From ad370233c7d290c206bc066b99450fbc5a57ad33 Mon Sep 17 00:00:00 2001 From: stephaniebroll20 Date: Fri, 10 Apr 2020 07:02:48 -0700 Subject: [PATCH] Jinkies sheet WIP --- Jinkies/jinkies.css | 34 ++++++++- Jinkies/jinkies.html | 171 ++++++++++++++++++++++--------------------- 2 files changed, 122 insertions(+), 83 deletions(-) diff --git a/Jinkies/jinkies.css b/Jinkies/jinkies.css index eb07c33d71..c1ee31b81d 100644 --- a/Jinkies/jinkies.css +++ b/Jinkies/jinkies.css @@ -1,8 +1,37 @@ +@import url('https://fonts.googleapis.com/css?family=Creepster|Oswald'); + +input, textarea, select { + border: none; +} + .sheet-desc { width: 98;%; height:100px; } +.sheet-headings { + font-family:Creepster; + font-size:30px; + font-style:outline; +} + +.sheet-field { +border:none; +} + +.sheet-stat { + +} + +.sheet-statname { + font-family:Oswald; + +} + +.sheet-statblock { + +} + .sheet-archetype { font-size:12px; font-weight:bold; @@ -19,10 +48,11 @@ } .sheet-charname { - font-size:22px; + font-size: 22px; font-weight:bold; border:none; background-color:#ffffff; + font-family:Creepster; } button[type=roll].sheet-moveroll::before { @@ -43,7 +73,9 @@ button[type=roll].sheet-moveroll::before { font-weight:bold; } +.sheet-credits { +} .sheet-rolltemplate-rolloutput .sheet-template-header { font-weight:bold; diff --git a/Jinkies/jinkies.html b/Jinkies/jinkies.html index b610300c1e..a8e5d8c3d6 100644 --- a/Jinkies/jinkies.html +++ b/Jinkies/jinkies.html @@ -1,11 +1,22 @@ -
-
-

-Tough: -Agi: -Int:
-Cha: -Weird:
+
+ +
+
Toughness:

+
+
+
Agility:
+
+
+
Intelligence:
+
+
+
Charisma:
+
+
+
Weirdness:
+
+ +
Fear: 0 1 2 @@ -15,23 +26,23 @@ Fear: 0 Holds:
-
-
+
+

-

Your Moves:

+

Your Moves:

-

Basic Moves:

-
-
-

- -
- - Bad guys are scary! Why stick around and see if the bad guy wants to share your pizza? Run! Roll +Agi. 10+ You out run your pursuer. 7-9 You out run your friends. -

+

Basic Moves:

+
+


- - Trying to hide a clue from the bad guy? Why not try a shell game? To bluff, roll +Cha. 10+ Choose 2 from the list. 7-9 Choose 1 from the list. -

    -
  • The bluff is effective.
  • -
  • There are no personal repercussions for the bluff.
  • -
  • No one else experiences repercussions for the bluff.
  • -
  • The bluff is timely.
  • -
+ + Trying to hide a Clue from the Bad Guy? Why not try a shell game? When you try to trick a suspect, roll +Charisma. On a 10+, choose two. On a 7-9, choose one.
  • the bluff is effective
  • there are no personal repercussions for the bluff
  • no one else experiences repercussions for the bluff
  • the bluff is timely
+ +

+ +

+ +
+ + You have a suspect right where you want ‘em. When you ask a suspect some hard questions roll +Toughness. on a 10+, choose two. On a 7-9, choose one.
+

  • Is the suspect telling the truth?
  • +
  • How could I get the suspect to ______?
  • +
  • What does the suspect want?
  • +
  • How could I get the suspect to do what I want?


-

  • They don’t try to trick you.
  • "> You intimidate someone into either doing something they wouldn’t normally do, or giving you something. You may intimidate by . . .
    -
    • Being pushy (+Tough),
    • -
    • Sleight of hand (+Agi),
    • -
    • Spouting psesudoscience (+Int),
    • -
    • Being so hot you’re out of their league (+Cha), or
    • -
    • Doing something really weird (+Weird).
    • +
      • Being pushy (Roll +Toughness),
      • +
      • Using sleight of hand (Roll +Agility),
      • +
      • Spouting psesudoscience (Roll +Intelligence),
      • +
      • Being so hot you’re out of their league (Roll +Charisma), or
      • +
      • Doing something bizarre (Roll +Weirdness).
      10+ Choose 2 from the list.
      7-9 Choose 1 from the list.
      @@ -86,10 +97,42 @@ Holds:

    +

    + +
    + + This mystery isn’t going to solve itself. When you search for clues, roll +Intelligence.
    + 10+ You find a clue. Tell the Animator what it means.
    + 7-9 You find a clue. The Animator tells you what it means.
    + 6- The Animator picks one: You find a clue but you misunderstand it. Or, you don’t find a clue. +

    + +

    + +
    + + You have enough clues to nail this bad guy. Capturing a bad guy requires 2 things: a successfully executed plan and someone to explain the mystery. Have a player make a plan. Then, when you are ready to capture the Bad Guy, roll 2d6 unmodified.
    + 10+ You ably trap the bad guy. A player must use “It was Old Man Winters!” to end the mystery.
    + 7-9 The bad guy is hindered, but still mobile. The players must escape a chase and try again. If the bad guy has already been hindered, they are captured. +

    +
    + +

    + +
    + + Bad guys are scary! Why stick around and see if the bad guy wants to share your pizza? Run! Roll +Agility. 10+ You out-run your pursuer. 7-9 You out-run your friends. +

    + +

    +
    + Once per episode, any member of the gang may use these. Smelling salts revive a character that has passed out from Fear and remove 2 Fear points. +

    +


    -

  • They do it well.
  • They are happy with the bargain.
  • "> - Sometimes you need people outside the gang to do things for you. Manipulation requires Leverage. To manipulate, roll +Cha.
    + + Sometimes you need people outside the gang to do things for you. Manipulation requires Leverage. To manipulate, roll +Charisma.
    10+ Choose 2 from the list.
    7-9 Choose 1 from the list.
    • They act immediately.
    • @@ -106,51 +150,13 @@ Holds:
    • They are happy with the bargain.

    -
    -

    - -
    - - You have a suspect right where you want ‘em. Time to hit the suspect with some hard questions! Roll +Tough.
    -10+ Choose 2 from the list.
    -7-9 Choose 1 from the list.
    -

    • Is the suspect telling the truth?
    • -
    • How could I get the suspect to ______?
    • -
    • What does the suspect want?
    • -
    • How could I get the suspect to do what I want?
    -

    - -
    - - This mystery isn’t going to solve itself. Time to search for clues! Roll +Int.
    - 10+ You find a clue. Tell the Animator what it means.
    - 7-9 You find a clue. The Animator tells you what it means.
    - 6- Pick one: You find a clue but you might misunderstand it. Or, you don’t find a clue. -

    - -

    -
    - Once per episode, any member of the gang may use these. Smelling salts revive a character that has passed out from fear and cure 2 fear points. -

    - -

    - -
    - - You have enough clues to nail this bad guy. Capturing a bad guy requires 2 things: a successfully executed plan and someone to explain the mystery. Have a player make a plan. - They roll 2D6 unmodified to execute it:
    - 10+ You ably trap the bad guy. A player must use “It was Old Man Winters!” to end the mystery.
    - 7-9 The bad guy is hindered, but still mobile. The players must escape a chase and try again. If the bad guy has already been hindered, they are captured. -

    - -

    -This Move Only Available if there is no Smart One:
    +If there is no Smart One in the game, add this to the list of Basic Moves:

    - -Once the bad guy is captured, its time to solve the mystery! Roll +int.
    + +Once the bad guy is captured, its time to solve the mystery! Roll +Intelligence.
    10+ You correctly explain all of the items on the list.
    7-9 Pick two of the items on the list. You are wrong about the other one.

    • Who did it.
    • @@ -160,6 +166,7 @@ Once the bad guy is captured, its time to solve the mystery! Roll +int.

    +
    Jinkies! is © 2019 Tobias Strauss and is available at DriveThruRPG and jinkiesrpg.com. Basic Moves are copyrighted by Tobias Strauss and are used here with permission.