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Enchanted Realms Character Sheet for Roll20

The top section of the character sheet tracts the most general information about a character. The left-hand side is purely freeform and up to the player. These are things like name, race, gender, and other physical characteristics. However, when a recognized race is typed, the Base Defense scores are set. (More on this later)

On the right-hand side, character stats and modifiers are stored. It begins with Karma, which is where the current reward value is stored. Next are the stats with a box for current and maximum. These colors correspond with the status bars in Roll20. To the right of each stat is a modifier box in case the character is protected or cursed to not make those Stat Difficulty checks. Next is the Armor Bulk selection. When defining it, a description of all the modifiers is displayed. Also, there is a box for Initiative Adjustments. This is not auto-set from the Bulk selection. Last in this section are the character's target Defense scores. In Roll20, these values will almost always auto-calculate from other values.

The next area is a selection for the various subsections of the character sheet. These are: Combat, Skills, Sorcery, Divine, Money, Inventory, Movement and Base Values.

In the Combat section, the skills dealing with combat are detailed. Not all of the auto-updates occur in this example as do a general description should allow one to understand how these work.

As the combat skills are added to the field-lists in each section. There are notes for each, if needed. Also, the skill score for each can be recorded. Lastly, there are selections to determine which skill is currently in use. As those are selected, the right-hand side calculations for combat are updated. Under that area are details of dice used for attacks and damage. Finally, there is a general description of armor and individual attributes for what is worn.

The Skills section has all the book skills set in the drop down list to record all the various skills a character acquires. But there is also a section to custom-add skills if there are house skills added to the game.

The Sorcery section is for tracking the axioms and augmentations that a character gains.

The Divine section is for managing the skills and abilities for a priestly character.

The money section allows the player to track the finances of his or her character. It will auto convert money types.

The Inventory section tracks of a character's personal belonging with the ability to log maintenance costs.

The Movement section is a quick-reference for a character's movement rate. It also has a section if they ride a mount. Below that are is a calculation for hexes in a combat.

Finally, the Base section manages a character's detailed defense scores. The base defense is the racial standard. The other two rows are for special circumstances. The effects is when a spell or magical protection alters the defense of a character. When that occurs in the game, the temporary effect is recorded in this area, which will automatically adjust the total defense values. The NonAdditive adjustment is for things like natural armor of a Saurian, which cannot be combined with physical armor worn. This section will handle the math for the player when adjusting other areas of defense, specifically the armor numbers in the Combat section.