misc Tab|Misc Tab]]. Inherent Limits are automatically calculated from these values. | ||
** The left field under the attribute is for the permanent value, though it may be ignored if certain Active Effects override it. | ** The left field under the attribute is for the permanent value, though it may be ignored if certain Active Effects override it. | ||
** The right field is for applying ad hoc temporary adjustments. | ** The right field is for applying ad hoc temporary adjustments. | ||
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** Clicking on the name of a skill will prompt a roll. Clicking on the name of a specialization will include the extra two dice in the roll. | ** Clicking on the name of a skill will prompt a roll. Clicking on the name of a specialization will include the extra two dice in the roll. | ||
** SHIFT+Click will roll without prompting for details. | ** SHIFT+Click will roll without prompting for details. | ||
** While they are not [[ | ** While they are not [[Embedded Item]]s, Skills have the same three buttons. Note that Delete only hides default skills, but custom skills are gone if deleted. | ||
{{clear}} | |||
==Gear Tab== | |||
{{Imagebox|sr5-actor-gear.webp|Character Actor Sheet Gear Tab|s=0.17.1|f=11.315|float=right}} | |||
The '''Gear Tab''' shows the character's {{Item|Weapon}}s, {{Item|Ammo}}, {{Item|Armor}}, {{Item|Bioware}}, {{Item|Cyberware}}, {{Item|Device}}, {{Item|Equipment}}, and {{Item|Mod}}s. These items all function as other [[Embedded Item]]s do, plus a few extra features unique to the Gear Tab. | |||
The three <strike>seashells</strike> buttons all [[Embedded Item]]s share are joined by two additional buttons. | |||
The | * '''{{#far:circle}}/{{#fas:check-circle}} Equip''' — The circular button controls whether an item is equipped. For many Item types, it does nothing at this time though it does interact with certain [[Active_Effect#Details_Tab|Active Effects]], depending on configuration. | ||
** For [[Weapon Item]]s, it impacts the Reach used in Melee Defense Tests. | |||
** For [[Armor Item]]s, in impacts Damage Resistance Tests. | |||
** For [[Bioware Item]]s and [[Cyberware Item]]s, only equipped items impact the character's Essence rating. | |||
** For [[Device Item]]s, only one can be activated and it affects the stats shown on the [[Character Actor#Matrix Tab|Matrix Tab]]. | |||
* '''{{#fas:exchange-alt}} Move''' — The double-arrow button is used to assign Items to an Inventory Location as described below. | |||
A character's | ===Inventory Locations=== | ||
A character's equipment can be divided into multiple inventory locations. New locations can be added with the "+ Add" button. This can be used to organize the Actor's possessions. One could have a category for things left in a particular vehicle, a home, or a bolthole in the Barrens. One could arrange equipment by usage such as one bundle for walking-around-town and a different one for full tactical assaults. Each item can only be assigned to one inventory location, though items assigned to "All" will appear in the list for each and every location. "All" is good for things like implants that a character will have no matter how they're kitted out or where they are. | |||
{{clear}} | |||
==Magic Tab== | |||
{{Imagebox|sr5-actor-magic.png|Character Actor Sheet Magic|s=0.14.1|f=10.312|float=right}} | |||
The '''Magic Tab''' functions much like the '''Gear Tab''', but for [[Adept Power Item|Adept Powers]], [[Spell Item|Spells]], [[Ritual Item|Rituals]], and [[Summon/Compile Item|Summoning]] [[Embedded Item]]s. It only appears for characters with "Awakened/Emerged" on the '''Misc Tab'''set to {{Code|Awakened}}. Unlike the '''Gear Tab''', none of these item types impact the character directly — see [[Active Effect]]s for how to make things affect the character. | |||
{{clear}} | |||
==Critter Powers Tab== | |||
{{Imagebox|sr5-actor-critter.png|Character Actor Sheet Critter Powers Tab|s=0.14.1|f=10.312|float=right}} | |||
If the Character is flagged as a Critter on the '''Misc Tab''', this tab appears. Any [[Critter Power Item|Critter Power]] [[Embedded Item]]s the character has appear and can be controlled from here. They have no direct effects, beyond any configured Actions or [[Active Effect]]s. | |||
{{clear}} | |||
== | |||
The Magic | |||
== Matrix Tab == | ==Matrix Tab== | ||
The Matrix | {{Imagebox|sr5-actor-matrix.png|Character Actor Sheet Matrix Tab for Mundanes|s=0.14.1|f=10.312|float=right}} | ||
{{Imagebox|sr5-actor-techno.png|Character Actor Sheet Matrix Tab for Emerged|s=0.14.1|f=10.312|float=right}} | |||
The '''Matrix Tab''' shows the character's currently equipped [[Device Item|Device]] (from the '''Gear Tab'''), its Matrix Condition Monitor, Matrix attributes, and the available [[Program Item|Programs]]. If the character is set to {{Code|Emerged}} on the '''Misc Tab''', it shows {{Item|Complex Form}}s and {{Item|Compile|s}} as well. | |||
* The matrix attribute array is pulled from the character's device statistics. If the Device is configured as a cyberdeck, the attributes can be shuffled around. | * The matrix attribute array is pulled from the character's device statistics. If the Device is configured as a cyberdeck, the attributes can be shuffled around. | ||
* Activating "Hot Sim" changes the character's matrix initiative and adds a +2 to all Matrix Tests | * Activating "Hot Sim" changes the character's matrix initiative and adds a +2 to all Matrix Tests — anything using a matrix attribute as the limit. | ||
* Activating "Running Silent" applies a -2 to all Matrix Tests | * Activating "Running Silent" applies a -2 to all Matrix Tests — again, anything using a matrix attribute as the limit. | ||
* Changing the active programs has currently no effect on the tests. | * Changing the active programs has currently (as of {{ver|0.17.0}}) no effect on the tests. | ||
{{clear}} | |||
== Bio Tab == | ==Bio Tab== | ||
{{Imagebox|sr5-actor-bio.png|Character Actor Sheet Bio Tab|s=0.14.1|f=10.312|float=right}} | |||
The '''Bio Tab''' features a text field for the character's description and is home to {{Item|Quality}} [[Embedded Item]]s for all Characters, {{Item|Metamagic}} for Awakened, and {{Item|Echo|s}} for Emerged. | |||
== Social Tab == | {{clear}} | ||
In the Social | ==Social Tab== | ||
{{Imagebox|sr5-actor-social.png|Character Actor Sheet Social Tab|s=0.14.1|f=10.312|float=right}} | |||
== Effects Tab == | In the '''Social Tab''', one can manage the character's [[SIN Item|SIN]], [[Lifestyle Item|Lifestyle]], and [[Contact Item|Contact]] [[Embedded Item]]s. | ||
The Effects | ==Effects Tab== | ||
{{Imagebox|sr5-actor-effects.webp|Character Actor Sheet Effects Tab|f=11.315|s=0.18.4|float=right}} | |||
The '''Effects Tab''' is where one can control a character's [[Active Effect]]s. Effects shown here are collected from those inside [[Embedded Item]]s as well as ones created here with the "+ Add" button. | |||
It has the same control buttons as Embedded Items, plus an enable/disable checkbox like the Gear tab provides. | It has the same control buttons as Embedded Items, plus an enable/disable checkbox like the Gear tab provides. | ||
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* '''Persistent Effects''' are active and thier adjustments will be applied, but have no duration configured. | * '''Persistent Effects''' are active and thier adjustments will be applied, but have no duration configured. | ||
* '''Temporary Effects''' are active and have a duration configured. If the Active Effect has an icon, that icon will be displayed on the Actor's canvas Tokens. | * '''Temporary Effects''' are active and have a duration configured. If the Active Effect has an icon, that icon will be displayed on the Actor's canvas Tokens. | ||
{{clear}} | |||
== Misc Tab == | ==Misc Tab== | ||
The Misc | {{Imagebox|sr5-actor-misc.png|Character Actor Sheet Misc Tab|s=0.17.0|f=11.315|float=right}} | ||
* | The '''Misc Tab''' collects functions that don't fit in anywhere else. | ||
* There are fields to record the characters' available Karma, total Career Karma, Notoriety, Public Awareness, and Street Cred. These fields are purely for display and have no mechanical impact. | * One can access the [[Chummer Character Importer]] here. | ||
* There are fields to record the characters' available '''Karma''', total '''Career Karma''', '''Notoriety''', '''Public Awareness''', and '''Street Cred'''. These fields are purely for display and have no mechanical impact. | |||
* '''Awakened/Emerged''' controls the configuration of the Matrix tab (if set to "Emerged") and the visbility of the Magic tab (if "Awakened"). | * '''Awakened/Emerged''' controls the configuration of the Matrix tab (if set to "Emerged") and the visbility of the Magic tab (if "Awakened"). | ||
* '''Full Defense Attribute''' controls what attribute is added in the combat automation when Full Defense is used. | * '''Full Defense Attribute''' controls what attribute is added in the combat automation when Full Defense is used. | ||
* '''Critter''' controls the visibility of the "Critter Powers" tab. | * '''Critter''' controls the visibility of the "Critter Powers" tab. | ||
* '''NPC''' controls | * '''NPC''' controls whether or not the "Grunt" option is available. | ||
** If '''Grunt''' is enabled, the character has single Condition Monitor, which ever of the two is larger. | ** If '''Grunt''' is enabled, the character has single Condition Monitor, which ever of the two is larger. | ||
* '''Metatype''''s behavior depends on the configuration of the "NPC" option. | * '''Metatype''''s behavior depends on the configuration of the "NPC" option. | ||
** If | ** If '''NPC''' is off, it has no immediate mechanical benefit. | ||
** If | ** If '''NPC''' is on, it applies the basic metatype stat adjustments. This is useful for applying quick adjustments, assuming one enters all one's NPCs as if they were human. | ||
* '''Restore Default Skills''' unhides any standard skills deleted from the Skills tab. Custom skills will not be restored; once they're deleted, they're gone. | * '''Restore Default Skills''' unhides any standard skills deleted from the Skills tab. Custom skills will not be restored; once they're deleted, they're gone. | ||
* '''New Run Reset''' clears the character's Stun, Physical, and Matrix Condition monitors and restores it's Edge. | * '''New Run Reset''' clears the character's Stun, Physical, and Matrix Condition monitors and restores it's Edge. | ||
* '''Situational Modifers''' displays the modifiers set at the scene level. | * '''Situational Modifers''' displays the modifiers set at the scene level. Clicking on any of the label in this section will bring up the [[Situational Modifiers]] dialog. | ||
* '''Modifiers''' allows | * '''Modifiers''' allows ad-hoc modification of a large number of values that affect a character in play, such as Initiative and Reach. Be aware that anything adjusted by an [[Active Effect]] cannot be modified here. The text fields may allow one to input changes, but they'll be ignored. | ||
{{References}} |
Latest revision as of 01:18, 29 October 2024
The Character Actor sheet will be the most commonly used Actor sheet and provides flexibility for a variety of character types: the Misc Tab has options to enable tabs Awakened or Emerged Characters, plus those with Critter Powers.
Header
The Header appears regardless of the tab selected and shows basic information about the character. All fields in this section (except the sprint bonus) are auto calculated from the character's stats and gear.
- Change the character's
mugshotPortrait by clicking on the image. Token artwork can be configured in "Prototype Token". Note that basic Foundry behavior will change the token artwork to match the portrait artwork if there is no token artwork already set. - Enter the character's Name to the right of the image.
- The character's Condition Monitors record damage.
- A number of different Workflows can apply damage automatically, but one can manually apply or remove damage by left clicking a box on the Physical or Stun monitor.
- An Overflow monitor will appear when the Physical track is full. One can also right click anywhere on a track to clear it completely. Wound penalties will be automatically applied to appropriate Tests.
- One can perform Healing Tests by clicking on the Physical or Stun labels.
- Movement shows walking and running rates, calculated from Agility, along with a field to enter how many extra meters each hit from Sprinting provides.
- Select the character's Initiative mode —
Meatspace
,Matrix
, orAstral
— on the right side. Initiative is automatically rolled for each Combatant at the start of each Combat Round. (Combatants introduced in the middle of a round can be rolled manually.) Activating the round checkbox will apply the Blitz Edge action and roll 5d6, though the Edge will not be deducted automatically. - Edge can be manually spent by clicking the boxes of the tracker. Clicking the label will make an Edge Test.
- Common Attribute-Only Tests (e.g. Composure, Judge Intentions, etc.) can be prompted by clicking on the text label. One can find these action items in the General Actions compendium, should one want to use them as actions or macros.
- Defense, Armor, and Damage Resistance Tests are available in a similar fashion, plus Drain or Fade if the character is set to Awakened or Emerged on the Actor's Misc Tab.
- The dice button in the middle will roll an ad hoc Test with arbitrary parameters.
Actions Tab
In the Actions Tab, one can create and configure embedded Action Items for tasks that frequently come up but are not covered by other sections of the Actor sheet. [ edit ]
- After adding an Action Item, either by pressing "+ Add" or dragging it to a character from a Compendium or the Items sidebar directory, click on the image in front of the entry to trigger a roll.
- One can also drag and drop Action Items to the macro bar for quick access.
Skills Tab
In the Skills Tab one configures a character's Attributes and Skills, and trigger basic Tests using them.
- The character's three Inherent Limits (plus Astral Limit for Awakened) show at the top. Hovering over the text shows a popup indicating where some adjustements may have come from.
- Each of the attributes shows the calculated value (hovering over the large number shows how it's calculated). Special attributes are shown to the right and slightly below. Magic or Resonance will appear for Awakened or Emerged characters (configurable on the Misc Tab. Inherent Limits are automatically calculated from these values.
- The left field under the attribute is for the permanent value, though it may be ignored if certain Active Effects override it.
- The right field is for applying ad hoc temporary adjustments.
- Clicking on the text label will prompt for a roll.
- Active Skills and Knowledge Skills can be entered here. The sheet will be prepopulated with the standard Active Skills, while there are no Knowledge Skills by default.
- Skills can be added to any of the categories by pressign the "+ Add" button. This will prompt for a Name, a sourcebook reference, the base value of the skill, any special bonuses (though Active Effects can do that, too), and any specializations. Active Skills also include a field for primary linked attribute, while Language and Knowledge Skills infer the appropriate attribute from the category they're entered under.
- Clicking the "Active Skills" header will only show skills with rating greater than 0.
- Clicking on the name of a skill will prompt a roll. Clicking on the name of a specialization will include the extra two dice in the roll.
- SHIFT+Click will roll without prompting for details.
- While they are not Embedded Items, Skills have the same three buttons. Note that Delete only hides default skills, but custom skills are gone if deleted.
Gear Tab
The Gear Tab shows the character's Weapons, Ammo, Armor, Bioware, Cyberware, Device, Equipment, and Modifications. These items all function as other Embedded Items do, plus a few extra features unique to the Gear Tab.
The three seashells buttons all Embedded Items share are joined by two additional buttons.
- / Equip — The circular button controls whether an item is equipped. For many Item types, it does nothing at this time though it does interact with certain Active Effects, depending on configuration.
- For Weapon Items, it impacts the Reach used in Melee Defense Tests.
- For Armor Items, in impacts Damage Resistance Tests.
- For Bioware Items and Cyberware Items, only equipped items impact the character's Essence rating.
- For Device Items, only one can be activated and it affects the stats shown on the Matrix Tab.
- Move — The double-arrow button is used to assign Items to an Inventory Location as described below.
Inventory Locations
A character's equipment can be divided into multiple inventory locations. New locations can be added with the "+ Add" button. This can be used to organize the Actor's possessions. One could have a category for things left in a particular vehicle, a home, or a bolthole in the Barrens. One could arrange equipment by usage such as one bundle for walking-around-town and a different one for full tactical assaults. Each item can only be assigned to one inventory location, though items assigned to "All" will appear in the list for each and every location. "All" is good for things like implants that a character will have no matter how they're kitted out or where they are.
Magic Tab
The Magic Tab functions much like the Gear Tab, but for Adept Powers, Spells, Rituals, and Summoning Embedded Items. It only appears for characters with "Awakened/Emerged" on the Misc Tabset to Awakened
. Unlike the Gear Tab, none of these item types impact the character directly — see Active Effects for how to make things affect the character.
Critter Powers Tab
If the Character is flagged as a Critter on the Misc Tab, this tab appears. Any Critter Power Embedded Items the character has appear and can be controlled from here. They have no direct effects, beyond any configured Actions or Active Effects.
Matrix Tab
The Matrix Tab shows the character's currently equipped Device (from the Gear Tab), its Matrix Condition Monitor, Matrix attributes, and the available Programs. If the character is set to Emerged
on the Misc Tab, it shows Complex Forms and Compilations as well.
- The matrix attribute array is pulled from the character's device statistics. If the Device is configured as a cyberdeck, the attributes can be shuffled around.
- Activating "Hot Sim" changes the character's matrix initiative and adds a +2 to all Matrix Tests — anything using a matrix attribute as the limit.
- Activating "Running Silent" applies a -2 to all Matrix Tests — again, anything using a matrix attribute as the limit.
- Changing the active programs has currently (as of SR5 v0.17.0) no effect on the tests.
Bio Tab
The Bio Tab features a text field for the character's description and is home to Quality Embedded Items for all Characters, Metamagic for Awakened, and Echoes for Emerged.
Social Tab
In the Social Tab, one can manage the character's SIN, Lifestyle, and Contact Embedded Items.
Effects Tab
The Effects Tab is where one can control a character's Active Effects. Effects shown here are collected from those inside Embedded Items as well as ones created here with the "+ Add" button.
It has the same control buttons as Embedded Items, plus an enable/disable checkbox like the Gear tab provides.
- Active Effects created here (i.e. character-level instead of item-level) won't have a source button.
- Inactive Effects have been turned off and won't apply any of thier adjustments to the character.
- Persistent Effects are active and thier adjustments will be applied, but have no duration configured.
- Temporary Effects are active and have a duration configured. If the Active Effect has an icon, that icon will be displayed on the Actor's canvas Tokens.
Misc Tab
The Misc Tab collects functions that don't fit in anywhere else.
- One can access the Chummer Character Importer here.
- There are fields to record the characters' available Karma, total Career Karma, Notoriety, Public Awareness, and Street Cred. These fields are purely for display and have no mechanical impact.
- Awakened/Emerged controls the configuration of the Matrix tab (if set to "Emerged") and the visbility of the Magic tab (if "Awakened").
- Full Defense Attribute controls what attribute is added in the combat automation when Full Defense is used.
- Critter controls the visibility of the "Critter Powers" tab.
- NPC controls whether or not the "Grunt" option is available.
- If Grunt is enabled, the character has single Condition Monitor, which ever of the two is larger.
- Metatype's behavior depends on the configuration of the "NPC" option.
- If NPC is off, it has no immediate mechanical benefit.
- If NPC is on, it applies the basic metatype stat adjustments. This is useful for applying quick adjustments, assuming one enters all one's NPCs as if they were human.
- Restore Default Skills unhides any standard skills deleted from the Skills tab. Custom skills will not be restored; once they're deleted, they're gone.
- New Run Reset clears the character's Stun, Physical, and Matrix Condition monitors and restores it's Edge.
- Situational Modifers displays the modifiers set at the scene level. Clicking on any of the label in this section will bring up the Situational Modifiers dialog.
- Modifiers allows ad-hoc modification of a large number of values that affect a character in play, such as Initiative and Reach. Be aware that anything adjusted by an Active Effect cannot be modified here. The text fields may allow one to input changes, but they'll be ignored.