Ryuutama character Sheet
From Roll20 Wiki
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.
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
Description
Class
Description
- Class -
- Type -
- Mastered weapons -
- Abilities -
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.
- 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 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.
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
Description
Additional Skill Checks
Description
Inventory
Description
Weapons
This is a repeating section.
- Classification -
- Name -
- Effect -
- Durability -
- Accuracy -
- Damage -
Shields & Armor
This is a repeating section.
- Name -
- Effect -
- Durability -
- Defense points -
- Penalty -
Traveler's Outfit
This is a repeating section.
Currency
Description
Item, Water, and Animal Capacity
Description
Items
This is a repeating section.
- Name -
- Effect -
- Size -
- Ct -
Containers
This is a repeating section.
- Name -
- Effect -
- Size -
- Capacity -
Animals
This is a repeating section.
- Name -
- Effect -
- Capacity -
Supplemental API Scripts
This is about a Roll20 feature exclusive to Pro-subscribers (and often to players in a Game created by a Pro-subscriber). If you'd like to use this feature, consider upgrading your account. |
These API scripts are meant to supplement the Ryuutama character sheet. See their individual wiki pages for details about their functions.
Resources
Official Website
Original Official Japanese Website
Character Sheets and other Resources
Character Creation Tutorial Video
Purchase the Source Book PDF
Purchase the Physical Source Book + PDF