Sheet kind
Evade
1 Action: every attack this round
Damage resistance off every hit, first
Move / Step
/ step
Mana
/
spent on the cast
AI Favor
Popularity
Views Followers Favorites
Health
/ slots
bands still unticked
Surprise 11+F: the floor is added
Evade 11+F: the floor is added
DR printed
Move keeps its +S
Hotlist Click a slot to type, or press Pin on a skill, attack, spell or item.

Attributes

TotalMod

A creature's scores are printed in its stat block, so they are typed here rather than derived. mod still follows the score by the book's table.

Evade & defence

Typed buffs show in chat

Evade is an Interrupt: it costs one of your two Actions for the round and covers every attack aimed at you that round, one roll per attack; an attack you don't Evade hits, and a Mob attacking at Disadvantage gives you a free one. Any Interrupt (Evade, Intervene, Heal, Catcher, Taunt) comes out of the same two Actions. Evade is Dex mod + Gear evade + Dodge + Evade buffs; DR is Gear DR + DR buffs, and it comes off every hit first. The totals are in the strip above, on every tab, and Evade's chip there rolls d20 + Evade with whatever the roll state says. Dodge gives +1 / +2 / +4 / +6 at rank 1 / 5 / 10 / 15 and needs no switching on; its Rank 10 upgrade (Advantage against spells and ranged attacks) is a call for the table. A buff with no item behind it goes in a buffs box; there is nowhere else for it to live, on purpose.

Health bands

Printed, not derived

Tick a band as it is spent. Bands past Bands are hidden and hold nothing; the slot count in the strip above counts the rest.

Attacks

d20 + rank + to hit · damage
Attack · effectsRankTo hitDamage
+
Skill To hit Damage

An attack rolls d20 + rank + to hit, the same shape as a skill check. Attack is your name for it and nothing reads it - call the thing in your hand Ench. 1911 of the Unimpressed Bosun and chat will too. Skill is what it is in the book, and naming it is what makes the row keep up: Rank follows the skill row that has it, and the stats, dice and effects are seeded from the printed table the first time you pick it. Leave Skill on — and nothing is taken over, which is what an improvised weapon or a homebrew one needs. Misc is yours either way: an enchanted blade's extra damage, a buff with no box of its own, or the whole of a number for a row that names no stat. Spells are not attacks any more: they have the Spells section beneath this one, and a row here that still names a spell moves down there on its own the next time the sheet is opened.

And also is a skill that changes this attack rather than being it. Aiming is the one on the list: pick it and the row adds your Aiming rank to the roll, rolls at Disadvantage because that is what the skill costs, and adds the d4s your rank is worth to the damage - one at Rank 1, and another at 5, 10 and 15. Advantage from the control at the top cancels against it rather than beating it, the way the book says. The book also says Aiming is for Ranged attacks only; the sheet does not know a bow from a cutlass, so that part is yours to honour. If the row already has a d4 typed into dice from before this existed, take it out - the modifier adds its own and you would roll two.

A creature's attack is printed as 11+F to hit, and that is a target rather than a roll: put the number in printed and the sheet adds the floor. Pressing the button throws no d20 at all - it announces Evade TN, which is what the crawler has to beat with their own Evade roll, and rolls the damage they take if they miss it. Put what a major fail does in Effects and it travels with both. Rank stays 0 - creatures have no skills - and stat is ignored: a creature's numbers are printed, not worked out from its modifiers.

Spells

Cast spends Mana first
Spell · effectsManaRankCastDamage
+
Spell (book) To hit Damage

One row per spell you can cast, whether or not it rolls anything. Spell is your name for it; Spell (book) is which one it is, and picking it is what makes the row keep up: Rank follows the row on the Skills tab that has it (Heal (Spell) there is Heal here), the Mana box is filled in from the book the first time, and a spell that rolls damage - Fireball, Drain Life, Soul Collector - gets its stats, dice and effects from the printed table too. Pick Other… for a spell the book never printed and type its name as it is on the Skills tab. Pressing ✶ takes the Mana off your pool on this tab first and says so on the card, Mana 12 → 7; if that leaves you short, the cast still happens and the card says by how much. Then, for a spell with printed dice, it rolls d20 + rank + to hit and the damage, the way an attack does; for any other spell the card is the name, the Mana and whatever you put in Effects - heals 2 slots is a good thing to type there. The Mana box is yours after the first fill: type 0 for a free spell, such as an Inherent Spell on a forged item, and it stays at 0 through a re-pick; clear it and the book's cost comes back. Casting marks the spell's row on the Skills tab, as rolling a skill does. Every spell on your Skills tab gets a row here on its own - Heal (Spell) there is a Heal row here, with its cost - whenever the sheet is opened or imported. Delete one and it comes back the next time while the skill row is still there: if the spell is really gone, take it off the Skills tab.

Notes

Gear

Worn items feed stats, Evade, DR and skills
KindWornItem · what it givesSlotNote
gives

Add a row and it is an item: tick on while it is worn or held, name it, pick the slot it is worn in, and put anything that is not a number in also does - the immunity, the spell it grants, the thing it will not let go of. That prose is listed under Worn effects on the Core tab and never added up. Then Add again and set the row to ↳ gives for each number the item gives: a stat, DR, Evade, or a skill or spell out of the book - or Other… and its name, for one that is not in the book but is on your Skills tab - and by how much - signed, so a cursed ring is -2. As many as it needs, one per row, each counting for the item above it; the box on the left says which. The sheet adds them into gear under each score, Gear DR, and each skill row's Gear column. Untick on and every number the item gives leaves the Core tab; the rows stay, because the helmet is still in the bag. A weapon's own to-hit and damage stay on its attack row - that is the row that rolls - so an enchanted pistol is an item here for what holding it does to you, and an attack row for the shooting. Slots are counted but never refused: a line appears above if a slot holds more than the book allows, and a four-armed crawler can ignore it.

GM tools

Numbers fixed at first wear, kept for this crawler

An item that gives a percentage of a Stat - +10% Strength in its name or note, or +5% to all Stats - becomes a number the first time this crawler wears it: that percent of the base Stat (Start + Level, no gear or buffs), rounded down. A Celestial item (its row's tier, or the word in its name or note) reads the full Stat instead, gear and buffs included, so a buff timed for its first wear counts. The number is kept here, by item and Stat, and the item's row shows the working. It counts in Gear under the score while the item is worn, and stays the same when the Stat moves later or the item leaves and comes back. The GM can change a number ("n") or delete an entry to have it worked out again the next time the item is worn. The second box is for items that grant a skill at a rank: the rank you had in it the first time you wore the item ("l0"), kept so that what you train while wearing it counts in full. The GM can edit or delete an entry the same way. The amber line at the top of this block names a grant that may have been typed in twice (the item's rank also typed into the Skills row); it only suggests, and changes nothing. This block, each item's tier and each skill row's auto / bonus / grants at rank show while ⚙ GM in the Gear head is ticked; hiding them changes no number.

Worn & held

Written from the worn rows

Written from the worn rows above, one line per item, and not typed. Slots are counted against the book's capacities and never refused: the amber line above the rows says when one holds more.

Gold

Inventory

ItemQtyMade ofNotes

Materials

The crafting pool

Breaking an item down takes an Unopposed Salvage check, and the better the check, the more of what it took to make comes back: half on a Standard Success (printed p. 198), all of it on a Critical Hit, nothing on a Fail, and a Major or Critical Fail ruins the item. Every Success gives all of it at Salvage rank 10. Misc Junk counts as any kind when something is built. ? on an inventory row looks the item up in the Compendium; the hammer rolls the check and breaks it down into these boxes; Component lookup in the Inventory head fills in Made of on every row at once. All three need the Compendium mod script in the game.

Before the doors closed

Racial abilities

Class abilities

Floor 3

Sponsors

Important things I've killed

Clubs, societies, guilds

Personal space

Pet

Typed, nothing derived
Health bands · slots · lost

Mount / vehicle

Health bands · slots · lost
The archive at dcc.critsnthings.com is the source of truth for every crawler. Import replaces this sheet with a crawler file; Export writes this sheet out for it. A crawler in play changes through DCC Apply and the archive, never by re-importing from the crawler creator.

Import from the archive

Paste a crawler file
  1. Run npm run roll20 in the dcc.critsnthings.com repo.
  2. Open roll20/exports/<crawler>.json and copy the whole file.
  3. Paste it below and press Import.
Replaces every section. Over loot the file does not carry, it stops and asks; press again to confirm.

Importing replaces every attack, spell, skill, gear and inventory row the file carries. Roll20 will not let a sheet rename its own character, so set the name at the top of this window yourself.

Export to the archive

dcc-crawler/2
  1. Press Export.
  2. Click into the box, select all of it and copy.
  3. Save it as a .json file and run npm run update-crawler <file> --push.
The GM's !dcc-export-party does this for the whole table.

What comes out is the same dcc-crawler/2 file the import reads, so it goes straight back into the archive - and back into this sheet, or anyone else's. The sheet is the whole of it: anything the archive knows that this sheet has no field for is not in here and will be replaced by what is.

Crits N Things Crawler sheet v2.27.0 - 2026-10-09

{{name}}
{{#subtitle}}
{{subtitle}}
{{/subtitle}} {{#rollstate}}
{{rollstate}}
{{/rollstate}} {{#rerolled}}
Re-roll • bought with AI Favor
{{/rerolled}} {{#summary}}
{{summary}}
{{/summary}}
{{#check}}Check{{check}}{{/check}} {{#attack}}Attack{{attack}}{{/attack}} {{#tn}}Evade TN{{tn}}{{/tn}} {{#favor}}AI Favor{{favor}}{{/favor}} {{#damage}}Damage{{damage}}{{/damage}} {{#mana}}Mana{{mana}}{{/mana}} {{#target}}vs{{target}}{{/target}} {{#rollTotal() spend 1}}Spent1 AI Favor to re-roll {{reroll}}{{/rollTotal() spend 1}} {{#rollTotal() spend 0}}Spent1 AI Favor on an extra action{{/rollTotal() spend 0}} {{#rollTotal() rest 1}} {{#healed}}Healed{{healed}}{{/healed}} {{#manaback}}Mana{{manaback}}{{/manaback}} {{#ended}}Injury{{ended}}{{/ended}} {{/rollTotal() rest 1}} {{#effects}}Effects{{effects}}{{/effects}} {{#f_kind}}Kind{{f_kind}}{{/f_kind}} {{#f_mana}}Mana{{f_mana}}{{/f_mana}} {{#f_range}}Range{{f_range}}{{/f_range}} {{#f_target}}Target{{f_target}}{{/f_target}} {{#f_duration}}Duration{{f_duration}}{{/f_duration}} {{#f_damage}}Damage{{f_damage}}{{/f_damage}} {{#f_casting}}Casting stat{{f_casting}}{{/f_casting}} {{#f_favored}}Favored by{{f_favored}}{{/f_favored}} {{#f_maxrank}}Max rank{{f_maxrank}}{{/f_maxrank}} {{#f_stat}}Stat{{f_stat}}{{/f_stat}} {{#f_check}}Check{{f_check}}{{/f_check}} {{#f_tohit}}To hit{{f_tohit}}{{/f_tohit}} {{#f_group}}Weapon group{{f_group}}{{/f_group}} {{#f_twohanded}}Two-handed{{f_twohanded}}{{/f_twohanded}} {{#f_bufftype}}Buff type{{f_bufftype}}{{/f_bufftype}} {{#f_bonus}}Bonus level{{f_bonus}}{{/f_bonus}} {{#f_category}}Category{{f_category}}{{/f_category}} {{#f_type}}Type{{f_type}}{{/f_type}} {{#f_tier}}Tier{{f_tier}}{{/f_tier}} {{#f_slot}}Slot{{f_slot}}{{/f_slot}} {{#f_object}}Object{{f_object}}{{/f_object}} {{#f_floor}}Floor{{f_floor}}{{/f_floor}} {{#f_heldby}}Held by{{f_heldby}}{{/f_heldby}} {{#f_size}}Size{{f_size}}{{/f_size}} {{#f_origin}}Origin{{f_origin}}{{/f_origin}} {{#f_family}}Family{{f_family}}{{/f_family}} {{#f_earth}}Earth-only{{f_earth}}{{/f_earth}} {{#f_madeof}}Made of{{f_madeof}}{{/f_madeof}} {{#f_title}}Title{{f_title}}{{/f_title}} {{#f_temple}}Temple{{f_temple}}{{/f_temple}} {{#f_offering}}Daily offering{{f_offering}}{{/f_offering}} {{#f_rival}}Rival{{f_rival}}{{/f_rival}} {{#f_opposed}}Opposed To{{f_opposed}}{{/f_opposed}} {{#f_sponsor}}Likely sponsor{{f_sponsor}}{{/f_sponsor}} {{#f_sigstat}}Signature stat{{f_sigstat}}{{/f_sigstat}} {{#f_symbol}}Symbol{{f_symbol}}{{/f_symbol}} {{#f_cost}}Cost by size{{f_cost}}{{/f_cost}} {{#f_enchant}}Enchantments{{f_enchant}}{{/f_enchant}} {{#f_onsheet}}On the sheet{{f_onsheet}}{{/f_onsheet}} {{#f_setting}}Setting{{f_setting}}{{/f_setting}} {{#facts}}Facts{{facts}}{{/facts}} {{#ruling}}Ruling{{ruling}}{{/ruling}} {{#made}}Made of{{made}}{{/made}} {{#qty}}Qty{{qty}}{{/qty}} {{#notes}}Notes{{notes}}{{/notes}}
{{#link}}{{/link}} {{#rollWasCrit() check}}
Natural 20
{{/rollWasCrit() check}} {{#rollWasFumble() check}}
Natural 1
{{/rollWasFumble() check}} {{#rollWasCrit() attack}}
Natural 20
{{/rollWasCrit() attack}} {{#rollWasFumble() attack}}
Natural 1
{{/rollWasFumble() attack}} {{#short}}
Short by {{short}} Mana
{{/short}} {{#rollTotal() rest 0}}
Not applied
{{/rollTotal() rest 0}} {{#hotlist}}
{{hotlist}}
{{/hotlist}} {{#slug}}{{slug}}{{/slug}}