FGII Fantasy Dice Character Sheet Explained by Claus Bornich

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1 FGII Fantasy Dice Character Sheet Explained by Claus Bornich This is a draft for the Fantasy Grounds II Fantasy Dice rules module. This guide only covers the character sheet, but will eventually also cover the GM interface. Basic Interface Features Many fields such as triggers, attributes, languages, skills, armour and so on can be dragged to the chat to show other players or the GM what you have. For lists such as characteristics, aspirations, languages, skills, and so on, right click to get the radial menu to add a new item (language, skill, etc.). Then set the fields or type in the information on the newly inserted line. For a pure text line such as characteristics you can backspace until the line is blank to delete it. For more complicated lists such as skills and wounds you can right click and select delete, but you will only get the delete option if you click on the right field in the list as some fields may override the delete option. The mousewheel can often be used to change the value of a field such as the wound severity, dice bonus fields, trigger ammo and so on. Most notably it can be used to changed the die type for fields with only a single die such as the language die field, or the number of dice for fields which can hold multiple dice such as attack and defence rolls, skill rolls, etc. When using the mousewheel to scroll lists be careful not to scroll over a scrollable field or you will change the field instead. Dice fields and the current attribute fields can be rolled by double-clicking or dragging the field into the chat. For skills you can also double click on the speciality to make the skill roll with the speciality bonus die. The +/modifier below the chat can be used to set bonus dice to your roll. You can also just pick up the required die and right click until you have the right number, but any modifier will not be applied to such custom rolls. Right clicking on certain fields will bring up a selection menu. This applies to die modifiers and attributes for skills. Wound severities for weapons and suffered wounds. Fatigue and toughness. Your current wealth and the weight of your inventory items. Most notably any dice rolling field will open up a die type choice as shown in the image on the right allowing the choice of D4, D6, D8, D10 or D12 for a skill, attack or defence.

2 Main Page Information that describes and identifies your character. Notable features for physique and important manners, clothing or appearance for description. Keyword for any racial abilities important during play Keywords for your ally and enemy keep details on the notes page or separately Attributes Section Your racial average this never changes and is not rolled, but is your baseline Current attribute can deviate by +/-2 from the racial and may be rolled as attribute x D10 Characteristics right click to add or backspace to delete Maximum trigger ammo only changes at a natural break in the story when wealth has changed Red arrows is remaining ammo, black arrows spent ammo owned by GM click or use mousewheel Unspent experience points Aspirations right click to add or backspace to delete Languages right click to add. Drag and drop die or use right click menu or mousewheel to set. Opens a minisheet for the trigger ammo. Use to track ammo even when page not open.

3 Armoury A description of your overall armour The helmet worn The bracers worn on the arms The cuirass worn to protect abdomen and chest The hit location numbers on the body The Armour Rating (AR) that protect each location The greaves worn on the legs The penalty to all physical rolls due to armour An independent sheet for just armour and locations Initiative and reflex rolls (same as Demon roll) Dodge roll (same as dodge speciality for Athletics skill) Toughness determines stun (normal stunned on nasty wounds) Total physical penalty (non-physical roll penalty in brackets) Mini sheets for tactics and penalties (see next page) Shield roll for any shield you have Main attack (taken from combat page) Penetration Rating of main attack Reach or range of main attack Wound severity of main attack Attack roll of main atack (scale as appropriate for any roll) Main defence (may be shield or something else) Main defence rollscale as appropriate for any roll) Independent minisheet for the column

4 Penalty Mini Sheet The penalty minisheet is a very convenient way to keep track of your penalties. It can be opened from the Armoury page and stay open independent from the character sheet. Any changes made to the penalty minisheet are reflected on the character sheet. Penalties are automatically applied to skill, attack and defence rolls as well as attribute rolls. The wound penalty is only applied to non-physical skills until it has been treated as set by clicking the "Treated" check-box next to the wound penalty. The stunned and harassed penalty lasts for the rest of the round and then also the following round. All the penalties affect reflex (initiative), except the wound penalty. The total penalty shows physical penalty and then non-physical penalty in brackets. This is automatically calculated for skills and attributes. Tactics Mini Sheet The tactics minisheet is a great way to apply tactics to rolls, but are only applied to rolls made from double clicking a roll field for a skill, attack, defence or attribute - or dragging the dice to the chat. If you grab the 3D dice and roll them then the tactic will not apply. Once checked a tactic stays checked until unchecked, and applies to ALL rolls so do make sure you uncheck once you have made the tactical roll. You can leave the tactics minisheet open at all times to make it easy to keep track of. When a tactic is checked it will be indicated when you roll an attack, defence or skill and the bonus die or penalty dice will be applied. You can select multiple tactics to combine tactics, but you are responsible for making sure the combination makes sense and is accepted by the GM. You should try to make colourful descriptions of your tactics. If you are especially entertaining and bring the awesome to the game the GM may reward you with additional bonus dice, or at least allow you to push the boundaries of what is possible. Aimed and Snapshot are for ranged only. Aimed requires a round but gives +1D, while snapshot means you don't need to spend a round to load your bow but takes a -2D penalty and both actions. The three Deadly tactics are the primary ways to increase the wound severity of your attacks. The more you increase the wound severity, the higher the dice penalty. Do not combine multiple Deadly tactics choose Feint can only be used once against an opponent and reduces wound severity by one, but does give you a bonus die. Harass is a normal attack trying to push, tribe or somehow unbalance or unerve your opponent, but does not inflict any trauma. It imposes a -1D penalty to the enemy for the rest of the round, and the entire next round. Focused takes both your actions and so you risk not being able to defend, but gives you a bonus die to your attack or defence. Targeted takes both actions, but allows you to choose the hit location and increases armour penetration by

5 Combat Natural attacks, weapons and shields Type of attack axe: Melee, arrows: Ranged Penetration Rating for attacks set by typing number or use mousewheel Wound Severity of attack rick click for menu options or use mousewheel Attack Dice right click to select type and use mousewheel for number, or drop dice into the field Type and number of ranged ammunition Stunned penalty Wound impairment penalty Bleeding right click to select blood loss severity Location of the wound such as arm, leg, chest, head Severity of wound right click for menu or use mousewheel Weeks for the current severity to heal to the next lower severity Fatigue right click or use mousewheel to set Shock from bleeding and critical wounds stages I to IV. Dice for parrying with the weapon or shield (block for natural attack) set as for attack dice (#5) Penalty dice indicator Reach or range of the weapon having the longer reach gives +1D to attack AND defence Click and drag to scroll up or down the weapon list Double click to roll a random location will roll 1D8 and declare location Harassed penalty Click if wounds are treated will remove penalty from non-physical skills Just keeps track of if individual wounds have been treated A short description of any wound complications such as fractures or internal trauma Fatigue penalty.

6 Skills Attribute associated with skill and the number of dice rolled right click to select or mousewheel Skill name right click to add new skills Specialities double click or drag to roll skill including the speciality Die bonus or penalty to the skill right click to choose or use mousewheel The die type for the skill The skill roll drop dice into field or use right click menu and mousewheel to set Double-click or drag into chat to roll scale as appropriate for your roll. Inventory List your items along with the quantity of that item. Select your wealth by right clicking and choose or use the mousewheel Choose the general location of your item when not specifically specified Right click or use mousewheel to choose the weight class of your item you cannot carry too many cumbersome items without having enough belt-straps, knapsacks, etc. A rough indicated of the value of the sort of things you can afford Any special notes about your inventory.

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