diff --git a/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.html b/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.html deleted file mode 100644 index 5a7209135a..0000000000 --- a/DCC_Tabbed_Sheet/DCC_Tabbed_Sheet.html +++ /dev/null @@ -1,6707 +0,0 @@ -

Sheet version
11th August 2015
| (Alignment Step) | -1-11 | -12-13 | -14-19 | -20-21 | -22+ | -
|---|---|---|---|---|---|
| (Same) | -Failure | -2 dice | -3 dice | -5 dice | -5 dice | -
| (Adjacent) | -Failure | -1 die | -2 dice | -3 dice | -4 dice | -
| (Opposed) | -Failure | -1 die | -1 die | -2 dice | -3 dice | -
| Alignment of Deity | -Weapons Useable by Cleric | -Unholy Creatures to Deity | -
|---|---|---|
| Law | -Club, mace, sling, staff, warhammer | -Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons | -
| Neutral | -Dagger, mace, sling, staff, sword (any) | -Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes) | -
| Chaos | -Axe (any), bow (any), dagger, dart, flail | -Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins) | -
All mutant characters have one or more mutations. Roll on table MU-2 (on Mutant Handout) to determine what type of mutation you have. Then roll to determine the sub-table under the type of mutation. Finally, roll on the sub-table to determine the mutation. Once you have determined what mutation you have, roll the percentage chance for each item listed. Yes, it is possible to receive no benefits or penalties for the mutation.
- - - -| Check Roll | -Technological Components | -Technological Components & Raw Materials | -Raw Materials | -
|---|---|---|---|
| 1 | -Failure, materials consumed, and malfunction | -Failure, materials consumed, and malfunction | -Failure, materials consumed, and malfunction | -
| 2-11 | -Failure and materials consumed | -Failure and materials consumed | -Failure and materials consumed | -
| 12-13 | -2 dice | -1 die | -Stabilized | -
| 14-16 | -3 dice | -2 dice | -1 die | -
| 17-19 | -4 dice | -3 dice | -2 dice | -
| 20+ | -5 dice | -4 dice | -2 dice | -
The first time you attempt to cast a non-divine spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell. For players attempting to cast divine spells for the first time, you need to roll a Manifestation check and enter the information into the spell.
- - - Level 1 - - Level 2 - - Level 3 - - Level 4 - - Level 5 - - Show All - - - - - -Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield). If you have a class feature that also boosts your unArmored AC then select that here too.
-Total = value of all coins converted to GP
-This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.
- -Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield).
-Total = value of all coins converted to GP
-