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Difference between revisions of "Palladium Fantasy 1E"

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== Origin ==
 
== Origin ==
 
This sheet started out as an edited version of the Palladium Megaverse sheet. Over time, it became something very different, borrowing elements from other sheets and gaining features based on comments and help from other sheet and script authors.  This is still a fairly simple and utilitarian sheet, but hopefully will meet the needs of anyone who is running this system.
 
This sheet started out as an edited version of the Palladium Megaverse sheet. Over time, it became something very different, borrowing elements from other sheets and gaining features based on comments and help from other sheet and script authors.  This is still a fairly simple and utilitarian sheet, but hopefully will meet the needs of anyone who is running this system.
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* {{fpl|10623736/ Palladium Fantasy 1E sheet upcoming change}} Jan 2022
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[[File:Palladium-Fantasy-1E-tab1.png|thumb|right|500px]]
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See Also: [[Palladium Fantasy 2E]]
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__TOC__
  
 
== Roll Template ==
 
== Roll Template ==
* The roll template is based on one written by Jakob here on the forums.  I have 2 versions of the template which are called by &{template:custom} and &{template:menu}.  
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* The roll template is based on one written by Jakob here on the forums.  I have 3 versions of the template which are called by &{template:custom}, &{template:spells} and &{template:menu}.  
 
* You can specify a color for the header and border of the template by using <nowiki>{{color=desired color}}</nowiki>.  The colors available are black, brown, blue, red, grey, yellow, green, teal, orange, pine, ice, violet, sun, and wine. The reason for that many color options is to be able to use different colors for different types of magic or abilities.
 
* You can specify a color for the header and border of the template by using <nowiki>{{color=desired color}}</nowiki>.  The colors available are black, brown, blue, red, grey, yellow, green, teal, orange, pine, ice, violet, sun, and wine. The reason for that many color options is to be able to use different colors for different types of magic or abilities.
 
* The sheet uses black through green on that list for various types of rolls.
 
* The sheet uses black through green on that list for various types of rolls.
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==== Example Macro Structure ====
 
==== Example Macro Structure ====
<pre>&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes that might be useful.}}</pre>
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<code><nowiki>&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes that might be useful.}}</nowiki></code>
  
 
==== Example Macro Structure With Whisper Option ====
 
==== Example Macro Structure With Whisper Option ====
<pre>@{whispertoggle}&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes.}}</pre>
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<code><nowiki>@{whispertoggle}&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes.}}</nowiki></code>
 
* Note that there is no space before the "&" symbol.
 
* Note that there is no space before the "&" symbol.
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====Spells Template====
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The spell template formats all rolls in the psionic, spell, ward, and circle sections of the sheet. It has all the behavior of the "custom" template, plus some additions. It extends the subheader if there are values for the following labels after subtitle in 2 columns:
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*ispcost (displays as: I.S.P. Cost: # )
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*range (displays as: Range: # Text )
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*preptime (displays as: Prep Time: # Text )
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*duration (displays as: Duration: # Text )
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*spellstrength (displays as: Strength: # ) can be used for ward/circle strength as well
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*spellsave (displays as: Save: # )
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If used, the next 2 are displayed below the header in black text:
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*strike
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*damage
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The tag spellstrength is intended for creating a custom macro where you just want spell strength instead of a totaled saving throw target number (this is used in circle roll button macros for circle strength). If any of these are listed in a macro, but the attribute is blank, the roll template will hide that element.
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A test roll might look like this: <br>
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<code><nowiki>&{template:spells} {{color=wine}} {{title=Test Name}} {{subtitle=Test Subtitle}} {{ispcost= 15}}} {{range=120 ft.}} {{duration=[[1d6]] Hours}} {{spellsave=12}} {{strike=[[1d20+4]]}} {{damage=[[5d6]]}} {{desc=Test description here.}}</nowiki></code><br>
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If you don't have a value for one of the 4 subheader values, attack, or damage, leave it out (or leave nothing right after the "=") and that part won't display in chat.
  
 
== Auto Calculated Stat Bonuses ==
 
== Auto Calculated Stat Bonuses ==
* I.Q. bonuses are auto calculated and displayed at the top of the Skills tab. Any bonus is subtracted from the percentile roll in the OCC, Elective, and Secondary skill sections.
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* I.Q. bonuses are auto calculated and displayed at the top of the Skills tab. Any bonus is factored into the total success chance in the OCC, Elective, and Secondary skill sections.
 
* M.A. bonus to trust and intimidate is autocalculated and displayed in the gold section below the stats.
 
* M.A. bonus to trust and intimidate is autocalculated and displayed in the gold section below the stats.
 
* P.S. bonus to damage is autocalulated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in any damage roll from the melee attack section of the Basic tab.
 
* P.S. bonus to damage is autocalulated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in any damage roll from the melee attack section of the Basic tab.
* P.P. bonuses to parry and dodge are autocalculated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in rolling Dodge in the light blue section of the Basic tab, or rolling parry in the Melee Attacks section of the basic tab.
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* P.P. bonuses to strike, parry and dodge are autocalculated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in rolling Dodge in the light blue section of the Basic tab, or rolling strike or parry in the Melee Attacks section of the basic tab.
 
* P.B. bonuses to charm and impress are autocalculated and displayed in the gold section under the stats.
 
* P.B. bonuses to charm and impress are autocalculated and displayed in the gold section under the stats.
 
* Spd. is autocalculated to rough miles per hour and displayed in the gold section below the stats. It also calculates movement per action in case people are using that 2E mechanic.
 
* Spd. is autocalculated to rough miles per hour and displayed in the gold section below the stats. It also calculates movement per action in case people are using that 2E mechanic.
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== Stat Rolls/Checks ==
 
== Stat Rolls/Checks ==
 
* The stat roll buttons will roll both a d20 and a d100, since I have heard of people using both for a straight attribute check or as a substitute skill roll.
 
* The stat roll buttons will roll both a d20 and a d100, since I have heard of people using both for a straight attribute check or as a substitute skill roll.
* Perception did not exist in 1E, and I totally admit the perception button is totally my creationThat button rolls a d20, and displays the average rounded down of the character's I.Q. and M.E. statsUse it or ignore it as you see fit.
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* Perception did not exist in 1E.  This sheet started out with a homebrew version of perception based on a combination of IQ and ME.  It has now been updated to use the Rifts method of perception.  It uses a plain d20 roll and will output the 4 difficulty thresholds for success.  If you want to use stat bonuses for IQ or ME, you would enter <code>@{iq_bonus}</code>, <code>@{me_psionic}</code> (to use the psionic resistance bonus), or <code>@{me_insanity}</code> (to use the insanity resistance bonus). Of course you can add more than one of those with a "+" sign in between themIf you want to use an average of the bonuses, you could enter something like this: <code><nowiki>[[floor((@{iq_bonus}+@{me_psionic})/2)]]</nowiki></code> (to round down) or <code><nowiki>[[ceil((@{iq_bonus}+@{me_psionic})/2)]]</nowiki></code> (to round up).
  
 
== Colored Sections of the Statistics Tab ==
 
== Colored Sections of the Statistics Tab ==
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* The tomato paste red section contains various resources related to psionics, healing, and the various magics.
 
* The tomato paste red section contains various resources related to psionics, healing, and the various magics.
 
* The Dodge roll will  include any mounted dodge bonus from the hand to hand combat skill section if you have the mounted toggle selected in the melee attack section.
 
* The Dodge roll will  include any mounted dodge bonus from the hand to hand combat skill section if you have the mounted toggle selected in the melee attack section.
* I should mention that the built in initiative roll adds 80 to the d20 roll.  This is due to the way combat works in Palladium with first actions being all resolved before second actions, then third, etc.  If the api is available in your game, I recommend a script for adding the extra entries to the turn tracker near the end of this post.
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* I should mention that the built in initiative roll adds 80 to the d20 roll.  This is due to the way combat works in Palladium with first actions being all resolved before second actions, then third, etc.  If the api is available in your game, I recommend a script for adding the extra entries to the turn tracker near the end of this post. If you don't have access to the api (for use of the scripts I mention later), you might want to make a global macro that players can make use of when they are done with their current action, but have more actions to come.  The following macro could be added as a global macro, set as a token action, and made available to all players so they could reduce their initiative by 20.  Once a character (PC or NPC) is out of turns, then this macro wouldn't be used.  Any character that has run out of turns would have an intiative 20 higher than everyone else and easy to see that it needs removed from the tracker.
* I started out with all basic character information on this tab.  Since this made a much more cluttered sheet, I created a "Social" tab and moved many character specific fields there.  This allowed for text fields instead of just short lines for things like family background, hostilities, etc. [https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Palladium%20Fantasy%201E/sheet_tab2.png Social Tab]
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<code><nowiki>&{template:custom} {{color=grey}} {{title=**@{selected|token_name}**}} {{subtitle=ends this turn}} {{desc=Initiative has been reduced by [[20 &{tracker:-}]]}}</nowiki></code>
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* I started out with all basic character information on this tab.  Since this made a much more cluttered sheet, I created a "Social" tab and moved many character specific fields there.  This allowed for text fields instead of just short lines for things like family background, hostilities, etc. I make use of the social tab to hold info on enemies as well, and use a macro I call "Overview" to pull up notes on PCs or NPCs as needed: <code><nowiki>/w gm &{template:custom} {{color=grey}} {{title=**@{selected|character_name}**}} {{subtitle=@{selected|character_gender} @{selected|character_race} @{selected|occ} @{selected|level}}} {{desc=**Alignment:**  @{selected|alignment}
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**Size:**  @{selected|character_height}, @{selected|character_weight}
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**Native Languages:**  @{selected|character_languages}
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**Family Origin**
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@{selected|character_familyorigin}
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**Natural Abilities**
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@{selected|character_natural}
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**Disposition**
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@{selected|character_disposition}
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**Hostilities**
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@{selected|character_hostility}
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**Insanity**
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@{selected|character_insanity}
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**Class Notes**
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@{selected|character_classnotes}}}</nowiki></code> [https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Palladium%20Fantasy%201E/sheet_tab2.png Social Tab]
  
 
== Extra Movement ==
 
== Extra Movement ==
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* The parry roll will automatically include the bonuses from the hand to hand combat skill section.  As with strike, you need to manually add W.P. or weapon specific bonuses.
 
* The parry roll will automatically include the bonuses from the hand to hand combat skill section.  As with strike, you need to manually add W.P. or weapon specific bonuses.
 
* The damage roll will pull in the P.S. and hand to hand damage bonuses.  You just need to enter your dice and any weapon specific modifiers.
 
* The damage roll will pull in the P.S. and hand to hand damage bonuses.  You just need to enter your dice and any weapon specific modifiers.
* The notes section will not display in chat if left empty.  It uses the description section of the template.  One use of it is as a reminder for men of arms that can stun with their attacks.  "Stun for [[1d6]] melees on an 18 or above." would display that message below the attack and damage and resolve the d6 roll.  
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* The notes section will not display in chat if left empty.  It uses the description section of the template.  One use of it is as a reminder for men of arms that can stun with their attacks.  <code><nowiki>Stun for [[1d6]] melees on an 18 or above.</nowiki></code> Entering that in notes would display that message below the attack and damage and resolve the d6 roll.
  
 
== Ranged and Spell Attacks ==
 
== Ranged and Spell Attacks ==
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* I have found this a useful section to have for spells and wards that have recurring damage.  It is also nice for abilities with an attack roll and single target like Mental Bolt of Force or Ball Lightning.
 
* I have found this a useful section to have for spells and wards that have recurring damage.  It is also nice for abilities with an attack roll and single target like Mental Bolt of Force or Ball Lightning.
 
* There is an ammo counter box for bolts, arrows, etc.  I use a script in my games to help players to remove ammunition as it is used.  Since shots are generally taken one at a time in Palladium, I generally set it up to subtract one per presss.  The command I use for Ammo (labeled Arrows in my example) is as follows for a bow attack on the first line of the section:
 
* There is an ammo counter box for bolts, arrows, etc.  I use a script in my games to help players to remove ammunition as it is used.  Since shots are generally taken one at a time in Palladium, I generally set it up to subtract one per presss.  The command I use for Ammo (labeled Arrows in my example) is as follows for a bow attack on the first line of the section:
<pre>!wammo @{selected|character_id} repeating_rangedattacks_$0_ammunition -1 arrow</pre>
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<code><nowiki>!wammo @{selected|character_id} repeating_rangedattacks_$0_ammunition -1 arrow</nowiki></code>
* To make it easier for players to access this, I create a chat button in the notes section of the attack.  The following code in the note section of the ranged attack leaves a blue clickable button "Subtract Arrows" that will subtract 1 arrow per press by executing the script command above. Gwendolyn is the name of the character, and it seems to work most reliably with the character name specified like so:
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* To make it easier for players to access this, I create a chat button in the notes section of the attack.  The following code in the note section of the ranged attack leaves a blue clickable button "Subtract Arrows" that will subtract 1 arrow per press by executing the script command above. Gwendolyn is the name of the character, Arrows is the name of the Ability Macro, and it seems to work most reliably with the character name specified like so:
<pre>[Subtract Arrows](~Gwendolyn|Arrows)</pre>
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<code><nowiki>[Subtract Arrows](~Gwendolyn|Arrows)</nowiki></code>
  
 
== Equipment Tab ==
 
== Equipment Tab ==
[https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Palladium%20Fantasy%201E/sheet_tab5.png Equipment Tab]
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[[File:Palladium-Fantasy-1E-Equipment-tab.png|thumb|right|450px]]
* This tab of the sheet has 5 repeating sections: Weapons, Armor, Gear, Consumables, and Wealth.
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* This tab of the sheet has 5 repeating sections: '''Weapons''', '''Armor''', '''Gear''', '''Consumables''', and '''Wealth'''.
 
* Weight is calculated if you input the weights in the different sections with the total displayed at the top.
 
* Weight is calculated if you input the weights in the different sections with the total displayed at the top.
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== Skill Rolls ==
 
== Skill Rolls ==
[https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Palladium%20Fantasy%201E/sheet_tab3.png Skills Tab]
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[[File:Palladium-Fantasy-1E-Skills-tab.png|thumb|right|450px]]
* As mentioned earlier, if there is an I.Q. skill bonus, it will be deducted from the percentile roll.  The template will display the character name as the title, the skill name as the subtitle, the skill roll, and then the skill target number.
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* As mentioned earlier, if there is an I.Q. skill bonus, factored into the total success chance of all skills except in the mystic section.  The temporary bonus is subtracted from or added success chance in the same manner.  There is a bonus field by each skill that can be used for bonuses or penalties specific to that skill (poor or missing tools, benefits of research for a certain job, etc.).  The template will display the character name as the title, the skill name as the subtitle, the skill d100 roll, and then the skill target number which will be the sum of Rating, IQ Bonus, Temporary Bonus and the Bonus fields.
 
* Notes will display if filled in, and I find this a good place to put descriptions of the skill for those that are new, or to remind me of certain things like how often to have people roll when climbing, or how much damage is incurred in a fall.
 
* Notes will display if filled in, and I find this a good place to put descriptions of the skill for those that are new, or to remind me of certain things like how often to have people roll when climbing, or how much damage is incurred in a fall.
* I left the I.Q. bonus out of the Mystic skill section.  I intended this section for class abilities like Sense Evil, Druid Empathy, Deduce Circle Function, and such like.  For myself, I can see I.Q. affecting some of the skills, but not all.  Therefore I leave it up to you to include in those abilities or not.
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* I left the I.Q. and Temporary bonuses out of the Mystic skill section.  I intended this section for class abilities like Sense Evil, Druid Empathy, Deduce Circle Function, and such like.  For myself, I can see I.Q. affecting some of the skills, but not all.  Therefore I leave it up to you to include in those abilities or not. They can be included as part of the base Rating, or entered in the Bonus field for that skill.
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*On Jan. 25, 2022, there was an update to this tab which added the Rating and individual Bonus fields.  If you are returning to a game or character that was created before that, you will find that all your Total fields are blank, which results in the roll template having blank output for success chance.  Simply change the Temporary bonus at the top of the sheet to trigger all skills to be updated.  Then you can change the temp bonus back to whatever it was before.
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==Spells tab==
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There is a repeating section for each spell level.  Each one can be collapsed by unchecking the box by the repeating section label.  Make use of those to cut down on scrolling.
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 +
====Spell Input====
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Some spells have options and info that others don't.  If there isn't a field to input the information needed, you can always set it up in the description/notes area.
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 +
====Spell Display====
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Spells use the spells template, and most of the fields will only display in chat if there is something in the field.  Blank fields are not displayed.  The only field that will show up on any spell roll is a small subheader for the saving throw for the spell.  This will use 12 as the base and add in spell strength from the Character tab, if any.
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No fields here are set up to pull values from anywhere else, so all info will need to be input.  Calculations will need to be entered as an inline roll. For example, some entries for Fire Bolt might look like this:
 +
Attack entry:  <code><nowiki>[[1d20+4]]</nowiki></code>
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Damage entry: <code><nowiki>[[5d6]] S.D.C.</nowiki></code>
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Duration entry: <code><nowiki>Instant</nowiki></code>
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Range entry: <code><nowiki>[[100+(@{caster_level}*5)]] ft.</nowiki></code>
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 +
==Psionics tab==
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There is a repeating section for the various levels of psionic ability. Each one can be collapsed by unchecking the box by the repeating section label.  Make use of those to cut down on scrolling.
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 +
====Psionic Input====
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Some psionic abilities have options and info that others don't.  If there isn't a field to input the information needed, you can always set it up in the description/notes area.
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 +
====Psionic Display====
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Psionic abilities use the spells template, and fields will only display in chat if there is something in the field.  Blank fields are not displayed.
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 +
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs for Increased Healing might look like this:
 +
Range: <code><nowiki>Touch (3 ft.)</nowiki></code>
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Prep Time: <code><nowiki>[[1d6]] Hours</nowiki></code>
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Duration: <code><nowiki>[[2d4]] Days</nowiki></code>
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 +
==Healer Tab==
 +
The Healer tab is very similar to the Psionics tab.  The entry fields on the repeating sections are set up the same way.  As with other tabs holding abilities arranged by level, there is a repeating section for each of the 3 levels of healing abilities, which can be shown or hidden by use of the arrow by the level label.
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 +
==Wards tab==
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This is one single repeating section, intended for ready to use "ward arsenal" inventory.
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 +
====Ward Input====
 +
Some wards will use fields that others don't.  If there isn't a field for something, then put it in the description/notes area.
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 +
====Ward Display====
 +
Ward abilities use the spells template, and fields will only display in chat if there is something in the field.  Blank fields are not displayed.
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 +
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this:
 +
Range: <code><nowiki>[[10*@{ward_level}]] ft. Radius</nowiki></code>
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Duration: <code><nowiki>@{ward_level} Melees</nowiki></code>
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Damage: <code><nowiki>[[@{ward_level}d6]]</nowiki></code>
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 +
==Circles tab==
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This is divided into the 3 categories of circles: protection, summoning, and power.  Each one can be collapsed by unchecking the box by the repeating section label.  Make use of those to cut down on scrolling.
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 +
====Circle Input====
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Some circles will use fields that others don't.  If there isn't a field for something, then put it in the description/notes area.
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====Circle Display====
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Ward abilities use the spells template, and fields will only display in chat if there is something in the field.  Blank fields are not displayed.
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 +
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this:
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Duration: <code><nowiki>@{circle_level} Melees</nowiki></code>
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Prep Time: <code><nowiki>[[60+5d6]] Min.</nowiki></code>
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Damage: <code><nowiki>[[@{circle_level}d6]]</nowiki></code>
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 +
==Structures tab==
 +
All of the attributes in this section are static, so you can link them to tokens to keep track of damage to various portions of a ship, or damage to walls or structures.  It is set up this way partly so that you can either keep track of a personal ship/keep for a PC, but also just use a separate sheet for enemy ships or buildings that the PCs attack (or defend).
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 +
====Ship Attributes====
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These attributes were based on the different ship parts referenced in the High Seas book.  Some of these are for a specific item like the masts or rudder, while others are only for a certain length of a piece like the hull or keel.
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@{ship_name}
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@{ship_type}
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@{shiplength}
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@{shipwidth}
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@{ship_details}
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@{foremastsdc}
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@{mainmastsdc}
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@{mizzenmastsdc}
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@{jiggermastsdc}
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@{mainsailsdc}
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@{smallsailsdc}
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@{ruddersdc}
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@{hullsdc}
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@{keelsdc}
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@{foreshipsdc}
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@{midshipsdc}
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@{rearshipsdc}
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@{ruddersdc}
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 +
====Structure Attributes====
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The reason wall ratings are an input is in case people are using the rating system from Palladium's Compendium of Weapons, Armour, and Castles.  The rating and sdc entries use the exact same attribute names, except for ending with either rating or sdc. Once you know one, the other is obvious.
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@{structure_name}
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@{structure_type}
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@{structure_material}
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@{structure_dimensions}
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@{structure_details}
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@{wall1rating}, @{wall1sdc}
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@{wall2rating}
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@{wall3rating}
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@{wall4rating}
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@{door1rating}
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@{door2rating}
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@{misc1rating}
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@{misc2rating}
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 +
====Attack Rolls====
 +
The attack rolls in both sections will take the ship or structure name for the title and the attack name as the subtitle.  You will need to set up the attack and damage calculations as inline rolls, since arrow volleys are done by determining how many hit, while siege weapon attacks usually use a d20 roll.  Any attack that is very complicated may need to be set up in the notes section.
 +
The roll buttons can be called with:
 +
%{repeating_shipattacks_$0_shipattack}
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%{repeating_structureattacks_$0_structureattack}
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 +
==Configuration tab==
 +
The configuration tab is accessed through the crossed hammer and wrench icon towards the right end of the tab header.
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 +
====Show/Hide Tabs====
 +
Unless your character is very unusual, you will not need a number of these tabs.  You can turn off and on the visibility of the Spells, Psionics, Healer, Wards, Circles, and Structures tabs.
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 +
====Roll Template Colors====
 +
There are several template color schemes built into the sheet.  This section allows you to change the color scheme used for psionics, spells, wards, and circles.  There is also an entry for Healer, because I use that for macros for Priest and Shaman prayers as well as Healer abilities to differentiate them from spells.  The active button shows the color scheme (text and background color) that the roll template will use for the header (title, subtitle, and resources).
  
 
== Notable Attributes for Macro Usage ==
 
== Notable Attributes for Macro Usage ==
Line 133: Line 322:
  
 
== Release Notes ==
 
== Release Notes ==
This section has all the changes made.  Well, all those made since I realized it might not be bad to have this on the sheet for people to see.  It also includes one solitary roll button at the end.  That will spit out clickable links in chat that take people to this wiki page or the github page (with the Readme showing) for this sheet.
+
This section has all the changes made.  Well, all those made since I realized it might not be bad to have this on the sheet for people to see.  It also includes one solitary roll button at the end.  That will spit out a clickable link in chat that take people to this wiki page.
  
 
== API ==
 
== API ==
 
If you have access to the API, I highly recommend the use of the following 2 scripts:
 
If you have access to the API, I highly recommend the use of the following 2 scripts:
* [https://app.roll20.net/forum/permalink/7474530/ Universal Chat Menus] which can will allow you to create a set of menus for just about everything on the sheet.  I have used it so that all my players have 4 menus: saving throw, combat, skills, stats.  An example of me using the skill, save, and combat menus can be found [https://app.roll20.net/forum/permalink/7480610/ later in that same thread].
+
===Universal Chat Menus===
* [https://app.roll20.net/forum/permalink/6817748/ Initiative Duplicator] which allows you to add multiple turns for the same token (subtracting 20 from the initial initiative roll for each successive entry) and resorts the tracker each time.
+
[https://app.roll20.net/forum/permalink/7474530/ Universal Chat Menus] which can will allow you to create a set of menus for just about everything on the sheet.  I have used it so that all my players have 4 menus: saving throw, combat, skills, stats.  An example of me using the skill, save, and combat menus can be found [https://app.roll20.net/forum/permalink/7480610/ later in that same thread].
  
==== Skill Menu API Call ====
+
These Universal Chat Menu api/macro calls work at the time of this posting, but are subject to change with Roll20 changes or changes to that script!
Since I can't seem to get this api call to play nice with formatting here, it can be viewed in the Readme on github [https://github.com/Roll20/roll20-character-sheets/tree/master/Palladium%20Fantasy%201E found here].
+
====Combat Menu====
 +
<code><nowiki>!chatmenu @{selected|character_id} {template:menu} {{color=blue}} {{title=**@{selected|character_name}**}}{{subtitle=**Combat Action List**}} {{desc=CHATMENU}} --title:Melee Strike --separator: ~ : --repeating_meleeattacks|weapon_attack|meleeattack --title:Melee Parry --repeating_meleeattacks|weapon_attack|meleeparry --title:Ranged Strike --repeating_rangedattacks|weapon_attack|rangedattack --title:Dodge --Dodge</nowiki></code>
  
 +
====Skill Menu====
 +
<code><nowiki>!chatmenu @{selected|character_id} {template:menu} {{color=green}} {{title=**@{selected|character_name}**}}{{subtitle=**Complete Skill List**}} {{desc=CHATMENU}} --title:OCC Skills --separator: ~ : --repeating_skillocc|skill_name|occskill --title:Elective Skills --repeating_skillelective|skill_name|electiveskill --title:Secondary Skills --repeating_skillsecondary|skill_name|secondaryskill --title:Mystic Skills --repeating_skillmystic|skill_name|mysticskill</nowiki></code>
 +
 +
====Saves Menu====
 +
<code><nowiki>!chatmenu @{selected|character_id} {template:menu} {{color=brown}} {{title=**@{selected|character_name}**}}{{subtitle=**Saving Throw List**}} {{desc=CHATMENU}} --title:Magic Saves --separator: ~ : --Circles,circlesave|Fumes,fumesave|Spells,spellsave|Wards,wardsave|Soul Stealing,soulsave --title:Mental Saves --Psionics,psionicsave|Insanity,insanitysave|Horror Factor,horrorsave --title:Physical Saves --Poison,poisonsave|Coma Death,deathsave</nowiki></code>
 +
 +
====Stats Menu====
 +
<code><nowiki>!chatmenu @{selected|character_id} {template:menu} {{color=black}} {{title=**@{selected|character_name}**}}{{subtitle=**Utility Roll List**}} {{desc=CHATMENU}} --title:Attribute Checks --separator: ~ : --I.Q.(@{selected|iq}),iq_check|M.E.(@{selected|me}),me_check|M.A.(@{selected|ma}),ma_check|P.S.(@{selected|ps}),ps_check|P.P.(@{selected|pp}),pp_check|P.E.(@{selected|pe}),pe_check|P.B.(@{selected|pb}),pb_check|Spd(@{selected|spd}),spd_check --title:Perception --Perception,perception --title:Social Influence --Trust or Intimidate (@{selected|invoke_trust}),invoke_trust|Charm or Impress (@{selected|charm_impress}),charm_impress</nowiki></code>
 +
 +
===Initiative Duplicator===
 +
[https://app.roll20.net/forum/permalink/6817748/ Initiative Duplicator] which allows you to add multiple turns for the same token (subtracting 20 from the initial initiative roll for each successive entry) and resorts the tracker each time.
 
==== Initiative Duplicator Macro ====
 
==== Initiative Duplicator Macro ====
<pre>!dup-turn ?{How many attacks?|}</pre>
+
<code>!dup-turn ?{How many attacks?|}</code>
 +
It can also work with an attribute: <code>!dup-turn @{selected|hth_numberattacks}</code>
  
 
== A Few Final Thoughts ==
 
== A Few Final Thoughts ==
* There is a forum thread called [https://app.roll20.net/forum/post/5899495/stupid-roll20-tricks-and-some-clever-ones/?pagenum=1 Stupid Roll20 Tricks (and some clever ones)] that contains a lot of good stuff in it (that I don't use nearly enough of).  The reason I am pointing it out is for the [https://app.roll20.net/forum/permalink/5927072/ Chat Menu] entry.  You don't need the api to use these, and with the lack of free documentation for this system, I recommend you make use of this.
+
* There is a forum thread called [https://app.roll20.net/forum/post/5899495/stupid-roll20-tricks-and-some-clever-ones/?pagenum=1 Stupid Roll20 Tricks (and some clever ones)] that contains a lot of good stuff (that I don't use nearly enough of).  The reason I am pointing it out is for the [https://app.roll20.net/forum/permalink/5927072/ Chat Menu] entry.  You don't need the api to use these, and with the lack of free documentation for this system, I recommend you make use of this.
* The reason for pushing the chat menu is for stuff like spell books.  I have a sheet with every wizard spell and a complete chat menu of those spells.  When someone plays a wizard, I can just copy that sheet and edit the chat menu macro to reflect the spells they know.  I have this for every type of magic.  The macros are set up to whisper if that option is toggled at the top of the first tab, check and calculate from caster/psion level, show saving throws after including spell strength, roll secondary effects, or even display tables and roll percentile in the description if needed.  Obviously that takes a fair amount of set up, but it is very worth the time spent.
+
* The reason for pushing the chat menu is for stuff like spell books.  I have a sheet with every wizard spell and a complete chat menu of those spells set up as ability macros (Attributes & Abilities tab).  When someone plays a wizard, I can just copy that chat menu macro to their sheet and edit it to reflect the spells they know.  I have this for every type of magic.  The macros are set up to whisper if that option is toggled at the top of the first tab, check and calculate from caster/psion level, show saving throws after including spell strength, roll secondary effects, or even display tables and roll percentile in the description if needed.  Some incorporate chat buttons that will whisper to the DM, and if the DM clicks the roll, the player doesn't see the result.  Obviously that takes a fair amount of set up, but it is very worth the time spent.  With the addition of tabs for spells, psionics, etc., this is still a very convenient way to do magic, due to not needing to add them all individually to each character sheet.  The sheet entries can then be used for characters with few abilities, item abilities, or unique/custom abilities.
 
* As a result of the chat menus and the api, my players can roll any button on their character sheet, any spell, any psionic ability, etc. without having to open their character sheet.  They are all accessible as token actions.
 
* As a result of the chat menus and the api, my players can roll any button on their character sheet, any spell, any psionic ability, etc. without having to open their character sheet.  They are all accessible as token actions.
* While I am content with where I have the sheet, I realize it is a fairly crude sheet.  When I started the rewrite of the Megaverse sheet, I knew nothing about HTML, CSS, or scripts.  I still don't know much, but this sheet is the result of what little I have managed to scrape together over the last year and a half (roughly).  May it help any that are interested in this game system run their games a little more easily.
+
* While I am content with where I have the sheet, I realize it is in some ways still fairly crude.  When I started the rewrite of the Megaverse sheet, I knew nothing about HTML, CSS, or scripts.  I still don't know much, but this sheet is the result of what little I have managed to scrape together over the last couple years (roughly).  May it help any that are interested in this game system run their games a little more easily.
* Since this game system is from a time where homebrew was not a 4 letter word, and people running games were expected to add their own flair to the game, I hope I have included enough fields an options in the sheet to enable people to run their style of game.  Good luck, have fun.
+
* Since this game system is from a time where homebrew was not a 4 letter word, and people running games were expected to add their own flair to the game, I hope I have included enough fields and options in the sheet to enable people to run their style of game.  Good luck, have fun.
 +
 
 +
=A Warning=
 +
It has been noted that with some sheets (Pathfinder by Roll20, 5E Shaped for example) that having a lot of spells can really bog down a sheet.  If a character ends up learning a lot of spells while also having some (or a lot!) of psionics, this sheet might start being slow to load.  At that point, it might be good to consider putting spells in Ability macros, or even make spell list macro mule character sheets that allow people to run spells by way of chat menus while having their token selected (more info on those things in the stupid roll20 tricks thread pinned in the general use questions forum).  If a lot of sheets are getting overloaded that way, it has been known to bog down an entire game for everyone.  When this sheet was originally written, the psionics, spell, ward, and circle were left out to avoid this issue completely.  If you start having consistent trouble with a character, or multiple characters and the entire game, put in the time to streamline how spells and psionics are stored.  Your game (and players) will thank you.
  
 
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<br>
 
<br>
 
<br>
 
[[Category:Character Sheet Documentation]]
 
[[Category:Character Sheet Documentation]]

Latest revision as of 18:23, 25 January 2022

[edit] Origin

This sheet started out as an edited version of the Palladium Megaverse sheet. Over time, it became something very different, borrowing elements from other sheets and gaining features based on comments and help from other sheet and script authors. This is still a fairly simple and utilitarian sheet, but hopefully will meet the needs of anyone who is running this system.

Palladium-Fantasy-1E-tab1.png

See Also: Palladium Fantasy 2E

Contents


[edit] Roll Template

  • The roll template is based on one written by Jakob here on the forums. I have 3 versions of the template which are called by &{template:custom}, &{template:spells} and &{template:menu}.
  • You can specify a color for the header and border of the template by using {{color=desired color}}. The colors available are black, brown, blue, red, grey, yellow, green, teal, orange, pine, ice, violet, sun, and wine. The reason for that many color options is to be able to use different colors for different types of magic or abilities.
  • The sheet uses black through green on that list for various types of rolls.
  • The template has a title and subtitle section options, followed by the normal table entries you can put attacks and damage similar to the default Roll20 template, and finally a description section.
  • The roll template is built to change the pink "chat menu" buttons into blue text with no box. I use the description section for chat menus, and when using the menu version of the template, all description text is displayed as bold italics.
  • Because I like to apply circumstantial bonuses and penalties to skills when I run a game, I do not have skill or stat rolls set up to show success or failure. Instead it will show the roll and the target number.
  • I have added a toggle to the first tab of the sheet to enable the option to whisper sheet rolls to the gm. All sheet rolls respond to that toggle, and Ability macros can do so as well if written to check for the toggle.

[edit] Example Macro Structure

&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes that might be useful.}}

[edit] Example Macro Structure With Whisper Option

@{whispertoggle}&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes.}}

  • Note that there is no space before the "&" symbol.

[edit] Spells Template

The spell template formats all rolls in the psionic, spell, ward, and circle sections of the sheet. It has all the behavior of the "custom" template, plus some additions. It extends the subheader if there are values for the following labels after subtitle in 2 columns:

  • ispcost (displays as: I.S.P. Cost: # )
  • range (displays as: Range: # Text )
  • preptime (displays as: Prep Time: # Text )
  • duration (displays as: Duration: # Text )
  • spellstrength (displays as: Strength: # ) can be used for ward/circle strength as well
  • spellsave (displays as: Save: # )

If used, the next 2 are displayed below the header in black text:

  • strike
  • damage

The tag spellstrength is intended for creating a custom macro where you just want spell strength instead of a totaled saving throw target number (this is used in circle roll button macros for circle strength). If any of these are listed in a macro, but the attribute is blank, the roll template will hide that element.

A test roll might look like this:
&{template:spells} {{color=wine}} {{title=Test Name}} {{subtitle=Test Subtitle}} {{ispcost= 15}}} {{range=120 ft.}} {{duration=[[1d6]] Hours}} {{spellsave=12}} {{strike=[[1d20+4]]}} {{damage=[[5d6]]}} {{desc=Test description here.}}
If you don't have a value for one of the 4 subheader values, attack, or damage, leave it out (or leave nothing right after the "=") and that part won't display in chat.

[edit] Auto Calculated Stat Bonuses

  • I.Q. bonuses are auto calculated and displayed at the top of the Skills tab. Any bonus is factored into the total success chance in the OCC, Elective, and Secondary skill sections.
  • M.A. bonus to trust and intimidate is autocalculated and displayed in the gold section below the stats.
  • P.S. bonus to damage is autocalulated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in any damage roll from the melee attack section of the Basic tab.
  • P.P. bonuses to strike, parry and dodge are autocalculated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in rolling Dodge in the light blue section of the Basic tab, or rolling strike or parry in the Melee Attacks section of the basic tab.
  • P.B. bonuses to charm and impress are autocalculated and displayed in the gold section under the stats.
  • Spd. is autocalculated to rough miles per hour and displayed in the gold section below the stats. It also calculates movement per action in case people are using that 2E mechanic.
  • Saving throw bonuses from M.E. and P.E. are autocalculated and displayed below the rolls in the Saving Throw section of the combat tab. They are included in the calculation of the rolls.

[edit] Stat Rolls/Checks

  • The stat roll buttons will roll both a d20 and a d100, since I have heard of people using both for a straight attribute check or as a substitute skill roll.
  • Perception did not exist in 1E. This sheet started out with a homebrew version of perception based on a combination of IQ and ME. It has now been updated to use the Rifts method of perception. It uses a plain d20 roll and will output the 4 difficulty thresholds for success. If you want to use stat bonuses for IQ or ME, you would enter @{iq_bonus}, @{me_psionic} (to use the psionic resistance bonus), or @{me_insanity} (to use the insanity resistance bonus). Of course you can add more than one of those with a "+" sign in between them. If you want to use an average of the bonuses, you could enter something like this: [[floor((@{iq_bonus}+@{me_psionic})/2)]] (to round down) or [[ceil((@{iq_bonus}+@{me_psionic})/2)]] (to round up).

[edit] Colored Sections of the Statistics Tab

Some may object to the colored sections I put on here. With the top section of this tab having so much information, people new to the game were having trouble finding things. I decided that the various colored sections would allow for easier description to direct people on where to look for something. Statistics Tab

  • The dark blue are stats. I included a box tied to the stat_max attribute to keep track of original stats if your players end up with items or using spells that alter stats (or you are using the optional injury rules).
  • The gold section is all auto calculated from stats. These fields are all "read only", so can't be altered without altering the associated stat.
  • The light blue section holds hit points, armor rating, sdc, and a variety of rolls. Two of the rolls here are stat derived and so not able to be edited.
  • The tomato paste red section contains various resources related to psionics, healing, and the various magics.
  • The Dodge roll will include any mounted dodge bonus from the hand to hand combat skill section if you have the mounted toggle selected in the melee attack section.
  • I should mention that the built in initiative roll adds 80 to the d20 roll. This is due to the way combat works in Palladium with first actions being all resolved before second actions, then third, etc. If the api is available in your game, I recommend a script for adding the extra entries to the turn tracker near the end of this post. If you don't have access to the api (for use of the scripts I mention later), you might want to make a global macro that players can make use of when they are done with their current action, but have more actions to come. The following macro could be added as a global macro, set as a token action, and made available to all players so they could reduce their initiative by 20. Once a character (PC or NPC) is out of turns, then this macro wouldn't be used. Any character that has run out of turns would have an intiative 20 higher than everyone else and easy to see that it needs removed from the tracker.

&{template:custom} {{color=grey}} {{title=**@{selected|token_name}**}} {{subtitle=ends this turn}} {{desc=Initiative has been reduced by [[20 &{tracker:-}]]}}

  • I started out with all basic character information on this tab. Since this made a much more cluttered sheet, I created a "Social" tab and moved many character specific fields there. This allowed for text fields instead of just short lines for things like family background, hostilities, etc. I make use of the social tab to hold info on enemies as well, and use a macro I call "Overview" to pull up notes on PCs or NPCs as needed: /w gm &{template:custom} {{color=grey}} {{title=**@{selected|character_name}**}} {{subtitle=@{selected|character_gender} @{selected|character_race} @{selected|occ} @{selected|level}}} {{desc=**Alignment:** @{selected|alignment} **Size:** @{selected|character_height}, @{selected|character_weight} **Native Languages:** @{selected|character_languages} **Family Origin** @{selected|character_familyorigin} **Natural Abilities** @{selected|character_natural} **Disposition** @{selected|character_disposition} **Hostilities** @{selected|character_hostility} **Insanity** @{selected|character_insanity} **Class Notes** @{selected|character_classnotes}}} Social Tab

[edit] Extra Movement

  • This section is intended for common alternate forms of travel (mounts, popular spells, magic items, etc.).
  • I did not include auto calculation in the repeating section, but you can temporarily change the Spd stat and copy the auto calculated values from the gold section if needed.

[edit] Melee Attacks

  • I stole the idea for this section from the Pathfinder simple sheet. Rolling from this section will display the character's name as the title and the weapon/attack name as part of the subtitle.
  • The strike roll will automatically include hand to hand bonuses and any bonuses from P.P. You will need to enter any Weapon Proficiency bonuses or weapon specific bonuses manually. I included a temporary bonus box in case of short term spell (or whatever) bonuses. The strike roll will also roll and display damage. The crit range (when the attack roll is outlined in green) will change based on your critical strike number under the hand to hand combat skill. This template does not roll extra dice, so you either double the damage on a crit or roll damage by itself to add to the original damage roll.
  • The parry roll will automatically include the bonuses from the hand to hand combat skill section. As with strike, you need to manually add W.P. or weapon specific bonuses.
  • The damage roll will pull in the P.S. and hand to hand damage bonuses. You just need to enter your dice and any weapon specific modifiers.
  • The notes section will not display in chat if left empty. It uses the description section of the template. One use of it is as a reminder for men of arms that can stun with their attacks. Stun for [[1d6]] melees on an 18 or above. Entering that in notes would display that message below the attack and damage and resolve the d6 roll.

[edit] Ranged and Spell Attacks

  • While this is laid out similar to the melee attack section, it pulls no bonuses from anywhere. The attack rolls do check the ranged crit threshold under the hand to hand combat skill to allow for the longbowman crit upgrade. Otherwise all bonuses need to be added manually.
  • I have found this a useful section to have for spells and wards that have recurring damage. It is also nice for abilities with an attack roll and single target like Mental Bolt of Force or Ball Lightning.
  • There is an ammo counter box for bolts, arrows, etc. I use a script in my games to help players to remove ammunition as it is used. Since shots are generally taken one at a time in Palladium, I generally set it up to subtract one per presss. The command I use for Ammo (labeled Arrows in my example) is as follows for a bow attack on the first line of the section:

!wammo @{selected|character_id} repeating_rangedattacks_$0_ammunition -1 arrow

  • To make it easier for players to access this, I create a chat button in the notes section of the attack. The following code in the note section of the ranged attack leaves a blue clickable button "Subtract Arrows" that will subtract 1 arrow per press by executing the script command above. Gwendolyn is the name of the character, Arrows is the name of the Ability Macro, and it seems to work most reliably with the character name specified like so:

[Subtract Arrows](~Gwendolyn|Arrows)

[edit] Equipment Tab

Palladium-Fantasy-1E-Equipment-tab.png
  • This tab of the sheet has 5 repeating sections: Weapons, Armor, Gear, Consumables, and Wealth.
  • Weight is calculated if you input the weights in the different sections with the total displayed at the top.




















[edit] Skill Rolls

Palladium-Fantasy-1E-Skills-tab.png
  • As mentioned earlier, if there is an I.Q. skill bonus, factored into the total success chance of all skills except in the mystic section. The temporary bonus is subtracted from or added success chance in the same manner. There is a bonus field by each skill that can be used for bonuses or penalties specific to that skill (poor or missing tools, benefits of research for a certain job, etc.). The template will display the character name as the title, the skill name as the subtitle, the skill d100 roll, and then the skill target number which will be the sum of Rating, IQ Bonus, Temporary Bonus and the Bonus fields.
  • Notes will display if filled in, and I find this a good place to put descriptions of the skill for those that are new, or to remind me of certain things like how often to have people roll when climbing, or how much damage is incurred in a fall.
  • I left the I.Q. and Temporary bonuses out of the Mystic skill section. I intended this section for class abilities like Sense Evil, Druid Empathy, Deduce Circle Function, and such like. For myself, I can see I.Q. affecting some of the skills, but not all. Therefore I leave it up to you to include in those abilities or not. They can be included as part of the base Rating, or entered in the Bonus field for that skill.
  • On Jan. 25, 2022, there was an update to this tab which added the Rating and individual Bonus fields. If you are returning to a game or character that was created before that, you will find that all your Total fields are blank, which results in the roll template having blank output for success chance. Simply change the Temporary bonus at the top of the sheet to trigger all skills to be updated. Then you can change the temp bonus back to whatever it was before.












[edit] Spells tab

There is a repeating section for each spell level. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.

[edit] Spell Input

Some spells have options and info that others don't. If there isn't a field to input the information needed, you can always set it up in the description/notes area.

[edit] Spell Display

Spells use the spells template, and most of the fields will only display in chat if there is something in the field. Blank fields are not displayed. The only field that will show up on any spell roll is a small subheader for the saving throw for the spell. This will use 12 as the base and add in spell strength from the Character tab, if any.

No fields here are set up to pull values from anywhere else, so all info will need to be input. Calculations will need to be entered as an inline roll. For example, some entries for Fire Bolt might look like this: Attack entry: [[1d20+4]] Damage entry: [[5d6]] S.D.C. Duration entry: Instant Range entry: [[100+(@{caster_level}*5)]] ft.

[edit] Psionics tab

There is a repeating section for the various levels of psionic ability. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.

[edit] Psionic Input

Some psionic abilities have options and info that others don't. If there isn't a field to input the information needed, you can always set it up in the description/notes area.

[edit] Psionic Display

Psionic abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.

As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs for Increased Healing might look like this: Range: Touch (3 ft.) Prep Time: [[1d6]] Hours Duration: [[2d4]] Days

[edit] Healer Tab

The Healer tab is very similar to the Psionics tab. The entry fields on the repeating sections are set up the same way. As with other tabs holding abilities arranged by level, there is a repeating section for each of the 3 levels of healing abilities, which can be shown or hidden by use of the arrow by the level label.

[edit] Wards tab

This is one single repeating section, intended for ready to use "ward arsenal" inventory.

[edit] Ward Input

Some wards will use fields that others don't. If there isn't a field for something, then put it in the description/notes area.

[edit] Ward Display

Ward abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.

As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this: Range: [[10*@{ward_level}]] ft. Radius Duration: @{ward_level} Melees Damage: [[@{ward_level}d6]]

[edit] Circles tab

This is divided into the 3 categories of circles: protection, summoning, and power. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.


[edit] Circle Input

Some circles will use fields that others don't. If there isn't a field for something, then put it in the description/notes area.

[edit] Circle Display

Ward abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.

As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this: Duration: @{circle_level} Melees Prep Time: [[60+5d6]] Min. Damage: [[@{circle_level}d6]]

[edit] Structures tab

All of the attributes in this section are static, so you can link them to tokens to keep track of damage to various portions of a ship, or damage to walls or structures. It is set up this way partly so that you can either keep track of a personal ship/keep for a PC, but also just use a separate sheet for enemy ships or buildings that the PCs attack (or defend).

[edit] Ship Attributes

These attributes were based on the different ship parts referenced in the High Seas book. Some of these are for a specific item like the masts or rudder, while others are only for a certain length of a piece like the hull or keel. @{ship_name} @{ship_type} @{shiplength} @{shipwidth} @{ship_details} @{foremastsdc} @{mainmastsdc} @{mizzenmastsdc} @{jiggermastsdc} @{mainsailsdc} @{smallsailsdc} @{ruddersdc} @{hullsdc} @{keelsdc} @{foreshipsdc} @{midshipsdc} @{rearshipsdc} @{ruddersdc}

[edit] Structure Attributes

The reason wall ratings are an input is in case people are using the rating system from Palladium's Compendium of Weapons, Armour, and Castles. The rating and sdc entries use the exact same attribute names, except for ending with either rating or sdc. Once you know one, the other is obvious. @{structure_name} @{structure_type} @{structure_material} @{structure_dimensions} @{structure_details} @{wall1rating}, @{wall1sdc} @{wall2rating} @{wall3rating} @{wall4rating} @{door1rating} @{door2rating} @{misc1rating} @{misc2rating}

[edit] Attack Rolls

The attack rolls in both sections will take the ship or structure name for the title and the attack name as the subtitle. You will need to set up the attack and damage calculations as inline rolls, since arrow volleys are done by determining how many hit, while siege weapon attacks usually use a d20 roll. Any attack that is very complicated may need to be set up in the notes section. The roll buttons can be called with: %{repeating_shipattacks_$0_shipattack} %{repeating_structureattacks_$0_structureattack}

[edit] Configuration tab

The configuration tab is accessed through the crossed hammer and wrench icon towards the right end of the tab header.

[edit] Show/Hide Tabs

Unless your character is very unusual, you will not need a number of these tabs. You can turn off and on the visibility of the Spells, Psionics, Healer, Wards, Circles, and Structures tabs.

[edit] Roll Template Colors

There are several template color schemes built into the sheet. This section allows you to change the color scheme used for psionics, spells, wards, and circles. There is also an entry for Healer, because I use that for macros for Priest and Shaman prayers as well as Healer abilities to differentiate them from spells. The active button shows the color scheme (text and background color) that the roll template will use for the header (title, subtitle, and resources).

[edit] Notable Attributes for Macro Usage

[edit] Header Section

  • Character Name = @{character_name}
  • Level = @{level}
  • Public/Whisper Toggle = @{whispertoggle}

[edit] Blue Section

  • I.Q. = @{iq}
  • M.E. = @{me}
  • M.A. = @{ma}
  • P.S. = @{ps}
  • P.P. = @{pp}
  • P.E. = @{pe}
  • P.B. = @{pb}
  • Spd = @{spd}

[edit] Light Blue Section

  • Hit Points = @{character_hp}
  • A.R. = @{character_ar}
  • S.D.C. = @{character_sdc}

[edit] Red Section

  • Psion Level = @{psi_level}
  • Psion I.S.P. = @{character_pisp}
  • Heal I.S.P. = @{character_hisp}
  • Caster Level = @{caster_level}
  • Daily Casts = @{character_casts}
  • Spell Str = @{spell_strength}
  • Ward Level = @{ward_level}
  • Daily Wards = @{ward_casts}
  • Ward Str = @{ward_strength}
  • Circle Level = @{circle_level}
  • Circle Str = @{circle_strength}

[edit] Melee Weapon Proficiencies

The repeating section attributes can be entered in the bonus fields in the repeating attacks section on the Statistics tab. The attribute shown is for the first row. Increase the number after the "$" by 1 for each row after to get the correct row for the attribute you want.

  • Strike Bonus = @{repeating_weaponmelee_$0_melee_weapon_strike}
  • Parry Bonus = @{repeating_weaponmelee_$0_melee_weapon_parry}
  • Throw Bonus = @{repeating_weaponmelee_$0_melee_weapon_throw}

[edit] Ranged Weapon Proficiencies

This works the same way the Melee repeating section does. Likely you only need one off of this row though.

  • @{repeating_rangedmelee_$0_ranged_weapon_strike}

[edit] Hand to Hand Skill

  • Combat Skill Level = @{hth_level}
  • Strike = @{hth_strike}
  • Parry = @{hth_parry}
  • Dodge = @{hth_dodge}
  • Damage = @{hth_damage}
  • Critical Strike = @{hth_critical}
  • Range Critical Strike = @{hth_ranged_critical}
  • Mounted Parry/Dodge = @{hth_mountedparrydodge}
  • Mounted Damage = @{hth_mounteddamage}
  • Charge Damage = @{hth_chargedamage}

[edit] Auto Calculated Bonuses

  • IQ Skill Bonus = @{iq_bonus}
  • ME Insanity Bonus = @{me_insanity}
  • ME Psionic Bonus = @{me_psionic}
  • Physical Strength Bonus = @{ps_bonus}
  • Physical Prowess Bonus = @{pp_bonus}
  • PE Save Bonus = @{pe_magpois}
  • PE Coma/Death Bonus = @{pe_coma}

[edit] Release Notes

This section has all the changes made. Well, all those made since I realized it might not be bad to have this on the sheet for people to see. It also includes one solitary roll button at the end. That will spit out a clickable link in chat that take people to this wiki page.

[edit] API

If you have access to the API, I highly recommend the use of the following 2 scripts:

[edit] Universal Chat Menus

Universal Chat Menus which can will allow you to create a set of menus for just about everything on the sheet. I have used it so that all my players have 4 menus: saving throw, combat, skills, stats. An example of me using the skill, save, and combat menus can be found later in that same thread.

These Universal Chat Menu api/macro calls work at the time of this posting, but are subject to change with Roll20 changes or changes to that script!

[edit] Combat Menu

!chatmenu @{selected|character_id} {template:menu} {{color=blue}} {{title=**@{selected|character_name}**}}{{subtitle=**Combat Action List**}} {{desc=CHATMENU}} --title:Melee Strike --separator: ~ : --repeating_meleeattacks|weapon_attack|meleeattack --title:Melee Parry --repeating_meleeattacks|weapon_attack|meleeparry --title:Ranged Strike --repeating_rangedattacks|weapon_attack|rangedattack --title:Dodge --Dodge

[edit] Skill Menu

!chatmenu @{selected|character_id} {template:menu} {{color=green}} {{title=**@{selected|character_name}**}}{{subtitle=**Complete Skill List**}} {{desc=CHATMENU}} --title:OCC Skills --separator: ~ : --repeating_skillocc|skill_name|occskill --title:Elective Skills --repeating_skillelective|skill_name|electiveskill --title:Secondary Skills --repeating_skillsecondary|skill_name|secondaryskill --title:Mystic Skills --repeating_skillmystic|skill_name|mysticskill

[edit] Saves Menu

!chatmenu @{selected|character_id} {template:menu} {{color=brown}} {{title=**@{selected|character_name}**}}{{subtitle=**Saving Throw List**}} {{desc=CHATMENU}} --title:Magic Saves --separator: ~ : --Circles,circlesave|Fumes,fumesave|Spells,spellsave|Wards,wardsave|Soul Stealing,soulsave --title:Mental Saves --Psionics,psionicsave|Insanity,insanitysave|Horror Factor,horrorsave --title:Physical Saves --Poison,poisonsave|Coma Death,deathsave

[edit] Stats Menu

!chatmenu @{selected|character_id} {template:menu} {{color=black}} {{title=**@{selected|character_name}**}}{{subtitle=**Utility Roll List**}} {{desc=CHATMENU}} --title:Attribute Checks --separator: ~ : --I.Q.(@{selected|iq}),iq_check|M.E.(@{selected|me}),me_check|M.A.(@{selected|ma}),ma_check|P.S.(@{selected|ps}),ps_check|P.P.(@{selected|pp}),pp_check|P.E.(@{selected|pe}),pe_check|P.B.(@{selected|pb}),pb_check|Spd(@{selected|spd}),spd_check --title:Perception --Perception,perception --title:Social Influence --Trust or Intimidate (@{selected|invoke_trust}),invoke_trust|Charm or Impress (@{selected|charm_impress}),charm_impress

[edit] Initiative Duplicator

Initiative Duplicator which allows you to add multiple turns for the same token (subtracting 20 from the initial initiative roll for each successive entry) and resorts the tracker each time.

[edit] Initiative Duplicator Macro

!dup-turn ?{How many attacks?|} It can also work with an attribute: !dup-turn @{selected|hth_numberattacks}

[edit] A Few Final Thoughts

  • There is a forum thread called Stupid Roll20 Tricks (and some clever ones) that contains a lot of good stuff (that I don't use nearly enough of). The reason I am pointing it out is for the Chat Menu entry. You don't need the api to use these, and with the lack of free documentation for this system, I recommend you make use of this.
  • The reason for pushing the chat menu is for stuff like spell books. I have a sheet with every wizard spell and a complete chat menu of those spells set up as ability macros (Attributes & Abilities tab). When someone plays a wizard, I can just copy that chat menu macro to their sheet and edit it to reflect the spells they know. I have this for every type of magic. The macros are set up to whisper if that option is toggled at the top of the first tab, check and calculate from caster/psion level, show saving throws after including spell strength, roll secondary effects, or even display tables and roll percentile in the description if needed. Some incorporate chat buttons that will whisper to the DM, and if the DM clicks the roll, the player doesn't see the result. Obviously that takes a fair amount of set up, but it is very worth the time spent. With the addition of tabs for spells, psionics, etc., this is still a very convenient way to do magic, due to not needing to add them all individually to each character sheet. The sheet entries can then be used for characters with few abilities, item abilities, or unique/custom abilities.
  • As a result of the chat menus and the api, my players can roll any button on their character sheet, any spell, any psionic ability, etc. without having to open their character sheet. They are all accessible as token actions.
  • While I am content with where I have the sheet, I realize it is in some ways still fairly crude. When I started the rewrite of the Megaverse sheet, I knew nothing about HTML, CSS, or scripts. I still don't know much, but this sheet is the result of what little I have managed to scrape together over the last couple years (roughly). May it help any that are interested in this game system run their games a little more easily.
  • Since this game system is from a time where homebrew was not a 4 letter word, and people running games were expected to add their own flair to the game, I hope I have included enough fields and options in the sheet to enable people to run their style of game. Good luck, have fun.

[edit] A Warning

It has been noted that with some sheets (Pathfinder by Roll20, 5E Shaped for example) that having a lot of spells can really bog down a sheet. If a character ends up learning a lot of spells while also having some (or a lot!) of psionics, this sheet might start being slow to load. At that point, it might be good to consider putting spells in Ability macros, or even make spell list macro mule character sheets that allow people to run spells by way of chat menus while having their token selected (more info on those things in the stupid roll20 tricks thread pinned in the general use questions forum). If a lot of sheets are getting overloaded that way, it has been known to bog down an entire game for everyone. When this sheet was originally written, the psionics, spell, ward, and circle were left out to avoid this issue completely. If you start having consistent trouble with a character, or multiple characters and the entire game, put in the time to streamline how spells and psionics are stored. Your game (and players) will thank you.