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falloutequestriavtt's Introduction

FalloutEquestria System

This system is a foe system that you can use as a starting point for building your own custom systems. It's similar to Simple World-building, but has examples of creating attributes in code rather than dynamically through the UI.

Blah blah blah

Anyway you can download it from here:

https://raw.githubusercontent.com/sapphie132/FalloutEquestriaVTT/master/system.json

Usage

Effects

Effects are the primary way to increase your various stats. Some stats, such as Skills and S.P.E.C.I.A.L stats can be edited directly, however it is recommended to use effects for stat changes gained from perks, as they allow to keep track of the effects individually.

The data keys for each character attribute are listed below.

S.P.E.C.I.A.L

For Strength, the primary attribute key is str, meaning that the data key is data.abilities.str.bonus. The bonus gets added as a flat value on top of the base score. There is no way to currently override your total score, but you can override the raw value (the one visible and editable on your character sheet) by using the data key data.abilities.str.rawValue. This is mostly useful if you want to temporarily change your base score for that stat.

The primary attribute keys are

  • Strength: str
  • Perception: per
  • Endurance: end
  • Charisma: cha
  • Intelligence: int
  • Agitility: agi
  • Luck: luck

Skills

Skills can also have their bonus edited. The key to do that is, for instance for Unarmed, data.skills.unarmed.bonus. However, the formula to compute the base can also be edited by overriding data.skills.unarmed.customFormula.

The keys for each skill can be found below.

  • Unarmed: unarmed
  • Throwing: throwing
  • Melee: melee
  • Firearms: firearms
  • Magical Energy Weapons (M.E.W.): mew
  • Explosives: explosives
  • Battle Saddles: bSaddles
  • Survival: survival
  • Barter: barter
  • Intimidation & Deception: intimidation
  • Negotiation & Seduction: persuasion
  • Sneak: sneak
  • Lockpick: lockpick
  • Sleight of Hoof: sleightHoof
  • Hacking & Matrix Tech: tech
  • Chemistry: chem
  • Academic & Lore: history
  • Repair: repair
  • Gampling: gambling
  • Athletics: athletics
  • Profession: profession
  • Shamanism: shamanism
  • Arcane Magic: magic
  • Flight Magic: flight

Resistances

For resistances, it is possible to override the formula. For instance, data.resistances.poison.formula exposes the formula directly. However, data.resistances.poison.bonus exposes a bonus. The keys are:

  • Fire: fire
  • Cold: cold
  • Lightning: lightning
  • Poison: poison Very straightforward.

The exception to this is radiation. For that, resistance is handled using data.rads.resistance.bonus and data.rads.resistance.formula. That is because the game handles radiation differently than the rest of resistances, as it actually reduces it by a percentage, rather than being a black and white resistance check.

It is worth noting that when using delta input (i.e., typing "+5" in the input), radiation resistance is automatically applied. Magic!

Notes

Temporary vs Permanent effects

It is very important, when creating effects on items or on characters directly, to differentiate between temporary and permanent effects. At the time of writing this, only skill points per level treat the two differently.

Armour, guns, etc need to be put down as temporary, while only certain perks can be put down as permanent.

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