Page 1
The first page is the primary page of the character sheet. All standard rolls and many powers can be rolled as a Sheet Roll directly from this page. Trait levels are represented traditionally as dots between one and five. You can set the trait to the corresponding dot by selecting the trait counting left to right. So, clicking on the second bubble with set the trait to two. All traits have an invisible until hovered over option to set the trait to zero on the far left of the visible dots.
Header
The header will dynamically adjust to the game template chosen, however character name and player will always be options.
The Attributes and Skill sections remain consistent between editions and game settings. Both of these sections will transfer seamlessly. Any of the attributes or skills can be checked to be included in a sheet roll.
Specializations
The Specialization section is set to the lower right-hand side so that the players can note them without fear of running out of room in the Skills section. These specializations are not automatically included in skill rolls and have to be added as situational modifiers at the time of the roll.
Merits
There are 16 slots for merits. It is formatted traditionally with the merit name on the left and the level represented in dots on the right.
Other Traits and Powers
The Other Traits section will adjust to Disciplines for the Vampire Template and Arcana for the Mage Template. It provides sixteen slots to fill in with powers and other traits. Disciplines and Arcana can be selected for sheet rolls like Attributes and Skills. For other abilities, powers, or traits use Page 2 as described later in this guide.
Weapon/Attack
The combat section of the sheet allows you to detail the attacks your character has prepared, be it merit, ability, power or weapon.
Stat | Description |
---|---|
Selected | $ To the far left of the attack is a bubble. If that bubble is filled then this is the weapon that is currently selected and armed. If a combat roll is made from the sheet roller, this weapon will be used in that roll. |
Weapon/Attack | Represents the name or label of the attack your character has prepared. |
Type | Offers you a dropdown list of preselected attack options. Choose the option that best represents the nature of your attack. A specific list of Attribute and Skill combinations is provided in the [Attack Roll] section above. |
Dmg | Represents the amount of damage your chosen attack does. Damage is calculated by adding dice to your roll in 1st Edition games and as automatic damage in 2nd Edition. |
Mag | Represents the amount of ammo the weapon holds. |
Ini | Represents the initiative penalty for wielding that weapon. Note that this penalty will automatically be included if the weapon is selected. |
Str | Is the minimum amount of the Strength Attribute a character needs to effectively wield the weapon. If the character isn't strong enough the difference is added as a penalty to the attack roll. |
Sz | Represents the weapon's size and how difficult it is to conceal. |
Armor
Stat | Description |
---|---|
Selected | To the far left of the attack is a bubble. If that bubble is filled then this is the armor that is currently selected. The benefits and penalties of the armor are reflected in defense, armor, speed and initiative calculations. |
Armor | Represents the name or label of the armor your character is wearing. |
Rating | Represents the ballistic and impact ratings of your armor. |
Str | Is the minimum amount of the Strength Attribute a character needs to effectively wear the armor. If the character isn't strong enough the difference is added as a penalty to attack rolls. |
Def | Represents the Defense penalty for wearing that armor. Note that this penalty will automatically be included if the armor is selected. |
Spd | Represents the Speed penalty for wearing that armor. Note that this penalty will automatically be included if the armor is selected. |
Description | A general text field to add notes or special features of the armor. |
Derived Traits
Along the right-hand side of the sheet are many of the derived traits of a character. Health, Willpower, Size, Speed, Defense, Armor, and Initiative will all be auto-calculated based on rules edition, game template, and other attributes. Other attributes will be added or removed depending on these settings such as Morality replaced for the game's equivalent, power states such as Blood Potency will be added along with other resources like Vitae. Also, experience beats will be added if a 2nd edition game template is chosen.
Page 2
The 2nd page allows you to set up any custom roll you might want to save for your character. A central place to list out all of their powers, rituals, and spells. The 2nd page starts off empty by default but you can add as many repeating sections as you want to either the left or right-hand columns. Each repeating section has certain options.
Stat | Description |
---|---|
Roll | Is the name or label of the custom roll you're setting up. It will be displayed at the top of the roll template. |
Action | Provides a dropdown of action options for what kind of action using the ability costs. This defaults to an Instant action. |
Source | Is a place to notate what book and page number your abilities come from for easy reference. |
Stats | There are three options for stats separated by plus signs. In each part, there is a long field for the name and a small field for the value of the stat. If your roll only uses one or two stats you can leave the rest blank and it won't be included in the roll. |
Dice Icon | The d10 symbol will allow you to roll the repeating section to the chat tab. Note that it will use whatever exploding options are selected at the time of the roll, from the Dice Roller in the upper right-hand corner of the sheet. |
Description | A general text field to add notes, a description, or special features of the custom roll you're setting up. |
Any of the separate repeating sections can have their roll button, the d10 icon, dragged to their personal quick macro bar for repeated use outside of the character sheet.
In addition to setting up static rolls in place of a number of dice for the three-part roll, you can put the name of an attribute, skill, or power reference. All attributes, skills, and powers can be referenced by using their lowercase named without spaces. For example, Strength can be called with @{strength}, Animal Ken can be called as @{animalken}, and Vigor as @{vigor}.
Page 3
On Page 3, you are given a series of text fields that will dynamically adjust to the game setting you've chosen. In addition to the existing fields are two repeating sections at the bottom of the list for you to add as many details as you want to your character.