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Palladium Rifts by Grinning Gecko Support & Request Thread

1749954279

Edited 1749955511
Grinning Gecko
Pro
Sheet Author
Hey folks. I've decided to create a thread here for people who use my sheet to come and ask questions, make feature requests, and for me to make announcements. I recently released a bug which broke the Ancient Damage attribute in the Modifiers tab, and I had no way to let people know. I'll also post any changes/updates I make to the sheet here. Having a single thread might get unwieldy, but I don't think there's a ton of you out there using this, so let's try it out. I'll also be linking to this thread in the sheet with the next update. Note that the date on version updates is the date I submit to Roll20. It usually takes a few days for them to merge the changes. YouTube Tutorials
[1.8.3] - 2025-06-14 Added Add new modifier attributes to export. Add Support & Request Thread button. Changed Fix Modifier damage unit on roll button.
Two things i can think of for features is under 1. Abilities ,psionic and magic, would is a secondary and third damage field set for when they have both SDC and MDC or multiple strengths of damage be possible, so far I've just added a new ability blocks. it wouldn't need to be shown on the main page just the Info panel. 2. same as above but related  to skills that come with powers,  but add a new field for a description of skills eg. exorcism has 2 skill %, as a work around i ve had players just put the skill to 100% and have compared roll to DC. 
1750815958

Edited 1750816092
Grinning Gecko
Pro
Sheet Author
shaun b. said: Two things i can think of for features is under 1. Abilities ,psionic and magic, would is a secondary and third damage field set for when they have both SDC and MDC or multiple strengths of damage be possible, so far I've just added a new ability blocks. it wouldn't need to be shown on the main page just the Info panel. 2. same as above but related  to skills that come with powers,  but add a new field for a description of skills eg. exorcism has 2 skill %, as a work around i ve had players just put the skill to 100% and have compared roll to DC.  The workaround I use for both of these in my games is just to create multiple entries. For example, Object Read has 3 percentages - Impressions, Images, and Present. Create a separate entry for each of those with the appropriate ISP and skill %. Same thing with skills like Horsemanship. Create one, for example, for "Horsemanship: Exotic: Breeding/Recognize Breed" and one for "Horsemanship: Exotic: Jump/Tricks/Combat/Racing". Recently I did add three "named" fields under Modern (including Psionics & Magic) where you can enter whatever name you want for them. You can't adjust SDC vs. MDC, but you can at least put different dice rolls.
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Edited 1753422630
Nevermind. Guess whose wearing a sign.
OK, now I've got one. I've got a character playing a full conversion borg, with high PP and the like. She has dual vibroblades and "WP: Paired Weapons" and I'm having some problems with the profile where she goes full blender mode. Should I just do it with 1 for each? Main hand and off hand? Paired? What?
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Edited 1754006046
Grinning Gecko
Pro
Sheet Author
@Ralts - You have 2 options: Combine both blades as a single modifier like you've done. In that case I'd set Damage: Paired to 4d6 (or 2d6+2d6). Create a separate modifier for each blade. You'll likely need to do this if she changes one of her vibro-blades to something else in the future. In that case, I'd designate one as the Main Hand and one as the Off Hand. So let's say she's got a vibro-blade and a Phase Sword, and let's say her Phase Sword is in her Main Hand. Phase Sword Modifier Damage: 4d6 Damage: Paired: 4d6 Damage: Main Hand: 4d6 Damage: Off Hand: 0 Vibro-Blade Modifier Damage: 2d6 Damage: Paired: 2d6 Damage: Main Hand: 0 Damage: Off Hand: 2d6 Then when they're combined in a profile, Paired does 4d6+2d6, and if one hand is parried but not the other, you just roll Main or Off, depending. The regular Damage field is essentially the same as Paired in this case. However, if you check the "Apply PS damage  to each hand in a Paired attack" option, then the Damage: Paired roll will add the PS/Punch damage bonus twice, and the straight Damage will only apply it once.
Any chance you could do up a thing for paired weapons with pistols and the like? She's doing the whole "Murder Midget with 2 laser SMGs" thing and I have the WP Dual Wielding skill up and running for them. (Lots of 2 sixguns and stuff like that)
1754966852

Edited 1754966991
Grinning Gecko
Pro
Sheet Author
Create "Right Pistol" and "Left Pistol" modifiers. Right Pistol Left Pistol Then when they're combined in a profile you get:
Thanks! That's how it works.
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Edited 1756338074
OK, another question. I want to do Armor by Location, like for a Glitter Boy or something. How can I do that? Nevermind. I figured out I have to toggle between them. I'm getting the hang of it, I promise!
Hey folks. It looks like the Ancient Damage Modifier bug is still present. It will sometimes set that field to 0+undefined +undefined +undefined +undefined +undefined. I have a fix that I'm testing and will release it as soon as possible. In the meantime, use the Damage: Paired field instead as it behaves the same way, but doesn't have this bug.  Sorry for the inconvenience.
HOORAY! We've gotten that a couple of times, I just have them roll it with dice, but it'll be nice to see it hotfixed. Tonight, they're going to be meeting Harpies and fun stuff that would be in the ruins of ancient cities.
1756764774

Edited 1756764825
Grinning Gecko
Pro
Sheet Author
[1.8.4] - 2025-08-28 Changed - Fix issue where Modifier Ancient: Damage was becoming 0+undefined+undefined+undefined+undefined+undefined .
Hello, Grinning Gecko. Thank you for the update and all the serious work put into the sheet so far. I was wondering, however, in regards to the permissibility if one sought to fork it for accommodating personal alterations? As I stumbled upon a collection of homebrew docs involving rather extensive reworking for the Megaversal system used by Rifts and Palladium's other properties. I'll provide the docs below to let you personally peruse the reworked mechanics/add-ons outta curiosity's sake, but importantly I'm asking since I rather not burden with requests to add anything outside the scope of your intended project goals, but I'll understand perfectly if you rather keep this project close to cuff. Thank you all the same once you read this post. <a href="https://www.scribd.com/document/759951926/1-Core-Rule-Revisions-Megaversal-v4-3" rel="nofollow">https://www.scribd.com/document/759951926/1-Core-Rule-Revisions-Megaversal-v4-3</a> <a href="https://www.scribd.com/document/759951911/2-Compiled-Skills-Megaversal-v4-4" rel="nofollow">https://www.scribd.com/document/759951911/2-Compiled-Skills-Megaversal-v4-4</a> <a href="https://www.scribd.com/document/764547477/3-Combat-Styles-MA-Powers-Megaversal-v3" rel="nofollow">https://www.scribd.com/document/764547477/3-Combat-Styles-MA-Powers-Megaversal-v3</a> <a href="https://www.scribd.com/document/841327088/4-Magic-Philosophies-proficiencies-Megaversal-v4" rel="nofollow">https://www.scribd.com/document/841327088/4-Magic-Philosophies-proficiencies-Megaversal-v4</a> <a href="https://www.scribd.com/document/759951927/5-Psionics-Megaversal-v4-1" rel="nofollow">https://www.scribd.com/document/759951927/5-Psionics-Megaversal-v4-1</a> <a href="https://www.scribd.com/document/759951928/6-Super-Abilities-Megaversal-v4" rel="nofollow">https://www.scribd.com/document/759951928/6-Super-Abilities-Megaversal-v4</a>
Hi Nihilo. I've built a couple of homebrew things into the sheet as Options. That would be the ideal way to go so that people can mix and match various options. However, it does add a lot of complexity to the already complex roll calculations/templates/functions. My recommendation would be to at least start by investigating adding homebrew rules as options, and if you find that the complexity is overwhelming, then fork it. I might be able to get you started by building one or two options in so you could see how it would work, and you could take it from there. I generally don't love forks, only because if you build a great new feature that I want, then I need to backport it, or vice versa. Options/feature flags tend to be a better approach, generally speaking. Having said that, in skimming the docs you linked there are considerable differences, and might require a refactor to easily make those changes modular. Probably something AI could do fairly quickly ;) Also thanks for your thanks :)
Nihilo - DM me. I'd hate to stifle creativity. Let's talk and figure out what would work best.