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Genesys

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Contents

Intro

Genesys is a Generic Role Playing Game System. It was borne out of the system that Fantasy Flight Games made for a Star Wars RPG.
NOTE: This is a direct port of the FFG-Star-Wars-API-Compatible Character Sheet and Dice Roller. As such, lots of the code is still referring to star wars stuff. If you want to remove that, please do, but I just made this to attempt to fill a need in the community, not to spend all my time trying to make it 100% perfect. Hopefully it helps you and your games.

In-Progress/Testing Files Location

Troubleshooting

For Troubleshooting/bug reports, a thread has been setup @ https://app.roll20.net/forum/post/5930268/genesys-rpg-official-character-sheet-thread

Change Log

  • 1.0.0 Official first release.
  • 1.1.0 Fixed a few display issues, removed force dice code from the script, and a few other minor changes.
  • 1.2.0 Found more issues, resolved in 1.3.0.
  • 1.3.0 Current released version.

How to use the normal version

  • Step 1, Click the 'Start New Game' button from the 'Games' > 'My Games' menu in Roll20
  • Step 2, In the 'Name & Tags' choose a name for your game.
  • Step 3, In the 'Optional: Choose a Character Sheet' section, choose 'Genesys RPG'
  • Step 4, Click the 'I'm Ready, Create Game" button.
  • Step 5, Click the 'Settings' button and pull it down to 'API Scripts'.
  • Step 6, From the Roll20 API Script Library drop down, select "Genesys Dice Roller" and click 'Add Script'.
  • Step 7, Click the name of your game near 'API Scripts for '
  • Step 8, Click the 'Launch Game' button.
  • Step 9, Click the 'Journal' icon (looks like a newspaper) on the far right, if '-GameMasterCharacterSheet' is in the list, everything worked.

How to use the test versions

This Character Sheet has a few files that are used to make it work:

  • The HTML file
  • The CSS file
  • The Translation file
  • The js file

What to do with the files

NOTE:If you want to use this Character Sheet, you will need a Pro account to use the API script for the Dice Roller part of this sheet.

If you want to create a New Game and want to use this Character Sheet

  • Step 1, Click the 'Start New Game' button from the 'Games' > 'My Games' menu in Roll20
  • Step 2, In the 'Name & Tags' choose a name for your game.
  • Step 3, In the 'Optional: Choose a Character Sheet' section, choose 'Custom'
  • Step 4, Click the 'I'm Ready, Create Game" button.
  • Step 5, Click the 'Settings' button and pull it down to 'Game Settings'.
  • Step 6, Copy the contents of the HTML file to the 'HTML Layout' section of the 'Character Sheet Template'
  • Step 7, Copy the contents of the CSS file to the 'CSS Styling' section of the 'Character Sheet Template'
  • Step 8, Copy the contents of the translation.json to the 'Translation' section of the 'Character Sheet Template'
  • Step 9, 'Click the Save Changes' button.
  • Step 10, Wait for 'Settings saved successfully' to display at the top of the screen.
  • Step 11, Click the name of your game near 'Settings for '.
  • Step 12, Click the 'Settings' button and pull it down to 'API Scripts'.
  • Step 13, Click the 'New Script' button.
  • Step 14, Copy the contents of the js file to the black box under the box that says 'untitled.js'.
  • Step 15, Click 'Save Script'.
  • Step 16. It will reload the screen automatically. Wait for 'Previous shutdown complete, starting up...' to show up in the bottom box.
  • Step 17, Click the name of your game near 'API Scripts for '
  • Step 18, Click the 'Launch Game' button.
  • Step 19, Click the 'Journal' icon (looks like a newspaper) on the far right, if '-GameMasterCharacterSheet' is in the list, everything worked.

If you have a Current Game and want to use this Character Sheet

  • Step 1, Click the 'Settings' button and pull it down to 'Game Settings'.
  • Step 2, Ensure the 'Character Sheet Template' has the dropdown set to 'Custom'.
  • Step 3, Copy the contents of the HTML file to the 'HTML Layout' section of the 'Character Sheet Template'
  • Step 4, Copy the contents of the CSS file to the 'CSS Styling' section of the 'Character Sheet Template'
  • Step 5, Copy the contents of the translation.json to the 'Translation' section of the 'Character Sheet Template'
  • Step 6, 'Click the Save Changes' button.
  • Step 7, Wait for 'Settings saved successfully' to display at the top of the screen.
  • Step 8, Click the name of your game near 'Settings for '.
  • Step 9, Click the 'Settings' button and pull it down to 'API Scripts'.
  • Step 10, Click the 'New Script' button.
  • Step 11, Copy the contents of the js file to the black box under the box that says 'untitled.js'.
  • Step 12, Click 'Save Script'.
  • Step 13. It will reload the screen automatically. Wait for 'Previous shutdown complete, starting up...' to show up in the bottom box.
  • Step 14, Click the name of your game near 'API Scripts for '
  • Step 15, Click the 'Launch Game' button.
  • Step 16, Click the 'Journal' icon (looks like a newspaper) on the far right, if '-GameMasterCharacterSheet' is in the list, everything worked.

The HTML file

The HTML file tells your Browser how the Character Sheet is displayed.

  • Controls the layout of the sheet.
  • Controls where there are buttons on the sheet.
  • Controls what tabs/sections are available on the sheet.

The CSS file

The CSS file modifies how the Browser sees the HTML file.

  • Controls the colors of the sheet.
  • Controls the size of the sheet.
  • controls the font of the sheet.

The Translation file

The Translation file allows the display of the Character Sheet in other languages.

  • Takes the labels and makes them able to be translated into other languages easier.

The js file

The js file is a javascript file that handles the Dice rolling and all the active parts of the character sheet.

  • Controls the Dice rolling.
  • Creates blank character sheets assigned to the Player.
  • Controls how text displays on the chat box.

Known Issues

  • Drop down skill list in the Weapons, Talents & Powers section does not correctly handle Magic skills
    • This seems to be an issue with java itself and not the code of the sheet. For some reason it does not read the default value but reads a "null" which it fails to handle. I will look to catch this error in the Script.
    • This issue impacts multiple parts of the character sheet/dice roller.
  • Dice pictures appear to blend the Advantage symbol into the dice.
    • Due to the dice symbols being odd, the pictures of the dice themselves seem to require zooming in to determine what they show. NOTE: This does not impact the dice results outcome, but it can make it harder to verify the results.
  • The Downgrade feature for dice goes outside of the bounds of what the Rules allow for.
    • Rules state, you can downgrade a Yellow to a Green, or a Red to a Purple but you cannot downgrade a Purple/Green to "removed". Currently the downgrade removes Green/Purple after it runs out of Red/Yellow dice.
    • This issue impacts the FFG Star Wars API-Compatible character sheet as well, as the code was taken from that dice roller.

Fixed Issues

  • Some Code referencing Force Dice was left in the Dice Roller script - Fixed in version 1.1.0
  • NPC Sheet has a translation issue on "Rival" - Fixed in version 1.2.0

The Game Master Sheet

 While the HTML lists 1 "Character Sheet" this sheet is actually broken up into two parts; The Player Sheet and the GM 
 Sheet. The GM sheet is a fully different layout than the Player Sheet and is designed with information to make it 
 easier for the GM to run the game with useful spots to collect information in one place. The Player Sheet is designed
 to Help a Player collect the relevant information they need. The Player Sheet is also the default sheet and thus any 
 new Characters will use this one. NPCs will also be using the Player Sheet.
 The first thing to notice about the sheet is, like all Roll20 Character sheets the top has 3 sections; Bio & Info, 
 Character Sheet, and Attributes & Abilities.

Bio & Info

 This is where you can list a picture (though it won't be seen by anyone but the GM) and a Character Story, as well as
 GM viewable notes. You may think, how is this useful AT ALL on a GM sheet? You can make this sheet viewable to 
 the Players and all they can see is this section. With that, you can give the Campaign a sort of splash screen, with the 
 story of the campaign, and maybe a line or two about the characters.

Attributes & Abilities

 Attributes are filled in as the character sheet is filled out. You can use them in macros or ignore them.
 Abilities, on the other hand you can make macros and tie them right to that character sheet.
 They can additionally be made into actions that apply to an associated token.
 The token actions don't really help for a GM sheet, but you can still use macros as they are always nice.

Character Sheet

 This is the main guts of the GM Sheet.
 It has several parts; GM Dice Pool, Destiny Pool, Group Details, and Campaign Details.

GM Dice Pool

 Arranged in sections; Left, Middle, and Right.

The Left Side

 Filled with the Positive Dice
  • The Blue, Boost dice,
    • Dice added due to situation or environmental conditions, talents, or GM whim.
  • The Green, Ability
    • Dice, representing the innate ability to do something. Derived from the Characteristics.
  • The Yellow, Proficiency
    • Dice, show you not only have innate ability, but some training (ranks) in a skill.
  • Upgrade: section,
    • This is a box that will account for a die(dice) upgrade(s). Rather than having to figure out if a Green die turns into a Yellow die, or a Yellow adds a green, fill in this section to have the sheet handle that for you.
  • Downgrade: section,
    • Just like the Upgrade section, this handles downgrades.

The Middle

  • This also has a D20 button.
    • This rolls all the dice in the GM Dice Pool section.
  • Lastly, it has an arrow button.
    • This button zeros out all the dice listed so you can create a new dice pool fresh.

The Right Side

 Filled with the Negative Dice
  • The Black, Setback dice,
    • Representing an opposite to the Boost Dice.
    • Dice added due to situation or environmental conditions, talents, or GM whim.
  • The Purple, Difficulty dice,
    • Represent the inherent effort required to succeed with a task or situation.
    • They represent the opposite of the Green dice.
    • Per the Rules as Written for this system, unless there is player buy in to bypass the limit, typically you cannot have more than 5 difficulty dice.
      This changed with the Mass Combat rules in the Lead By Example Career book. The new maximum is 6 difficulty dice.
    • Difficulty descriptions;
      • (-) Simple or Zero Purple Dice,
      • (1) Easy or 1 Purple Die,
      • (2) Average or 2 Purple Dice,
      • (3) Hard or 3 Purple Dice,
      • (4) Daunting or 4 Purple Dice,
      • (5) Formidable or 5 Purple Dice,
      • (6) Overwhelming or 6 Purple Dice,
        This was added to represent a mass combat force that is overwhelming.
      • (6+) Impossible or 5 Purple Dice + the attempt requires a Story Point use in order to even attempt the roll.
  • The Red, Challenge dice,
    • Represent a huge issue to try to overcome.
    • As an opposite of the Yellow dice they show upgraded difficulty.

Story Point Pool

 This section has 2 parts, the 3 buttons, and the 2 text boxes.

Buttons

  • Button 1, Force Player Update,
    This button syncs the Destiny Pool numbers from the GM's Destiny Pool to all Character Sheets assigned to Players.
  • Button 2, Clear Pool,
    This will zero out both Light and Dark Side Destiny Points.
  • Button 3, Use GM Story Point,
    This is how you represent using a GM Story Point against the Players. It will automatically remove 1 from the GM side, and add it to the Player side. Additionally, it will post to the chat box that you used a GM Story Point.

Group Details

 This section was designed so the GM can keep a log of the Player mechanics so the GM doesn't have to peer into the
 Player Character sheets all the time to know what they represent.
  • Character Motivations,
    Allow you to track, motivations per character. This can be helpful to view when people are role playing so you know if you should give them bonus XP after the session.

Setting Worksheet

 Because Genesys can be used for multiple settings, they designed a Worksheet to keep track of the nuances of each one. This section allows you to keep track of your setting.

Troubleshooting the NPC Initiative Rolling

 When you are expecting to call a separate sheet, you need to fill out at minimum 3 areas;
  1. The Name of the Character Sheet
    • This is the name that appears on the top of the Character Sheet. It is also what is displayed in the Journal.
  2. The Name of the Character
    • This is the "Name" in the Character Info Tab of the Character Sheet Tab of the Character Sheet itself.
      1. Open the Character Sheet
      2. Look at the tabs at the top, click the far left one, titled "Character Sheet"
      3. Below the Top Stats, Dice Pool, and Destiny Pool, there is another set of tabs. Look for the one labeled "Character Info"
      4. On this tab there is a "Name" field this must match the field in step 1 exactly. No extra spaces, or extra characters.
  3. The field you are expecting to call
    • Whatever field you are expecting to call, should have some sort of value in it.

Campaign Details

 This section is the most complicated. It is broken down in 6 Parts, the Top Section, General Info, Location, Reward(s), 
 Specific Details, and NPC Names.

The Top Section

 This area is to identify missions and tasks to separate them. This way you can see the progression of the story.

General Info

 Here you can start to build out the task/mission. With some general ideas. Brain storming with fragments of ideas or 
 firm notions of what you want this task/mission to accomplish.
  • Location
    This section requires the least explanation. It is where the task/mission is happening with as many spots for details as possible.
  • Reward(s)
    This allows you to think of rewards before the missions or task starts. Whether you want to give money, items, XP, or reward bonus XP as well.
  • Specific Details
    This section tries to dive more into the plot of the mission/task. With areas for Objectives, Key items, and NPCs the Players will run into.
  • Finally, there is NPC Name
    This section allows you to link to a NPC Character Sheet and list a few key details. It also allows you to roll initiative on up to six groups of NPCs.

The Player Sheet

 Adapted from the official character sheets, it should help store all information needed for a Player to game in the system.

Bio & Info

 This is where you can list a picture, this picture can be used to make a Character Token for use on the game play area as well. 
 While it is not required that the Character Picture be used as the base for the character token, it is often used that way.
  • Character Story. This is where you bring your character to life! The more information you put here, the more your GM can draw that story into the campaign.
    Think of names, planets, locations on planets, and organizations your character has run into.
    NOTE: Do not make the story too long. The GM is not generally expecting you to write a novel, just a bit of a short story.
  • There is also a section where the GM can write notes about your character that only they can see

Attributes & Abilities

  • Attributes are filled in as the character sheet is filled out. You can use them in macros or ignore them.
  • Abilities, on the other hand you can make macros and tie them right to that character sheet. They can additionally be made into actions that apply to an associated token.

Character Sheet

 Broken down into 5 types of sub sheets, Character Sheet, Vehicle Sheet, Group Sheet, Companion Sheet, and NPC Sheet.

Character Sheet

 This Sheet is broken down further, into Four sections; Top Stats, Story Point Pool, Dice Pool, and Sub Tabs.

Top Stats

 This is the main volatile stats of the character.
Wounds
 In this system rather than having a health pool that you slowly empty as you take damage, you have a Wound Threshold that counts up from zero up to the amount of wounds you can handle before collapsing.
  • When you exceed your Wound Threshold, you fall unconscious and take a Critical Injury.
  • Every hit after you fall unconscious you take another Critical Injury.
  • You stop tracking wounds when it reaches two times your Wound Threshold.
Strain
  • Like Wounds, you count up from zero up to your threshold.
  • Also like wounds when you exceed your threshold you fall unconscious.
  • Unlike wounds, you do NOT take a Critical Injury for exceeding your Strain Threshold.
Soak
 This represents the amount of wounds or strain damage you can mitigate.
  • Pierce, Breach, and Stun Damage can bypass some, or all of your soak.
  • Soak is applied to every hit (except as explained above), and does not “go away”
Defense
 This represents the defense you have against incoming attacks.
  • Listed as Melee and Ranged, through Melee works against Brawl attacks as well.
  • Each point, requires incoming Combat Weapon attacks to add a number of setbacks equal to the appropriate rating.
  • NOTE: Defense maxes out at 4 for Ranged and Melee.
Encum
 This is your Encumbrance, or how much stuff you can hold.
  • You are able to exceed your Threshold, but for each point over, you add a setback to all rolls you do.

Story Point Pool

 Broken into Buttons and Text boxes.
  • Button 1, Sync Pool with GM,
    Ensures your listed Light and Dark side points match the GM’s.
  • Button 2, Use Player Story Point,
    This is how you indicate to everyone you are using a Light Side Destiny Point.
    It also posts to the chat window that you have done this.

Dice Pool

 Arranged in sections; Left, Middle, and Right.

The Left Side

 Filled with the Positive Dice
  • The Blue, Boost dice,
    Dice added due to situation or environmental conditions, talents, or GM whim.
  • The Green, Ability
    Dice, representing the innate ability to do something. Derived from the Characteristics.
  • The Yellow, Proficiency
    Dice, show you not only have innate ability, but some training (ranks) in a skill.
  • Upgrade: section,
    This is a box that will account for a die(dice) upgrade(s). Rather than having to figure out if a Green die turns into a Yellow die, or a Yellow adds a green, fill in this section to have the sheet handle that for you.
  • Downgrade: section,
    Just like the Upgrade section, this handles downgrades.

The Middle

  • This also has a D20 button.
    This rolls all the dice in the GM Dice Pool section.
  • Lastly, it has an arrow button.
    This button zeros out all the dice listed so you can create a new dice pool fresh.

The Right Side

 Filled with the Negative Dice
  • The Black, Setback dice,
    • Representing an opposite to the Boost Dice.
    • Dice added due to situation or environmental conditions, talents, or GM whim.
  • The Purple, Difficulty dice,
    • Represent the inherent effort required to succeed with a task or situation.
    • Per the Rules as Written for this system, unless there is player buy in to bypass the limit, typically you cannot have more than 5 difficulty dice.
      This changed with the Mass Combat rules in the Lead By Example Career book. The new maximum is 6 difficulty dice.
    • Difficulty descriptions;
      • (-) Simple or Zero Purple Dice,
      • (1) Easy or 1 Purple Die,
      • (2) Average or 2 Purple Dice,
      • (3) Hard or 3 Purple Dice,
      • (4) Daunting or 4 Purple Dice,
      • (5) Formidable or 5 Purple Dice,
      • (6) Overwhelming or 6 Purple Dice,
        This was added to represent a mass combat force that is overwhelming.
      • (6+) Impossible or 5 Purple Dice + the attempt requires a Destiny Point flip in order to even attempt the roll.
  • The Red, Challenge dice,
    • Represent a huge issue to try to overcome.
    • As an opposite of the Yellow dice they show upgraded difficulty.

Sub Tabs

 Character Info, Skills, Combat, Inventory, and Notes.
Character Info
 Like everything else it is broken up into sections. Character, Critical Injuries, Motivations, and Game Mechanics.
  • Character
    This describes your character, be creative and don’t always go with generic ideas.
  • Critical Injuries
    This section keeps track of Critical Injuries. There are 5 parts, Critical Roll Offset, Roll Critical button, Critical Number, and Add Critical button.
    • Critical Roll Offset
      This represents how much the rolled number will be changed.
      A Weapon or attack with Lethal Blows or Vicious can add 10 (per rank) to this number. Additionally, activating the Critical multiple times in one attack adds 10 to this as well.
    • Roll Critical button
      This will perform a /roll d100 action the compare it to a chart and list the Critical Injury in a list to the left of the roller.
      This will automatically take into account any number in the offset text box.
      This will automatically add 10 for each Critical Injury that occurred prior to rolling.
    • Critical Number
      Sometimes the GM may want call to apply a certain Critical Injury, in this case you would list the roll number for that Injury in this text box.
    • Add Critical button
      After you add a Critical Number, the Add Critical button will apply that specific Critical Injury.
  • Motivations - Players should have all 4 motivations listed below.
    Desire
    Fear
    Strength
    Flaw


Skills
  • Characteristics
    • These are what give you Green, Ability Dice.
    • The maximum you can achieve in any Characteristic is;
      • 5
        • At Character creation
      • 6
        • With having a piece of gear/armor/weapon that upgrades a Characteristic
  • Skills
    • General Skills
      • Representing skills of all kinds not related to Social, Magic, Knowledge, or Combat.
      • Note: All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
    • Magic Skills
      • Representing skills related to Magic.
      • Note: All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
    • Combat Skills
      • Representing the different kinds of skills used for combat.
      • Lightsaber allows you to change the base Characteristic it pulls from if you have the right talent to do that.
      • Note: All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
    • Knowledge Skills
      • Representing the different Social skills.
      • Note: All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
    • Knowledge Skills
      • Represent the various ways to gather information.
      • If you choose to add more Knowledge Skills, do not use the general 'Knowledge' skill.
      • Note: All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
    • Custom Skills
      • Can represent any skill not listed above.
      • There is no requirement to use Custom Skills.
    • Note
      • All skills have a roll button at the end of the row, this can be used to roll that specific skill.
      • Additionally, the Modifiers section is used to add dice, or automatic symbols to the skill check.
      • The maximum ranks in any skill are
        • 2
          At Character Creation (with 1 current exception).
        • 3
          At Character Creation if you are a Corellian Human
          This only applies to the 2 skills listed in the Species breakdown.
        • 5
          Maximum Natural Ranks in any skill.
        • 6
          Maximum Ranks with a cybernetic/item that enhances a skill
Skill Suggestions

When a general skill is rolled the system will whisper to you suggestions on how to spend your results. These suggestions are based on the results you get and the cost of the suggestion.

For example, if you roll only 1 advantage but the skill your are using has a suggestion that requires 2 advantages to use the system will not include it in the whispered suggestions.

Furthermore the system is attempting to be smart by matching your custom named skills to skills that it knows about in order to provide suggestions to those. Currently the way it is doing that is by stripping out all non-letter characters in your custom skill's name.

Piloting - Space or Piloting (Space) becomes PilotingSpace and so on.

The following are a list of what skill names the system will try to match against.

  • General Skills
    • Athletics
    • Charm
    • Coercion
    • Computers
    • Cool
    • Coordination
    • Deception
    • Discipline
    • Leadership
    • Mechanics
    • Medicine
    • Negotiation
    • Perception
    • Resilience
    • Skulduggery
    • Stealth
    • Streetwise
    • Survival
    • Vigilance
    • Astrogation (not used in this system)
    • PilotingPlanetary (not used in this system)
    • PilotingSpace (not used in this system)
Weapons, Talents & Powers
 Designed to consolidate all things needed to perform in a combat situation.
 Broken down into sections; Initiative, Weapons, Combat Skills, Talents and Special Abilities, Force Powers, and Signature Abilities.
  • Initiative
    Due to only being used in the beginning of combat, it is able to be hidden (and shown) with a checkbox.
    This makes it so it is not in the way after initiative has been rolled in a round.
    • Initiative will show up in the Turn Order as NPC or PC.
    • Any NPC can utilize ANY NPC slot
      • Each NPC can only use 1 NPC slot per round,
      • A Nemesis can use 2 slots, but the second slot has to be at the end of the round.
    • Any PC can utilize ANY PC slot, regardless of what their roll was
      • Each PC can only use only 1 PC slot per round.
    • The order you went last round does not mean you have to go the same order the next round.
  • Weapons
    The top section details with the important parts of the Weapon. The button in the middle will Roll the skill you list and display the Damage/Critical/Special/Range to the chat window.
    • If the weapon adds automatic symbols or dice, list them in the Modifiers and they will automatically be added to the rolls.
      • Auto Generated Symbols
        • There is not a way to list an automatic Triumph or Despair (I don’t think any skill or weapon can do that anyway).
        • s = Success
        • f = Failure
        • a = Advantage
        • t = Threat
      • Added Dice
        • b = Boost Dice
        • g = Ability Dice
        • y = Proficiency Dice
        • blk = Setback Dice
        • p = Difficulty Dice
        • r = Challenge Dice
    • Attachments are listed at the bottom and show by clicking the checkbox.
  • Combat Skills
    • This pulls from the Skills sub tab to make it easier.
    • Put skills you will use in combat situations here to ensure easier access.
    • NOTE: It does not pull the skill modifiers, so they have to be retyped, in the appropriate box.
  • Talents and Special Abilities
    • Any Talent or Special Ability (like Species Abilities) can be listed here.
  • Magic Powers
    • List the Base Power
    • To list upgrades to the Base Power, click the checkbox labeled Upgrades.
Inventory
  • Armor
    Attachments are listed at the bottom and show by clicking the checkbox.
    Note: When armor is worn its encumbrance counts as 3 less (to a minimum of 0)
  • Cybernetics
    Cybernetics was given its own section because they act different than other gear.
  • Tools
    The Tools section is meant to be an area to fill in tools that you want to know more than just their name.
  • Other Gear
  • Personal Gear
    This section is for gear or items that do not need further explanation, just the name is enough.
  • Assets & Resources
    This section can be for anything that does not have another box to fill in available.
Notes
 A section to write any kind of note you can think of or that might be useful for your Character.

Vehicle Sheet

 Broken down into 3 Sections; Starship, Planetary, and Beast
Starship
 A starship uses Piloting to fly in combat, unless it is really big, then it uses Operating instead.
 A starship uses Astrocartography to go from Planet to Planet.
  • Stats
    Basic stats of the Starship.
    • Silhouette - The size of a ship.
    • Speed
      The Maximum and Current Sub-light speed of your Vehicle.
    • Handling
      When there is a positive number here, It adds boost dice to the Piloting (Space) checks of the vehicle.
      When there is a negative number here, It adds setback dice to the Piloting (Space) checks of the vehicle.
    • Armor
      This is the vehicle version of Soak.
    • Hull Trauma
      This is the Vehicle version of Wounds.
    • System Strain
      This is the Vehicle Version of Strain.
    • Defense
      Add setbacks per zone to attacks against this vehicle.
      Vehicles below Silhouette 5 do not have Port or Starboard shields.
      There is a maximum of 4 in any one zone.
      The zones for Defense are called; Fore, Aft, Port, and Starboard
  • Space Vehicle Details
    Basic Details about the Starship.
  • Crew Roles
    A listing that can pull from a separate Character Sheet so any Starship related actions can be rolled from 1 place.
    The Dice section allows for Modifiers to the skill check.
    ​When you are expecting to call a separate sheet, you need to fill out at minimum 3 areas;
    1. The Name of the Character Sheet
      • This is the name that appears on the top of the Character Sheet. It is also what is displayed in the Journal.
    2. The Name of the Character
      • This is the "Name" in the Character Info Tab of the Character Sheet Tab of the Character Sheet itself.
      1. Open the Character Sheet
      2. Look at the tabs at the top, click the far left one, titled "Character Sheet"
      3. Below the Top Stats, Dice Pool, and Destiny Pool, there is another set of tabs. Look for the one labeled "Character Info"
      4. On this tab there is a "Name" field this must match the field in step 1 exactly. No extra spaces, or extra characters.
    3. The field you are expecting to call
      • Whatever field you are expecting to call, should have some sort of value in it.
  • Weapons
    Like the Crew Rolls, it can automatically pull the Character skill from a separate Character Sheet here.
    The Dice section (also like the Crew Roles section) can be used to allow for Modifiers to the combat check.
  • Attachments
    This section is for Attachments that add onto the Starship.
  • Starship Critical
    Works just like the Critical Injuries but pulls from a list of Critical Hits.
  • Cargo Hold
    This is for listing what is in the cargo hold of your starship.
  • Passengers
    This is for listing the Passengers you are carrying on your starship.
Planetary
 Everything works the same way as Starships, but with the information geared towards Planetary Vehicles.
 Planetary Vehicles do not use Astrocartography.
Beast
 This section is for a Riding Beast, as a mode of transportation.

Group Sheet

 Broken down into Base of Operations and Shared Resources
Base of Operations
 This area is broken down into Rebel Base, Business, and Homestead.
 This allows you to list the upgrades and NPCs working for your Base of Operations.
Shared Resources
 This is an area to list Group Information.
  • Group Details
    Basic Details about the group.
  • Group Contacts
    Interesting people that you meet that you might want to note.
  • Group Tasks
    Missions/Tasks you are currently on.
  • Group Resources
    Information you can sell or anything else you can pull from multiple times.
  • Group Possessions
    Anything that doesn’t fit anywhere else but belongs to the Group.

Companion Sheet

 A truncated Character Sheet for NPCs controlled by a Player.

NPC Sheet

 A truncated Character Sheet for NPCs controlled by the GM.