Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Nightfell Character Sheet

Has anyone thought of building a variant 5E sheet to add in the missing elements (moon stuff, soul points, weapon grimness, etc.) from Nightfell?
1680719442
Gauss
Forum Champion
Could you supply a screenshot of what a Nightfell character sheet looks like? I'd like to see what differences there are.  Also, what does each of the missing elements do? I am wondering if I can suggest workarounds for the existing sheet.
Gauss said: Could you supply a screenshot of what a Nightfell character sheet looks like? I'd like to see what differences there are.  Also, what does each of the missing elements do? I am wondering if I can suggest workarounds for the existing sheet. Here you go - circled the differences. Soul Points seem to be like HP and I was thinking of using the optional SAN score. I think the moon part is just an indicator. There is another difference that's not shown here (this was from the quickstart) and that's two attributes for weapons called Grimness (think this is just Y/N) and Grim Threshold (also a number). 
1680896558
Gauss
Forum Champion
I can think of a few different ways to do Soul Points.  Sanity score would be one Resource would be another.  An Attribute linked to your token would be the third. (This is if it is used like HP).  Moon could be represented in the Bio portion of the character sheet or as a table on the Bio & Info tab of the character.  What does Grimness and Grim Threshold do? 
Hey - sorry, RL got in the way of important stuff... ;-)  Grim Threshold is a limit to how much necrotic energy it can absorb before getting "corrupted" and becoming Grim.  Whenever a weapon deals the killing blow to an  Aberration, a Fiend, or an Undead, it gains 1 Grim Point. The larger the weapon, the more it can absorb - for example, a handaxe has a threshold of 5 but a greataxe has 13. The wielder of a Grim Weapon has Advantage on Attack  Rolls against Aberrations, Fiends, or Undead. It is also to be  considered magical as far as Resistances and Immunities to  damage go. Though a Grim Weapon grants its wielder with added effectiveness  in fighting monsters spawning from the dark and imposing  their will on mortals through its ominous feel.  Even so, it takes a terrible toll on the soul: • Carrying a Grim Weapon decreases the wielder’s  Maximum Soul Points by an amount equal to the  weapon’s Grim Threshold. Therefore, only the foolish  gather more than one or two Grim Weapons if they  have not the required spiritual fortitude. • Any failed attack roll with the weapon entails the loss  of 1 Soul Point: the darkness within the weapon thrives  on failure and frustration while enticing its wielder with  more power. • A natural 1 on an Attack Roll is particularly malicious:  the character makes a Wisdom Saving Throw, DC 15,  to avoid one random Soul Affliction, described below. Soul Points represent a character’s psychological and spiritual  fortitude in the face of soul-consuming decay.  Each character has a Soul Point supply of 5 plus their  Wisdom Modifier per level. In addition, spellcasters gain  1 more point for every Spell Slot they have. Exceptionally,  Warlocks gain 3 points for each Spell Slot. Soul Points = [(5 + Wisdom Modifier) x character level] +  spell slots. Soul Points are recovered as part of a Short Rest (1+WIS modifier for every spent Hit Dice), or a Long Rest (recovering the max of (INT, WIS, and CON scores - not mods!).
1683652609

Edited 1683652674
Gauss
Forum Champion
Sorry for not getting back to you sooner. Life :) * Carrying a Grim Weapon: Use a Resource box (below Characteristics) for the Grim Threshold number.  * Advantage vs Aberrations etc. I would put a note in the Description of the Attack.  * Maximum Soul Points: I would put this in a Resource box's top number, the bottom number is current soul points.   * Failing an Attack Roll: I would put a note in the Description of the Attack. I would also make a "Chat menu" button that fires an "Attack" that deducts a soul point. (Requires the 5e OGL Companion for ammo tracking) * Natural 1: Also a note in the Description of the Attack.  * Soul Points calculation: I would make an attribute that calculates this, then pushes the calculation to the Soul Points resource box top number via the Script "chatsettattr". Unless you were ok with players manually calculating that every time they level up.  * Short rest: I would make an "attack" that pushes the change via the ammunition line.  * Long rest: same as Short rest.  Alternately, a script could handle the short/long rest. 
All that sounds like a solid plan - thanks.