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Ryuutama character Sheet

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This sheet is designed to provide a simple playing experience for new and veteran Ryuutama players. Its built-in roll functions allow the players to have a hands-off experience from all of the bonuses and penalties that can potentially apply to rolls from sources such as class, type, topography, status conditions, and daily Condition check.

For more information about Ryuutama and links to the official character sheet, please see the Resources at the bottom of this page.

Ryuutama-preview.png

Contents

Installation

There are three ways to include the this sheet in your game.

  • You can start a new game and select it as the character sheet at that time from the Create New Game screen.
  • For existing games you can add a character sheet from the Game Details page. On the Game Details page there is a Settings drop down with an option for Game Settings. On the Game Settings page you can select it from the drop-down options. Click save and you're ready to roll.
  • For Pro subscribers who want to add their own custom details to the character sheet, there is the option of selecting Custom from the drop-down options on the game settings page. Copy the code here and paste it in the code box underneath the HTML Layout tab. Then, copy the stylesheet found here and paste it in the code box underneath the CSS Styling tab. You are now free to make any custom modifications to the sheet for your campaign.


Once installed the sheet can be accessed on any character added to the Journal. The middle tab on any character will open the sheet.

Skill Checks

There are many buttons on the sheet to assist in rolling skill checks. Most rolls on the sheet consist of two dice representing one or two of the character's base stats (Strength, Dexterity, Intelligence, and Spirit), a derived bonus or penalty (from class, type, topography, etc.), and an explicit bonus or penalty. The result will consist of three numbers separated by plus (+) symbols. The first number is the result of the first die. The second number is the result of the second die. The third number is the total sum of all derived and explicit bonuses and penalties. If the result of the roll was a critical success or fumble, the result will display this as well.

  • Why doesn't the result show the roll total? At the time of this writing, Roll20 does not support critical calculations with multiple dice. The dice must be treated as separate rolls in order to check their individual values in order to calculate whether a critical success or fumble was attained. Discussions about this can be found here and here.
  • Are there any exceptions? There are three rolls that do not fit into the above formula. Characters with the healer class have access to a skill that can be used in combat that only uses one die. Damage rolls also only use one die, though the ability to treat a damage check as a critical hit, which doubles the number of damage dice, is available. Initiative, while it is rolled with two dice, is not capable of resulting in a critical success or fumble. All three of these rolls are totaled in their entirety before the result is displayed in the chat window.

Tabs

The sheet contains five tabs, each of which serve a distinct function for the player and/or the character. Each of the below subsections will go into greater detail about each individual tab's function.

Info

This tab is for tracking meta information about a character. Input fields exist to enter a character's species, age, gender, personal item, party role, image color/appearance, hometown/reason for travel, and additional notes. These all directly reflect fields provided in the official Ryuutama character sheet. Most of these fields influence any character attributes so they are purely at the discretion of the player to fill in. It is worth noting that the notes section is a potential location for a player whom has been tasked with being the Journal Keeper to chronicle events that occur during the game.

The character's choice of species may have mechanical effects that come along with the choice of species. For example, attribute selections may be forced or limited. Mechanics that force or limit character growth are not automatically implemented in the character sheet. When making a new character, make sure to check the source book and supplemental guides to ensure that you are setting up your character's growth attributes correctly!

Class

This tab is for keeping track of character classes and types, weapon masteries, and character abilities.

  • Class - Every Ryuutama character has a class, and each of the standard Ryuutama character classes is selectable from a dropdown list. It is important that a character class be chosen because many skills are exclusive to certain classes and won't appear under the Checks tab unless the corresponding class has been selected under this tab. Some classes also give static bonuses to certain checks that are automatically factored into rolls made using the Ryuutama character sheet. Under certain conditions defined by the Ryuutama rules a character may have a second class. This class may be chosen using the second class dropdown selection. If the GM allows custom classes not defined by the standard Ryuutama rules, 'Other' may be selected and a free text field is provided to enter the name of the custom class.
  • Type - Every Ryuutama character also has a type, and each of the Ryuutama types is selectable from a dropdown list. The chosen type can affect modifiers to rolls, the ability to use spells, the number of mastered weapons, and character carrying capacity. Under certain conditions defined by the Ryuutama rules a character may have a second type. This type may be chosen using the second type dropdown selection.
  • Season - If the chosen type is "Magic", then a season has to be chosen along with it which determines which seasonal spells the character is able to cast.
  • Mastered weapons - A character may have up to five mastered weapons based on what class(es) and type(s) were chosen for the character. Every character is guaranteed to have mastery over at least one of the six weapon classifications, which are represented by radio buttons on the sheet. Characters with the attack type get to select one additional weapon mastery from the six weapon classifications and characters with the attack type twice get to select two additional weapon masteries. Characters with the Noble class have the "Weapon Grace" class skill get to choose an additional weapon mastery from a subset of the weapon classifications. Characters with the Noble class twice get to choose two additional weapon masteries. If a character chooses a weapon mastery from the Weapon Grace skill that they have already selected as their initial mastery or one of the masteries gained from the attack type, a bonus is conferred to accuracy checks with that weapon. This is further discussed in the Inventory section.
  • Abilities - This section is an open-ended repeating section that a player can use to track abilities that their character has learned. This includes magic of either the seasonal or sorcery variety, music, or other abilities. Fields are provided to enter ability attributes such as effect, range, and duration.

Stats

This tab is for tracking character statistics including growth attributes: experience and level, attributes that generally remain stable in the long term: base strength, dexterity, intelligence, and spirit, maximum hit points and magic points, terrain modifiers, and weather modifiers, and attributes that change often: current hit points, magic points, and fumble points, current attribute values, condition, and injury, poison, sickness, exhaustion, muddled, and shock ratings.

Growth Attributes

  • Experience - Players are encouraged to track their experience points here. Experience points are not automatically tracked.
  • Level - It is Roll20 policy not to automatically handle character growth. However, players may manually track their character level here.

Stable Attributes

  • Base strength, dexterity, intelligence, and spirit - Each attribute may have a value of d4, d6, d8, d10, and d12, corresponding to the dice used by the Ryuutama system.
  • Maximum hit points and magic points - While most attributes on the sheet are automatically calculated, maximum hit points and magic points are not because initial values for these attributes are based on the initial values for the above attributes and are otherwise decided by assigning points each level. Automatically updating these attributes based on level would be both difficult and would be a potential violation of Roll20's policy on automatically leveling up characters.
  • Terrain and weather modifiers - Certain conditions allow for characters to apply penalties or bonuses to rolls based on the current topography. These bonuses and penalties are influenced by character level and equipment, though there may be other sources of bonuses and penalties. These bonuses and penalties may be tracked here.

Dynamic Attributes

  • Current hit points - Track character hit points here. The value of current hit points may be negative. If the box containing this attribute value is light red, it signifies that the character is unconscious. If it is dark red, then by standard Ryuutama rules the character is dead. There are documented exceptions in the Ryuutama source book describing why a character might not be dead despite having lost enough hit points to die, so remember that the GM has the final say in a character's life or death status.
  • Current magic points - Track character magic points here. The value of current magic points cannot go below zero. If the box containing this attribute is light red, it signifies that the character is unconscious.
  • Fumble points - Fumble points are earned during play and are tracked here. They may be used to enhance rolls and a function exists to enhance rolls using fumble points, but the fumble points will not automatically be deducted from the total on the sheet so the player must remember to do this whenever a point is used. Similarly, fumble points are not automatically awarded.
  • Current strength, dexterity, intelligence, and spirit - The current values for these attributes are usually the same as their base values. They may be affected by condition and/or conditional status effects such as injury or shock. These attributes are automatically recalculated when there is a change to the base stats, condition, or status effects to the character. The attributes may be manually overridden, but you will have to override them again if an attribute changes that would cause these values to be recalculated.
  • Condition - This value usually changes once per day in-game but may shift due to events during play. In addition to tracking the character's current condition score, the player may choose an attribute to temporarily raise if the current condition score is at or above ten. This bonus is automatically applied. If the box containing this attribute value is light red, it signifies that the character may be unconscious. If this attribute value equals two due to a daily Condition check, the player suffers a conditional status effect that is not automatically applied (see the rulebook for details about this penalty). If this attribute value is reduced to two or less due to an in-game event, the character is knocked unconscious. If the box is dark red, it signifies that the character is dead by standard Ryuutama rules.
    • Characters with the Navigator class assigned to one or both classes have an exception to this rule. The character is eligible for the attribute bonus if their condition is equal to nine (or eight if the character has the Navigator class twice). There is a condition related to the character's beverage consumption in which the character will be unable to gain the benefits of having a high condition score. This mechanic is not included in the character sheet because the mechanics for going without food or water are not included in the character sheet either. If your character has the Navigator class and is ineligible for the bonus despite having a high condition score, then the player should change the chosen attribute to receive the bonus to the blank (empty) selection.
  • Injury, poison, sickness, exhaustion, muddled, and shock - Events throughout play may cause characters to gain points in these conditional status effects. If one or more of these values exceeds the current condition (signified by the box turning red), one or more of the character's current attributes is negatively affected. This penalty is automatically applied.

Checks

This tab contains a list of most of the possible checks explicitly listed in the Ryuutama source book and automatic dice rolling buttons for each one. Below you will find descriptions of how rolls are influenced by a variety of factors and which of these factors can be controlled by the player. All rolls are based on current attribute values (not base attribute values). For example, if a character with a base Strength attribute of d8 and a base Spirit attribute of d6 has a condition of 12 and has assigned the "condition >10" bonus to their Spirit attribute to increase their Spirit to a d8, the condition roll, which is based on Strength and Spirit, will be rolled with 2d8, reflecting the current attribute values for Strength and Spirit.

Optional modifiers

These modifiers can be turned on and off at the player's choosing.

  • Current season - Ryuutama plays out in seasons, so the player has the option of tracking the current season here. This may have mechanical effects if certain conditions are met.
  • Current terrain - If the player selects a terrain from that list, all rolls will be made under the assumption that the selected terrain is the current terrain for purposes of factoring terrain modifiers into checks. Along with the select box there is a checkbox ("Apply terrain bonuses/penalties") that can be used to tell the sheet whether or not to factor the terrain modifiers into rolls. The player may need to select and unselect this checkbox multiple times throughout play since whether terrain modifiers should be applied to any individual check is up to the GM.
  • Current weather - If the player selects a weather type from that list, all rolls will be made under the assumption that the selected weather is the current weather for purposes of factoring weather modifiers into checks. Along with the select box there is a checkbox ("Apply weather bonuses/penalties") that can be used to tell the sheet whether or not to factor the weather modifiers into rolls. The player may need to select and unselect this checkbox multiple times throughout play since whether weather modifiers should be applied to any individual check is up to the GM.
  • Overburden penalties - The number next to this heading is automatically filled with a penalty value equal to the difference between the character's current item capacity and maximum item capacity if the maximum item capacity has been exceeded. A checkbox with the label "Apply overburden penalties" is provided to turn this off. Make sure your GM is alright with this penalty being turned off! There are good reasons for why this penalty would be turned off. For example, a character who is carrying too much may drop items onto the ground before engaging in combat. Rather than removing the items from their list, they can just disable overburden penalties. Another example is if the players decide that one character will track all of the players' items, containers, and animals, resulting in that character being grossly over-capacity. It makes sense to disable overburden penalties in this case.
  • Apply concentration to next roll - A mechanic exists in Ryuutama in which a check can be enhanced by giving up half of a character's current magic points, rounded up, and/or by expending a fumble point. If either or both of the "Use MP" or "Use fumble point" boxes are checked, then the next check will receive a +1 bonus for each box checked which is automatically factored into the check. Characters with the Technical type assigned to one or both Type slots under the Class tab receive an extra +1 applied to checks made with Concentration applied, which is also automatically factored into the check. The maximum bonus that can be achieved is +4 if both boxes are checked and Technical has been chosen for both of the character's types.
    • The sheet does not automatically halve magic points or decrement fumble points when checks are made.
    • If you cannot see the "Use fumble point" checkbox, it is because the "Fumble Points" attribute under the class tab has been assigned a value of 0. This number must be positive in order for this checkbox to appear.
    • Even though accuracy checks are located under the Inventory tab, concentration will be applied to them if one of the boxes to apply the concentration bonus has been checked.

Class Skill Checks

Each class allows a character to make checks unique to that class. If one or two classes are selected under the Class tab, then those checks unique to that or those classes will appear under the Checks tab.

  • Characters with the Farmer class have a unique ability called "Side Job" that allows them to choose any one ability that involves a check from any other class and use that ability at a -1 penalty. If the character has the Farmer class a section will appear under the Checks tab to allow them to fill in the details of that ability, including which attributes to apply to the check related to that ability. The -1 penalty to the check is automatically factored into the check when the roll button is clicked.
  • When a character has chosen the same class for both of their class attributes, then a bonus +1 is applied to all class skill checks. This is automatically factored in when buttons to roll class skill checks are pressed. This can be used to effectively negate the -1 penalty applied to the farmer's aforementioned "Side Job" skill check.

Common Skill Checks

These checks are always visible on the character sheet because they are available to any character regardless of their chosen class(es). All of these checks are potentially influenced by overburden penalties and terrain and weather modifiers, but some have additional static bonuses automatically applied to them when the roll button is clicked depending on the character's chosen species, class(es) and type(s).

  • Minstrel class: +1 to Travel, Direction, and Camp checks
  • Merchant class: +1 to Negotiation checks
  • Farmer class: +1 to Condition checks
  • Navigator class: +2 to Travel checks
  • Technical type: +1 to Initiative checks
  • Koneko Goblin species: +1 to Initiative checks and Condition checks, but only if the current season is set to spring.


The above bonuses apply to each instance of the class or type. For example, if a character has chosen the Merchant class twice, the bonus to Negotiation checks is +2. The exception is the Navigator bonus to travel checks, which increases to +3 if the character has chosen the Navigator class twice. All of these bonuses are automatically factored into the check being rolled when the corresponding roll button is pressed.

Initiative and travel checks can be negatively influenced by armor penalties if the character is wearing armor. These penalties are automatically applied to those checks when their respective roll buttons are pressed. More details about armor penalties can be found under information about the Inventory tab.

Initiative checks have the tracker feature built in to them. If your character is selected when you roll an initiative check, your character will be added to the initiative tracker with an initiative equal to the result of the roll. If your character was already in the initiative tracker, the character's initiative score is changed to the result.

Additional Skill Checks

If the GM calls for a character to roll a check that is not in the list of predefined checks, then fear not! This section can be used to add an unlimited number of additional checks to the character's sheet, provided the player enters the name of the check and the attributes to use when rolling the check into their appropriate input boxes.

Inventory

This tab is used to track a character's inventory, wallet, equipment, and animals. Fields are also found here that are automatically calculated to help the player determine their maximum item and animal capacities before penalties are incurred and the amount of water the character is capable of holding.

Currency

The money that the character is currently carrying in their wallet is recorded here.

Item Capacity

Characters are only capable of carrying so much before they begin to become overburdened. The maximum volume of items the character can carry is automatically calculated as the character's item capacity (also referred to as maximum load). Certain character species, type, and class selections may increase a character's maximum load. These increases are automatically reflected on the character sheet. The current volume of items the character is carrying is automatically calculated as the character's current load. If the current load is greater than the maximum load, the character suffers penalties to all checks made until the load is reduced. It is important to watch this because the character's maximum load is influenced by the character's current Strength attribute. If the character's current Strength has been reduced by adverse effects, the character may also become overburdened!

Equipped Weapon & Armor Capacity

According to the Ryuutama rules, equipped weapons and armor count as size 0 for purposes of determining current item load. Instead, their sizes count against a character's maximum equipment load, which is equal to the character's personal item capacity (container and animal capacity benefits not included). A character's equipment load is tracked against this capacity. If the input box for current equipment load has turned red due to equipping too much or due to a reduction in the character's Strength attribute, the character must immediately unequip weapons and armor to get back under the maximum! By the rules, the character cannot take any actions until they have reduced the amount they have equipped, but this mechanic is not directly enforced on the character sheet.

Water Capacity

The character's maximum water capacity is automatically calculated based on the sum of the capacities of containers that have been marked as being water containers. This is further detailed below in the Containers subsection. The player is free to track the amount of water they are currently carrying relative to the character's maximum water capacity. In Ryuutama, a character suffers penalties for going without water. These penalties are not automatically applied anywhere on the character sheet. The player will need to apply this penalty using the "Special modifiers" box next to each check under the Checks tab.

Animal Capacity

The character's animal capacity is automatically calculated based on the character's class. All characters can bring one animal on their adventure without any negative consequences, but characters with certain classes are able to bring along extra animals. The character sheet does not represent the negative consequences of bringing more animals than the character can take care of for free because the character sheet does not contain representation for feeding or watering animals. The player will need to keep track of this in their personal notes or otherwise on their own.

Weapons

This is a repeating section that allows a player to record details about weapons equipped by their character. Below are descriptions of the fields used to record these details.

  • Classification - Every weapon falls under one of six classifications. Characters can use any weapon, even weapons they have not mastered, but by the Ryuutama rules a reduction of health points occurs whenever an accuracy check is made using a weapon that a character has not mastered. This health point reduction is not automatically applied when the accuracy roll button is pressed. If a character has a weapon mastered and then doubly or triply mastered due to the Weapon Grace class skill, a static +1 or +2 modifier respectively is automatically applied to accuracy checks made by clicking the roll button.
  • Name - The specific name of the weapon. This will appear in the chat window when the accuracy and damage roll buttons are pressed in order for the GM and other players to identify the weapon the character attacked with.
  • Effect - If there are any details about the weapon that a player wishes to record, such as the weapon giving a +1 bonus against weasels while it is snowing outside, those details should be recorded here. Note that special weapon effects are not automatically applied anywhere on the character sheet. The "Special Modifiers" input boxes under the Checks tab are ideal locations for the player to record special equipment effects so that they will be applied to rolls.
  • Durability - Current and maximum weapon durability is recorded here.
  • Size - Size of the weapon. This adds to the character's current equipped weapon & armor load.
  • Accuracy - If the player selects which attributes are used to make accuracy checks with the weapon, then the roll button may be used to roll an accuracy check and display the result in the chat window. The number input box is used to include any additional static modifiers to the roll. Modifiers from the "Noble Grace" class skill and overburden penalties, if the player has indicated they should be applied to rolls, are automatically applied without player input.
  • Damage - If the player selects which attribute is used to make damage checks with the weapon, then the roll button may be used to roll a damage check and display the result in the chat window. The number input box is used to include any additional static modifiers to the roll. Modifiers from the Attack type and overburden penalties, if the player has indicated they should be applied to rolls, are automatically applied without player input.

Shields & Armor

This is a repeating section under which a player may record information about armor and shields the character currently has equipped. The player can record the individual equipment's name and beneficial effects, its current and maximum durability, its size, its defense points, and the penalty applied to Initiative and Travel checks while the armor is equipped. The sum of the penalties from equipped shields and armor is automatically subtracted from the results of these checks. The size of the armor or shield adds to the character's current equipped weapon & armor load.

Traveler's Outfit

This is a repeating section under which a player may record information about clothes the character is currently wearing. The player can record the individual equipment's name and beneficial effects.

Items

This is a repeating section for detailing the items that the character is carrying, not including currently equipped items.

  • Name - the name that can be used to identify the item.
  • Effect - any special effects the item has, what the item is used for, or other notes about the item.
  • Size - the size of the item. This multiplied by the value of "Ct" is added to the character's current load.
  • Ct - the number of instances of the item the character is carrying.

Containers

Containers are items that are in many cases able to increase a character's item capacity by more than the item's actual size, resulting in a net gain in item capacity. Some containers are meant for carrying water instead of increasing item capacity, and some items can perform either function. This is a repeating section, so any number of containers may be added to the character sheet.

  • Name - a name by which the container can be identified.
  • Effect - any special abilities the container has, what the container is carrying, or other notes about the container.
  • Size - The size of the container. This is added to the character's current load.
  • Capacity - The capacity of the container. This is added to the character's maximum load. Next to this input is a checkbox indicating that the item is carrying water. If this is checked, then the capacity is added to the character's maximum water capacity instead of the character's maximum item capacity.

Animals

This is a repeating section used to detail the animals that your character is bringing with them on their journey.

  • Name - The name used to identify the animal.
  • Effect - Abilities that the animal has, what the animal is used for, or other general notes about the animal.
  • Capacity - If the animal is a pack animal, enter a number into this field and it will be added to the character's maximum carrying capacity.

Supplemental API Scripts

These API scripts are meant to supplement the Ryuutama character sheet. See their individual wiki pages for details about their functions.

Resources