diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js index 77ad8f6d2b..ea38f33807 100644 --- a/Blades in the Dark/Source/sheetworkers.js +++ b/Blades in the Dark/Source/sheetworkers.js @@ -1538,9 +1538,9 @@ const crewAttributes = [...new Set([].concat(...Object.keys(crewData).map(x => O /* EVENT HANDLERS */ /* Set default fields when setting crew type or playbook */ on('change:crew_type change:playbook', event => { - getAttrs(['changed_attributes', 'setting_autofill', ...watchedAttributes], v => { + getAttrs(['playbook', 'crew_type', 'changed_attributes', 'setting_autofill', ...watchedAttributes], v => { const changedAttributes = (v.changed_attributes || '').split(','), - sourceName = event.newValue.toLowerCase(), + sourceName = (event.sourceAttribute === 'crew_type' ? v.crew_type : v.playbook).toLowerCase(), fillBaseData = (data, defaultAttrNames) => { if (data) { const finalSettings = defaultAttrNames.filter(name => !changedAttributes.includes(name)) @@ -1558,7 +1558,7 @@ on('change:crew_type change:playbook', event => { mySetAttrs(finalSettings); } }; - if (event.newValue) { + if (sourceName) { setAttr('show_playbook_reminder', '0'); } if (v.setting_autofill !== '1') return; @@ -1733,9 +1733,12 @@ on('change:setting_consequence_query sheet:opened', () => { /* Trim whitespace in auto-expand fields */ autoExpandFields.forEach(name => { on(`change:${name}`, event => { - if (event.newValue.trim() !== event.newValue && event.sourceType === 'player') { - setAttr(name.replace(':', '_'), event.newValue.trim()); - } + const attrName = name.replace(':', '_'); + getAttrs([attrName], v => { + if (v[attrName].trim() !== v[attrName] && event.sourceType === 'player') { + setAttr(attrName, v[attrName].trim()); + } + }); }); }); /* INITIALISATION AND UPGRADES */ diff --git a/Blades in the Dark/blades.html b/Blades in the Dark/blades.html index 3c6117c0d3..8b64b56c7c 100644 --- a/Blades in the Dark/blades.html +++ b/Blades in the Dark/blades.html @@ -1,5 +1,5 @@
Character ModeCrew ModeFaction Mode
Version
Vampire's Dark Talent:
Resistance bonus:
Load:
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
Harm
3
Need Help
2
-1D
1
Less Effect
progress clock
Armor uses
Coin



Special Abilities
Mark XP:
Playbook Advancement
  • Every time you roll a desperate action, mark xp in that action's attribute.
  • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.
Teamwork
Assist a teammate
Lead a group action
Protect a teammate
Set up a teammate
Gather Information
  • What's really going on here?
Strictures
When you gain a new vampire trait (except veteran), add a stricture.
In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
You cannot enter a private residence without permission from the owner.
Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
Your spirit must remain in this body, or be destroyed.
To generate playbook abilities, items, and friends, enter the name of the playbook above.
load
Items
(italics don't count for load)
How much load?
How much load?
Alchemicals
Bandoliers
When you use a bandolier slot, choose an alchemical:
Planning & Load
Choose a plan, provide the detail. Choose your load limit for the operation.
AssaultPoint of attack
OccultArcane power
DeceptionMethod
SocialConnection
StealthEntry point
TransportRoute
Gang
Elite
Expert
Q:
Bonus Die
+
Push yourself
(take 2 ) - or - accept a
Devil's Bargain
Clocks
Crew sheet
Rep
Turf
Hold
Lair
Coin
Vaults
Upon crew advance, each PC gets +2 Stash (+1 per Tier)
Special Abilities
Mark XP:
Crew Advancement
  • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
  • Contend with challenges above your current station.
  • Bolster your crew's reputation or develop a new one.
  • Express the goals, drives, inner conflict, or essential nature of the crew.
To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above.
Crew Upgrades
How many boxes?
Lair
Quality
Training
Cohorts
Upgrade Costs
New Cohort: 2
Add Type: 2
Gang
Elite
Expert
Gang
Gang
Elite
Expert
Clocks
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
TierHoldStatus
War
  • When you're at war with any number of factions (status -3), the following penalties apply:
  • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
  • PCs get only one free downtime action instead of two.
  • Take +1 heat from each score.
  • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
Clocks
{{charname}} {{subtitle}}
{{#title-text}}{{title}}{{/title-text}}{{^title-text}}{{#rolltypetext}}[{{rolltypetext}}]({{rolltypeimage}}){{/rolltypetext}}{{#title-insight}}{{/title-insight}}{{#title-prowess}}{{/title-prowess}}{{#title-resolve}}{{/title-resolve}}{{#title-hunt}}{{/title-hunt}}{{#title-study}}{{/title-study}}{{#title-survey}}{{/title-survey}}{{#title-tinker}}{{/title-tinker}}{{#title-finesse}}{{/title-finesse}}{{#title-prowl}}{{/title-prowl}}{{#title-skirmish}}{{/title-skirmish}}{{#title-wreck}}{{/title-wreck}}{{#title-attune}}{{/title-attune}}{{#title-command}}{{/title-command}}{{#title-consort}}{{/title-consort}}{{#title-sway}}{{/title-sway}}{{#title-fortune}}{{/title-fortune}}{{#title-vice}}{{/title-vice}}{{#title-crew_tier}}{{/title-crew_tier}}{{#title-entanglement}}{{/title-entanglement}}{{#title-cohort_quality}}{{/title-cohort_quality}}{{#title-lifestyle}}{{/title-lifestyle}}{{#title-recovery}}{{/title-recovery}}{{#title-engagement}}{{/title-engagement}}{{/title-text}}
{{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}}{{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}}{{#rollGreater() roll3 0}}{{roll3}}, {{/rollGreater() roll3 0}}{{#rollGreater() roll4 0}}{{roll4}}, {{/rollGreater() roll4 0}}{{#rollGreater() roll5 0}}{{roll5}}, {{/rollGreater() roll5 0}}{{#rollGreater() roll6 0}}{{roll6}}, {{/rollGreater() roll6 0}}{{#rollGreater() roll7 0}}{{roll7}}, {{/rollGreater() roll7 0}}{{#rollGreater() roll8 0}}{{roll8}}, {{/rollGreater() roll8 0}}{{#rollGreater() roll9 0}}{{roll9}}, {{/rollGreater() roll9 0}}{{#rollGreater() roll10 0}}{{roll10}}, {{/rollGreater() roll10 0}}{{#rollGreater() roll11 0}}{{roll11}}, {{/rollGreater() roll11 0}}{{#rollGreater() roll12 0}}{{roll12}}, {{/rollGreater() roll12 0}}{{#rollGreater() zerodice 0}}
{{zerodice}}
Zero Dice - take the lowest result above
{{/rollGreater() zerodice 0}}
{{#position}}
{{position}}
{{/position}}{{#effect}}
{{effect}}
{{/effect}}{{#resist}}{{^short}}
Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
{{/short}}{{/resist}}{{#vice}}{{^short}}
Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
{{/short}}{{/vice}}{{#notes}}
{{notes}}
{{/notes}}
{{charname}}
{{type}}
{{#content}}
{{title}}
{{content}}
{{/content}}{{#clock}}
{{title}}
{{/clock}}{{#harm}}{{#title-text}}
Harm
{{/title-text}}{{^title-text}}{{/title-text}}
3{{#harm3}}
{{harm3}}
{{/harm3}}
Need help
2{{#harm2_1}}
{{harm2_1}}
{{/harm2_1}}{{#harm2_2}}
{{harm2_2}}
{{/harm2_2}}
-1D
1{{#harm1_1}}
{{harm1_1}}
{{/harm1_1}}{{#harm1_2}}
{{harm1_2}}
{{/harm1_2}}
Less Effect
{{/harm}}