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SK Data elements after 3.0.4
(NOTE: currently, you cannot modify effects in an item once it is embedded in an actor. Item modifications must be made before you drag them onto an actor. But you can modify the effect transferred by the item on the character, it won't update the item's effect)
(One thing important is that when you change a value on a sheet (attribute/adds increase by spending xp for example), disable any effects potentially affecting it, or nothing would really change.)
Starting from 2.9.4 , effects on attributes are taken into account for skills, modifying a skill becomes less intuitive skill.value can no more be "effected".
The best way to do it is modify the skill.adds.
It affects also defenses, and a new variable must be used.
The following stats are modifiable through the Effects tabs for items and actors:
- system.skills.[yourSkillHere].adds (example .alteration., or .waterVehicles.)
- If you do have a skill that isn't allowed to roll unless it's learned, add an additional line with:
- system.skills.(skillname).unskilledUse
- Change mode: Override
- Effect value: 1
- system.skills.[yourSkillHere].isFav (Override to false for not favored and true for favored. Mind the lower case! "True" will not work!)
- system.skills.airVehicles.adds
- system.skills.airVehicles.isFav
- etc
- system.attributes.charisma
- system.attributes.dexterity
- system.attributes.mind
- system.attributes.spirit
- system.attributes.strength
- system.attributes.charisma.value
- system.attributes.dexterity.value
- system.attributes.mind.value
- system.attributes.spirit.value
- system.attributes.strength.value
- system.attributes.mindIsFav (Override to 1 for favored)
- (works with each attributes, adding
IsFav
)
- system.dodgeDefenseMod (used because dodge is computed from modified base attribute)
- system.meleeWeaponsDefenseMod (same reason)
- system.unarmedCombatDefenseMod
- system.intimidationDefenseMod
- system.maneuverDefenseMod
- system.tauntDefenseMod
- system.trickDefenseMod
- system.other.toughness
- system.other.armor
- system.other.fatigue (Do you know a click on Fatigue applies it to the character ?)
- system.shock.max
- system.shock.value
- system.wounds.max
- system.wounds.value
- system.other.cosm
- system.axioms.magic
- system.axioms.social
- system.axioms.spirit
- system.axioms.tech
- system.other.possibilities.possMod
- system.xp.unspent
- system.xp.earned
- system.unarmedDamageMod (used with the base interaction attack beside the 4 others, for others attacks/items based on unarmed skill, fill the sheet values)
- system.passengers
- system.topSpedd.kph
- system.maneuver
- system.toughness (on or after 3.7.0, it's system.other.toughness)
- system.armor
A favored choice will appear if your roll is favored (skills mainly). As soon as you modify the roll (possibility/+3 card etc...) the option disappears. Second roll is kept.
Beware, the disfavored behaviour is live, first reroll will be cancelled.
It allows to players to apply damages printed on the card to their own character. (or any if done by GM)
You need to target
your token for that.
If damage adjustement is needed (soak, reduce or ignore shock for example) you can right-click the shortcut.
Makes a Reality skill roll, gives the result of Soaking in ChatNote, then you can right-click the Apply damage and modify the values.
Movement and Run can be altered with these 2 Elements:
- system.other.moveMod
- system.other.runMod