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Ryuutama character Sheet

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

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



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.


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.





  • Class -
  • Type -
  • Mastered weapons -
  • Abilities -


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.



Optional modifiers


  • Current terrain -
  • Current weather -
  • Overburden penalties -
  • Apply Concentration to next roll -

Class Skill Checks


Common Skill Checks


Additional Skill Checks





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.



Item, Water, and Animal Capacity



This is a repeating section.

  • Name -
  • Effect -
  • Size -
  • Ct -


This is a repeating section.

  • Name -
  • Effect -
  • Size -
  • Capacity -


This is a repeating section.

  • Name -
  • Effect -
  • Capacity -

Supplemental API Scripts

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


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