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Nightlife Character Sheet - WIP Thread

1561750033

Edited 1589126600
Foemass
Sheet Author
So last November I started work on a Nightlife character sheet and while obviously work on it has been neither constant nor consistent… I think its still safe to say what started as a quick side project has spiralled into a rather intensive undertaking.   In my latest attempt to psychologically pressure myself into finally completing this sheet i’ve decided to start logging my progress here.  Ideas & feedback are welcome.  Though I realize there's probably not many other people both eager to run this relic from the 1990’s and disproportionally determined not to handle all the maths manually XD.   The sheet currently features:   Roll & Initiative Buttons: Edges, Skills and Most Abilities have both Initiative and Roll Buttons.  Initiative buttons effectively declare your action for a battle turn, changing your turn order to correspond to the score you’re using that turn.  They automatically factor in the speed edge and give higher priority to edge’s and combat skills.   Roll Buttons roll against a score, summarise success or failure and let you enter your own modifier, as well as automatically accounting for modifiers from ability loss and shape changing.  When appropriate they also calculate a roll’s damage modifier and spew out other useful player-inputted information like a damage breakdown, humanity cost and included roll modifiers. Ability score tracking: Independent tracking for “changed” (damaged etc) and “permanent” ability scores.  When both scores are the same the changed score is replaced with ~ for clarity and to avoid user’s needing to adjust multiple fields.  Automatic calculation of ability loss modifiers from ability damage.  (Subsequently included in the roll button rolls)  Automatic Base HTH Damage Calculation. When rolling Humanity the lower of Humanity or Max Humanity is automatically used. Street Face is automatically calculated. Edges:  User added/modified, have as many or few as you like. Collapsed edges show their score, name, humanity cost and buttons, clicking an edge expands it.  Once expanded each Edge can track Name, Score, Base, Target, Humanity Costs, Range, Escape Roll, Damage, New Movement Speeds, Shapeshifting effects and Description.    Score automatically starts at the value of its base ability score which functions as a minimum value. Ranges based on Edge/Ability Scores can be set up to auto-calculate and subsequently update whenever those scores change.     Damage can likewise be set up to be calculated from the edge score and then update as the score changes.   Edges which create a new movement speed can be similarly set up so that their speed values automatically update with changes to the score value.   A shapeshifting checkbox can be set up within the edge which sets or modifies ability scores when ticked.  These changes to abilities are reflected in all relevant rolls and calculated values but not changed on the sheet, this admittedly isn’t very user friendly and i’d like to revisit it sometime after all the core features are done.   If an edge is named speed it’ll be assumed to be the Speed Edge and subsequently factored into Initiative. If an edge is named claws it’ll be assumed to be the Claws Edge and can subsequently be factored into skill rolls set to use HTHx2 for damage. Spells: User added/modified, have as many or few as you like. Collapsed spells just show the spells title, clicking a spell expands it.  Expanded spells only have a name field and generic description area for users to put all their notes in for now.  I’d like to develop this further, but for now supporting the magic rules is so much lower priority than the rest of the core rules.  For the sake of getting the sheet submitted this year I intend to implement the non-core magic rules properly later -after- the sheet’s public (hopefully).  Flaws: User added/modified, have as many or few as you like. Collapsed flaws just show their name, and either a roll button or calculated substance damage depending on how the flaw is configured.   Expanded flaws track Roll type, Substance Damage and Description.   Flaw rolls can be configured to be basic ability rolls (modified or unmodified by humanity under 50) or rolls of “the amount of humanity below 50” (for infection.) Substance damage can be set up to automatically calculate from humanity and update itself as a character’s Humanity changes. Skills: User added/modified, have as many or few as you like. Collapsed skills show their score, name and buttons, clicking a skill expands it. Expanded skills track Name, Score, Base, Damage, Notes and if the skill is a combat skill or not.   Score is automatically set by Base as it was with Edges.  However unlike edges (STR+DEX)/2 may be used as a Base.   Damage can be set to HTHx2 or Weapon.  Setting to HTHx2 (for martial arts) provides options to add claw damage.  Setting to weapon requires you to type in a weapon name.  If the weapon name matches a weapon in your inventory, it will become "linked" to the skill and all appropriate information from the inventory entry will be included in the skill rolls.  Each skill includes a “Make Job Skill” button used to indicate that the sheet should calculate income using this skill.   All character sheets have the “Luck As A Skill” and Hand-To-Hand Skills, these cannot be expanded and have automatically calculated scores.  Additionally, all character sheets have the Language (Native) Skill at 30.  This can be expanded, but only to change the score and Language name.   Inventory - Weapons User added/modified, have as many or few as you like. Collapsed weapons just show the weapons title, clicking a weapon expands it.  Expanded weapons track Name, Ammo (current vs clip-size), Substance, Skill (locked, assigned by linking skill to weapon via a skill), Damage, Add HTH, Range, Hide/conceal rating + roll button for hide, Legal (set options), Modifier,  Enchanted (checkbox), Subtract WILL from modifier (hidden unless enchanted), Attacker CSR modifier (hidden unless enchanted), carried, notes.     Weapons are linked to via typing their name into Weapon Name on a skill, after which their information is included in skill rolls.   Inventory - Wearables User added/modified, have as many or few as you like. Collapsed wearables just shows the wearables title and if its currently worn or not (toggleable while collapsed), clicking a wearable expands it.  Expanded Wearables track Name, Attacker CSR modifier, Add/Subtract to Ability, Root Magic (checkbox), Quantity, Worn, Carried.   Attacker CSR modifier for all currently worn Wearables, (along with any CSR modifier from enchanted weapons,) is combined and totalled at the bottom of the inventory section as Total Attacker CSR Modifier.  Likewise a field at the bottom of the inventory tracks how many root magic items are currently worn out of the 3 max limit.   Setting the add/subtract to ability fields for a wearable will   result in ability rolls being updated, but only when that wearable is set to worn.   Misc Various derived stats including: Evade Attempts per BT SP healing time. Ability Damage healing time. Current / Max Deaths. Running speed and max duration. Jogging speed and max duration. Walking speed and max duration. Crawling speed and max duration. Climbing speed and max duration (ascending and descending)  "Normal" swimming speed and max duration. Backstroke swimming speed and max duration. Jumping distance from running. Jumping distance from standing. Carrying capacity with no penalty. Carrying capacity with a dexterity penalty. Dragging/Lifting capacity.  Maximum throwing range. Weekly job income, including options to calculate based on running your own business, or the business being criminal. Optional Houserule Checkboxes: Ability score changes from Shapeshifting & Ability Damage change survival points.  
1561761583
David
Sheet Author
WOW. Impressive. I have a number of sheets for 90s games that I have started but gave up on because it extremly unlikely I would get to use them. 
Thanks David!   To be honest I’ve abandoned so many projects over the years, (and I’m so annoyed with myself for it,) that this project has inexplicably become “the hill that I’ll die on”.   It’s far more work then I bargained for, deceptively complex/time-consuming and unlikely to be used by anyone but me, but damn it I will finish a project for once! ;)     I’m curious, what were you thinking of running before you gave up on the sheets? Normal 0 false false false EN-GB X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}
1562009903
David
Sheet Author
Aftermath, Ringworld, Honor+Intrigue and Twilight 2013
Interesting, TBH i'm unfamiliar with all of them, was hoping i'd recognise one XD.  SHEET UPDATE (first post edited): I've got name-based linking between skills and weapons working, skills can now be assigned weapons in order to include weapon damage, modifiers etc in their roll-button rolls.  Changes to weapons automatically carry back over to their linked skill.  Skills can likewise be assigned HTHx2 as damage (for martial arts skills.)       
1566137400

Edited 1566137619
Foemass
Sheet Author
I'm still grinding away at this, i'm not -that- far aware from being core-book feature complete now, so it's at-least looking like v1 will get submitted to Roll20 before the year anniversary of this ridiculous project.  I've been running a game with the sheet pretty successfully the last few weeks, which is identifying bugs quite nicely, even if it ironically gives me less time to work on the sheet.   SHEET UPDATE (Summery updated):  I've added arguably far too many derived statistics to a Misc section at the end of the sheet.  This looks pretty slapdash compared to the rest of the sheet so i'll probably need to think of a better way to organise this much information.  Alas there's yet more derived stats etc to go in so organising this can wait for now.  
The work continues... I've completed various bugfixes, added the missing miscellaneous derived stats and implemented wearables (Catchall for 'Normal' Armor, Fashionable Clothing and Worn Root Magic.)  As usual a full, unnecessarily thorough, breakdown has been added above. 
1569849464
David
Sheet Author
Did you commit this?  I do not see it in the repository?
Not yet sorry, it's only accessible to my gaming group at the moment.  I want to get it to a certain level of polish before I attempt to commit it.  I still have to do the following before I release this monstrosity on the world: *takes a deep breath* Add a section for tracking Miscellaneous items Revisit the weapon section to make things a little easier/nicer-looking for players Fix two weird bugs Tidy the mass of derived statistics which make up the misc section into three clean columns to better match the rest of the sheet    Add x3 substance vulnerability to the flaw damage options Make success and failure more obvious in the roll template (Playtesting has shown my red or green dice aren't clear enough) Put my houserule options in a menu so people can ignore them more easily Auto-convert yards to feet, because IMO it makes things easier if everything is the same measurement. Give players a way to link a skill to more then one weapon, because I already have a player carrying three different types of pistol, and getting him to retype the name each time he wants to switch weapon seems tedious.   add some kind of support for semi-auto/auto firing Clear out my spell column for another edge column (i'll put spells back when/if I put in proper support for magic users) Clear unnecessary stuff out of my CSS Make shapeshifting/item based changes to abilities visible on the sheet outside of dice rolls.   Make my sheet width actually window-width accurate, as the scaling has been just slightly off since the very start  *breathes again* <.< , >.> ... I might be a while still.  
1569886216
David
Sheet Author
jeez.  If you post an image of your weapn section I might be able to help with #9.
512x413 (Original: 512x413) 512x413 (Original: 512x413) Sure thing. My general design philosophy has been to try and make it so, outside of having to look something up, players should not need to expand the collapsed black bars.  So ideally they configure everything at the start then just press buttons during most of play (assuming they don't need to look at a description, notes etc).   With this in mind the best I have been able to come up with for #9 is maybe replacing weapon name with:  #1 Weapon Name  #2 Weapon Name  #3 Weapon Name Then having a dropdown in the collapsed black bar to select #1, #2 or #3 for switching weapon prior to roll.  Then hiding this dropdown if one or less weapon names has been entered, much like how my quantity box in miscellaneous only shows if there is more than 1 of an item.  I'm open to ideas though.   
Wow, it appears i've super bugged up the post above.  To the point where I can't even click the edit button to try and get rid of a wandering image resize frame.  Apologies if anyone else can see that.
1570109267

Edited 1570109339
David
Sheet Author
There is an easier of way of doing it put the roll button with the weapon and a dropdown to select the skill name if your weapon skills are a fixed list.  You need a trigger for when the values in the skill change then you can cycle through the weapon repeating section  and transfer the values.
Alass, skills are not a fixed list.  Nightlife skill options are so numerous the list would be comically long, and even then the game encourages you to make up new skills.  Thats why i've ended up having skills as a repeating section.  So i'll have to stick with pairing via string/input-field for transferring values, (Which is how it's implemented currently).   Regardless, theres definitely a solid argument to be made for moving the rolls to the weapons section and using it as the dedicated attacks list.  Multiple attack methods per skill would be cleaner that way, but i'll have to rework quite alot, so its a big setback time wise :(.  I'll sleep on it and mull it over.  Thanks for the advise David ^^.  
Just doing a cheeky post to keep the thread from locking.  Progress has been made, around 50% of my previously posted todo list has been completed, with a little luck the next post will be to say the sheets on GitHub.  
Hmm... adom a.&nbsp; You seem to be quoting me from here:&nbsp; <a href="https://app.roll20.net/forum/post/7061163/wip-nightlife-character-sheet-more-sheet-creation-questions" rel="nofollow">https://app.roll20.net/forum/post/7061163/wip-nightlife-character-sheet-more-sheet-creation-questions</a> &nbsp;... So, you can find the answer there too. I imagine this is actually some kind of bot haunting us with the echos of our past to ring us into the new year.&nbsp; &nbsp;Which is kind of poetic at-least, if a little creepy...&nbsp;&nbsp; In any-case, sheets still on the way, and getting close now.&nbsp;&nbsp;
1578000006
GiGs
Pro
Sheet Author
API Scripter
adom a is a spammer. They take other people's quotes, repost them, and add in a spam link. Best to just report and ignore.
Well, I had hoped i'd have the sheet delivered by now but alas, real life has gotten in the way.&nbsp;&nbsp; Nevertheless I've got some real big features in now like: a complete rearranging of the dynamic between skills and weapons (which incidentally makes the sheet better support special attacks) a rework of the roll templates to have a complete sum of damage ability changes from shape-changing/items now being visible on the sheet's main ability scores, (with the original scores are still editable beneath them).&nbsp; &nbsp;&nbsp; Realistically I've only got a few little features and some general tidying up ready for github left, but the last lap is always the hardest.&nbsp; Still at least my ridiculous delay has been rewarded with a fancy new custom sheet sandbox to play with, google fonts here I come ;).&nbsp;&nbsp;
Well, its still not done.&nbsp; I’d say its close, but I’m sounding like a broken record by this point.&nbsp; Since last time I’ve tried to make the sheet look more interesting with google fonts, added some missing derived attributes and implemented optional support for some Street Velocity Rules &amp; Houserules.&nbsp; Here’s what it’s looking like now, (or parts of it anyway). I’ve only got the final slog left: trying to make the code tidier, double checking it adheres to the submission guidelines and writing a bunch of instructions for the sheet.json.&nbsp; &nbsp; As a sidenote, over the course of developing the sheet I’ve been running NightLife with my group and have come up with quite a lot of Houserules.&nbsp; I figure there’s a small chance somebody out there might find them useful so I’ve stuck them on GitHub over here: &nbsp; <a href="https://github.com/Foemass/RPG-House-Rules/wiki/NightLife-Quick-and-Painless-Ruleset" rel="nofollow">https://github.com/Foemass/RPG-House-Rules/wiki/NightLife-Quick-and-Painless-Ruleset</a> &nbsp;
ITS FINALLY DONE AND LIVE ON ROLL20! *Confetti*&nbsp; Thank you to: Andreas J., David,&nbsp; GiGs and Cassie For the assists with this long, long "quick side project."