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Attributes

Core character attributes and skills

Name Type Notes
body int
athletics int
brawl int
force int
melee int
stamina int
toughness int
agility int
crafting int
dexterity int
navigation int
mobility int
projectiles int
stealth int
charisma int
arts int
conduct int
expression int
leadership int
negotiation int
seduction int
intellect int
artifact_lore int
engineering int
focus int
legends int
medicine int
science int
psyche int
cunning int
deception int
domination int
faith int
reaction int
willpower int
instinct int
empathy int
orienteering int
perception int
primal int
survival int
taming int

Derived attributes:

Name Type Notes
problem_solving_approach string Either focus or primal. Updated when the user changes their focus or primal skill.
mental_strength_source string Either willpower or faith. Updated when the user changes their willpower or faith skill.

Character background

Name Type Notes
character_name string Roll20 links this with the journals character name.
concept string
image string Optional URL pointing to an character image
culture string
cult string
rank string
experience int Unspent experience points
drafts int Chroniclers Drafts
dinars int

Character origins

Name Type Notes
allies int
authority int
network int
renown int
resources int
secrets int

Chracter health

Name Type Notes
ego int Remaining ego points
ego_max int Calculated from 2*(intellect + focus) or 2*(instinct + primal) - depending on the problem_solving_approach.
spore_infestation int Sum of permanent and temporary infestation: spore_infestation_permanent + spore_infestation_temporary
spore_infestation_max int Calculated from 2*(psyche + willpower) or 2*(psyche + faith) - depending on the mental_strength_source.
spore_infestation_permanent int
spore_infestation_temporary int
spore_infestation_excess int Infestation points beyond the maximum.
spore_infestation_fill int Internal
spore_infestation_free int Internal
spore_infestation_disabled int Internal
flesh_wounds int
flesh_wounds_max int Calculated from 2*(body + toughness).
trauma int
trauma_max int Calculated from body + psyche.

General equipment properties

This applies to all kinds of equipment: weapon, armor and equipment.

Name Type Notes
*_name string
*_description string
*_location string Either at hand, stowed or away.
*_encumbrance int
*_value float Trade value in drafts or dinars.
*_tech int
*_slots int
*_slots_max int

Weapon properties

Name Type Notes
weapon_type string melee or ranged
weapon_skill string Character skill used to wield this weapon.
weapon_attribute string Automatically deduced from weapon_skill.
weapon_attribute_expression string Internal
weapon_attribute_notes string Internal
weapon_skill_expression string Internal
weapon_skill_notes string Internal
weapon_handling int
weapon_distance_effective int Effective attack distance
weapon_distance_far int "Far shot" distance
weapon_attack_effective_preview int (Effective attack) Dice pool for attacks. Calculated from attack_modifier + weapon_skill + weapon_handling.
weapon_attack_far_preview int Calculated: weapon_attack_preview - 4 if ranged, zero otherwise.
weapon_attack_extreme_preview int Calculated: weapon_attack_preview - 8 if ranged, zero otherwise.
weapon_active_defense_preview int Calculated from active_defense_modifier + weapon_skill + weapon_handling if melee, zero otherwise.
weapon_damage_base int
weapon_damage_force_factor float
weapon_damage int Calculated from weapon_damage_base + ceil(weapon_damage_force_factor*(body + force)).
weapon_ammunition int
weapon_ammunition_max int
weapon_ammunition_type string

Armor and shield properties

Name Type Notes
armor_type string armor or shield
armor_damage_reduction int Applies only to armor.
armor_active_defense int Applies only to shields.
armor_passive_defense int Applies only to shields.
armor_attack_modifier int Applies only to shields.

Derived global attributes:

Name Type Notes
total_armor_damage_reduction int Sum of all equipped armor damage reduction (armor_damage_reduction).
total_shield_active_defense int Sum of all equipped shields active defense (shield_active_defense).
total_shield_passive_defense int Sum of all equipped shields passive defense (shield_active_defense).
total_shield_attack_modifier int Sum of all equipped shields attack modifier (shield_attack_modifier).

Encumbrance

Name Type Notes
encumbrance int Sum of all equipment encumbrance. Affected by stowed_is_away and the equipment location.
encumbrance_max int Calculated from body + force.
encumbrance_penalty int Encumbrance points beyond the maximum.
stowed_is_away bool (1 means true) Affects how encumbrance is calculated.

Combat specific

Name Type Notes
initiative int Calculated from psyche + reaction + spent_ego.
speed int Calculated from body + athletics.
in_motion bool (1 is true) Affects action_modifier and passive_defense.
active bool (1 is true) "Active and on my feet" Affects passive_defense.
cover int Affects passive_defense.
spent_ego int Amount of ego points the user is spending in their turn. Affects the action_modifier.
action_modifier int Calculated from -(trauma + encumbrance_penalty + in_motion*2) + spent_ego.
attack_modifier int Calculated from action_modifier + total_shield_attack_modifier.
active_defense_modifier int Calculated from action_modifier + total_shield_active_defense.
passive_defense int Calculated from active + in_motion + cover + total_shield_passive_defense
dodge int Dice pool for dodging attacks. It's calculated from agility + mobility + active_defense_modifier.

Effect properties

Name Type Notes
effect_origin string
effect_condition string
effect_state bool
effect_attribute_*_name string
effect_attribute_*_modifier int
effect_attribute_*_query string
effect_attribute_*_note string
Name Type Notes
*_effect_modifier int
*_effect_queries string
*_effect_notes string

Other

Name Type Notes
sheet_version int Used for version upgrades.
whisper_roll_prefix string
custom_modifier_query string
translation_* string Sometimes these are needed to display translated text.