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 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.
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.
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.
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.
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.
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.
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.
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.
npm run roll20 in the dcc.critsnthings.com repo.roll20/exports/<crawler>.json and copy the whole file.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.
.json file and run
npm run update-crawler <file> --push.
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