Phase 3
almost 5 years ago
– Mon, May 31, 2021 at 03:35:45 PM
TL:DR - New cards revealed plus Roll20 macros w/instructions, comic at the end
Hey everyone,
We are close to unlocking more Utility and Consumable cards, which mean's we've cycled through all the categories twice, and are now kicking off the next round! Here are some of your suggestions that will be added to the deck. The polls are going to stay open so you can recommend and vote for more items.
Mana Crossbow (Joseph W): +2 hand crossbow, when the PC says a command word the crossbow shoots a bold of magical engery at a target and on a crit breaks a bone/ruptures an organ in the location the PC specifies. After 3 crit fails the weapon explodes and everyone in a 30ft radius must make a DEX save or take (wielder's level)D4 damage.
Unstable Returning Weapon (John Paul L): Can hit a target behind total cover before returning to the owner, but there is a 25% chance on return it will damage the user
Antimatter Ammunition (Samiur R): Deals massive damage but turns the target invisible after being hit
Healing Crytal (creator): Crystal that can completely heal injuries, requires the player to roll a D20 and instantly age that many years which corresponds to how long the injury would have taken to naturally heal. The player's hair and finger nails also grow to match the years that have passed.
Friendship Bracelet of Spell Sharing (Ben): While two characters wear these bracelets, they can be linked to allow for each friend to use the other's spells, though the full mana cost is paid by both users whenever one uses a spell which was not theirs, but given to them via bracelet access.
Tinfoil Hat (Matt N): Immunity to psychic damage but disadvantage on intelligence checks, and any radiant damage last for two rounds because it holds onto the thermal energy
Smoke Pipe (creator): Creates an obscuring cloud of smoke that follows the owner and cannot be dissipated by wind or other means. The smoker has a reduced lung capacity and their speed is reduced by 5ft. They have disadvantage on CON saves until they take a rest
Combat Glue (Khalid): Apply to weapons melee which doesn't become adhesive until it comes in contact with blood/innards. Once inside a target it cannot be removed and continues to do the initial damage each turn.
Were Bear Manacles (Amin): When they are put on a small or medium creature they are transformed into a bear. The bear is still shackled but is now larger, stronger, and still has the ability to bite
Roll20 Macros
I ran a game with my friends on Roll20 yesterday, and I wanted share the macros that I use to make game play easier. These codes create buttons that the GM or players can use instead of keeping character sheets up. HERE are video instructions that shows you how to apply them, it's as simply as copying and pasting.
Speaking of the game yesterday, I threw a bridge troll at the party and thanks to some high deception rolls they managed to convince the troll that they were bridge inspectors allowing them to pass without paying to cross. They even managed to get the troll to give them money because of fines for structural integrity violations on the bridge.
Copy these into the Macros Menu in Roll20, and make them visible to all players. They will appear at the bottom of the page.
Ability Check
@{selected|wtype}&{template:default} {{name=Ability Score for @{selected|character_name}}} {{?{Ability Score
| Strength, Strength +@{selected|strength_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|strength_mod}@{selected|jack_bonus}]]
| Dexterity, Dexterity +@{selected|dexterity_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|dexterity_mod}@{selected|jack_bonus}]]
| Constitution, Constitution +@{selected|constitution_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|constitution_mod}@{selected|jack_bonus}]]
| Intelligence, Intelligence +@{selected|intelligence_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|intelligence_mod}@{selected|jack_bonus}]]
| Wisdom, Wisdom +@{selected|wisdom_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|wisdom_mod}@{selected|jack_bonus}]]
| Charisma, Charisma +@{selected|charisma_mod}@{selected|jack_bonus}=[[@{selected|d20}+@{selected|charisma_mod}@{selected|jack_bonus}]]
}}}
Character Info
@{selected|token_name} &{template:default} {{name=Character Info for @{selected|character_name}}} {{Level= [[@{selected|level}]]}} {{HP= [[@{selected|hp}]]}} {{AC= [[@{selected|ac}]]}} {{Initiative= [[@{selected| dexterity_mod }]]}} {{Speed= [[@{selected|speed}]]}} {{Hit Dice=[[@{selected|level}]] D [[@{selected|hitdietype}]]}} {{Spell ATK= [[@{selected|spell_attack_bonus}]]}} {{Spell DC= [[@{selected|spell_save_dc}]]}}
Initiative
/r 1D20+@{selected|dexterity_mod} &{tracker}
Roll HP
@{selected|wtype}&{template:default} {{name=Health Roll for @{selected|character_name}}}
[[?{Number of Dice}D@{selected|hitdieroll}+@{selected|constitution_mod}*?{Number of Dice}]]
Saving Throws
@{selected|wtype}&{template:default} {{name=Saving Throw for @{selected|character_name}}} {{?{Saving Throw
| Strength, Strength= [[@{selected|d20}+[[(@{selected|strength_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_str_save}*@{selected|npc})]]]]
| Dexterity, Dexterity= [[@{selected|d20}+[[(@{selected|dexterity_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_dex_save}*@{selected|npc})]]]]
| Constitution, Constitution= [[@{selected|d20}+[[(@{selected|constitution_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_con_save}*@{selected|npc})]]]]
| Intelligence, Intelligence= [[@{selected|d20}+[[(@{selected|intelligence_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_int_save}*@{selected|npc})]]]]
| Wisdom, Wisdom= [[@{selected|d20}+[[(@{selected|wisdom_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_wis_save}*@{selected|npc})]]]]
| Charisma, Charisma= [[@{selected|d20}+[[(@{selected|charisma_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_cha_save}*@{selected|npc})]]]]
}}}
Scores
@{selected|token_name} &{template:default} {{name=Character Info for @{selected|character_name}}} {{Strength= [[@{selected|strength_mod}]]}} {{Dexterity= [[@{selected|dexterity_mod}]]}} {{Constitution= [[@{selected|constitution_mod}]]}} {{Intelligence= [[@{selected|intelligence_mod}]]}} {{Wisdom= [[@{selected|wisdom_mod}]]}} {{Charisma=[[@{selected|charisma_mod}]]}}
Skill Check
@{selected|wtype}&{template:default} {{name=Skill Check for @{selected|character_name}}} {{?{Skill
| Acrobatics, Acrobatics =[[@{selected|d20}+[[(@{selected|acrobatics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_acrobatics}*@{selected|npc})]]]]
| Animal Handling, Animal Handling =[[@{selected|d20}+[[(@{selected|animal_handling_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_animal_handling}*@{selected|npc})]]]]
| Arcana, Arcana=[[@{selected|d20}+[[(@{selected|arcana_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_arcana}*@{selected|npc})]]]]
| Athletics, Athletics=[[@{selected|d20}+[[(@{selected|athletics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_athletics}*@{selected|npc})]]]]
| Decpetion, Decpetion=[[@{selected|d20}+[[(@{selected|deception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_deception}*@{selected|npc})]]]]
| History, History=[[@{selected|d20}+[[(@{selected|history_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_history}*@{selected|npc})]]]]
| Insight, Insight=[[@{selected|d20}+[[(@{selected|insight_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_insight}*@{selected|npc})]]]]
| Intimidation, Intimidation=[[@{selected|d20}+[[(@{selected|intimidation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_intimidation}*@{selected|npc})]]]]
| Investigation, Investigation=[[@{selected|d20}+[[(@{selected|investigation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_investigation}*@{selected|npc})]]]]
| Medicine, Medicine=[[@{selected|d20}+[[(@{selected|medicine_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_medicine}*@{selected|npc})]]]]
| Nature, Nature=[[@{selected|d20}+[[(@{selected|nature_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_nature}*@{selected|npc})]]]]
| Perception, Perception=[[@{selected|d20}+[[(@{selected|perception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_perception}*@{selected|npc})]]]]
| Performance, Performance=[[@{selected|d20}+[[(@{selected|performance_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_performance}*@{selected|npc})]]]]
| Persuasion, Persuasion=[[@{selected|d20}+[[(@{selected|persuasion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_persuasion}*@{selected|npc})]]]]
| Religion, Religion=[[@{selected|d20}+[[(@{selected|religion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_religion}*@{selected|npc})]]]]
| Sleight of Hand, Sleight of Hand=[[@{selected|d20}+[[(@{selected|sleight_of_hand_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_sleight_of_hand}*@{selected|npc})]]]]
| Stealth, Stealth=[[@{selected|d20}+[[(@{selected|stealth_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_stealth}*@{selected|npc})]]]]
| Survival, Survival=[[@{selected|d20}+[[(@{selected|survival_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.1)))+(@{selected|npc_survival}*@{selected|npc})]]]]
}}}
Use these codes in the Attributes section of a character sheet to create player specific buttons that will appear at the top of the screen when their character is selected. Just change the bolded sections for whatever weapon you choose.
Weapons
&{template:default} {{name=WEAPON Attack for @{selected|character_name}}} {{Attack Roll= [[1d20+@{selected|pb}+@{selected|strength_mod}]]}} {{TYPE Damage= [[1d8+@{selected|strength_mod}]]}}
Magic - multiple spells can be listed before the }
?{Cantrip_Spell|
List_Name, **NAME** (description - no commas)You hurl a mote of fire at a creature or object within range. A flammable object hit by this spell ignites if it isn’t being worn or carried. **Attack Roll** [[1D20+@{Selected|spell_attack_bonus}]] the target takes [[1d10]] **Fire** damage.
**Action VS - 120ft. - Instant** |
}
Other - examples of information buttons such as race abilities and cumulative player stats
Ability Example
&{template:default} {{name=Halfing Abilities for @{selected|character_name}}} {{Lucky= Re-roll natural 1s on attack rolls, ability checks, and saving throws. You must use the new roll}} {{Brave= Advantage on saving throws against being frightened}} {{Halfing Nimbleness= Move through the space of any creature that is a size larger than you}} {{Naturally Stealthy= can hide when obscured by a creature that is a size larger than you}}
Cumulative Stats
&{template:default} {{name=Statistics for @{selected|character_name}}} {{XP= [[0]]}} {{Kills= [[0]]}} {{Nat 1= [[0]]}} {{Nat 20= [[0]]}} {{Gold= [[0]]}} {{Lovers= [[0]]}} {{Magic Items= [[0]]}} {{Lost Rope= [[0]]}} {{Lost Nets= [[0]]}}
Until soon!
Hamid