There's a small indie TTRPG called Perils and Princesses that I'd love to run for friends on Roll20, so this is a shot in the dark toward that as I have no sheet coding skill or knowledge. The game has a free quickstart pdf set including a printable and a fill-in character sheet on its main site here if that would help; otherwise, I've taken screenshots of both versions here: printable (for style), fillable (for textbox and click guides). Hopefully those links remain workable for long enough; if not, poke me and I'll refresh them. The gist of the system is that it's a d20 roll-under system where you make checks against a DC set by your own abilities, so success or failure may be fairly easy to bake in depending on how the coding actually works - roll, say, Grace and it's simply 1d20, and meeting or going under the number for Grace on your sheet = success, while exceeding it = failure. Nat 1 - always succeed. Nat 20 - always fail. There is an Advantage/Disadvantage system where Ad = 2d20dh1, and Disad = 2d20dl1, so a toggle for that would be useful. Gift Dice are d6's, Heart Dice are d4's, and you typically have 1 of each per character level (except when given one from another source, such as a class that starts with 1 extra Heart Die). Being able to click on the words "Heart Dice" or "Gift Dice" to roll these would be useful. It's possible to spend more than 1 Gift Die at a time for abilities, as long as you have multiple available, so a drop down prompt asking how many to use at once may save clicking. I wouldn't request/recommend having the sheet automatically count any of these as being 'spent' though, as they are only spent in certain (changeable) circumstances. Manual toggling is probably best for that part. Weapon damage dice are anywhere from 1d4 to 1d10. No modifiers are used on these. The pips next to text fields under "my stuff" indicate inventory bulk and may be toggled on, off, or require two pips for particularly bulky or heavy items. Carry capacity in pips = the numerical value of the character's Resolve score. Exceeding it gives a Weary debuff. I'm not sure if that's something that can automatically be counted up and toggled on, but it's easy enough for a player to keep track of so if anyone out there is up for this it's not a necessary headache by any means. The checkmarks for Weary / Woozy / Befuddled at the bottom are for debuffs that give disadvantage in the skill/Virtue in parentheses while checked. The portrait icon in the corner might be cut from a digital sheet as it is intended for character art. Extra stuff based on gameplay: A second page / scrollable section beneath may be useful for character notes and/or for magic item writeups, as some magic items in the game give extra Special Abilities, occasionally with their own dedicated pool of Gift Dice that can be expended independently on those abilities. A segment in that second page or section specifically labeled "Mishaps" or "Mishap Chart" would be useful for ease of player reference. Rolling two or more Gift Dice and getting double numbers makes a magical mishap occur and the charts are unique to each class. It would be easier for a player to reference this on their sheet than to open the PDF to their class' page to find them. Technically there is an optional multiclassing rule where you can choose a different class/Gift and thereby add abilities from that class/gift in level order (i.e. you can start with Spritely Agility for two levels, then pick up the first level ability in something like Healing Touch for level three). This does allow you to level up past the assumed maximum of 4, though you'll never have higher than 4 levels of special abilities. It does let you have higher levels of Gift/Heart dice though, as those generally = overall level. I don't know if this is too complex to add as a setting or toggle - I know nothing about coding these things. I think that's about all I can think to add for now. If anything else would be helpful, if anyone out there wants to tackle this, let me know? I'll do my best to answer as soon as I can.