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Mass effect Fate or D6 system character sheets.

Hi, I was wondering if any character sheets for either Mass Effect Fate or D6 systems were available for rolld20? If so how would someone get them ? Thanks for the help.
No, there isn't, as of yet. You get them building they your self or simply asking, and waiting for some one to fill in. I have some time, so I could do it. But, before I do, is there anything wrong with the Fate sheet we currently have? And is the d6 Mass Effect the same system as the d6 Star Wars (which we do have a sheet for, I think)?
Well, Most of the main stuff is on those, however they have pretty big differences informationally as well. For example Force int he star wars which isn't in ME, which would be biotcs. There's actually quite a few things as well as the obvious aesthetics. I would very much appreciate a sheet for the D6 version especially and the fate also if at all possible. Like the ones they have on their site at least would be amazing any artistic licence for the positive is also awesome. .
Are either of these "official"? And what resources do you have that I can look at to make a sheet?
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<a href="https://drive.google.com/file/d/0B3AGMsyD8i8hTlRHSjlKa2wwdUU/view?pli=1" rel="nofollow">https://drive.google.com/file/d/0B3AGMsyD8i8hTlRHSjlKa2wwdUU/view?pli=1</a> for D6 and <a href="https://s3.amazonaws.com/MassEffect/Mass+Effect+Fate+RPG+Print.pdf" rel="nofollow">https://s3.amazonaws.com/MassEffect/Mass+Effect+Fate+RPG+Print.pdf</a> <a href="https://s3.amazonaws.com/MassEffect/Mass+Effect+Fate+Character+Form+v1-1.pdf" rel="nofollow">https://s3.amazonaws.com/MassEffect/Mass+Effect+Fate+Character+Form+v1-1.pdf</a> for fate
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Hope that is what you wanted. The D6 one is priority as I think I am prefering that system and will probably use it.
I'll look into it
Thanks a ton !
Any luck on the D6 version ?
Usually takes more than a day. But yes, working on it. Here is my current progress, in a google folder. You have a mentor status, so you may cut and paste the html and css into the proper blocks if you need immediately. The sheet is far from done.
Oh no no, I was just wondering and also have no idea of how long it takes , very sorry to bother &lt;3. it's looking quite nice ! =D I'm very excited, my game is likely on the 24th.
It will not (likely) be in github (and there able to be selected in the campaign settings) by then. I'd have to finish it, submit it to github, get it approved, and then both websites would have to update (the timing of which is unknown). However, since you have a mentor status, you can plug in into the custom area (of the campaign settings) on your own. I will update that google drive when I am done. By "finished" and "done" I mean "as far as I am willing to go, limited my my skills and patience". Nothing is absolutely finished.
haha, excellent and the cut and paste is perfect, just post whenever you think I should do that. thanks yet again for your awesome skills and care.
Okay, its usable now. See the folder. Planned: auto-calc derived fields, including modifiers for stuff checkbox for applying benefits from omni-tool auto-calc armor modifier into stats/skills and some other minor stuff And so, go ahead an put it through its paces. Tell me what needs to be fixed.
Is it better to use css to paste or html ?
I needed to add both I think, or atleast I added CSS forst and didnt see anything but then added html also and I see it now =p
In the general: "html is the function, and css is the pretty." That isn't very close to how it is, but you should get the point. You need both to make the sheet usable.
So I noticed a couple things, the first was that age / weight seems to be linked to the medals and paragon points lol. The other thing was that when you click the macro style button on a skill it rolls the right amount of dice but then also adds a random D6 to it. So if its supposed to roll a 4d6 +6 its rolls 4d6 + 6 + 1d6. Other than that it all looks Amazing and works well.
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Yeah, the wild die. Mass Effect still has the Wild die, right? (checks book) (cuss word) Page 6. Yeah, it uses the wild die, but that suppose to replace one of your dice, not just get added in. So, what I'm gonna do is set up the formula to roll (your attribute - 1)d6 + 1d6! (the wild die) + (attribute pips) + (skill) + (modifier). Medals, paragon, and Renegade will be fixed as well.
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Hey John, I'm not familiar with Mass Effect (or Fate), but how does the Wild Die replace one of the other die rolls? Does it replace the lowest, or replace the highest? What if all the attribute dice roll higher than the wild die? Does the Wild always replace an attribute die? Also, do all dice explode, or just the Wild Die? Because the formula you have above only has the Wild Die exploding. I ask, because I'm assuming the Wild Die replaces the lowest (or highest), in which case you could do something like: {(@{attribute}+1)d6!}kh@{attribute}+pips+skill+modifier Just a thought.
It replaces a die, before the dice pool is rolled. Only the wild die can "explode" (re-roll on a 6, and add the result to the first roll). The wild die also has the penalty of- when a 1 is rolled on the wild die- taking the highest normal die away, with an extra story problem as well. From the book you linked to me, page 6: Wild Die Whenever any you or GM, makes any roll, one of the dice must be different from the rest (in size or color). Designated as the Wild Die, this odd die represents the vagaries of life (like the direction of the wind affecting the flight of a bullet) that are too small to warrant their own difficulty modifiers. If you roll a 6 on the Wild Die, it is called a Critical Success and you may add the 6 to your total and roll the Wild Die again. As long as you roll Critical Successes on that die, you may continue to add them to your total and continue to roll. If you roll anything other than a 6, you add that number to the total and stop rolling. If you roll a 1 on the initial toss of the Wild Die, this is called a Critical Failure. The Critical Failure cancels out the highest roll. Then you add the remaining values, and the roll is determined normally, but a complication occurs. The GM gauges the significance of the complication by the total generated from a funny, "nearly didn't do it" result for a high total to a serious, "we have a problem" obstacle for a low total. When you roll a critical failure when shooting range weapons they overheat, for more information check Equipment chapter.
Okay, updated the files in the google folder with the proper dice pools. One will have to mouse over the inline rolls to see if the wild die rolled a one, and then manually take the highest die result away. But the wild die is always the be the second die result rolled: The number in the second set of parentheses, and even then, the only time its important is when there is a red "1" in it. Medals, paragon, and Renegade will be fixed as well.
Awesome !, too bad there isn't a function to make the 1 just do what it's supposed too but hey I can't ask for more really. Your skills are masterful sir. oh one question is is possible to add a function for the health to auto calculate to the percentages in the wounds taken part. All that math makes my nose bleed =p.
Oh and is it possible to add vehicle defense value to the first page?
Health auto calc's, vehicle defense added, modifiers place at bottom, derived stats auto-calc, and...a partridge in a pear tree. Oh and some tooltips. That's about all I'm going to do on it for now. I am going to take a break from it and come back later, maybe.
&lt;3
Do make sure to update me on things that can be done better,
Well first of all as always the additions are stupendous! I did notice that the melee damage is not calculating and the initiative is not calculating correctly. Also I saw that hit points and damage reduc are calculating correctly but you added spots in derived modifiers for them though I don't what I would put in there since it seems the sheet does all the work for you, did you add them with something in mind I didn't see?
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Fixed the melee damage (was adding a non-existent entity). Initiative should be fine. According to the book, its Perception...Perception dice plus pips plus number of dex dice plus that modifier box I put in. Holy wow I screwed that up. Okay, now its a button, using the above formula. If the guy rolling the button has a token selected, the token is added to the initiative tracker. Updated in Google drive. Sorry about that; I should have caught that one. Anyhow, the modifiers are in case you have something to increase the stats outside the normal. A set of powered armor that increases the speed (I dunno, rocket powered roller skates), a drug that increase hit points, and so on. Its so you can increase things separate from boosting base attributes. Edit: also, as soon as you give your blessings, and the next round of pull requests are approved (or not), I'll submit this to the Github site so more folks can use it. Edit (again): weapons 2, 3, and 4 were screwed up. Fixed it. Need to put in a drop down menu to select attribute for the weapon, along with skill selection and such. Also, Initiative button didn't have a wild die. Now it does.
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G V. said: Hey John, I'm not familiar with Mass Effect (or Fate), but how does the Wild Die replace one of the other die rolls? Wild Die is d6 system. Fate uses Fate dice (which are essentially d3 - 2). MindlessCalm has been asking about 2 systems for the same setting. =)
The only thing I see now is that the melee damage is calculating a bit wrong, it's only using the derived modifier slot. It shoudl be STR attribute + 1/2 lift. It is however only using the 1/2 lift it seems. Otherwise seems pretty solid! =D
Yea it only takes the value from the modifier section not your strength.
Oh I was also wondering if beyond fixing the melee damage thingy if it was possible to put back the value for initiative. The button is a good idea and I will be using it however the system usually calls for a static value and it would be nice to be able to see what it is again. Thanks.
Sorry to keep posting but I noticed now that melee and brawling defense values don't seem to be calculating correctly either. It looks like they are just taking the attribute x5.
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Its gonna be a bit before I get back to this. Melee damage, Initiative, etc, are measured by a number of dice plus a number of pips, with a "d" in the middle. That means to be accurate in the amount, I have to put two 'windows' to show the data, and that is a bit work I don't have the patience for right now. I didn't realize this when I first did the auto-calc fields.
ranged defense is working fine, strange that the same formula isn't for the other bunches =\. Attribue # x3 + pips + skill
Hey, looking through your intense maze of code I was able to see where the problem was! melee and brawling defense were set to read the ranged def derived and brawl was also set to brawling which didn't let it read the derived which was set to brawl. lastly for the melee damage it was set to divide strength atribute by 2. fixing those few things made it all work =D, the one thing that is beyond me yet is the ability to put a box in the intiative area so you can see the static number but also have the button.
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Okay, help me out here. Getting a little confused on the derived attributes. All of the Defense Values (Ranged, Brawling, Melee, etc) look like numbers, not dice. Is this true? Damage Resistance looks like just a number, not dice. Is that true? Melee Damage is the strength dice, plus 1/2 the rating of lift, right? Initiative is the Peception Dice, with a +1 to the result of those dice from several sources, right? Made some changes to the Initiative and Melee Damage thingies. Located in the Google Drive folder
1. yes, all defense values are numbers based on attributes and skills 2. yes damage res is a number based on attribute/ armor and a few racial things 3. yes strength + 1/2 lift 4. kind of , its perception dice x3 + dex dice + 1 from each 6 pts in search and tactics + some racial stuff.
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Okay, in d6 Space (which d6 Mass Effect references) says just Perception dice, plus pips, plus some other stuff. The Mass Effect book says : " Initiative : Initiative determines when a character can act in combat. The Initiative number is equal to the Perception attribute multiplied by 3 plus any pips. It can be further modified by: +1 for each 1D in the Dexterity attribute +1 for every 6 skill points in the Search skill +1 for every 6 skill points in the Tactics skill" That makes it look like a number, not dice plus pips, etc. Which is odd, because there is no mention of dice in the roll. It appears to be "you have a 14 initiative, that guys has a 10, so yer going first, no matter what. Which is neat, in its own way, just odd (to me). This is how the game runs it, judging by the NPC section. That's what you've been telling me all this time, haven't you?
yea lol, it's a static number, however I like the roll option so please keep it! I just wonder if its possible to have the static number next to the button incase people want to play more traditional.
MindlessCalm said: yea lol, it's a static number, however I like the roll option so please keep it! I just wonder if its possible to have the static number next to the button incase people want to play more traditional. Haven't looked at the update, have you? Anyhow, what do you want the button to roll? This is how it currently is: (Perception)d6 + (perception pips) + (Dexterity) + (other stuff) ...with only the "(Perception)" being the only dice. Break it down, real simple like, for me, How dice should be rolled, and what should be added to the roll. I will add the static number, and have it displayed, somewhere.
that sounds exactly correct initiative wise. I am also surprised since the D6 system seems old that there is no option to make the wild die roll of 1 take off another die =/, that would make it all so perfect.
Its possible with some API stuff (which I cannot do...yet). Look for the Apocalypse World Dice on these forums as an example of one set of dice rolls removing another set.
I looked at the new sheet, and it all looks good except the melee damage spot. It was actually perfect before lol. Just like initiative melee damage it a static number.