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, Bonds. A condition is a tag the rules know how to count. See Lists like Bonds.
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, and has parts for Lists on the sheet, New characters and Money. 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
Moves a statSteps it moves stats by, for each level of it, while it holds.Dazed: Insight one die smaller

Conditions that move a stat

In Lists on the sheet, each condition can say it moves a stat by steps. While it holds, the stat moves that many steps for each level of the condition. A stat shown as a die moves one die size a step (d10 to d8); any other stat moves one point a step. It never goes below the stat's lowest or past its highest: a d6 stays a d6. Engine

Every read of the stat feels it: rolls with it, derived values and track maxima built on it, a fight's blows. The sheet shows the stat as it is now, with the reason (“Dazed −1 step”). In a step-dice game, a Dazed hero rolling Insight and Dexterity throws a d8 and a d10 instead of two d10s.

Dazed and Poisoned in a step-dice game
{ "id": "dazed", "name": "Dazed", "description": "Insight a die smaller.",
  "shifts": { "insight": -1 }, "ticks": "rest" }
{ "id": "poisoned", "name": "Poisoned", "description": "Might and Willpower a die smaller.",
  "shifts": { "might": -1, "willpower": -1 }, "ticks": "rest" }

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.

Lists like Bonds

Not every list holds conditions. A list can hold relationships, traits or anything the story writes down, and each entry can carry a strength and a few words. In Lists on the sheet, a list can say: Engine

Holds at most
The most entries it holds at once. A full list refuses a new one until one goes.
Each entry has a strength, up to N
For a list whose entries carry a strength: the highest it can reach. Raising past it stops there.
Words with an entry
Each entry can keep a few words beside its name and strength, shown on the sheet.

That is how Bonds work in a JRPG-style game: up to six, each a name (who or what it is toward), the feelings in its words, and its strength as its value, up to 3. On the sheet: “Captain Iris 2 (admiration, loyalty)”.

A Bonds list
{ "id": "bonds", "name": "Bonds", "valued": true, "max": 6, "maxValue": 3,
  "description": "Who you are bound to, and what you feel toward them, in a few words." }

Who writes on them

  • The storyteller, when a scene has actually formed, deepened or broken one: its mark_sheet tool adds an entry (with its words and a starting strength), raises or lowers its strength by one, or strikes it off. Code keeps the list's limits: a full list refuses a new entry, a strength never passes the top. It can't touch conditions, which stay code's. Storyteller
  • Rule cards and abilities, with the same tag effects as conditions, under the same limits. See Effects.
  • The table-talk GM, when the player and it agree: it can add or remove an entry, and set its words (a Bond's feelings).
A Bond formed in a scene
“I take the blow meant for Iris, and when she pulls me up I tell her I'd do it again.”
The storyteller marks Bonds: Captain Iris, “admiration, loyalty, affection”, strength 1. The sheet reads “Captain Iris 1 (admiration, loyalty, affection)”, and the storyteller sees it every turn after.

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. Or choose one of several named arrays first.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.

New characters

Rules › Sheet › New characters holds the rest of how a character starts: Engine

Stat arrays
Several named arrays to choose from, each with a line about it. The player picks one, then places its values: “Even: d8, d8, d8, d8”, “Leaning: d10, d8, d8, d6”, “Focused: d10, d10, d6, d6”. A mix of two arrays is refused.
Start at level
New characters start at this level, with the xp and the hit points of it (1 when blank).
Classes to start in
With several classes: how many classes the starting levels are spread over (from 1, at most the starting level). Every starting level must be placed. See Starting in several.
Questions at creation
Free-text questions the system asks (Identity, Theme, Origin), each with a hint under the box. Every preset asks some: see what each comes with. A question can be required, and can change never, when they gain a level (the default), or any time.

The answers are kept on the sheet, and the storyteller reads them every turn as who the character is, in the player's own words (“Identity: Idealistic knight-errant · Theme: Duty”). Storyteller A question that changes on a level can be rewritten on the sheet once a level has come since the last change; one that never changes is fixed once answered.

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.

Money

A system can name the world's money under its rules, in Rules › Sheet › Money: its name (“Zenit”), a short form (“z”), and A new character starts with, a number or dice (500, 10 * d6), rolled once when the character is made. Engine

The amount is counted in the world's coin of that name (Studio › Economy): 500 Zenit is 500 of the world's Zenit coins. When the world has no coin of that name, it is counted in its smallest coin, so name the money as the economy does.