Pages - New World of Darkness

Page 1 Page 2 Page 3

Page 1

The first page is the primary page of the character sheet. All standard rolls and many powers can be rolled as a Sheet Roll directly from this page. Trait levels are represented traditionally as dots between one and five. You can set the trait to the corresponding dot by selecting the trait counting left to right. So, clicking on the second bubble with set the trait to two. All traits have an invisible until hovered over option to set the trait to zero on the far left of the visible dots.

Header

316de7e97aca676874dffd62ac6aff435706843f63a22fd0eb8f87ae4391a213.png

The header will dynamically adjust to the game template chosen, however character name and player will always be options.

The Attributes and Skill sections remain consistent between editions and game settings. Both of these sections will transfer seamlessly. Any of the attributes or skills can be checked to be included in a sheet roll.

Specializations

The Specialization section is set to the lower right-hand side so that the players can note them without fear of running out of room in the Skills section. These specializations are not automatically included in skill rolls and have to be added as situational modifiers at the time of the roll.

Merits

There are 16 slots for merits. It is formatted traditionally with the merit name on the left and the level represented in dots on the right.

Other Traits and Powers

The Other Traits section will adjust to Disciplines for the Vampire Template and Arcana for the Mage Template. It provides sixteen slots to fill in with powers and other traits. Disciplines and Arcana can be selected for sheet rolls like Attributes and Skills. For other abilities, powers, or traits use Page 2 as described later in this guide.

Weapon/Attack

The combat section of the sheet allows you to detail the attacks your character has prepared, be it merit, ability, power or weapon.

Stat Description
Selected $ To the far left of the attack is a bubble. If that bubble is filled then this is the weapon that is currently selected and armed. If a combat roll is made from the sheet roller, this weapon will be used in that roll.
Weapon/Attack Represents the name or label of the attack your character has prepared.
Type Offers you a dropdown list of preselected attack options. Choose the option that best represents the nature of your attack. A specific list of Attribute and Skill combinations is provided in the [Attack Roll] section above.
Dmg Represents the amount of damage your chosen attack does. Damage is calculated by adding dice to your roll in 1st Edition games and as automatic damage in 2nd Edition.
Mag Represents the amount of ammo the weapon holds.
Ini Represents the initiative penalty for wielding that weapon. Note that this penalty will automatically be included if the weapon is selected.
Str Is the minimum amount of the Strength Attribute a character needs to effectively wield the weapon. If the character isn't strong enough the difference is added as a penalty to the attack roll.
Sz Represents the weapon's size and how difficult it is to conceal.

Armor

Stat Description
Selected To the far left of the attack is a bubble. If that bubble is filled then this is the armor that is currently selected. The benefits and penalties of the armor are reflected in defense, armor, speed and initiative calculations.
Armor Represents the name or label of the armor your character is wearing.
Rating Represents the ballistic and impact ratings of your armor.
Str Is the minimum amount of the Strength Attribute a character needs to effectively wear the armor. If the character isn't strong enough the difference is added as a penalty to attack rolls.
Def Represents the Defense penalty for wearing that armor. Note that this penalty will automatically be included if the armor is selected.
Spd Represents the Speed penalty for wearing that armor. Note that this penalty will automatically be included if the armor is selected.
Description A general text field to add notes or special features of the armor.

Derived Traits

Along the right-hand side of the sheet are many of the derived traits of a character. Health, Willpower, Size, Speed, Defense, Armor, and Initiative will all be auto-calculated based on rules edition, game template, and other attributes. Other attributes will be added or removed depending on these settings such as Morality replaced for the game's equivalent, power states such as Blood Potency will be added along with other resources like Vitae. Also, experience beats will be added if a 2nd edition game template is chosen.

Was this article helpful?
0 out of 0 found this helpful