Finalize character sheet and provide PDF example. minor clarification of general gameplay rules.

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ko 2025-04-14 17:14:57 -04:00
parent d67a7c359f
commit 7627fafa1e
3 changed files with 13 additions and 11 deletions

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@ -11,21 +11,23 @@
\usepackage{amsmath} \usepackage{amsmath}
\usepackage{multirow} \usepackage{multirow}
\usepackage{geometry} \usepackage{geometry}
\geometry{legalpaper,total={8.5in, 11in},left=0.5in, top=0.5in} \usepackage{arydshln}
\geometry{letterpaper,total={8.5in, 11in},left=0.75in, top=0.5in}
% Document % Document
\begin{document} \begin{document}
\pagenumbering{gobble} \pagenumbering{gobble}
\noindent\begin{tabular}{lllllllllllllllllllllllllccccc} \noindent\begin{tabular}{lllllllllllllllllllllllllccccc}
\hline \hline
\multicolumn{30}{|c|}{\multirow{2}{*}{\textbf{\huge{Yet Another Table Top Role-playing (Game) System}}}} \\ \multicolumn{30}{|c|}{\multirow{2}{*}{\textbf{\huge{Yet Another Table Top RPG System}}}} \\
\multicolumn{30}{|c|}{} \\ \hline \multicolumn{30}{|c|}{} \\ \hline
& & & & & & & & & & & & & & & & & & & & & & & & & \multicolumn{1}{l}{} & \multicolumn{1}{l}{} & \multicolumn{1}{l}{} & \multicolumn{1}{l}{} & \multicolumn{1}{l}{} \\ \hline
\multicolumn{30}{|l|}{\textbf{\large{About}}} \\ \hline \multicolumn{30}{|l|}{\textbf{\large{About}}} \\ \hline
\multicolumn{6}{|l|}{Name} & \multicolumn{6}{l|}{Age} & \multicolumn{6}{l|}{Lineage} & \multicolumn{6}{l|}{HP} & \multicolumn{6}{l|}{\multirow{11}{*}{}} \\ \cline{1-24} \multicolumn{6}{|l|}{Name} & \multicolumn{6}{l|}{Age} & \multicolumn{6}{l|}{Lineage} & \multicolumn{6}{l|}{HP} & \multicolumn{6}{l|}{\multirow{11}{*}{}} \\ \cline{1-24}
\multicolumn{6}{|l}{\multirow[t]{5}{*}{Visual Description}} & \multicolumn{6}{r|}{\multirow[t]{5}{*}{Natural}} &\multicolumn{12}{r|}{\multirow[t]{5}{*}{With Belongings}} & \multicolumn{6}{l|}{} \\ \multicolumn{6}{|l}{\multirow[t]{5}{*}{Visual Description}} & \multicolumn{6}{r:}{\multirow[t]{5}{*}{\textit{Natural}}} & \multicolumn{12}{r|}{\multirow[t]{5}{*}{\textit{With Belongings}}} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l:}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l:}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l:}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \cline{1-24} \multicolumn{12}{|l:}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \cline{1-24}
\multicolumn{12}{|l|}{\multirow[t]{5}{*}{Personality}} & \multicolumn{12}{l|}{\multirow[t]{5}{*}{Ideals}} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l|}{\multirow[t]{5}{*}{Personality}} & \multicolumn{12}{l|}{\multirow[t]{5}{*}{Ideals}} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\
\multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\ \multicolumn{12}{|l|}{} & \multicolumn{12}{l|}{} & \multicolumn{6}{l|}{} \\

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@ -11,10 +11,10 @@ Additional content may give general guidelines on playing the YATTRS system in a
## General Gameplay ## General Gameplay
YATTRS uses a cooperative style of play, often facilitating discussion between the helper and the players. While the helper has the ultimate say in world mechanics, the player may suggest skills from their characters that may be a better fit for the task at hand. YATTRS uses a cooperative style of play, often facilitating discussion between the helper and the players. While the helper has the ultimate say in world mechanics, the player may suggest skills from their characters that may be a better fit for the task at hand.
There are four immutable primary skills that govern categories of interaction: body, moving or perceiving with the body; mind, thinking or perceiving via thinking; profound, your gut reaction, or interaction with other planes and other planar beings; and Aura, imposing your will on the world. . A fifth setting-specific skill is recommended for immersion. For a fantasy-based story, this setting-specific skill could be spellslinging. For a cat-based adventure, this fifth trait could be the innate feral ability. These five skills are known as Primary Skills, which are associated with a proficiency: There are four immutable primary skills that govern categories of interaction: body, moving or perceiving with the body; mind, thinking or perceiving via thinking; profound, your gut reaction, or interaction with other planes and other planar beings; and Aura, imposing your will on the world. A fifth setting-specific skill is recommended for immersion. For a fantasy-based story, this setting-specific skill could be spellslinging. For a cat-based adventure, this fifth trait could be the innate feral ability. These five skills are known as Primary Skills, which are associated with a proficiency:
* Novice * Novice
* Novice is the lowest possible proficiency. This proficiency represents a primary skill level in which the character is generally uninterested or seldomly used. Use 1d4 for skills associated with this proficiency. There are no additional upgrade dice to upgrade to the next proficiency. * Novice is the lowest possible proficiency. This proficiency represents a primary skill level in which the character is generally uninterested or seldom used. Use 1d4 for skills associated with this proficiency. There are no upgrade dice to upgrade to the next proficiency.
* Studied * Studied
* Studied represents a primary skill proficiency in which the character has begun to take an interest, or has started to examine or train in the skill. Use 1d6 for skills associated with this proficiency. Use 1d20 upgrade dice for upgrade checks to the next proficiency. * Studied represents a primary skill proficiency in which the character has begun to take an interest, or has started to examine or train in the skill. Use 1d6 for skills associated with this proficiency. Use 1d20 upgrade dice for upgrade checks to the next proficiency.
* Proficient * Proficient
@ -26,7 +26,7 @@ There are four immutable primary skills that govern categories of interaction: b
* Legendary * Legendary
* Legendary represents a primary skill proficiency in which very few people can hope to achieve in a lifetime. Use 1d20 for skills associated with this proficiency. You cannot upgrade past Legendary proficiency. * Legendary represents a primary skill proficiency in which very few people can hope to achieve in a lifetime. Use 1d20 for skills associated with this proficiency. You cannot upgrade past Legendary proficiency.
When using skills to accomplish a task, you may use up to two skills under different primary skill umbrellas. When doing so, define the Enhanced Skill and the Enhancing Skill for the task. If the die rolled for the Enhanced Skill is the highest number, you may make an upgrade check for the associated primary skill. To pass the upgrade check, you must roll the higher number on all upgrade dice. When using skills to accomplish a task, you may use up to two skills under different primary skill umbrellas. When doing so, define the Enhanced Skill and the Enhancing Skill for the task. If the die rolled for the Enhanced Skill is the highest number, you may make an upgrade check for the associated primary skill. To pass the upgrade check, you must roll the highest number on all upgrade dice.
Remember to discuss with the helper which skill you are using. The helper will assign a Specificity Level to add to the task that will modify your skill check total, alongside any other pre-existing bonuses you may have. Remember to discuss with the helper which skill you are using. The helper will assign a Specificity Level to add to the task that will modify your skill check total, alongside any other pre-existing bonuses you may have.
@ -71,7 +71,7 @@ Combat against player characters involves a roll of suitable skills. The total d
## Hit Points (HP) ## Hit Points (HP)
HP is equal to the number of defensive gear equipped at time of battle, plus the highest possible value of your body die. HP is equal to the number of defensive gear equipped at time of battle, plus the highest possible value of your body die.
When you take damage, your defensive gear (collectively armor) is damaged first. Then, your body is damaged. You can recover the HP contributed by your body naturally over time. Each month that passes without new injury allows you to recover 1/12th of your body-contributed hitpoints, rounded down to the nearest integer. Armor-contributed HP may only be restored upon repair of the armor. When you take damage, your defensive gear (collectively armor) is damaged first. Then, your body is damaged. You can recover the HP contributed by your body naturally over time. Each month that passes without new injury allows you to recover 1/12th of your body-contributed hit points, rounded down to the nearest integer. Armor-contributed HP may only be restored upon repair of the armor.
# Downtime # Downtime
When in-game time passes without gameplay, the player may choose to hone their skills. When in-game time passes without gameplay, the player may choose to hone their skills.