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Heroes Unlimited 2E

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Revision as of 15:08, 12 July 2020 by Kraynic (Talk | contribs)

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This sheet is currently intended for release on July 21, '20. If you are looking at this page before then, the sheet isn't available yet, and this page is likely still under construction!



This sheet began as a request in the Character Sheet Request thread on the forums. The colors of the sheet were selected in an attempt at making a sheet that sort of reflected the white, blue, red, and gold of the rule book cover without looking like someone randomly threw crayons at it. Heroes Unlimited was the "everything and the kitchen sink" Palladium system game before Rifts came along, so there are a lot of tabs, entry fields, and roll buttons. One thing to note is that all "parchment" colored entry fields are able to be edited, while light blue-gray fields are "readonly" for use by sheetworker scripts.

Character (main) tab

Above the stat blocks, the first 2 rows of entry fields allow you to enter a public name (hero name) and a private name (real name), a place for the Occupational Character Class, character level, and experience points. But just above those are 2 toggle switches. The first changes which name shows up in the header of rolls made from the sheet. The second selects whether the rolls are made publicly (seen by everyone), or whispered direct to the GM. These toggles affect the rolls made by all buttons on the sheet. How to incorporate them into custom macros will be addressed later.

Stat Scores

Your 8 stat scores are recorded here. The first entry field is where you enter all your stats, because those are the fields tied to all the auto-calculated derivative stats. The second is intended to keep track of a stat if you end up with an injury or affect that would temporarily raise or lower a stat. You would enter the original value in the second field (assuming you can eventually return to that value), and alter the first field with the current value. While some derived stats are on this main tab, some are displayed later in sections more closely tied to them. For example, the I.Q. bonus is displayed on the skills tab.

Derived Stats

These stats are all derived from your 8 stat scores. These are mostly self explanatory, but the lift and carry are (by default) set to scale with normal human strength. If your character has extraordinary, superhuman, or supernatural strength, see the Configuration tab to change how lift and carry are calculated.

Resources & Rolls

Hit Points, (character) S.D.C., Armor Rating, and Armor S.D.C should all be self explanatory. The Trust/Intimidate and Charm/Impress values are auto-calculated from Mental Affinity and Physical Beauty scores. Perception is a straight d20 roll that also prints out the suggested base target numbers for perception from Rifts. If you allow the use of I.Q. or M.E. bonuses in perception rolls, you can add them as @{iq} and/or @{me} in the bonus field. Initiative adds 80 to the d20 roll for initiative to accommodate having an entry for each attack/action per turn for each character in the initiative tracker. At least you don't get into negative initiative numbers until after 5 attacks/actions this way. Initiative will also pull in bonuses from exceptionally high Physical Prowess along with any Hand to Hand Combat bonuses.

Casting Stats

Everything here is for psionics, spells, or other magical arts. Obviously, some of these stats are just for tracking casting resources like Inner Strength Points. Psion, Caster, Ward, and Circle levels can all be used in setting up macros to generate damage, range, etc. Any spells rolled will automatically generate the saving throw target, which will include spell strength if the caster has that bonus. While the sheet doesn't have built in sections for wards and circles, the ward and circle strength entries can be used the same way to print out what is needed to save for an effect from that particular magic user.

Additional Movement

This is where to store any info on leaping ability and movement related abilities for quick reference. If your character has a way to fly, can swim really fast, or whatever movement other than their normal speed stat, enter it/them here. This section does not auto-calculate, but if you need that, just temporarily change your speed stat to get the numbers to enter here.

Combat Maneuvers

The first thing of note is the Hand to Hand Skill Toggle. There are (at the time of this writing anyway) places to enter 2 different Hand to Hand Skills on the Combat tab. This toggle switches between them. Not only for the combat maneuvers here, but this also affects initiative bonus, and the bonuses used by the melee combat rolls (strike, parry, and damage). The various maneuvers will pull in values from Physical Prowess and Hand to Hand Combat skills as needed (except autododge, which is a straight roll). You can add bonuses in the bonus field next to the button including attribute calls for weapon proficiencie stats if you will always be using a weapon for a certain maneuver (like entangle). How those attributes are written will be detailed later. The checkbox will open a notes field that uses the description part of the roll template. It will accept line breaks, inline rolls, and pretty much anything you may need to detail.

Melee Attacks

The temporary bonus fields will apply to all rolls made from this section. They are intended for short term bonuses or penalties. When you create an entry in this section, you check the box after the damage field to open up the fields for strike, parry, and notes. You can add in attribute calls for weapon proficiency bonuses as needed for strike and parry. The notes entry will take line breaks, inline rolls, and pretty much anything you need for attack/damage notes. All rolls here will pull in bonuses from the Hand to Hand skill selected in the toggle mentioned above. Strike and parry rolls will also pull in P.P. bonuses, while damage will add in any bonus for high P.S.. The strike button will display your character name, followed by the weapon/attack name as a subtitle, then the strike roll, the damage roll, and finally the notes section at the end. The damage roll will display all that except for a strike roll, since this was intended for dealing damage to a wall, door, or any other situation where the strike roll isn't needed. The parry roll does not display the notes section.

Ranged Attacks

As with the melee section, the temporary bonuses at the top will affect all rolls made in this section. When you create an entry in this section, check the box after the ammo field to expose the strike bonus and notes fields. The crit field is there to enable you to change the critical strike threshold if needed. If you somehow can crit with a ranged weapon on an 18 (like the Fantasy 1E longbowman), then you would change the 20 to an 18. The aim selection will fill in the bonus (or penalty) for the type of shooting you are doing. The spray option enters a -6 penalty for the primary target of the spray attack. When you expand the list, you can see what each one is on mouseover of each option. The default is Wild (no bonuses/penalties). The strike bonus and notes fields behave similar to the same fields from Melee. If you are entering thrown attacks in this section, you may wish to add the bonus for high Physical Prowess to strike. That attribute call will be detailed later.

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