Sheets, tracks and conditions Contents

Rule systems

Sheets, tracks and conditions

Stats and skills, things a character can run out of, conditions with levels and timers, the storyteller's pools, clocks, and things a character owns.

What a sheet holds

Under a rule system every character has a sheet: the numbers the rules read and change. Players see it in the story view's ledger; the storyteller sees it each turn; code is the only thing that changes it. Engine

Stats
Numbers the rolls read: abilities, traits, action ratings, percentile skills.
Tracks
Things that go up and down: health, Stress, Inspiration, Hope, spell slots, armour.
Tags
Words on lists: conditions (Poisoned, Blessed), harm, traits, features. A condition is a tag the rules know how to count.
Derived values
Numbers worked out from the others, never typed: proficiency bonus, Evasion, a passive Perception.
Clocks
Segmented progress a rule card ticks: Renown 3 of 4, Death saves 1 of 3, Heat 5 of 8.
Things
What a character owns that has its own sheet: a ship with hull and crew, a horse, a band of followers.
Abilities
The spells, features and techniques they know, what each costs and the uses left, and the picks they can spend on new ones. See Spells and abilities.
The table's pools
Points the storyteller holds, kept per table: Fear, Doom.

In the Studio, the Rules tab's Sheet part edits stats, skills and tracks as sentences. Conditions are defined with Hob or in Advanced; pools and kinds of things have a part of their own.

Studio Rules, the Sheet part: the six stats with their descriptions and the skills each leans on, with the other parts of the rules listed on the left
Studio › Rules › Sheet. Every line wraps and edits in place; Try it slides out on the right when you want it.

Stats and skills

A stat has a name, a line saying what it covers, a range, a starting value, and how it shows: a number, dots, or a percentage. Some stats add a modifier to rolls instead of their value: Classic d20's Strength 16 adds floor((16 - 10) / 2) = +3.

KindUsed forExamples
AttributeBroad capabilities a roll addsStrength 16 (+3), Agility +2, Might +1
SkillNarrow training, usually leaning on an attributeAthletics leans on Strength: Strength's modifier plus proficiency if trained. Or a chance in percent: Occult 45%.
RatingDots that become diceProwl ●●○○: roll two d6

What it covers is not decoration. It is the rules judge's only guide to which stat an action uses, and it's read every turn. Write it as the actions it covers: “Climbing, jumping, swimming, grappling, forcing your way through by strength” beats “Physical prowess”. Storyteller

The Sheet on a phone: stat names with their descriptions wrapping onto several lines
On a phone, each description wraps under its name and stays editable.

Tracks

A track has a maximum (a number, or a formula that grows with the sheet), a starting point and a role:

RoleWhat it meansExample
HealthAt zero they are down. Every system has exactly one.Hit points: 8 + Constitution modifier, +5 a level
SpendPaid out to do things.Spell slots, Nerve, Ki
StressFills under strain; something happens when it's full.Stress: full at 9, and they take a Trauma and it clears
LuckKept until spent; often spent before a roll.Inspiration (1), Hope (up to 6)
HarmMarks lasting damage.Exhaustion: six levels, each makes everything harder
ArmourSlots spent to take a hit one step lighter.Armour: 3 slots, back on a rest
Refills
On a rest, each scene, each level, or never.
When it empties or fills
A track can carry effects of its own for when it runs out or fills. Forged's Stress: full, and they take a Trauma and the Stress is set to 0. For anything more involved, use a rule card on the track (“When Stress fills up → …”).
Damage thresholds
A health track can mark boxes by how hard a hit lands instead of by its number. Hope and Fear: 6 Hit Points; any hit marks 1, a hit of at least @major (6 + level) marks 2, at least @severe marks 3. An armour slot, spent automatically when it helps, takes a hit one step lighter. Engine

Conditions

A condition is a tag on a list that the rules know how to count. It can have levels (Frightened 1 to 4), a timer, and an effect on rolls that code applies without anyone remembering to. Engine

PartWhat it doesExample
LevelsHow many it can stack. Absent: on or off.Frightened, up to 4
Counts down onEach turn or round, each rest, or never (only an effect ends it).Blessed counts down each turn; Vulnerable lasts until a rest
Fades byLevels lost each tick, when it has no duration of its own. 0: it holds until something ends it.Frightened fades 1 a turn
EdgeA formula of its level that rolls read as advantage or disadvantage.-1: Poisoned gives disadvantage
ModifierA formula of its level added to rolls.-10 * @level: Fatigued 2 is −20 on d100 rolls
Only onLimit the edge and modifier to some checks or stats.Restrained: Dexterity saving throws only
Can't actWhile it holds, a creature makes no blows in a fight, and the storyteller is told why.Paralyzed, Stunned, Asleep
Harm ends itThe first blow that does them damage ends it.Asleep (the Sleep spell): a cut wakes them
More roll changesFurther edges or modifiers with their own checks and stats, beside the main one.Restrained: Dexterity saves, and attack rolls too
Against themWhat it does to attacks made at whoever has it: an edge, a modifier, or a hit made critical, from close by, from afar, or both.Prone: advantage close, disadvantage far; Paralyzed: a close hit is critical
Damage takenDamage types they take half of, none of, or double, while it holds.Raging: half from bludgeoning, piercing, slashing

Several conditions at once add up, and the roll chip names each one that touched a roll (“Poisoned: disadvantage”). Any number of disadvantages and advantages cancel down to one either way, as in fifth-edition play. A condition put on with a duration (“Blessed for 3 turns”) lasts the turn after it lands, then counts down.

A condition as rules data (Advanced, or ask Hob)
{ "id": "frightened", "name": "Frightened",
  "description": "Disadvantage while the source of their fear is in sight.",
  "max": 4, "ticks": "turn", "fade": 1, "edge": "-1", "checks": ["ability"] }

Rule cards read conditions as @cond.frightened (its level, 0 when absent) and @cond.frightened.left (ticks left), and in sentences as “while Frightened” and “unless Stable”. See Only while.

The storyteller's pools

A pool is a number the storyteller holds, kept per table: Hope and Fear's Fear, or a Doom you invent. Rule cards and outcomes add to it and spend from it. A pool can gate hard moves: then the storyteller may only spring a hard move the roll didn't hand it (an ambush out of nowhere, a betrayal, a twist of the knife) by spending a point. After each scene, code asks whether such a move was made and takes the point; with none left, it's logged. Engine

Pools and things, with a Doom pool
Studio › Rules › Pools and things.

The debt comes due

When Hit points run out (while Blood-sworn) → Doom +2; “Something old notices the oath is broken”.

A card that feeds a pool. Doom (0 of 6, gates hard moves) is the storyteller's to spend.

Clocks

A clock is a ring of segments: Renown 3 of 4. A rule card ticks it (“tick Renown 1”), and the first tick creates it with the size the card gives (4 if none). When it fills, cards watching for it fire. Clocks show on the sheet and in the roll chip's list of what changed (“Renown 3/4”). Engine

Renown

When they defeat a foe → tick Renown 1.

A name in the capital

When the Renown clock fills → +100 xp; Known in the capital.

Two cards make a reputation: every fight won ticks the clock, the fourth fills it.

Things a character owns

A kind of thing is anything that needs its own numbers: a ship (hull, crew), a mount (stamina), a company of followers (morale, numbers). Define the kind once; each character can own things of that kind, each with its own sheet. Formulas read the character's first one as @thing.ship.hull, and a track effect can mark a thing instead of the character (“Hull −2” on the ship). Engine

A kind of thing
{ "id": "ship", "name": "Ship",
  "stats":  [ { "id": "speed", "name": "Speed", "min": 1, "max": 5, "default": 2 } ],
  "tracks": [ { "id": "hull", "name": "Hull", "max": 10 }, { "id": "crew", "name": "Crew", "max": 20 } ] }

The easiest way to make one is to tell Hob what it is: “Ships have hull and crew; ramming costs hull on both sides.” Hob writes the kind and the rule card together.

Derived values

A derived value is a named formula over the sheet, shown with a line saying where it comes from. Classic d20's Proficiency bonus is 2 + floor((@level - 1) / 4), “+2 at level 1, one more every four levels”. Hope and Fear's Evasion is 10 + @agility, “what a blow must beat”. Any formula can read a derived value by its id, like any stat. Edit them in the Advanced tab.

Making and growing a character

Creation methodHow it worksUsed by
ArrayHand out fixed values, one each: 15, 14, 13, 12, 10, 8.Classic d20, Moves, systems from scratch
AssignSpread dots, with a most-in-one limit: 7 dots, at most 2.Forged in the Dark, pool engines
Point buyBuy values from a budget with a cost table.Your choice
RolledRoll each stat with a formula: 4d6kh3.Your choice
From the backstoryValues are suggested from what the player wrote.Your choice

Then optional picks: train some skills of another kind (Classic d20: four skills at proficiency). Character creation suggests values from the backstory under any method, and the player can change them within it.

Growth is levels (with a +1, or two, to put into stats at chosen levels), advances bought with xp (a new dot every 8 xp), or improvement rolls (a skill used well is marked, and later rolls to improve). Levels can come from Worldtable's own levelling, which fights, quests and story arcs pay, or from xp on the sheet that rule cards and outcomes award.