So I figure I'd post this here. I'm running a d20 modern/future game using the Aliens Game Over rules Which can be found here . Now I know I can subscribe to be able to make my own character sheets, but I do not have the money for said upgrade. So instead I went and I created a "character sheet" using attributes Let me have an example of my character "Lilith" Attribute name Current Number Total Notes HP 38 38 Armor 23 Str 14 Dex 16 Con 14 Int 14 Wis 12 Cha 10 Init 3 Bab 4 Fort 3 Ref 2 Will 4 Climb 5 Str This holds just the ranks in said skill ((other skills would follow the same pattern as climb Smartgun ammo 340 400 Current Ammo vs Total Now for the ability macros SAVES /roll 1d20+@{Fort} +[[floor((@{Con} -10)/2) ]] OUTPUT: Firestar001 (GM):rolling 1d20+5 + 2 (12)+5+2 = 19 The "floor((@{Con}" thing is important. Inside the floor it will take the number of the Con variable (14), subtract 10, and divide by 2. Normally this will equal 2, but let's say I have a Con of 13 Without the floor it would result in /me rolling 1d20+5+1.5 (12)+5+1.5=18.5 The 18.5 doesn't look very neat now does it. The floor will just round down the result so instead of a 1.5, it will be a solid 1. **The reason I included the double brackets was to 'neaten up' the chat box. Without the brackets it would look like: (12)+5+floor((14-20)/2) A: Doesn't look neat B: You don't know what the actual modifier is The only negative side effect of this macro is it does not take into account anything like a bonus to saves vs poison or disease. Melee and ranged attacks The melee and ranged attacks work much the same way as the saves Melee: /roll 1d20 + @{Bab} + [[floor((@{Str} -10)/2) ]]
Roll a d20, add base attack bonus and strength. Only flaw is it doesn't take into account power attack or such feats. Init rolls For init rolls it's pretty easy /roll 1d20+3 &{tracker} Personally I love the "&{tracker}" since it automatically adds the token to the turn order. Here is one for GM's to use. Just have a token selected and use this macro: /gmroll 1d20+?{init_bonus|0} &{tracker} A pop-up box will ask for an initiative modifier, and that's all there is to it. So if you have five Xeno's in the GM view, just click on them one by one, put in some numbers, and they're already added to the turn table. Plus ONLY YOU (the GM) can see the hidden tokens. Of course for those who enjoy a bit of 'flash' @{selected|token_name} rolls a [[1d20+?{modifier|0}&{tracker}]] for init.
Skill checks: This is one that I haven't quite figured out yet /roll 1d20+@{climb}+@{Str} OTHER NOTES: Some of the things I'm currently having trouble deal with using guns and feats like double-tap and burst-fire NORMAL:(For simplicities sake Lilith takes a 10 and her attack bonus is 3) Lilith rolls: 10+3=13 Pulse Rifle: 2d8+4 Double-tap: take -2 for attack, +1 dice for damage Lilith rolls 10+3-2=11 Pulse Rifle: 3d8+4 (Or 2d8+4+1d8) Burst Fire: Take -4 to attack, +2 dice damage Lilith rolls 10+3-4=9 Pulse Rifle: 4d8+4 (or 2d8+4+2d8) If anyone has any ideas on how I can simplify these, I'm all ears. Thank you to the developers of this for all the hard work they put in.