Anonymous. The credits are usable by the bearer of the card.
Traceable. The credits are only usable by the specific individual
whose name is on the card.
Anonymous. Simple, encoded black plastic card.
Northern Gun / Manistique Imperium credits.
Buy: 1 Phase World credit for 10 Rifts Earth credits.
Sell: 1 Phase World credit for 5 Rifts Earth credits.
1:1 with Phase World credits.
Assortment of gems and precious metals that have trade value.
Black Market items that have trade value.
Equipment
Free form equipment list for now. Weapons and armor should go in the
Modifiers tab.
Hand to Hand & RPA Combat
Weapon Proficiencies
Instructions
Add a row and select a WP from the list. Weapon Proficiencies
automatically calculate their bonuses based on level.
Weapon Proficiencies are automatically added to Profiles →
Modifier Picker.
W.P. Bayonet comes from Adventure Sourcebook - Mercenary Adventures, page
45.
Click Instructions for detailed instructions.
Ancient Weapon Proficiencies
Weapon Proficiency
Strike
Parry
Damage
Disarm
Throw
Entangle
RoF
Level Acquired
Level
Row ID
Modern Weapon Proficiencies
Weapon Proficiency
Single
Burst
Level Acquired
Level
Row ID
Natural Abilities / Powers
Info
Ability
Range
Duration
Frequency
Damage
D.C.
Skill
Magic
Info
Spell
Spell Level
Range
Duration
Frequency
Damage
D.C.
Skill
P.P.E.
Psionics
Info
Psionic
Range
Duration
Frequency
Damage
D.C.
Skill
I.S.P.
Modifiers, Weapons, Armor, Gear
Info
Ability
Range
Duration
Frequency
Damage
D.C.
Skill
Level
ⓘ
Active
Armor:
Profile:
Combat
⚔ Ancient 🏹
🔫 Modern/Range 💣
🛡 Defense 🥷
🍀 Saving Throws 🪦
Attributes
Movement
Armor
Ammo
Profiles
Modifier Picker
Selected IDs
Bonus Sources
Instructions
Welcome to the Rifts Character Sheet on Roll20. Note that whenever you
see this icon ⓘ it means you can click it and expand the
row in order to see and input more detail. Get used to this - you will
use it a lot.
Profiles are the key to this sheet. Profiles can consist of any number
of abilities, magic, psionics, weapons, gear, etc. Anything that can
mechanically affect your character can be added to a Profile. Some
examples of Profiles might be:
Walking around town (no armor, no MDC weapons).
Battle ready in a Glitter Boy.
Prepped for battle with a number of active spells like Armor of Ithan
and Superhuman Speed.
But before you can create a Profile, you need to populate your Combat
Skills, Abilities, Magic, Psionics, and Modifiers. I'll explain what
each of those tabs is for (not necessarily in the order they appear in
the sheet), and then I'll explain the simpler first three tabs - Core,
Skills, and Equipment.
Modifiers
Modifiers are those crunchy bits of Palladium games. Combat bonuses,
savings throws, attribute bonuses, etc. The sheet makes use of Modifiers
in a couple of ways.
A Modifiers tab lets you add generic modifiers. Some examples of items
that could be added to the Modifiers tab are:
A magic amulet that gives a +1 vs. magic.
Boxing, which adds to your PS, attacks, parry, dodge, roll, and
SDC.
OCC/RCC/Race bonuses.
An NG-P7 that inflicts 1D4*10 MD.
A vibro-sword daisho with 3D6 MD main hand and 2D6 MD off hand
swords.
The list goes on. Primarily this section is for static things that
don't have an off switch. That doesn't mean your character is always
using these, but they don't require PPE/ISP to activate, and they
don't increase per level. Every row you add to the Modifiers tab will
show up in the Modifier Picker (more
on that later).
Modifiers are also a sub-section of Abilities, Magic, and Psionics.
When you add one of those and expand it, you'll see that the first
section is dedicated to how the power increases as you level, but the
section below that is exactly the same as the Modifiers tab. Some
examples of how you'd use these tabs would be:
Firing a laser beam from your eyes that gives +2 to strike and
does 1D6 MD per level.
A spell like Call Lightning that costs PPE and does increasing
damage as you level.
A spell like Superhuman Speed that costs PPE, provides static
bonuses, and increases its duration as you level.
A Techno-Wizard gun that costs PPE to activate and inflicts a
static amount of damage.
In these cases, the top section would be used for the per-level values
(if applicable), and the Modifiers section would be used for the
static bonuses. If a power has a range (or whatever) that doesn't
increase per level, just set that value as Starting and leave Per
Level at 0.
On some fields in Modifiers, you'll see this button
. By default, when the "+" is dark, it indicates that the value is to
be additive. So, for example, if I have a Modifier for a gun that gives
me +1 to strike, and I have a Weapon Proficiency for that gun, those
will be added together. However, if I cast Superhuman Speed, it gives me
an absolute Spd value of of 44. In this case it's not additive - it just
is the value - so press the button to make the "+" grey/inactive -
.
Abilities, Magic, & Psionics
As mentioned above, these all contain Modifiers, but each also contains
some additional fields that are specific to the type of power, though
all are very similar.
In all cases there are fields for range, duration, damage, D.C., and
skill. Where they differ is that Psionics has an ISP field, Magic has a
PPE field, and Abilities have a frequency (how often the ability can be
performed) field. Magic and Psionics also have /
buttons respectively, which will deduct the PPE/ISP
from your total. The total is pulled from your Active Profile (more on
that later).
Please note that you can track powers here that don't apply any
Modifiers as well. Magic Pigeon, for example, could be tracked and the
PPE and duration could be filled in. Because of this, not all powers are
automatically added to the
Modifier Picker. If you enter a power
that does have Modifiers, you should check the box that says
so that it's available to be added to a Profile.
Combat Skills
There are 2 main sections on the Combat Skills tab -
Hand to Hand & RPA Combat, and Weapon Proficiencies. In
both of these sections just add a new row and select from the list. It
will auto-calculate the bonuses based on the level of the entry. If
you're using a Hand to Hand or Weapon Proficiency that isn't part of
Rifts, just type the name and fill in the bonuses yourself. A couple
things to make note of if you go the manual route:
You'll need to adjust the bonuses manually as you level up.
Don't name it exactly the same as any of the items in the list, or the
automatic level calculator will overwrite your changes.
Names are not case sensitive, so "W.P. Sword" is the same as "w.p.
sWORD".
Profiles
Here we get to the golden goose. The Profiles tab has 4 sections -
Active, Armor, Profiles, and Modifier Picker. Unintuitively, I'm going
to start at the bottom and work my way up.
Modifier Picker
The Modifier Picker is where all of the Abilities, Magic, Psionics (that
you've checked the
checkbox), and Modifiers show up in a list. You pick and choose / mix
and match various Modifiers to create Profiles.
Profiles
Add a Profile and give it a name. Next select some Modifiers from the
Modifier Picker, and click
. This will attach all of the Modifiers have you have selected to the
current Profile, and add up all of the bonuses.
Note that when adding new Modifiers to a Profile, it's a good idea to
wait a few seconds, and then click .
Due to the asynchronous nature of Roll20, sometimes bonuses get
calculated before attributes (and their associated bonuses) get
updated.
If you want to copy a Profile so that you can use it as the baseline for
a new Profile, click
. This will check off all of the Modifiers in the
Modifier Picker that correspond with
the selected Profile.
Setting a Profile as Active makes it appear in the Active section (see
below for details). If a Profile is already active and you update it in
some way, press to update the data in
the Active section.
PP bonus is added to Strike, Parry, Throw, and all the Dodges. It is
added to Disarm and Entangle if the option is enabled. Damage adds
everything together as a rollable field, and prompts to add Punch or PS
damage. Crit/Knockout/Death Blow use the lowest of the available options
(ex. Crit: 17 is better than Crit: 19).
Armor
Armor is relatively straightforward. Enter as many different armor types
as you have available, providing Name, Movement Modifier %, and Base
MDC. Armor stacks, so you can have more than one Active Armor at a time.
When you enter a value in the Damage field and press
, that value is subtracted from the first
Active Armor in the list. If it's already at 0, it will be subtracted
from the next, and so on. If the last Active Armor is below zero, you're
dead.
Pressing
will reset the Current MDC to the Base MDC
value.
Active
The Active section shows a consolidated view of your active Profile and
Armor. This is especially useful for assigning "active_armor_" or
"active_profile_" attributes to your Token Bar and for use in other
macros. By referencing the "active_" fields, when you switch Profiles,
the macros stay the same, but the values update accordingly.
The Active Armor shows the armor that last took damage. If it goes below
zero and there's another Active Armor in the list, the Armor displayed
in the Active section will change to that one. Note that you can also
apply/track damage here.
Core
The Core tabs is mostly just informational. Attribute bonuses
auto-calculate, so just enter your attributes without worrying about the
bonuses. Beneath those, Hit Points through Perception must be entered
manually, likely as the outcome of some dice rolling. Movement is
calculated automatically based on the Spd attribute in your Active
Profile.
Skills
Skill Total is calculated automatically. IQ Bonus of your Active Profile
is added automatically. New skills start at level 1. All skills increase
in level as your character does, and the total is recalculated. Ex. if
you select Computer Programming when you're level 1, it will continue to
match your level as you increase. If at level 3 you select Computer
Hacking, it will start at level 1, and when you reach level 4, Computer
Hacking will become level 2. You can adjust individual skill levels
manually as well - they will always remain the same distance from your
character level as it changes.
Equipment
Just some free-form equipment tracking, with a few fields for different
currencies. Any gear that modifies your character in any way should be
tracked in Modifiers or one of the other Powers tabs.
Options
This tab. There are a number of options you can select that will affect
dice rolls, calculations, and other mechanics in the sheet. You can also
export/import your character in JSON format so that you can easily move
characters between games.
Note that importing a character can take a few minutes. Again,
due to the asynchronous nature of Roll20, it's difficult to
programmatically know when the import is complete. The best way to know
for sure is to open your browser console and wait until no messages have
appeared for at least 30 seconds to a minute.
General Info
Each repeating row includes a read-only Row ID that can be used in
macros.
I intended to have the Description field within
skills/abilities/magic/psionics to be used for copy/pasting the book
description so that it's easier for both the player and the GM to find.
However I've found that this has a tendency to slow down Roll20/the
browser. So do so at your own risk.
Click Instructions for detailed instructions.
Links will appear in chat:
Options
In Rifts: Ultimate Edition, characters are -10 to dodge gunfire at less
than 10 feet, and -5 between 10 and 50 feet.
Add bonus from PP attribute to Disarm and Entangle, in addition to
Strike/Parry/Dodge.
Rifter #13, p.16 describes a Perception bonus based on IQ. Checking this
will factor in that bonus.
If attacking using paired weapons, checking this will apply any PS
bonus/Punch damage as applicable to each weapon in a Paired Weapons
attack. Otherwise the PS damage is applied once to the total of both
hands. If unchecked, this will also divide the PS damage by 2 when using
Paired Weapons but only striking with one weapon.
If a character has a critical on 19-20 or 18-20 from their Hand to Hand
skill, apply this to modern weapons as well.
Adds IQ bonus to abilities/magic/psionic that use a skill-based
percentage. Some examples include, but are not limited to, Telemechanics,
Object Read, Locate, etc.
Instead of trying to roll under your skill %, add your roll to your
skill % where a success is > 100.
Import/Export
Instructions
Click the Export button to get a JSON object representing your
character. Paste a valid JSON object and click Import to import a
character.
In order to know what the valid fields are, complete all the fields with
at least one of each repeating section and do an Export.
Click Instructions for detailed instructions.
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
Skill %
{{target}}
Roll
{{roll}}
{{#rollLess() add_skill 1}}
{{#rollGreater() roll target }}
Failure!
{{/rollGreater() roll target }}
{{#^rollGreater() roll target }}
{{#successtext}}