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Could someone update the Eclipse Phase 2nd ed sheet please?

The Eclipse Phase Second Edition sheet is woefully outdated. It was made during the playtest a year ago, but now that second edition is officially out it needs to get updated and bugs need to get fixed. Currently I'm running it so this is kind of important. I've already tried to get in contact with the sheets creator, Alain H, but I can't find a way to contact him. I've also considered updating the sheet myself, but I have no time to relearn HTML, nor to edit it. So I'd appreciate it if someone else could do it. Thanks.
1566779706

Edited 1566779811
Andreas J.
Forum Champion
Sheet Author
Translator
You could help things along by listing what and how things need to be fixed, and maybe linking to related resources like paper version of the sheet. If you upfront provide clear info on what needs to be changed, you greatly increase the chance that someone might do something about it.
Andreas J. said: You could help things along by listing what and how things need to be fixed, and maybe linking to related resources like paper version of the sheet. If you upfront provide clear info on what needs to be changed, you greatly increase the chance that someone might do something about it. Ok, I took the time to list all the problems I could find. They are as follows: There are 2 initiative buttons. One on the Ego tab and another on the Combat tab. The combat initiative should use a d6, but instead uses a d10. On the Psi tab next to the infection box, there is a table with text lines labeled 1-6. Breaking Point no longer exists. Physical Damage takes it's place and the #2 slot should be identical to the other 4 slots. In the Gear section, Ranged weapons and Seekers/Grenades are listed as having something called Reload, with (SA/BF/FA) under it. This was a mechanic to make ammunition tracking easier, but was rejected in feedback. It should be replaced with a magazine capacity like most similar games, but considering how complicated ammunition is, it may be easier to rename it rather than switch it to a number input. In the Morph section, there are tables for augmentations labeled Bioware, Nanoware, and Cyberware. Two more tables should be added, called Hardware and Meshware. Both Initiative buttons don't seem to like with the Turn Tracker. That covers what I know is flawed with the sheet. If it's possible, I'd also like to request accommodations for NPCs to be added to sheets. Specifically, attributes are added to skills for a sum total, but NPC statblocks usually have a total skill as a default value, meaning if I want to make an NPC on a sheet, I have to subtract the attribute from every single skill one at a time. Anyways, let me know if either yourself, or someone else could update it. Right now I need to head back to making this week's session with said sheets. Thanks.
I found another one. In the skills section, Free Fall should be using SOM instead of REF.
1567292664
Salvador M.
KS Backer
Sheet Author
I'm not really familiar with the game but I noticed a few things making my character for the game our GM is gonna be starting. Button to send Mental Disorder description to chat is broken. The Willpower Check button is using the bonus from Somatics instead of the bonus from Willpower. The Psi Rating is going up with every Psi Chi sleight you add, which appears to not be a thing in the latest rules. Psi Sleights shouldn't have a range dropdown anymore, as ranges are now universal modifiers instead of per power. Psi Sleights duration dropdown should have the WIL/5 option split into Action Turns, Minutes, and Hours. It's probably not necessary to specify WIL/5 on each of them.
1567342393
Andreas J.
Forum Champion
Sheet Author
Translator
I'll take a quick look at some of the smaller bugs mentioned here that I think might be quick to solve even without knowing the system or sheet. Will post an update here at some point.
1567347429

Edited 1567768097
Andreas J.
Forum Champion
Sheet Author
Translator
Current fixes I've made: Hardware & Meshware added to all four morph sections The 4 morph sections now are named Morph 1,2,3,4 by default instead of Morph 1,1,1,1 Mental disorder roll buttons fixed Willpower check button fixed to use bcheckWIL instead of bcheckSom Free Fall changed to use somatics instead of previous reflexes Initiative rolls now add things to the turn tracker, and both uses 1d10 1d6 for rolls Psi table with "Break point" & "physical damage" mentioned now mentions only "physical damage" in the first slot, and the second slot is made editable plus missing description section of the second slot is added. General question: Is it intentional that Psi-Chi Sleight drowdown and "Strain Mod" settings are disabled, while Psi-Gamma Sleights can be customized freely? Some of the issues you mentioned doesn't explain well enough how they should behave. In the Gear section, Ranged weapons and Seekers/Grenades are listed as having something called Reload, with (SA/BF/FA) under it. This was a mechanic to make ammunition tracking easier, but was rejected in feedback. It should be replaced with a magazine capacity like most similar games, but considering how complicated ammunition is, it may be easier to rename it rather than switch it to a number input. The "Reload" field is a number input, so just renaming it "magazine capacity" would be easy. What is complicated about ammunition? If it's possible, I'd also like to request accommodations for NPCs to be added to sheets. Specifically, attributes are added to skills for a sum total, but NPC statblocks usually have a total skill as a default value, meaning if I want to make an NPC on a sheet, I have to subtract the attribute from every single skill one at a time. If you provide a visual example of an NPC statblock, and a more comprehensive description of what is and isn't relevant for a NPC statblock, someone might be abe to do something about it. Would the NPC sheet just replace the "Ego" tab, or all sections? The Psi Rating is going up with every Psi Chi sleight you add, which appears to not be a thing in the latest rules. I didn't notice this behaviour. Psi Sleights shouldn't have a range dropdown anymore, as ranges are now universal modifiers instead of per power. This doesn't explain what should replace the range dropdown, or how the replacement should behave. Does the replacement need to be able to interact with the outcome of the dice rolls made with Psi Sleights? Psi Sleights duration dropdown should have the WIL/5 option split into Action Turns, Minutes, and Hours. It's probably not necessary to specify WIL/5 on each of them. Should these "Action Turns", "Minutes", and Hours" still display the WIL/5 number on the roll output?
1567350547
Salvador M.
KS Backer
Sheet Author
Andreas J. said: Initiative rolls now add things to the turn tracker, and both uses 1d 10 for rolls They should both use 1d6. General question: Is it intentional that Psi-Chi Sl eight drowdown and  "Strain Mod" settings are disabled, while Psi-Gamma Sleights can be customized freely?  Yes, Psi-Chi are passive abilities, so they always target self with Constant duration and no activation cost. Psi Gamma are always Active as well, so the entire Type column is rather redundant. The Psi Rating is going up with every Psi Chi sl eight you add , which appears to not be a thing in the latest rules. I didn't notice this behaviour. (Base) Psi Rating should be Psi-Trait-Level * 10, the sheet appears to be calculating it as Psi-Trait-Level * 10 + #-of-Psi-Chi-Sleights * 5. Accomplished via a sheet worker I believe. Psi Sleights shouldn't have a range dropdown anymore, as ranges are now universal modifiers instead of per power. This doesn't explain what should replace the range dropdown, or how the replacement should behave. Does the replacement need to be able to interact with the outcome of the dice rolls made with Psi Sleights? Sleights don't have Range as part of their entries anymore, so the entire column is rather pointless. I don't know if it'd be useful to keep around for legacy / homebrew purposes. Psi Sleights duration dropdown should have the WIL/ 5 option split into  Action Turns, Minutes, and Hours. It's probably not necessary to specify WIL/ 5 on each of  them. Should these "Action Turns", "Minutes", and Hours" still display the WIL/ 5 number on the  roll output? That would make sense. Seemed like it would be unnecessary to list on the dropdown considering how much wider it'd make the column, but the roll output isn't as space limited. I suppose you could have it calculate the WIL / 5 and output that, but I don't know if that's really necessary. Thanks for helping get this updated.
1567354567
Andreas J.
Forum Champion
Sheet Author
Translator
Salvador M. said: Andreas J. said: Initiative rolls now add things to the turn tracker, and both uses 1d10 for rolls They should both use 1d6. Woops, changed them to d6 now. Added some padding to the roll templates so descriptions are easier to read. Might do something about the other things later.
Andreas J. said: Current fixes I've made: Hardware & Meshware added to all four morph sections The 4 morph sections now are named Morph 1,2,3,4 by default instead of Morph 1,1,1,1 Mental disorder roll buttons fixed Willpower check button fixed to use bcheckWIL instead of bcheckSom Free Fall changed to use somatics instead of previous reflexes Initiative rolls now add things to the turn tracker, and both uses 1d10 for rolls Psi table with "Break point" & "physical damage" mentioned now mentions only "physical damage" in the first slot, and the second slot is made editable plus missing description section of the second slot is added. General question: Is it intentional that Psi-Chi Sleight drowdown and "Strain Mod" settings are disabled, while Psi-Gamma Sleights can be customized freely? Some of the issues you mentioned doesn't explain well enough how they should behave. In the Gear section, Ranged weapons and Seekers/Grenades are listed as having something called Reload, with (SA/BF/FA) under it. This was a mechanic to make ammunition tracking easier, but was rejected in feedback. It should be replaced with a magazine capacity like most similar games, but considering how complicated ammunition is, it may be easier to rename it rather than switch it to a number input. The "Reload" field is a number input, so just renaming it "magazine capacity" would be easy. What is complicated about ammunition? If it's possible, I'd also like to request accommodations for NPCs to be added to sheets. Specifically, attributes are added to skills for a sum total, but NPC statblocks usually have a total skill as a default value, meaning if I want to make an NPC on a sheet, I have to subtract the attribute from every single skill one at a time. If you provide a visual example of an NPC statblock, and a more comprehensive description of what is and isn't relevant for a NPC statblock, someone might be abe to do something about it. Would the NPC sheet just replace the "Ego" tab, or all sections? The Psi Rating is going up with every Psi Chi sleight you add, which appears to not be a thing in the latest rules. I didn't notice this behaviour. Psi Sleights shouldn't have a range dropdown anymore, as ranges are now universal modifiers instead of per power. This doesn't explain what should replace the range dropdown, or how the replacement should behave. Does the replacement need to be able to interact with the outcome of the dice rolls made with Psi Sleights? Psi Sleights duration dropdown should have the WIL/5 option split into Action Turns, Minutes, and Hours. It's probably not necessary to specify WIL/5 on each of them. Should these "Action Turns", "Minutes", and Hours" still display the WIL/5 number on the roll output? I concur with Salvador on the initiative. Rules specify 1d6, not 1d10. For the magazine complications. Have you ever played Shadowrun? Because this game has a lot of unique ammunition types and a smart magazine means you can load different types and switch between which is used in the next volley. What this means is that a 30 round mag can have 3 types of ammo divided into groups of 10 that all have to be tracked in the same mag. I have it posted that PCs in a situation should write down their mags like this: (Btr7/Z10/J6/23), which cannot be done in a number only field. So for NPCs... This will be hard to explain. Here's a stat block for you. So let's take the example of the Guns skill at 50. 50 is the total number one must roll<= with a d100 in order to pass. For a PC, this 50 is the sum of the skill and the attribute (in this case REF or Reflex at 20). The Skill tab of the sheet auto calculates this, but since the stat block doesn't show what the skill minus the attribute is, I'd have to subtract them on my own and that makes things tedious. As for what to do about that, I would imagine putting a Radio Button in the Skill tab. One is the current one for the PCs, and the other is listed NPCs with the Ranks column and the Total column being adjustable and isolated from the attributes, since those are already assumed to be added to whatever the GM puts in the Total. Temp shouldn't add to the total on the sheet, but on the rolled results. Hope that clears things up. I'd also like to add that I didn't see any sheet changes after loading back into the editor again. Is there something I need to do to update it? And more importantly, will it erase content already on pre-made sheets? Because that would be an important thing to know. Anyways. Thanks again for your help.
1567768136
Andreas J.
Forum Champion
Sheet Author
Translator
The fixes I mentioned should be line now: Hardware & Meshware added to all four morph sections The 4 morph sections now are named Morph 1,2,3,4 by default instead of Morph 1,1,1,1 Mental disorder roll buttons fixed Willpower check button fixed to use bcheckWIL instead of bcheckSom Free Fall changed to use somatics instead of previous reflexes Initiative rolls now add things to the turn tracker, and both uses 1d10 1d6 for rolls Psi table with "Break point" & "physical damage" mentioned now mentions only "physical damage" in the first slot, and the second slot is made editable plus missing description section of the second slot is added.
1568190921
Andreas J.
Forum Champion
Sheet Author
Translator
The original Sheet Author just submitted a massive update for Eclipse Phase V2 with the description: I've done various update because final version of EP2 is out. Nothing is lost, and this sheet look better now. The update goes live next Tuesday, assuming normal sheet update schedule.
The "Nothing is lost" is probably referring to active sheets, not the changes that were made in this thread, which makes me very, very worried.
1568242397

Edited 1568242558
Alain H.
Pro
Sheet Author
API Scripter
Sorry, I hadn't seen this topic. I have now included updates on this topic in the new update + some other little things I've seen requested here : Deletion of types for psi powers. Deletion of range for psi powers. Improvement of the durations for psi powers. Fix for Psi Rating. And sorry for my english, it's not my native language. (I'm french) I will now follow this topic if you have other thing for my sheet. Thx for your feedback.
1568245110
Salvador M.
KS Backer
Sheet Author
I think you lost Fray and Perceive being based on double the aptitude. Otherwise it all looks great. :)
1568276759
Alain H.
Pro
Sheet Author
API Scripter
Salvador M. said: I think you lost Fray and Perceive being based on double the aptitude. Otherwise it all looks great. :) For me, as it says in the book, it seems to be a bonus to their basic value at creation, before adding the ability. Or it's not clear in the book.
Considering that even character sheet in the book lists aptitude for Fray and Percieve as REFx2 and INTx2 respectively, I'd say it's always x2 (and then you add skill points normally).
1568324781
Alain H.
Pro
Sheet Author
API Scripter
Eperogenay said: Considering that even character sheet in the book lists aptitude for Fray and Percieve as REFx2 and INTx2 respectively, I'd say it's always x2 (and then you add skill points normally). In the PDF I have, I have this on the character sheet. I don't see REFx2.
1568337130

Edited 1568337310
Are you using the 1.1.1 version that's been released recently? It's from 10th of September.
1568390614
Alain H.
Pro
Sheet Author
API Scripter
I hadn't seen the update. It's fixed on the sheet.
1568989871
Salvador M.
KS Backer
Sheet Author
The chat callout appears to have some real trouble with formatting, whether through new lines or markdown.  Think it's related to flex display, since turning that off in the browser inspector makes the text behave as expected.
Alain H. said: I hadn't seen the update. It's fixed on the sheet. By the way. Would it be too hard to implement an NPC setting for the skill section? I use the sheets for NPCs and it would be nice to implement skills without having to subtract attribute points in my head.
1569017054

Edited 1569017196
Alain H.
Pro
Sheet Author
API Scripter
Salvador M. said: The chat callout appears to have some real trouble with formatting, whether through new lines or markdown.  Think it's related to flex display, since turning that off in the browser inspector makes the text behave as expected. Can you tell me the tab and the place from which the problem appears? That I can reproduce it to correct it. Edit : And the browser. Edit 2 : And give me the exact text you entered, so I can try it on my own under the same conditions. Edit 3 : I will see for NPC Sheet.
1569041980

Edited 1569042117
Salvador M.
KS Backer
Sheet Author
That's from the gear tab, the item chat button. Tacnets allow a group and their muses/gear to share real-time tactical situational and sensory data over encrypted mesh channels. They are used by sports teams, security/military units, gamers, and anyone else that needs to coordinate actions. Tacnets provide the following functions: **• Maps:** Tacnets present maps from a bird’s eye, three-dimensional interactive, or first-person entoptic view, tagging notable features and marking distances. They can also plot maps based on sensory input, positioning systems, and other data. **• Positioning:** Tacnets indicate the position of known people, bots, vehicles, and other features according to sensory input or their calculated trajectories. Friend-or-foe tags highlight allies and opponents, noting their lines of sight and fields of fire and alerting the user to areas of potential cover or danger. **• Sensory Input:** Tacnets share all sensory input available from members and linked devices. This includes data from physical senses, portable sensors, smartlink guncams, XP feeds, etc. Users can immediately call up and access the sensor feeds of others as needed. **• Communications Management:** Tacnets maintain an encrypted VPN between users. They actively monitor for dropped signals and hacking/sniffing/jamming attempts. Treat as Infosec 40. **• Smartlink/Weapon Data:** Tacnets monitor the status of weapons, accessories, and other gear, bringing damage, shortages, ammo counts, and other issues to the user’s attention. **• Medical Data:** Tacnets monitor the health of their users via medichines, implants, and other sensors. Users can call up health reports on their allies. **• Overwatch:** Tacnets keep an eye out for potential threats. They provide a +10 modifier to Perceive Tests against surprise ▶227. **• Indirect Fire:** Members of a tacnet can provide targeting data to each other for purposes of indirect fire ▶206. **• Analysis:** Tacnets can analyze real-time situations to provide suggestions and warnings. The app's god’s-eye view of a situation helps it to identify facts and details that individuals overlook. For example, a tacnet can analyze an opposing team's weapons, shots fired, and potential injuries and suggest tactical maneuvers. Querying a tacnet for advice is a quick action; treat as Know: Tactics 80. Many tacnet features are immediately accessible to the user via their AR display; other data can be accessed with a quick action. The GM determines when the tacnet provides important alerts to the user. At the GM’s discretion, some of these features may apply modifiers to the character’s tests. Tacnets are designed to be overseers, not to take action.They will not hack opponents, pilot vehicles, or interface with weapon systems. And I'm using chrome. There are also some issues with tables not lining up basically across the sheet, not at pc atm so hard to get a screen shot.
1569060415
Alain H.
Pro
Sheet Author
API Scripter
I fixed the bugs I saw.... I hadn't visualized the sheet with Chrome. It's fixed now.
1569357347

Edited 1569357376
Corvin
Pro
Marketplace Creator
small morph pool alignment defects, total and current morph ego. I humbly corrected the css like this: .charsheet .sheet-pool > .sheet-block > label:first-of-type  { width : 71px ; text-transform : uppercase ; font-weight : bold ; padding-top : 42px ; //I add this } .charsheet .sheet-pool > .sheet-block > label:first-of-type > span  { line-height : 22px ;    //I  mod this /* padding-top : 24px ;    //I remove this */ }
1569784931
Alain H.
Pro
Sheet Author
API Scripter
Corvin said: small morph pool alignment defects, total and current morph ego. I humbly corrected the css like this: .charsheet .sheet-pool > .sheet-block > label:first-of-type  { width : 71px ; text-transform : uppercase ; font-weight : bold ; padding-top : 42px ; //I add this } .charsheet .sheet-pool > .sheet-block > label:first-of-type > span  { line-height : 22px ;    //I  mod this /* padding-top : 24px ;    //I remove this */ } I made a better fix, more in accordance with the sheet. I also fixed a bug on the muses.
1570031672
Salvador M.
KS Backer
Sheet Author
We noticed in our last session there's no convenient way to track the ongoing pool usage option.  Ongoing (Insight/Moxie/Vigor Only): Receive +5 (1 point) or +10 (2 points) to all skill tests linked to one aptitude for 24 hours or until your next recharge I don't know if there's anything else in the system that has a similar effect, but a box for "bonus to all skills linked to this aptitude" would be handy.