Whitehack Third Edition

An unofficial FoundryVTT system

I've been rather taken with the Whitehack RPG from Christian Mehrstam, in particular the current third edition. You'll need to grab a copy of Whitehack Third Edition to get the best out of this FoundryVTT system, there's loads more information about it at the Whitehack website.

While some systems try to mimic the layout of paper/pdf character sheets I realised early on that while this may be more aesthetically pleasing it would not present as usable a character sheet in a VTT, so I went for a design I have found useful in numerous apps - a top 'header' area with the main and most commonly referenced information on the character and a tabs section beneath it which can be used to drill into more detailed areas of the character. I hope you find this works well for you.

Thanks to Christian Mehrstam for giving this FoundryVTT system his approval and of course for producing such a great game in the first place.

Characters, NPCs and Monsters

Character Sheet

The FoundryVTT Whitehack 3e character sheet showing stats and tabs

Most of this will be self explanatory. Fields that have abbreviations or are a bit more complex will usually have a tooltip with more info if you mouse over them.

  • Class: select one of the five classes, this will change the available bonuses for attributes.
  • Vocation and Species: these fields are read only. They show the first active Vocation/Species added in the Abilities tab.
  • Level, Slots, Groups, Attack Value (AV), Movement (MV): standard inputs, enter the relevant value for the chosen class.
  • Corruption Level (CL): starts at 0, update manually as needed.
  • Saving Throw (ST): enter manually for class. Click on the label (with dice) to make a save (the Saving Throw dialog will pop up).
  • Armour Class (AC): read only, calculated from armour equipped in the Armour tab. Only the highest piece of equipped armour will contribute towards AC.
  • Burden: read only, calculates encumbrance from equipped and stored armour, gear and weapons. Values turn red when above the 10 equipped and 5 stored levels. The title updates to reflect the burden: Normal, Heavy, Severe and Massive.
  • Experience Points: has fields for current XP and XP required for the next level. Manually updated.
  • Hit Points: has fields for current HP and maximum HP. Manually updated.

Tabs

The labels across the middle of the sheet give access to tabs. Most of these tabs present lists of items in tables which all have in common edit and delete icons, so individual items can be updated for the character or removed from the character sheet.

Attributes Tab

Shown above, this should be familiar to most gamers with the standard D&D style attributes. The label (with dice) for each attribute can be clicked to perform an attribute task check.

The score is entered manually, but the modifier boxes are read only and updated based on the scores entered. A tooltip identifies what each is used for.

The final section for each attribute is groups. The text field is read only and is populated from the Select Groups Dialog (accessed by clicking on the three horizontal bars) and cleared with the rubbish bin icon.

The select groups dialog showing active groups

The Select Groups dialog allows the player to choose which group or groups to apply to an attribute.

Abilities Tab
Tab showing abilities added to character sheet

Attunements, Combat Options, Miracles and Groups all go in here. The active column gives an indicator as to which class ability is currently active.

Clicking on the icon for the ability will show the ability name and description (if any) in the chat.

Weapons Tab
Tab showing weapons added to character sheet

Stats are shown for each weapon along with whether it is equipped or stored which updates the encumbrance totals appropriately.

Clicking on the icon for the weapon shows the weapon attack dialog which can be used to make a weapon attack. The results of the weapon attack are shown in chat.

Armour Tab
Tab showing armour added to character sheet

Stats are shown for each piece of armour along with whether it is equipped or stored which updates encumbrance totals and armour class appropriately. While each piece of armour will add to one of the encumbrance totals, only the heaviest piece of armour (the one with the highest AC) will be taken into account in the final AC.

Shields add +1 to AC when equipped. Helmets do not affect the final AC, but have a special affect as described in the Whitehack rules.

Clicking on the icon for armour will show the armour name, AC and description (if any) in the chat.

Gear Tab
Tab showing gear added to character sheet

Stats are shown for each item of gear along with whether it is equipped or stored which updates encumbrance totals appropriately.

GP, SP and CP can be added to the gear tab from the compendium, with the amount updated appropriately. Treasure can be added as and when acquired.

Clicking on the icon for gear will show the gear name and description (if any) in the chat.

Notes Tab
Tab showing gear added to character sheet

This is a catch all section for languages and whatever notes a player wishes to record about their character.

Dialogs

Saving Throw, Attribute Task Check and Attack dialogs

Besides the Select Groups dialog shown above there are three other dialogs that appear for Saving Throws, Attribute Task Checks and Attacks.

Each accepts a modifier (or To Hit and Damage modifiers for attacks) and the player can click the button for whichever die roll is required:

  • D20: standard single D20 roll
  • D20 with plus sign: a double positive roll
  • D20 with minus sign: a double negative roll

Monster Sheet

Monster stats and info

Again pretty much self explanatory. Saving Throw (ST) and Attack Value (AV) are read only and generated from the first Hit Dice input, and both can be rolled by clicking on the label (with dice). As with characters, the appropriate dialog will be shown to modify the roll or make a double positive or double negative roll. Initiative can also be rolled if the Monster Sheet is opened from a token.

The rest of the fields can be manually updated.

Items

As well as a compendium of items (see below), game masters can add items to the item panel and players can add items directly to their character sheet by clicking the plus icon in the header of the right hand column of tabs.

Add or edit ability
Add or edit armour
Add or edit gear
Add or edit weapons

Compendiums

There are compendiums for:

  • Armour
  • Gear
  • Weapons

Items from these compendiums can be dragged directly onto a character or for later use in the items panel.

Encumbrance

I have slightly modified the encumbrance system, based on a regular item taking one slot:

  • Heavy (2 slots)
  • Regular (1 slot)
  • Minor (2 per slot)
  • Small (5 per slot)
  • Negligible (100 per slot)
  • No Encumbrance (appears as "‐‐‐", doesn't use character encumbrance slots)

Rolls

Saving Throws and Task Checks

Dice rolls are compatible with the Dice So Nice module. Dice results show successful positive pair, crit, success, failure, fumble, unsuccessful negative pair along with the dice rolled. As with standard FoundryVTT dice rolls you can click on the result to see the actual dice rolled.

Combat

Initiative

The system supports the FoundryVTT initiative system. After actors have been added to the combat tracker you can roll initiative from there or from the relevant token on a battle map.

Attack Rolls

If a token is targeted by the user, the result of any attack roll will take the target's AC into account, so the dice result must be above the target's AC and below their Attack Value. In instances where a token is not selected the result of the attack roll will say what AC the attack would hit if it is successful, it is then down to the GM to determine if the to hit roll exceeded the targets AC. For all rolls the type of result is shown: Successful Positive Pair, Critical, Success, Fail/Miss, Fumble, Unsuccessful Negative Pair.

On a successful attack a damage roll will also be made for the weapon used and the GM or player will need to manually deduct hit points from their targets.

Auctions

Auctions can easily be handled in FoundryVTT using Self Rolls. Each participant in the auction should set the roll mode to Self Roll, then use the standard dice rolling tools to roll 1d6.

Selecting self roll

The dice will be rolled with the result appearing in chat for the participant who made the roll, but as ??? for everyone else. The participant who made the roll will be able to reveal the result later.

How auction rolls appear

After all of the participants have made their d6 rolls, the bidding can begin as described in the Whitehack Third Edition rules. Once bidding is complete, each participant can reveal their roll by right clicking on the dice result in the chat panel and clicking Reveal to Everyone from the menu that appears.

Reveal to Everyone in the right click menu

Following participants revealing their results, everyone will be able to see them and the auction rolls can start (don't forget to set the roll mode back to Public Roll!)

Shows one revealed result
Shows all results revealed

Game Settings

Game settings panel
  • Default Species: If a character doesn't have a species as a group the Species field will always default to this value.
  • Items Equipped Limit: Used to determine burden and whether a character is encumbered. Default is 10.
  • Items Stored Limit: Used to determine burden and whether a character is encumbered. Default is 5.

Compatibility with modules

Most FoundryVTT modules will work fine with this system, but there are some that need some specific handling. There may be some unforeseen conflicts around similarly named classes or handling of events. So far I've tweaked the sheet to ensure this system works with:

  • Dice So Nice
  • Pop-out
  • Tokenizer

Should you find problems with other modules (checking by disabling and enabling the module first) raise an issue and if I am able to I'll do my best to resolve them.

Work in Progress

All feedback is welcome (although if it is negative please be polite) as I expect to make enhancements to this system as time permits. Bug fixes will always take priority over new features. Issues can be reported at the github project for this system here.