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Twilight 2000 Alpha

Is there anyone out there who can make a CHARACTER SHEET for the new Alpha Twilight 2000 Rules? I am not a tech person, I dont have the skills to make one myself or I would.
1608182549

Edited 1608182593
Victor B.
Pro
Sheet Author
API Scripter
I have a twilight 2000 char sheet that could be used for this.  It uses an API (requiring Pro User) to roll out the insane number of rolls in Twilight.  I do not have time now to backfill into Alpha, whatever that is.  I read about a reboot.  The game needs to seriously streamline.  Why I wrote a 2500 line API to support it.  The game is really only playable with the API.  Way too many damn rolls
Have you shared the sheet/api anywhere? I'd be very interested in looking at it
1608208938
Finderski
Plus
Sheet Author
Compendium Curator
The reboot will be using a modified version of the Year Zero engine (used by Forbidden Lands, Coriolis, etc). There are a couple of sheets for the YZ engine already...could probably just modify one of those to support Twilight 2000.
1608217468
David
Sheet Author
Finderski said: The reboot will be using a modified version of the Year Zero engine (used by Forbidden Lands, Coriolis, etc). There are a couple of sheets for the YZ engine already...could probably just modify one of those to support Twilight 2000. There are a lot of differences e.g. standard YZ Engine which use D6 pools. TWK2000 4th editions uses  just 2 dice  one for the ability and one for skill in steps d6/d10/d8/d12 and the system is complexly different from previous editions.  I have never found the number of dice rolls in previous editions an issue.
I have a game Discord channel set up with the character sheet on it, if anyone wants to take a look and maybe help me out.
1608219689
Finderski
Plus
Sheet Author
Compendium Curator
David said: Finderski said: The reboot will be using a modified version of the Year Zero engine (used by Forbidden Lands, Coriolis, etc). There are a couple of sheets for the YZ engine already...could probably just modify one of those to support Twilight 2000. There are a lot of differences e.g. standard YZ Engine which use D6 pools. TWK2000 4th editions uses  just 2 dice  one for the ability and one for skill in steps d6/d10/d8/d12 and the system is complexly different from previous editions.  I have never found the number of dice rolls in previous editions an issue. I haven't read the PDFs, yet...didn't think they were finished...may have to dig into them...
1608237574

Edited 1608237641
Kavini
Pro
Marketplace Creator
Sheet Author
Compendium Curator
This is actually something I started working on in my free time (what little I have of it). Haven't gotten too far, or had a bunch of time to closely read the material, but off to a good start, I think.
Nice job, It looks great so far!
1608347664
Kavini
Pro
Marketplace Creator
Sheet Author
Compendium Curator
Worked on this a little more this evening. Still some distance to go, but getting close to beta test material.
Awesome. You sir are a super star. :)
1608351169
vÍnce
Pro
Sheet Author
Nice Nic.  Is the rolling mechanic like other year zero games?
1608359151
Victor B.
Pro
Sheet Author
API Scripter
Everyone I wrote an API because in T2 you have to roll many times both at the small arms level and the heavy weapons.  Especially heavy weapons.  Launch an artillery round and every target take damage base on radius from ground zero, concussion damage plus then possible fragmentation damage, each frag damage causes a location hit, damage base on radius and then armor of the hit.  I haven't looked at this new system, but T2 requires an API unless you are doing seriously small ball.  
1608367501

Edited 1608367545
To be honest, I dont care if the sheet has a working dice rolling mechanic or not. As long as its "fillable" I can manually roll dice if I have too, I'm not picky, lol.
Victor B. said: Everyone I wrote an API because in T2 you have to roll many times both at the small arms level and the heavy weapons.  Especially heavy weapons.  Launch an artillery round and every target take damage base on radius from ground zero, concussion damage plus then possible fragmentation damage, each frag damage causes a location hit, damage base on radius and then armor of the hit.  I haven't looked at this new system, but T2 requires an API unless you are doing seriously small ball.   And I'm sorry that I added to the confusion/was off-topic, but I wanted to ask  Victor B. if his T2 sheet/API was available somewhere. I'm working on a sheet for Traveller: The New Era, a game that uses the same system. 
1608430711
Kavini
Pro
Marketplace Creator
Sheet Author
Compendium Curator
Got the Year Zero Engine sheet to the point where it at least takes all the data one would expect, and some of the basic sheet workers are implemented. No buttons yet, as I don't have a strong enough grasp on the rules to fully parse exactly what elements of the sheet require attention.  You can check out a preview by joining my test game . There's an MoTD that should explain how to set up a character sheet. Please feel free to provide feedback. I'm hoping to have buttons and such in tomorrow, if not, it'll probably end up being done in the new year.
1608445882
Victor B.
Pro
Sheet Author
API Scripter
I do have a sheet and API to do all this.  Plus add vehicles with all their differences and add attacks vs. front/ rear/ side, which all have diff rolls for those who don't think T2 has a ton of rolling.  Yes it does unless you really aren't playing the game.  It's a solid API.  If you want it, I'll publish it.  The API does have a few bugs and I modded the game for a more realistic, you pull the trigger more than once and suddenly you're down to a 1 in 20 chance to hit.  Meaning the players only pull the trigger once.  Silly mechanic on T2 part.  
Nic B; Since I clearly belong to the beggars can't be choosers category, I want to say thank you for all your work on this. You asked for feedback so please don't think I'm nit-picking. The Fonts are a bit hard to read. Maybe make them a little bigger and or BOLD? At the top of the character sheet, there is a typo, Appearance is miss-spelled with 2 C's at the end, missing the E. The Attribute Ratings should be centered in the center of the columns. The Skill Melee was replaced by "Close Combat". The skill Manipulation was replaced by "Persuasion". Otherwise the character looks good. Its basically usable. I think it could use a couple tweak's, but otherwise its great! You do fantastic work.
1608459481

Edited 1608460270
Here's a version I've been working on with help from others: <a href="https://github.com/Puckohue/roll20-character-sheets/tree/t2k4e/Twilight-2000-v4" rel="nofollow">https://github.com/Puckohue/roll20-character-sheets/tree/t2k4e/Twilight-2000-v4</a> All dice are working - they show number of successes. Still a few things on the to-do-list. We wanted to have the vehicle and stockpile tabs as initially invisible variants, but I haven't found a way to do that yet.
1608467166

Edited 1608467459
David
Sheet Author
Here is another I have parked for the time being&nbsp;&nbsp; <a href="https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4" rel="nofollow">https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4</a>
David said: Here is another I have parked for the time being Nice roll templates!
1608484202

Edited 1608484269
Victor B.
Pro
Sheet Author
API Scripter
Here's a couple screen shots from my sheet.&nbsp; I store vehicles in session state so when firing at a vehicle, it already has the armor, etc and when the vehicle is targeted the shooter choosing the face of the vehicle (front/side/rear) and the API rolls out the rest.&nbsp; I'm usually not a fan of APIs because it forces a GM to be a pro user, but this API really helped streamline the game.&nbsp;
David said: Here is another I have parked for the time being&nbsp;&nbsp; <a href="https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4" rel="nofollow">https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4</a> Awesome work! I ran a test game of the Alpha today with a buddy and this hit the spot perfectly! One thing we noticed however was that the box for Coolness Under Fire (CUF) seemed to be linked with the box for Hit Capacity? When my buddy typed in '5' for Hit Capacity the 5 also popped up in CUF. Only thing I noticed being glitchy. I suppose since it gets tested it'd be great if CUF and Unit Morale were able to be clicked and rolled from their slots but as someone else said above beggars can't be choosers, this sheet has already got me off the ground running!
1608510560
David
Sheet Author
Victor B. said: Here's a couple screen shots from my sheet.&nbsp; I store vehicles in session state so when firing at a vehicle, it already has the armor, etc and when the vehicle is targeted the shooter choosing the face of the vehicle (front/side/rear) and the API rolls out the rest.&nbsp; I'm usually not a fan of APIs because it forces a GM to be a pro user, but this API really helped streamline the game.&nbsp; Looks good but isn't that for GDW Twilight 2.0/2.2?&nbsp; The&nbsp; OP was requesting a sheet for the alpha version of Free Leagues T2k.
1608510724
David
Sheet Author
Mike C. said: David said: Here is another I have parked for the time being&nbsp;&nbsp; <a href="https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4" rel="nofollow">https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4</a> Awesome work! I ran a test game of the Alpha today with a buddy and this hit the spot perfectly! One thing we noticed however was that the box for Coolness Under Fire (CUF) seemed to be linked with the box for Hit Capacity? When my buddy typed in '5' for Hit Capacity the 5 also popped up in CUF. Only thing I noticed being glitchy. I suppose since it gets tested it'd be great if CUF and Unit Morale were able to be clicked and rolled from their slots but as someone else said above beggars can't be choosers, this sheet has already got me off the ground running! Glad it got you up and running.&nbsp; The sheet isn't finished because the session I was planning it for got scraped because of the holidays. I am not sure when or if I will get back to it.
Glad it got you up and running.&nbsp; The sheet isn't finished because the session I was planning it for got scraped because of the holidays. I am not sure when or if I will get back to it. Roger that...thanks for this version all the same!
1608549042
David
Sheet Author
Mike C. said: David said: Here is another I have parked for the time being&nbsp;&nbsp; <a href="https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4" rel="nofollow">https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4</a> Awesome work! I ran a test game of the Alpha today with a buddy and this hit the spot perfectly! One thing we noticed however was that the box for Coolness Under Fire (CUF) seemed to be linked with the box for Hit Capacity? When my buddy typed in '5' for Hit Capacity the 5 also popped up in CUF. Only thing I noticed being glitchy. I suppose since it gets tested it'd be great if CUF and Unit Morale were able to be clicked and rolled from their slots but as someone else said above beggars can't be choosers, this sheet has already got me off the ground running! In the spirit of Christmas.&nbsp; The sheet should now auto calculate the Stress Capacity and Hit Capacity.&nbsp; &nbsp;Also the CUF is not linked to CUF which along with unit morale is now a drop down.&nbsp; I have also added buttons for the CUF and Unit Morale. There is an issue with rolling skills with a rating of F.&nbsp; If you have a skill rated&nbsp; F and a die type&nbsp; of - change&nbsp; it to something&nbsp; else and change it back to F the die should change to&nbsp; to 0.&nbsp; New characters should&nbsp; now have a die of 0 for F rated skills. <a href="https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4" rel="nofollow">https://github.com/Lockbox313/Roll20-Testing/tree/master/TW2k4</a>
1608581138
Andreas J.
Forum Champion
Sheet Author
Translator
Okay, Just so you all know, someone submitted a PR for a Twilight 2000 character sheet to the repo 3 hours ago: <a href="https://github.com/Roll20/roll20-character-sheets/pull/7962" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/pull/7962</a> Seems there are multiple sheet variants under works, so it would be a smart idea to talk about which version(s) might be smartest to submit to the repo, and consider if tighter collaboration is possible.
I didn't realize this thread was here as I don't spend much time in the forums.&nbsp; I just tried pushing my sheet into roll20 this morning.&nbsp; Doesn't use the fancy d6 displays, largely cause I don't personally think they add that much to it, but that is strictly a personal preference&nbsp; Still has a little cleanup, but overall functional. Really like the look of your sheet David.&nbsp; Fonts were the next thing on my list for visuals as well as cleanup of the top sections.
So far, I like the work Nick B has done.
Some more updates and layout work.
1608602677
David
Sheet Author
Starships and Steel said: Some more updates and layout work. How are you going to handle die step modifiers and difficulties?
1608612488
Tim
Pro
Sheet Author
Compendium Curator
Nic B. &nbsp;said: Worked on this a little more this evening. Still some distance to go, but getting close to beta test material. This looks great Nic.&nbsp; Amusingly, I have also been working on my own Roll20 sheet.&nbsp; This has to be some kind of record for multiple concurrent sheets under development. Here's a link to my test game, you should be able open up the example character to check it out: <a href="https://app.roll20.net/join/9279966/_H4fLQ" rel="nofollow">https://app.roll20.net/join/9279966/_H4fLQ</a> I didn't get very far, but I can chuck the code up somewhere if any of it is useful (I think the fonts and colours are working pretty well). I will, for obvious reasons, be halting my efforts now that I know a dozen other people are on the job already.&nbsp; FWIW it's worth, I also really like David's roll templates.&nbsp; Hopefully we can get a compendium one day, this game would really benefit from being able to drag-and-drop weapon/vehicles stats (no point doing that work while the game is in Alpha though).&nbsp; Something else on my roadmap was an NPC version of the character sheet, with multiple small statblocks (with room for weapon stats) for quick GM reference. So you could have a soviet squad sheet with a few different NPC stats, a marauder sheet, etc etc.&nbsp; As Jacob A. has done already, I also think a separate vehicle sheet-mode would have a lot of value, which could also include the PC's stockpile and other shared assets and notes.&nbsp;
I've tried posting 4 or 5 times and it keeps kicking out to a page not found.&nbsp; Super frustrating. David: Modifiers are a single modifier field replicated across the sheet for ease of access.&nbsp; Players simply adjust to what they want and make a roll, and the roller rolls the adjusted dice.&nbsp; Likewise adding a specialty just adds the value into the modifier.&nbsp; Changing an attrib or skill rating resets the modifier, there are also reset buttons.&nbsp;&nbsp; Difficulty, if you mean needing additional successes and comparing that automatically to the roll, requires the API as far as I have ever been able to tell, ie no way to get a die macro to report to success for a 1d12&gt;6cs&gt;10 roll. Tim: I agree a second or third sheet to track other things like vehicles would be an awesome addition, and certainly something in the back of my mind.
1608659150

Edited 1608659813
David
Sheet Author
David: &nbsp; Difficulty, if you mean needing additional successes and comparing that automatically to the roll, requires the API as far as I have ever been able to tell, ie no way to get a die macro to report to success for a 1d12&gt;6cs&gt;10 roll. A roll template can handle it. {{#^rollLess() stat diff}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/^rollLess() stat diff}} {{#rollGreater() stat 9}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/rollGreater() stat 9}} {{#^rollLess() skill diff}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/^rollLess() skill diff}} {{#rollGreater() skill 9}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/rollGreater() skill 9}} {{#rollTotal() stat 1}} &lt;div class="rolltemplate-mishapImg"&gt;&lt;/div&gt; {{/rollTotal() stat 1}} {{#rollTotal() skill 1}} &lt;div class="rolltemplate-mishapImg"&gt;&lt;/div&gt; {{/rollTotal() skill 1}}
David said: David: &nbsp; Difficulty, if you mean needing additional successes and comparing that automatically to the roll, requires the API as far as I have ever been able to tell, ie no way to get a die macro to report to success for a 1d12&gt;6cs&gt;10 roll. Can use a roll template. {{#^rollLess() stat diff}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/^rollLess() stat diff}} {{#rollGreater() stat 9}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/rollGreater() stat 9}} {{#^rollLess() skill diff}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/^rollLess() skill diff}} {{#rollGreater() skill 9}} &lt;div class="rolltemplate-successImg"&gt;&lt;/div&gt; {{/rollGreater() skill 9}} {{#rollTotal() stat 1}} &lt;div class="rolltemplate-mishapImg"&gt;&lt;/div&gt; {{/rollTotal() stat 1}} {{#rollTotal() skill 1}} &lt;div class="rolltemplate-mishapImg"&gt;&lt;/div&gt; {{/rollTotal() skill 1}} This doesn't spit out a number of successes though, it just spits out the die faces as they would have been rolled as far as I remember.&nbsp; Visually cool, which lots of people like, but it apart from that you are still counting up successes and comparing. Unless I am missing something about how that works?
1608677335
Kavini
Pro
Marketplace Creator
Sheet Author
Compendium Curator
Tim said: This has to be some kind of record for multiple concurrent sheets under development. I'm almost certain it is! Like Tim, I'll take my hat out of the ring, given it seems that there are 4 comparably good sheets and mine is so far off the pace. I would highly encourage the rest of you to come to some sort of consensus between the multiple sheets, given that Roll20 will reject multiple sheets submissions.
1608769421

Edited 1608769938
Starships and Steel
Plus
Sheet Author
A couple screenshots from the current progress
1608968023
Tim
Pro
Sheet Author
Compendium Curator
Hey it's looking great, nice progress.&nbsp;
Wow! I started working on a sheet because there wasn't any and I didn't get a response in the sheet request thread. This is great, and I'm having had to learn the basics of sheet creation will help me use this site more effectively in the future. Starships and Steel said: &nbsp;no way to get a die macro to report to success for a 1d12&gt;6cs&gt;10 roll. I agree a second or third sheet to track other things like vehicles would be an awesome addition, and certainly something in the back of my mind. The code I use for checking number of successes is: {{result=[[(1d@{staminadie}cs&gt;10cf&lt;5&gt;10f&lt;5 + 1)+(1d@{strengthdie}cs&gt;10cf&lt;5&gt;10f&lt;5 + 1)]]}} It uses the failure checker for results below 6, and returns -1, 0, or +1. That number is adjusted by +1. In general I prefer useability before emulation of paper sheets (also I'm too newb to even start trying to). That's why I divided my sheet with tabs, so that I never have to scroll. My tabs are "Basic", "Skills &amp; Attributes", "Combat", and "Gear". That worked pretty well for getting all the stuff on the tab visible without having to scroll. The idea behind my "Vehicle" and "Stockpile" tabs were to make these alternative character sheets, by using visible/hidden divs and radio buttons. So each PC vehicle would have its own character sheet controlled by the PCs. Same with stockpiles, there can be several. A location field can specify that it's located on a vehicle or somewhere else.
Interesting rolling idea there.&nbsp; I haven't seen this before.&nbsp; I will have to look into how it is actually all working, but seems to be pretty functional, which is sweet.&nbsp;&nbsp; Thanks! Jacob A. said: Wow! I started working on a sheet because there wasn't any and I didn't get a response in the sheet request thread. This is great, and I'm having had to learn the basics of sheet creation will help me use this site more effectively in the future. Starships and Steel said: &nbsp;no way to get a die macro to report to success for a 1d12&gt;6cs&gt;10 roll. I agree a second or third sheet to track other things like vehicles would be an awesome addition, and certainly something in the back of my mind. The code I use for checking number of successes is: {{result=[[(1d@{staminadie}cs&gt;10cf&lt;5&gt;10f&lt;5 + 1)+(1d@{strengthdie}cs&gt;10cf&lt;5&gt;10f&lt;5 + 1)]]}} It uses the failure checker for results below 6, and returns -1, 0, or +1. That number is adjusted by +1. In general I prefer useability before emulation of paper sheets (also I'm too newb to even start trying to). That's why I divided my sheet with tabs, so that I never have to scroll. My tabs are "Basic", "Skills &amp; Attributes", "Combat", and "Gear". That worked pretty well for getting all the stuff on the tab visible without having to scroll. The idea behind my "Vehicle" and "Stockpile" tabs were to make these alternative character sheets, by using visible/hidden divs and radio buttons. So each PC vehicle would have its own character sheet controlled by the PCs. Same with stockpiles, there can be several. A location field can specify that it's located on a vehicle or somewhere else.
Another thing that would be useful is an "XP tick" next to each skill. The alpha XP rules state that In addition, to raise a skill level or gain a new skill at level D, you must have used the skill and succeeded at least once since your last increase. Make a mark by the skill on the character sheet to indicate this.
I searched and searched and couldn't find that bit of text, lol.&nbsp; Can you drop me a page number? I added a checkbox next to the skills on my sheet as well to take care of this from a book keeping standpoint.&nbsp; No function besides making it easy to track. Jacob A. said: Another thing that would be useful is an "XP tick" next to each skill. The alpha XP rules state that In addition, to raise a skill level or gain a new skill at level D, you must have used the skill and succeeded at least once since your last increase. Make a mark by the skill on the character sheet to indicate this.
Sorry should have mentioned: it’s not in the book, one of the authors posted it online somewhere, Facebook maybe.
Alpha XP Rules 4e The things you learn during the game are measured in experience points (XP). You receive XP after the end of each game session. Talk it through and let the whole group discuss what has happened. For each of the below questions that you can reply “yes” to, you get one XP: ⦁&nbsp;&nbsp;&nbsp; Did you participate in the game session? You get one XP just for being there. ⦁&nbsp;&nbsp;&nbsp; Did you follow your moral code despite significant risk to yourself or your group? ⦁&nbsp;&nbsp;&nbsp; Did you risk or sacrifice something significant to realize your big dream? ⦁&nbsp;&nbsp;&nbsp; Did you travel through at least one hex on the travel map that you had not visited before? ⦁&nbsp;&nbsp;&nbsp; Did you overcome one or more dangerous events, using violent or non-violent means? ⦁&nbsp;&nbsp;&nbsp; Did you risk your life for the PC who is your buddy? You can only get one XP per question. Sometimes, the answers will not be clear-cut. Discuss in the group, and try to reach an agreement on whether an XP should be awarded or not. If you can’t, the Referee has the final word. Write down the XP on your character sheet. You can use your XP to improve your skills and specialties, or to learn new ones. You can only spend XP during a shift when you rest or sleep (page xx). SKILLS: To increase a skill level by one step costs a number of XP indicated in the table on page xx. You can only increase a skill level one step at a time – going from D to B, for example, costs 25 XP in total (10+15). Learning a new skill (at skill level D) costs 5 XP. In addition, to raise a skill level or gain a new skill at level D, you must have used the skill and succeeded at least once since your last increase. Make a mark by the skill on the character sheet to indicate this. Only meaningful skill rolls where something is truly at stake count for this purpose. The Referee has final say. As an alternative to making a skill roll, you can be instructed for one shift by a teacher with a higher skill level than you. SPECIALTIES: Learning a specialty always costs 10 XP, but also requires a teacher – a PC or NPC who already knows the specialty – instructing you for at least one shift. After the shift, the teacher makes a MANIPULATION roll. If they fail, you learn nothing this shift. You keep your XP and the teacher can try again another shift. XP NEEDED A20 B15 C10 D5 After each session in which you made a CUF roll and succeeded (page xx), you have a chance to increase your CUF. Roll the base die for your CUF. If the result is a 1, increase your CUF one step. The maximum CUF score is A. However, becoming cooler under fire can make you emotionally numb. Each time your CUF increases, roll your base die for EMP. If the result is 6 or higher, your EMP score is permanently reduced by one step, to a minimum of D. Also at the end of each session you can change your big dream if you either make it or feel&nbsp; it's not for your character anymore...you can do the same with your moral code if you betray it. Oh and you can change your buddy too, presumably if they annoy you or steal your last MRE At the end of each session, you should jointly in the group assess if your unit morale has changed as a result of events during the session. In one or more of the following events have taken place in the session, the unit morale increases one step: ⦁&nbsp;&nbsp;&nbsp; Your unit has been in combat and defeated its enemies. ⦁&nbsp;&nbsp;&nbsp; You have helped other people in some material way. ⦁&nbsp;&nbsp;&nbsp; Your unit has traveled at least one hex on the travel map toward your goal. ⦁&nbsp;&nbsp;&nbsp; The PC in the unit with the highest COMMAND skill level has increased their skill level. If one or more of the following events have taken place in the session, the unit morale decreases one step: ⦁&nbsp;&nbsp;&nbsp; A member of your unit has been killed or fatally wounded. ⦁&nbsp;&nbsp;&nbsp; One or more members of your unit are starving at the end of the session. ⦁&nbsp;&nbsp;&nbsp; One or more members of your unit are dehydrated at the end of the session. ⦁&nbsp;&nbsp;&nbsp; One or more members of your unit are sleep deprived at the end of the session. ⦁&nbsp;&nbsp;&nbsp; One or more members of your unit are hypothermic at the end of the session. The Unit Morale can never go below D and never above A.
Sweet!&nbsp; Thanks.&nbsp; I've also decided that I can use your skill roll stuff on my John Carter sheet for 2d20 which also has a critical success margin.&nbsp; Ie. you might have to roll under 15 to get a success but under 5 grants you 2 successes.&nbsp; Previously, and where I learned how to do the success thing was on the original 2d20 sheet.&nbsp; 2d20&gt;@{target}cs&gt;@{focus}. ie&nbsp;&nbsp;[[(@{numberofdice}d20&lt;@{criticalthreshold}f&gt;@{threshold})+@{numberofdice}]] Giving us a base number of successes equal to the dice we are rolling and then modifying it by 0 (between critical and threshold), +1(below threshold) or -1.(Higher than threshold).&nbsp; And of course modifying it with CF to highlight when a 20 is rolled, a bad thing in 2d20.&nbsp;&nbsp;
Added the skill check boxes as well as one for CUF as it seems to have a similar mechanic.
Starships and Steel said: Added the skill check boxes as well as one for CUF as it seems to have a similar mechanic. Nice. But I can't get your sheet to work. Is it supposed to have links to vaesen images etc?
There are a few links back to the old Vaesen graphics in the CSS for stuff that isn't implemented, this sheet was built off of my original Vaesen sheet, part of the stuff that I need to clean out, but haven't yet as I see it as lower priority.&nbsp; None of that should display within the Twilight sheet though.&nbsp; All of the twilight links are to imgur links right now. I can't see why it would work for me and not you.&nbsp; Screenshots of what it is doing? Jacob A. said: Starships and Steel said: Added the skill check boxes as well as one for CUF as it seems to have a similar mechanic. Nice. But I can't get your sheet to work. Is it supposed to have links to vaesen images etc?
Starships and Steel said: I can't see why it would work for me and not you.&nbsp; Screenshots of what it is doing? Sorry, my bad. Might have been that I only tried it in a sandbox game. Looks as if it works in the new game I started just to try it. Thanks!
Any progess made on getting a finalized sheet submitted guys? Looks like some really promsing stuff here, and I'd like to possibly run this with proper sheets. Keep up the good work!