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How packs work is in Help.
Install as an app Add this to your home screen and it works offline.
JSON is the sheet itself — import it back here, on any device, from Options → Import. Markdown reads anywhere: every section and this character's lines from the roll log, the record of a session.
JSON Markdown
This character is saved with this Owlbear game, sealed so the relay cannot read it. Everyone in the game can read it, and the GM can edit it. To open it on another device:
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A file stays in this browser and rides in the export. A picture from your Owlbear library, or one you host, is a link: it stays with the sheet wherever the sheet is kept.
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Rolls use Dicebox's own dice. The table button joins a Dicebox room — create one, or type its passphrase — and each roll is announced there under your character's name, labelled with what it was for. In a room only the roll, the name and a Shadowdark torch cross the wire, encrypted end to end.
Book packs. The app ships none of a rulebook’s text. A book pack is a JSON file of your own entries — table rows, notes on options and skills, gear — that the sheet shows where its page citations are. Blank beside a game is every slot, empty; Example is the same with stand-in text, to show the shape. Import a pack in Settings. Export carries one to another device. The pack stays in this browser, but a table row you roll keeps its words on the sheet, and they go wherever the sheet goes.
Cloud save. Keeps a sealed copy of your sheets on the Dicebox relay, which cannot read them, for two years after the last change. On the site it opens anywhere from your link; the link is the key, so share it like a password. In an Owlbear game your sheets are saved with the game instead: they follow you when you are logged into Owlbear, and any seat in the game can claim one back from the share menu. Everyone in the game can read them, and the GM can edit them. Portraits are never stored: a portrait is a file kept here, or a link.
Privacy. Sheets are saved in this browser first. On the site a sealed copy leaves it only when you turn on cloud save or make a link. In an Owlbear game, sheets you open are saved with the game unless you turn that off in Settings. Everyone in the game can read them, shared or not, and the GM can edit any of them. Rolls and sheet edits go through Owlbear to everyone in the game. In a Dicebox room only rolls, names and a Shadowdark torch cross the wire, encrypted end to end. No sheet does.
Tap a Stat or Save to roll d100 under it — a fail adds 1 Stress on the sheet. Set the Skill chip first (Trained +10, Expert +15, Master +20) and the check carries it. Tap Stress for a Panic check. Class writes your trauma response; hold it to edit. Trinket, patch and loadout give the die and the page — a book pack fills in the entry. Playing with Wages of Sin? Under Equipment, pick a kit table (the book's six, Prisoner and Bounty Hunter included) and roll the kit beside the PSG loadout; Bounty Level floors your Minimum Stress and taps the d10 the book checks it against; the Trial, ODC, Reputation and Green Hell boxes hold the advocate's check, the sentence table by trial, work duty and its injury roll, the six −9…+9 reputation tracks and the prison's cache and event tables — every chip cites its WoS page, and a book pack fills the rows.
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Tap an Attribute to arm it, then a Skill: the pool rolls at the Hunger on your sheet, red dice and all, and the readout calls it as Dicebox would. Tap the armed attribute again, or press Esc, to put it down. Cycle the Difficulty chip first and the roll knows what it needs. Willpower, Resist frenzy and Remorse roll their own pools from the track boxes; a Rouse check is one d10, two at your Rouse re-roll level. Clan writes your bane; hold it to edit. Blood Potency fills in surge, mend, bonus, re-roll and Bane Severity from the table. Powers sit in the Disciplines picker by level, amalgams greyed until the second Discipline is there. Compulsion, life event, temperament and resonance give the die and the page — a book pack fills in the row.
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Tap a characteristic or skill to roll d100 under it — Regular, Hard or Extreme by the halves and fifths. Cycle the Dice chip for a bonus or penalty die on the next roll; Sanity and Luck roll straight. Max HP, MP, Max SAN, MOV, Build and the cash ladder are worked out from the characteristics and Credit Rating; set the Damage Bonus chip from Build and the unarmed roll carries it. Phobias, manias, bouts of madness and the backstory prompts are a die and a page — your own Keeper Rulebook pack fills in the entries.
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Tap an ability for d20 plus its modifier; Luck rolls under and spends. Cycle the Die chip to walk the dice chain — every check, save, attack and spell check rolls it. Melee and Missile carry attack bonus and STR or AGL; the Deed die rolls a warrior's Deed with the attack. The Spell check chips roll the wizard's (INT) and the cleric's (PER) casting. Occupation, augur, languages and the magic tables give the die and the page — a book pack fills in the entry.
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Tap a stat for d20 plus its modifier. Set the Roll chip for advantage or disadvantage and the DC chip (9, 12, 15, 18) first and the check carries them. Melee and Ranged roll STR or DEX plus your bonus; Wizard cast and Priest cast roll INT or WIS against the Spell tier chip (DC 10 + tier). HP rolled taps your hit die at level-up; Max HP and AC follow from CON and DEX. Talents are 2d6 on your class table, spells a five-tier picker. Background, starting gear and wizard mishaps give the die and the page — a book pack fills in the entry. The torch clock burns in Dicebox.
This sheet is for use with Shadowdark RPG. Box of Sheets is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
Tap a Stat for d20 plus its Mod, and cycle the Rank chip to add the Skill Rank that check uses. Evade is an interrupt on your Dexterity mod alone. Health is Constitution ×10 and each 10% slot shrugs off damage up to your CON mod; Max Mana is your Intelligence. Weapons carry their own To Hit and Damage; Skills and Spells you add by hand. Past Trauma, Loose End and Regret give the die and the page — a book pack fills in the entry.
Tap a Characteristic — Agility, Mind or Strength — for 2d10 plus its value, read as a tier: 11 or less a failure, 12–16 a partial success, 17+ a success. A natural 2–3 is a Doom and a 19–20 a Critical. Stamina is your buffer; Wounds fill your ten backpack slots and each costs a point of Speed; Armor Defense soaks first. Expertises you spend after a roll to bump a tier — a pack fills what each one does. Weapons, gear and traits you add by hand.
Tap a stat for 2d6 plus that stat: 10+ a strong hit, 7–9 a weak hit (it works, with a cost), 6 or under a miss — and mark XP. Aid grants advantage and a debility imposes disadvantage (3d6, keep two) on the dice strip. Your playbook sets your Max HP and damage die; roll damage from the strip. Level up when XP reaches 6 + twice your level. Moves, possessions and gear you add by hand — a pack fills each move's rules.
Tap a stat, save or skill to roll d20 + its modifier; cycle Advantage to roll two and keep the higher, or disadvantage to keep the lower. Ability mods and the proficiency bonus follow the score and level; a proficiency dot adds your bonus (two dots is expertise). The sheet rolls without a DC — the table sets that. 2024 rules are the default; switch to 2014 for the older SRD's cites. Feats, spells and gear you add by hand.
Dicebox · Sheets save to this device first
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