Items, bestiary, economy and rules
The item catalog, creatures ready for the map, coins and inventory, optional rules per table and the system manual.
The things that fill your world, plus the written rules that go with them. These are four more builder tabs, all optional.
Items
The system's item catalog: weapons, armor, potions, relics. Each entry can carry its effects, and weapons and armor are equipped from the sheet with the Equipment panel widget, automatically entering the calculations and the combat bar.
How items are carried and loaded (capacity, slots, weight) is defined in Economy -> Inventory, not here.
What about the Item Builder? It has been removed. The item packs that used to be published in the Workshop are now system modules with items inside. They work the same way with fewer places to look: you publish and acquire them like before, and the GM turns them on at their table like any other supplement. Anything you had was moved over automatically, with nothing lost. To distribute a batch of items, make a module: its Items tab is this very one. For D&D ones, the D&D Module Builder has its own items category. If you had items left over from the old builder, the "Import from my items" button copies them here with their bonuses and actions.
How many pieces at a time per slot
Each piece has a slot (weapon, armor, shield, accessory...). By default you can carry several of the same slot at once: two weapons, three amulets, whatever makes sense in your game.
If your system requires that only one be worn (the usual case with armor), set the number in Combat -> Equipment -> "Pieces at a time per slot". Blank means no cap.
When there's a cap and you go over it, the piece you've been wearing the longest is removed. The rest of the slot stays as it is, so you only lose one piece.
Careful when raising a cap: the effects of what's equipped add up. If three suits of armor give +2 defense each and you allow wearing all three, that's +6. Some games need this for layered equipment, but make the choice on purpose.
Bestiary
Creatures ready to drop onto the map. Each one has:
- Attributes: its values.
- Actions (attacks, powers): what it can do in combat, with its rolls and damage.
- Traits and powers: what characterizes it outside of actions.
- Extra sections: free text blocks for whatever doesn't fit in the above.
You can duplicate a creature to make variants quickly, and add a map token to the bestiary to save what you've put together on the fly.
On the sheet they're looked up with the Bestiary widget (with search and a stat sheet in a modal); on the map, the GM drops them as tokens from the combat panel.
If the system has a designed creature sheet (Bestiary tab → "Creature sheet"), a creature with those fields filled in inherits from them what combat reads from a character: damage reduction (the same "Damage reduction" entries of the combat setup, per hit location when there are any) and its body type (the field named in "Body type field"). A creature with DR 6 on the torso written in its sheet really subtracts it when hit there.
Economy
This tab covers two separate things.
Coins
Define your coins with a Name, an Abbreviation and a Value (in base). The value in base is used to convert between them: if the base coin is worth 1 and another is worth 10, the app does the math for you.
Inventory
How equipment is carried:
- Capacity (formula): how much a character can carry, calculated (for example, from their strength).
- Slot name: what you call the spaces (slots, spaces, backpack pockets).
- Coins per slot: how much money one space holds. Set it to 0 if in your game money doesn't weigh anything.
Optional rules
Rules that each table decides whether to use, without having to touch the system. The GM enables them in their campaign.
Each optional rule has:
- A Name and a Short description.
- Type Yes / No or Choose an option (with the options one per line).
- A Default value.
- Optionally, the rulebook section that explains it, so it can be looked up right from there.
This lets you offer variants (massive critical, strict ammunition, quick rest) without duplicating the system.
Rules: dice and rulebook
The Rules tab has two halves:
- Dice configuration and resolution: main die, mode, criticals and labels. It's explained in the Rolls guide.
- The system's rulebook: the text sections your players will read.
The rulebook is written in markdown and read from the sheet. Use it to explain how the game is played: what the attributes mean, how combat works, what each condition does. Optional rules and items can point to a specific section to open it with one click.
Write one even if it's short. Without a rulebook, every question ends up coming to you.
Tips
- The bestiary fills up on its own over time: save the creatures you improvise on the map so you don't rebuild them every session.
- Don't invent coins if you don't use them. A system with a single coin is perfectly valid.
- Optional rules beat variants: instead of publishing two similar systems, publish one with switches.
- The rulebook can grow later. Start with two sections and expand when people ask.
This closes the builder
That covers the System Builder guides: first steps, fields, layout, rolls, combat, party sheets, creation and progression, and this content. If you'd rather write than drag, the Code mode (Roll20 style) guide covers the text route.