Welcome to the Roll20 character sheet for
Conan: Adventures in an Age Undreamed Of
Please note this help/info screen can be accessed with the shortcut key ALT-I or the Info scroll icon in upper right corner of sheet.
Below is a list of features and information on sheet behaviors to be aware of. Also at bottom is a description of the two required tables that the GM needs to create.
Keyboard Shortcuts
Below is a list of shortcuts keys. On Windows these shortcuts will typically be ALT+key or else ALT+SHIFT+key.
On Mac they may be CONTROL+OPTION+key or CONTROL+key, possible even CONTROL+OPTION+SHIFT+key
Shortcut keys are ...
- L - Opens/closes the Adventure Log Tracker. The Log button can be seen in the top left of the character sheet, shown as a scroll image labeled as Log.
- X - Opens/closes the XP Tracker. The XP button can be seen beside the "XP Total/Spent/Avail" label in the character details section.
- I - Opens/closes this Information sheet. The button for this help/info can be seen in the upper right of the character sheet, shown as scroll image labeled as Info.
Attributes & Skills
- Base Attribute Roll - The yellow die beside the attribute is used to roll an unmodified attribute skill test.
- Skill Roll - The blue die on each skill row will roll that skill test taking into consideration the expertise and the focus,
and evaluate this against the target number.
- TN - The target number will auto-calculate based on the value of the attribute plus the expertise. This value will update
there is a change to either the attribute value of the associated skills expertise.
- Bonus Damage - The bonus Damage values (Ranged, Melee, Threaten) under the Primary Attack section are auto-calculated based on
Awareness (Ranged), Brawn (Melee), and Personality (Threaten).
The bonus value is calculated based on the value of the attribute, as:
- 9 = plus 1
- 10 to 11 = plus 2
- 12 to 13 = plus 3
- 14 to 15 = plus 4
- Above 15 = plus 5
Stress & Harms
- Armour Soak - The dropdown lists in each area of the armour soak shows a list of base armour types. The soak for that type will
automatically fill in the box above the armour. This field can be edited for custom modifications.
NOTE: You can now click the gold banner on any of the six armour pieces to toggle the status of that armour piece to indicate that
it is damage.
- Physical & Mental Harms - Use the blue plus/minus buttons to adjust the current number as a result of effects during game play.
- Vigor - The base vigor number is automatically calculated from the Brawn attribute plus the Resistance
skill expertise.
- Fatigue - Every increase in fatigue will reduce the maximum level of vigor, until the fatigue is reduced.
- Resolve - The base resolve number is calculated from the Willpower attribute plus the Discipline skill
expertise.
- Despair - Every increase in despair will reduce the maximum level of resolve, until the despair is reduced.
Belongings
- Total Worth - This total will be automatically calculated based on the GOLD value plus the sum of all the Value fields
for each row.
- Total Encumbrance - This total will be automatically calculated as a sum of the Weight fields for all the rows. Note,
if the Location of the item is not on the body, such as Horse, Wagon, Chest, etc, then a zero value should be used for Weight. The
Encumbrance Limit is calculated as Brawn x 2.
- Upkeep - Enter a value (in gold) that represents your current Carousing/Upkeep cost. Whenever required during gameplay,
click the Spend button and the GOLD value will automatically be reduced. Also, a Log entry will automatically
be created.
- Bulk/Container Notation - The concept of having a bag, backpack, chest, bank, etc, can be implemented by specifying an appropriate
Location identifier, such as "Backpack" and then listing all the objects in that container in the Description field.
It should be noted that if the container is carried on the person then the Weight field should have an approximate value of
the weight sum of all objects in that container. Furthermore, if a total value was to be tracked for the contents of the container, then
describe the value beside each item in the Description and sum those values into the Value field.
Adventure Log
The Adventure Log is the place to capture and track all the game activities that the player wishes to keep for historic and story enhancing
details. Using one entry per gaming session or multiple entries is the player's choice. Each entry will have a date & time applied.
- Date - This field will automatically be populated with the current date and time the first time a value is entered
into any of the other fields. It can be edited for custom purposes.
- Title - Use the Title field to set the theme or topic of the log entry.
- Value/Amt - Use this field to indicate the value or amt of any treasure being highlighted for this entry.
- Log Text - the log entry itself will be entered into the box section under the title. This text area will automatically
grow in size to fit the text upon leaving the field.
- Item & Gold Auto-Entries - Beside the Value/Amt field are two icon buttons. Use these buttons to automatically make updates
to your Belongings list.
- The Sword button will add a new entry to your Belongings, taking the Title value and putting that
into the belongings Description field. The value in the Value/Amt field will auto populate the belongings Value field.
- The Gold Coin Stack button will automatically add that amount to the GOLD value in the Belongings section.
Both actions will cause a line entry to be added to the current log entry. A single log entry can be used for multiple Belongings
updates. To record multiple items, enter a Title and Value/Amt, click the Sword icon, and repeat for as many items being added. Of
course there is also the option to use a separate log entry for each item being added. In either case, describing the item(s) in more
detail in the log text box can enhance the meaning and history of how the item was ascertained.
XP Tracker
The XP Tracker sheet is used to capture your XP Gain, and automatically calculate your totals and remaining balance. The XP values shown
on the main character sheet in the character details section are for display only. Use the XP Tracker to make adjustments to the XP values.
Note, the Date will automatically be populated the first time a value is entered into any of the other fields. It can be edited for custom purposes.
Character Status
If the GM wishes to see a status of a character, the player can click the
Status button at top left of the sheet. This will send a private
chat message to the GM only, showing a list of primary attributes and their values.
NOTE: The GM can help themselves to the status of any character using the following macro. This will work more conveniently by putting
this into a macro button.
%{target|status}
Language Translation
The character sheet now supports language translation.
There are some lists that can be sorted using the translation. Below are the property names that can be found in the translation.json file. Order the items
in each of these properties to sort as desired for the language in question:
- skill-list-{attribute name} - sort the Attributes Skills
- talent-base-list - sort the Talent Base dropdown list
- talent-skill-list - sort then Talent Skills dropdown list
Macro Options
To support macro creation, the key value pairs for the SKILLS template role as well as the DEFAULT template (used by damage) are being listed here.
The SKILL template can be especially useful for creating various types of NPC skill roles (think melee). Example macros are below.
SKILL template key names
- character_name - Appears in the banner.
- skill_name - Appears in the banner.
- num_dice - Number of dice to roll. Roll type. Required.
- focus - Focus. Single value type. Required.
- target_number - Target number. Single value type. Required.
- wounds_chk - Whether to show wounds or not. Roll Type. 0=false, 1=true. Optional. Defaults to 0.
- wounds - Number of wounds. Single value type.
- wounds_treated - Number of treated wounds. Single value type.
- trauma_chk - Whether to show trauma or not. Roll type. 0=false, 1=true. Optional. Defaults to 0.
- trauma - Number of trauma's. Single value type.
- trauma_treated - Number of treated trauma's. Single value type.
- encumbered - Whether or not character is encumbered. 0=false, 1=true. Optional. Defaults to 0.
- api_chk - Whether to use the CONAN API script for extended skill output. Value 1 is only usable by Pro accounts; must download and install the script. 0=false, 1=true. Required.
- show_tn - Whether to show the target number or not. 0=false, 1=true. Optional. Defaults to 0.
- bk_nbr - A value of 0 to 8 to indicate what color background to use in the chat output. Optional. Defaults to 0.
- expertise_chk - The expertise value. 0 will show "Unskilled" in the output and use complication values 19 and 20 on the roll (successes2 roll). Values greater than 0 will use only 20 for complication (successes1 roll). Use same value in the successes roll. Required.
Each skill roll needs to include these two dice rolls keys: successes1 & successes2
These are the standard rolls for all the skill rolls.
- {{successes1=[[?{Dice|2}d20cs<?{Focus|0}cf20<?{Target Number}]]}}
- {{successes2=[[?{Dice|2}d20cs<?{Focus|0}cf>19<?{Target Number}]]}}
For Focus you can either include it as prompt, or hardcode it as whatever value you want. Use the same value in the successes role as well as in the expertise_chk key value.
Same for target number. Use the same value in the successes rolls as well as in the target_number key value. See examples for more clarity.
Example of a basic minion roll, only prompts for dice and target number. Assumes zero for expertise (unskilled). Suppresses display of target number. Sets background to #5.
&{template:skill}{{character_name=Minion}}{{skill_name=Melee}}{{num_dice=[[?{Dice|2}]]}}{{target_number=?{Target Number|11}}}{{successes1=[[?{Dice}d20cs<1cf20<?{Target Number}]]}}{{successes2=[[?{Dice}d20cs<1cf>19<?{Target Number}]]}}{{api_chk=[[0]]}}{{bk_nbr=[[5]]}}{{expertise_chk=[[0]]}}
Example of a more complex role which prompts for most values.
&{template:skill}{{character_name=NPC}}{{skill_name=Melee}}{{successes1=[[?{Dice|2}d20cs<?{Focus|0}cf20<?{Target Number|13}]]}}{{successes2=[[?{Dice}d20cs<?{Focus}cf>19<?{Target Number}]]}} {{num_dice=[[?{Dice}]]}} {{target_number=?{Target Number}}}{{expertise_chk=[[?{Skilled|0}]]}}{{expertise=?{Skilled|0}}}{{wounds_chk=[[?{Wounded|0}]]}}{{wounds=?{Wounded}}}{{wounds_treated=0}}{{api_chk=[[1]]}}{{show_tn=[[?{Show TN?|0}]]}}
Default template
The DEFAULT template is a key-value pair template. It will display all key/value pairs
- title
- subtitle1
- grid
- gridLH
- effects
- qualities
- bk_nbr
Example NPC damage:
&{template:conan-default} {{title=Badguy's Damage}} {{subtitle1= Two Handed Sword}} {{My Reach=3}} {{^{pa-size}=1H}} {{My Weapon Damage=2}}{{My Bonus Damage=3}}{{My Total Damage=[[(2+4)t[Combat-Dice]]]}}{{My Area Struck=[[t[Hit-Location]]]}}{{qualities=Vicious}}{{gridLH=1}}{{bk_nbr=[[?{Background|3}]]}}
Example to display the War Story of currently selected token:
&{template:conan-default} {{subtitle1=War Story}}{{=@{selected|War_Story}}}{{bk_nbr=[[?{Background|3}]]}}
Roll Tables
In order for the Skills rolls and weapon damage rolls to work properly there are two required roll tables that the GM needs to make.
Hit-Location
The GM needs to create a table named
Hit-Location. This table will need to have the following six entries:
- Head
- Right Arm
- Left Arm
- Torso
- Right Leg
- Left Leg
Combat-Dice
The GM will also need to create a second table named
Combat-Dice. This table will need to have the following six entries:
- 1
- 2
- 0
- 0
- 1+Effect
- 1+Effect