Hi Everyone,
The next version of the character sheet has been pushed to Roll20, it should go live in a few days.
Version 1.1.10
- Fixed rounding error on carry capacity
- Addition of Ship's Ledger
- Addition of highly detailed Ship Combat tab (with help from Roll20 member and superstar TrooperSJP)
- Fix to Robot parsing on drag'n'drop
- Added headers for ship's locker armour and weapons
- Fixed attributes to use correctly on tokens and ships
- Expanded Help section regarding token attributes (see below)
Some of the above are minor fixes, but there are two larger pieces of work, the Ship's Ledger and the Ship Combat tab.
Ship's Ledger
This will keep a running total of funds for various expenses etc. plus a couple of fields for maintenance dates. Should be fairly self-explanatory.
Ship Combat
This is a new sub-tab with (hopefully all) everything you need to keep track of ship combat. It is quite a complex tab so I'll give some details below but, as ever, feel free to ask questions here. A huge thanks to TrooperSJP who has co-developed this with me including playtesting and refining.
The base tab looks like this:
The idea is that you have a dedicated tab for your ship to cover its details, trade, ledger and combat. There is a top panel with all the useful attributes that can change during combat, a roller for Morale and a panel to roll for and track Critical Damage.
Below this you have a series of sections whose visibility is controlled by whichever player is assuming which role on the ship, these checkboxes are 'transient', meaning that clicking on them does not propagate a character sheet change so each player can have a different view on the sheet just seeing their relevant section.
I won't go through all the sections in detail but as an example here are the Pilot & Captain and Engineer sections:
Each section has the relevant functions for the role plus a set of 'preset' skills/actions which are automatically added the first time the sheet is opened. These hopefully have enough information to streamline the combat showing what each role can do, if its a reaction, the difficulty and so on. The engineer has control of all the power management and the sheet will show you with visual cues when e.g. power thresholds are exceeded and systems need to be offlined and so on. (The green and red buttons shown above indicate online/offline statuses and will update power consumption/availability accordingly).
Each role has similar functionality and the sheet will calculate various metrics as things change throughout combat.
The sheet also has functionality for things like 'Sustained Damage' e.g. where a ship takes >=10% hull damage and will alert chat that a Critical Damage roll needs to be made:
As I say, this functionally has been playtested through several sessions of ship combat but it is probably the most complex release since the Trade rules were put in, so please do alert me if you find issues!
Token Attributes
So, when testing the ship combat we realised that some attributes did not play nicely with the token bubbles, fixing this led to the fact that for character tokens NONE of the core characteristic values for Strength etc. give you a proper representation of current/max. This has now been fixed so you can use:
currwithmax-<Characteristic>, e.g. currwithmax-Strength and it will show you the proper values. This works for all core characteristics plus Psionic Strength if for example you wanted to leverage the 4th bubble:
For spacecraft tokens during combat you can use:
hullpoints
shiparmour
shipthrust
currwithmax-Morale
to display useful information on the token.
As I say, the release is submitted so should go live in a few days, happy ledgering, space combatting and tokeninginging

)
All the best,
~ Coryphon ~