Difference between revisions of "Official Delta Green"
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This is a page for how to use the Official Delta Green sheet. | This is a page for how to use the Official Delta Green sheet. | ||
== Key Features: == | == Key Features: == | ||
− | * ''' | + | * '''Skills, Stats, and Sanity Checks:''' The sheet has a built-in skill check system that allows you to roll checks with a single click. |
− | * | + | * '''Modifier query:''' All rolls now have a roll query that allows for modified rolls using a keyboard input. By default no modifier is added. It is possible to change the input from the settings. |
− | * | + | * '''Automatic Failure Check on Skills:''' The sheet has a built-in automatic failure check system that allows you to check any failed skill rolls. |
− | + | * '''Automatic Skill Improvement:''' The sheet has a built-in skill improvement system that allows you to improve every failed skills at the end of a session (see Handler's Guide pag.29 for more details). | |
− | + | * '''Bond Rolls:''' The sheet has a built-in bond roll system that allows you to roll a bond check and automatically reduce the score and willpower points. (see Handler's Guide pag. 74-75 for more details). | |
− | + | * '''Linked Skills:''' The sheet has a built-in linked skill system that allows you to link skills to a specific skill. In particular, it is possible to link and existing skill or stat to your weapon, ritual, or special training instead of using a numerical value. | |
+ | * '''Advanced Features:''' The sheet has a built-in advanced feature system that allows you to add custom features like bullet tracking, advanced weapons features, breaking point recomputation, and more. | ||
+ | * '''NPC Sheet:''' The sheet has a built-in NPC sheet that allows you to create and manage NPCs easily. | ||
+ | * '''Handler Sheet:''' This experimental feature allows you to create and manage a handler sheet. It is still in development and may not work as intended, or it could be changed in the future. | ||
+ | |||
+ | = How to Use: = | ||
+ | == PC Sheet: == | ||
+ | === Apply Modifiers: === | ||
+ | |||
+ | <p> By default, to apply a modifier to a roll, hold the SHIFT key and click on the roll button. A query will appear asking for the modifier. By default, no modifier is added. You can change how the modifier is applied from the Settings of the individual sheet or by changing the user options for the game. </p> | ||
+ | <p> The possible modifiers query are:</p> | ||
+ | * '''SHIFT''': hold Shift while pressing the button. | ||
+ | * '''CTRL''': hold Ctrl while pressing the button. | ||
+ | * '''ALT''': hold Alt while pressing the button. | ||
+ | * '''META''': hold Meta or Window key while pressing the button. | ||
+ | * '''No Key''' automatically apply the modifier to every roll (like in the previous version of the Official Delta Green sheet). | ||
+ | * '''Global Modifier''' has been thought for people using Roll20 from an iPad or mobile device. | ||
+ | |||
+ | === Linked Skills: === | ||
+ | <p> For rituals, weapons, and special training, it is possible to link a skill or stat to the roll. To do this, start typing the name of the skill or stat in the skill value box. </p> | ||
+ | <p> The sheet will automatically suggest the skill or stat to link. The value of the skill will be automatically updated when the original skill or stat is modified. </p> | ||
+ | <br/> | ||
+ | <p> '''Note:''' The linked skill system uses datalists. If the skill you want to link does not show up, it is possible to add it manually by typing the name of the skill or stat in the following format: </p> | ||
+ | :''@{skillname}'' | ||
+ | |||
+ | <p> where skillname is the name of the skill or stat written in lowercase and where spaces are replaced by underscores. Example: HUMINT -> @{humint}, Heavy Machinery -> @{heavy_machinery} </p> | ||
+ | <p> There are some exceptions to this rule: </p> | ||
+ | * '''Other skills:''' For skills that are in the repeating section, it is possible to link their value by using the following format: | ||
+ | :`@{repeating_skills_$<N>_rank}` | ||
+ | <p>where <N> is the position of the skill in the `Foreign Languages and Other Skills` area. The first element is 0 instead of 1.</p> | ||
+ | * '''Art,Craft,Military Science,Pilot,Science:''' Since there are two fields for these skills, you need to specify which one you are referring to. The first field is defined as @{skillname_1} and the second as @{skillname_2}. Example: first Art -> @{art_1}, second Military Science -> @{military_science_2} | ||
+ | |||
+ | === Automatic Skill Improvement: === | ||
+ | <p>At the end of a session, press the gray button under the applicable skills to increase all the checked skills by 1d4 points. You can check the previous and updated value summary by pressing the `?` symbol next to it. The skills are also automatically unchecked. </p> | ||
+ | === Advanced Weapons Features: === | ||
+ | <p> If the `Use Advanced Weapons` option is enabled in the settings (Settings->Experimental->Use Advanced Weapons), or in the user options it is possible to add custom features to the weapons. A new symbol will appear next to the ammo field. By clicking on it, a black box will appear where you can add custom features. | ||
+ | ==== Custom Features: ==== | ||
+ | * '''Shotgun:''' The shotgun feature adds an automatic +20% bonus to the roll and removes the lethality field of the weapon. Morever, by checking `double damage` it is possible to add a second damage roll for either firing both barrels, or reducing damage beyond base range (see Handler's Guide pag. 94 for more details). | ||
+ | * '''Blast Radius:''' Explosive weapons have a blast radius that can affect multiple targets. By adding a value in the blast radius field, the weapon will automatically add +20% to the roll for every target in the blast radius (see Handler's Guide pag. 57 for more details). Checking `blast radius` removes the damage field of the weapon. | ||
+ | * '''Accessories:''' It is possible to add accessories to the weapon. By adding a value in the accessories field, the weapon will automatically add the modifier specified by the user to all weapon rolls. | ||
+ | * '''Selective Fire:''' It is possible to add a selective fire mode to the weapon. Selective fire will consume more ammo (see Handler's Guide pag. 58 for more details), but it will add a lethality roll to the weapon. If the `Track Bullets` option is enabled in the settings (Settings->Automations->Track Bullets), the ammo field will automatically decrease by the number of bullets used. | ||
+ | == NPC Sheet: == | ||
+ | <p> The NPC sheet is optimized to help the handler keep track of the most important skills and stats of the NPCs. In particular, it is possible to *pin* specific skills and hide all the others to get easy access to them. To do so, click on the `>` symbol in the Skills section of the NPC sheet and select the skill you want to pin by pressing the `x` symbol (it will transform int an eye). Any skill that has a value different from the | ||
+ | default value will be automatically pinned. Note: Skills like Art, Craft, Military Science, Pilot, and Science will show as Art 1, Art 2,Pilot 1 Pilot 2, without their descriptor. This has been done to avoid complicating the code with custom exceptions that might be hard to debug and might create issues in the future.It is strongly suggested to add those skills in the repeating section `Other Skills` to see their full descriptor. </p> | ||
+ | |||
+ | == Handler Sheet: == | ||
+ | <p> The handler sheet is an experimental feature that allows you to create and manage a handler sheet. This feature is still in development and may not work as intended or it could be changed in the future. At the moment, it is used to keep track of important information about the Agents. | ||
+ | By pressing the `+` symbol, it is possible to add a new agent to track. You will need to insert the name of the Agent and the rest of the information will be automatically filled. </p> | ||
+ | <p> The table tracks the following information: </p> | ||
+ | * '''Name:''' The name of the Agent. | ||
+ | * '''Current SAN:''' The current SAN of the Agent. | ||
+ | * '''Current WP:''' The current WP of the Agent. | ||
+ | * '''Current Stats:''' The current stats of the Agent. | ||
+ | * '''Breaking Point:''' It tells if the Agent has reached at least 1 breaking point. (useful for the Handler to keep track of the Agent's mental health and for some groups contained in the Labyrinth). | ||
+ | * '''Adaptations:''' It tells if the Agent has been adapted to violence or helplessness. | ||
+ | |||
+ | = Disclaimer = | ||
+ | <p> ''Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is trademark and copywritten the Delta Green Partnership, who has licensed its use here.''</p> | ||
+ | |||
+ | [[Category:Character Sheet Documentation]] | ||
+ | [[Category:Publisher Sheet]] |
Latest revision as of 07:20, 9 October 2024
Page Updated: 2024-10-09 |
This is a page for how to use the Official Delta Green sheet.
Contents |
[edit] Key Features:
- Skills, Stats, and Sanity Checks: The sheet has a built-in skill check system that allows you to roll checks with a single click.
- Modifier query: All rolls now have a roll query that allows for modified rolls using a keyboard input. By default no modifier is added. It is possible to change the input from the settings.
- Automatic Failure Check on Skills: The sheet has a built-in automatic failure check system that allows you to check any failed skill rolls.
- Automatic Skill Improvement: The sheet has a built-in skill improvement system that allows you to improve every failed skills at the end of a session (see Handler's Guide pag.29 for more details).
- Bond Rolls: The sheet has a built-in bond roll system that allows you to roll a bond check and automatically reduce the score and willpower points. (see Handler's Guide pag. 74-75 for more details).
- Linked Skills: The sheet has a built-in linked skill system that allows you to link skills to a specific skill. In particular, it is possible to link and existing skill or stat to your weapon, ritual, or special training instead of using a numerical value.
- Advanced Features: The sheet has a built-in advanced feature system that allows you to add custom features like bullet tracking, advanced weapons features, breaking point recomputation, and more.
- NPC Sheet: The sheet has a built-in NPC sheet that allows you to create and manage NPCs easily.
- Handler Sheet: This experimental feature allows you to create and manage a handler sheet. It is still in development and may not work as intended, or it could be changed in the future.
[edit] How to Use:
[edit] PC Sheet:
[edit] Apply Modifiers:
By default, to apply a modifier to a roll, hold the SHIFT key and click on the roll button. A query will appear asking for the modifier. By default, no modifier is added. You can change how the modifier is applied from the Settings of the individual sheet or by changing the user options for the game.
The possible modifiers query are:
- SHIFT: hold Shift while pressing the button.
- CTRL: hold Ctrl while pressing the button.
- ALT: hold Alt while pressing the button.
- META: hold Meta or Window key while pressing the button.
- No Key automatically apply the modifier to every roll (like in the previous version of the Official Delta Green sheet).
- Global Modifier has been thought for people using Roll20 from an iPad or mobile device.
[edit] Linked Skills:
For rituals, weapons, and special training, it is possible to link a skill or stat to the roll. To do this, start typing the name of the skill or stat in the skill value box.
The sheet will automatically suggest the skill or stat to link. The value of the skill will be automatically updated when the original skill or stat is modified.
Note: The linked skill system uses datalists. If the skill you want to link does not show up, it is possible to add it manually by typing the name of the skill or stat in the following format:
- @{skillname}
where skillname is the name of the skill or stat written in lowercase and where spaces are replaced by underscores. Example: HUMINT -> @{humint}, Heavy Machinery -> @{heavy_machinery}
There are some exceptions to this rule:
- Other skills: For skills that are in the repeating section, it is possible to link their value by using the following format:
- `@{repeating_skills_$<N>_rank}`
where <N> is the position of the skill in the `Foreign Languages and Other Skills` area. The first element is 0 instead of 1.
- Art,Craft,Military Science,Pilot,Science: Since there are two fields for these skills, you need to specify which one you are referring to. The first field is defined as @{skillname_1} and the second as @{skillname_2}. Example: first Art -> @{art_1}, second Military Science -> @{military_science_2}
[edit] Automatic Skill Improvement:
At the end of a session, press the gray button under the applicable skills to increase all the checked skills by 1d4 points. You can check the previous and updated value summary by pressing the `?` symbol next to it. The skills are also automatically unchecked.
[edit] Advanced Weapons Features:
If the `Use Advanced Weapons` option is enabled in the settings (Settings->Experimental->Use Advanced Weapons), or in the user options it is possible to add custom features to the weapons. A new symbol will appear next to the ammo field. By clicking on it, a black box will appear where you can add custom features.
[edit] Custom Features:
- Shotgun: The shotgun feature adds an automatic +20% bonus to the roll and removes the lethality field of the weapon. Morever, by checking `double damage` it is possible to add a second damage roll for either firing both barrels, or reducing damage beyond base range (see Handler's Guide pag. 94 for more details).
- Blast Radius: Explosive weapons have a blast radius that can affect multiple targets. By adding a value in the blast radius field, the weapon will automatically add +20% to the roll for every target in the blast radius (see Handler's Guide pag. 57 for more details). Checking `blast radius` removes the damage field of the weapon.
- Accessories: It is possible to add accessories to the weapon. By adding a value in the accessories field, the weapon will automatically add the modifier specified by the user to all weapon rolls.
- Selective Fire: It is possible to add a selective fire mode to the weapon. Selective fire will consume more ammo (see Handler's Guide pag. 58 for more details), but it will add a lethality roll to the weapon. If the `Track Bullets` option is enabled in the settings (Settings->Automations->Track Bullets), the ammo field will automatically decrease by the number of bullets used.
[edit] NPC Sheet:
<p> The NPC sheet is optimized to help the handler keep track of the most important skills and stats of the NPCs. In particular, it is possible to *pin* specific skills and hide all the others to get easy access to them. To do so, click on the `>` symbol in the Skills section of the NPC sheet and select the skill you want to pin by pressing the `x` symbol (it will transform int an eye). Any skill that has a value different from the
default value will be automatically pinned. Note: Skills like Art, Craft, Military Science, Pilot, and Science will show as Art 1, Art 2,Pilot 1 Pilot 2, without their descriptor. This has been done to avoid complicating the code with custom exceptions that might be hard to debug and might create issues in the future.It is strongly suggested to add those skills in the repeating section `Other Skills` to see their full descriptor.[edit] Handler Sheet:
The handler sheet is an experimental feature that allows you to create and manage a handler sheet. This feature is still in development and may not work as intended or it could be changed in the future. At the moment, it is used to keep track of important information about the Agents. By pressing the `+` symbol, it is possible to add a new agent to track. You will need to insert the name of the Agent and the rest of the information will be automatically filled.
The table tracks the following information:
- Name: The name of the Agent.
- Current SAN: The current SAN of the Agent.
- Current WP: The current WP of the Agent.
- Current Stats: The current stats of the Agent.
- Breaking Point: It tells if the Agent has reached at least 1 breaking point. (useful for the Handler to keep track of the Agent's mental health and for some groups contained in the Labyrinth).
- Adaptations: It tells if the Agent has been adapted to violence or helplessness.
[edit] Disclaimer
Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is trademark and copywritten the Delta Green Partnership, who has licensed its use here.