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Mongoose 2e Traveller Character Sheet - Updates

1693160924
Coryphon
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Sheet Author
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Donald W. said: Saul J. said: Do you mean a vehicle besides a ship?  Donald W. said: Could we get a Vehicle sheet? The new changes look great. It looks like you fixed the credits not saving on the inventory page. Thanks for that. Yes. Non Jump Capable. grav bikes air rafts etc. Yes, that’s in the release. It’s basic, but functional !
1693177433
Coryphon
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Hi All, The character sheet is now live. Note that there is now an ‘Initiative Effect’ checkbox next to the ‘Ask for Modifier’ drop-down. It is unchecked by default so initiative is back to ‘highest number’ like it was before, Regards, Coryphon 
The new sheet looks like it was pushed through, and some formatting may be a little messed up.  On the Trade page, the box for the credits available is pushed down to the next line so it's no longer on the same line as the tag. I tried playing with it a bit. On the Speculative page, the law level was set to 0 so it refused to give me any goods to purchase. Not sure if this is a correct result because law level shouldn't really matter in terms of whether or not goods are available... just determines what goods are available, I think. And, yes, the pages are a bit complex and will take some getting used to...  But, otherwise, looks quite good... We'll see what happens in my game. My GM has already decided we're probably going to need to be trading in this campaign.
1693251333
Coryphon
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Saul J. said: The new sheet looks like it was pushed through, and some formatting may be a little messed up.  On the Trade page, the box for the credits available is pushed down to the next line so it's no longer on the same line as the tag. I tried playing with it a bit. On the Speculative page, the law level was set to 0 so it refused to give me any goods to purchase. Not sure if this is a correct result because law level shouldn't really matter in terms of whether or not goods are available... just determines what goods are available, I think. And, yes, the pages are a bit complex and will take some getting used to...  But, otherwise, looks quite good... We'll see what happens in my game. My GM has already decided we're probably going to need to be trading in this campaign. Hi Saul, Many thanks for the info, yes I see that on my test game. Weirdly pasting in the custom html and css does NOT exhibit the same behaviour with the code from GitHub. ..that is very odd... Will look into further... Basically the display: flex CSS is ending up as just 'display'... Regarding the law level (and population) it should  only show a brief warning that they are zero then display the goods, which is what I see using the newly pushed sheet in my test game... Feel free to hit me up on Discord or send a screenshot of what you are seeing... Regards, Coryphon
1693495137
Pat
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API Scripter
Awesome work on the new sheet.  The trade tab is pretty amazing!
1693506367
Coryphon
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Sheet Author
Compendium Curator
Thank you Pat ;-) Currently refactoring code to use grids. Minor functional updates soon as suggested from the Mongoose forums: - Show an X if broker roll fails - Show how much paid/ton in manifest - Show profit/loss in sales section per row and total Regards, Coryphon
1693656506

Edited 1693656537
Splendid work on the sheet! I can't recall if this worked before, but at least it doesn't now. Under the Inventory, the Total Gear Weight is not adding the weights of individual items together. It doesn't matter if I click the Carried on/off toggle or change quantities or weights of items, the Total Gear Weight stays frozen. I would appreciate a fix to this. Also, a minor layout thing, but for some reason Psi Strength (under Powers) is aligned to the right side of the sheet. There's nothing to the left of it, just empty space. Could Psi Strength (with all its boxes) be switched so it is aligned on the left. Would make much more sense there, IMO.
1693658727
Coryphon
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Hi Tommi, I will look into those, thank you, Regards, Coryphon Tommi said: Splendid work on the sheet! I can't recall if this worked before, but at least it doesn't now. Under the Inventory, the Total Gear Weight is not adding the weights of individual items together. It doesn't matter if I click the Carried on/off toggle or change quantities or weights of items, the Total Gear Weight stays frozen. I would appreciate a fix to this. Also, a minor layout thing, but for some reason Psi Strength (under Powers) is aligned to the right side of the sheet. There's nothing to the left of it, just empty space. Could Psi Strength (with all its boxes) be switched so it is aligned on the left. Would make much more sense there, IMO.
1693915481

Edited 1693915514
Coryphon
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Sheet Author
Compendium Curator
Hi All, Latest version of character sheet has been pushed to GitHub so should be available in a couple of days. Release contains: Fixes: Trade: Speculative: Group Funds layout wrap should be fixed Inventory: Total gear weight calculation fixed (Tommi) Psi Strength layout normalised to left (Tommi) Additions: Trade: Speculative: Show an X if unable to find broker (Pat) Trade: Speculative: Show how much you paid/ton in manifest (Pat) Trade: Speculative: Show Profit/Loss (P/L) in sales section per row and total with nice red formatting for losses (Pat) PC: Stat Mods (Rating + Temp) now go greater than +3 in line with rules from the Traveller Companion (Characteristic Modifiers p3.) (Gavain, MgTF)* (* Although this is an optional rule, you can just force the modifier back to 3 manually) (MgTF: Mongoose Traveller Forum) Future Development: Remove last of tables for grids Remove inline styles Refactor tor CSS Add rollable weapons (etc.) to ship and vehicle  Please Note : Am off travelling in a month so dev time is unfortunately now limited, so let me know any bugs as soon as you can ;-)) Regards, Coryphon
1693925477
Pat
Pro
API Scripter
Great update.  Now that you've figured out how to fix the layout wrap for the trade,tab can you please take another look at the layout wrap for the armor "required skill" dropdown?  It still wraps to the next line for me.  I'm running latest Chrome. browser. Keep up the great work!
1693929262
Coryphon
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Sheet Author
Compendium Curator
Pat said: Great update.  Now that you've figured out how to fix the layout wrap for the trade,tab can you please take another look at the layout wrap for the armor "required skill" dropdown?  It still wraps to the next line for me.  I'm running latest Chrome. browser. Keep up the great work! I’ll take a look Pat, thanks, C
1693929538
Coryphon
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Compendium Curator
Pat said: Great update.  Now that you've figured out how to fix the layout wrap for the trade,tab can you please take another look at the layout wrap for the armor "required skill" dropdown?  It still wraps to the next line for me.  I'm running latest Chrome. browser. Keep up the great work! Hiya, OK, I've turned most of these tables into proper CSS grids, so *hopefully* it will be fixed... Will check again when it drops! C 
Haven't had a chance to check out the new changes and fixes yet but they all look/sound good. One point on the "future development" part and rollable ships guns - that might turn out to be a lot more complicated than you might think at first look. Ships can have single mounted guns, and turrets. And you have to account for the ability score modifier of the gunner at each gun/turret so if a ship has two turrets, there might be two different gunners.  I looked at doing a macro for this when I was playing Traveler last year and it started getting very, very complicated. It might be simpler doing it at the sheet level or it might not. Just putting out a warning since a lot of people who have talked about it in the past have forgotten about the multiple gunners problem. But, if you can make it work... the gunners in my current game and the GM would probably love it. :-) Coryphon said: Hi All, Latest version of character sheet has been pushed to GitHub so should be available in a couple of days. Release contains: Fixes: Trade: Speculative: Group Funds layout wrap should be fixed Inventory: Total gear weight calculation fixed (Tommi) Psi Strength layout normalised to left (Tommi) Additions: Trade: Speculative: Show an X if unable to find broker (Pat) Trade: Speculative: Show how much you paid/ton in manifest (Pat) Trade: Speculative: Show Profit/Loss (P/L) in sales section per row and total with nice red formatting for losses (Pat) PC: Stat Mods (Rating + Temp) now go greater than +3 in line with rules from the Traveller Companion (Characteristic Modifiers p3.) (Gavain, MgTF)* (* Although this is an optional rule, you can just force the modifier back to 3 manually) (MgTF: Mongoose Traveller Forum) Future Development: Remove last of tables for grids Remove inline styles Refactor tor CSS Add rollable weapons (etc.) to ship and vehicle  Please Note : Am off travelling in a month so dev time is unfortunately now limited, so let me know any bugs as soon as you can ;-)) Regards, Coryphon
1693930364
Coryphon
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Sheet Author
Compendium Curator
Saul J. said: Haven't had a chance to check out the new changes and fixes yet but they all look/sound good. One point on the "future development" part and rollable ships guns - that might turn out to be a lot more complicated than you might think at first look. Ships can have single mounted guns, and turrets. And you have to account for the ability score modifier of the gunner at each gun/turret so if a ship has two turrets, there might be two different gunners.  I looked at doing a macro for this when I was playing Traveler last year and it started getting very, very complicated. It might be simpler doing it at the sheet level or it might not. Just putting out a warning since a lot of people who have talked about it in the past have forgotten about the multiple gunners problem. But, if you can make it work... the gunners in my current game and the GM would probably love it. :-) Haha, thanks Saul. I haven't even looked into it, tragically I have trouble finding people who want to play so have never done ship combat.. I can kind of see how I'd do it using repeating sections for the inputs...but that will tragically have to wait until the new year... C ;-)
1694168188
Coryphon
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Hi All, Apologies, the Diplomat skill got lost in the last release. Fix pushed, should be back in a day or so, Regards, Coryphon
Hi, Coryphon, thank you for your work - waited for few years someone could update the Character Sheet for Traveller 2e. Is there a chance to add optional characteristics from Traveller Companion? Maybe not on the main sheet, but like Psionics on additional button? For example I use Sanity as optional rule from Islands in the rift for my players to visit planets and stay less in jumps. Official characteristics are from Traveller Companion: Wealth (WLT) Luck (LCK) Morale (MRL) Sanity (STY) Charm (CHA) They also present on official Character Sheet 2022. You've already done a geat work there!
1694683422
Coryphon
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Compendium Curator
Hey Windheart, Thank you for your kind words ;-) I'll take a look and see where they might fit, possibly under Powers rather than a new tab.... I'll model them on the behaviour of the six main stats... I'm currently revamping the Vehicle section with rollable weapons (dev complete) and the Ship section, layout and hardpoints/rollable weapons (in progress), Regards, Coryphon
1694977873

Edited 1694978221
Coryphon said: Hey Windheart, Thank you for your kind words ;-) I'll take a look and see where they might fit, possibly under Powers rather than a new tab.... I'll model them on the behaviour of the six main stats... I'm currently revamping the Vehicle section with rollable weapons (dev complete) and the Ship section, layout and hardpoints/rollable weapons (in progress), Regards, Coryphon Loving the vehicle sheet. One request can you make a drop down for the pilot so you could hit rolling buttons for pilot, sensors autopilot weapons etc. Also I dont see a movement rate on the PC sheet
1695017414
Coryphon
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Sheet Author
Compendium Curator
Donald W. said: Coryphon said: Hey Windheart, Thank you for your kind words ;-) I'll take a look and see where they might fit, possibly under Powers rather than a new tab.... I'll model them on the behaviour of the six main stats... I'm currently revamping the Vehicle section with rollable weapons (dev complete) and the Ship section, layout and hardpoints/rollable weapons (in progress), Regards, Coryphon Loving the vehicle sheet. One request can you make a drop down for the pilot so you could hit rolling buttons for pilot, sensors autopilot weapons etc. Also I dont see a movement rate on the PC sheet Hi Donald, Thank you. I’ll take a look at vehicle roll buttons. Will look into movement rate, I didn’t think that could vary per character, will check rules! Regards, Coryphon
1695072980

Edited 1695116623
Coryphon
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Hi All, Next release of character sheet is ready to go. This is a long post due to images... If anyone is able to cast their eyes over these changes and has any comments/suggestions, that would be great. Fixes: 1) Added repeating group for  characteristics from Traveller Companion (Sanity, Wealth etc.) (Windheart) 2) Added movement for PC/NPC 3) Added roll buttons for Vehicle Autoilot, Sensors etc. (Donald W.) EDIT: Is this what you meant Donald? 4) Overhaul of Ship sheet and addition of Hardpoints and Weapons (Saul J. et al). Unfortunately as Roll20 does not support nested repeating groups, this has been implemented as a list of named hardpoints, then a list of weapons each assigned to a hardpoint (see image below). Each hardpoint has a Gunner, DEX and Custom mod field and when a weapon roll button is clicked this information is used for the 'to hit' part of the roll. The sheet supports the rules for multiple turret (or similar) damage being increased by the number of damage dice per extra weapon based on the # column in the weapon table. The sheet also supports missiles by zeroing the Gunner skill and negating the extra damage by damage dice, although you will have to add the +1 per missile in the salvo to the Custom Mod field on the hardpoint. Hopefully the image makes sense! I *think* this models all the use cases, hopefully tweaking the custom mod. and damage and number field values will support any other peculiarities! 5) A few minor layout and restructuring bits and pieces Phew! And Regards, Coryphon
1695081015

Edited 1695082536
Coryphon said: Hi All, Next release of character sheet is ready to go. This is a long post due to images... If anyone is able to cast their eyes over these changes and has any comments/suggestions, that would be great. Fixes: 1) Added repeating group for  characteristics from Traveller Companion (Sanity, Wealth etc.) (Windheart) 3) Added roll buttons for Vehicle Autoilot, Sensors etc. (Donald W.) EDIT: Is this what you meant Donald? Phew! And Regards, Coryp Yes. How does it pick whose stats to use with the roll? is that based on the controlling player? A drop down might be nice but I have no idea if that is even possible....
1695082521
Coryphon
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Sheet Author
Compendium Curator
Donald W. said: Coryphon said: Hi All, Next release of character sheet is ready to go. This is a long post due to images... If anyone is able to cast their eyes over these changes and has any comments/suggestions, that would be great. Fixes: 1) Added repeating group for  characteristics from Traveller Companion (Sanity, Wealth etc.) (Windheart) 3) Added roll buttons for Vehicle Autoilot, Sensors etc. (Donald W.) EDIT: Is this what you meant Donald? Phew! And Regards, Coryp Yes. How does it pick whose stats to use with the roll? it would be? is that based on the controlling player? A drop down might be nice but I have no idea if that is even possible.... Hi Donald W. So for the vehicle and ship sheets I've made them 'player agnostic' as it were, e.g. you would create a Vehicle and Ship character as these (at least to my mind) are 'shared' sheets... So, the modifiers you add are kind of character/player independent. I've tried to make these just driven  from attributes on those sheets, specifically NOT tied to character attributes, but modifiable as shared if that makes sense... Very happy to take a steer on what works best, but am hoping that there's enough flexibility to plug in modifiers to make it work... Regards, Coryphon P.S. Unfortunately the Roll20 sheet mechanics do not allow for much 'dynamic' input to populate 'context-specific' drop-downs or similar...
Hey there! Excellent work on the new character sheet updates! This has me so excited for our next game, especially being able to do so much of the trade part all in VTT more easily without having to tab out as much. I have a question about the Passengers functionality of the Trade sheet, however. The radio buttons for Population, Starport, and Zone colour only have one- and it's not clear if this applies to the world you're taking passengers from or to. As I understand the rules, modifiers are applied for these three characteristics of both the origin and destination of the passengers. Maybe the sheet takes this into account somehow, and I'm using it wrong?
1695159769
Coryphon
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Sheet Author
Compendium Curator
Jake D. said: Hey there! Excellent work on the new character sheet updates! This has me so excited for our next game, especially being able to do so much of the trade part all in VTT more easily without having to tab out as much. I have a question about the Passengers functionality of the Trade sheet, however. The radio buttons for Population, Starport, and Zone colour only have one- and it's not clear if this applies to the world you're taking passengers from or to. As I understand the rules, modifiers are applied for these three characteristics of both the origin and destination of the passengers. Maybe the sheet takes this into account somehow, and I'm using it wrong? Hi Jake, You are absolutely right, someone just pointed this out to me on the Mongoise forums! Am fixing it now!!! Regards, Coryphon
1695199244
Coryphon
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Sheet Author
Compendium Curator
Hi All, New version of sheet has been pushed to GitHub, should be live in a day or two. Regards, Coryphon
Hi Donald W. So for the vehicle and ship sheets I've made them 'player agnostic' as it were, e.g. you would create a Vehicle and Ship character as these (at least to my mind) are 'shared' sheets... So, the modifiers you add are kind of character/player independent. I've tried to make these just driven  from attributes on those sheets, specifically NOT tied to character attributes, but modifiable as shared if that makes sense... Very happy to take a steer on what works best, but am hoping that there's enough flexibility to plug in modifiers to make it work... Regards, Coryphon P.S. Unfortunately the Roll20 sheet mechanics do not allow for much 'dynamic' input to populate 'context-specific' drop-downs or similar... Could possibly be assigned to who has control of the sheet?
1695373885
Coryphon
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Sheet Author
Compendium Curator
Donald W. said: Hi Donald W. So for the vehicle and ship sheets I've made them 'player agnostic' as it were, e.g. you would create a Vehicle and Ship character as these (at least to my mind) are 'shared' sheets... So, the modifiers you add are kind of character/player independent. I've tried to make these just driven  from attributes on those sheets, specifically NOT tied to character attributes, but modifiable as shared if that makes sense... Very happy to take a steer on what works best, but am hoping that there's enough flexibility to plug in modifiers to make it work... Regards, Coryphon P.S. Unfortunately the Roll20 sheet mechanics do not allow for much 'dynamic' input to populate 'context-specific' drop-downs or similar... Could possibly be assigned to who has control of the sheet? Hi Donald, Sure, makes sense, I’ll look into it, Regards Coryphon
1695424449
Pat
Pro
API Scripter
My vote would be to not try to link vehicles/ships to PCs this way. I think vehicles and ships are like NPCs and should have their own sheet separate from the PC sheet.  A ship has many PCs in various roles and a vehicle will often have a driver, gunner, and passengers doing things.  I know it's a pain to have multiple sheets open,  but consider that multiple PCs may have access to the vehicle/ship - how will the "sheet" know which is the gunner?  If we build too much automation into the sheet, it becomes more things that can break during a game when you stumble onto a corner use case.    Food for thought...
1695450609
Coryphon
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Hi Pat, Yes, I’ve been going through the rules and I reached the same conclusion. I’m leaving it as is. Latest version is now live with: Added repeating group for characteristics from Traveller Companion (Sanity, Wealth etc.) Added movement for PC/NPC Added roll buttons for Vehicle Autoilot, Sensors etc. Overhauled ship sheet Fixed Passengers & Freight Source and Destination Inputs Added expanatory text for UWP fields Regards, Coryphon
1695489112
Pat
Pro
API Scripter
Wow - Great Update! I did some testing of the sheet and found a few things you might want to look into.  Nothing functional, mainly cosmetics/convenience. NPC- The NPC Movement field has some weird wrapping going on (Chrome, see image below)  NPC - The NPC Armor section has the "Required Skill" field wrapping problem as the PC section that you fixed in the previous update (see image below) Vehicle - I'd like to see the turret/gunner fields from the ship sheet on the vehicle sheet.  The turret equiv on a vehicle is the "mount" and this gives us a place to put the gunner skill and gives the sheet consistency (nice to have, nothing is broken)  Animal - Animal section needs an  Initiative button with a  prompt for the mod.  Ship  - simply amazing! :) Ship - hardpoint title text has [] box at the end (see image below) Ship - you may want to reverse title order to hardpoint/firmpoint since all the instructions later on refer to HP (not FP) Ship - Power Section label has [/0] in section title (see image below) Amazing work as usual  - you are spoiling us! Really appreciate your efforts here.
1695491538

Edited 1695492604
Coryphon
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Sheet Author
Compendium Curator
Pat said: Wow - Great Update! I did some testing of the sheet and found a few things you might want to look into.  Nothing functional, mainly cosmetics/convenience. NPC- The NPC Movement field has some weird wrapping going on (Chrome, see image below)  NPC - The NPC Armor section has the "Required Skill" field wrapping problem as the PC section that you fixed in the previous update (see image below) Vehicle - I'd like to see the turret/gunner fields from the ship sheet on the vehicle sheet.  The turret equiv on a vehicle is the "mount" and this gives us a place to put the gunner skill and gives the sheet consistency (nice to have, nothing is broken)  Animal - Animal section needs an  Initiative button with a  prompt for the mod.  Ship  - simply amazing! :) Ship - hardpoint title text has [] box at the end (see image below) Ship - you may want to reverse title order to hardpoint/firmpoint since all the instructions later on refer to HP (not FP) Ship - Power Section label has [/0] in section title (see image below) Amazing work as usual  - you are spoiling us! Really appreciate your efforts here. Hi Pat, Thank you so much for testing! 1 & 2) NPC Will check those 3) Vehicle mounts: Makes sense 4) Animal initiative: Yep! 5) Thank you ;-) 6) Ship hardpoint, the [] gets populated with the number of hard points when tonnage is set 7) Yes 8) This gets populated when power set eg total/used Thanks again! Coryphon PS Is the PC armour ok still?
1695494674
Pat
Pro
API Scripter
Thanks for the explanations. Confirmed - PC Armour is still ok
and this gives us a place to put the gunner skill and gives the sheet consistency (nice to have, nothing is broken)  Maybe pilot sensor skills could be done like the turret where there is a place one can enter their own skill.
Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them .
1695540668

Edited 1695541353
Coryphon
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Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon
1695542317
Coryphon
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Compendium Curator
Donald W. said: and this gives us a place to put the gunner skill and gives the sheet consistency (nice to have, nothing is broken)  Maybe pilot sensor skills could be done like the turret where there is a place one can enter their own skill. Hi Donald, Yep, agreed. What data needs to be stored for 'pilot sensor skills'. Is this different from the existing  Sensors (Electronics (sensors) DM)  which is already there? Is it another repeating row? Regards, Coryphon
1695563916
Coryphon
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Sheet Author
Compendium Curator
Pat/Donald Does this look OK for the vehicle mounts and weapons? Regards, C
1695566556
Pat
Pro
API Scripter
Coryphon said: Pat/Donald Does this look OK for the vehicle mounts and weapons? Looks great to me!
Coryphon said: Donald W. said: and this gives us a place to put the gunner skill and gives the sheet consistency (nice to have, nothing is broken)  Maybe pilot sensor skills could be done like the turret where there is a place one can enter their own skill. Hi Donald, Yep, agreed. What data needs to be stored for 'pilot sensor skills'. Is this different from the existing  Sensors (Electronics (sensors) DM)  which is already there? Is it another repeating row? Regards, Coryphon The way vehicle and starship sensors work is you have the sensor dice modifier and you add your characters skill and stat modifier to that plus 2d6. so if a character has a 9 education and a 2 skill you add 1 for the stat 2 for the skill and then  2 or whatever the sensors bonus is. so 5+2d6. But all we need is a box that a player can but their skill and bonus in and a box for the sensors bonus and a button to roll the 2d6 and sum the result.
Pat said: Coryphon said: Pat/Donald Does this look OK for the vehicle mounts and weapons? Looks great to me! I agree
1695573079

Edited 1695573234
Coryphon said: Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon Yes. And a box for tracking psi points You could probably make a toggle. legacy psionics/ Mongoose psionics. under the + like you do for toggling the kind of sheet it is. 
1695578261
Coryphon
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Sheet Author
Compendium Curator
Donald W. said: Coryphon said: Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon Yes. And a box for tracking psi points You could probably make a toggle. legacy psionics/ Mongoose psionics. under the + like you do for toggling the kind of sheet it is.  Hi Donald, What are PSI points? Is it not Psionic Strength which is already there? C
Coryphon said: Donald W. said: Coryphon said: Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon Yes. And a box for tracking psi points You could probably make a toggle. legacy psionics/ Mongoose psionics. under the + like you do for toggling the kind of sheet it is.  Hi Donald, What are PSI points? Is it not Psionic Strength which is already there? C Using a psionic power costs a number of PSI points, temporarily reducing the Traveller’s total. As the characteristic DM for all psionic skill checks is determined by the Travellers’ current PSI total, it gets harder and harder to use powers as the Traveller’s PSI declines. 228 traveller core
1695582285
Coryphon
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Sheet Author
Compendium Curator
Donald W. said: Coryphon said: Donald W. said: Coryphon said: Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon Yes. And a box for tracking psi points You could probably make a toggle. legacy psionics/ Mongoose psionics. under the + like you do for toggling the kind of sheet it is.  Hi Donald, What are PSI points? Is it not Psionic Strength which is already there? C Using a psionic power costs a number of PSI points, temporarily reducing the Traveller’s total. As the characteristic DM for all psionic skill checks is determined by the Travellers’ current PSI total, it gets harder and harder to use powers as the Traveller’s PSI declines. 228 traveller core Hi Donald, Sorry I feel like an idiot here, I’m struggling to understand so please bear with me… I read the rules you kindly quoted above, so does that not just get set in the Psionic Strength Temp field to do the reduction… Does that not cover this? Regards, C
Coryphon said: Donald W. said: Coryphon said: Donald W. said: Coryphon said: Donald W. said: Could you make the psionics sheet like the skill sheet. So the 5 psionic talents are 0 level skills and then can have sub skills being the powers. I think that would work better than the current method.  then it would be good to have a psi points box so you can record spending them . Hi Donald, Like this: The existing stuff will have to remain as 'Legacy Psionics'.  Regards, Coryphon Yes. And a box for tracking psi points You could probably make a toggle. legacy psionics/ Mongoose psionics. under the + like you do for toggling the kind of sheet it is.  Hi Donald, What are PSI points? Is it not Psionic Strength which is already there? C Using a psionic power costs a number of PSI points, temporarily reducing the Traveller’s total. As the characteristic DM for all psionic skill checks is determined by the Travellers’ current PSI total, it gets harder and harder to use powers as the Traveller’s PSI declines. 228 traveller core Hi Donald, Sorry I feel like an idiot here, I’m struggling to understand so please bear with me… I read the rules you kindly quoted above, so does that not just get set in the Psionic Strength Temp field to do the reduction… Does that not cover this? Regards, C I wasnt thinking of it that way...but then I didnt understand the temp fields intent
1695630390
Coryphon
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Sheet Author
Compendium Curator
Hi Donald, Yeah, that’s how STR, DEX and END work for injury, applying the Temp adjusts the modifier, so it’s in keeping with that I guess, so am inclined to keep it consistent… There’s been discussion that this Rating/Temp/Mod where you apply a negative Temp is kind of odd, rather than eg Rating/Current/Mod, but that’s quite a big change to make and I’m running out of time before travelling ;-) I’ll add the vehicle/ship sensors on your recommendation, which I think is something like: Sensor Type | Player Mod. | Sensor Mod. | Roll Electromagnetic | 3 | 2 | Roll 2D+3+2 Regards, Coryphon
1695659034
Coryphon
Pro
Sheet Author
Compendium Curator
Hiya, I've added Vehicle and Ship Sensors as follows, does this look OK? . All other fixes are in so will be looking to release shortly. Regards, Coryphon
Coryphon said: Hiya, I've added Vehicle and Ship Sensors as follows, does this look OK? . All other fixes are in so will be looking to release shortly. Regards, Coryphon I'm not sure you separate sensors by type. At least when I was building vehicles they just say Sensors, Improved Sensors advanced sensors which each give you a base bonus and then you can increase fidelity. which improves that bonus. I dont know if High Guard is different
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Edited 1695681088
Coryphon
Pro
Sheet Author
Compendium Curator
Donald W. said: Coryphon said: Hiya, I've added Vehicle and Ship Sensors as follows, does this look OK? . All other fixes are in so will be looking to release shortly. Regards, Coryphon I'm not sure you separate sensors by type. At least when I was building vehicles they just say Sensors, Improved Sensors advanced sensors which each give you a base bonus and then you can increase fidelity. which improves that bonus. I dont know if High Guard is different Ah, OK, so just a single row then, doesn't need to be repeating you think? Looking at High Guard I think you're right, just one of Basic, Civilian etc. up to Advanced... And Vehicle Handbook just seems to have  Sensors (Electronics (sensors) DM)  with a Mod score... Thanks, Coryphon
Coryphon said: Hi Donald, Yeah, that’s how STR, DEX and END work for injury, applying the Temp adjusts the modifier, so it’s in keeping with that I guess, so am inclined to keep it consistent… There’s been discussion that this Rating/Temp/Mod where you apply a negative Temp is kind of odd, rather than eg Rating/Current/Mod, but that’s quite a big change to make and I’m running out of time before travelling ;-) I’ll add the vehicle/ship sensors on your recommendation, which I think is something like: Sensor Type | Player Mod. | Sensor Mod. | Roll Electromagnetic | 3 | 2 | Roll 2D+3+2 Regards, Coryphon I think it would be like this Sensors [improved] |+1 |  Player Skill +3 Roll 2D6+1+3