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.

  1. 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).

  2. 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.