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Implement Traits #272
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Could this be a way to handle weapon traits as well? |
That is indeed what the "traits":[] line in gearTemplate in template.json was intended for, though it's never been used. |
Would this be a good place to use the active effects? |
We can close this one, I think. |
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Previsouly adding a trait did not affect the actor. This change makes it so that a trait is an active effect and can change the actor. Fix xdy#272
Is your feature request related to a problem? Please describe.
Needed to handle both alien species and things like https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits (which will be included by default in the next edition of Cepheus Light).
JOAT can also be handled this way, see #57
Basically, if something is innate to a character, but is neither a skill nor a psionic power, it should probably be a trait.
Describe the solution you'd like
Add a new item type 'trait', that would have 'key','name','level','description' to start with. Then add them to the character sheet (probably a new tab, possibly a new list below skills).
This is intended to support all 'this character breaks a particular rule' situations.
In the long run these (along with items) should also have Active Effects.
Describe alternatives you've considered
Keep adding ad hoc comments in Notes.
Additional context
https://www.orffenspace.com/cepheus-srd/character-creation.html
https://www.drivethrurpg.com/product/262129/Cepheus-Light-Traits
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