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.
Anyway you can download it from here:
https://raw.githubusercontent.com/sapphie132/FalloutEquestriaVTT/master/system.json
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.
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 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
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!
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.