
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.