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

Mongoose Traveller

Recently, there has been an attempt to upgrade the sheet from 1st Edition to 2nd Edition, so the most recent edition could be used on Roll20.  This was done without the understand that other games preferred using the 1st Edition (no accounting for tastes, I guess).    And there was a SNAFU, as a result.  In response to the SNAFU, a super-quick-in-a-hurry fix was done.  In short, the new 2e sheet was loaded up as a separate, stand alone sheet, and the 1e sheet was reverted to the code I still had.  This was less than a stellar fix, as several fixes and improvements had made by people other than me, and I did not have them.   Currently, I have the fixes (not the upgrades) completed, but not pushed to Github, as I am waiting for things to smooth out.  Later, after I submit the fixes, I will try to match the excellent upgrades other folks, like Fabian D., made before things went bad, then fixed (which made thing much worse).  If you need some one to blame, I'm your guy. Everyone else acted appropriately and as one expected, but I was too lazy to do my part. Now, since I will be tinkering with the sheet anyhow, anyone have stuff they would like added to the 1st Edition Mongoose Traveller sheet?  If you got something that can improve your game, list it here, and I will try to add it in.
1484798539

Edited 1484799397
Fabian D.
Sheet Author
Here's the things that reverted as far as I know: <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>... Here's what I have so far: <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>... You should have write access to my branch so we can commit without conflicts. I'm open to improvements to the 2E sheet too, people can post either here. I might implement a Mindjammer-Traveller sheet too. Though I'm still not sure if I'll buy the book - I certainly don't have a group to play it with yet. I know there is the free book:&nbsp; <a href="http://forum.mongoosepublishing.com/viewtopic.php" rel="nofollow">http://forum.mongoosepublishing.com/viewtopic.php</a>?... Which outlines some skill changes, but I don't know if those are all the changes needed. As it's not the core book. Personally what I'd like to add is a auto-calculating field that sums together the weight of all equipment, but I don't see a way to do that without sheet workers, which as I understand need a pro account.
1484814732
Finderski
Pro
Sheet Author
Compendium Curator
Fabian D. said: Personally what I'd like to add is a auto-calculating field that sums together the weight of all equipment, but I don't see a way to do that without sheet workers, which as I understand need a pro account. Actually, Sheet Workers do not need a Pro account (only API access does). It's part of the character sheet so anyone using the character sheet gets the benefits of the Sheet Workers.
Finderski said: Fabian D. said: Personally what I'd like to add is a auto-calculating field that sums together the weight of all equipment, but I don't see a way to do that without sheet workers, which as I understand need a pro account. Actually, Sheet Workers do not need a Pro account (only API access does). It's part of the character sheet so anyone using the character sheet gets the benefits of the Sheet Workers. Ah would be great if someone with write access to the wiki could clarify that. As it stands it doesn't say, but is listed under "Building Sheets (Pro Only)".
I will see about adding TheArron's repeating field auto calc magic
1484869702
Finderski
Pro
Sheet Author
Compendium Curator
Fabian D. said: Finderski said: Fabian D. said: Personally what I'd like to add is a auto-calculating field that sums together the weight of all equipment, but I don't see a way to do that without sheet workers, which as I understand need a pro account. Actually, Sheet Workers do not need a Pro account (only API access does). It's part of the character sheet so anyone using the character sheet gets the benefits of the Sheet Workers. Ah would be great if someone with write access to the wiki could clarify that. As it stands it doesn't say, but is listed under "Building Sheets (Pro Only)". I believe the implication is that only Pro members can "Build Sheets," but you're right, it's not very clear.
Since we're at this anyway. In Firefox and Edge there are rendering issues with the headers: It works, but the labels are missing. Not really sure how to fix. On a regular website I'd use javascript for the switching anyway, can't do that here.
In this&nbsp; test campaign , I have the weight totals, made the tab switch visible in Firefox. &nbsp;Here is a firefox screen shot:
Random observation; the tab buttons are kind of small now. On a fast mouse/high dpi monitor it's possible to miss.
Increased size of tab buttons, made the characteristic modifier auto calc (with the much needed help of TheArron)
Added a roll template to skills
1485134692

Edited 1485231354
Coal Powered Puppet
Pro
Sheet Author
Added template to attributes. &nbsp;Would love some feed back on the skill templates, specifically if there is too much information. &nbsp;
1485231270

Edited 1485231348
Coal Powered Puppet
Pro
Sheet Author
Added skill show/no show area, so folks can pick and choose which of the freaking 68 freaking skill of freaking freak they would like to see. &nbsp;If there are no complaints, I will be pushing this change toward Github this weekend. Also,&nbsp;Fabian D. had pushed several corrections to the sheet I pushed forward, and I want to make sure he gets credit for the work. &nbsp;So...uh...Fabian D. had pushed several corrections to the sheet I pushed forward. &nbsp;There you go.
Assuming the stuff in the test room is your current version, some things of note. There is no area for skill training nor a initiative roll. Other skills seem a bit disorganized towards the right: I'd like it if you could let me know when your sheet is ready to go. If you'll allow me, I'd probably want to port some of the changes to the 2E sheet.
Fabian D. said: Assuming the stuff in the test room is your current version, some things of note. There is no area for skill training nor a initiative roll. Other skills seem a bit disorganized towards the right: I'd like it if you could let me know when your sheet is ready to go. If you'll allow me, I'd probably want to port some of the changes to the 2E sheet. What, is "skill training"? &nbsp;There is the "untrained" check box, which applies a -3 penalty to the skill total. Initiative was an oversight. &nbsp;Good catch. The slight disorganization....is an annoying by-product of how I did the repeating field. &nbsp;It requires a bunch of moving things 1 to 2 pixels at a time, and I didn't bother with that yet. &nbsp;So, duly noted. &nbsp;It is low on my list. And, say, this weekend, we can talk via some kind of voice and discuss what parts you want, and we can exchange the code. &nbsp;I have too much stuff to during the week.
In Traveller, you can train skills over time. In 1E it is simply you accumulate weeks and then learn a skill. To learn a skill, you need to spend skill total learned + target skill level weeks to improve or learn that skill. (Pg. 59 Core) 2E works quite a bit different, but the 2E sheet already has a section for it. As for Voice I have Curse and Discord, you can tell me via PM your contact for hopefully one of those platforms.
I only see snippets of the character sheet.&nbsp; I don't know where to go look at the whole thing.&nbsp; Is there a link?
The sheet can be seen in this&nbsp; Test campaign
Found and fixed two problems&nbsp;Fabian D. found (minor issue with the code I swiped from him found somewhee, just lying around, and a textarea I made not coded correctly).
1485512761

Edited 1485512902
Fabian D.
Sheet Author
Had some time to look over it. Is this intended as a 1E/2E Hybrid sheet? There is quite a bit in there that is 2E and not 1E. Weapons in 1E have range bands, not a single range (that is 2E). Initiative in 1E is always based on dexterity but can get a modifier (such as from group tactics). Intellect based initiative (being quick with the mind) is a 2E addition. Psionic Powers are always Trained or nonexistant, so the trained checkmark could go away. 1E does have robotics which you seem to have removed (or not yet re-implemented?) This one is a bit up to personal taste, but I personally don't see a reason to add a skill in "Other" if you don't have it trained, so I would remove that checkmark. Usually if you roll on a skill you don't have you'd just use the base attribute-3 Another personal adjustment, it may be worthwhile to condense rivals, allies, contacts etc. into a single repeating section and just have a field to say which of these it is. As it stands, having to expand/collapse each field, it's not easy to get an overview. Also from a group I'm playing with, there is the feedback of "who is this elf and what is she doing on a traveller sheet?"
Not, not intended for a cross over. Initiative and skill training area was a copy/paste 'cuz I had a lot of homework. &nbsp;I didn't look up how each thing interacted. &nbsp;I will adjust. I had figured the trained/untrained checkboxes was so the GM could throw in "new at the skill/power" stories. &nbsp;Iike a kid discovering the he was a brain bender, or a fresh recruit getting into her first taste of spaceship combat. I will need to find that robotics section, and re-install. She is a member of the "Darrian race", I am guessing. &nbsp;I got the image from&nbsp; here , which is about the only place I could find a image icon for Traveller. At that time. &nbsp;And what is is doing is is holding the image that says 'Traveller' on it.
1485539446

Edited 1485539614
Well I did a bit of a fiddling around with the test char sheet and here's my thoughts on it: - The buttons not rendering in firefox is gone so yay! - If we're doing overhauls on the char sheet the "untrained" checkmark should be flipped into a "trained" checkmark. It's just a quality of life change as you don't have to tick every single box when&nbsp; you create a new character. - Overall the show/hide skills button is a very much appreciated feature, though it needs some improvements. Currently as it is if you click any skill that has multiple specializations (athletics, science ect) it only shows you one checkbox. If for skills like this you'd have to "add" a specialization (something like how the other skills work) that is linked to the original skill that would be the ideal solution in my opinion since that way you will never run out of specialization options. The other solution would be to just show all the "copies" of these skills. - The seafarer show/hide button does not work. It only shows up/disappears when you click "show all". - Weapon ranges don't work like this so that should really stay as they were previously. - Psychic powers really don't have an untrained state as far as I know (well not in the way that skills have them anyway), including that option because someone might like to houserule it that way should not really be done on a character sheet. - Having your name/homeworld show up in the header is fine in my opinion though if we're putting stuff there the characteristics would be the most useful. -There's also some minor issues with resizing the char sheet (not sure how old these actually are I never tried to purposefully break a char sheet) like if the image us close to the "History" page buttons large portion of it becomes unusable. As a side not if you want to change the image these 2 would be more traveller like and not "random space elf". <a href="http://www.mongoosepublishing.com/media/catalog/category/Traveller_front_11.jpg" rel="nofollow">http://www.mongoosepublishing.com/media/catalog/category/Traveller_front_11.jpg</a> <a href="http://www.mongoosepublishing.com/media/catalog/category/Traveller_front5_3.jpg" rel="nofollow">http://www.mongoosepublishing.com/media/catalog/category/Traveller_front5_3.jpg</a>
Okay Glad you like the tabs now. Swapped the trained checkbox on all skills. Other Skills can currently cover extra specializations. &nbsp;Additional specialties, it sounds, are pretty much whole new skills. &nbsp;Firearms (lasers) are tracked separately from Firearms (knitting needle launcher), right? &nbsp;That would get annoying, fast. Seafarer fixed.&nbsp; Looked at the book, and it says its something like Pistol, Rifle, etc, with a penalty attached. &nbsp;Would you want a drop down menu with the range, and have the range show up on the roll template? Removed the trained section from the Powers bit. The Characteristics take up too much real-estate to be moved up top. &nbsp;And, as a GM, I like being able to quickly identify which of the many bad guys I am looking at. Squish any sheet enough and everything messes up. &nbsp;I set the sheet up to fit the default opening size. &nbsp;Unless something amazing happens, that's an issue that will stay. This is already too much talk about the picture. &nbsp;Its gone. &nbsp;
1485555784

Edited 1485555852
Well the specialisations are technically separate skills yeah. They are only linked by sharing rank 0 of the "main" skill. Also the drop down menu would work perfectly for gun ranges. Though there are certain weapon attachments that give bonuses at specific ranges so it may be better to just leave it as they were originally (the version where you fill in the numbers). As for the squishing: that was me trying to find as much things to break as I can. Better to get everything fixed at once after all, but if it's not a "bug" then it's fine.
Will work on the skills. &nbsp;All 68 freaking skills. I think next game sheet I make will have 3 skills and two attributes. &nbsp;
Coal Powered Puppet said: Will work on the skills. &nbsp;All 68 freaking skills. I think next game sheet I make will have 3 skills and two attributes. &nbsp; I recommend looking into regex pattern based replace. That's how I did the 2E changes to all skills.
1485561284
vÍnce
Pro
Sheet Author
Fabian D. said: Coal Powered Puppet said: Will work on the skills. &nbsp;All 68 freaking skills. I think next game sheet I make will have 3 skills and two attributes. &nbsp; I recommend looking into regex pattern based replace. That's how I did the 2E changes to all skills. Fabian, do you have any tutorials or sites that would hep with regex? &nbsp;I have done a little with regex in the past which has left me amazed at it's usefulness for making sheet-wide changes in seconds. &nbsp;However, you I can easily cause an equal amount of damage twice as fast. &nbsp;lol
1485563473

Edited 1485563487
Fabian D.
Sheet Author
Vince said: Fabian D. said: Coal Powered Puppet said: Will work on the skills. &nbsp;All 68 freaking skills. I think next game sheet I make will have 3 skills and two attributes. &nbsp; I recommend looking into regex pattern based replace. That's how I did the 2E changes to all skills. Fabian, do you have any tutorials or sites that would hep with regex? &nbsp;I have done a little with regex in the past which has left me amazed at it's usefulness for making sheet-wide changes in seconds. &nbsp;However, you I can easily cause an equal amount of damage twice as fast. &nbsp;lol Hm. I personally learned it in university, so not really. What is important is that you use an editor that can preview the changes and undo anything you've done, so you can tinker. It's rare to get everything right on the first try. Notepad++ does the trick for starters, personally I use pydev for most things now, even non-python. Its regex too shows what is about to happen much better than notepad, most important you can tell it to use the regex for a selected region, so you can make a simpler regex, cutting down on thinking time.
1485565109
vÍnce
Pro
Sheet Author
I use Notepad++, so I would like to stick with that. &nbsp;Every time I manage a successful regex find and replace (a rarity I might add) I think damn this is cool stuff and I need to learn how to actually use it. &nbsp;Time passes, and I find I have to re-learn the simplest things. &nbsp;I can conceptualize EXACTLY what I want to happen but I quickly feel like Sisyphus trying to "roll" regex up the proverbial mountain.&nbsp;
Leave it to Vince to find a greek who feels like I do about everything.... And adusted the "Other skills" section with two options. &nbsp;THe first a a repeating field with unlimited "specializations". &nbsp;The second is five "specializations" inside of a repeating field. &nbsp;Please keep in mind I cannot make a repeating field inside of a repeating field. &nbsp;Tell me what you think.&nbsp;
Hmm If you'd add the "unlimited specialisation repetaing field" to the skills in the main list that have specializations the number of skills would be cut down to 47. It'd look a bit odd having so many buttons in the char sheet but it'd eliminate the running out of specialization slots problem that may come up. If the button placements can be moved (keep in mind that I've no clue if they can be moved at all) then the sheet could be compacted slightly if the can be inserted into there. The other skill section doesn't need this specialization field "upgrade" in my opinion since you can edit the name of the skill itself and you can already add in new lines, so if some extra skill does have specializations (combat engineering for example) you can just have it be an entirely separate line. This is more of an issue for the core list especially for the sciences. Also the font choice on the roll result thingy for the character name is not the best in my opinion. I find it a bit hard to read.
Moving the Add/Modify buttons would be...I'll put it this way: flying to mars is possible, but I haven't a clue on where to start. &nbsp;Moving the add/modify buttons is that kind of possible. I will work on it.
1485624341

Edited 1485624372
vÍnce
Pro
Sheet Author
Coal Powered Puppet said: Moving the Add/Modify buttons would be...I'll put it this way: flying to mars is possible, but I haven't a clue on where to start. &nbsp;Moving the add/modify buttons is that kind of possible. I will work on it. You can probably use this as a base if needed to CPP. &nbsp;I'm from Mars btw... <a href="https://app.roll20.net/forum/permalink/2849556/" rel="nofollow">https://app.roll20.net/forum/permalink/2849556/</a>
Everyone knows that, Vince. &nbsp; Modified the following: Specialties now located under the skills, for the skills the book said had specialties. &nbsp;I hate all of you, all of the the skills, and all of space. The Spacing under Finances has been adjusted for readability. &nbsp; GM's take note: the debt area is pretty wide.... Range bands included in ranged weapons. &nbsp;This shows up on roll template. Injury block installed with Characteristics. &nbsp;Which have been moved to the top bar. &nbsp; May you all suffer many injuries. Initiative now only uses Dexterity. &nbsp; I hope its low. &nbsp; Other skills now reverted to original other skills. &nbsp; No accounting for taste. &nbsp; The quantity of the items is now adjusted, and factors into the weight of those items. &nbsp; Quality you will have to provide on your own.&nbsp;I don't expect much.&nbsp;
1485911317
vÍnce
Pro
Sheet Author
I stand on the shoulder's of giants... lol
Sounds like you did everything on the todo list, well done! Is it ready for me to update the 2E sheet with it? Would be great if we can update both sheets for the monday merge.
I've just checked out the changes. The skill section is great, and if there's no bugs it's perfect in my opinion! The gear section is also good. The weapon section is just confusing. Why was the damage box changed into dice and flat? Leaving that as "damage" would be better and clearer on it's purpose. Also Melee weapons also have range modifiers (it's a bit odd but hey those are the rules). Also I don't think that displaying the range penalties/modifiers and the notes section is necessary plus it makes the roll box "less nice". As for the characteristics: The only characteristics that can actually suffer injury is Endurance, strength, dex (and psionics technically). The ordering of the characteristics like this would be more logical IMO: Strength Dexterity Endurance roll20 tables are Intellect Education Social Standing horrifically bad Seriously the roll20 tables are broken. I try to add a linebreak after this line and it puts it in the table itself AAAAAAAAARG I don't think that the psionic strenght should be there at all. After all it's a thing that very few characters actually have and when you use it it's going to be done on the psionics tab, so wouldn't it be better to just have it in there somewhere? It'd make the characteristics look symmetrical and remove a potentially useless element from there. On that note I get an error when trying to roll a psi power. Some other changes that may be worth considering (I know I have a lot of "requests" but I'm just trying to give you ideas on making the sheet a lot better). - The armor section (from the prime tab) could be moved to the weapons section along with the initiative button. That way all of the stuff that you really need in combat would be in the same place. The tab could be renamed to combat or something like that (though I suck at naming so keep that in mind) - The history tab could be merged with the prime tab and the tab could be renamed to something else. After all with the characterisitcs always being visible there's really not much stuff left on the Prime tab.
Adjusted the Characteristics, placing brain power stuff on that tab. Moved everything under history and put it on the prime tab. Armor and initiative moved to the renamed combat tab. Damage combined into one box. &nbsp;
1486084319

Edited 1486085748
Fabian D.
Sheet Author
Zsolt S. said: As for the characteristics: The only characteristics that can actually suffer injury is Endurance, strength, dex (and psionics technically). The ordering of the characteristics like this would be more logical IMO: Damage can be done to mental characteristics as well. Page 74 Corebook 1E mentions Neurotoxin as an example of Int Damage. And on Page 75: "Other than Psionic Strength, which has its own rules (see page 152) characters may also suffer damage to their Intelligence or even their Education (representing loss of memory). " In neither mongoose edition is any mention of damage to Social, however. Which would make sense, since it is social standing, not charisma. On another note, since you moved armor anyway. Some specific armor can be layered, allowing one to wear two items. Looks like there may be space available now to accomodate that. As for melee range bands; they only have Personal and Close bands, none of the other. Also, what we missed so far, in the attack roll, the "effect" is added as damage: 65 Core 1E: "DAMAGE Each weapon lists the damage it inflicts as a number of d6. Add the Effect of the attack roll to this damage. " The attack roll is generally made against an 8 difficulty, with various modifiers. The difference to the target number is the effect.
1486124619

Edited 1486133557
Right, my bad. And yeah melee weapon ranges still needs to be added (close and personal only)
Ranges added to melee and melee roll templates. &nbsp; I have no idea what "Add the&nbsp;Effect of the attack roll to this damage" means. &nbsp;Anyone got an example of play somewhere? How does armor laying work, and do we really need to add it before I push these changes?
Coal Powered Puppet said: Ranges added to melee and melee roll templates. &nbsp; I have no idea what "Add the&nbsp;Effect of the attack roll to this damage" means. &nbsp;Anyone got an example of play somewhere? How does armor laying work, and do we really need to add it before I push these changes? In Traveller, the "Effect" is the difference to the target number. For example, Referee calls for a Skill Test against Target Number 8 for say Astrogation to plot a course. The difference of the resulting roll is the effect. So, if a Player say rolls a 14, then the Effect is 6. In case of skill tests you consult this table: In case of Attacks (that are almost always against an 8, if not always(?)) The Effect is simply added as Damage. The Armour Rule (formatting is bad as it is a copy-paste): "Combining ArmourSome armour can be combined. It is possible, for example, to wear a fl ak jacket over a suit of Cloth armour. Vacc suits, combat amour and battle dress cannot be combined with other armour types. Their armour value includes the benefit of limb and head coverage. If a character wears only one piece of armour (such as a helmet or a flak jacket) then he gains the normal protection of this armour. If he wishes to combine armour, he does not gain the full benefit of each piece. The exception is natural or artificial ‘built-in’ armour, such as subdermal armour, which always counts at full value. It is possible to gain benefi t from one ‘base garment’ such as a suit of Cloth armour plus one set each of arm, leg and head protection. Thus a fl ak jacket can be usefully worn over Cloth armour. A second layer of Cloth would simply encumber the character. A character wearing multiple armour pieces calculates his value as follows: • Subdermal or natural armour counts at full value. • The highest-value armour worn on the torso (or a whole-body suit of Cloth or Mesh, for example) counts at full value. • Additional torso protection counts at half value. • One piece each of head, arm and leg protection counts at quarter value. • The total is calculated and fractions are dropped, giving the fi nal armour value. Example: A character serving as a mercenary wants to outfit himself with good armour but cannot afford combat armour. He starts with a suit of TL 10 Improved Cloth Armour (5 armour points) and straps a TL 10 torso protector over it (normally worth 8 points but halved to 4). He is now wearing 9 points of armour. The character’s heavy leg (3 points) and arm (2 points) protectors and a light infantry helmet (5 points) add up to 10 points of protection. Onequarter of this is counted, or 2.5 points. Dropping fractions this gives 9+2 or 11 points of armour. Almost as good as Combat Armour, at a fraction of the cost! And also without the environmental protection and other goodies of course. He also suff ers a –1 DM to all tasks due to the awkwardness of his limb protection. " This is thankfully something I don't need to deal with on the 2E sheet, that system is a goner.
1486203845

Edited 1486204685
Yeah the effect is essentially just the difference between your roll (with all modifiers included) and the number 8. Honestly the armor rule is something that's way to complicated to do on the sheets. You'd need to have like 4 fields and if you enter an armor in the wrong field it's all wrong. That one is something that should be left to be self calculated. Also that rule is added in a supplement and it kindof slightly contradicts the core rules too soooooo I don't think it should be added at all. Btw are the range bands & note fields in the roll template going to stay? Edit: Also the first and every subsequent melee weapon's fields are not in line & they are missing the top line's labels.
Unless there is a compelling reason, I will not be trying to figure how to put armor layering and effect to damage. &nbsp;Effect to damage can be fairly easily figured put with some simple math just looking at the damage out put. The range bands are now set up under a checkbox; you can choose to show them in the roll template or not. &nbsp;Not overly happy with the order of them, so I might rearrange how it is done. &nbsp; Suggestions on how to show them would be appreciated. &nbsp; The lining up thing should be fixed, now.
Lacking any other improvement ideas (that I am willing to figure out how to work), I will be pushing this toward github this weekend. &nbsp;
I should have time on sunday to carry over the changes to 2E as well, just need your source.
Here &nbsp; are the codes.
Pull request for update. &nbsp;There has been a huge effort not to change any names of the various fields, so there should be no degradation of games in progress.&nbsp;
1486315715

Edited 1486333408
Fabian D.
Sheet Author
Preliminary report on the 2E update effort. Due to the extensive changes it may not be done for the monday merge, no guarantees. For now I'm on time to make it, I'm still hopeful. Some things so far; At every skill you have "width200px;", I believe you meant to write&nbsp;"width:200px;" mind the : My Editor reported each of those as error when I opened the file. I recommend using some sort of automatic correction, there's lots of small things that can creep in. Now the other thing has me stumped. Nice idea on the "label for" trick to get the tabs to work in firefox and IE. However, on the 2E sheet which is set up for translation, it seems to break things: Since the 1E sheet does not support translation, this problem isn't an issue there, but I'll need a workaround for the 2E or drop the labels for it again. On another note, that trick does use "ID" which is meant to be unique in the DOM Object. If you have multiple character sheets open, this is no longer the case and technically a website-wide error. Most Browsers will ignore the infraction, but it could lead to unforeseen effects, such as changing tabs affecting all open sheets. It may even be related to the roll20 translation system failing. Update: I did get the labels to work again. But the ID needs to be dropped. If you have multiple sheets open, only the first one works, the others are borked. Update 2: The Allies, Contacts etc. fields share the same attribute name, so the left and right will duplicate data. Update 3: Skills already defaulted to Untrained on the 2E sheet. When old sheets get updated it now flags every skill as trained. Will have to find a solution for this later, will continue on for now. Update 4: Fixed the Update 3 Issue. Also would like feedback to this header: Since there are some things that can give a temporary boost as well, I changed injury to Temp and compacted it all a bit Update 5: The correct closing tag on line 2372 is th, not td Update 6: The other skill tries to pull in "skillSpeciality-Otherspec" which is not defined. It appears "skillSpeciality-Other" is the intended attribute. Update 7: Some roll20 console output. It looks like a field was named wrong?
1486332241

Edited 1486400629
Fabian D.
Sheet Author
2E Update done (I hope) You can have a test gander at&nbsp;<a href="https://app.roll20.net/join/1926538/6jmYRw" rel="nofollow">https://app.roll20.net/join/1926538/6jmYRw</a> All problems I mentioned above should be fixed. Except for the duplicate ID Problem. I'd also like to use this opportunity to thank Coal Powered Puppet for all his work that makes this update possible.
Can anyone explain why the second column of my Allies, Contacts, Enemies, and Rivals is mirroring the first one instead of creating a new repeating instance? This also happened under the old 1st edition sheet. I'm now using the code linked by Coal Powered on Feb 4, and the behavior is the same, even on new character sheets.