removing Candela stuff, put in things from the Boilerplate that's available

master
Nexan 2024-05-16 12:51:39 -05:00
parent 5e2a8f6840
commit 59442051b8
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# CHANGELOG
## 0.0.6
[ BETA Release]
- add illumination keys [#8](https://github.com/ceriath/candelafvtt/issues/8) by @juraj-visnovsky in [#9](https://github.com/ceriath/candelafvtt/pull/9)
## 0.0.5
[ BETA Release]
- add 'Dice So Nice!' integration by @juraj-visnovsky in [#6](https://github.com/ceriath/candelafvtt/pull/6)
- add equip checkbox for gear [#5](https://github.com/ceriath/candelafvtt/issues/5)
## 0.0.4
[BETA Release]
- drives are now editable (#3)
## 0.0.3
[BETA Release]
- add License information to README and move it to THIRD-PARTY-LICENSE
## 0.0.2
[BETA Release]
- add spanish translation [#1](https://github.com/ceriath/candelafvtt/pull/1) (thanks [@erizocosmico](https://github.com/erizocosmico))
## 0.0.1
[BETA Release]
- Initial Release
- Initial Beta, still almost entirely based on the Candela Obscura ruleset located here: https://github.com/ceriath/candelafvtt

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![Foundry v11](https://img.shields.io/badge/foundry-v11-green)
This system is an unofficial, basic implementation of the Candela Obscura Core Rulebook by Darrington Press.
This system is an unofficial, basic implementation of the Daggerheart system by Darrington Press.
## Usage
@ -11,12 +11,10 @@ There is an ingame compendium called "System Manual", that has a basic tutorial
## Supported Languages
- English
- German
- Spanish
## Contributing
- If you have any issues with the system, please open a issue at [Github](https://github.com/ceriath/candela-fvtt).
- If you have any issues with the system, please open a issue at [My Gitea](https://git.nexxy.co/nexan/Daggerheart-fvtt).
- If you have any improvements (including translations), feel free to open a pull request, i am happy to review and merge them!
## Credits
@ -27,30 +25,10 @@ If you like the system, you can find the books and more detail over at their Web
- The code has been based on the [Boilerplate System](https://gitlab.com/asacolips-projects/foundry-mods/boilerplate) by [Matt Smith (Asacolips)](https://github.com/asacolips)
## Screenshots
### Character Sheet
![](screenshots/character-actions.png)
![](screenshots/character-abilities.png)
![](screenshots/character-biography.png)
![](screenshots/character-gear.png)
### Circle Sheet
![](screenshots/circle-abilities.png)
![](screenshots/circle-members.png)
![](screenshots/circle-illumination.png)
### Rolls
![](screenshots/roll.png)
### Compendia
![](screenshots/compendia-abilities.png)
Coming Soon!
## Darrington Press Community Gaming License
This product was created using the Darrington Press Community Gaming License. The Illuminated Worlds Standard Resource Document, the Candela Obscura Quickstart Guide and the Candela Obscura Core Rulebook are owned and copyrighted by Darrington Press, LLC. All rights reserved.
This product is based on content created and owned by Darrington Press. Candela Obscura, Darrington Press, LLC, 2023, available at [darringtonpress.com](https://darringtonpress.com)
This product was created using the Darrington Press Community Gaming License. The Daggerheart system is owned and copyrighted by Darrington Press, LLC. All rights reserved.
This product is based on content created and owned by Darrington Press. Daggerheart, Darrington Press, LLC, 2024, available at [daggerheart.com](https://www.daggerheart.com/)
The Public Game Content identified above is licensed via the Darrington Press Community Gaming License, available at [darringtonpress.com](https://darringtonpress.com)
The Public Game Content has been modified by the author. There were no previous modification by others.

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{
"CANDELAFVTT.nerve": "Nerven",
"CANDELAFVTT.move": "Bewegung",
"CANDELAFVTT.move-description": "laufen, ausweichen, navigieren",
"CANDELAFVTT.strike": "Angreifen",
"CANDELAFVTT.strike-description": "schlagen, zerbrechen, niederschlagen",
"CANDELAFVTT.control": "Kontrollieren",
"CANDELAFVTT.control-description": "fahren, schießen, finesse",
"CANDELAFVTT.cunning": "Gerissenheit",
"CANDELAFVTT.sway": "Ausstrahlung",
"CANDELAFVTT.sway-description": "überzeugen, befehlen, gesellschaftlicher Umgang",
"CANDELAFVTT.read": "Durchschauen",
"CANDELAFVTT.read-description": "Körpersprache deuten, Lügen erkennen, Motive erfassen",
"CANDELAFVTT.hide": "Verstecken",
"CANDELAFVTT.hide-description": "anschleichen, ablenken, Taschenspielertricks",
"CANDELAFVTT.intuition": "Intuition",
"CANDELAFVTT.survey": "Auffassungsgabe",
"CANDELAFVTT.survey-description": "suchen, verfolgen, entdecken",
"CANDELAFVTT.focus": "Fokus",
"CANDELAFVTT.focus-Beschreibung": "inspizieren, analysieren, erinnern",
"CANDELAFVTT.sense": "Sinn",
"CANDELAFVTT.sense-Beschreibung": "einstimmen, kanalisieren, offenbaren",
"CANDELAFVTT.members": "Mitglieder",
"CANDELAFVTT.stitch": "Stiche",
"CANDELAFVTT.refresh": "Erfrischungen",
"CANDELAFVTT.train": "Training",
"CANDELAFVTT.brain": "Geist",
"CANDELAFVTT.body": "Körper",
"CANDELAFVTT.bleed": "Bleed",
"CANDELAFVTT.drives": "Antriebe",
"CANDELAFVTT.resistances": "Resistenzen",
"CANDELAFVTT.abilities": "Fähigkeiten",
"CANDELAFVTT.illumination": "Erleuchtung",
"CANDELAFVTT.gear": "Ausrüstung",
"CANDELAFVTT.actions": "Aktionen",
"CANDELAFVTT.biography": "Biographie",
"CANDELAFVTT.marks": "Spuren",
"CANDELAFVTT.scars": "Narben",
"CANDELAFVTT.style": "Stil",
"CANDELAFVTT.catalyst": "Katalysator",
"CANDELAFVTT.question": "Fragen",
"CANDELAFVTT.background": "Hintergrund",
"CANDELAFVTT.illuminationKeys": "Schlüssel zur Erleuchtung",
"CANDELAFVTT.abilities-description": "Wähle eine bei der Charaktererschaffung und eine weitere jedes Mal, wenn dein Kreis fortschreitet",
"CANDELAFVTT.illumination-description": "Bei vollständiger Erleuchtung, setze sie zurück. Jeder übrig gebliebene Erleuchtungspunkt zählt für deinen nächsten Aufstiegszyklus. Wähle dann eine neue Kreis-Fähigkeit, und alle Spieler können ihre Charakter-Fortschrittsoptionen wählen. Die roten Kreise stellen Meilensteine dar, die mechanische Vorteile haben können, je nachdem, welche Fähigkeiten dein Kreis wählt.",
"CANDELAFVTT.driveBonus": "Antriebe hinzufügen",
"CANDELAFVTT.driveBonusDescription": "Füge zusätzliche Antriebe von dir oder deinen Mitspielern hinzu",
"CANDELAFVTT.roll": "Teste dein Glück!",
"CANDELAFVTT.errors-invalid-spec": "Die gewählte Spezialisierung ist für die gewählte Rolle ungültig!"
}

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{
"CANDELAFVTT.nerve": "Nerve",
"CANDELAFVTT.move": "Move",
"CANDELAFVTT.move-description": "run, dodge, navigate",
"CANDELAFVTT.strike": "Strike",
"CANDELAFVTT.strike-description": "punch, break, knock down",
"CANDELAFVTT.control": "Control",
"CANDELAFVTT.control-description": "drive, shoot, finesse",
"CANDELAFVTT.cunning": "Cunning",
"CANDELAFVTT.sway": "Sway",
"CANDELAFVTT.sway-description": "convince, command, consort",
"CANDELAFVTT.read": "Read",
"CANDELAFVTT.read-description": "interpret body language, spot lies, gather motive",
"CANDELAFVTT.hide": "Hide",
"CANDELAFVTT.hide-description": "sneak, distract, sleight of hand",
"CANDELAFVTT.intuition": "Intuition",
"CANDELAFVTT.survey": "Survey",
"CANDELAFVTT.survey-description": "search, track, spot",
"CANDELAFVTT.focus": "Focus",
"CANDELAFVTT.focus-description": "inspect, analyze, remember",
"CANDELAFVTT.sense": "Sense",
"CANDELAFVTT.sense-description": "attune, channel, reveal",
"CANDELAFVTT.members": "Members",
"CANDELAFVTT.stitch": "Stitch",
"CANDELAFVTT.refresh": "Refresh",
"CANDELAFVTT.train": "Train",
"CANDELAFVTT.brain": "Brain",
"CANDELAFVTT.body": "Body",
"CANDELAFVTT.bleed": "Bleed",
"CANDELAFVTT.drives": "Drives",
"CANDELAFVTT.resistances": "Resistances",
"CANDELAFVTT.abilities": "Abilities",
"CANDELAFVTT.illumination": "Illumination",
"CANDELAFVTT.gear": "Gear",
"CANDELAFVTT.actions": "Actions",
"CANDELAFVTT.biography": "Biography",
"CANDELAFVTT.marks": "Marks",
"CANDELAFVTT.scars": "Scars",
"CANDELAFVTT.style": "Style",
"CANDELAFVTT.catalyst": "Catalyst",
"CANDELAFVTT.question": "Question",
"CANDELAFVTT.background": "Background",
"CANDELAFVTT.illuminationKeys": "Illumination Keys",
"CANDELAFVTT.abilities-description": "Choose one at character creation and one each time your circle advances.",
"CANDELAFVTT.illumination-description": "When the Illumination track is full, clear the track. Any leftover Illumination counts toward your next advancement cycle. Then choose a new circle ability, and all players can choose their character advancement options. The red circles represent milestones, which may have mechanical benefits depending on what abilities your circle chooses.",
"CANDELAFVTT.driveBonus": "Add drives",
"CANDELAFVTT.driveBonusDescription": "Add additional drives from yourself or your fellow investigators",
"CANDELAFVTT.roll": "Test your luck!",
"CANDELAFVTT.errors-invalid-spec": "The selected specialty is invalid for your selected role!"
"BOILERPLATE": {
"Ability": {
"Str": { "long": "Strength", "abbr": "str" },
"Con": { "long": "Constitution", "abbr": "con" },
"Dex": { "long": "Dexterity", "abbr": "dex" },
"Int": { "long": "Intelligence", "abbr": "int" },
"Wis": { "long": "Wisdom", "abbr": "wis" },
"Cha": { "long": "Charisma", "abbr": "cha" }
},
"SheetLabels": {
"Actor": "Boilerplate Actor Sheet",
"Item": "Boilerplate Item Sheet"
},
"Item": {
"Spell": {
"SpellLVL": "Level {level} Spells",
"AddLVL": "Add LVL {level}"
}
},
"Effect": {
"Source": "Source",
"Toggle": "Toggle Effect",
"Temporary": "Temporary Effects",
"Passive": "Passive Effects",
"Inactive": "Inactive Effects"
}
},
"TYPES": {
"Actor": {
"character": "Character",
"npc": "NPC"
},
"Item": {
"item": "Item",
"feature": "Feature",
"spell": "Spell"
}
}
}

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{
"CANDELAFVTT.nerve": "Agallas",
"CANDELAFVTT.move": "Moverse",
"CANDELAFVTT.move-description": "correr, esquivar, sortear",
"CANDELAFVTT.strike": "Golpear",
"CANDELAFVTT.strike-description": "golpear, romper, derribar",
"CANDELAFVTT.control": "Controlar",
"CANDELAFVTT.control-description": "conducir, disparar, sutileza",
"CANDELAFVTT.cunning": "Ingenio",
"CANDELAFVTT.sway": "Influir",
"CANDELAFVTT.sway-description": "convencer, mandar, confraternizar",
"CANDELAFVTT.read": "Entender",
"CANDELAFVTT.read-description": "interpretar lenguaje corporal, detectar mentiras, leer motivaciones",
"CANDELAFVTT.hide": "Ocultarse",
"CANDELAFVTT.hide-description": "moverse sigilosamente, distraer, juego de manos",
"CANDELAFVTT.intuition": "Intuición",
"CANDELAFVTT.survey": "Examinar",
"CANDELAFVTT.survey-description": "buscar, rastrear, descubrir",
"CANDELAFVTT.focus": "Concentrarse",
"CANDELAFVTT.focus-description": "inspeccionar, analizar, recordar",
"CANDELAFVTT.sense": "Sentir",
"CANDELAFVTT.sense-description": "sintonizarse, canalizar, revelar",
"CANDELAFVTT.members": "Miembros",
"CANDELAFVTT.stitch": "Remendar",
"CANDELAFVTT.refresh": "Refrescar",
"CANDELAFVTT.train": "Entrenar",
"CANDELAFVTT.brain": "Mente",
"CANDELAFVTT.body": "Cuerpo",
"CANDELAFVTT.bleed": "Sangrado",
"CANDELAFVTT.drives": "Impulsos",
"CANDELAFVTT.resistances": "Resistencias",
"CANDELAFVTT.abilities": "Habilidades",
"CANDELAFVTT.illumination": "Iluminación",
"CANDELAFVTT.gear": "Equipo",
"CANDELAFVTT.actions": "Acciones",
"CANDELAFVTT.biography": "Biografía",
"CANDELAFVTT.marks": "Marcas",
"CANDELAFVTT.scars": "Secuelas",
"CANDELAFVTT.style": "Estilo",
"CANDELAFVTT.catalyst": "Detonante",
"CANDELAFVTT.question": "Pregunta",
"CANDELAFVTT.background": "Trasfondo",
"CANDELAFVTT.illuminationKeys": "Illumination Keys",
"CANDELAFVTT.abilities-description": "Elige una durante la creación del personaje y otra cada vez que tu círculo avanza.",
"CANDELAFVTT.illumination-description": "Cuando el registro de Iluminación está lleno, vacía el registro. Cualquier Iluminación sobrante cuenta para el siguiente ciclo de avance. Entonces elige una nueva habilidad de círculo y todos los jugadores pueden elegir sus opciones de avance de personaje. Los círculos rojos representan hitos, que pueden tener beneficios mecánicos dependiendo de las habilidades escogidas por tu círculo.",
"CANDELAFVTT.driveBonus": "Añadir impulsos",
"CANDELAFVTT.driveBonusDescription": "Añade impulsos adicionales (tuyos o de tus compañeros investigadores)",
"CANDELAFVTT.roll": "¡Prueba suerte!",
"CANDELAFVTT.errors-invalid-spec": "¡La especialidad no es válida para el rol del personaje!"
}

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// Import document classes.
import { BoilerplateActor } from './documents/actor.mjs';
import { BoilerplateItem } from './documents/item.mjs';
// Import sheet classes.
import { BoilerplateActorSheet } from './sheets/actor-sheet.mjs';
import { BoilerplateItemSheet } from './sheets/item-sheet.mjs';
// Import helper/utility classes and constants.
import { preloadHandlebarsTemplates } from './helpers/templates.mjs';
import { BOILERPLATE } from './helpers/config.mjs';
/* -------------------------------------------- */
/* Init Hook */
/* -------------------------------------------- */
Hooks.once('init', function () {
// Add utility classes to the global game object so that they're more easily
// accessible in global contexts.
game.boilerplate = {
BoilerplateActor,
BoilerplateItem,
rollItemMacro,
};
// Add custom constants for configuration.
CONFIG.BOILERPLATE = BOILERPLATE;
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: '1d20 + @abilities.dex.mod',
decimals: 2,
};
// Define custom Document classes
CONFIG.Actor.documentClass = BoilerplateActor;
CONFIG.Item.documentClass = BoilerplateItem;
// Active Effects are never copied to the Actor,
// but will still apply to the Actor from within the Item
// if the transfer property on the Active Effect is true.
CONFIG.ActiveEffect.legacyTransferral = false;
// Register sheet application classes
Actors.unregisterSheet('core', ActorSheet);
Actors.registerSheet('boilerplate', BoilerplateActorSheet, {
makeDefault: true,
label: 'BOILERPLATE.SheetLabels.Actor',
});
Items.unregisterSheet('core', ItemSheet);
Items.registerSheet('boilerplate', BoilerplateItemSheet, {
makeDefault: true,
label: 'BOILERPLATE.SheetLabels.Item',
});
// Preload Handlebars templates.
return preloadHandlebarsTemplates();
});
/* -------------------------------------------- */
/* Handlebars Helpers */
/* -------------------------------------------- */
// If you need to add Handlebars helpers, here is a useful example:
Handlebars.registerHelper('toLowerCase', function (str) {
return str.toLowerCase();
});
/* -------------------------------------------- */
/* Ready Hook */
/* -------------------------------------------- */
Hooks.once('ready', function () {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot));
});
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
async function createItemMacro(data, slot) {
// First, determine if this is a valid owned item.
if (data.type !== 'Item') return;
if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
return ui.notifications.warn(
'You can only create macro buttons for owned Items'
);
}
// If it is, retrieve it based on the uuid.
const item = await Item.fromDropData(data);
// Create the macro command using the uuid.
const command = `game.boilerplate.rollItemMacro("${data.uuid}");`;
let macro = game.macros.find(
(m) => m.name === item.name && m.command === command
);
if (!macro) {
macro = await Macro.create({
name: item.name,
type: 'script',
img: item.img,
command: command,
flags: { 'boilerplate.itemMacro': true },
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {string} itemUuid
*/
function rollItemMacro(itemUuid) {
// Reconstruct the drop data so that we can load the item.
const dropData = {
type: 'Item',
uuid: itemUuid,
};
// Load the item from the uuid.
Item.fromDropData(dropData).then((item) => {
// Determine if the item loaded and if it's an owned item.
if (!item || !item.parent) {
const itemName = item?.name ?? itemUuid;
return ui.notifications.warn(
`Could not find item ${itemName}. You may need to delete and recreate this macro.`
);
}
// Trigger the item roll
item.roll();
});
}

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@ -1,188 +0,0 @@
// Import document classes.
import { CandelafvttActor } from './documents/actor.mjs';
import { CandelafvttItem } from './documents/item.mjs';
// Import sheet classes.
import { CandelafvttActorSheet } from './sheets/actor-sheet.mjs';
import { CandelafvttItemSheet } from './sheets/item-sheet.mjs';
// Import helper/utility classes and constants.
import { preloadHandlebarsTemplates } from './helpers/templates.mjs';
import { CANDELAFVTT } from './helpers/config.mjs';
/* -------------------------------------------- */
/* Init Hook */
/* -------------------------------------------- */
Hooks.once('init', async function () {
// Add utility classes to the global game object so that they're more easily
// accessible in global contexts.
game.candelafvtt = {
CandelafvttActor,
CandelafvttItem,
rollItemMacro,
};
// Add custom constants for configuration.
CONFIG.CANDELAFVTT = CANDELAFVTT;
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: '1d20',
decimals: 2,
};
// Define custom Document classes
CONFIG.Actor.documentClass = CandelafvttActor;
CONFIG.Item.documentClass = CandelafvttItem;
// Register sheet application classes
Actors.unregisterSheet('core', ActorSheet);
Actors.registerSheet('candelafvtt', CandelafvttActorSheet, {
makeDefault: true,
});
Items.unregisterSheet('core', ItemSheet);
Items.registerSheet('candelafvtt', CandelafvttItemSheet, {
makeDefault: true,
});
// Preload Handlebars templates.
return preloadHandlebarsTemplates();
});
/* -------------------------------------------- */
/* Handlebars Helpers */
/* -------------------------------------------- */
Handlebars.registerHelper('toLowerCase', function (str) {
return str.toLowerCase();
});
Handlebars.registerHelper('times', function (n, block) {
var accum = '';
for (var i = 0; i < n; ++i) {
block.data.index = i;
block.data.first = i === 0;
block.data.last = i === n - 1;
accum += block.fn(this);
}
return accum;
});
Handlebars.registerHelper('le', function (left, right) {
return left <= right;
});
Handlebars.registerHelper('lt', function (left, right) {
return left < right;
});
Handlebars.registerHelper('ge', function (left, right) {
return left >= right;
});
Handlebars.registerHelper('gt', function (left, right) {
return left > right;
});
Handlebars.registerHelper('eq', function (left, right) {
return left == right;
});
/* -------------------------------------------- */
/* Ready Hook */
/* -------------------------------------------- */
Hooks.once('ready', async function () {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on('hotbarDrop', (bar, data, slot) => createItemMacro(data, slot));
});
/* -------------------------------------------- */
/* Dice So Nice! customizations */
/* -------------------------------------------- */
Hooks.once('diceSoNiceReady', (dice3d) => {
dice3d.addColorset({
name: 'standard',
description: 'Standard',
category: 'Colors',
foreground: ['#a4602c'],
background: ['#235156'],
outline: 'black',
texture: 'cloudy_2',
}, 'preferred');
dice3d.addColorset({
name: 'gilded',
description: 'Gilded',
category: 'Colors',
foreground: ['#007a73'],
background: ['#74594f'],
outline: 'black',
texture: 'cloudy_2',
});
dice3d.addSystem({ id: 'candelafvtt', name: 'Candela Obscura' }, 'preferred');
});
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
async function createItemMacro(data, slot) {
// First, determine if this is a valid owned item.
if (data.type !== 'Item') return;
if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
return ui.notifications.warn('You can only create macro buttons for owned Items');
}
// If it is, retrieve it based on the uuid.
const item = await Item.fromDropData(data);
// Create the macro command using the uuid.
const command = `game.candelafvtt.rollItemMacro("${data.uuid}");`;
let macro = game.macros.find(m => m.name === item.name && m.command === command);
if (!macro) {
macro = await Macro.create({
name: item.name,
type: 'script',
img: item.img,
command: command,
flags: { 'candelafvtt.itemMacro': true },
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {string} itemUuid
*/
function rollItemMacro(itemUuid) {
// Reconstruct the drop data so that we can load the item.
const dropData = {
type: 'Item',
uuid: itemUuid,
};
// Load the item from the uuid.
Item.fromDropData(dropData).then(item => {
// Determine if the item loaded and if it's an owned item.
if (!item || !item.parent) {
const itemName = item?.name ?? itemUuid;
return ui.notifications.warn(`Could not find item ${itemName}. You may need to delete and recreate this macro.`);
}
// Trigger the item roll
item.roll();
});
}

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@ -1,109 +0,0 @@
/**
* Base Action Class
*/
export class Action {
/**
* Roll an action
* @param {any} action The actual action object
* @param {string} actionId The key id of the action
*/
static async rollAction(action, actionId) {
const drives = await this._prepareActionRoll(actionId);
if (drives == null) return; // dialog canceled
const diceCount = action.value + drives;
let r;
if (diceCount == 0) {
// no action rating, roll two dice and keep lower result
const normalDice = new Die({
number: 2,
faces: 6,
modifiers: ['kl'],
});
r = Roll.fromTerms([normalDice]);
} else if (action.gilded) {
// gilded action, replace one die with a gilded die
const normalDice = new Die({
number: diceCount - 1,
faces: 6,
modifiers: ['kh'],
});
const plus = new OperatorTerm({ operator: '+' });
const gildedDice = new Die({
number: 1,
faces: 6,
options: { flavor: 'gilded' },
modifiers: ['kh'],
});
r = Roll.fromTerms([normalDice, plus, gildedDice]);
} else {
// normal roll
const normalDice = new Die({ number: diceCount, faces: 6 });
r = Roll.fromTerms([normalDice]);
}
await r.evaluate();
// construct chat message
const speaker = ChatMessage.getSpeaker({ actor: this.actor });
const rollMode = game.settings.get('core', 'rollMode');
const label = `[action] ${actionId}`;
const content = await renderTemplate('systems/candelafvtt/templates/chat/roll.hbs', r);
const msg = {
content: content,
speaker: speaker,
rollMode: rollMode,
flavor: label,
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [r],
};
AudioHelper.play({ src: 'sounds/dice.wav', volume: 0.8, autoplay: true, loop: false }, true);
// post to chat
CONFIG.ChatMessage.documentClass.create(msg, {});
return r;
}
/**
* Prepare a roll by getting necessary information via user dialog
* @param {string} actionId The key id of the action
* @private
*/
static async _prepareActionRoll(actionId) {
let title = actionId;
let content = await renderTemplate('systems/candelafvtt/templates/chat/roll-dialog.hbs');
let options = {};
return new Promise(resolve => {
new Dialog(
{
title,
content,
buttons: {
roll: {
label: game.i18n.localize('CANDELAFVTT.roll'),
callback: html => resolve(this._onRollDialogSubmit(html)),
},
},
default: 'roll',
close: () => resolve(null),
},
options
).render(true);
});
}
/**
* Read the drives from the submitted form
* @param {html} html The submitted html containing the form
* @private
*/
static async _onRollDialogSubmit(html) {
const form = html[0].querySelector('form');
const drives = parseInt(form.drives.value);
return drives;
}
}

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@ -1,119 +1,110 @@
import { CANDELAFVTT } from '../helpers/config.mjs';
/**
* Extend the base Actor document by defining a custom roll data structure.
* Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class CandelafvttActor extends Actor {
/** @override */
prepareData() {
// Prepare data for the actor. Calling the super version of this executes
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
super.prepareData();
export class BoilerplateActor extends Actor {
/** @override */
prepareData() {
// Prepare data for the actor. Calling the super version of this executes
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
super.prepareData();
}
/** @override */
prepareBaseData() {
// Data modifications in this step occur before processing embedded
// documents or derived data.
}
/**
* @override
* Augment the actor source data with additional dynamic data. Typically,
* you'll want to handle most of your calculated/derived data in this step.
* Data calculated in this step should generally not exist in template.json
* (such as ability modifiers rather than ability scores) and should be
* available both inside and outside of character sheets (such as if an actor
* is queried and has a roll executed directly from it).
*/
prepareDerivedData() {
const actorData = this;
const systemData = actorData.system;
const flags = actorData.flags.boilerplate || {};
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
this._prepareCharacterData(actorData);
this._prepareNpcData(actorData);
}
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
if (actorData.type !== 'character') return;
// Make modifications to data here. For example:
const systemData = actorData.system;
// Loop through ability scores, and add their modifiers to our sheet output.
for (let [key, ability] of Object.entries(systemData.abilities)) {
// Calculate the modifier using d20 rules.
ability.mod = Math.floor((ability.value - 10) / 2);
}
}
/**
* Prepare NPC type specific data.
*/
_prepareNpcData(actorData) {
if (actorData.type !== 'npc') return;
// Make modifications to data here. For example:
const systemData = actorData.system;
systemData.xp = systemData.cr * systemData.cr * 100;
}
/**
* Override getRollData() that's supplied to rolls.
*/
getRollData() {
// Starts off by populating the roll data with `this.system`
const data = { ...super.getRollData() };
// Prepare character roll data.
this._getCharacterRollData(data);
this._getNpcRollData(data);
return data;
}
/**
* Prepare character roll data.
*/
_getCharacterRollData(data) {
if (this.type !== 'character') return;
// Copy the ability scores to the top level, so that rolls can use
// formulas like `@str.mod + 4`.
if (data.abilities) {
for (let [k, v] of Object.entries(data.abilities)) {
data[k] = foundry.utils.deepClone(v);
}
}
/** @override */
prepareBaseData() {
// Data modifications in this step occur before processing embedded
// documents or derived data.
// Add level for easier access, or fall back to 0.
if (data.attributes.level) {
data.lvl = data.attributes.level.value ?? 0;
}
}
/**
* @override
* Augment the basic actor data with additional dynamic data. Typically,
* you'll want to handle most of your calculated/derived data in this step.
* Data calculated in this step should generally not exist in template.json
* (such as ability modifiers rather than ability scores) and should be
* available both inside and outside of character sheets (such as if an actor
* is queried and has a roll executed directly from it).
*/
async prepareDerivedData() {
const actorData = this;
const systemData = actorData.system;
const flags = actorData.flags.candelafvtt || {};
/**
* Prepare NPC roll data.
*/
_getNpcRollData(data) {
if (this.type !== 'npc') return;
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
this._prepareCharacterData(actorData);
this._prepareCircleData(actorData);
}
/**
* Prepare Character type specific data
*/
async _prepareCharacterData(actorData) {
if (actorData.type !== CANDELAFVTT.types.character) return;
// Get role and spec from items
for (let i of actorData.items) {
// set role.
if (i.type === CANDELAFVTT.types.role) {
actorData.system.role = i;
}
// set specialty.
else if (i.type === CANDELAFVTT.types.specialty) {
actorData.system.specialty = i;
}
}
// calculate resistances
for (let [k, v] of Object.entries(actorData.system.actionCategories)) {
v.resistance.max = Math.floor(v.drives.max / 3);
}
}
/**
* Prepare Circle type specific data.
*/
_prepareCircleData(actorData) {
if (actorData.type !== CANDELAFVTT.types.circle) return;
// set resources based on circle members
let memberCount = actorData.system.members ? actorData.system.members.length : 0;
for (let [k, v] of Object.entries(actorData.system.resources)) {
v.max = memberCount + 1;
}
// populate illumination array with illuminationCount values and start to count with 1
actorData.system.illuminationArray = [...Array(actorData.system.illumination.max).keys()];
for (let [e, i] of actorData.system.illuminationArray.entries()) {
actorData.system.illuminationArray[i] = e + 1;
}
// find and add members
for (let [i, m] of actorData.system.members.entries()) {
const actors = foundry.utils.parseUuid(m.uuid);
const member = actors.collection.get(actors.documentId);
actorData.system.members[i].name = member.name;
}
}
/**
* Override getRollData() that's supplied to rolls.
*/
getRollData() {
const data = super.getRollData();
// Prepare character roll data.
this._getCharacterRollData(data);
this._getCircleRollData(data);
return data;
}
/**
* Prepare character roll data.
*/
_getCharacterRollData(data) {
if (this.type !== CANDELAFVTT.types.character) return;
}
/**
* Prepare Circle roll data.
*/
_getCircleRollData(data) {
if (this.type !== CANDELAFVTT.types.circle) return;
}
// Process additional NPC data here.
}
}

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@ -2,69 +2,70 @@
* Extend the basic Item with some very simple modifications.
* @extends {Item}
*/
export class CandelafvttItem extends Item {
/**
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
// As with the actor class, items are documents that can have their data
// preparation methods overridden (such as prepareBaseData()).
super.prepareData();
export class BoilerplateItem extends Item {
/**
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
// As with the actor class, items are documents that can have their data
// preparation methods overridden (such as prepareBaseData()).
super.prepareData();
}
/**
* Prepare a data object which defines the data schema used by dice roll commands against this Item
* @override
*/
getRollData() {
// Starts off by populating the roll data with `this.system`
const rollData = { ...super.getRollData() };
// Quit early if there's no parent actor
if (!this.actor) return rollData;
// If present, add the actor's roll data
rollData.actor = this.actor.getRollData();
return rollData;
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
async roll() {
const item = this;
// Initialize chat data.
const speaker = ChatMessage.getSpeaker({ actor: this.actor });
const rollMode = game.settings.get('core', 'rollMode');
const label = `[${item.type}] ${item.name}`;
// If there's no roll data, send a chat message.
if (!this.system.formula) {
ChatMessage.create({
speaker: speaker,
rollMode: rollMode,
flavor: label,
content: item.system.description ?? '',
});
}
// Otherwise, create a roll and send a chat message from it.
else {
// Retrieve roll data.
const rollData = this.getRollData();
/**
* Prepare a data object which is passed to any Roll formulas which are created related to this Item
* @private
*/
getRollData() {
// If present, return the actor's roll data.
if (!this.actor) return null;
const rollData = this.actor.getRollData();
// Grab the item's system data as well.
rollData.item = foundry.utils.deepClone(this.system);
return rollData;
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
async roll() {
const item = this;
// Initialize chat data.
const speaker = ChatMessage.getSpeaker({ actor: this.actor });
const rollMode = game.settings.get('core', 'rollMode');
const label = `[${item.type}] ${item.name}`;
// If there's no roll data, send a chat message.
if (!this.system.formula) {
ChatMessage.create({
speaker: speaker,
rollMode: rollMode,
flavor: label,
content: item.system.description ?? '',
});
}
// Otherwise, create a roll and send a chat message from it.
else {
// Retrieve roll data.
const rollData = this.getRollData();
// Invoke the roll and submit it to chat.
const roll = new Roll(rollData.item.formula, rollData);
// If you need to store the value first, uncomment the next line.
// let result = await roll.roll({async: true});
roll.toMessage({
speaker: speaker,
rollMode: rollMode,
flavor: label,
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [roll],
});
return roll;
}
// Invoke the roll and submit it to chat.
const roll = new Roll(rollData.formula, rollData);
// If you need to store the value first, uncomment the next line.
// const result = await roll.evaluate();
roll.toMessage({
speaker: speaker,
rollMode: rollMode,
flavor: label,
});
return roll;
}
}
}

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@ -1,21 +1,23 @@
export const CANDELAFVTT = {};
export const BOILERPLATE = {};
/**
* The set of Ability Scores used within the system.
* @type {Object}
*/
CANDELAFVTT.actionCategories = {
nerve: 'CANDELAFVTT.nerve',
cunning: 'CANDELAFVTT.cunning',
intuition: 'CANDELAFVTT.intuition',
BOILERPLATE.abilities = {
str: 'BOILERPLATE.Ability.Str.long',
dex: 'BOILERPLATE.Ability.Dex.long',
con: 'BOILERPLATE.Ability.Con.long',
int: 'BOILERPLATE.Ability.Int.long',
wis: 'BOILERPLATE.Ability.Wis.long',
cha: 'BOILERPLATE.Ability.Cha.long',
};
CANDELAFVTT.types = {
character: 'Character',
circle: 'Circle',
ability: 'Ability',
gear: 'Gear',
role: 'Role',
specialty: 'Specialty',
illuminationKey: 'IlluminationKey',
BOILERPLATE.abilityAbbreviations = {
str: 'BOILERPLATE.Ability.Str.abbr',
dex: 'BOILERPLATE.Ability.Dex.abbr',
con: 'BOILERPLATE.Ability.Con.abbr',
int: 'BOILERPLATE.Ability.Int.abbr',
wis: 'BOILERPLATE.Ability.Wis.abbr',
cha: 'BOILERPLATE.Ability.Cha.abbr',
};

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@ -0,0 +1,68 @@
/**
* Manage Active Effect instances through an Actor or Item Sheet via effect control buttons.
* @param {MouseEvent} event The left-click event on the effect control
* @param {Actor|Item} owner The owning document which manages this effect
*/
export function onManageActiveEffect(event, owner) {
event.preventDefault();
const a = event.currentTarget;
const li = a.closest('li');
const effect = li.dataset.effectId
? owner.effects.get(li.dataset.effectId)
: null;
switch (a.dataset.action) {
case 'create':
return owner.createEmbeddedDocuments('ActiveEffect', [
{
name: game.i18n.format('DOCUMENT.New', {
type: game.i18n.localize('DOCUMENT.ActiveEffect'),
}),
icon: 'icons/svg/aura.svg',
origin: owner.uuid,
'duration.rounds':
li.dataset.effectType === 'temporary' ? 1 : undefined,
disabled: li.dataset.effectType === 'inactive',
},
]);
case 'edit':
return effect.sheet.render(true);
case 'delete':
return effect.delete();
case 'toggle':
return effect.update({ disabled: !effect.disabled });
}
}
/**
* Prepare the data structure for Active Effects which are currently embedded in an Actor or Item.
* @param {ActiveEffect[]} effects A collection or generator of Active Effect documents to prepare sheet data for
* @return {object} Data for rendering
*/
export function prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {
type: 'temporary',
label: game.i18n.localize('BOILERPLATE.Effect.Temporary'),
effects: [],
},
passive: {
type: 'passive',
label: game.i18n.localize('BOILERPLATE.Effect.Passive'),
effects: [],
},
inactive: {
type: 'inactive',
label: game.i18n.localize('BOILERPLATE.Effect.Inactive'),
effects: [],
},
};
// Iterate over active effects, classifying them into categories
for (let e of effects) {
if (e.disabled) categories.inactive.effects.push(e);
else if (e.isTemporary) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
}
return categories;
}

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@ -4,14 +4,13 @@
* @return {Promise}
*/
export const preloadHandlebarsTemplates = async function () {
return loadTemplates([
// Actor partials.
'systems/candelafvtt/templates/actor/parts/actor-illumination.hbs',
'systems/candelafvtt/templates/actor/parts/actor-gear.hbs',
'systems/candelafvtt/templates/actor/parts/actor-abilities.hbs',
'systems/candelafvtt/templates/actor/parts/actor-actions.hbs',
'systems/candelafvtt/templates/actor/parts/actor-biography.hbs',
'systems/candelafvtt/templates/actor/parts/actor-members.hbs',
'systems/candelafvtt/templates/actor/parts/actor-illumination-keys.hbs',
]);
return loadTemplates([
// Actor partials.
'systems/boilerplate/templates/actor/parts/actor-features.hbs',
'systems/boilerplate/templates/actor/parts/actor-items.hbs',
'systems/boilerplate/templates/actor/parts/actor-spells.hbs',
'systems/boilerplate/templates/actor/parts/actor-effects.hbs',
// Item partials
'systems/boilerplate/templates/item/parts/item-effects.hbs',
]);
};

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@ -1,12 +0,0 @@
/*
* Find an object inside an object by its path
* @param {Object} obj The object in which to look
* @param {string} path The path of the desired object
* @return {Object}
*/
export function deepFind(obj, path) {
for (var i = 0, path = path.split('.'), len = path.length; i < len; i++) {
obj = obj[path[i]];
}
return obj;
}

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@ -1,489 +1,246 @@
import { Action } from '../documents/action.mjs';
import { deepFind } from '../helpers/util.mjs';
import { CANDELAFVTT } from '../helpers/config.mjs';
import {
onManageActiveEffect,
prepareActiveEffectCategories,
} from '../helpers/effects.mjs';
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class CandelafvttActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ['candelafvtt', 'sheet', 'actor'],
template: 'systems/candelafvtt/templates/actor/actor-sheet.hbs',
width: 600,
height: 600,
tabs: [
{
navSelector: '.sheet-tabs',
contentSelector: '.sheet-body',
initial: 'actions',
},
{
navSelector: '.bio-tabs',
contentSelector: '.bio-body',
initial: 'bio-background',
},
],
});
export class BoilerplateActorSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ['boilerplate', 'sheet', 'actor'],
width: 600,
height: 600,
tabs: [
{
navSelector: '.sheet-tabs',
contentSelector: '.sheet-body',
initial: 'features',
},
],
});
}
/** @override */
get template() {
return `systems/boilerplate/templates/actor/actor-${this.actor.type}-sheet.hbs`;
}
/* -------------------------------------------- */
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = context.data;
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
// Prepare character data and items.
if (actorData.type == 'character') {
this._prepareItems(context);
this._prepareCharacterData(context);
}
/** @override */
get template() {
return `systems/candelafvtt/templates/actor/actor-${this.actor.type.toLowerCase()}-sheet.hbs`;
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
}
/* -------------------------------------------- */
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
const context = super.getData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(
// A generator that returns all effects stored on the actor
// as well as any items
this.actor.allApplicableEffects()
);
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
return context;
}
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
// Prepare character data and items.
if (actorData.type == CONFIG.CANDELAFVTT.types.character) {
this._prepareItems(context);
this._prepareCharacterData(context);
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterData(context) {
// Handle ability scores.
for (let [k, v] of Object.entries(context.system.abilities)) {
v.label = game.i18n.localize(CONFIG.BOILERPLATE.abilities[k]) ?? k;
}
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareItems(context) {
// Initialize containers.
const gear = [];
const features = [];
const spells = {
0: [],
1: [],
2: [],
3: [],
4: [],
5: [],
6: [],
7: [],
8: [],
9: [],
};
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || Item.DEFAULT_ICON;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
// Append to features.
else if (i.type === 'feature') {
features.push(i);
}
// Append to spells.
else if (i.type === 'spell') {
if (i.system.spellLevel != undefined) {
spells[i.system.spellLevel].push(i);
}
// Prepare circle data and items.
if (actorData.type == CONFIG.CANDELAFVTT.types.circle) {
this._prepareItems(context);
this._prepareCircleData(context);
}
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
// TODO remove
console.log(context);
return context;
}
}
/**
* Prepare character sheets.
*
* @param {Object} context The actor context.
*/
async _prepareCharacterData(context) {
// get current circle data
if (context.system.circle.uuid) {
const actors = foundry.utils.parseUuid(context.system.circle.uuid);
let circle = actors.collection.get(actors.documentId);
if (!circle) {
// circle is probably gone, clear it
let updateData = {};
updateData['system.circle.uuid'] = '';
updateData['system.circle.name'] = '';
updateData['system.circle.color'] = '';
context.system.circle.name = '';
context.system.circle.color = '';
await this.actor.update(updateData);
} else {
context.system.circle.name = circle.name;
context.system.circle.color = circle.system.color;
document.documentElement.style.setProperty('--color-shadow-primary', circle.system.color);
}
}
// Assign and return
context.gear = gear;
context.features = features;
context.spells = spells;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.on('click', '.item-edit', (ev) => {
const li = $(ev.currentTarget).parents('.item');
const item = this.actor.items.get(li.data('itemId'));
item.sheet.render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Add Inventory Item
html.on('click', '.item-create', this._onItemCreate.bind(this));
// Delete Inventory Item
html.on('click', '.item-delete', (ev) => {
const li = $(ev.currentTarget).parents('.item');
const item = this.actor.items.get(li.data('itemId'));
item.delete();
li.slideUp(200, () => this.render(false));
});
// Active Effect management
html.on('click', '.effect-control', (ev) => {
const row = ev.currentTarget.closest('li');
const document =
row.dataset.parentId === this.actor.id
? this.actor
: this.actor.items.get(row.dataset.parentId);
onManageActiveEffect(ev, document);
});
// Rollable abilities.
html.on('click', '.rollable', this._onRoll.bind(this));
// Drag events for macros.
if (this.actor.isOwner) {
let handler = (ev) => this._onDragStart(ev);
html.find('li.item').each((i, li) => {
if (li.classList.contains('inventory-header')) return;
li.setAttribute('draggable', true);
li.addEventListener('dragstart', handler, false);
});
}
}
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
async _onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
system: data,
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.system['type'];
// Finally, create the item!
return await Item.create(itemData, { parent: this.actor });
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
// Handle item rolls.
if (dataset.rollType) {
if (dataset.rollType == 'item') {
const itemId = element.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemId);
if (item) return item.roll();
}
}
/**
* Prepare circle sheets.
*
* @param {Object} context The actor context.
*/
_prepareCircleData(context) {
// add image paths
context.system.illuminationCandleImg = 'systems/candelafvtt/img/illumination_candle.png';
context.system.flameImg = 'systems/candelafvtt/img/flame.svg';
}
/**
* Organize and classify Items.
*
* @param {Object} context The actor context.
*/
_prepareItems(context) {
// Initialize containers.
const gear = [];
const abilities = [];
const illuminationKeys = [];
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
if (i.type === CONFIG.CANDELAFVTT.types.gear) {
gear.push(i);
}
// Append to features.
else if (i.type === CONFIG.CANDELAFVTT.types.ability) {
abilities.push(i);
}
else if (i.type === CONFIG.CANDELAFVTT.types.illuminationKey) {
illuminationKeys.push(i);
}
}
// Assign and return
context.gear = gear;
context.abilities = abilities;
context.illuminationKeys = illuminationKeys;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents('.item');
const item = this.actor.items.get(li.data('itemId'));
item.sheet.render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents('.item');
const item = this.actor.items.get(li.data('itemId'));
item.delete();
li.slideUp(200, () => this.render(false));
});
// Delete Inventory Item
html.find('.item-toggle-equip').click(ev => {
const li = $(ev.currentTarget).parents('.item');
const item = this.actor.items.get(li.data('itemId'));
let updateData = {};
updateData['system.equipped'] = !item.system.equipped;
item.update(updateData);
});
if (this.actor.type == CANDELAFVTT.types.circle) {
// illumination.
html.find('.illumination-point').click(this.onIlluminationClick.bind(this));
html.find('.illumination-reset').click(this.onIlluminationReset.bind(this));
// remove circle member.
html.find('.member-remove').click(this.onMemberRemove.bind(this));
}
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
html.find('.character-biography').click(() => {
setTimeout(() => {
this.render(true);
}, 50);
});
// Drag events for macros.
if (this.actor.isOwner) {
let handler = ev => this._onDragStart(ev);
html.find('li.item').each((i, li) => {
if (li.classList.contains('inventory-header')) return;
li.setAttribute('draggable', true);
li.addEventListener('dragstart', handler, false);
});
}
}
/**
* Handle a dropped actor (which should be a circle being dropped on an actor)
* @param {Event} event The event
* @param {any} actor The actor ID object being dropped
* @private
*/
/** @override */
async _onDropActor(event, actor) {
let actors = foundry.utils.parseUuid(actor.uuid);
let circle = actors.collection.get(actors.documentId);
if (this.actor.type == CONFIG.CANDELAFVTT.types.character && circle.type == CONFIG.CANDELAFVTT.types.circle) {
let updateData = {};
updateData['system.circle.uuid'] = circle.uuid;
updateData['system.circle.name'] = circle.name;
updateData['system.circle.color'] = circle.system.color;
let circleUpdateData = {};
circleUpdateData['system.members'] = circle.system.members;
circleUpdateData['system.members'].push({ uuid: this.actor.uuid });
await this.actor.update(updateData);
await circle.update(circleUpdateData);
}
super._onDropActor(event);
}
/**
* Handle a dropped item
* @param {Event} event The originating click event
* @private
*/
/** @override */
async _onDropItemCreate(item) {
// if item is a role, ask for confirmation and clean out the current role and spec
if (item.type == CONFIG.CANDELAFVTT.types.role) {
let d = new Dialog({
title: 'Change Role',
content: '<p>Please confirm you want to change your role. This will also reset your specialty.</p>',
buttons: {
yes: {
icon: '<i class="fas fa-check"></i>',
label: 'Yes',
callback: async () => {
await this.setSpecialty(null, true);
await this.setRole(item);
super._onDropItemCreate(item);
},
},
no: {
icon: '<i class="fas fa-times"></i>',
label: 'No',
callback: () => {},
},
},
default: 'no',
});
d.render(true);
// if item is a spec, set the spec
} else if (item.type == CONFIG.CANDELAFVTT.types.specialty) {
this.setSpecialty(item);
// else just let the default handler handle it
} else {
super._onDropItemCreate(item);
}
}
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
async _onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
system: data,
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.system['type'];
// Finally, create the item!
return await Item.create(itemData, { parent: this.actor });
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
// Handle item rolls.
if (dataset.rollType) {
// normal item roll
if (dataset.rollType == 'item') {
const itemId = element.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemId);
if (item) return item.roll();
// action roll, use custom roll
} else if (dataset.rollType == 'action') {
const actionId = element.closest('.action').dataset.actionId;
const actionPath = element.closest('.action').dataset.attribute;
const action = deepFind(this.actor, actionPath);
if (action) return Action.rollAction(action, actionId);
}
}
// Handle rolls that supply the formula directly.
if (dataset.roll) {
let label = dataset.label ? `[ability] ${dataset.label}` : '';
let roll = new Roll(dataset.roll, this.actor.getRollData());
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [roll],
});
return roll;
}
}
/* -------------------------------------------- */
/**
* Handle a click on illumination points.
* @param {Event} event The originating click event
* @private
*/
onIlluminationClick(event) {
const button = event.currentTarget;
const value = Number(button.dataset.value);
const currentValue = this.actor.system.illumination.value;
let updateData = {};
// if clicking a selected point, reset it
if (currentValue == value) {
updateData['system.illumination.value'] = value - 1;
} else {
updateData['system.illumination.value'] = value;
}
this.actor.update(updateData);
}
/**
* Handle a click on the illumination reset button.
* @param {Event} event The originating click event
* @private
*/
onIlluminationReset() {
let updateData = {};
updateData['system.illumination.value'] = 0;
this.actor.update(updateData);
}
/**
* Handle a click on the illumination reset button.
* @param {Event} event The originating click event
* @private
*/
onMemberRemove(event) {
const uuid = $(event.currentTarget).closest('.item').data('memberUuid');
let circleUpdateData = {};
circleUpdateData['system.members'] = this.actor.system.members.filter(function (member) {
return member.uuid !== uuid;
});
this.actor.update(circleUpdateData);
const actors = foundry.utils.parseUuid(uuid);
const actor = actors.collection.get(actors.documentId);
console.log(actor);
if (actor) {
let actorUpdateData = {};
actorUpdateData['system.circle.uuid'] = '';
actorUpdateData['system.circle.color'] = '';
actorUpdateData['system.circle.name'] = '';
actor.update(actorUpdateData);
}
}
/* -------------------------------------------- */
/**
* Reset the role
* @param {Object} role The new role
* @private
*/
async setRole(role) {
// get id of the current role of the actor
let embeddedUpdateData = [];
for (let i of this.actor.items) {
if (i.type == CONFIG.CANDELAFVTT.types.role) {
embeddedUpdateData.push(i.id);
}
}
// delete current role of the actor
await this.actor.deleteEmbeddedDocuments('Item', embeddedUpdateData);
// prepare new role data
let updateData = {};
updateData['system.role'] = role;
// set new role
await this.actor.update(updateData);
}
/**
* (Re)set the specialty
* @param {Object} spec The new role
* @param {boolean} reset Force a reset
* @private
*/
async setSpecialty(spec, reset = false) {
// check if specialty matches role or reset is forced
if (reset || this.checkSpecialtyAgainstRole(spec.system.roleIdentifier)) {
// find current specialty
let embeddedUpdateData = [];
for (let i of this.actor.items) {
if (i.type == CONFIG.CANDELAFVTT.types.specialty) {
embeddedUpdateData.push(i.id);
}
}
// delete current specialty
await this.actor.deleteEmbeddedDocuments('Item', embeddedUpdateData);
// set new specialty
if (!reset) {
let updateData = {};
updateData['system.specialty'] = spec;
for (let [k, v] of Object.entries(spec.system.drives)) {
updateData['system.actionCategories.' + k + '.drives.max'] = v;
updateData['system.actionCategories.' + k + '.drives.value'] = v;
updateData['system.actionCategories.' + k + '.resistance.max'] = Math.floor(v / 3);
updateData['system.actionCategories.' + k + '.resistance.value'] = Math.floor(v / 3);
}
for (let [ck, cv] of Object.entries(spec.system.actionRatings)) {
for (let [k, v] of Object.entries(cv)) {
updateData['system.actionCategories.' + ck + '.actions.' + k + '.value'] = v;
}
}
await this.actor.update(updateData);
}
// if the spec is invalid, prompt an error and return
} else {
ui.notifications.error(game.i18n.localize('CANDELAFVTT.errors-invalid-spec'));
return;
}
}
/**
* Check if spec role id matches selected role
* @param {string} specRoleID The spec id
* @private
*/
checkSpecialtyAgainstRole(specRoleID) {
if (this.actor.system.role && this.actor.system.role.system.identifier == specRoleID) {
return true;
}
return false;
// Handle rolls that supply the formula directly.
if (dataset.roll) {
let label = dataset.label ? `[ability] ${dataset.label}` : '';
let roll = new Roll(dataset.roll, this.actor.getRollData());
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll;
}
}
}

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@ -1,68 +1,77 @@
import {
onManageActiveEffect,
prepareActiveEffectCategories,
} from '../helpers/effects.mjs';
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class CandelafvttItemSheet extends ItemSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ['candelafvtt', 'sheet', 'item'],
width: 520,
height: 480,
tabs: [
{
navSelector: '.sheet-tabs',
contentSelector: '.sheet-body',
initial: 'description',
},
],
});
}
export class BoilerplateItemSheet extends ItemSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ['boilerplate', 'sheet', 'item'],
width: 520,
height: 480,
tabs: [
{
navSelector: '.sheet-tabs',
contentSelector: '.sheet-body',
initial: 'description',
},
],
});
}
/** @override */
get template() {
const path = 'systems/candelafvtt/templates/item';
// Return a single sheet for all item types.
// return `${path}/item-sheet.html`;
/** @override */
get template() {
const path = 'systems/boilerplate/templates/item';
// Return a single sheet for all item types.
// return `${path}/item-sheet.hbs`;
// Alternatively, you could use the following return statement to do a
// unique item sheet by type, like `weapon-sheet.html`.
return `${path}/item-${this.item.type.toLowerCase()}-sheet.hbs`;
}
// Alternatively, you could use the following return statement to do a
// unique item sheet by type, like `weapon-sheet.hbs`.
return `${path}/item-${this.item.type}-sheet.hbs`;
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/** @override */
getData() {
// Retrieve base data structure.
const context = super.getData();
/** @override */
getData() {
// Retrieve base data structure.
const context = super.getData();
// Use a safe clone of the item data for further operations.
const itemData = context.item;
// Use a safe clone of the item data for further operations.
const itemData = context.data;
// Retrieve the roll data for TinyMCE editors.
context.rollData = {};
let actor = this.object?.parent ?? null;
if (actor) {
context.rollData = actor.getRollData();
}
// Retrieve the roll data for TinyMCE editors.
context.rollData = this.item.getRollData();
// Add the actor's data to context.data for easier access, as well as flags.
context.system = itemData.system;
context.flags = itemData.flags;
// Add the item's data to context.data for easier access, as well as flags.
context.system = itemData.system;
context.flags = itemData.flags;
return context;
}
// Prepare active effects for easier access
context.effects = prepareActiveEffectCategories(this.item.effects);
/* -------------------------------------------- */
return context;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
/* -------------------------------------------- */
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Roll handlers, click handlers, etc. would go here.
}
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Roll handlers, click handlers, etc. would go here.
// Active Effect management
html.on('click', '.effect-control', (ev) =>
onManageActiveEffect(ev, this.item)
);
}
}

2359
package-lock.json generated 100644

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View File

@ -1,27 +0,0 @@
{
"folder": "I5NXBGq8U9ujcUjJ",
"name": "Adrenaline Rush",
"type": "Ability",
"_id": "bqZ7MgrU1kGUAFce",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>For each mark you take, you may immediately refresh a drive point of your choice.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118384182,
"modifiedTime": 1701118388481,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!bqZ7MgrU1kGUAFce"
}

View File

@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Anatomical Strike",
"type": "Ability",
"_id": "MRuyi9gQcWKrfMIR",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You know where the body is most vulnerable. When attacking an enemy, you may roll Focus instead of Strike.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118693849,
"modifiedTime": 1701118695933,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!MRuyi9gQcWKrfMIR"
}

View File

@ -1,27 +0,0 @@
{
"folder": "6vaky6TqqCSAS3Fj",
"name": "Back Against the Wall",
"type": "Ability",
"_id": "Z0KuKLdQv9m7XHyM",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you are making a high-stakes roll, you may take a Brain mark to make any Nerve you spend worth +2d instead of +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118916260,
"modifiedTime": 1701118921353,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!Z0KuKLdQv9m7XHyM"
}

View File

@ -1,27 +0,0 @@
{
"folder": "kIB8m3Tvk7eWbyFD",
"name": "Basic Training",
"type": "Ability",
"_id": "pEw4rrXJskEIPyFi",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You have tactical experience in high-pressure situations. When you make a Survey roll in a dangerous place, also add a number of dice equal to your current Nerve resistance.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118470244,
"modifiedTime": 1701118476369,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!pEw4rrXJskEIPyFi"
}

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@ -1,27 +0,0 @@
{
"folder": "I5NXBGq8U9ujcUjJ",
"name": "Behind Me",
"type": "Ability",
"_id": "Ix1EGI7eJch1GkGq",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p><strong>Spend 1 Nerve</strong> to choose an ally in the same area as you&nbsp;who is about to take a mark from a phenomenon. Describe what you&nbsp;do that allows you to take the mark instead.&nbsp;</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695079058134,
"modifiedTime": 1695079080305,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!Ix1EGI7eJch1GkGq"
}

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@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Bending Spoons",
"type": "Ability",
"_id": "Ac9iR3JdtTQuJ4fj",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can make a Sense roll to control an object in the room with your mind: flip a switch, knock something over, move a small object, put out a light, etc. On a mixed success, you may take a Bleed mark to make it a full success instead.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119033042,
"modifiedTime": 1701119037610,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!Ac9iR3JdtTQuJ4fj"
}

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@ -1,27 +0,0 @@
{
"folder": "5c9CgKqBwAMZtuCN",
"name": "Better Part of Valor",
"type": "Ability",
"_id": "EFJBJFfDo4dTbBz9",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When making a Control or Move roll to flee danger, gild a die. On this roll, the first Nerve you spend is worth +2d instead of +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118743320,
"modifiedTime": 1701118745890,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!EFJBJFfDo4dTbBz9"
}

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@ -1,27 +0,0 @@
{
"folder": "FZYxthrdGtyzcFcu",
"name": "Blood of the Covenant",
"type": "Ability",
"_id": "XvODIpewdd8sTQ9M",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>The first time a dangerous phenomenon inflicts a mark on anyone in your circle, you refresh a number of points, in any drive, equal to your current Intuition resistance.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119103382,
"modifiedTime": 1701119109233,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!XvODIpewdd8sTQ9M"
}

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@ -1,27 +0,0 @@
{
"folder": "kKB0r8jGyMupDHFV",
"name": "Born in the Shadows",
"type": "Ability",
"_id": "BmMTchuIegB0mk6c",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When attempting to avoid security or detection, gild an additional Hide die.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118798487,
"modifiedTime": 1701118804055,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!BmMTchuIegB0mk6c"
}

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@ -1,27 +0,0 @@
{
"folder": "5c9CgKqBwAMZtuCN",
"name": "Chemical Concoction",
"type": "Ability",
"_id": "psWaUr4B4fteRZ1P",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You know how to mix chemicals together to achieve particular effects. When you take Laboratory Equipment as gear, you may spend a few minutes concocting a mixture that is one of:</p>\n<ul>\n<li>acidic</li>\n<li>explosive</li>\n<li>flammable</li>\n<li>loud</li>\n<li>sleep-inducing</li>\n<li>sticky</li>\n<li>&nbsp;toxic</li>\n</ul>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078768682,
"modifiedTime": 1695078941692,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!psWaUr4B4fteRZ1P"
}

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@ -1,19 +0,0 @@
{
"name": "Circle Abilities",
"sorting": "a",
"folder": null,
"type": "Item",
"_id": "KQMl1Q0XhwyvdaSH",
"sort": 0,
"color": "#674e8d",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078245468,
"modifiedTime": 1695078261521,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!folders!KQMl1Q0XhwyvdaSH"
}

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@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Cold Read",
"type": "Ability",
"_id": "EWgr7eg56D6uKwpR",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>On a successful Sense roll, you know what ailment, stress, or loss a person has in their life, even if theyre hiding it.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119042658,
"modifiedTime": 1701119048996,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!EWgr7eg56D6uKwpR"
}

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@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Commune",
"type": "Ability",
"_id": "M1P9RPtH4dPlMswA",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can make a connection with a nearby sentient phenomenon in order to communicate with it. Take a Brain mark and make a Sense roll to open an empathetic or telepathic connection to ask a question. On a success, you get an answer. On a 45 result, the phenomenon will ask a question in return.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119083740,
"modifiedTime": 1701119085889,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!M1P9RPtH4dPlMswA"
}

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@ -1,27 +0,0 @@
{
"folder": "kIB8m3Tvk7eWbyFD",
"name": "Compartmentalization",
"type": "Ability",
"_id": "2DBpySGXcRCW3BHg",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You have trained to detach yourself from the horrors of violence. Once per assignment, you may burn 1 Nerve resistance to soak a Brain mark.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118535431,
"modifiedTime": 1701118539721,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!2DBpySGXcRCW3BHg"
}

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@ -1,27 +0,0 @@
{
"folder": "5CsAZLTQ6PObk7xZ",
"name": "Cool Under Pressure",
"type": "Ability",
"_id": "UDiRcWiaCMZgKp7N",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>On any high-stakes roll, you may always spend Cunning instead of the drive the action falls under.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118114660,
"modifiedTime": 1701118122960,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!UDiRcWiaCMZgKp7N"
}

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@ -1,19 +0,0 @@
{
"name": "Criminal",
"sorting": "a",
"folder": "apBHO24jw6SlmTmk",
"type": "Item",
"_id": "kKB0r8jGyMupDHFV",
"sort": 0,
"color": null,
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!kKB0r8jGyMupDHFV"
}

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@ -1,27 +0,0 @@
{
"folder": "apBHO24jw6SlmTmk",
"name": "Death Defy",
"type": "Ability",
"_id": "MVTqbSPsBvVHN3E4",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Once per assignment, when you should take 1 or more marks from an enemy, you instead escape unscathed. Describe how your quick thinking keeps you safe from harm.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118880997,
"modifiedTime": 1701118883027,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!MVTqbSPsBvVHN3E4"
}

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@ -1,19 +0,0 @@
{
"name": "Detective",
"sorting": "a",
"folder": "apBHO24jw6SlmTmk",
"type": "Item",
"_id": "6vaky6TqqCSAS3Fj",
"sort": 0,
"color": null,
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!6vaky6TqqCSAS3Fj"
}

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@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Dissection",
"type": "Ability",
"_id": "gHxKB6q4Fkz1XRIP",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you make a Focus roll to dissect a piece of organic matter affected by bleed, gild an additional die. You cannot take Bleed marks from this inspection.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118638561,
"modifiedTime": 1701118644739,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!gHxKB6q4Fkz1XRIP"
}

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@ -1,19 +0,0 @@
{
"name": "Doctor",
"sorting": "a",
"folder": "FeHL1OMYpcHziIqi",
"type": "Item",
"_id": "afQN9FzKCimXAThh",
"sort": 0,
"color": "#807ee2",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": null,
"modifiedTime": 1701118609634,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!folders!afQN9FzKCimXAThh"
}

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@ -1,27 +0,0 @@
{
"folder": "I5NXBGq8U9ujcUjJ",
"name": "Endurance",
"type": "Ability",
"_id": "8WxggKKp5z72l9Nx",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you take enough marks to become incapacitated, instead, roll a number of d6 equal to your current Nerve resistance. On a 6, you arent incapacitated and dont take a scar.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118394497,
"modifiedTime": 1701118399260,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!8WxggKKp5z72l9Nx"
}

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@ -1,27 +0,0 @@
{
"folder": "bsyyVtb1aOOd09Mo",
"name": "Escape Artist",
"type": "Ability",
"_id": "Wt5MxxCdeJKO0Ern",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Spend 1 Nerve to automatically escape ropes, cuffs, manacles, or a creature that has grappled you.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118313657,
"modifiedTime": 1701118319871,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!Wt5MxxCdeJKO0Ern"
}

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@ -1,19 +0,0 @@
{
"name": "Explorer",
"sorting": "a",
"folder": "I5NXBGq8U9ujcUjJ",
"type": "Item",
"_id": "FqC3vG5Vs4WtBY7l",
"sort": 0,
"color": "#df7272",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": null,
"modifiedTime": 1695079102926,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!folders!FqC3vG5Vs4WtBY7l"
}

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@ -1,27 +0,0 @@
{
"folder": "FZYxthrdGtyzcFcu",
"name": "Extend Your Senses",
"type": "Ability",
"_id": "dommOTOA3BrcaPCP",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you roll with Sense to understand&nbsp;more about a phenomenon you&rsquo;ve encountered, also add a number&nbsp;of dice equal to your current Intuition resistance to the roll</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695079038300,
"modifiedTime": 1695079048109,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!dommOTOA3BrcaPCP"
}

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@ -1,19 +0,0 @@
{
"name": "Face",
"sorting": "a",
"folder": "GkEjPPL2t3aZnkH4",
"type": "Item",
"_id": "5CsAZLTQ6PObk7xZ",
"sort": 0,
"color": "#55a5a4",
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!5CsAZLTQ6PObk7xZ"
}

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@ -1,27 +0,0 @@
{
"folder": "FqC3vG5Vs4WtBY7l",
"name": "Field Experience",
"type": "Ability",
"_id": "aYEzeIjKNY1QIwRz",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You&rsquo;ve traveled the world and been in many&nbsp;dangerous positions before. Once per assignment, describe to the&nbsp;group how a previous adventure is similar to your current situation&nbsp;and <strong>refresh 1 Nerve</strong> for everyone in your circle.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695079127575,
"modifiedTime": 1695079142767,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!aYEzeIjKNY1QIwRz"
}

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@ -1,27 +0,0 @@
{
"folder": "bsyyVtb1aOOd09Mo",
"name": "Flourish",
"type": "Ability",
"_id": "T24YQNPaJgolsaiX",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You know how to cover your mistakes with flair. On a roll where you could spend Cunning, if you fail or get a mixed success, you may spend 2 Cunning to push the result up one tier—from a miss to mixed success or mixed success to full success.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118357478,
"modifiedTime": 1701118359953,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!T24YQNPaJgolsaiX"
}

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@ -1,27 +0,0 @@
{
"folder": "FZYxthrdGtyzcFcu",
"name": "Forbidden Ritual",
"type": "Ability",
"_id": "2mTjhNVso3JgBc0j",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You know a highly complex and extremely dangerous ritual that will achieve a desired outcome. When you use this ritual, immediately take a Bleed scar. Determine what the ritual is and what its effects are: </p><ul><li><p>change the environment</p></li><li><p>conjure a phenomenon </p></li><li><p>save a dying person</p></li></ul>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119146672,
"modifiedTime": 1701119166621,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!2mTjhNVso3JgBc0j"
}

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@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "Forged in Fire",
"type": "Ability",
"_id": "zi9yOHW7NETfbPnp",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you help an ally on a roll, if they don&rsquo;t succeed, you both&nbsp;earn back 1 drive point of your choice.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078370568,
"modifiedTime": 1695078378023,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!zi9yOHW7NETfbPnp"
}

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@ -1,27 +0,0 @@
{
"folder": "kIB8m3Tvk7eWbyFD",
"name": "Geared Up",
"type": "Ability",
"_id": "2jBik5qGrMkZmn6V",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You and one ally in your circle may mark an additional gear slot during each assignment.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118482364,
"modifiedTime": 1701118489743,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!2jBik5qGrMkZmn6V"
}

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@ -1,27 +0,0 @@
{
"folder": "FZYxthrdGtyzcFcu",
"name": "Ghostblade",
"type": "Ability",
"_id": "BbxaDK3d3oENh5Cx",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can attune a ritual knife to yourself. If you coat it&nbsp;in your blood (<strong>take a Body mark</strong>), it can wound magickal beings and&nbsp;strike invisible or ethereal enemies.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695079012022,
"modifiedTime": 1695079029786,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!BbxaDK3d3oENh5Cx"
}

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@ -1,27 +0,0 @@
{
"folder": "BdDJEb5rwyrK4TRe",
"name": "Great Wards",
"type": "Ability",
"_id": "5tUDeZ0DWRDtLvz8",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can inscribe and maintain a warding symbol on one person at a time. Describe the material they must hold to bind it (salt, sand, etc.). They take +1d on Move rolls against phenomena.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118966010,
"modifiedTime": 1701118968075,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!5tUDeZ0DWRDtLvz8"
}

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@ -1,27 +0,0 @@
{
"folder": "kKB0r8jGyMupDHFV",
"name": "Hardened",
"type": "Ability",
"_id": "lhm25F10QYl6IJAa",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you take a scar, you may choose not to shift any action points as a result.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118782760,
"modifiedTime": 1701118792390,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!lhm25F10QYl6IJAa"
}

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@ -1,27 +0,0 @@
{
"folder": "5CsAZLTQ6PObk7xZ",
"name": "I Know A Guy",
"type": "Ability",
"_id": "KaFoAn1bt7Rd3SqM",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Once per assignment, ask the GM who you know&nbsp;nearby that could help you. They will give you a temporary contact, and&nbsp;explain why they might have insight into the investigation</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078804693,
"modifiedTime": 1695078812685,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!KaFoAn1bt7Rd3SqM"
}

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@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "In This Together",
"type": "Ability",
"_id": "zi9yOHW7NETfbPnp",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you spend drive to help an ally on a roll, on a result of 3 or less, you both earn back 1 drive point of your choice.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1695078370568,
"modifiedTime": 1701119199018,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!zi9yOHW7NETfbPnp"
}

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@ -1,27 +0,0 @@
{
"folder": "IvFtRXkiLPOqzKy4",
"name": "In the Trenches",
"type": "Ability",
"_id": "dSRCi71Ejv2E57zD",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Youve done enough dangerous journalism work to know how to keep yourself safe. Once per assignment, you may burn 1 Cunning resistance to soak a Body mark.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118213157,
"modifiedTime": 1701118220763,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!dSRCi71Ejv2E57zD"
}

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@ -1,27 +0,0 @@
{
"folder": "IvFtRXkiLPOqzKy4",
"name": "Insider Access",
"type": "Ability",
"_id": "FQYGIIyHAu13paZM",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Your line of work offers you special privileges. Once per assignment, automatically gain access to an important person or place by using the Press Credentials gear.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118167404,
"modifiedTime": 1701118170885,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!FQYGIIyHAu13paZM"
}

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@ -1,27 +0,0 @@
{
"folder": "6vaky6TqqCSAS3Fj",
"name": "Inspection",
"type": "Ability",
"_id": "O2QzndrViD88ZwkC",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You have experience examining crime scenes. When you make a Survey roll to gather evidence about what might have happened in this location, gild an additional die on the roll.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118929220,
"modifiedTime": 1701118931495,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!O2QzndrViD88ZwkC"
}

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@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "Interdisciplinary",
"type": "Ability",
"_id": "IJtiMTHF2Xo4VsBW",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When choosing a new Ability during character advancement,&nbsp;once per campaign, each player may choose an Ability from a character role or&nbsp;specialty outside their own.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078396372,
"modifiedTime": 1695078402933,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!IJtiMTHF2Xo4VsBW"
}

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@ -1,27 +0,0 @@
{
"folder": "6vaky6TqqCSAS3Fj",
"name": "Interrogation",
"type": "Ability",
"_id": "gOJ0RKRV5oamC9p8",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you are questioning someone about information they are resistant to revealing, add a number of dice equal to your current Cunning resistance to your Read roll.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118904262,
"modifiedTime": 1701118910664,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!gOJ0RKRV5oamC9p8"
}

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@ -1,19 +0,0 @@
{
"name": "Investigator Abilities",
"sorting": "a",
"folder": null,
"type": "Item",
"_id": "GkEjPPL2t3aZnkH4",
"sort": 0,
"color": "#674e8d",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078273507,
"modifiedTime": 1695078516632,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!folders!GkEjPPL2t3aZnkH4"
}

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@ -1,19 +0,0 @@
{
"name": "Journalist",
"sorting": "a",
"folder": "5CsAZLTQ6PObk7xZ",
"type": "Item",
"_id": "IvFtRXkiLPOqzKy4",
"sort": 0,
"color": "#3dae97",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": null,
"modifiedTime": 1701118159551,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!folders!IvFtRXkiLPOqzKy4"
}

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@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Last Moments",
"type": "Ability",
"_id": "QluVqzcD5wvkKiqJ",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>While touching a corpse, you can burn an Intuition resistance to hear, smell, and feel that creatures last few moments of life. By taking a Bleed mark, you can push yourself to see a still image of the last thing they saw before death.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119074071,
"modifiedTime": 1701119076859,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!QluVqzcD5wvkKiqJ"
}

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@ -1,27 +0,0 @@
{
"folder": "5c9CgKqBwAMZtuCN",
"name": "Learn from My Mistakes",
"type": "Ability",
"_id": "KTFgl8vdBczT2n2G",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Any time you get a result of 3 or less on a roll, describe what lesson you learned from your failure, and refresh 1 drive point of your choice.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118732613,
"modifiedTime": 1701118735153,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!KTFgl8vdBczT2n2G"
}

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@ -1,27 +0,0 @@
{
"folder": "BdDJEb5rwyrK4TRe",
"name": "Let Them In",
"type": "Ability",
"_id": "s1GQLWvN4fbJOR6A",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Whenever you take one or more Bleed marks, you also&nbsp;gain additional information about the phenomenon that harmed&nbsp;you.</p>\n<p>Ask the GM a question about the source of the bleed.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078985254,
"modifiedTime": 1695078997789,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!s1GQLWvN4fbJOR6A"
}

View File

@ -1,27 +0,0 @@
{
"folder": "kKB0r8jGyMupDHFV",
"name": "Leverage",
"type": "Ability",
"_id": "ODij6DfBZanInUUB",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>On a successful Read roll, you may ask the GM what your&nbsp;target truly wants. On any Sway rolls you make using this information,&nbsp;also add a number of dice equal to your current Cunning resistance.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078671222,
"modifiedTime": 1695078679896,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!ODij6DfBZanInUUB"
}

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@ -1,27 +0,0 @@
{
"folder": "IvFtRXkiLPOqzKy4",
"name": "Lie Detector",
"type": "Ability",
"_id": "D8KEoyBM5dD8DZok",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you make a Read roll in an attempt to figure out whether a person is telling the truth, gild an additional die. The first Cunning you spend on the roll is worth +2d instead of +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118189596,
"modifiedTime": 1701118194599,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!D8KEoyBM5dD8DZok"
}

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@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Lifesaver",
"type": "Ability",
"_id": "GroNgmil4e8ubD03",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Between assignments, you can spend 1 Stitch to work on healing an allys scar. When you do, make a Focus roll. On a critical success, fill three. On a 6, fill two. On a 45, fill one. When the track is full, the scar is healed and 1 action point may be shifted.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118664076,
"modifiedTime": 1701118684189,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!GroNgmil4e8ubD03"
}

View File

@ -1,19 +0,0 @@
{
"name": "Magician",
"sorting": "a",
"folder": "5CsAZLTQ6PObk7xZ",
"type": "Item",
"_id": "bsyyVtb1aOOd09Mo",
"sort": 0,
"color": "#3dae97",
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": null,
"modifiedTime": 1695078830437,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!folders!bsyyVtb1aOOd09Mo"
}

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@ -1,19 +0,0 @@
{
"name": "Medium",
"sorting": "a",
"folder": "BdDJEb5rwyrK4TRe",
"type": "Item",
"_id": "mp36wUJspNjiD4ZD",
"sort": 0,
"color": "#0b5c05",
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!mp36wUJspNjiD4ZD"
}

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@ -1,27 +0,0 @@
{
"folder": "FeHL1OMYpcHziIqi",
"name": "Meticulous Notes",
"type": "Ability",
"_id": "0IOrgqsrzyTZ5udy",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>If your current Cunning resistance is 2 or more, add +1d to all Focus rolls. After an assignment, increase your Illumination track 1 additional point because of the detailed notes your character returns with.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118581853,
"modifiedTime": 1701118587555,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!0IOrgqsrzyTZ5udy"
}

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@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Miasma",
"type": "Ability",
"_id": "nY9b3vWelmvfDDFl",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can spend 1 Intuition to tell if and how a person or object has been affected by bleed.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119022673,
"modifiedTime": 1701119026870,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!nY9b3vWelmvfDDFl"
}

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@ -1,27 +0,0 @@
{
"folder": "FqC3vG5Vs4WtBY7l",
"name": "Mind Over Matter",
"type": "Ability",
"_id": "d90DI2B3JgmLKq1R",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you are told to use a specific action on a roll, you may take a Brain mark to utilize an alternative action instead. You may also spend the drive that corresponds with your chosen action. Describe how you adapt to your situation.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118424999,
"modifiedTime": 1701118427431,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!d90DI2B3JgmLKq1R"
}

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@ -1,27 +0,0 @@
{
"folder": "6vaky6TqqCSAS3Fj",
"name": "Mind Palace",
"type": "Ability",
"_id": "hWfB4hqPMJgcNriV",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you want to figure out how two clues might relate or what path they should point you towards, burn 1 Intuition resistance. The GM will give you the information youve deduced.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118893450,
"modifiedTime": 1701118899518,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!hWfB4hqPMJgcNriV"
}

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@ -1,27 +0,0 @@
{
"folder": "bsyyVtb1aOOd09Mo",
"name": "Misdirection",
"type": "Ability",
"_id": "rrDrVH54HAnAIeiE",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you use your words or actions to distract a target from what is actually happening, make a Hide roll. The first Cunning you or an ally spends on this roll is worth +2d instead of +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1695078839231,
"modifiedTime": 1701118274936,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!rrDrVH54HAnAIeiE"
}

View File

@ -1,19 +0,0 @@
{
"name": "Muscle",
"sorting": "a",
"folder": "GkEjPPL2t3aZnkH4",
"type": "Item",
"_id": "I5NXBGq8U9ujcUjJ",
"sort": 0,
"color": "#af3131",
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!I5NXBGq8U9ujcUjJ"
}

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@ -1,27 +0,0 @@
{
"folder": "FqC3vG5Vs4WtBY7l",
"name": "Narrow Escape",
"type": "Ability",
"_id": "0KxTaXZ8h2xajq5D",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Youve been in numerous hairy situations during your fearless exploits. Add +1d to your Move roll when you attempt to escape a trap or ambush.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118431685,
"modifiedTime": 1701118438161,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!0KxTaXZ8h2xajq5D"
}

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@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "Nobody Left Behind",
"type": "Ability",
"_id": "LbF1UJOpJmyHVAg6",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When a member of your circle takes a scar and drops&nbsp;incapacitated, any rolls a player makes in the scene to protect them or get them&nbsp;out of danger have +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078353593,
"modifiedTime": 1695078361010,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!LbF1UJOpJmyHVAg6"
}

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@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Non-Combatant",
"type": "Ability",
"_id": "3QjYDgGgMNMXBw0W",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Your pain spurs others to action. If you havent hurt anyone yet during this assignment, when you take a mark, each of your allies in the scene can recover 1 drive point of their choice.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118627705,
"modifiedTime": 1701118630635,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!3QjYDgGgMNMXBw0W"
}

View File

@ -1,27 +0,0 @@
{
"folder": "FqC3vG5Vs4WtBY7l",
"name": "Not Again",
"type": "Ability",
"_id": "kl821lb4p3BBWYw3",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Once per assignment, you may take a scar to have an automatic full success on an action. If you do, its as if youve had this scar all along—tell your circle how you got it, and why the lesson you learned is helping you succeed here. Dont adjust your action ratings when you take this scar.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118445404,
"modifiedTime": 1701118447921,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!kl821lb4p3BBWYw3"
}

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@ -1,27 +0,0 @@
{
"folder": "FqC3vG5Vs4WtBY7l",
"name": "Obscure Lexicon",
"type": "Ability",
"_id": "wu2OmzXmryqEkyhn",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you encounter an ancient or esoteric language, you can spend 1 Intuition to understand what it says.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118410473,
"modifiedTime": 1701118413113,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!wu2OmzXmryqEkyhn"
}

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@ -1,27 +0,0 @@
{
"folder": "FeHL1OMYpcHziIqi",
"name": "Occult Researcher",
"type": "Ability",
"_id": "sYYn7d2jiJPQLrUh",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Take 1 Brain mark to ask the GM for an important occult detail that you would recognize from your studies, but has not yet been revealed in the scene. If there are none, clear the Brain mark.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118572198,
"modifiedTime": 1701118574202,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!sYYn7d2jiJPQLrUh"
}

View File

@ -1,19 +0,0 @@
{
"name": "Occultist",
"sorting": "a",
"folder": "BdDJEb5rwyrK4TRe",
"type": "Item",
"_id": "FZYxthrdGtyzcFcu",
"sort": 0,
"color": "#0b5c05",
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!FZYxthrdGtyzcFcu"
}

View File

@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "One Last Run",
"type": "Ability",
"_id": "dVGupTxiEjvPxkPi",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you select this Ability, the next time you fill your&nbsp;Illumination track, your circle will retire from service. Everyone takes all four&nbsp;options during this character advancement.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078432572,
"modifiedTime": 1695078439181,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!dVGupTxiEjvPxkPi"
}

View File

@ -1,27 +0,0 @@
{
"folder": "6vaky6TqqCSAS3Fj",
"name": "One Step Ahead",
"type": "Ability",
"_id": "y1sddeigqEzq4kIE",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Once per assignment, you can produce a useful mundane object youve had with you all along. When you do, fill in the empty gear slot and write the object in this space. This does not count toward your gear limit.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118950293,
"modifiedTime": 1701118953119,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!y1sddeigqEzq4kIE"
}

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@ -1,27 +0,0 @@
{
"folder": "IvFtRXkiLPOqzKy4",
"name": "Open Book",
"type": "Ability",
"_id": "s43iwP48ehEaAXWW",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can get people to open up to you very quickly. When you attempt to connect with others by sharing something deeply personal, add a number of dice equal to your current Cunning resistance to a Sway roll. On a success, they will reciprocate.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118176893,
"modifiedTime": 1701118183185,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!s43iwP48ehEaAXWW"
}

View File

@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Patch Up",
"type": "Ability",
"_id": "2R25mRhgOj6N4Dol",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you have a few moments of calm, you can make a Focus roll to heal 1 Body mark on an ally. On a 45, spend 2 Intuition to accomplish this. On a 6, spend 1 Intuition. On a 3 or less, you may take a Brain mark to take the 45 result instead.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118599805,
"modifiedTime": 1701118602299,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!2R25mRhgOj6N4Dol"
}

View File

@ -1,27 +0,0 @@
{
"folder": "FZYxthrdGtyzcFcu",
"name": "Play the Bait",
"type": "Ability",
"_id": "rKvMz8MnCJOdHZnJ",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You know how to draw the attention of a phenomenon—you just have to play the bait. Make a Sense roll to bring a nearby phenomenon toward you</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119135309,
"modifiedTime": 1701119139470,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!rKvMz8MnCJOdHZnJ"
}

View File

@ -1,27 +0,0 @@
{
"folder": "bsyyVtb1aOOd09Mo",
"name": "Practiced Patter",
"type": "Ability",
"_id": "ql7ZBTNrawEREv1c",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Youve long rehearsed for a moment like this. When making a Sway or Hide roll, you may spend Intuition instead of Cunning</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118329253,
"modifiedTime": 1701118331934,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!ql7ZBTNrawEREv1c"
}

View File

@ -1,27 +0,0 @@
{
"folder": "mp36wUJspNjiD4ZD",
"name": "Premonitions",
"type": "Ability",
"_id": "Y0WuZS5OZZz4p5IL",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You have visions of the future. When an ally is about to take 1 or more marks, burn an Intuition resistance to warn them about the coming danger. Then, soak one of these marks.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701119059453,
"modifiedTime": 1701119063101,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!Y0WuZS5OZZz4p5IL"
}

View File

@ -1,27 +0,0 @@
{
"folder": "IvFtRXkiLPOqzKy4",
"name": "Press Conference",
"type": "Ability",
"_id": "5QKYJmmPdGQTTjQD",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>You can spend 1 Cunning to gather a large group of people together to make announcements, ask questions, or stage a distraction. All Cunning rolls you make at this assembly take +1d.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118202779,
"modifiedTime": 1701118206253,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!5QKYJmmPdGQTTjQD"
}

View File

@ -1,19 +0,0 @@
{
"name": "Professor",
"sorting": "a",
"folder": "FeHL1OMYpcHziIqi",
"type": "Item",
"_id": "5c9CgKqBwAMZtuCN",
"sort": 0,
"color": "#807ee2",
"flags": {},
"_stats": {
"systemId": null,
"systemVersion": null,
"coreVersion": null,
"createdTime": null,
"modifiedTime": null,
"lastModifiedBy": null
},
"_key": "!folders!5c9CgKqBwAMZtuCN"
}

View File

@ -1,27 +0,0 @@
{
"folder": "KQMl1Q0XhwyvdaSH",
"name": "Resource Management",
"type": "Ability",
"_id": "a1y0jfXiLrHAJ5f3",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When your circle hits a milestone on the Illumination&nbsp;track, earn back one Stitch, Refresh, or Train resource</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"Nh71YScXMKI1zIQp": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.308",
"createdTime": 1695078417748,
"modifiedTime": 1695078421790,
"lastModifiedBy": "Nh71YScXMKI1zIQp"
},
"_key": "!items!a1y0jfXiLrHAJ5f3"
}

View File

@ -1,27 +0,0 @@
{
"folder": "afQN9FzKCimXAThh",
"name": "Resuscitation",
"type": "Ability",
"_id": "9OyHlGBW52zEb1KX",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When a nearby ally takes a scar, you can make a Focus roll in an attempt to immediately revive them. On a 6, it works. Though they still receive the scar, theyre back on their feet. On a 45, it will cost 3 drive points of your choosing. This cannot be used when a PC takes their fourth scar</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118650895,
"modifiedTime": 1701118655909,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!9OyHlGBW52zEb1KX"
}

View File

@ -1,27 +0,0 @@
{
"folder": "BdDJEb5rwyrK4TRe",
"name": "Ritual",
"type": "Ability",
"_id": "JBQEj4SqTMUgNUL3",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>When you have a few minutes to prepare, you may take a Bleed mark to perform a ritual on yourself or an ally:</p><ul><li><p>Circle of Protection (soaks 1 Body mark for the person within)</p></li><li><p>Reinvigorate (refresh 1 resistance)</p></li><li><p>Remote Viewing (one moment)</p></li></ul>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118974536,
"modifiedTime": 1701119003092,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!JBQEj4SqTMUgNUL3"
}

View File

@ -1,27 +0,0 @@
{
"folder": "apBHO24jw6SlmTmk",
"name": "Saw This Coming",
"type": "Ability",
"_id": "1rc4N1LJ1cgpJc1Z",
"img": "icons/svg/item-bag.svg",
"system": {
"description": "<p>Three times per assignment, you may add +1d to a circle members roll without spending drive by saying how you prepared for this kind of situation together.</p>",
"subtype": ""
},
"effects": [],
"sort": 0,
"ownership": {
"default": 0,
"DJHzcdBMH1Gduffz": 3
},
"flags": {},
"_stats": {
"systemId": "candelafvtt",
"systemVersion": "0.0.1",
"coreVersion": "11.315",
"createdTime": 1701118870259,
"modifiedTime": 1701118875481,
"lastModifiedBy": "DJHzcdBMH1Gduffz"
},
"_key": "!items!1rc4N1LJ1cgpJc1Z"
}

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