Character Vault
Any Concept / Any System
Compendium
Your System Come To Life
Roll20 for Android
Streamlined for your Tablet
Roll20 for iPad
Streamlined for your Tablet

Personal tools

SWRPG-API-Compatible

From Roll20 Wiki

Revision as of 14:58, 31 January 2016 by GM Knowledge Rhino (Talk | contribs)

Jump to: navigation, search

FAQ for Fantasy Flight Games Star Wars Role Playing Game API-Compatible Character sheet. Overview: This character sheet was adapted to include the information you will likely use when playing the FFG Star Wars RPG. NOTE: This page deals with (what currently is) a custom API-Compatible Character Sheet. It is a work in progress and in using it, there might be variable changes that can cause some of your game data to be hidden. The author recommends you backup your game and test this on a separate game until you realize and are comfortable with the differences it adds.

Contents

Current Version

Code of this Sheet = https://jsfiddle.net/nh1Lyej5/
Current Version = Version 4.0.2.17
Pictures of this Sheet = http://imgur.com/a/xLSGm

Switching to using this Sheet

 NOTE: You must have a Pro Account to use this sheet.

If you have a current game

The "Current Version" section of this guide has a link to the current JsFiddle for this Character Sheet. When it refers to "the Fiddle Website" it is referring to this link.

  • Open up Fiddle with the files needed.
  • In the Campaign's main screen go to "Settings"
  • In the Game Settings , go down to the character sheet section and ensure Custom is selected
  • Copy the "HTML" section from the Fiddle website, to the HTML Layout section of the Character Sheet Template
  • Copy the "CSS" section from the Fiddle website, to the CSS Styling section of the Character Sheet Template
  • Click Save Changes at the bottom of the screen.
  • Go back to the Campaign Settings page, and go back to the Settings Dropdown, but this time select API-Scripts
  • If you already have scripts, click the New Script tab
  • In the name section, type FFG-SWRPG-Dice-Roller.js or some other name that identifies it for you.
  • Copy the "Javascript" section from the Fiddle website to the black section.
  • Click Save Script at the bottom.

If you are starting a new game

 The steps for a new campaign are the same as importing to an old campaign, except, when creating the campaign you can select a custom sheet right off the bat.

The "Current Version" section of this guide has a link to the current JsFiddle for this Character Sheet. When it refers to "the Fiddle Website" it is referring to this link.

  • Open up Fiddle with the files needed.
  • In the Start New Game screen, give your campaign a name, and in the "Optional: Choose a Character Sheet" section select custom.
  • Copy the "HTML" section from the Fiddle website, to the HTML Layout section of the Character Sheet Template
  • Copy the "CSS" section from the Fiddle website, to the CSS Styling section of the Character Sheet Template
  • Click Save Changes at the bottom of the screen.
  • Go back to the Campaign Settings page, and go back to the Settings Dropdown, but this time select API-Scripts
  • In the New Script Tab, in the name section, type FFG-SWRPG-Dice-Roller.js or some other name that identifies it for you.
  • Copy the "Javascript" section from the Fiddle website to the black section.
  • Click Save Script at the bottom.

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 section is the oddball. First it only has 1 die, the White, Force Die. This represents the Living Force affecting a situation.
  • 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.
 Difficulty is;
 (-) 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,
 (5*) Impossible or 5 Purple Dice + the attempt requires a Destiny Point flip in order to even attempt the roll.
 They represent the opposite of the Green dice.
  • The Red, Challenge dice,
 Represent a huge issue to try to overcome.
 As an opposite of the Yellow dice they show upgraded difficulty.


NOTE: The GM Dice pool is an often hiccuped part of the sheet. As a GM you need to be very careful what you put in this spot. Any dice listed in the GM Dice Pool will be rolled by the Players when they fill in the corresponding Dice Pool on their Character Sheets. If the intent is to hide the difficulty until the roll, that is fine, this is not an issue, but if you intend for them to see the whole dice pool, this can cause problems and roll additional dice that were not intended.

Destiny Pool

 This section has 2 parts, the 3 buttons, and the 2 text boxes.
  • 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 Dark Side,
 This is how you represent using a Dark Side Destiny Point against the Players. It will automatically remove 1 from the Dark side, and add it to the Light side. Additionally, it will post to the chat box that you used a Dark Side Destiny 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.
  • Character/Group Obligations,
 Allow you to track Obligations (used with the Edge of the Empire line) against the Players or against the whole group.
 You can use this area to keep track of their Obligation and write in notes about how you want to handle when it is triggered, and how many times it has been triggered.
  • Character Duties,
 Allow you to track the Player Duties (used with the Age of Rebellion line) the Players are aiming to use to help the Rebellion.
 You can use this area to track their Contribution Rank, as well as details about each individual's Duty.
  • Character Moralities,
 Here you can track the Morality (used with Force and Destiny) each Player is emotionally bound to.
 This area can be used to track their progression through the morality scale and track them in session conflict points.

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.

Future Changes

I know I want to expand the features here, but for now I have no idea what to add.

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 4 types of sub sheets, Character Sheet, Vehicle Sheet, Group Sheet, and Companion Sheet.

Character Sheet

 This Sheet is broken down further, into Four sections; Top Stats, Destiny 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.
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.
Force Rating
 Represents the number of White Force dice you can roll to activate Force Talents or Force Powers.

Destiny 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, Roll Destiny,
 This is how you roll the Destiny Points and auto add them to the appropriate side of the Pool.
  • Button 3, Use Light Side,
 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 section is the oddball. First it only has 1 die, the White, Force Die. This represents the Living Force affecting a situation.
  • 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.
 Difficulty is;
 (-) 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,
 (5*) Impossible or 5 Purple Dice + the attempt requires a Destiny Point flip in order to even attempt the roll.
 They represent the opposite of the Green dice.
  • 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
 Per Rules as Written you can have up to two Motivations for your character. Normally the only reason you would have 2 is if you random rolled for the Motivations and you rolled a 97-00 on the dice.
Game Mechanics
  • Obligation
 Type - This is the name of the specific Obligation
 Magnitude - This is the weight of the Obligation. This can go up, by ignoring it. This can do down, by handling it, or if it is triggered. Once you obtain Obligation against you, it can never go below 5 total Obligation.
 Details - This section you can write details about how the Obligation affects you. The more details you put here, the easier it is on the GM to handle if your Obligation activates.
  • Duty
 Contribution Rank - After your group’s Duty hits exceeds 100 you raise your Contribution Rank and the group gets a reward (that has to be approved by the GM) from the Rebellion. After the Contribution Rank goes up, all Duty Magnitudes for the whole group are reduced to zero.
 Type - The name of the Duty.
 Magnitude - The weight of the Duty.
 Description - Details about what the Duty means to you and ideas you are going to use to raise it.
  • Morality
 Representing the pull, the Force has on you.
 Morality - The number representing how good/bad/neutral you are with the Force.
  • As you travel up and down various things happen.
 Scale goes from 0 to 100
 (Light Side)
 At 71 Morality, you become a Light Side Paragon. After Destiny Points are rolled, you add an additional Light Side point to the pool.
 At 81 Morality, the Character’s Strain Threshold goes up by 1.
 At 91 Morality, the Character’s Strain Threshold goes up by 1 (again).
 (Dark Side)
 At 29 Morality, the Character falls to the Dark Side. They begin to use Dark Side results on Force Dice rather than Light Side (this does not affect which Destiny Pool Points they can use).  After falling below 30, in order to stop being a Dark Side Character you have to raise your Morality to 71 (called Redemption). When Rolling Destiny Points, a Dark Sider turns one Light Side point to a Dark Side Point.
 At 19 Morality, the Character’s Strain Threshold is lowered by 1, and the Character’s Wound Threshold goes up by 1.
 At 9 Morality, the Character’s Strain Threshold is lowered by 1 (again), and the Character’s Wound Threshold goes up by 1 (again).
 Conflict - This represents Dark Side actions or inaction to prevent a Dark Side action.
 Emotional Strength(s) - This represents how the Character Emotionally reacts positively to situations.
 Description - This is where you can explain about your Strength
 Emotional Weakness(es) - This represents how the Character Emotionally reacts negatively to situations.
 Description - This is where you can explain about your Weakness
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 spending XP on the Dedication Talent
 Or 7 with Cybernetics
General Skills
  • Representing skills of all kinds not related to 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.
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
  • Represent the various ways to gather information.
  • If you are trying to find out about a World that is not in the Core or Outer Rim, Education is the Rules as Written skill to utilize.
  • 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 is 5 (except with cybernetics, then it can get to 6).
Combat
 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 (though only 1 per round, unless they are a Nemesis).
 Any PC can utilize ANY PC slot, regardless of what their roll was.
 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.
 s = Success
 f = Failure
 a = Advantage
 t = Threat
 There is not a way to list an automatic Triumph or Despair (I don’t think any skill or weapon can do that anyway).
 b = Boost Dice
 g = Ability Dice
 y = Proficiency Dice
 w = Force 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.
Force Powers
 List the Base Power
 To list upgrades to the Base Power, click the checkbox labeled Upgrades.
Signature Abilities
 List the Base Ability,
 To list upgrades to the Base Ability, 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 (Space) to fly in combat.
 A starship generally uses Astrogation to go from Planet to Planet.
 Starships ALWAYS use Piloting (Space) to fly, even within an atmosphere.
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.
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 Astrogation.
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 Obligations
 Obligations on the Group itself.
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.

Future Changes

Critical Injuries

 Right now the Critical Injuries only work for the main Character Sheet character.
 I want them to work for Riding Beast and Companion.
 Currently the Riding Beast and Companion copy the code from the character so any Injury applied to one, applies to all

Critical Hits

 Right now Critical Hits only work for Starships.
 I want them to work with Planetary Vehicles too.
 Currently like with Riding Beast/Companion, the Planetary Vehicle copied the code from Starship so a Hit applied to one, applies to both.

Neat features I want to add

  • To get a handle on Sheet Workers to attempt to streamline the code.
  • To put the new repeating section methods in, which would allow for macros calling into repeating sections.
  • To put in a method to sync the Group Sheet data between the Players and GM like the Destiny Pool does now.