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<input type="hidden" class="setting-npc" name="attr_setting_npc" value="0" />
<input type="hidden" class="style-vault-girl" name="attr_style_vault_girl" value="0" />
<input type="hidden" class="style-outline" name="attr_style_outline" value="0" />
<input type="hidden" class="style-pip-boy" name="attr_style_pip_boy" value="0" />
<input type="hidden" class="npc-category" name="attr_npc_category" value="creature" />
<input type="hidden" class="power-armor" name="attr_pa_operating" value="0" />
<!-- start interface -->
<div class="interface">
<div class="tabs">
<input type="hidden" class="tabstoggle" name="attr_tab" value="creation" />
<div class="tab-creation"><button type="action"
name="act_creation" data-i18n="creation">S.P.E.C.I.A.L.</button></div>
<div class="tab-character"><button type="action"
name="act_character" data-i18n="character">Character</button></div>
<div class="tab-perks"><button type="action"
name="act_perks" data-i18n="perks">Perks</button></div>
<div class="tab-items"><button type="action"
name="act_items" data-i18n="items">Items</button></div>
<div class="tab-npc"><button type="action"
name="act_npc" data-i18n="npc">NPC</button></div>
<div class="tab-settings"><button type="action"
name="act_settings" data-i18n="settings">Settings</button></div>
</div>
<div class="roll-dice">
<button class="skill character" type="roll" name="roll_skill" title="Roll 2d20" data-i18n-title="roll-2d20"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~skill)}} {{attribute=?{Attribute|Strength,@{strength_total}[strength]|Perception,@{perception_total}[perception]|Endurance,@{endurance_total}[endurance]|Charisma,@{charisma_total}[charisma]|Intelligence,@{intelligence_total}[intelligence]|Agility,@{agility_total}[agility]|Luck,@{luck}+@{luck_mod}[luck]}}} {{skill=?{Skill|Athletics,@{athletics_total}[athletics]|Barter,@{barter_total}[barter]|Big Guns,@{big_guns_total}[big_guns]|Energy Weapons,@{energy_weapons_total}[energy_weapons]|Explosives,@{explosives_total}[explosives]|Lockpick,@{lockpick_total}[lockpick]|Medicine,@{medicine_total}[medicine]|Melee Weapons,@{melee_weapons_total}[melee_weapons]|Pilot,@{pilot_total}[pilot]|Repair,@{repair_total}[repair]|Science,@{science_total}[science]|Small Guns,@{small_guns_total}[small_guns]|Sneak,@{sneak_total}[sneak]|Speech,@{speech_total}[speech]|Survival,@{survival_total}[survival]|Throwing,@{throwing_total}[throwing]|Unarmed,@{unarmed_total}[unarmed]}}} {{attr_num=[[?{Attribute}]]}} {{skill_num=[[?{Skill}]]}} {{target=[[?{Attribute}+?{Skill}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[?{Tag skill|No,0|Yes,1}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}" />
<button class="skill npc character" type="roll" name="roll_skill_npc_character" title="Roll 2d20" data-i18n-title="roll-2d20"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~skill_npc_character)}} {{attribute=?{Attribute|Strength,@{strength}[strength]|Perception,@{perception}[perception]|Endurance,@{endurance}[endurance]|Charisma,@{charisma}[charisma]|Intelligence,@{intelligence}[intelligence]|Agility,@{agility}[agility]|Luck,@{luck}[luck]}}} {{skill=?{Skill|Athletics,@{athletics}[athletics]|Barter,@{barter}[barter]|Big Guns,@{big_guns}[big_guns]|Energy Weapons,@{energy_weapons}[energy_weapons]|Explosives,@{explosives}[explosives]|Lockpick,@{lockpick}[lockpick]|Medicine,@{medicine}[medicine]|Melee Weapons,@{melee_weapons}[melee_weapons]|Pilot,@{pilot}[pilot]|Repair,@{repair}[repair]|Science,@{science}[science]|Small Guns,@{small_guns}[small_guns]|Sneak,@{sneak}[sneak]|Speech,@{speech}[speech]|Survival,@{survival}[survival]|Throwing,@{throwing}[throwing]|Unarmed,@{unarmed}[unarmed]}}} {{attr_num=[[?{Attribute}]]}} {{skill_num=[[?{Skill}]]}} {{target=[[?{Attribute}+?{Skill}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[?{Tag skill|No,0|Yes,1}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}" />
<button class="skill npc" type="roll" name="roll_skill_npc_creature" title="Roll 2d20" data-i18n-title="roll-2d20"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~skill_npc_creature)}} {{attribute=?{Attribute|Body,@{body}[body]|Mind,@{mind}[mind]}}} {{skill=?{Skill|Melee,@{melee}[melee]|Guns,@{guns}[guns]|Other,@{other}[other]}}} {{attr_num=[[?{Attribute}]]}} {{skill_num=[[?{Skill}]]}} {{target=[[?{Attribute}+?{Skill}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[?{Tag skill|No,0|Yes,1}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}" />
<button class="hitloc" type="roll" name="roll_hitloc" title="Roll hit location" data-i18n-title="roll-hit-location"
value="&{template:fohitlocation} {{name=@{character_name}}} {{location_type=[[?{Type|Humanoid,1|Mr. Handy,2|Quadruped,3|Flying Insect,4}]]}} {{result=[[1d20]]}}" />
<button class="cd" type="roll" name="roll_cd" title="Roll combat dice" data-i18n-title="roll-cd"
value="&{template:focd} {{name=@{character_name}}} {{reroll=[Roll More](~cd)}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20}]]}} {{result_1=[[1d6]]}} {{result_2=[[1d6]]}} {{result_3=[[1d6]]}} {{result_4=[[1d6]]}} {{result_5=[[1d6]]}} {{result_6=[[1d6]]}} {{result_7=[[1d6]]}} {{result_8=[[1d6]]}} {{result_9=[[1d6]]}} {{result_10=[[1d6]]}} {{result_11=[[1d6]]}} {{result_12=[[1d6]]}} {{result_13=[[1d6]]}} {{result_14=[[1d6]]}} {{result_15=[[1d6]]}} {{result_16=[[1d6]]}} {{result_17=[[1d6]]}} {{result_18=[[1d6]]}} {{result_19=[[1d6]]}} {{result_20=[[1d6]]}}" />
</div>
<input type="hidden" class="tabstoggle" name="attr_tab" value="creation" />
<!-- start creation page -->
<div class="grid col1 creation">
<div class="subtabs">
<input type="hidden" class="subtabstoggle" name="attr_subtab" value="origin" />
<div class="tab-origin"><button type="action" name="act_origin" data-i18n="origin">Origin</button></div>
<div class="tab-attributes"><button type="action" name="act_attributes" data-i18n="attributes">Attributes</button></div>
<div class="tab-skills"><button type="action" name="act_skills" data-i18n="skills">Skills</button></div>
<div class="tab-perk"><button type="action" name="act_perk" data-i18n="perk">Perk</button></div>
<div class="tab-derived"><button type="action" name="act_derived" data-i18n="derived">Derived</button></div>
<div class="tab-equipment"><button type="action" name="act_equipment" data-i18n="equipment">Equipment</button></div>
<div class="tab-finalize"><button type="action" name="act_finalize" data-i18n="finalize">Confirm</button></div>
</div>
<input type="hidden" class="subtabstoggle" name="attr_subtab" value="origin" />
<h1 data-i18n="creation-title">S.P.E.C.I.A.L. Profile</h1>
<p class="vb-tip" data-i18n="creation-intro">Please answer a few questions to create your
S.P.E.C.I.A.L. profile.</p>
<div class="origin grid col1">
<h2><span data-i18n="origin-title">1. Describe your Origin</span>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="origin">Origin</label>
<select id="origin" name="attr_origin">
<option value="" data-i18n="choose">Choose</option>
<option value="brotherhood" data-i18n="brotherhood">Brotherhood of Steel</option>
<option value="ghoul" data-i18n="ghoul">Ghoul</option>
<option value="mutant" data-i18n="mutant">Super Mutant</option>
<option value="robot" data-i18n="robot">Mister Handy</option>
<option value="survivor" data-i18n="survivor">Survivor</option>
<option value="vault" data-i18n="vault">Vault Dweller</option>
<option value="synth" data-i18n="synth">Generation 3 Synth</option>
<option value="robot2" data-i18n="robot2">Protectron</option>
<option value="atom" data-i18n="atom">Child of Atom</option>
</select>
</div>
</div>
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<!-- start origin panels -->
<div class="origin-brotherhood grid col1">
<h3 data-i18n="origin-brotherhood-title">The Chain that Binds</h3>
<p data-i18n="origin-brotherhood-intro">You gain one additional Tag skill, which must be one of Energy
Weapons, Science, or Repair.</p>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="brotherhood-tag" name="attr_brotherhood_tag">
<option value="" data-i18n="choose">Choose</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="science" data-i18n="science">Science</option>
<option value="repair" data-i18n="repair">Repair</option>
</select>
</div>
</div>
</div>
<div class="origin-ghoul grid col1">
<h3 data-i18n="origin-ghoul-title">Necrotic Post-Human</h3>
</div>
<div class="origin-mutant grid col1">
<h3 data-i18n="origin-mutant-title">Forced Evolution</h3>
</div>
<div class="origin-robot grid col1">
<h3 data-i18n="origin-robot-title">Mister Handy Robot</h3>
</div>
<div class="origin-survivor grid col1">
<p data-i18n="origin-survivor-title">You may choose two of the following traits, or one trait
and one additional perk. Each trait has a benefit and
may have an accompanying penalty.</p>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="choice">Choice</label>
<select id="survivor-choice" name="attr_survivor_choice">
<option value="" data-i18n="choose">Choose</option>
<option value="trait" data-i18n="survivor-choice-trait">Two traits</option>
<option value="perk" data-i18n="survivor-choice-perk">One trait / one perk</option>
</select>
</div>
</div>
<div class="grid col2 gap">
<input type="hidden" name="attr_survivor_choice"
class="survivor-choice" value="" />
<div class="grid col2 survivor-trait1">
<label data-i18n="trait">Trait</label>
<select id="survivor-trait1" name="attr_survivor_trait1">
<option value="" data-i18n="choose">Choose</option>
<option value="educated" data-i18n="educated">Educated</option>
<option value="fast_shot" data-i18n="fast_shot">Fast Shot</option>
<option value="gifted" data-i18n="gifted">Gifted</option>
<option value="heavy_handed" data-i18n="heavy_handed">Heavy Handed</option>
<option value="small_frame" data-i18n="small_frame">Small Frame</option>
</select>
</div>
<div class="grid col2 survivor-trait2">
<label data-i18n="trait">Trait</label>
<select id="survivor-trait2" name="attr_survivor_trait2">
<option value="" data-i18n="choose">Choose</option>
<option value="educated" data-i18n="educated">Educated</option>
<option value="fast_shot" data-i18n="fast_shot">Fast Shot</option>
<option value="gifted" data-i18n="gifted">Gifted</option>
<option value="heavy_handed" data-i18n="heavy_handed">Heavy Handed</option>
<option value="small_frame" data-i18n="small_frame">Small Frame</option>
</select>
</div>
<div class="grid col2 survivor-perk">
<label data-i18n="perk">Perk</label>
<select id="survivor-perk" name="attr_survivor_perk">
<option value="" data-i18n="choose">Choose</option>
<option value="action_boy_girl" data-i18n="action_boy_girl">Action Boy/Girl</option>
<option value="adamantine_skeleton" data-i18n="adamantine_skeleton">Adamantine Skeleton</option>
<option value="adrenalin_rush" data-i18n="adrenalin_rush">Adrenalin Rush</option>
<option value="animal_friend" data-i18n="animal_friend">Animal Friend</option>
<option value="aquaboy_aquagirl" data-i18n="aquaboy_aquagirl">Aquaboy/Aquagirl</option>
<option value="armorer" data-i18n="armorer">Armorer</option>
<option value="awareness" data-i18n="awareness">Awareness</option>
<option value="barbarian" data-i18n="barbarian">Barbarian</option>
<option value="basher" data-i18n="basher">Basher</option>
<option value="better_criticals" data-i18n="better_criticals">Better Criticals</option>
<option value="big_leagues" data-i18n="big_leagues">Big Leagues</option>
<option value="black_widow_lady_killer" data-i18n="black_widow_lady_killer">Black Widow/Lady Killer</option>
<option value="blacksmith" data-i18n="blacksmith">Blacksmith</option>
<option value="blitz" data-i18n="blitz">Blitz</option>
<option value="bloody_mess" data-i18n="bloody_mess">Bloody Mess</option>
<option value="can_do_" data-i18n="can_do_">Can Do!</option>
<option value="cap_collector" data-i18n="cap_collector">Cap Collector</option>
<option value="cautious_nature" data-i18n="cautious_nature">Cautious Nature</option>
<option value="center_mass" data-i18n="center_mass">Center Mass</option>
<option value="chem_resistant" data-i18n="chem_resistant">Chem Resistant</option>
<option value="chemist" data-i18n="chemist">Chemist</option>
<option value="commando" data-i18n="commando">Commando</option>
<option value="comprehension" data-i18n="comprehension">Comprehension</option>
<option value="concentrated_fire" data-i18n="concentrated_fire">Concentrated Fire</option>
<option value="daring_nature" data-i18n="daring_nature">Daring Nature</option>
<option value="demolition_expert" data-i18n="demolition_expert">Demolition Expert</option>
<option value="dodger" data-i18n="dodger">Dodger</option>
<option value="dogmeat" data-i18n="dogmeat">Dogmeat</option>
<option value="entomologist" data-i18n="entomologist">Entomologist</option>
<option value="fast_metabolism" data-i18n="fast_metabolism">Fast Metabolism</option>
<option value="faster_healing" data-i18n="faster_healing">Faster Healing</option>
<option value="finesse" data-i18n="finesse">Finesse</option>
<option value="fortune_finder" data-i18n="fortune_finder">Fortune Finder</option>
<option value="ghost" data-i18n="ghost">Ghost</option>
<option value="grim_reaper_s_sprint" data-i18n="grim_reaper_s_sprint">Grim Reaper's Sprint</option>
<option value="gun_fu" data-i18n="gun_fu">Gun Fu</option>
<option value="gun_nut" data-i18n="gun_nut">Gun Nut</option>
<option value="gunslinger" data-i18n="gunslinger">Gunslinger</option>
<option value="hacker" data-i18n="hacker">Hacker</option>
<option value="healer" data-i18n="healer">Healer</option>
<option value="heave_ho_" data-i18n="heave_ho_">Heave Ho!</option>
<option value="hunter" data-i18n="hunter">Hunter</option>
<option value="infiltrator" data-i18n="infiltrator">Infiltrator</option>
<option value="inspirational" data-i18n="inspirational">Inspirational</option>
<option value="intense_training" data-i18n="intense_training">Intense Training</option>
<option value="iron_fist" data-i18n="iron_fist">Iron Fist</option>
<option value="junktown_jerky_vendor" data-i18n="junktown_jerky_vendor">Junktown Jerky Vendor</option>
<option value="jury_rigging" data-i18n="jury_rigging">Jury Rigging</option>
<option value="laser_commander" data-i18n="laser_commander">Laser Commander</option>
<option value="lead_belly" data-i18n="lead_belly">Lead Belly</option>
<option value="life_giver" data-i18n="life_giver">Life Giver</option>
<option value="light_step" data-i18n="light_step">Light Step</option>
<option value="master_thief" data-i18n="master_thief">Master Thief</option>
<option value="medic" data-i18n="medic">Medic</option>
<option value="meltdown" data-i18n="meltdown">Meltdown</option>
<option value="mister_sandman" data-i18n="mister_sandman">Mister Sandman</option>
<option value="moving_target" data-i18n="moving_target">Moving Target</option>
<option value="mysterious_stranger" data-i18n="mysterious_stranger">Mysterious Stranger</option>
<option value="nerd_rage" data-i18n="nerd_rage">Nerd Rage</option>
<option value="night_person" data-i18n="night_person">Night Person</option>
<option value="ninja" data-i18n="ninja">Ninja</option>
<option value="nuclear_physicist" data-i18n="nuclear_physicist">Nuclear Physicist</option>
<option value="pain_train" data-i18n="pain_train">Pain Train</option>
<option value="paralyzing_palm" data-i18n="paralyzing_palm">Paralyzing Palm</option>
<option value="party_boy_party_girl" data-i18n="party_boy_party_girl">Party Boy/Party Girl</option>
<option value="pathfinder" data-i18n="pathfinder">Pathfinder</option>
<option value="pharma_farma" data-i18n="pharma_farma">Pharma Farma</option>
<option value="pickpocket" data-i18n="pickpocket">Pickpocket</option>
<option value="piercing_strike" data-i18n="piercing_strike">Piercing Strike</option>
<option value="pyromaniac" data-i18n="pyromaniac">Pyromaniac</option>
<option value="quick_draw" data-i18n="quick_draw">Quick Draw</option>
<option value="quick_hands" data-i18n="quick_hands">Quick Hands</option>
<option value="rad_resistance" data-i18n="rad_resistance">Rad Resistance</option>
<option value="refractor" data-i18n="refractor">Refractor</option>
<option value="ricochet" data-i18n="ricochet">Ricochet</option>
<option value="rifleman" data-i18n="rifleman">Rifleman</option>
<option value="robotics_expert" data-i18n="robotics_expert">Robotics Expert</option>
<option value="science_" data-i18n="science_">Science!</option>
<option value="scoundrel" data-i18n="scoundrel">Scoundrel</option>
<option value="scrapper" data-i18n="scrapper">Scrapper</option>
<option value="scrounger" data-i18n="scrounger">Scrounger</option>
<option value="shotgun_surgeon" data-i18n="shotgun_surgeon">Shotgun Surgeon</option>
<option value="skilled" data-i18n="skilled">Skilled</option>
<option value="size_matters" data-i18n="size_matters">Size Matters</option>
<option value="slayer" data-i18n="slayer">Slayer</option>
<option value="smooth_talker" data-i18n="smooth_talker">Smooth Talker</option>
<option value="snakeater" data-i18n="snakeater">Snakeater</option>
<option value="sniper" data-i18n="sniper">Sniper</option>
<option value="solar_powered" data-i18n="solar_powered">Solar Powered</option>
<option value="steady_aim" data-i18n="steady_aim">Steady Aim</option>
<option value="strong_back" data-i18n="strong_back">Strong Back</option>
<option value="tag" data-i18n="tag-perk">Tag!</option>
<option value="terrifying_presence" data-i18n="terrifying_presence">Terrifying Presence</option>
<option value="toughness" data-i18n="toughness">Toughness</option>
</select>
</div>
</div>
<input type="hidden" name="attr_survivor_choice"
class="survivor-choice" value="" />
<input class="survivor-trait1" type="hidden"
name="attr_survivor_trait1" value="" />
<input class="survivor-trait2" type="hidden"
name="attr_survivor_trait2" value="" />
<div class="survivor-educated grid col1">
<h3 data-i18n="survivor-educated">Educated</h3>
<p data-i18n="educated-intro">You have one additional tag skill.</p>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="survivor-tag" name="attr_survivor_tag">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
</div>
</div>
<div class="survivor-fastshot grid col1">
<h3 data-i18n="survivor-fastshot">Fast shot</h3>
</div>
<div class="survivor-gifted grid col1">
<h3 data-i18n="survivor-gifted-title">Gifted</h3>
<p data-i18n="survivor-gifted-intro">Choose two S.P.E.C.I.A.L.
attributes and increase them by +1 each.</p>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="attribute">Attribute</label>
<select id="survivor-attr1" name="attr_survivor_attr1">
<option value="" data-i18n="choose">Choose</option>
<option value="strength" data-i18n="strength">Strength</option>
<option value="perception" data-i18n="perception">Perception</option>
<option value="endurance" data-i18n="endurance">Endurance</option>
<option value="charisma" data-i18n="charisma">Charisma</option>
<option value="intelligence" data-i18n="intelligence">Intelligence</option>
<option value="agility" data-i18n="agility">Agility</option>
<option value="luck" data-i18n="luck">Luck</option>
</select>
</div>
<div class="grid col2">
<label data-i18n="attribute">Attribute</label>
<select id="survivor-attr2" name="attr_survivor_attr2">
<option value="" data-i18n="choose">Choose</option>
<option value="strength" data-i18n="strength">Strength</option>
<option value="perception" data-i18n="perception">Perception</option>
<option value="endurance" data-i18n="endurance">Endurance</option>
<option value="charisma" data-i18n="charisma">Charisma</option>
<option value="intelligence" data-i18n="intelligence">Intelligence</option>
<option value="agility" data-i18n="agility">Agility</option>
<option value="luck" data-i18n="luck">Luck</option>
</select>
</div>
</div>
</div>
<div class="survivor-heavy grid col1">
<h3 data-i18n="survivor-heavy">Heavy Handed</h3>
</div>
<div class="survivor-small grid col1">
<h3 data-i18n="survivor-small">Small Frame</h3>
</div>
</div>
<div class="origin-vault grid col1">
<h3 data-i18n="origin-vault">Vault Kid</h3>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="vault-tag" name="attr_vault_tag">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
</div>
</div>
<div class="origin-synth grid col1">
<h3 data-i18n="origin-synth">More Than Human</h3>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="synth-tag" name="attr_synth_tag">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
</div>
</div>
<div class="origin-robot2 grid col1">
<h3 data-i18n="origin-robot2-title">Protect or Destroy</h3>
</div>
<div class="origin-atom grid col1">
<h3 data-i18n="origin-atom">Rad Sponge</h3>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="perk">Perk</label>
<select id="atom-perk" name="attr_atom_perk">
<option value="" data-i18n="choose">Choose</option>
<option value="action_boy_girl" data-i18n="action_boy_girl">Action Boy/Girl</option>
<option value="adamantine_skeleton" data-i18n="adamantine_skeleton">Adamantine Skeleton</option>
<option value="adrenalin_rush" data-i18n="adrenalin_rush">Adrenalin Rush</option>
<option value="animal_friend" data-i18n="animal_friend">Animal Friend</option>
<option value="aquaboy_aquagirl" data-i18n="aquaboy_aquagirl">Aquaboy/Aquagirl</option>
<option value="armorer" data-i18n="armorer">Armorer</option>
<option value="awareness" data-i18n="awareness">Awareness</option>
<option value="barbarian" data-i18n="barbarian">Barbarian</option>
<option value="basher" data-i18n="basher">Basher</option>
<option value="better_criticals" data-i18n="better_criticals">Better Criticals</option>
<option value="big_leagues" data-i18n="big_leagues">Big Leagues</option>
<option value="black_widow_lady_killer" data-i18n="black_widow_lady_killer">Black Widow/Lady Killer</option>
<option value="blacksmith" data-i18n="blacksmith">Blacksmith</option>
<option value="blitz" data-i18n="blitz">Blitz</option>
<option value="bloody_mess" data-i18n="bloody_mess">Bloody Mess</option>
<option value="can_do_" data-i18n="can_do_">Can Do!</option>
<option value="cap_collector" data-i18n="cap_collector">Cap Collector</option>
<option value="cautious_nature" data-i18n="cautious_nature">Cautious Nature</option>
<option value="center_mass" data-i18n="center_mass">Center Mass</option>
<option value="chem_resistant" data-i18n="chem_resistant">Chem Resistant</option>
<option value="chemist" data-i18n="chemist">Chemist</option>
<option value="commando" data-i18n="commando">Commando</option>
<option value="comprehension" data-i18n="comprehension">Comprehension</option>
<option value="concentrated_fire" data-i18n="concentrated_fire">Concentrated Fire</option>
<option value="daring_nature" data-i18n="daring_nature">Daring Nature</option>
<option value="demolition_expert" data-i18n="demolition_expert">Demolition Expert</option>
<option value="dodger" data-i18n="dodger">Dodger</option>
<option value="dogmeat" data-i18n="dogmeat">Dogmeat</option>
<option value="entomologist" data-i18n="entomologist">Entomologist</option>
<option value="fast_metabolism" data-i18n="fast_metabolism">Fast Metabolism</option>
<option value="faster_healing" data-i18n="faster_healing">Faster Healing</option>
<option value="finesse" data-i18n="finesse">Finesse</option>
<option value="fortune_finder" data-i18n="fortune_finder">Fortune Finder</option>
<option value="ghost" data-i18n="ghost">Ghost</option>
<option value="grim_reaper_s_sprint" data-i18n="grim_reaper_s_sprint">Grim Reaper's Sprint</option>
<option value="gun_fu" data-i18n="gun_fu">Gun Fu</option>
<option value="gun_nut" data-i18n="gun_nut">Gun Nut</option>
<option value="gunslinger" data-i18n="gunslinger">Gunslinger</option>
<option value="hacker" data-i18n="hacker">Hacker</option>
<option value="healer" data-i18n="healer">Healer</option>
<option value="heave_ho_" data-i18n="heave_ho_">Heave Ho!</option>
<option value="hunter" data-i18n="hunter">Hunter</option>
<option value="infiltrator" data-i18n="infiltrator">Infiltrator</option>
<option value="inspirational" data-i18n="inspirational">Inspirational</option>
<option value="intense_training" data-i18n="intense_training">Intense Training</option>
<option value="iron_fist" data-i18n="iron_fist">Iron Fist</option>
<option value="junktown_jerky_vendor" data-i18n="junktown_jerky_vendor">Junktown Jerky Vendor</option>
<option value="jury_rigging" data-i18n="jury_rigging">Jury Rigging</option>
<option value="laser_commander" data-i18n="laser_commander">Laser Commander</option>
<option value="lead_belly" data-i18n="lead_belly">Lead Belly</option>
<option value="life_giver" data-i18n="life_giver">Life Giver</option>
<option value="light_step" data-i18n="light_step">Light Step</option>
<option value="master_thief" data-i18n="master_thief">Master Thief</option>
<option value="medic" data-i18n="medic">Medic</option>
<option value="meltdown" data-i18n="meltdown">Meltdown</option>
<option value="mister_sandman" data-i18n="mister_sandman">Mister Sandman</option>
<option value="moving_target" data-i18n="moving_target">Moving Target</option>
<option value="mysterious_stranger" data-i18n="mysterious_stranger">Mysterious Stranger</option>
<option value="nerd_rage" data-i18n="nerd_rage">Nerd Rage</option>
<option value="night_person" data-i18n="night_person">Night Person</option>
<option value="ninja" data-i18n="ninja">Ninja</option>
<option value="nuclear_physicist" data-i18n="nuclear_physicist">Nuclear Physicist</option>
<option value="pain_train" data-i18n="pain_train">Pain Train</option>
<option value="paralyzing_palm" data-i18n="paralyzing_palm">Paralyzing Palm</option>
<option value="party_boy_party_girl" data-i18n="party_boy_party_girl">Party Boy/Party Girl</option>
<option value="pathfinder" data-i18n="pathfinder">Pathfinder</option>
<option value="pharma_farma" data-i18n="pharma_farma">Pharma Farma</option>
<option value="pickpocket" data-i18n="pickpocket">Pickpocket</option>
<option value="piercing_strike" data-i18n="piercing_strike">Piercing Strike</option>
<option value="pyromaniac" data-i18n="pyromaniac">Pyromaniac</option>
<option value="quick_draw" data-i18n="quick_draw">Quick Draw</option>
<option value="quick_hands" data-i18n="quick_hands">Quick Hands</option>
<option value="rad_resistance" data-i18n="rad_resistance">Rad Resistance</option>
<option value="refractor" data-i18n="refractor">Refractor</option>
<option value="ricochet" data-i18n="ricochet">Ricochet</option>
<option value="rifleman" data-i18n="rifleman">Rifleman</option>
<option value="robotics_expert" data-i18n="robotics_expert">Robotics Expert</option>
<option value="science_" data-i18n="science_">Science!</option>
<option value="scoundrel" data-i18n="scoundrel">Scoundrel</option>
<option value="scrapper" data-i18n="scrapper">Scrapper</option>
<option value="scrounger" data-i18n="scrounger">Scrounger</option>
<option value="shotgun_surgeon" data-i18n="shotgun_surgeon">Shotgun Surgeon</option>
<option value="skilled" data-i18n="skilled">Skilled</option>
<option value="size_matters" data-i18n="size_matters">Size Matters</option>
<option value="slayer" data-i18n="slayer">Slayer</option>
<option value="smooth_talker" data-i18n="smooth_talker">Smooth Talker</option>
<option value="snakeater" data-i18n="snakeater">Snakeater</option>
<option value="sniper" data-i18n="sniper">Sniper</option>
<option value="solar_powered" data-i18n="solar_powered">Solar Powered</option>
<option value="steady_aim" data-i18n="steady_aim">Steady Aim</option>
<option value="strong_back" data-i18n="strong_back">Strong Back</option>
<option value="tag" data-i18n="tag-perk">Tag!</option>
<option value="terrifying_presence" data-i18n="terrifying_presence">Terrifying Presence</option>
<option value="toughness" data-i18n="toughness">Toughness</option>
</select>
</div>
</div>
</div>
<!-- end origin panels -->
</div>
<div class="attributes grid col1">
<h2><span data-i18n="attributes-title">2. Describe your S.P.E.C.I.A.L. attributes</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col1">
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="attribute-points">Attribute Points</label>
<div class="grid col5-derived">
<input type="hidden" name="attr_attribute_points"
value="5" />
<span class="input" name="attr_attribute_points"></span>
<span>+</span>
<input type="number" name="attr_attribute_points_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_attribute_points_total" value="5" />
<span name="attr_attribute_points_total" />
</div>
</div>
</div>
<div class="grid col2 strength">
<label data-i18n="strength">Strength</label>
<span class="input">
<input type="hidden" class="attribute-value"
name="attr_strength" value="5" />
<button type="action" name="act_strength4"
class="value-4">4</button>
<button type="action" name="act_strength5"
class="value-5">5</button>
<button type="action" name="act_strength6"
class="value-6">6</button>
<button type="action" name="act_strength7"
class="value-7">7</button>
<button type="action" name="act_strength8"
class="value-8">8</button>
<button type="action" name="act_strength9"
class="value-9">9</button>
<button type="action" name="act_strength10"
class="value-10">10</button>
<input type="hidden" name="attr_strength_mod"
value="0" />
(+<span name="attr_strength_mod"></span>)
<input type="hidden" name="attr_strength_total"
value="5" />
<span class="total" name="attr_strength_total"></span>
</span>
</div>
<div class="grid col2 perception">
<label data-i18n="perception">Perception</label>
<span class="input">
<input type="hidden" class="attribute-value"
name="attr_perception" value="5" />
<button type="action" name="act_perception4"
class="value-4">4</button>
<button type="action" name="act_perception5"
class="value-5">5</button>
<button type="action" name="act_perception6"
class="value-6">6</button>
<button type="action" name="act_perception7"
class="value-7">7</button>
<button type="action" name="act_perception8"
class="value-8">8</button>
<button type="action" name="act_perception9"
class="value-9">9</button>
<button type="action" name="act_perception10"
class="value-10">10</button>
<input type="hidden" name="attr_perception_mod"
value="0" />
(+<span name="attr_perception_mod"></span>)
<input type="hidden" name="attr_perception_total"
value="5" />
<span class="total" name="attr_perception_total"></span>
</span>
</div>
<div class="grid col2 endurance">
<label data-i18n="endurance">Endurance</label>
<span class="input">
<input type="hidden" class="attribute-value"
name="attr_endurance" value="5" />
<button type="action" name="act_endurance4"
class="value-4">4</button>
<button type="action" name="act_endurance5"
class="value-5">5</button>
<button type="action" name="act_endurance6"
class="value-6">6</button>
<button type="action" name="act_endurance7"
class="value-7">7</button>
<button type="action" name="act_endurance8"
class="value-8">8</button>
<button type="action" name="act_endurance9"
class="value-9">9</button>
<button type="action" name="act_endurance10"
class="value-10">10</button>
<input type="hidden" name="attr_endurance_mod"
value="0" />
(+<span name="attr_endurance_mod"></span>)
<input type="hidden" name="attr_endurance_total"
value="5" />
<span class="total" name="attr_endurance_total"></span>
</span>
</div>
<div class="grid col2 charisma">
<label data-i18n="charisma">Charisma</label>
<span class="input">
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<input type="hidden" class="attribute-value"
name="attr_charisma" value="5" />
<button type="action" name="act_charisma4"
class="value-4">4</button>
<button type="action" name="act_charisma5"
class="value-5">5</button>
<button type="action" name="act_charisma6"
class="value-6">6</button>
<button type="action" name="act_charisma7"
class="value-7">7</button>
<button type="action" name="act_charisma8"
class="value-8">8</button>
<button type="action" name="act_charisma9"
class="value-9">9</button>
<button type="action" name="act_charisma10"
class="value-10">10</button>
<input type="hidden" name="attr_charisma_mod"
value="0" />
(+<span name="attr_charisma_mod"></span>)
<input type="hidden" name="attr_charisma_total"
value="5" />
<span class="total" name="attr_charisma_total"></span>
</span>
</div>
<div class="grid col2 intelligence">
<label data-i18n="intelligence">Intelligence</label>
<span class="input">
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<input type="hidden" class="attribute-value"
name="attr_intelligence" value="5" />
<button type="action" name="act_intelligence4"
class="value-4">4</button>
<button type="action" name="act_intelligence5"
class="value-5">5</button>
<button type="action" name="act_intelligence6"
class="value-6">6</button>
<button type="action" name="act_intelligence7"
class="value-7">7</button>
<button type="action" name="act_intelligence8"
class="value-8">8</button>
<button type="action" name="act_intelligence9"
class="value-9">9</button>
<button type="action" name="act_intelligence10"
class="value-10">10</button>
<input type="hidden" name="attr_intelligence_mod"
value="0" />
(+<span name="attr_intelligence_mod"></span>)
<input type="hidden" name="attr_intelligence_total"
value="5" />
<span class="total" name="attr_intelligence_total"></span>
</span>
</div>
<div class="grid col2 agility">
<label data-i18n="agility">Agility</label>
<span class="input">
<input type="hidden" class="attribute-value"
name="attr_agility" value="5" />
<button type="action" name="act_agility4"
class="value-4">4</button>
<button type="action" name="act_agility5"
class="value-5">5</button>
<button type="action" name="act_agility6"
class="value-6">6</button>
<button type="action" name="act_agility7"
class="value-7">7</button>
<button type="action" name="act_agility8"
class="value-8">8</button>
<button type="action" name="act_agility9"
class="value-9">9</button>
<button type="action" name="act_agility10"
class="value-10">10</button>
<input type="hidden" name="attr_agility_mod"
value="0" />
(+<span name="attr_agility_mod"></span>)
<input type="hidden" name="attr_agility_total"
value="5" />
<span class="total" name="attr_agility_total"></span>
</span>
</div>
<div class="grid col2 luck">
<label data-i18n="luck">Luck</label>
<span class="input">
<input type="hidden" class="attribute-value"
name="attr_luck" value="5" />
<button type="action" name="act_luck4"
class="value-4">4</button>
<button type="action" name="act_luck5"
class="value-5">5</button>
<button type="action" name="act_luck6"
class="value-6">6</button>
<button type="action" name="act_luck7"
class="value-7">7</button>
<button type="action" name="act_luck8"
class="value-8">8</button>
<button type="action" name="act_luck9"
class="value-9">9</button>
<button type="action" name="act_luck10"
class="value-10">10</button>
<input type="hidden" name="attr_luck_mod"
value="0" />
(+<span name="attr_luck_mod"></span>)
<input type="hidden" name="attr_luck_total"
value="5" />
<input type="hidden" name="attr_luck_total_max"
value="5" />
<span class="total" name="attr_luck_total_max"></span>
</span>
</div>
</div>
</div>
<div class="skills grid col1">
<h2><span data-i18n="skills-title">3. Indicate which skills you possess</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="skills-tag1" name="attr_skills_tag1">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="skills-tag2" name="attr_skills_tag2">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
<div class="grid col2">
<label data-i18n="tag">Tag skill</label>
<select id="skills-tag3" name="attr_skills_tag3">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
<div class="grid col2">
<label data-i18n="skill-points">Skill Points</label>
<div class="grid col5-derived">
<input type="hidden" name="attr_skill_points"
value="5" />
<span class="input" name="attr_skill_points"></span>
<span>+</span>
<input type="number" name="attr_skill_points_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_skill_points_total" value="5" />
<span name="attr_skill_points_total" />
</div>
</div>
<div class="skills-grid">
<div class="header" data-i18n="name">Name</div>
<div class="header" data-i18n="tag-name">Tag</div>
<div class="header" data-i18n="points">Points</div>
<div class="header" data-i18n="rank">Rank</div>
<div><label data-i18n="athletics">Athletics</label> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_athletics_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_athletics_tag_mod" value="1" /></div>
<div><input type="number" id="athletics"
name="attr_athletics" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_athletics_total" value="" />
<span name="attr_athletics_total"></span></div>
<div><label data-i18n="barter">Barter</label> [<span data-i18n="charisma-abr">CHA</span>]</div>
<div><input type="hidden"
name="attr_barter_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_barter_tag_mod" value="1" /></div>
<div><input type="number" id="barter"
name="attr_barter" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_barter_total" value="" />
<span name="attr_barter_total"></span></div>
<div><label data-i18n="big_guns">Big Guns</label> [<span data-i18n="endurance-abr">END</span>]</div>
<div><input type="hidden"
name="attr_big_guns_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_big_guns_tag_mod" value="1" /></div>
<div><input type="number" id="big_guns"
name="attr_big_guns" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_big_guns_total" value="" />
<span name="attr_big_guns_total"></span></div>
<div><label data-i18n="energy_weapons">Energy Weapons</label> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_energy_weapons_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_energy_weapons_tag_mod" value="1" /></div>
<div><input type="number" id="energy_weapons"
name="attr_energy_weapons" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_energy_weapons_total" value="" />
<span name="attr_energy_weapons_total"></span></div>
<div><label data-i18n="explosives">Explosives</label> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_explosives_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_explosives_tag_mod" value="1" /></div>
<div><input type="number" id="explosives"
name="attr_explosives" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_explosives_total" value="" />
<span name="attr_explosives_total"></span></div>
<div><label data-i18n="lockpick">Lockpick</label> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_lockpick_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_lockpick_tag_mod" value="1" /></div>
<div><input type="number" id="lockpick"
name="attr_lockpick" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_lockpick_total" value="" />
<span name="attr_lockpick_total"></span></div>
<div><label data-i18n="medicine">Medicine</label> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_medicine_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_medicine_tag_mod" value="1" /></div>
<div><input type="number" id="medicine"
name="attr_medicine" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_medicine_total" value="" />
<span name="attr_medicine_total"></span></div>
<div><label data-i18n="melee_weapons">Melee Weapons</label> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_melee_weapons_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_melee_weapons_tag_mod" value="1" /></div>
<div><input type="number" id="melee_weapons"
name="attr_melee_weapons" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_melee_weapons_total" value="" />
<span name="attr_melee_weapons_total"></span></div>
<div><label data-i18n="pilot">Pilot</label> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_pilot_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_pilot_tag_mod" value="1" /></div>
<div><input type="number" id="pilot"
name="attr_pilot" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_pilot_total" value="" />
<span name="attr_pilot_total"></span></div>
</div>
<div class="skills-grid">
<div class="header" data-i18n="name">Name</div>
<div class="header" data-i18n="tag-name">Tag</div>
<div class="header" data-i18n="points">Points</div>
<div class="header" data-i18n="rank">Rank</div>
<div><label data-i18n="repair">Repair</label> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_repair_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_repair_tag_mod" value="1" /></div>
<div><input type="number" id="repair"
name="attr_repair" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_repair_total" value="" />
<span name="attr_repair_total"></span></div>
<div><label data-i18n="science">Science</label> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_science_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_science_tag_mod" value="1" /></div>
<div><input type="number" id="science"
name="attr_science" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_science_total" value="" />
<span name="attr_science_total"></span></div>
<div><label data-i18n="small_guns">Small Guns</label> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_small_guns_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_small_guns_tag_mod" value="1" /></div>
<div><input type="number" id="small_guns"
name="attr_small_guns" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_small_guns_total" value="" />
<span name="attr_small_guns_total"></span></div>
<div><label data-i18n="sneak">Sneak</label> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_sneak_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_sneak_tag_mod" value="1" /></div>
<div><input type="number" id="sneak"
name="attr_sneak" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_sneak_total" value="" />
<span name="attr_sneak_total"></span></div>
<div><label data-i18n="speech">Speech</label> [<span data-i18n="charisma-abr">CHA</span>]</div>
<div><input type="hidden"
name="attr_speech_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_speech_tag_mod" value="1" /></div>
<div><input type="number" id="speech"
name="attr_speech" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_speech_total" value="" />
<span name="attr_speech_total"></span></div>
<div><label data-i18n="survival">Survival</label> [<span data-i18n="endurance-abr">END</span>]</div>
<div><input type="hidden"
name="attr_survival_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_survival_tag_mod" value="1" /></div>
<div><input type="number" id="survival"
name="attr_survival" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_survival_total" value="" />
<span name="attr_survival_total"></span></div>
<div><label data-i18n="throwing">Throwing</label> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_throwing_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_throwing_tag_mod" value="1" /></div>
<div><input type="number" id="throwing"
name="attr_throwing" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_throwing_total" value="" />
<span name="attr_throwing_total"></span></div>
<div><label data-i18n="unarmed">Unarmed</label> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_unarmed_tag" value=""
class="tag-skill" />
<span class="tag" data-i18n="yes">yes</span>
<input type="checkbox" name="attr_unarmed_tag_mod" value="1" /></div>
<div><input type="number" id="unarmed"
name="attr_unarmed" value="0" min="0"
max="6" /></div>
<div><input type="hidden"
name="attr_unarmed_total" value="" />
<span name="attr_unarmed_total"></span></div>
</div>
</div>
</div>
<div class="perk grid col1">
<h2><span data-i18n="perk-title">4. Indicate your first perk</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="perk">Perk</label>
<select id="perks-starting" name="attr_perks_starting">
<option value="" data-i18n="choose">Choose</option>
<option value="action_boy_girl" data-i18n="action_boy_girl">Action Boy/Girl</option>
<option value="adamantine_skeleton" data-i18n="adamantine_skeleton">Adamantine Skeleton</option>
<option value="adrenalin_rush" data-i18n="adrenalin_rush">Adrenalin Rush</option>
<option value="animal_friend" data-i18n="animal_friend">Animal Friend</option>
<option value="aquaboy_aquagirl" data-i18n="aquaboy_aquagirl">Aquaboy/Aquagirl</option>
<option value="armorer" data-i18n="armorer">Armorer</option>
<option value="awareness" data-i18n="awareness">Awareness</option>
<option value="barbarian" data-i18n="barbarian">Barbarian</option>
<option value="basher" data-i18n="basher">Basher</option>
<option value="better_criticals" data-i18n="better_criticals">Better Criticals</option>
<option value="big_leagues" data-i18n="big_leagues">Big Leagues</option>
<option value="black_widow_lady_killer" data-i18n="black_widow_lady_killer">Black Widow/Lady Killer</option>
<option value="blacksmith" data-i18n="blacksmith">Blacksmith</option>
<option value="blitz" data-i18n="blitz">Blitz</option>
<option value="bloody_mess" data-i18n="bloody_mess">Bloody Mess</option>
<option value="can_do_" data-i18n="can_do_">Can Do!</option>
<option value="cap_collector" data-i18n="cap_collector">Cap Collector</option>
<option value="cautious_nature" data-i18n="cautious_nature">Cautious Nature</option>
<option value="center_mass" data-i18n="center_mass">Center Mass</option>
<option value="chem_resistant" data-i18n="chem_resistant">Chem Resistant</option>
<option value="chemist" data-i18n="chemist">Chemist</option>
<option value="commando" data-i18n="commando">Commando</option>
<option value="comprehension" data-i18n="comprehension">Comprehension</option>
<option value="concentrated_fire" data-i18n="concentrated_fire">Concentrated Fire</option>
<option value="daring_nature" data-i18n="daring_nature">Daring Nature</option>
<option value="demolition_expert" data-i18n="demolition_expert">Demolition Expert</option>
<option value="dodger" data-i18n="dodger">Dodger</option>
<option value="dogmeat" data-i18n="dogmeat">Dogmeat</option>
<option value="entomologist" data-i18n="entomologist">Entomologist</option>
<option value="fast_metabolism" data-i18n="fast_metabolism">Fast Metabolism</option>
<option value="faster_healing" data-i18n="faster_healing">Faster Healing</option>
<option value="finesse" data-i18n="finesse">Finesse</option>
<option value="fortune_finder" data-i18n="fortune_finder">Fortune Finder</option>
<option value="ghost" data-i18n="ghost">Ghost</option>
<option value="grim_reaper_s_sprint" data-i18n="grim_reaper_s_sprint">Grim Reaper's Sprint</option>
<option value="gun_fu" data-i18n="gun_fu">Gun Fu</option>
<option value="gun_nut" data-i18n="gun_nut">Gun Nut</option>
<option value="gunslinger" data-i18n="gunslinger">Gunslinger</option>
<option value="hacker" data-i18n="hacker">Hacker</option>
<option value="healer" data-i18n="healer">Healer</option>
<option value="heave_ho_" data-i18n="heave_ho_">Heave Ho!</option>
<option value="hunter" data-i18n="hunter">Hunter</option>
<option value="infiltrator" data-i18n="infiltrator">Infiltrator</option>
<option value="inspirational" data-i18n="inspirational">Inspirational</option>
<option value="intense_training" data-i18n="intense_training">Intense Training</option>
<option value="iron_fist" data-i18n="iron_fist">Iron Fist</option>
<option value="junktown_jerky_vendor" data-i18n="junktown_jerky_vendor">Junktown Jerky Vendor</option>
<option value="jury_rigging" data-i18n="jury_rigging">Jury Rigging</option>
<option value="laser_commander" data-i18n="laser_commander">Laser Commander</option>
<option value="lead_belly" data-i18n="lead_belly">Lead Belly</option>
<option value="life_giver" data-i18n="life_giver">Life Giver</option>
<option value="light_step" data-i18n="light_step">Light Step</option>
<option value="master_thief" data-i18n="master_thief">Master Thief</option>
<option value="medic" data-i18n="medic">Medic</option>
<option value="meltdown" data-i18n="meltdown">Meltdown</option>
<option value="mister_sandman" data-i18n="mister_sandman">Mister Sandman</option>
<option value="moving_target" data-i18n="moving_target">Moving Target</option>
<option value="mysterious_stranger" data-i18n="mysterious_stranger">Mysterious Stranger</option>
<option value="nerd_rage" data-i18n="nerd_rage">Nerd Rage</option>
<option value="night_person" data-i18n="night_person">Night Person</option>
<option value="ninja" data-i18n="ninja">Ninja</option>
<option value="nuclear_physicist" data-i18n="nuclear_physicist">Nuclear Physicist</option>
<option value="pain_train" data-i18n="pain_train">Pain Train</option>
<option value="paralyzing_palm" data-i18n="paralyzing_palm">Paralyzing Palm</option>
<option value="party_boy_party_girl" data-i18n="party_boy_party_girl">Party Boy/Party Girl</option>
<option value="pathfinder" data-i18n="pathfinder">Pathfinder</option>
<option value="pharma_farma" data-i18n="pharma_farma">Pharma Farma</option>
<option value="pickpocket" data-i18n="pickpocket">Pickpocket</option>
<option value="piercing_strike" data-i18n="piercing_strike">Piercing Strike</option>
<option value="pyromaniac" data-i18n="pyromaniac">Pyromaniac</option>
<option value="quick_draw" data-i18n="quick_draw">Quick Draw</option>
<option value="quick_hands" data-i18n="quick_hands">Quick Hands</option>
<option value="rad_resistance" data-i18n="rad_resistance">Rad Resistance</option>
<option value="refractor" data-i18n="refractor">Refractor</option>
<option value="ricochet" data-i18n="ricochet">Ricochet</option>
<option value="rifleman" data-i18n="rifleman">Rifleman</option>
<option value="robotics_expert" data-i18n="robotics_expert">Robotics Expert</option>
<option value="science_" data-i18n="science_">Science!</option>
<option value="scoundrel" data-i18n="scoundrel">Scoundrel</option>
<option value="scrapper" data-i18n="scrapper">Scrapper</option>
<option value="scrounger" data-i18n="scrounger">Scrounger</option>
<option value="shotgun_surgeon" data-i18n="shotgun_surgeon">Shotgun Surgeon</option>
<option value="skilled" data-i18n="skilled">Skilled</option>
<option value="size_matters" data-i18n="size_matters">Size Matters</option>
<option value="slayer" data-i18n="slayer">Slayer</option>
<option value="smooth_talker" data-i18n="smooth_talker">Smooth Talker</option>
<option value="snakeater" data-i18n="snakeater">Snakeater</option>
<option value="sniper" data-i18n="sniper">Sniper</option>
<option value="solar_powered" data-i18n="solar_powered">Solar Powered</option>
<option value="steady_aim" data-i18n="steady_aim">Steady Aim</option>
<option value="strong_back" data-i18n="strong_back">Strong Back</option>
<option value="tag" data-i18n="tag-perk">Tag!</option>
<option value="terrifying_presence" data-i18n="terrifying_presence">Terrifying Presence</option>
<option value="toughness" data-i18n="toughness">Toughness</option>
</select>
</div>
</div>
</div>
<div class="derived grid col1">
<h2><span data-i18n="derived-title">5. We have calculated the following statistics</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col2 gap">
<div class="grid col2">
<label data-i18n="carry-weight-lbs">Carry Weight (lbs.)</label>
<input type="hidden" name="attr_carry_weight_max"
value="200" />
<span class="input" name="attr_carry_weight_max"></span>
<label data-i18n="base-pdr">Base Physical Damage Resistance</label>
<input type="hidden" name="attr_base_physical_dr"
value="0" />
<span class="input" name="attr_base_physical_dr"></span>
<label data-i18n="base-edr">Base Energy Damage Resistance</label>
<input type="hidden" name="attr_base_energy_dr"
value="0" />
<span class="input" name="attr_base_energy_dr"></span>
<label data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="hidden" name="attr_base_rad_dr"
value="0" />
<span class="input" name="attr_base_rad_dr"></span>
<label data-i18n="poison-dr">Poison Damage Resistance</label>
<input type="hidden" name="attr_base_poison_dr"
value="0" />
<span class="input" name="attr_base_poison_dr"></span>
</div>
<div class="grid col2">
<label data-i18n="defense">Defense</label>
<input type="hidden" name="attr_defense"
value="1" />
<span class="input" name="attr_defense"></span>
<label data-i18n="initiative">Initiative</label>
<input type="hidden" name="attr_initiative"
value="10" />
<span class="input" name="attr_initiative"></span>
<label data-i18n="health-points">Health Points</label>
<div class="grid col5-derived">
<input type="hidden" name="attr_hp_derived"
value="10" />
<span class="input" name="attr_hp_derived"></span>
<span>+</span>
<input type="number" name="attr_hp_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_hp_max" value="10" />
<span name="attr_hp_max" />
</div>
<label data-i18n="melee-damage">Melee Damage</label>
<span class="input">
<input type="hidden" name="attr_melee_damage"
value="0" class="melee-damage" />
<span>+</span>
<span name="attr_melee_damage" />
<span class="die" />
</span>
</div>
</div>
</div>
<div class="equipment grid col1">
<h2><span data-i18n="equipment-title">6. Select a starting equipment package</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button>
<button class="next" type="action" name="act_next" data-i18n="next">Next</button></h2>
<div class="grid col2 gap">
<div class="grid col2">
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<label data-i18n="origin-package">Origin package</label>
<select id="brotherhood-package" class="origin-brotherhood"
name="attr_brotherhood_package">
<option value="" data-i18n="choose">Choose</option>
<option value="steel_initiate" data-i18n="steel_initiate">Brotherhood of Steel Initiate</option>
<option value="steel_scribe" data-i18n="steel_scribe">Brotherhood of Steel Scribe</option>
</select>
<select id="mutant-package" class="origin-mutant"
name="attr_mutant_package">
<option value="" data-i18n="choose">Choose</option>
<option value="brute" data-i18n="brute">Brute</option>
<option value="skirmisher" data-i18n="skirmisher">Skirmisher</option>
</select>
<select id="robot-package" class="origin-robot"
name="attr_robot_package">
<option value="" data-i18n="choose">Choose</option>
<option value="nanny" data-i18n="nanny">Miss Nanny</option>
<option value="farmhand" data-i18n="farmhand">Mister Farmhand</option>
<option value="gutsy" data-i18n="gutsy">Mister Gutsy</option>
<option value="handy" data-i18n="handy">Mister Handy</option>
<option value="nurse" data-i18n="nurse">Nurse Handy</option>
</select>
<select id="wastelander-package" class="origin-survivor origin-ghoul"
name="attr_wastelander_package">
<option value="" data-i18n="choose">Choose</option>
<option value="mercenary" data-i18n="mercenary">Mercenary</option>
<option value="raider" data-i18n="raider">Raider</option>
<option value="settler" data-i18n="settler">Settler</option>
<option value="trader" data-i18n="trader">Trader</option>
<option value="wanderer" data-i18n="wanderer">Wanderer</option>
</select>
<select id="vault-package" class="origin-vault"
name="attr_vault_package">
<option value="" data-i18n="choose">Choose</option>
<option value="resident" data-i18n="resident">Vault-Tec Resident</option>
<option value="security" data-i18n="security">Vault-Tec Security</option>
</select>
<select id="synth-package" class="origin-synth"
name="attr_synth_package">
<option value="" data-i18n="choose">Choose</option>
<option value="infiltrator" data-i18n="infiltrator">Infiltrator</option>
<option value="seeker" data-i18n="seeker">Seeker</option>
</select>
<select id="robot2-package" class="origin-robot2"
name="attr_robot2_package">
<option value="" data-i18n="choose">Choose</option>
<option value="protectron" data-i18n="protectron">Protectron</option>
<option value="fire" data-i18n="protectron-fire-brigadier">Protectron Fire Brigadier</option>
<option value="medic" data-i18n="protectron-medic">Protectron Medic</option>
<option value="utility" data-i18n="utility-protectron">Utility Protectron</option>
<option value="nukatron" data-i18n="nukatron">Nukatron</option>
<option value="protectronx" data-i18n="protectron-x">Protectron X</option>
</select>
<select id="atom-package" class="origin-atom"
name="attr_atom_package">
<option value="" data-i18n="choose">Choose</option>
<option value="missionary" data-i18n="missionary">Missionary</option>
<option value="zealot" data-i18n="zealot">Zealot</option>
</select>
</div>
<div class="grid col2">
<label><span data-i18n="personal-trinket">Personal Trinket</span>
<button type="action" name="act_rolltrinket">&#127922;</button></label>
<select id="personal-trinket"
name="attr_personal_trinket">
<option value="" data-i18n="choose">Choose</option>
<option value="1" data-i18n="trinket-1">A gold pocket watch</option>
<option value="2" data-i18n="trinket-2">A garbled holodisk</option>
<option value="3" data-i18n="trinket-3">A brightly colored bandanna</option>
<option value="4" data-i18n="trinket-4">A silver locket</option>
<option value="5" data-i18n="trinket-5">Medal</option>
<option value="6" data-i18n="trinket-6">Potted plant</option>
<option value="7" data-i18n="trinket-7">Tickets to a pre-war event</option>
<option value="8" data-i18n="trinket-8">Wedding ring</option>
<option value="9" data-i18n="trinket-9">Pre-war party invitation</option>
<option value="10" data-i18n="trinket-10">An engraved flip lighter</option>
<option value="11" data-i18n="trinket-11">Loaded casino dice</option>
<option value="12" data-i18n="trinket-12">Id card</option>
<option value="13" data-i18n="trinket-13">Cosmetics case</option>
<option value="14" data-i18n="trinket-14">Musical Instrument</option>
<option value="15" data-i18n="trinket-15">Broken eyeglasses</option>
<option value="16" data-i18n="trinket-16">Necklace made of junk</option>
<option value="17" data-i18n="trinket-17">Pages of an unfinished story</option>
<option value="18" data-i18n="trinket-18">Overdue library book</option>
<option value="19" data-i18n="trinket-19">A postcard with an address</option>
<option value="20" data-i18n="trinket-20">A pre-war neck-tie</option>
</select>
</div>
<div class="grid col2">
<input type="hidden" name="attr_skills_tag1_name"
value="" />
<label><span name="attr_skills_tag1_name"></span></label>
<input type="hidden" name="attr_skills_tag1_package"
value="" />
<span class="input" name="attr_skills_tag1_package"></span>
</div>
<div class="grid col2">
<input type="hidden" name="attr_skills_tag2_name"
value="" />
<label><span name="attr_skills_tag2_name"></span></label>
<input type="hidden" name="attr_skills_tag2_package"
value="" />
<span class="input" name="attr_skills_tag2_package"></span>
</div>
<div class="grid col2">
<input type="hidden" name="attr_skills_tag3_name"
value="" />
<label><span name="attr_skills_tag3_name"></span></label>
<input type="hidden" name="attr_skills_tag3_package"
value="" />
<span class="input" name="attr_skills_tag3_package"></span>
</div>
<div class="grid col2">
<input type="hidden" name="attr_origin_tag_name"
class="origin-tag-name" value="" />
<label><span name="attr_origin_tag_name"></span></label>
<input type="hidden" name="attr_origin_tag_package"
value="" />
<span class="input" name="attr_origin_tag_package"></span>
</div>
</div>
</div>
<div class="finalize grid col1">
<input type="hidden" name="attr_finalized"
class="special-finalized" value="" />
<h2><span data-i18n="finalize-title">You are all done!</span>
<button class="prev" type="action" name="act_prev" data-i18n="previous">Previous</button></h2>
<p><span data-i18n="finalize-intro">Thank you for completing your S.P.E.C.I.A.L. profile. Feel free
to go back and edit your profile at any time.</span> <span class="confirm-note" data-i18n="finalize-note">Click
below to confirm once you are satisfied.</span></p>
<div class="grid col2 gap confirm-button">
<button type="action" name="act_copyspecial" class="btn">&#128077;
<span data-i18n="confirm-profile">Confirm your profile</span></button>
<em data-i18n="confirm-intro">This will copy your selected perks and items to the character
sheet.</em>
</div>
</div>
</div>
<!-- end creation page -->
<!-- start character page -->
<div class="grid col1 character">
<div class="grid col4-csheet gap">
<div class="grid col1 logo">
<h1 data-i18n="fallout">Fallout</h1>
<div role="doc-subtitle" data-i18n="the-rpg">The Roleplaying Game</div>
</div>
<div class="grid col1 nogap">
<label class="character-name" data-i18n="character-name">Character name</label>
<input type="text" id="character-name" name="attr_character_name"
value="" class="character-name" />
</div>
<div class="grid col2">
<label data-i18n="xp-earned">XP earned</label>
<input type="number" id="xp" name="attr_xp" value="" />
<label data-i18n="xp-next">XP next level</label>
<span class="input" name="attr_xp_next_level" />
<label data-i18n="origin">Origin</label>
<input type="hidden" name="attr_origin_name" value="" />
<span class="input" name="attr_origin_name" />
</div>
<div class="grid col1 level">
<span class="header" data-i18n="level">Level</span>
<input type="hidden" name="attr_level" value="1" />
<span class="value" name="attr_level" value="1" />
</div>
</div>
<div class="grid col7 special">
<div class="grid col1 nogap strength">
<span class="header" data-i18n="strength">Strength</span>
<span class="value" name="attr_strength_total" />
</div>
<div class="grid col1 nogap perception">
<span class="header" data-i18n="perception">Perception</span>
<span class="value" name="attr_perception_total" />
</div>
<div class="grid col1 nogap endurance">
<span class="header" data-i18n="endurance">Endurance</span>
<span class="value" name="attr_endurance_total" />
</div>
<div class="grid col1 nogap charisma">
<span class="header" data-i18n="charisma">Charisma</span>
<span class="value" name="attr_charisma_total" />
</div>
<div class="grid col1 nogap intelligence">
<span class="header" data-i18n="intelligence">Intelligence</span>
<span class="value" name="attr_intelligence_total" />
</div>
<div class="grid col1 nogap agility">
<span class="header" data-i18n="agility">Agility</span>
<span class="value" name="attr_agility_total" />
</div>
<div class="grid col1 nogap luck">
<span class="header" data-i18n="luck">Luck</span>
<span class="value" name="attr_luck_total_max" />
</div>
</div>
<div class="grid col5">
<div class="grid col2 luckpts">
<label data-i18n="luck-points">Luck points</label>
<input type="number" id="luck-points" name="attr_luck_total"
value="5" />
</div>
</div>
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<div class="grid col2-csheet gap">
<div class="grid col1">
<h2 data-i18n="skills">Skills</h2>
<div class="skills-grid-mini">
<div class="header" data-i18n="name">Name</div>
<div class="header" data-i18n="tag-name">Tag</div>
<div class="header" data-i18n="rank">Rank</div>
<div><button type="roll" name="roll_athletics_total" data-i18n="athletics"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~athletics_total)}} {{skillname=Athletics}} {{attribute=strength}} {{skill=athletics}} {{attr_num=[[@{strength_total}]]}} {{skill_num=[[@{athletics_total}]]}} {{target=[[@{strength_total}+@{athletics_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{athletics_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Athletics</button> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_athletics_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_athletics_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_athletics_total" value="" />
<span name="attr_athletics_total"></span></div>
<div><button type="roll" name="roll_barter_total" data-i18n="barter"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~barter_total)}} {{skillname=Barter}} {{attribute=charisma}} {{skill=barter}} {{attr_num=[[@{charisma_total}]]}} {{skill_num=[[@{barter_total}]]}} {{target=[[@{charisma_total}+@{barter_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{barter_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Barter</button> [<span data-i18n="charisma-abr">CHA</span>]</div>
<div><input type="hidden"
name="attr_barter_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_barter_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_barter_total" value="" />
<span name="attr_barter_total"></span></div>
<div><button type="roll" name="roll_big_guns_total" data-i18n="big_guns"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~big_guns_total)}} {{skillname=Big Guns}} {{attribute=endurance}} {{skill=big_guns}} {{attr_num=[[@{endurance_total}]]}} {{skill_num=[[@{big_guns_total}]]}} {{target=[[@{endurance_total}+@{big_guns_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{big_guns_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Big Guns</button> [<span data-i18n="endurance-abr">END</span>]</div>
<div><input type="hidden"
name="attr_big_guns_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_big_guns_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_big_guns_total" value="" />
<span name="attr_big_guns_total"></span></div>
<div><button type="roll" name="roll_energy_weapons_total" data-i18n="energy_weapons"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~energy_weapons_total)}} {{skillname=Energy Weapons}} {{attribute=perception}} {{skill=energy_weapons}} {{attr_num=[[@{perception_total}]]}} {{skill_num=[[@{energy_weapons_total}]]}} {{target=[[@{perception_total}+@{energy_weapons_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{energy_weapons_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Energy Weapons</button> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_energy_weapons_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_energy_weapons_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_energy_weapons_total" value="" />
<span name="attr_energy_weapons_total"></span></div>
<div><button type="roll" name="roll_explosives_total" data-i18n="explosives"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~explosives_total)}} {{skillname=Explosives}} {{attribute=perception}} {{skill=explosives}} {{attr_num=[[@{perception_total}]]}} {{skill_num=[[@{explosives_total}]]}} {{target=[[@{perception_total}+@{explosives_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{explosives_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Explosives</button> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_explosives_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_explosives_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_explosives_total" value="" />
<span name="attr_explosives_total"></span></div>
<div><button type="roll" name="roll_lockpick_total" data-i18n="lockpick"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~lockpick_total)}} {{skillname=Lockpick}} {{attribute=perception}} {{skill=lockpick}} {{attr_num=[[@{perception_total}]]}} {{skill_num=[[@{lockpick_total}]]}} {{target=[[@{perception_total}+@{lockpick_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{lockpick_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Lockpick</button> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_lockpick_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_lockpick_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_lockpick_total" value="" />
<span name="attr_lockpick_total"></span></div>
<div><button type="roll" name="roll_medicine_total" data-i18n="medicine"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~medicine_total)}} {{skillname=Medicine}} {{attribute=intelligence}} {{skill=medicine}} {{attr_num=[[@{intelligence_total}]]}} {{skill_num=[[@{medicine_total}]]}} {{target=[[@{intelligence_total}+@{medicine_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{medicine_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Medicine</button> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_medicine_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_medicine_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_medicine_total" value="" />
<span name="attr_medicine_total"></span></div>
<div><button type="roll" name="roll_melee_weapons_total" data-i18n="melee_weapons"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~melee_weapons_total)}} {{skillname=Melee Weapons}} {{attribute=strength}} {{skill=melee_weapons}} {{attr_num=[[@{strength_total}]]}} {{skill_num=[[@{melee_weapons_total}]]}} {{target=[[@{strength_total}+@{melee_weapons_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{melee_weapons_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Melee Weapons</button> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_melee_weapons_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_melee_weapons_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_melee_weapons_total" value="" />
<span name="attr_melee_weapons_total"></span></div>
<div><button type="roll" name="roll_pilot_total" data-i18n="pilot"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~pilot_total)}} {{skillname=Pilot}} {{attribute=perception}} {{skill=pilot}} {{attr_num=[[@{perception_total}]]}} {{skill_num=[[@{pilot_total}]]}} {{target=[[@{perception_total}+@{pilot_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{pilot_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Pilot</button> [<span data-i18n="perception-abr">PER</span>]</div>
<div><input type="hidden"
name="attr_pilot_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_pilot_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_pilot_total" value="" />
<span name="attr_pilot_total"></span></div>
<div><button type="roll" name="roll_repair_total" data-i18n="repair"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~repair_total)}} {{skillname=Repair}} {{attribute=intelligence}} {{skill=repair}} {{attr_num=[[@{intelligence_total}]]}} {{skill_num=[[@{repair_total}]]}} {{target=[[@{intelligence_total}+@{repair_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{repair_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Repair</button> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_repair_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_repair_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_repair_total" value="" />
<span name="attr_repair_total"></span></div>
<div><button type="roll" name="roll_science_total" data-i18n="science"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~science_total)}} {{skillname=Science}} {{attribute=intelligence}} {{skill=science}} {{attr_num=[[@{intelligence_total}]]}} {{skill_num=[[@{science_total}]]}} {{target=[[@{intelligence_total}+@{science_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{science_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Science</button> [<span data-i18n="intelligence-abr">INT</span>]</div>
<div><input type="hidden"
name="attr_science_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_science_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_science_total" value="" />
<span name="attr_science_total"></span></div>
<div><button type="roll" name="roll_small_guns_total" data-i18n="small_guns"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~small_guns_total)}} {{skillname=Small Guns}} {{attribute=agility}} {{skill=small_guns}} {{attr_num=[[@{agility_total}]]}} {{skill_num=[[@{small_guns_total}]]}} {{target=[[@{agility_total}+@{small_guns_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{small_guns_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Small Guns</button> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_small_guns_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_small_guns_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_small_guns_total" value="" />
<span name="attr_small_guns_total"></span></div>
<div><button type="roll" name="roll_sneak_total" data-i18n="sneak"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~sneak_total)}} {{skillname=Sneak}} {{attribute=agility}} {{skill=sneak}} {{attr_num=[[@{agility_total}]]}} {{skill_num=[[@{sneak_total}]]}} {{target=[[@{agility_total}+@{sneak_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{sneak_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Sneak</button> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_sneak_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_sneak_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_sneak_total" value="" />
<span name="attr_sneak_total"></span></div>
<div><button type="roll" name="roll_speech_total" data-i18n="speech"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~speech_total)}} {{skillname=Speech}} {{attribute=charisma}} {{skill=speech}} {{attr_num=[[@{charisma_total}]]}} {{skill_num=[[@{speech_total}]]}} {{target=[[@{charisma_total}+@{speech_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{speech_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Speech</button> [<span data-i18n="charisma-abr">CHA</span>]</div>
<div><input type="hidden"
name="attr_speech_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_speech_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_speech_total" value="" />
<span name="attr_speech_total"></span></div>
<div><button type="roll" name="roll_survival_total" data-i18n="survival"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~survival_total)}} {{skillname=Survival}} {{attribute=endurance}} {{skill=survival}} {{attr_num=[[@{endurance_total}]]}} {{skill_num=[[@{survival_total}]]}} {{target=[[@{endurance_total}+@{survival_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{survival_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Survival</button> [<span data-i18n="endurance-abr">END</span>]</div>
<div><input type="hidden"
name="attr_survival_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_survival_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_survival_total" value="" />
<span name="attr_survival_total"></span></div>
<div><button type="roll" name="roll_throwing_total" data-i18n="throwing"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~throwing_total)}} {{skillname=Throwing}} {{attribute=agility}} {{skill=throwing}} {{attr_num=[[@{agility_total}]]}} {{skill_num=[[@{throwing_total}]]}} {{target=[[@{agility_total}+@{throwing_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{throwing_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Throwing</button> [<span data-i18n="agility-abr">AGI</span>]</div>
<div><input type="hidden"
name="attr_throwing_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_throwing_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_throwing_total" value="" />
<span name="attr_throwing_total"></span></div>
<div><button type="roll" name="roll_unarmed_total" data-i18n="unarmed"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~unarmed_total)}} {{skillname=Unarmed}} {{attribute=strength}} {{skill=unarmed}} {{attr_num=[[@{strength_total}]]}} {{skill_num=[[@{unarmed_total}]]}} {{target=[[@{strength_total}+@{unarmed_total}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{unarmed_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Unarmed</button> [<span data-i18n="strength-abr">STR</span>]</div>
<div><input type="hidden"
name="attr_unarmed_tag" value=""
class="tag-skill" />
<input type="hidden" name="attr_unarmed_cs"
value="1" />
<span class="tag" data-i18n="yes">yes</span></div>
<div><input type="hidden"
name="attr_unarmed_total" value="" />
<span name="attr_unarmed_total"></span></div>
</div>
<div class="grid col1">
<div class="grid col2 actionpts">
<label data-i18n="action-points">Action points</label>
<input type="number" id="action-points" name="attr_action_points"
value="0" />
</div>
<div class="grid col2 radpts">
<input type="number" id="radiation-points" name="attr_radiation_points"
value="0" />
<label data-i18n="radiation-points">Radiation points</label>
</div>
</div>
</div>
<div class="grid col1 combat">
<h2 data-i18n="combat">Combat</h2>
<div class="grid col3 gap">
<div class="grid">
<label data-i18n="melee-damage">Melee damage</label>
<div class="grid col6-meleedmg">
<span name="attr_melee_damage" />
<span>+</span>
<input type="number" name="attr_melee_damage_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_melee_damage_total"
value="0" />
<span name="attr_melee_damage_total" />
<button type="roll" name="roll_meleedmg"
value="&{template:focd} {{name=@{character_name}}} {{reroll=[Roll More](~cd)}} {{attackname=Melee Damage}} {{dice_num=[[@{melee_damage_total}]]}} {{result_1=[[1d6]]}} {{result_2=[[1d6]]}} {{result_3=[[1d6]]}} {{result_4=[[1d6]]}} {{result_5=[[1d6]]}} {{result_6=[[1d6]]}} {{result_7=[[1d6]]}} {{result_8=[[1d6]]}} {{result_9=[[1d6]]}} {{result_10=[[1d6]]}} {{result_11=[[1d6]]}} {{result_12=[[1d6]]}} {{result_13=[[1d6]]}} {{result_14=[[1d6]]}} {{result_15=[[1d6]]}} {{result_16=[[1d6]]}} {{result_17=[[1d6]]}} {{result_18=[[1d6]]}} {{result_19=[[1d6]]}} {{result_20=[[1d6]]}}" />
</div>
</div>
<div class="grid">
<label data-i18n="defense">Defense</label>
<div class="grid col6-defense">
<span name="attr_defense" />
<span>+</span>
<input type="number" name="attr_defense_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_defense_total"
value="1" />
<span name="attr_defense_total" />
<button type="roll" name="roll_defense"
value="&{template:foattribute} {{name=@{character_name}}} {{attr=Defense}} {{attr_num=@{defense_total}}}" />
</div>
</div>
<div class="grid">
<label data-i18n="initiative">Initiative</label>
<div class="grid col6-initiative">
<span name="attr_initiative" />
<span>+</span>
<input type="number" name="attr_initiative_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_initiative_total"
value="10" />
<span name="attr_initiative_total" />
<button type="roll" name="roll_initiative"
value="&{template:foattribute} {{name=@{character_name}}} {{attr=Initiative}} {{attr_num=[[@{initiative_total} &{tracker}]]}}" />
</div>
</div>
</div>
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<div class="grid col3 locations gap">
<div class="grid col6-dr gap">
<div class="header" data-i18n="base-dr">Base Damage Resistance</div>
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<span name="attr_base_physical_dr" />
<span>+</span>
<input type="number" name="attr_base_physical_dr_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_base_physical_dr_total"
value="0" />
<span name="attr_base_physical_dr_total" />
<label class="energy-dr" data-i18n="eenergy-dr">Energy Damage Resistance</label>
<span name="attr_base_energy_dr" />
<span>+</span>
<input type="number" name="attr_base_energy_dr_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_base_energy_dr_total"
value="0" />
<span name="attr_base_energy_dr_total" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="hidden" class="base-dr" name="attr_base_rad_dr" />
<span name="attr_base_rad_dr" />
<span>+</span>
<input type="number" name="attr_base_rad_dr_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_base_rad_dr_total"
value="0" />
<span name="attr_base_rad_dr_total" />
<label class="poison-dr" data-i18n="poison-dr">Poison Damage Resistance</label>
<input type="hidden" class="base-dr" name="attr_base_poison_dr" />
<span name="attr_base_poison_dr" />
<span>+</span>
<input type="number" name="attr_base_poison_dr_mod" value="" />
<span>=</span>
<input type="hidden" name="attr_base_poison_dr_total"
value="0" />
<span name="attr_base_poison_dr_total" />
</div>
<div class="grid col2 gap pa-toggle">
<div class="header" data-i18n="power-armor">Power Armor</div>
<label data-i18n="strength">Strength</label>
<input type="number" name="attr_pa_strength" value="11" />
<label class="power-armor" data-i18n="operating">Operating</label>
<label class="switch">
<input type="checkbox" name="attr_pa_operating" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="grid col2 gap slot3">
<input type="hidden" name="attr_hp_ratio" value="100"
class="hp-ratio" />
<div class="header" data-i18n="health-points">Health Points</div>
<label data-i18n="maximum">Maximum</label>
<span class="input" name="attr_hp_max" />
<label data-i18n="current">Current</label>
<input type="number" name="attr_hp" value="10" />
<label data-i18n="radiation">Radiation</label>
<input type="number" name="attr_rad_damage" value="0" />
</div>
<!-- Right Arm -->
<input type="hidden" name="attr_rarm_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-rarm">Right Arm</span>
<label class="pa switch">
<input type="checkbox" name="attr_rarm_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_rarm_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_rarm_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_rarm_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_rarm_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_rarm_hp"
value="" />
<input type="text" name="attr_rarm_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-rarm">Right Arm</span>
<label class="pa switch">
<input type="checkbox" name="attr_rarm_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-arm1">Arm 1</div>
<input type="text" class="span4" name="attr_rarm_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_rarm_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_rarm_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_rarm_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_rarm_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_rarm_treated" value="1" />
<span class="slider"></span>
</label>
</div>
<!-- Head -->
<input type="hidden" name="attr_head_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-head">Head</span>
<label class="pa switch">
<input type="checkbox" name="attr_head_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_head_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_head_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_head_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_head_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_head_hp"
value="" />
<input type="text" name="attr_head_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-head">Head</span>
<label class="pa switch">
<input type="checkbox" name="attr_head_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-optics">Optics</div>
<input type="text" class="span4" name="attr_head_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_head_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_head_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_head_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_head_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_head_treated" value="1" />
<span class="slider"></span>
</label>
</div>
<!-- Left Arm -->
<input type="hidden" name="attr_larm_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-larm">Left Arm</span>
<label class="pa switch">
<input type="checkbox" name="attr_larm_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_larm_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_larm_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_larm_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_larm_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_larm_hp"
value="" />
<input type="text" name="attr_larm_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-larm">Left Arm</span>
<label class="pa switch">
<input type="checkbox" name="attr_larm_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-arm2">Arm 2</div>
<input type="text" class="span4" name="attr_larm_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_larm_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_larm_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_larm_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_larm_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_larm_treated" value="1" />
<span class="slider"></span>
</label>
</div>
<!-- Right Leg -->
<input type="hidden" name="attr_rleg_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-rleg">Right Leg</span>
<label class="pa switch">
<input type="checkbox" name="attr_rleg_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_rleg_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_rleg_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_rleg_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_rleg_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_rleg_hp"
value="" />
<input type="text" name="attr_rleg_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-rleg">Right Leg</span>
<label class="pa switch">
<input type="checkbox" name="attr_rleg_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-arm3">Arm 3</div>
<input type="text" class="span4" name="attr_rleg_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_rleg_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_rleg_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_rleg_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_rleg_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_rleg_treated" value="1" />
<span class="slider"></span>
</label>
</div>
<!-- Torso -->
<input type="hidden" name="attr_torso_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-torso">Torso</span>
<label class="pa switch">
<input type="checkbox" name="attr_torso_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_torso_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_torso_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_torso_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_torso_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_torso_hp"
value="" />
<input type="text" name="attr_torso_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-torso">Torso</span>
<label class="pa switch">
<input type="checkbox" name="attr_torso_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-main">Main Body</div>
<input type="text" class="span4" name="attr_torso_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_torso_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_torso_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_torso_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_torso_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_torso_treated" value="1" />
<span class="slider"></span>
</label>
</div>
<!-- Left Leg -->
<input type="hidden" name="attr_lleg_damaged"
class="pa-damaged" value="0" />
<div class="grid col4 location gap pa">
<div class="header">
<span data-i18n="loc-lleg">Left Leg</span>
<label class="pa switch">
<input type="checkbox" name="attr_lleg_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<input type="text" class="span4" name="attr_pa_lleg_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_pa_lleg_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_pa_lleg_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_pa_lleg_rdr"
value="" />
<label class="slot1" data-i18n="hp">HP</label>
<div class="grid col2 span3 gap">
<input type="text" name="attr_lleg_hp"
value="" />
<input type="text" name="attr_lleg_hp_max"
value="" />
</div>
</div>
<div class="grid col4 location gap">
<div class="header">
<span data-i18n="loc-lleg">Left Leg</span>
<label class="pa switch">
<input type="checkbox" name="attr_lleg_damaged" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="header robot" data-i18n="loc-thruster">Thruster</div>
<input type="text" class="span4" name="attr_lleg_armor" placeholder="Armor" />
<label class="physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<input type="text" name="attr_lleg_pdr"
value="" />
<label class="energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<input type="text" name="attr_lleg_edr"
value="" />
<label class="rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<input type="text" name="attr_lleg_rdr"
value="" />
<label class="injury slot1" data-i18n="injured">Injured</label>
<input type="text" name="attr_lleg_injured" required
value="" />
<label class="treated" data-i18n="treated">Treated</label>
<label class="switch">
<input type="checkbox" name="attr_lleg_treated" value="1" />
<span class="slider"></span>
</label>
</div>
</div>
</div>
</div>
<div class="grid col1 weapons">
<h2 data-i18n="weapons">Weapons</h2>
<div class="grid col1 nogap weapons-grid rep-grid">
<div class="rep-grid-header">
<div data-i18n="name">Name</div>
<div data-i18n="skill">Skill</div>
<div data-i18n="damage">Damage</div>
<div data-i18n="effects">Effects</div>
<div data-i18n="type">Type</div>
<div data-i18n="rate">Rate</div>
<div data-i18n="range">Range</div>
<div data-i18n="qualities">Qualities</div>
<div data-i18n="ammo">Ammo</div>
<div data-i18n="lbs">Lbs.</div>
</div>
<fieldset class="repeating_weapons">
<input type="hidden" name="attr_weaponskill" value="" />
<input type="hidden" name="attr_weaponskillvalue" value="0" />
<input type="hidden" name="attr_weaponattribute" value="" />
<input type="hidden" name="attr_weaponattributevalue" value="0" />
<input type="hidden" name="attr_weapontag" value="0" />
<div class="grid col2-weapon">
<button type="roll" name="roll_attack" class="skill-btn"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~repeating_weapons_attack)}} {{dmgroll=[Damage](~repeating_weapons_weapondamage)}} {{locroll=[Hit Location](~@{character_name}|hitloc)}} {{skillverb=attacks with}} {{skillname=@{weaponname}}} {{attribute=@{weaponattribute}}} {{attr_num=[[@{weaponattributevalue}]]}} {{skill=@{weaponskill}}} {{skill_num=[[@{weaponskillvalue}]]}} {{target=[[@{weaponattributevalue}+@{weaponskillvalue}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{weapontag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}" />
<input type="text" name="attr_weaponname" value="" />
</div>
<div>
<select name="attr_weaponskill">
<option value="" data-i18n="choose">Choose</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
</div>
<div class="grid col2">
<input type="number" name="attr_weapondamage" value=""
class="melee-damage" />
<button type="roll" class="die" name="roll_weapondamage"
value="&{template:focd} {{name=@{character_name}}} {{reroll=[Roll More](~@{character_name}|cd)}} {{attackname=@{weaponname}}} {{dice_num=[[@{weapondamage}]]}} {{effects=@{weaponeffects}}} {{result_1=[[1d6]]}} {{result_2=[[1d6]]}} {{result_3=[[1d6]]}} {{result_4=[[1d6]]}} {{result_5=[[1d6]]}} {{result_6=[[1d6]]}} {{result_7=[[1d6]]}} {{result_8=[[1d6]]}} {{result_9=[[1d6]]}} {{result_10=[[1d6]]}} {{result_11=[[1d6]]}} {{result_12=[[1d6]]}} {{result_13=[[1d6]]}} {{result_14=[[1d6]]}} {{result_15=[[1d6]]}} {{result_16=[[1d6]]}} {{result_17=[[1d6]]}} {{result_18=[[1d6]]}} {{result_19=[[1d6]]}} {{result_20=[[1d6]]}}" />
</div>
<div><input type="text" name="attr_weaponeffects" value="" /></div>
<div>
<select name="attr_weapontype">
<option value="" data-i18n="choose">Choose</option>
<option value="physical" data-i18n="physical">Physical</option>
<option value="energy" data-i18n="energy">Energy</option>
<option value="radiation" data-i18n="radiation">Radiation</option>
<option value="poison" data-i18n="poison">Poison</option>
</select>
</div>
<div>
<input type="number" name="attr_weaponrate" value=""
min="0" max="6" />
</div>
<div>
<select name="attr_weaponrange">
<option value=""></option>
<option value="close" data-i18n="range-c">C</option>
<option value="medium" data-i18n="range-m">M</option>
<option value="long" data-i18n="range-l">L</option>
<option value="extreme" data-i18n="range-x">X</option>
</select>
</div>
<div><input type="text" name="attr_weaponqualities" value="" /></div>
<div><input type="number" name="attr_weaponammo" value="" /></div>
<div><input type="number" name="attr_weaponweight" value="" /></div>
</fieldset>
</div>
</div>
<input type="hidden" name="attr_origin_choice"
class="origin-choice" value="" />
<div class="grid col1 survival">
<h2 data-i18n="survival">Survival</h2>
<div class="grid col4 gap">
<div class="grid col1">
<h2 class="grid col2 fatigue">
<label data-i18n="fatigue">Fatigue</label>
<input type="number" id="fatigue" name="attr_fatigue" value="0" />
</h2>
<label class="header" data-i18n="disease">Disease</label>
<div class="auto-expand disease vector">
<span name="attr_disease"></span>
<textarea spellcheck="false" name="attr_disease"></textarea>
</div>
<div class="input vector immune">Immune</div>
</div>
<div class="grid col3 tracker vector">
<input class="hunger" type="hidden" name="attr_hunger" />
<h2 class="span3" data-i18n="hunger">Hunger</h2>
<label class="hours" title="Hours" data-i18n-title="hours">t</label>
<input type="number" name="attr_hunger_hours" value="0" />
<select name="attr_hunger">
<option value="full" data-i18n="full">Full</option>
<option value="sated" data-i18n="sated">Sated</option>
<option value="peckish" data-i18n="peckish">Peckish</option>
<option value="hungry" data-i18n="hungry">Hungry</option>
<option value="starving" data-i18n="starving">Starving</option>
</select>
</div>
<div class="grid col3 tracker vector immune">
<h2 class="span3" data-i18n="hunger">Hunger</h2>
<span class="input span3">Immune</span>
</div>
<div class="grid col3 tracker vector">
<input class="thirst" type="hidden" name="attr_thirst" />
<h2 class="span3" data-i18n="thirst">Thirst</h2>
<label class="hours" title="Hours" data-i18n-title="hours">t</label>
<input type="number" name="attr_thirst_hours" value="0" />
<select name="attr_thirst">
<option value="quenched" data-i18n="quenched">Quenched</option>
<option value="hydrated" data-i18n="hydrated">Hydrated</option>
<option value="thirsty" data-i18n="thirsty">Thirsty</option>
<option value="dehydrated" data-i18n="dehydrated">Dehydrated</option>
</select>
</div>
<div class="grid col3 tracker vector immune">
<h2 class="span3" data-i18n="thirst">Thirst</h2>
<span class="input span3">Immune</span>
</div>
<div class="grid col3 tracker vector">
<input class="sleep" type="hidden" name="attr_sleep" />
<h2 class="span3" data-i18n="sleep">Sleep</h2>
<label class="hours" title="Hours" data-i18n-title="hours">t</label>
<input type="number" name="attr_sleep_hours" value="0" />
<select name="attr_sleep">
<option value="rested" data-i18n="rested">Rested</option>
<option value="tired" data-i18n="tired">Tired</option>
<option value="weary" data-i18n="weary">Weary</option>
<option value="exhausted" data-i18n="exhausted">Exhausted</option>
</select>
<div class="grid col2 span3">
<label data-i18n="well_rested">Well Rested</label>
<label class="switch">
<input type="checkbox" name="attr_well_rested" value="1" />
<span class="slider"></span>
</label>
</div>
</div>
<div class="grid col3 tracker vector immune">
<h2 class="span3" data-i18n="sleep">Sleep</h2>
<span class="input span3">Immune</span>
</div>
</div>
</div>
</div>
<!-- end character page -->
<!-- start perks page -->
<div class="grid col1 perks">
<h1 data-i18n="perks-traits">Perks & Traits</h1>
<div class="grid col1 nogap perks-grid rep-grid">
<div class="rep-grid-header">
<div data-i18n="name">Name</div>
<div data-i18n="rank">Rank</div>
<div data-i18n="effect">Effect</div>
</div>
<fieldset class="repeating_perks">
<div class="header">
<input type="text" name="attr_perkname" value="" />
</div>
<div>
<div class="grid grid-rate">
<input type="radio" name="attr_perkrank" value="0" checked="checked" />
<input type="radio" name="attr_perkrank" value="1" />
<input type="radio" name="attr_perkrank" value="2" />
<input type="radio" name="attr_perkrank" value="3" />
<input type="radio" name="attr_perkrank" value="4" />
<input type="radio" name="attr_perkrank" value="5" />
<input type="radio" name="attr_perkrank" value="6" />
<input type="radio" name="attr_perkrank" value="7" />
<input type="radio" name="attr_perkrank" value="8" />
<input type="radio" name="attr_perkrank" value="9" />
<input type="radio" name="attr_perkrank" value="10" />
</div>
</div>
<div>
<div class="auto-expand">
<span name="attr_perkeffect"></span>
<textarea spellcheck="false" name="attr_perkeffect" placeholder="Type your description..."></textarea>
</div>
</div>
</fieldset>
</div>
</div>
<!-- end perks page -->
<!-- start items page -->
<div class="grid col1 items">
<h1 data-i18n="inventory">Inventory</h1>
<div class="grid col2-csheet gap">
<div class="grid col1">
<h2 class="grid col2 caps">
<label data-i18n="caps">Caps</label>
<input type="number" id="caps" name="attr_caps" value="0" />
</h2>
<h2 data-i18n="ammo">Ammo</h2>
<div class="grid col1 nogap ammo-grid rep-grid">
<div class="rep-grid-header">
<div data-i18n="caliber">Caliber</div>
<div data-i18n="quanity">Quantity</div>
</div>
<fieldset class="repeating_ammo">
<div><input type="text" name="attr_ammoname"
value="" /></div>
<div><input type="text" name="attr_ammoqty"
value="" /></div>
</fieldset>
</div>
<h2 data-i18n="carry-weight">Carry Weight</h2>
<div class="grid col2">
<input type="hidden" name="attr_carry_weight_weapons" value="0" />
<label data-i18n="weapons-weight">Weapons Weight</label>
<span class="input" name="attr_carry_weight_weapons" />
<input type="hidden" name="attr_carry_weight_gear" value="0" />
<label data-i18n="gear-weight">Gear Weight</label>
<span class="input" name="attr_carry_weight_gear" />
<input type="hidden" name="attr_carry_weight" value="0" />
<label data-i18n="current-carry">Current Carry Weight</label>
<span class="input" name="attr_carry_weight" />
<input type="hidden" name="attr_carry_weight_max" value="0" />
<label data-i18n="maximum-carry">Maximum Carry Weight</label>
<span class="input" name="attr_carry_weight_max" />
</div>
</div>
<div class="grid col1">
<h2 data-i18n="gear">Gear</h2>
<div class="grid col1 nogap items-grid rep-grid">
<div class="rep-grid-header">
<div data-i18n="name">Name</div>
<div data-i18n="lbs">Lbs.</div>
</div>
<fieldset class="repeating_items">
<div><input type="text" name="attr_itemname"
value="" /></div>
<div><input type="number" name="attr_itemweight"
value="" /></div>
</fieldset>
</div>
</div>
</div>
</div>
<!-- end items page -->
<!-- start npc page -->
<div class="grid col1 npc">
<h1 data-i18n="npc">NPC</h1>
<div class="npc-grid">
<div class="grid col1 npc-bio">
<h2><input type="text" name="attr_character_name"
data-i18n-placeholder="name" placeholder="Name" /></h2>
<div class="grid col7-npc-type">
<label data-i18n="level">Level</label>
<input type="number" name="attr_npc_level" value="1" />
<input type="text" name="attr_npc_keywords" data-i18n-placeholder="keywords" placeholder="keywords" />
<select name="attr_npc_type">
<option value="normal" data-i18n="normal">Normal</option>
<option value="mighty" data-i18n="mighty">Mighty</option>
<option value="legendary" data-i18n="legendary">Legendary</option>
<option value="notable" data-i18n="notable">Notable</option>
<option value="major" data-i18n="major">Major</option>
</select>
<select name="attr_npc_category">
<option value="creature" data-i18n="creature">Creature</option>
<option value="character" data-i18n="character">Character</option>
</select>
<input type="number" name="attr_npc_xp" value="10" />
<label data-i18n="xp">XP</label>
</div>
<div class="auto-expand">
<span name="attr_npc_description"></span>
<textarea spellcheck="false" name="attr_npc_description" placeholder="Type your description..."></textarea>
</div>
</div>
<div class="grid col1 npc-stats">
<div class="grid col5x npc checker">
<div class="header" data-i18n="body">Body</div>
<input type="number" name="attr_body"
value="" />
<div class="header" data-i18n="mind">Mind</div>
<input type="number" name="attr_mind"
value="" />
<div />
<div />
<div class="header" data-i18n="melee">Melee</div>
<input type="number" name="attr_melee"
value="" />
<div class="header" data-i18n="guns">Guns</div>
<input type="number" name="attr_guns"
value="" />
<div class="header" data-i18n="other">Other</div>
<input type="number" name="attr_other"
value="" />
</div>
<div class="grid col7 character checker">
<div class="header" data-i18n="special-s">S</div>
<input type="number" name="attr_strength"
value="" />
<div class="header" data-i18n="special-p">P</div>
<input type="number" name="attr_perception"
value="" />
<div class="header" data-i18n="special-e">E</div>
<input type="number" name="attr_endurance"
value="" />
<div class="header" data-i18n="special-c">C</div>
<input type="number" name="attr_charisma"
value="" />
<div class="header" data-i18n="special-i">I</div>
<input type="number" name="attr_intelligence"
value="" />
<div class="header" data-i18n="special-a">A</div>
<input type="number" name="attr_agility"
value="" />
<div class="header" data-i18n="special-l">L</div>
<input type="number" name="attr_luck"
value="" />
</div>
<div class="grid col1 nogap character">
<input type="hidden" class="npc-edit-skills"
name="attr_npc_edit_skills" value="1" />
<div class="header"><span data-i18n="skills">Skills</span>
<label class="switch">
<input type="checkbox" checked=checked name="attr_npc_edit_skills" value="1" />
<span class="slider"></span>
</label>
</div>
<div class="grid col3 skills character">
<input type="hidden"
name="attr_athletics" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_athletics_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_athletics" class="skill-btn" data-i18n="athletics"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~athletics)}} {{skillname=Athletics}} {{attribute=strength}} {{skill=athletics}} {{attr_num=[[@{strength}]]}} {{skill_num=[[@{athletics}]]}} {{target=[[@{strength}+@{athletics}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{athletics_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Athletics</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_athletics"></span>
<input class="edit" type="checkbox"
name="attr_athletics_tag" value="1" />
<input type="number" name="attr_athletics"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_barter" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_barter_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_barter" class="skill-btn" data-i18n="barter"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~barter)}} {{skillname=Barter}} {{attribute=charisma}} {{skill=barter}} {{attr_num=[[@{charisma}]]}} {{skill_num=[[@{barter}]]}} {{target=[[@{charisma}+@{barter}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{barter_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Barter</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_barter"></span>
<input class="edit" type="checkbox"
name="attr_barter_tag" value="1" />
<input type="number" name="attr_barter"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_big_guns" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_big_guns_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_big_guns" class="skill-btn" data-i18n="big_guns"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~big_guns)}} {{skillname=Big Guns}} {{attribute=endurance}} {{skill=big_guns}} {{attr_num=[[@{endurance}]]}} {{skill_num=[[@{big_guns}]]}} {{target=[[@{endurance}+@{big_guns}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{big_guns_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Big Guns</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_big_guns"></span>
<input class="edit" type="checkbox"
name="attr_big_guns_tag" value="1" />
<input type="number" name="attr_big_guns"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_energy_weapons" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_energy_weapons_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_energy_weapons" class="skill-btn" data-i18n="energy_weapons"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~energy_weapons)}} {{skillname=Energy Weapons}} {{attribute=perception}} {{skill=energy_weapons}} {{attr_num=[[@{perception}]]}} {{skill_num=[[@{energy_weapons}]]}} {{target=[[@{perception}+@{energy_weapons}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{energy_weapons_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Energy Weapons</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_energy_weapons"></span>
<input class="edit" type="checkbox"
name="attr_energy_weapons_tag" value="1" />
<input type="number" name="attr_energy_weapons"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_explosives" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_explosives_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_explosives" class="skill-btn" data-i18n="explosives"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~explosives)}} {{skillname=Explosives}} {{attribute=perception}} {{skill=explosives}} {{attr_num=[[@{perception}]]}} {{skill_num=[[@{explosives}]]}} {{target=[[@{perception}+@{explosives}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{explosives_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Explosives</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_explosives"></span>
<input class="edit" type="checkbox"
name="attr_explosives_tag" value="1" />
<input type="number" name="attr_explosives"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_lockpick" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_lockpick_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_lockpick" class="skill-btn" data-i18n="lockpick"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~lockpick)}} {{skillname=Lockpick}} {{attribute=perception}} {{skill=lockpick}} {{attr_num=[[@{perception}]]}} {{skill_num=[[@{lockpick}]]}} {{target=[[@{perception}+@{lockpick}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{lockpick_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Lockpick</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_lockpick"></span>
<input class="edit" type="checkbox"
name="attr_lockpick_tag" value="1" />
<input type="number" name="attr_lockpick"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_medicine" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_medicine_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_medicine" class="skill-btn" data-i18n="medicine"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~medicine)}} {{skillname=Medicine}} {{attribute=intelligence}} {{skill=medicine}} {{attr_num=[[@{intelligence}]]}} {{skill_num=[[@{medicine}]]}} {{target=[[@{intelligence}+@{medicine}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{medicine_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Medicine</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_medicine"></span>
<input class="edit" type="checkbox"
name="attr_medicine_tag" value="1" />
<input type="number" name="attr_medicine"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_melee_weapons" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_melee_weapons_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_melee_weapons" class="skill-btn" data-i18n="melee_weapons"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~melee_weapons)}} {{skillname=Melee Weapons}} {{attribute=strength}} {{skill=melee_weapons}} {{attr_num=[[@{strength}]]}} {{skill_num=[[@{melee_weapons}]]}} {{target=[[@{strength}+@{melee_weapons}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{melee_weapons_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Melee Weapons</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_melee_weapons"></span>
<input class="edit" type="checkbox"
name="attr_melee_weapons_tag" value="1" />
<input type="number" name="attr_melee_weapons"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_pilot" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_pilot_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_pilot" class="skill-btn" data-i18n="pilot"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~pilot)}} {{skillname=Pilot}} {{attribute=perception}} {{skill=pilot}} {{attr_num=[[@{perception}]]}} {{skill_num=[[@{pilot}]]}} {{target=[[@{perception}+@{pilot}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{pilot_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Pilot</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_pilot"></span>
<input class="edit" type="checkbox"
name="attr_pilot_tag" value="1" />
<input type="number" name="attr_pilot"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_repair" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_repair_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_repair" class="skill-btn" data-i18n="repair"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~repair)}} {{skillname=Repair}} {{attribute=intelligence}} {{skill=repair}} {{attr_num=[[@{intelligence}]]}} {{skill_num=[[@{repair}]]}} {{target=[[@{intelligence}+@{repair}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{repair_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Repair</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_repair"></span>
<input class="edit" type="checkbox"
name="attr_repair_tag" value="1" />
<input type="number" name="attr_repair"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_science" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_science_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_science" class="skill-btn" data-i18n="science"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~science)}} {{skillname=Science}} {{attribute=intelligence}} {{skill=science}} {{attr_num=[[@{intelligence}]]}} {{skill_num=[[@{science}]]}} {{target=[[@{intelligence}+@{science}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{science_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Science</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_science"></span>
<input class="edit" type="checkbox"
name="attr_science_tag" value="1" />
<input type="number" name="attr_science"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_small_guns" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_small_guns_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_small_guns" class="skill-btn" data-i18n="small_guns"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~small_guns)}} {{skillname=Small Guns}} {{attribute=agility}} {{skill=small_guns}} {{attr_num=[[@{agility}]]}} {{skill_num=[[@{small_guns}]]}} {{target=[[@{agility}+@{small_guns}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{small_guns_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Small Guns</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_small_guns"></span>
<input class="edit" type="checkbox"
name="attr_small_guns_tag" value="1" />
<input type="number" name="attr_small_guns"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_sneak" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_sneak_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_sneak" class="skill-btn" data-i18n="sneak"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~sneak)}} {{skillname=Sneak}} {{attribute=agility}} {{skill=sneak}} {{attr_num=[[@{agility}]]}} {{skill_num=[[@{sneak}]]}} {{target=[[@{agility}+@{sneak}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{sneak_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Sneak</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_sneak"></span>
<input class="edit" type="checkbox"
name="attr_sneak_tag" value="1" />
<input type="number" name="attr_sneak"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_speech" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_speech_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_speech" class="skill-btn" data-i18n="speech"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~speech)}} {{skillname=Speech}} {{attribute=charisma}} {{skill=speech}} {{attr_num=[[@{charisma}]]}} {{skill_num=[[@{speech}]]}} {{target=[[@{charisma}+@{speech}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{speech_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Speech</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_speech"></span>
<input class="edit" type="checkbox"
name="attr_speech_tag" value="1" />
<input type="number" name="attr_speech"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_survival" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_survival_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_survival" class="skill-btn" data-i18n="survival"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~survival)}} {{skillname=Survival}} {{attribute=endurance}} {{skill=survival}} {{attr_num=[[@{endurance}]]}} {{skill_num=[[@{survival}]]}} {{target=[[@{endurance}+@{survival}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{survival_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Survival</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_survival"></span>
<input class="edit" type="checkbox"
name="attr_survival_tag" value="1" />
<input type="number" name="attr_survival"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_throwing" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_throwing_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_throwing" class="skill-btn" data-i18n="throwing"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~throwing)}} {{skillname=Throwing}} {{attribute=agility}} {{skill=throwing}} {{attr_num=[[@{agility}]]}} {{skill_num=[[@{throwing}]]}} {{target=[[@{agility}+@{throwing}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{throwing_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Throwing</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_throwing"></span>
<input class="edit" type="checkbox"
name="attr_throwing_tag" value="1" />
<input type="number" name="attr_throwing"
value="" class="edit" />
</div>
<input type="hidden"
name="attr_unarmed" value="" class="skill" />
<div class="grid col3">
<input type="hidden" name="attr_unarmed_tag"
value="" class="tag-skill" />
<button type="roll" name="roll_unarmed" class="skill-btn" data-i18n="unarmed"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~unarmed)}} {{skillname=Unarmed}} {{attribute=strength}} {{skill=unarmed}} {{attr_num=[[@{strength}]]}} {{skill_num=[[@{unarmed}]]}} {{target=[[@{strength}+@{unarmed}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{unarmed_tag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
Unarmed</button>
<span class="tag static" data-i18n="yes">yes</span>
<span class="static" name="attr_unarmed"></span>
<input class="edit" type="checkbox"
name="attr_unarmed_tag" value="1" />
<input type="number" name="attr_unarmed"
value="" class="edit" />
</div>
</div>
</div>
<div class="grid col3-hp checker">
<label class="header span2" data-i18n="health-points">Health Points</label>
<input type="number" name="attr_hp"
value="10" />
<input type="number" name="attr_hp_max"
value="10" />
<div class="grid col2-initiative">
<label class="header" data-i18n="initiative">Initiative</label>
<button type="roll" name="roll_initiative"
value="&{template:foattribute} {{name=@{character_name}}} {{attr=Initiative}} {{attr_num=[[@{initiative} &{tracker}]]}}" />
</div>
<input type="number" name="attr_initiative"
value="" />
<label class="header" data-i18n="defense">Defense</label>
<div class="auto-expand">
<span name="attr_defense"></span>
<textarea spellcheck="false" name="attr_defense"></textarea>
</div>
</div>
<div class="grid col3 character checker">
<label class="header" data-i18n="carry-weight">Carry Weight</label>
<input type="text" name="attr_carry_weight_max" value="0" />
<label class="header" data-i18n="melee-bonus">Melee Bonus</label>
<div class="grid">
<input type="number" name="attr_melee_damage" value="" />
<button type="roll" class="die" name="roll_meleedmgnpc"
value="&{template:focd} {{name=@{character_name}}} {{reroll=[Roll More](~cd)}} {{attackname=Melee Damage}} {{dice_num=[[@{melee_damage}]]}} {{result_1=[[1d6]]}} {{result_2=[[1d6]]}} {{result_3=[[1d6]]}} {{result_4=[[1d6]]}} {{result_5=[[1d6]]}} {{result_6=[[1d6]]}} {{result_7=[[1d6]]}} {{result_8=[[1d6]]}} {{result_9=[[1d6]]}} {{result_10=[[1d6]]}} {{result_11=[[1d6]]}} {{result_12=[[1d6]]}} {{result_13=[[1d6]]}} {{result_14=[[1d6]]}} {{result_15=[[1d6]]}} {{result_16=[[1d6]]}} {{result_17=[[1d6]]}} {{result_18=[[1d6]]}} {{result_19=[[1d6]]}} {{result_20=[[1d6]]}}" />
</div>
<label class="header" data-i18n="luck-points">Luck Points</label>
<div class="grid">
<input type="text" name="attr_luck_total" />
<input type="text" name="attr_luck_total_max" />
</div>
</div>
<div class="grid col4 checker">
<label class="header physical-dr" data-i18n="physical-dr">Physical Damage Resistance</label>
<div class="auto-expand">
<span name="attr_base_physical_dr"></span>
<textarea spellcheck="false" name="attr_base_physical_dr"></textarea>
</div>
<label class="header energy-dr" data-i18n="energy-dr">Energy Damage Resistance</label>
<div class="auto-expand">
<span name="attr_base_energy_dr"></span>
<textarea spellcheck="false" name="attr_base_energy_dr"></textarea>
</div>
<label class="header rad-dr" data-i18n="rad-dr">Radiation Damage Resistance</label>
<div class="auto-expand">
<span name="attr_base_rad_dr"></span>
<textarea spellcheck="false" name="attr_base_rad_dr"></textarea>
</div>
<label class="header poison-dr" data-i18n="poison-dr">Poison Damage Resistance</label>
<div class="auto-expand">
<span name="attr_base_poison_dr"></span>
<textarea spellcheck="false" name="attr_base_poison_dr"></textarea>
</div>
</div>
</div>
<div class="grid col1 nogap">
<label class="header" data-i18n="attacks">Attacks</label>
<fieldset class="repeating_npcattacks">
<button type="roll" name="roll_attack" class="skill-btn"
value="&{template:foskill} {{name=@{character_name}}} {{reroll=[Reroll](~repeating_npcattacks_attack)}} {{dmgroll=[Damage](~repeating_npcattacks_attackdamage)}} {{locroll=[Hit Location](~@{character_name}|hitloc)}} {{skillname=@{attackname}}} {{skillverb=attacks with}} {{attribute=@{attackattribute}}} {{skill=@{attackskill}}} {{attr_num=[[@{attackattributevalue}]]}} {{skill_num=[[@{attackskillvalue}]]}} {{target=[[@{attacktn}]]}} {{dice_num=[[?{Number of dice|2|1|2|3|4|5|6}]]}} {{tag=[[@{attacktag}]]}} {{result_1=[[1d20]]}} {{result_2=[[1d20]]}} {{result_3=[[1d20]]}} {{result_4=[[1d20]]}} {{result_5=[[1d20]]}} {{result_6=[[1d20]]}}">
<strong><span name="attr_attackname" />:
<span name="attr_attackattribute" data-i18n-dynamic/> +
<span name="attr_attackskill" data-i18n-dynamic/></strong></button>
<input type="hidden" name="attr_attackattributevalue"
value="0" />
<input type="hidden" name="attr_attackskillvalue"
value="0" />
<input type="hidden" name="attr_attacktag"
value="0" />
(<span data-i18n="tn">TN</span> <span name="attr_attacktn" />),
<span name="attr_attackdamage" />
<button type="roll" class="die" name="roll_attackdamage"
value="&{template:focd} {{name=@{character_name}}} {{attackname=@{attackname}}} {{reroll=[Roll More](~@{character_name}|cd)}} {{dice_num=[[@{attackdamage}]]}} {{effects=@{attackeffects}}} {{result_1=[[1d6]]}} {{result_2=[[1d6]]}} {{result_3=[[1d6]]}} {{result_4=[[1d6]]}} {{result_5=[[1d6]]}} {{result_6=[[1d6]]}} {{result_7=[[1d6]]}} {{result_8=[[1d6]]}} {{result_9=[[1d6]]}} {{result_10=[[1d6]]}} {{result_11=[[1d6]]}} {{result_12=[[1d6]]}} {{result_13=[[1d6]]}} {{result_14=[[1d6]]}} {{result_15=[[1d6]]}} {{result_16=[[1d6]]}} {{result_17=[[1d6]]}} {{result_18=[[1d6]]}} {{result_19=[[1d6]]}} {{result_20=[[1d6]]}}" />
<span name="attr_attackeffects" />
<details>
<summary data-i18n="edit">Edit</summary>
<div class="grid col4 nogap">
<label data-i18n="name">Name</label>
<input class="span3" type="text" name="attr_attackname"
value="" />
<label data-i18n="attribute">Attribute</label>
<select name="attr_attackattribute" class="npc">
<option value="" data-i18n="choose">Choose</option>
<option value="body" data-i18n="body">Body</option>
<option value="mind" data-i18n="mind">Mind</option>
</select>
<select name="attr_attackattribute" class="character">
<option value="" data-i18n="choose">Choose</option>
<option value="strength" data-i18n="strength">Strength</option>
<option value="perception" data-i18n="perception">Perception</option>
<option value="endurance" data-i18n="endurance">Endurance</option>
<option value="charisma" data-i18n="charisma">Charisma</option>
<option value="intelligence" data-i18n="intelligence">Intelligence</option>
<option value="agility" data-i18n="agility">Agility</option>
<option value="luck" data-i18n="luck">Luck</option>
</select>
<label data-i18n="skill">Skill</label>
<select name="attr_attackskill" class="npc">
<option value="" data-i18n="choose">Choose</option>
<option value="melee" data-i18n="melee">Melee</option>
<option value="guns" data-i18n="guns">Guns</option>
<option value="other" data-i18n="other">Other</option>
</select>
<select name="attr_attackskill" class="character">
<option value="" data-i18n="choose">Choose</option>
<option value="athletics" data-i18n="athletics">Athletics</option>
<option value="barter" data-i18n="barter">Barter</option>
<option value="big_guns" data-i18n="big_guns">Big Guns</option>
<option value="energy_weapons" data-i18n="energy_weapons">Energy Weapons</option>
<option value="explosives" data-i18n="explosives">Explosives</option>
<option value="lockpick" data-i18n="lockpick">Lockpick</option>
<option value="medicine" data-i18n="medicine">Medicine</option>
<option value="melee_weapons" data-i18n="melee_weapons">Melee Weapons</option>
<option value="pilot" data-i18n="pilot">Pilot</option>
<option value="repair" data-i18n="repair">Repair</option>
<option value="science" data-i18n="science">Science</option>
<option value="small_guns" data-i18n="small_guns">Small Guns</option>
<option value="sneak" data-i18n="sneak">Sneak</option>
<option value="speech" data-i18n="speech">Speech</option>
<option value="survival" data-i18n="survival">Survival</option>
<option value="throwing" data-i18n="throwing">Throwing</option>
<option value="unarmed" data-i18n="unarmed">Unarmed</option>
</select>
<label data-i18n="tn">TN</label>
<input type="number" name="attr_attacktn"
value="10" />
<label data-i18n="damage">Damage</label>
<input type="number" name="attr_attackdamage"
value="1" />
<label data-i18n="effects-qualities">Effects/Qualities</label>
<input class="span3" type="text" name="attr_attackeffects"
value="" />
</div>
</details>
</fieldset>
</div>
<div class="grid col1 nogap">
<label class="header" data-i18n="special-abilities">Special Abilities</label>
<fieldset class="repeating_npcsa">
<strong><span name="attr_saname" />:</strong>
<span name="attr_sadescription" />
<details>
<summary data-i18n="edit">Edit</summary>
<div class="grid col1 nogap">
<label data-i18n="name">Name</label>
<input type="text" name="attr_saname"
value="" />
<label data-i18n="description">Description</label>
<textarea name="attr_sadescription"></textarea>
</div>
</details>
</fieldset>
</div>
<div class="grid col1 nogap">
<label class="header" data-i18n="inventory">Inventory</label>
<fieldset class="repeating_npcitems">
<strong><span name="attr_itemname" />:</strong>
<span name="attr_itemdescription" />
<details>
<summary data-i18n="edit">Edit</summary>
<div class="grid col1 nogap">
<label data-i18n="name">Name</label>
<input type="text" name="attr_itemname"
value="" />
<label data-i18n="description">Description</label>
<textarea name="attr_itemdescription"></textarea>
</div>
</details>
</fieldset>
</div>
</div>
</div>
<!-- end npc page -->
<!-- start settings page -->
<div class="grid col1 settings">
<h1 data-i18n="sheet-settings">Character Sheet Settings</h1>
<div class="grid col2">
<div class="grid col1">
<h2>Release Notes</h2>
<h3>1.1</h3>
<ul>
<li>Revised power armor and added section to hit location.
You can toggle it on and off, with separate armor
values. Each location can be toggled to damaged, which
will show the area underneath.</li>
<li>Added power armor hit location art for new section.</li>
</ul>
<h3>1.0</h3>
<ul>
<li>Added injuries and space for armor descriptors by
location.</li>
<li>Moved Power Armor button to strength.</li>
<li>Added survival trackers for fatigue, hunger, thirst,
etc. The timers and the descriptors ("tired") are
automated, but fatigue is not currently.</li>
<li>Fixed mutant skill and stat bugs.</li>
<li>Added damage effects to damage rolls.</li>
<li>Increased font size and made general legibility
improvements, including tablet support.</li>
<li>Added a hit location button with top toolbar (and
restyled).</li>
<li>Added reroll, damage, and hitlocation buttons to roll
templates.</li>
<li>Changed NPC defense and DRs to allow text and
stretch.</li>
<li>Fixed various style bugs.</li>
<li>Fixed bug with NPC attacks not showing attributes.</li>
<li>Fixed NPC initiative die style bug.</li>
<li>Fixed various bugs related to NPC skill rolls.</li>
<li>Fixed bug with default Luck.</li>
<li>Fixed bug with level up.</li>
</ul>
<h3>Beta 0.2</h3>
<ul>
<li>Added translation support.</li>
</ul>
<h3>Alpha 0.14</h3>
<ul>
<li>Added NPC sheet w/ support for creatures and characters.
Toggle in settings. Click on attacks to roll. Click on
combat die next to damage to roll damage.</li>
<li>Updated dice roll templates for easier reading
(based on Dune 2d20).</li>
<li>Updated combat dice to use damage values in new format.</li>
<li>Added generic dice at top of tabs. Combat dice and
2d20 roller.</li>
<li>Fixed bug in Ghoul origin related to setting Survival.</li>
<li>Added weapon dice roller (next to weapon name).</li>
<li>Added power armor toggle for increased strength (11/13).</li>
</ul>
<h3>Alpha 0.13</h3>
<ul>
<li>Fixed bug/typos in skill rolls to use correct stats and critical range on tag.</li>
<li>Added option for additional tag skills on the Skills tab under
SPECIAL.</li>
<li>Fixed delete button on the perks list.</li>
<li>Added modifier for HP on the Derived Stats tab under SPECIAL.</li>
<li>Added modifier for SPECIAL points on the Attributes tab under
SPECIAL.</li>
<li>Added modifier for skill points on the Skills tab under
SPECIAL.</li>
<li>Disabled Confirm/copy button after first use.</li>
</ul>
<h3>Alpha 0.12</h3>
<ul>
<li>Combat Dice use the <span class="die" /> symbol where possible.
Elsewhere they are abbreviated as <em>CD</em>.</li>
<li>2d20 rolls and Combat Dice are implemented in a simple fashion that
uses the built in dice roller in chat. Click on any skill on the
character sheet to roll a number of d20s. Critical successes and
complications must be counted manually from the chat results.</li>
<li>Clicking on combat dice under melee damage or weapons will roll
a single combat die and display the results.</li>
<li>I am exploring other options for a future release.</li>
</ul>
</div>
<div class="grid col1">
<h2 data-i18n="character">Character</h2>
<div class="grid col2">
<span data-i18n="npc">NPC</span>
<label class="switch">
<input type="checkbox" name="attr_setting_npc" value="1" />
<span class="slider"></span>
</label>
</div>
<h2 data-i18n="style">Style</h2>
<div class="grid col2">
<span data-i18n="vault-girl">Vault Girl</span>
<label class="switch">
<input type="checkbox" name="attr_style_vault_girl" value="1" />
<span class="slider"></span>
</label>
<span data-i18n="outline-only">Outline only (for hit locations)</span>
<label class="switch">
<input type="checkbox" name="attr_style_outline" value="1" />
<span class="slider"></span>
</label>
<!--
<span data-i18n="pip-boy-style">Pip-Boy R20</span>
<label class="switch">
<input type="checkbox" name="attr_style_pip_boy" value="1" />
<span class="slider"></span>
</label>
-->
</div>
</div>
</div>
<p>Fallout 2d20 sheet by Robert B. / coyotegrey. Find me on Roll20: <br />
https://app.roll20.net/users/2699740/robert-b</p>
</div>
<!-- end settings page -->
</div>
<!-- end interface -->
<script type="text/worker">
const tablist = ["creation","character","perks","items","npc","settings"];
const subtablist = ["origin","attributes","skills","perk","derived",
"equipment","finalize"];
const attributelist = ["STRENGTH","PERCEPTION","ENDURANCE","CHARISMA",
"INTELLIGENCE","AGILITY","LUCK"];
const totalAttributelist = ["STRENGTH_TOTAL","PERCEPTION_TOTAL",
"ENDURANCE_TOTAL","CHARISMA_TOTAL","INTELLIGENCE_TOTAL","AGILITY_TOTAL",
"LUCK_TOTAL"];
const skillList = ["ATHLETICS","BARTER","BIG_GUNS",
"ENERGY_WEAPONS","EXPLOSIVES","LOCKPICK","MEDICINE","MELEE_WEAPONS",
"PILOT","REPAIR","SCIENCE","SMALL_GUNS","SNEAK","SPEECH","SURVIVAL",
"THROWING","UNARMED"];
const skillTagModList = skillList.map(i => i + "_TAG_MOD");
const settingsList = ["SETTING_NPC"];
const originTagList = ["ORIGIN","BROTHERHOOD_TAG","SURVIVOR_CHOICE",
"SURVIVOR_TRAIT1","SURVIVOR_TRAIT2","SURVIVOR_PERK","SURVIVOR_TAG",
"VAULT_TAG","SYNTH_TAG","ATOM_PERK"];
const survivorAttrList = ["SURVIVOR_ATTR1","SURVIVOR_ATTR2"];
const tagSkillList = ["SKILLS_TAG1","SKILLS_TAG2","SKILLS_TAG3"];
const addList = ["LEVEL","PA_OPERATING","PA_STRENGTH"];
const confirmList = ["ORIGIN","BROTHERHOOD_PACKAGE","MUTANT_PACKAGE",
"ROBOT_PACKAGE","WASTELANDER_PACKAGE","VAULT_PACKAGE","SYNTH_PACKAGE",
"ROBOT2_PACKAGE","ATOM_PACKAGE","PERSONAL_TRINKET",
"SKILLS_TAG1_PACKAGE","SKILLS_TAG2_PACKAGE","SKILLS_TAG3_PACKAGE",
"ORIGIN_TAG_PACKAGE","PERKS_STARTING","SURVIVOR_CHOICE","SURVIVOR_TRAIT1",
"SURVIVOR_TRAIT2","SURVIVOR_PERK"];
const triggerList =
addList.concat(attributelist).concat(skillList).concat(originTagList)
.concat(survivorAttrList).concat(tagSkillList).concat(skillTagModList);
const valueList =
addList.concat(attributelist).concat(totalAttributelist).concat(skillList)
.concat(originTagList).concat(survivorAttrList).concat(tagSkillList)
.concat(skillTagModList).concat(settingsList);
const originsDictionary = {
"brotherhood": {"name": "Brotherhood of Steel"},
"ghoul": {"name": "Ghoul"},
"mutant": {"name": "Super Mutant"},
"robot": {"name": "Mister Handy"},
"survivor": {"name": "Survivor"},
"vault": {"name": "Vault Dweller"},
"synth": {"name": "Generation 3 Synth"},
"robot2": {"name": "Protectron"},
"atom": {"name": "Child of Atom"}
};
const originPackagesDictionary = {
"brotherhood": {
"steel_initiate": [
{"item": "Brotherhood fatigues", "weight": 4},
{"item": "Brotherhood hood", "weight": 0},
{"item": "Combat knife", "weight": 1},
{"item": "Laser pistol and a fusion cell containing 10 +5 CD shots or a "
+"10mm pistol with 10+5 CD rounds of 10mm pistol ammunition", "weight": 4},
{"item": "Brotherhood holotags containing identifying information", "weight": 0}
],
"steel_scribe": [
{"item": "Brotherhood Field Scribe's armor", "weight": 4},
{"item": "Brotherhood Scribe's hat", "weight": 0},
{"item": "Combat knife", "weight": 1},
{"item": "Laser pistol and a fusion cell containing 6 +3 CD shots or "
+"a 10mm pistol with 6+3 CD rounds of 10mm pistol ammunition.", "weight": 4},
{"item": "Brotherhood holotags containing identifying information", "weight": 0}
]
},
"mutant": {
"brute": [
{"item": "Raider armor torso", "weight": 7},
{"item": "Raider armor for one leg, or one arm", "weight": 3},
{"item": "A pipe rifle, and 6 +3 CD rounds of .38 ammunition", "weight": 2},
{"item": "A baseball bat or machete", "weight": 3},
{"trinket": 1},
{"caps": 5}
],
"skirmisher": [
{"item": "Raider armor torso", "weight": 7},
{"item": "Raider armor for one leg, or one arm", "weight": 3},
{"item": "Heavy bolt-action pipe rifle, and 8 +4 CD rounds of .308 ammunition", "weight": 3},
{"item": "A board", "weight": 3},
{"trinket": 1},
{"caps": 5}
]
},
"robot": {
"nanny": [
{"item": "Pincer arm attachment", "weight": 0},
{"item": "Flamer arm attachment", "weight": 0},
{"item": "Arm attachment of your choice", "weight": 0},
{"item": "Standard plating", "weight": 0},
{"item": "Behavioral analysis mod", "weight": 0},
{"item": "Hazard detection mod", "weight": 0},
{"caps": 10}
],
"farmhand": [
{"item": "Pincer arm attachment", "weight": 0},
{"item": "Buzz-saw arm attachment", "weight": 0},
{"item": "Laser emitter arm attachment", "weight": 0},
{"item": "Standard plating", "weight": 0},
{"item": "One bag of fertilizer", "weight": 1},
{"item": "2 mutfruits", "weight": 0},
{"caps": 25}
],
"gutsy": [
{"item": "10mm auto pistol arm", "weight": 0},
{"item": "Buzz-saw arm attachment", "weight": 0},
{"item": "Laser emitter arm attachment", "weight": 0},
{"item": "Mister Gutsy plating", "weight": 0},
{"item": "Recon sensors mod", "weight": 0},
{"caps": 10}
],
"handy": [
{"item": "Pincer arm attachment", "weight": 0},
{"item": "Flamer arm attachment", "weight": 0},
{"item": "Buzz-saw arm attachment", "weight": 0},
{"item": "Standard plating", "weight": 0},
{"item": "Robot repair kit", "weight": 0},
{"item": "Integral boiler mod", "weight": -10},
{"caps": 10}
],
"nurse": [
{"item": "Pincer arm or buzz-saw arm attachment", "weight": 0},
{"item": "Buzz saw arm attachment", "weight": 0},
{"item": "Attachment of your choice", "weight": 0},
{"item": "Standard plating", "weight": 0},
{"item": "Stimpak", "weight": 0},
{"item": "Diagnosis mod", "weight": 0},
{"caps": 10}
]
},
"wastelander": {
"mercenary": [
{"item": "Tough clothing", "weight": 3},
{"item": "A leather armor chest piece, or a leather armor arm "
+"and a leather armor leg (your choice as to which arm and leg)", "weight": 5},
{"item": "One melee weapon from the following: machete, "
+"baseball bat, tire iron", "weight": 3},
{"item": "One ranged weapon from the following: 10mm automatic pistol, "
+".44 pistol, hunting rifle, bolt-action pipe gun", "weight": 10},
{"item": "10 +5 CD rounds of ammunition for the chosen ranged weapon", "weight": 0},
{"item": "A note advertising a job in a nearby settlement that "
+"offers to pay 50 caps", "weight": 0},
{"caps": 15}
],
"raider": [
{"item": "Harness", "weight": 1},
{"item": "Raider armor chest piece", "weight": 7},
{"item": "Raider armor for one of your arms (your choice)", "weight": 3},
{"item": "One melee weapon from the following list: lead pipe, pool cue, "
+"tire iron", "weight": 3},
{"item": "A pipe gun, with 10 +5 CD rounds of .38 caliber ammunition", "weight": 2},
{"item": "1 dose of Jet or RadAway", "weight": 0},
{"item": "One Molotov cocktail or one stimpak", "weight": 1},
{"caps": 15}
],
"settler": [
{"item": "Tough clothing", "weight": 3},
{"item": "One melee weapon from the following: switch-blade, pipe wrench, "
+"rolling pin, knuckles", "weight": 2},
{"item": "A pipe gun, with 6 +3 CD rounds of .38 caliber ammunition", "weight": 2},
{"food": 2},
{"trinket": 1},
{"caps": 45}
],
"trader": [
{"item": "Tough clothing", "weight": 3},
{"item": "A leather armor chest piece, or a leather armor arm and "
+"a leather armor leg (your choice as to which arm and leg)", "weight": 5},
{"item": "A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition", "weight": 2},
{"trinket": 1},
{"ammo": 3},
{"aid": 3},
{"odd": 3},
{"item": "A pack brahmin (see Brahmin, p.341)", "weight": 0},
{"caps": 50}
],
"wanderer": [
{"item": "Drifter outfit", "weight": 10},
{"item": "One melee weapon from the following: switchblade, pipe wrench, "
+"rolling pin, knuckles", "weight": 2},
{"item": "A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition", "weight": 2},
{"item": "1 dose of Jet or RadAway", "weight": 0},
{"trinket": 1},
{"caps": 30}
]
},
"vault": {
"resident": [
{"item": "Vault jumpsuit", "weight": 1},
{"item": "Vault-Tec branded canteen containing 1 purified water", "weight": 0},
{"item": "Pip-Boy", "weight": 0},
{"item": "Switchblade", "weight": 1},
{"item": "10mm pistol with 6 +3 CD rounds of 10mm pistol ammunition", "weight": 4},
{"item": "2 stimpaks", "weight": 0},
{"caps": 10}
],
"security": [
{"item": "Vault jumpsuit", "weight": 1},
{"item": "Vault-Tec security armor, and Vault-Tec security helmet", "weight": 10},
{"item": "Vault-Tec branded canteen containing 1 purified water", "weight": 0},
{"item": "Pip-Boy", "weight": 0},
{"item": "Baton", "weight": 2},
{"item": "10mm pistol with 8 +4 CD rounds of 10mm pistol ammunition", "weight": 4},
{"item": "1 stimpaks", "weight": 0}
]
},
"synth": {
"infiltrator": [
{"item": "Tough clothing", "weight": 3},
{"item": "Baseball bat or switchblade", "weight": 3},
{"item": "Pipe gun with 10 +5 CD rounds of .38 caliber ammunition or "
+"10mm pistol with 8 +4 CD rounds of 10mm ammunition", "weight": 4},
{"trinket": 1},
{"item": "2 rolls on the Chems, Food, or Beverages loot tables", "weight": 1}
],
"seeker": [
{"item": "Tough clothing", "weight": 3},
{"item": "A leather armor chest piece, or a leather armor arm and "
+"a leather armor leg (your choice as to which arm and leg)", "weight": 5},
{"item": "Knuckles or lead pipe", "weight": 3},
{"item": "One ranged weapon from the following: 10mm pistol, flare "
+"gun, hunting rifle", "weight": 10},
{"item": "3 +3 CD ammunition for the chosen weapon", "weight": 0},
{"item": "2 rolls on the Ammunition, Chems, or Food loot tables", "weight": 1}
]
},
"robot2": {
"protectron": [
{"item": "Standard plating", "weight": 0},
{"item": "Claws", "weight": 0},
{"item": "Two laser guns integrated into your claws", "weight": 0},
{"item": "A fusion cell containing 14 +7 CD shots", "weight": 0},
{"item": "Recon sensors", "weight": -5},
{"item": "Hazard detection mod", "weight": 0},
{"item": "Robot repair kit", "weight": 0},
{"caps": 20}
],
"fire": [
{"item": "Standard plating", "weight": 0},
{"item": "A cryojet integrated into the left hand", "weight": 0},
{"item": "A cryo cell containing 14 +7 CD shots", "weight": 0},
{"item": "An axe as a right hand", "weight": 0},
{"item": "Hazard detection mod or sensor array", "weight": 0},
{"item": "1 stimpak", "weight": 0},
{"caps": 10}
],
"medic": [
{"item": "Standard plating", "weight": 0},
{"item": "Shock Hands", "weight": 0},
{"item": "Diagnosis mod", "weight": 0},
{"item": "2 stimpaks", "weight": 0},
{"item": "1 RadAway", "weight": 0},
],
"utility": [
{"item": "Factory armor (main body and arms)", "weight": 0},
{"item": "Claw", "weight": 0},
{"item": "One of the following weapons: sledgehammer, baton, or"
+" railway rifle with 6 +3 DC railway spikes (ignoring the "
+"two-handed quality)", "weight": 0},
{"item": "Hazard detection mod or sensor array", "weight": 0},
{"item": "Robot repair kit", "weight": 0},
],
"nukatron": [
{"item": "Standard plating", "weight": 0},
{"item": "Claw", "weight": 0},
{"item": "Behavioral analysis mod or integral boiler mod", "weight": 0},
{"item": "1 Perfectly Preserved Pie", "weight": 0},
{"item": "4 Nuka-Colas or 2 Nuka-Cherrys", "weight": 0},
],
"protectronx": [
{"item": "Standard plating", "weight": 0},
{"item": "Claws", "weight": 0},
{"item": "One of the following: factory armor (main body and arms), "
+"behavioral analysis mod, diagnosis mod, hacking module, or "
+"hazard detection mod.", "weight": 0},
{"item": "One of the following: radiation coils, recon sensors, or "
+"sensor array", "weight": 0},
{"item": "One of the following weapons: machete, aluminum baseball "
+"bat, or a syringer with 10 shots of Bleed-Out", "weight": 6},
{"odd": 1},
]
},
"atom": {
"missionary": [
{"item": "Tough clothing", "weight": 3},
{"item": "Walking cane", "weight": 2},
{"item": "Gamma gun with 4 +2 CD gamma rounds", "weight": 3},
{"item": "1 stimpak", "weight": 0},
{"caps": 10},
{"food": 1}
],
"zealot": [
{"item": "Tough clothing or drifter outfit", "weight": 10},
{"item": "Machete", "weight": 2},
{"item": "Gamma gun with 4 +2 CD gamma rounds", "weight": 3},
{"item": "Gas mask", "weight": 3},
{"food": 2}
]
}
};
const traitDictionary = {
"brotherhood": {
"name": "The Chain that Binds",
"description": ""
},
"ghoul": {
"name": "Necrotic Post-Human",
"description": ""
},
"mutant": {
"name": "Forced Evolution",
"description": ""
},
"robot": {
"name": "Mister Handy Robot",
"description": ""
},
"educated": {
"name": "Educated",
"description": ""
},
"fast_shot": {
"name": "Fast Shot",
"description": ""
},
"gifted": {
"name": "Gifted",
"description": ""
},
"heavy_handed": {
"name": "Heavy Handed",
"description": ""
},
"small_frame": {
"name": "Small Frame",
"description": ""
},
"vault": {
"name": "Vault Kid",
"description": ""
},
"synth": {
"name": "More Than Human",
"description": ""
},
"robot2": {
"name": "Protect or Destroy",
"description": ""
},
"atom": {
"name": "Rad Sponge",
"description": ""
}
};
const perksDictionary = {
"ACTION_BOY_GIRL": {"name": "Action Boy/Girl"},
"ADAMANTINE_SKELETON": {"name": "Adamantine Skeleton"},
"ADRENALIN_RUSH": {"name": "Adrenalin Rush"},
"ANIMAL_FRIEND": {"name": "Animal Friend"},
"AQUABOY_AQUAGIRL": {"name": "Aquaboy/Aquagirl"},
"ARMORER": {"name": "Armorer"},
"AWARENESS": {"name": "Awareness"},
"BARBARIAN": {"name": "Barbarian"},
"BASHER": {"name": "Basher"},
"BETTER_CRITICALS": {"name": "Better Criticals"},
"BIG_LEAGUES": {"name": "Big Leagues"},
"BLACK_WIDOW_LADY_KILLER": {"name": "Black Widow/Lady Killer"},
"BLACKSMITH": {"name": "Blacksmith"},
"BLITZ": {"name": "Blitz"},
"BLOODY_MESS": {"name": "Bloody Mess"},
"CAN_DO": {"name": "Can Do!"},
"CAP_COLLECTOR": {"name": "Cap Collector"},
"CAUTIOUS_NATURE": {"name": "Cautious Nature"},
"CENTER_MASS": {"name": "Center Mass"},
"CHEM_RESISTANT": {"name": "Chem Resistant"},
"CHEMIST": {"name": "Chemist"},
"COMMANDO": {"name": "Commando"},
"COMPREHENSION": {"name": "Comprehension"},
"CONCENTRATED_FIRE": {"name": "Concentrated Fire"},
"DARING_NATURE": {"name": "Daring Nature"},
"DEMOLITION_EXPERT": {"name": "Demolition Expert"},
"DODGER": {"name": "Dodger"},
"DOGMEAT": {"name": "Dogmeat"},
"ENTOMOLOGIST": {"name": "Entomologist"},
"FAST_METABOLISM": {"name": "Fast Metabolism"},
"FASTER_HEALING": {"name": "Faster Healing"},
"FINESSE": {"name": "Finesse"},
"FORTUNE_FINDER": {"name": "Fortune Finder"},
"GHOST": {"name": "Ghost"},
"GRIM_REAPER_S_SPRINT": {"name": "Grim Reaper's Sprint"},
"GUN_FU": {"name": "Gun Fu"},
"GUN_NUT": {"name": "Gun Nut"},
"GUNSLINGER": {"name": "Gunslinger"},
"HACKER": {"name": "Hacker"},
"HEALER": {"name": "Healer"},
"HEAVE_HO": {"name": "Heave Ho!"},
"HUNTER": {"name": "Hunter"},
"INFILTRATOR": {"name": "Infiltrator"},
"INSPIRATIONAL": {"name": "Inspirational"},
"INTENSE_TRAINING": {"name": "Intense Training"},
"IRON_FIST": {"name": "Iron Fist"},
"JUNKTOWN_JERKY_VENDOR": {"name": "Junktown Jerky Vendor"},
"JURY_RIGGING": {"name": "Jury Rigging"},
"LASER_COMMANDER": {"name": "Laser Commander"},
"LEAD_BELLY": {"name": "Lead Belly"},
"LIFE_GIVER": {"name": "Life Giver"},
"LIGHT_STEP": {"name": "Light Step"},
"MASTER_THIEF": {"name": "Master Thief"},
"MEDIC": {"name": "Medic"},
"MELTDOWN": {"name": "Meltdown"},
"MISTER_SANDMAN": {"name": "Mister Sandman"},
"MOVING_TARGET": {"name": "Moving Target"},
"MYSTERIOUS_STRANGER": {"name": "Mysterious Stranger"},
"NERD_RAGE": {"name": "Nerd Rage"},
"NIGHT_PERSON": {"name": "Night Person"},
"NINJA": {"name": "Ninja"},
"NUCLEAR_PHYSICIST": {"name": "Nuclear Physicist"},
"PAIN_TRAIN": {"name": "Pain Train"},
"PARALYZING_PALM": {"name": "Paralyzing Palm"},
"PARTY_BOY_PARTY_GIRL": {"name": "Party Boy/Party Girl"},
"PATHFINDER": {"name": "Pathfinder"},
"PHARMA_FARMA": {"name": "Pharma Farma"},
"PICKPOCKET": {"name": "Pickpocket"},
"PIERCING_STRIKE": {"name": "Piercing Strike"},
"PYROMANIAC": {"name": "Pyromaniac"},
"QUICK_DRAW": {"name": "Quick Draw"},
"QUICK_HANDS": {"name": "Quick Hands"},
"RAD_RESISTANCE": {"name": "Rad Resistance"},
"REFRACTOR": {"name": "Refractor"},
"RICOCHET": {"name": "Ricochet"},
"RIFLEMAN": {"name": "Rifleman"},
"ROBOTICS_EXPERT": {"name": "Robotics Expert"},
"SCIENCE": {"name": "Science!"},
"SCOUNDREL": {"name": "Scoundrel"},
"SCRAPPER": {"name": "Scrapper"},
"SCROUNGER": {"name": "Scrounger"},
"SHOTGUN_SURGEON": {"name": "Shotgun Surgeon"},
"SKILLED": {"name": "Skilled"},
"SIZE_MATTERS": {"name": "Size Matters"},
"SLAYER": {"name": "Slayer"},
"SMOOTH_TALKER": {"name": "Smooth Talker"},
"SNAKEATER": {"name": "Snakeater"},
"SNIPER": {"name": "Sniper"},
"SOLAR_POWERED": {"name": "Solar Powered"},
"STEADY_AIM": {"name": "Steady Aim"},
"STRONG_BACK": {"name": "Strong Back"},
"TAG": {"name": "Tag!"},
"TERRIFYING_PRESENCE": {"name": "Terrifying Presence"},
"TOUGHNESS": {"name": "Toughness"}
}
const skillsDictionary = {
"ATHLETICS": {
"name": "Athletics",
"attribute": "strength",
"package": ["Casual clothing, 1 Buffout"]
},
"BARTER": {
"name": "Barter",
"attribute": "charisma",
"package": ["2d20 additional caps"]
},
"BIG_GUNS": {
"name": "Big Guns",
"attribute": "endurance",
"package": ["4 +2 CD shots of flamer fuel"]
},
"ENERGY_WEAPONS": {
"name": "Energy Weapons",
"attribute": "perception",
"package": ["Fusion cell containing 6 +3 CD shots"]
},
"EXPLOSIVES": {
"name": "Explosives",
"attribute": "perception",
"package": ["2 Molotov cocktails","2 baseball grenades"]
},
"LOCKPICK": {
"name": "Lockpick",
"attribute": "perception",
"package": ["4 +2 CD bobby pins"]
},
"MEDICINE": {
"name": "Medicine",
"attribute": "intelligence",
"package": ["1 first aid kit, 1 Stimpak"]
},
"MELEE_WEAPONS": {
"name": "Melee Weapons",
"attribute": "strength",
"package": ["Machete","baseball bat"]
},
"PILOT": {
"name": "Pilot",
"attribute": "perception",
"package": ["Broken car parts (equivalent to 5 common scrap)"]
},
"REPAIR": {
"name": "Repair",
"attribute": "intelligence",
"package": ["Multi-Tool"]
},
"SCIENCE": {
"name": "Science",
"attribute": "intelligence",
"package": ["Lab coat, 1 dose of Mentats"]
},
"SMALL_GUNS": {
"name": "Small Guns",
"attribute": "agility",
"package": ["6 +3 CD additional shots of ammunition of a type you already possess"]
},
"SNEAK": {
"name": "Sneak",
"attribute": "agility",
"package": ["One dose of Calmex"]
},
"SPEECH": {
"name": "Speech",
"attribute": "charisma",
"package": ["Formal hat, formal clothing"]
},
"SURVIVAL": {
"name": "Survival",
"attribute": "endurance",
"package": ["2 purified water, 1 iguana on a stick"]
},
"THROWING": {
"name": "Throwing",
"attribute": "agility",
"package": ["4 +2d throwing knives","2 +1d tomahawks"]
},
"UNARMED": {
"name": "Unarmed",
"attribute": "strength",
"package": ["Knuckles"]
}
};
const trinketList = {
1: "A gold pocket watch",
2: "A garbled holodisk",
3: "A brightly colored bandanna",
4: "A silver locket",
5: "Medal",
6: "Potted plant",
7: "Tickets to a pre-war event",
8: "Wedding ring",
9: "Pre-war party invitation",
10: "An engraved flip lighter",
11: "Loaded casino dice",
12: "Id card",
13: "Cosmetics case",
14: "Musical Instrument",
15: "Broken eyeglasses",
16: "Necklace made of junk",
17: "Pages of an unfinished story",
18: "Overdue library book",
19: "A postcard with an address",
20: "A pre-war neck-tie",
};
const foodList = {
2: "Tarberry",
3: "Perfectly Preserved Pie",
4: "Melon (non-irradiated)",
5: "Carrot (non-irradiated)",
6: "Institute Food Packet",
7: "Sugar Bombs (preserved)",
8: "Mutfruit (non-irradiated)",
9: "Fancy Lads Snack Cakes (preserved)",
10: "Sweet Roll",
11: "Razorgrain",
12: "Iguana Bits",
13: "Cram",
14: "Carrot",
15: "BlamCo Brand Mac and Cheese",
16: "Sugar Bombs",
17: "Potted Meat",
18: "Pork 'n' Beans",
19: "InstaMash",
20: "Dandy Boy Apples",
21: "Canned Dog Food",
22: "Fancy Lads Snack Cakes",
23: "Gum Drops",
24: "Mutfruit",
25: "Potato Crisps",
26: "Salisbury Steak",
27: "Yum-Yum Deviled Eggs",
28: "Brain Fungus",
29: "Corn",
30: "Gourd",
31: "Melon",
32: "Silt Bean",
33: "Tato",
34: "InstaMash (preserved)",
35: "Salisbury Steak (preserved)",
36: "Food Paste",
37: "Noodle Cup",
38: "Corn (non-irradiated)",
39: "BlamCo Brand Mac and Cheese (preserved)",
40: "Tarberry"
};
const ammoList = {
2: "2mm EC (6+3 CD)",
3: "2mm EC (6+3 CD)",
4: "2mm EC (6+3 CD)",
5: "Plasma Cartridge (10+5 CD)",
6: "Missile (2+1 CD)*",
7: "Fusion Core (1)**",
8: "5mm (12+6 CD 10)",
9: "5mm (12+6 CD 10)",
10: ".50 ammo (4+2 CD)",
11: ".50 ammo (4+2 CD)",
12: "Syringer Ammo (4+2 CD)",
13: "Syringer Ammo (4+2 CD)",
14: "Gamma Round (4+2 CD)",
15: "Flamer Fuel (12+6 CD)",
16: "Flamer Fuel (12+6 CD)",
17: ".45 Rounds (9+4 CD)",
18: ".45 Rounds (9+4 CD)",
19: "10mm (8+4CD)",
20: "10mm (8+4CD)",
21: ".38 Ammo (10+5 CD)",
22: ".38 Ammo (10+5 CD)",
23: "Flare (2+1 CD)",
24: ".308 ammo (6+3 CD)",
25: "Shotgun Shells (6+3 CD)",
26: "Shotgun Shells (6+3 CD)",
27: "Fusion Cell (14+7 CD)",
28: "Fusion Cell (14+7 CD)",
29: "Railway Spike (6+3 CD)",
30: "Railway Spike (6+3 CD)",
31: ".44 Magnum (4+2 CD)",
32: ".44 Magnum (4+2 CD)",
33: "5.56mm (8+4 CD)",
34: "5.56mm (8+4 CD)",
35: "Missile (2+1 CD)*",
36: "Fusion Core (1)**",
37: "Plasma Cartridge (10+5 CD)",
38: "Mini-Nuke (1+1 CD)**",
39: "Mini-Nuke (1+1 CD)**",
40: "Mini-Nuke (1+1 CD)**"
};
const aidList = {
2: "Super Stimpak",
3: "Calmex",
4: "Day Tripper",
5: "Addictol",
6: "Stimpak",
7: "Stimpak",
8: "RadAway",
9: "RadAway",
10: "Psycho",
11: "Psycho",
12: "Med-X",
13: "Med-X",
14: "Daddy-O",
15: "Daddy-O",
16: "Rad-X (diluted)",
17: "Rad-X (diluted)",
18: "Healing Salve",
19: "Healing Salve",
20: "Dirty Water",
21: "Dirty Water",
22: "Dirty Water",
23: "Stimpak (diluted)",
24: "Stimpak (diluted)",
25: "RadAway (diluted)",
26: "RadAway (diluted)",
27: "Buffout",
28: "Buffout",
29: "Jet",
30: "Jet",
31: "Mentats",
32: "Mentats",
33: "Rad-X",
34: "Rad-X",
35: "Stimpak",
36: "Stimpak",
37: "Antibiotics",
38: "Overdrive",
39: "Fury",
40: "X-Cell"
};
const oddList = {
3: "Regeneration Field",
4: "Regeneration Field",
5: "Pre-War Money worth 5d20 Caps",
6: "Pre-War Money worth 5d20 Caps",
7: "5d20 Caps",
8: "5d20 Caps",
9: "5d20 Caps",
10: "Stealth Field",
11: "Recon Sensors",
12: "Diagnosis Mod",
13: "Geiger Counter",
14: "Doctors Bag",
15: "Magazine",
16: "Pre-War Money worth 4d20 Caps",
17: "4d20 Caps",
18: "Container",
19: "Hazard Detection Mod",
20: "Radio",
21: "Lock Pick Set",
22: "Holotape Player",
23: "Large Backpack",
24: "Pre-War Money worth 3d20 Caps",
25: "3d20 Caps",
26: "Integral Boiler Mod",
27: "1+2 CD Signal Flares",
28: "Pre-War Money worth 2d20 Caps",
29: "2d20 Caps",
30: "2+1 CD Bobby Pins",
31: "1d20 Caps",
32: "Pre-War Money worth 1d20 Caps",
33: "4+2 CD Bobby Pins",
34: "Small Backpack",
35: "Torch",
36: "Note or Holotape",
37: "6+3 CD Bobby Pins",
38: "Robot Repair Kit",
39: "First Aid Kit",
40: "Lantern",
41: "Multi-Tool",
42: "Hacking Module",
43: "Lockpick Module",
44: "Container, Locked",
45: "8+4 CD Bobby Pins",
46: "Stealth Boy",
47: "Deluxe Toolkit",
48: "Flashlight",
49: "Behavioral Analysis Mod",
50: "Radiation Coils",
51: "Sensor Array",
52: "Key",
53: "Key",
54: "Key",
55: "10+5 CD Bobby Pins",
56: "10+5 CD Bobby Pins",
57: "10+5 CD Bobby Pins",
58: "Stimpak Diffuser",
59: "Stimpak Diffuser",
60: "Tesla Coils"
};
function updateTagSkillPackage(update, tagSkill, skill) {
update[`${tagSkill}_name`] =
skillsDictionary[skill.toUpperCase()]["name"];
let package_options =
skillsDictionary[skill.toUpperCase()]["package"];
if (package_options.length == 2) {
update[`${tagSkill}_package`] =
skillsDictionary[skill.toUpperCase()]["package"][0] +
" or " +
skillsDictionary[skill.toUpperCase()]["package"][1];
} else {
update[`${tagSkill}_package`] =
skillsDictionary[skill.toUpperCase()]["package"][0];
}
return update;
}
function updateOriginPackage(update, origin, package) {
let items = originPackagesDictionary[origin][package];
for (var i = 0; i < items.length; i++) {
if (items[i]["item"]) {
update = updateRepeatingLine(update, "items",
["itemname", "itemweight"], [items[i]["item"], items[i]["weight"]]);
} else if (items[i]["trinket"]) {
let choice = Math.floor(Math.random() * 20) + 1;
update = updateRepeatingLine(update, "items",
["itemname", "itemweight"], [trinketList[choice], 0]);
} else if (items[i]["food"]) {
let food = parseInt(items[i]["food"])||0;
update = rollLootTable(update, foodList, food);
} else if (items[i]["ammo"]) {
let ammo = parseInt(items[i]["ammo"])||0;
update = rollLootTable(update, ammoList, ammo);
} else if (items[i]["aid"]) {
let aid = parseInt(items[i]["aid"])||0;
update = rollLootTable(update, aidList, aid);
} else if (items[i]["odd"]) {
let odd = parseInt(items[i]["odd"])||0;
update = rollLootTable(update, oddList, odd, 3);
} else if (items[i]["junk"]) {
let junk = parseInt(items[i]["junk"])||0;
for (var i2 = 0; i2 < junk; i2++) {
let junk_items = Math.floor(Math.random() * 20) +
Math.floor(Math.random() * 20) + 2;
update = updateRepeatingLine(update, "items",
["itemname", "itemweight"], [junk_items + " junk items", junk_items * 2]);
}
} else if (items[i]["caps"]) {
update["caps"] = parseInt(items[i]["caps"])||0;
}
}
return update;
}
function rollLootTable(update, table, count, size=2) {
for (var i2 = 0; i2 < count; i2++) {
let choice = size == 2 ?
Math.floor(Math.random() * 20) +
Math.floor(Math.random() * 20) + 2 :
Math.floor(Math.random() * 20) +
Math.floor(Math.random() * 20) +
Math.floor(Math.random() * 20) + 3;
update = updateRepeatingLine(update, "items",
["itemname", "itemweight"], [table[choice], 0]);
}
return update;
}
function updateRepeatingLine(update, section, fields, values) {
let newrowid = generateRowID();
for (var i = 0; i < fields.length; i++) {
let field = fields[i];
let value = values[i];
update["repeating_" + section + "_" + newrowid + "_" + field] = value;
}
return update;
}
tablist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({"tab": button});
});
});
subtablist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({"subtab": button});
});
});
on("clicked:prev", function() {
getAttrs(["SUBTAB"], function(values) {
let subtab = subtablist.indexOf(values.SUBTAB) - 1;
setAttrs({"subtab": subtablist[subtab]});
});
});
on("clicked:next", function() {
getAttrs(["SUBTAB"], function(values) {
let subtab = subtablist.indexOf(values.SUBTAB) + 1;
setAttrs({"subtab": subtablist[subtab]});
});
});
on("clicked:rolltrinket", function() {
let choice = Math.floor(Math.random() * 20) + 1;
setAttrs({"personal_trinket": choice});
});
function rollCombatDice(count) {
let results = {
"damage": 0,
"effects": 0
}
for (var i = 0; i < count; i++) {
let roll = Math.floor(Math.random() * 6) + 1;
switch (roll) {
case 1:
results["damage"] += 1;
break;
case 2:
results["damage"] += 2;
break;
case 5:
case 6:
results["damage"] += 1;
results["effects"] += 1;
break;
}
}
return results;
}
on("clicked:combatdice", function() {
let results = rollCombatDice(6);
});
on("clicked:copyspecial", function() {
getAttrs(confirmList, function(values) {
let update = {};
let survivor = values.SURVIVOR_CHOICE;
let survivor_trait1 = values.SURVIVOR_TRAIT1;
let survivor_trait2 = values.SURVIVOR_TRAIT2;
let survivor_perk = values.SURVIVOR_PERK;
let perks_starting = values.PERKS_STARTING;
let origin = values.ORIGIN;
let trinket = parseInt(values.PERSONAL_TRINKET)||0;
// origin trait
if (origin == "survivor") {
let name = traitDictionary[survivor_trait1]["name"];
let effect = traitDictionary[survivor_trait1]["description"];
update = updateRepeatingLine(update, "perks",
["perkname", "perkeffect"], [name, effect]);
if (survivor == "trait") {
name = traitDictionary[survivor_trait2]["name"];
effect = traitDictionary[survivor_trait2]["description"];
update = updateRepeatingLine(update, "perks",
["perkname", "perkeffect"], [name, effect]);
}
} else if (origin) {
let name = traitDictionary[origin]["name"];
let effect = traitDictionary[origin]["description"];
update = updateRepeatingLine(update, "perks",
["perkname", "perkeffect"], [name, effect]);
}
// perks
if (perks_starting) {
let name = perksDictionary[perks_starting.toUpperCase()]["name"];
update = updateRepeatingLine(update, "perks",
["perkname", "perkrank"], [name, 1]);
}
if (survivor_perk && survivor == "perk") {
let name = perksDictionary[survivor_perk.toUpperCase()]["name"];
update = updateRepeatingLine(update, "perks",
["perkname", "perkrank"], [name, 1]);
}
// origin package
let origin_type = origin;
let package = "";
if (origin == "ghoul" || origin == "survivor") {
origin_type = "wastelander";
package = values.WASTELANDER_PACKAGE;
} else if (origin) {
let originUpper = origin.toUpperCase();
package = values[`${originUpper}_PACKAGE`];
}
if (package) {
update = updateOriginPackage(update, origin_type, package);
}
// trinket
update = updateRepeatingLine(update, "items",
["itemname", "itemweight"], [trinketList[trinket], 0]);
// tag skill packages
tagSkillList.forEach(tag => {
update = updateRepeatingLine(update, "items",
["itemname"], [values[`${tag}_PACKAGE`]]);
});
// origin tag package, if exists
let origin_tag_package = values.ORIGIN_TAG_PACKAGE;
if (origin_tag_package) {
update = updateRepeatingLine(update, "items",
["itemname"], [origin_tag_package]);
}
update["finalized"] = 1;
update["tab"] = "character";
setAttrs(update);
});
});
attributelist.forEach(attribute => {
for (let i = 4; i < 11; i++) {
let attribute_name = attribute.toLowerCase();
on(`clicked:${attribute_name}${i}`, function() {
let update = {};
update[attribute_name] = i;
setAttrs(update);
});
}
});
/* used in the creation panel */
triggerList.forEach(trigger => {
on(`change:${trigger}`, function(eventInfo) {
getAttrs(valueList, function(values) {
let setting_npc = parseInt(values.SETTING_NPC)||0;
if (setting_npc) return
let update = {};
let attributes = {};
let origin = values.ORIGIN;
let brotherhood_tag = values.BROTHERHOOD_TAG;
let survivor = values.SURVIVOR_CHOICE;
let survivor_trait1 = values.SURVIVOR_TRAIT1;
let survivor_trait2 = values.SURVIVOR_TRAIT2;
let survivor_perk = values.SURVIVOR_PERK;
let survivor_tag = values.SURVIVOR_TAG;
let vault = values.VAULT_TAG;
let synth = values.SYNTH_TAG;
let atom = values.ATOM_PERK;
let level = parseInt(values.LEVEL)||1;
let pa_toggle = parseInt(values.PA_OPERATING)||0;
let pa_str = parseInt(values.PA_STRENGTH)||0;
let attribute_buy = 0;
attributelist.forEach(attribute => {
let name = attribute.toLowerCase();
let points = parseInt(values[attribute])||0;
attributes[name] = points;
if (origin == "mutant" && points > 6 &&
(attribute == "CHARISMA" || attribute == "INTELLIGENCE")) {
points = Math.min(points, 6);
update[`${name}`] = points;
}
update[`${name}_max`] = points;
update[`${name}_mod`] = 0;
if (attribute != "LUCK") {
update[`${name}_total`] = points;
}
update[`${name}_total_max`] = points;
attribute_buy += points;
});
let attribute_points = 40 - attribute_buy;
let skill_buy = 0;
skillList.forEach(skill => {
let cost = parseInt(values[skill])||0;
let name = skill.toLowerCase();
let points = parseInt(values[skill])||0;
let tag_mod = parseInt(values[`${skill}_TAG_MOD`])||0;
let skill_max = origin == "mutant" ? 4 : 6;
update[`${name}_tag`] = tag_mod ? 1 : 0;
update[`${name}_cs`] = tag_mod ? Math.min(points + 2, skill_max) : 1;
update[`${name}_total`] = tag_mod ?
Math.min(points + 2, skill_max) :
Math.min(points, skill_max);
skill_buy += cost;
});
update["origin_tag_name"] = "";
update["origin_tag_package"] = "";
let skill_points = 9 + attributes["intelligence"] - skill_buy
+ (level - 1);
update["attribute_points"] = attribute_points;
update["skill_points"] = skill_points;
update["origin_choice"] = origin;
update["origin_name"] = origin ?
originsDictionary[origin]["name"] :
"";
switch(origin) {
case "brotherhood":
if (brotherhood_tag) {
let points =
parseInt(values[brotherhood_tag.toUpperCase()])||0;
update[`${brotherhood_tag}_tag`] = 1;
update[`${brotherhood_tag}_cs`] = Math.min(points + 2, 6);
update[`${brotherhood_tag}_total`] = Math.min(points + 2, 6);
update = updateTagSkillPackage(update, "origin_tag",
brotherhood_tag);
}
break;
case "ghoul":
let points = parseInt(values.SURVIVAL)||0;
update["survival_tag"] = 1;
update["survival_cs"] = Math.min(points + 2, 6);
update["survival_total"] = Math.min(points + 2, 6);
break;
case "mutant":
attributes["strength"] += 2;
attributes["endurance"] += 2;
update["strength_mod"] = 2;
update["endurance_mod"] = 2;
update["strength_total"] = (parseInt(values.STRENGTH)||0) + 2;
update["endurance_total"] = (parseInt(values.ENDURANCE)||0) + 2;
update["strength_total_max"] = (parseInt(values.STRENGTH)||0) + 2;
update["endurance_total_max"] = (parseInt(values.ENDURANCE)||0) + 2;
break;
case "survivor":
update["survivor_choice"] = survivor;
update["survivor_trait1"] = survivor_trait1;
update["survivor_trait2"] = survivor_trait2;
update["survivor_perk"] = survivor_perk;
if ((survivor_trait1 == "educated"
|| (survivor == "trait" && survivor_trait2 == "educated"))
&& survivor_tag) {
let points =
parseInt(values[survivor_tag.toUpperCase()])||0;
update[`${survivor_tag}_tag`] = 1;
update[`${survivor_tag}_cs`] = Math.min(points + 2, 6);
update[`${survivor_tag}_total`] = Math.min(points + 2, 6);
update = updateTagSkillPackage(update, "origin_tag",
survivor_tag);
}
if (survivor_trait1 == "gifted"
|| (survivor == "trait" && survivor_trait2 == "gifted")) {
survivorAttrList.forEach(attribute => {
let name = values[attribute];
if (name) {
let points =
parseInt(values[name.toUpperCase()])||0;
attributes[name] += 1;
update[`${name}_mod`] = 1;
update[`${name}_total`] = points + 1;
update[`${name}_total_max`] = points + 1;
}
});
update["luck_total"] = Math.min(update["luck_total"], update["luck_total_max"] - 1);
}
break;
case "vault":
if (vault) {
let points =
parseInt(values[vault.toUpperCase()])||0;
update[`${vault}_tag`] = 1;
update[`${vault}_cs`] = Math.min(points + 2, 6);
update[`${vault}_total`] = Math.min(points + 2, 6);
update = updateTagSkillPackage(update, "origin_tag",
vault);
}
break;
case "synth":
if (synth) {
let points =
parseInt(values[synth.toUpperCase()])||0;
update[`${synth}_tag`] = 1;
update[`${synth}_cs`] = Math.min(points + 2, 6);
update[`${synth}_total`] = Math.min(points + 2, 6);
update = updateTagSkillPackage(update, "origin_tag",
synth);
}
break;
case "atom":
update["atom_perk"] = atom;
break;
}
tagSkillList.forEach(tagSkill => {
let skill = values[tagSkill];
if (skill) {
let points = parseInt(values[skill.toUpperCase()])||0;
let max = origin == "mutant" ? 4 : 6;
update[`${skill}_tag`] = 1;
update[`${skill}_cs`] = Math.min(points + 2, max);
update[`${skill}_total`] = Math.min(points + 2, max);
update = updateTagSkillPackage(update, tagSkill, skill);
}
});
if (pa_toggle > 0) {
attributes["strength"] = pa_str;
update["strength_total"] = pa_str;
update["strength_total_max"] = pa_str;
}
update["carry_weight_max"] = origin == "robot" ? 150 :
origin == "robot2" ? 225 :
150 + attributes["strength"] * 10;
update["base_rad_dr"] = ["mutant","ghoul","robot","synth","robot2"].includes(origin) ?
"immune" : origin == "atom" ? 1 : 0;
update["base_poison_dr"] = ["mutant","robot","synth","robot2"].includes(origin) ?
"immune" : 0;
update["defense"] = attributes["agility"] > 8 ? 2 : 1;
update["initiative"] = attributes["perception"] +
attributes["agility"];
update["hp_derived"] = attributes["endurance"] + attributes["luck"]
+ (level - 1);
update["hp_ratio"] = 100;
update["melee_damage"] =
attributes["strength"] > 10 ? 3 :
attributes["strength"] > 8 ? 2 :
attributes["strength"] > 6 ? 1 :
0;
if (survivor_trait1 == "heavy_handed"
|| (survivor == "trait" && survivor_trait2 == "heavy_handed")) {
update["melee_damage"] += 1;
}
setAttrs(update);
});
});
});
on("change:hp change:hp_max sheet:opened", function() {
getAttrs(["HP","HP_max"], function(values) {
let hp = parseInt(values.HP)||0;
let hp_max = parseInt(values.HP_max)||0;
let hp_ratio = Math.round(hp / hp_max * 10) * 10;
setAttrs({
"hp_ratio": hp_ratio
});
});
});
on("change:xp sheet:opened", function() {
getAttrs(["XP","XP_NEXT_LEVEL"], function(values) {
let xp = parseInt(values.XP)||0;
let level = 2;
while ( xp >= ((level * (level-1) / 2) * 100) ) {
level++;
}
let xp_next_level = (level * (level-1) / 2) * 100;
setAttrs({
"level": level - 1,
"xp_next_level": xp_next_level
});
});
});
on("change:repeating_weapons:weaponweight", function() {
repeatingSum("carry_weight_weapons", "weapons", "weaponweight");
});
on("change:repeating_items:itemweight", function() {
repeatingSum("carry_weight_gear", "items", "itemweight");
});
on("change:carry_weight_weapons change:carry_weight_gear", function() {
getAttrs(["CARRY_WEIGHT_WEAPONS", "CARRY_WEIGHT_GEAR"], function(values) {
let carry_weight_weapons = parseInt(values.CARRY_WEIGHT_WEAPONS)||0;
let carry_weight_gear = parseInt(values.CARRY_WEIGHT_GEAR)||0;
let carry_weight = carry_weight_weapons + carry_weight_gear;
setAttrs({
"carry_weight": carry_weight
});
});
});
const combatList = ["ATTRIBUTE_POINTS","SKILL_POINTS","MELEE_DAMAGE",
"DEFENSE","INITIATIVE"];
combatList.forEach(stat => {
let statLower = stat.toLowerCase();
on(`change:${statLower} change:${statLower}_mod`, function(eventInfo) {
getAttrs([`${stat}`, `${stat}_MOD`], function(values) {
let update = {};
let base = parseInt(values[`${stat}`])||0;
let mod = parseInt(values[`${stat}_MOD`])||0;
let total = base + mod;
update[`${statLower}_total`] = total;
setAttrs(update);
});
});
});
on(`change:hp_derived change:hp_mod`, function(eventInfo) {
getAttrs(['hp_derived', 'hp_mod', 'hp', 'hp_max'], function(values) {
let update = {};
let base = parseInt(values.hp_derived)||0;
let mod = parseInt(values.hp_mod)||0;
let hp = parseInt(values.hp)||0;
let hp_max = parseInt(values.hp_max)||0;
let total = base + mod;
let damage = Math.max(0, hp_max - hp);
console.log("damage:" + damage + ",hp_max:" + hp_max + ",hp:" + hp);
update['hp'] = total - damage;
update['hp_max'] = total;
setAttrs(update);
});
});
const typeList = ["PHYSICAL","ENERGY","RAD","POISON"];
typeList.forEach(type => {
let typeLower = type.toLowerCase();
on(`change:base_${typeLower}_dr change:base_${typeLower}_dr_mod`, function(eventInfo) {
getAttrs([`BASE_${type}_DR`, `BASE_${type}_DR_MOD`], function(values) {
let update = {};
let base_dr = parseInt(values[`BASE_${type}_DR`])||0;
let base_dr_mod = parseInt(values[`BASE_${type}_DR_MOD`])||0;
let base_dr_total = base_dr + base_dr_mod;
update[`base_${typeLower}_dr_total`] = base_dr_total;
setAttrs(update);
});
});
});
/* Weapons */
const weaponPreloadList = attributelist.map(i => i.toLowerCase() + "_total")
.concat(skillList.map(i => i.toLowerCase() + "_total"))
.concat(skillList.map(i => i.toLowerCase() + "_tag"));
const weaponAttrsList = ["repeating_weapons_weaponskill"]
.concat(weaponPreloadList);
on('change:repeating_weapons:weaponskill', function(eventInfo) {
getAttrs(weaponAttrsList, function(values) {
let update = {};
let name = values['repeating_weapons_weaponskill'];
let value = parseInt(values[`${name}_total`])||0;
let aname = skillsDictionary[name.toUpperCase()]['attribute'];
let avalue = parseInt(values[`${aname}_total`])||0;
update['repeating_weapons_weaponskillvalue'] = value;
update['repeating_weapons_weaponattribute'] = aname;
update['repeating_weapons_weaponattributevalue'] = avalue;
let tag = parseInt(values[`${name}_tag`])||0;
update['repeating_weapons_weapontag'] = tag;
setAttrs(update);
});
});
on('clicked:character', function(eventInfo) {
getSectionIDs('repeating_weapons', function(idarray) {
for (var i=0; i < idarray.length; i++) {
let id = idarray[i];;
getAttrs([`repeating_weapons_${id}_weaponskill`]
.concat(weaponPreloadList), function(values) {
let update = {};
let name = values[`repeating_weapons_${id}_weaponskill`];
let value = parseInt(values[`${name}_total`])||0;
let aname = skillsDictionary[name.toUpperCase()]['attribute'];
let avalue = parseInt(values[`${aname}_total`])||0;
update[`repeating_weapons_${id}_weaponskillvalue`] = value;
update[`repeating_weapons_${id}_weaponattribute`] = aname;
update[`repeating_weapons_${id}_weaponattributevalue`] = avalue;
let tag = parseInt(values[`${name}_tag`])||0;
update[`repeating_weapons_${id}_weapontag`] = tag;
setAttrs(update);
});
}
});
});
const survivalTypes = ["hunger", "thirst", "sleep"];
const survivalRates = {
"hunger": {
"full": 0,
"sated": 1,
"peckish": 5,
"hungry": 13,
"starving": 29
},
"thirst": {
"quenched": 0,
"hydrated": 1,
"thirsty": 3,
"dehydrated": 7
},
"sleep": {
"rested": 0,
"tired": 8,
"weary": 16,
"exhausted": 24
}
};
const survivalRatesSwap = {
"hunger": Object.fromEntries(Object.entries(survivalRates["hunger"]).map(([k, v]) => [v, k])),
"thirst": Object.fromEntries(Object.entries(survivalRates["thirst"]).map(([k, v]) => [v, k])),
"sleep": Object.fromEntries(Object.entries(survivalRates["sleep"]).map(([k, v]) => [v, k]))
};
survivalTypes.forEach(trigger => {
on(`change:${trigger}`, function(eventInfo) {
if (eventInfo["sourceType"] != "player") { return; }
getAttrs([`${trigger}`], function(values) {
let hours = survivalRates[`${trigger}`][values[`${trigger}`]];
let update = {}
update[`${trigger}_hours`] = hours;
setAttrs(update);
});
});
on(`change:${trigger}_hours`, function(eventInfo) {
if (eventInfo["sourceType"] != "player") { return; }
getAttrs([`${trigger}_hours`], function(values) {
let hours = parseInt(values[`${trigger}_hours`])||0;
let rate = survivalRatesSwap[`${trigger}`][0];
for (const[k, v] of Object.entries(survivalRatesSwap[`${trigger}`])) {
rate = k <= hours ? survivalRatesSwap[`${trigger}`][k] : rate;
}
let update = {}
update[`${trigger}`] = rate;
setAttrs(update);
});
});
});
/* NPC */
const npcTriggerList = ["body","mind","melee","guns","other"]
.concat(attributelist.map(i => i.toLowerCase()))
.concat(skillList.map(i => i.toLowerCase()));
const npcAttrsList = npcTriggerList
.concat(skillList.map(i => i.toLowerCase() + "_tag"));
const npcFullList = npcAttrsList
.concat(["repeating_npcattacks_attackattribute","repeating_npcattacks_attackskill"]);
on("change:repeating_npcattacks:attackattribute change:repeating_npcattacks:attackskill", function(eventInfo) {
getAttrs(npcFullList, function(values) {
let update = {};
let att_name = values["repeating_npcattacks_attackattribute"];
let att_value = parseInt(values[`${att_name}`])||0;
let skill_name = values["repeating_npcattacks_attackskill"];
let skill_value = parseInt(values[`${skill_name}`])||0;
let tag = parseInt(values[`${skill_name}_tag`])||0;
tag = ["melee", "guns"].includes(skill_name) ? 1 : tag;
let tn = att_value + skill_value;
update["repeating_npcattacks_attackattributevalue"] = att_value;
update["repeating_npcattacks_attackskillvalue"] = skill_value;
update["repeating_npcattacks_attacktag"] = tag;
update["repeating_npcattacks_attacktn"] = tn;
setAttrs(update);
});
});
npcTriggerList.forEach(trigger => {
on(`change:${trigger}`, function(eventInfo) {
getAttrs(npcAttrsList, function(values) {
getSectionIDs("repeating_npcattacks", function(idarray) {
for (var i=0; i < idarray.length; i++) {
let id = idarray[i];;
getAttrs([`repeating_npcattacks_${id}_attackattribute`,`repeating_npcattacks_${id}_attackskill`], function(values2) {
let update = {};
let att_name = values2[`repeating_npcattacks_${id}_attackattribute`];
let skill_name = values2[`repeating_npcattacks_${id}_attackskill`];
if (att_name == trigger || skill_name == trigger) {
let att_value = parseInt(values[`${att_name}`])||0;
let skill_value = parseInt(values[`${skill_name}`])||0;
let tag = parseInt(values[`${skill_name}_tag`])||0;
tag = ["melee", "guns"].includes(skill_name) ? 1 : tag;
let tn = att_value + skill_value;
update[`repeating_npcattacks_${id}_attackattributevalue`] = att_value;
update[`repeating_npcattacks_${id}_attackskillvalue`] = skill_value;
update[`repeating_npcattacks_${id}_attacktag`] = tag;
update[`repeating_npcattacks_${id}_attacktn`] = tn;
setAttrs(update);
}
});
}
});
});
});
});
/* ===== PARAMETERS ==========
destinations = the name of the attribute that stores the total quantity
can be a single attribute, or an array: ['total_cost', 'total_weight']
If more than one, the matching fields must be in the same order.
section = name of repeating fieldset, without the repeating_
fields = the name of the attribute field to be summed
destination and fields both can be a single attribute: 'weight'
or an array of attributes: ['weight','number','equipped']
*/
const repeatingSum = (destinations, section, fields) => {
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
getSectionIDs(`repeating_${section}`, idArray => {
const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${field}`))], []);
getAttrs([...attrArray], v => {
const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0;
const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length);
const output = {};
destinations.forEach((destination, index) => {
output[destination] = idArray.reduce((total, id) => total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0);
});
setAttrs(output);
});
});
};
/* Get ordered section IDs */
var getSectionIDsOrdered = function (sectionName, callback) {
'use strict';
getAttrs([`_reporder_${sectionName}`], function (v) {
getSectionIDs(sectionName, function (idArray) {
let reporderArray = v[`_reporder_${sectionName}`] ? v[`_reporder_${sectionName}`].toLowerCase().split(',') : [],
ids = [...new Set(reporderArray.filter(x => idArray.includes(x)).concat(idArray))];
callback(ids);
});
});
};
</script>
<rolltemplate class="sheet-rolltemplate-foskill">
<span class="hidden-attribute" data-i18n-placeholder="{{attribute}}"></span>
<span class="hidden-skill" data-i18n-placeholder="{{skill}}"></span>
<div class="container">
<h1>{{name}}
{{#skillverb}}{{skillverb}}{{/skillverb}}
{{^skillverb}}tests{{/skillverb}}
{{skillname}}</h1>
<p><strong>{{dice_num}}d20 vs. {{target}}</strong><br />
{{#attribute}}
<span class="hidden strength">Strength</span>
<span class="hidden perception">Perception</span>
<span class="hidden endurance">Endurance</span>
<span class="hidden charisma">Charisma</span>
<span class="hidden intelligence">Intelligence</span>
<span class="hidden agility">Agility</span>
<span class="hidden luck">Luck</span>
<span class="hidden body">Body</span>
<span class="hidden mind">Mind</span>
({{attr_num}})
+
{{/attribute}}
{{#skill}}
<span class="hidden athletics">Athletics</span>
<span class="hidden barter">Barter</span>
<span class="hidden big_guns">Big Guns</span>
<span class="hidden energy_weapons">Energy Weapons</span>
<span class="hidden explosives">Explosives</span>
<span class="hidden lockpick">Lockpick</span>
<span class="hidden medicine">Medicine</span>
<span class="hidden melee_weapons">Melee Weapons</span>
<span class="hidden pilot">Pilot</span>
<span class="hidden repair">Repair</span>
<span class="hidden science">Science</span>
<span class="hidden small_guns">Small Guns</span>
<span class="hidden sneak">Sneak</span>
<span class="hidden speech">Speech</span>
<span class="hidden survival">Survival</span>
<span class="hidden throwing">Throwing</span>
<span class="hidden unarmed">Unarmed</span>
<span class="hidden melee">Melee</span>
<span class="hidden guns">Guns</span>
<span class="hidden other">Other</span>
({{skill_num}}{{#rollTotal() tag 1}} Tag{{/rollTotal() tag 1}})
{{/skill}}
</p>
</div>
<div class="results">
<!-- result 1 -->
{{#rollGreater() dice_num 0}}
{{#rollBetween() result_1 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_1 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollBetween() result_1 1 skill_num}}
{{#rollGreater() result_1 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollGreater() result_1 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_1 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollTotal() result_1 1}}
{{#rollGreater() result_1 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollGreater() result_1 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_1 1 target}}
{{#rollGreater() result_1 target}}
{{#rollLess() result_1 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollLess() result_1 20}}
{{#rollBetween() result_1 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_1}})</div>
</div>
{{/rollBetween() result_1 20 20}}
{{/rollGreater() result_1 target}}
{{/rollGreater() dice_num 0}}
<!-- result 2 -->
{{#rollGreater() dice_num 1}}
{{#rollBetween() result_2 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_2 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollBetween() result_2 1 skill_num}}
{{#rollGreater() result_2 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollGreater() result_2 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_2 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollTotal() result_2 1}}
{{#rollGreater() result_2 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollGreater() result_2 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_2 1 target}}
{{#rollGreater() result_2 target}}
{{#rollLess() result_2 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollLess() result_2 20}}
{{#rollBetween() result_2 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_2}})</div>
</div>
{{/rollBetween() result_2 20 20}}
{{/rollGreater() result_2 target}}
{{/rollGreater() dice_num 1}}
<!-- result 3 -->
{{#rollGreater() dice_num 2}}
{{#rollBetween() result_3 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_3 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollBetween() result_3 1 skill_num}}
{{#rollGreater() result_3 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollGreater() result_3 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_3 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollTotal() result_3 1}}
{{#rollGreater() result_3 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollGreater() result_3 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_3 1 target}}
{{#rollGreater() result_3 target}}
{{#rollLess() result_3 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollLess() result_3 20}}
{{#rollBetween() result_3 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_3}})</div>
</div>
{{/rollBetween() result_3 20 20}}
{{/rollGreater() result_3 target}}
{{/rollGreater() dice_num 2}}
<!-- result 4 -->
{{#rollGreater() dice_num 3}}
{{#rollBetween() result_4 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_4 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollBetween() result_4 1 skill_num}}
{{#rollGreater() result_4 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollGreater() result_4 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_4 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollTotal() result_4 1}}
{{#rollGreater() result_4 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollGreater() result_4 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_4 1 target}}
{{#rollGreater() result_4 target}}
{{#rollLess() result_4 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollLess() result_4 20}}
{{#rollBetween() result_4 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_4}})</div>
</div>
{{/rollBetween() result_4 20 20}}
{{/rollGreater() result_4 target}}
{{/rollGreater() dice_num 3}}
<!-- result 5 -->
{{#rollGreater() dice_num 4}}
{{#rollBetween() result_5 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_5 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollBetween() result_5 1 skill_num}}
{{#rollGreater() result_5 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollGreater() result_5 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_5 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollTotal() result_5 1}}
{{#rollGreater() result_5 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollGreater() result_5 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_5 1 target}}
{{#rollGreater() result_5 target}}
{{#rollLess() result_5 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollLess() result_5 20}}
{{#rollBetween() result_5 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_5}})</div>
</div>
{{/rollBetween() result_5 20 20}}
{{/rollGreater() result_5 target}}
{{/rollGreater() dice_num 4}}
<!-- result 6 -->
{{#rollGreater() dice_num 5}}
{{#rollBetween() result_6 1 target}}
{{#rollTotal() tag 1}}
{{#rollBetween() result_6 1 skill_num}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollBetween() result_6 1 skill_num}}
{{#rollGreater() result_6 skill_num}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollGreater() result_6 skill_num}}
{{/rollTotal() tag 1}}
{{#rollTotal() tag 0}}
{{#rollTotal() result_6 1}}
<div class="result critical">
<div class="total">2</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollTotal() result_6 1}}
{{#rollGreater() result_6 1}}
<div class="result success">
<div class="total">1</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollGreater() result_6 1}}
{{/rollTotal() tag 0}}
{{/rollBetween() result_6 1 target}}
{{#rollGreater() result_6 target}}
{{#rollLess() result_6 20}}
<div class="result failure">
<div class="total">0</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollLess() result_6 20}}
{{#rollBetween() result_6 20 20}}
<div class="result complication">
<div class="total">X</div>
<div class="dice">({{result_6}})</div>
</div>
{{/rollBetween() result_6 20 20}}
{{/rollGreater() result_6 target}}
{{/rollGreater() dice_num 5}}
</div>
<div class="options">
{{locroll}}
{{dmgroll}}
{{reroll}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-foattribute">
<div class="container">
<h1>{{name}}: {{attr}}</h1>
<p>{{attr_num}}</p>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-focd">
<div class="container">
<h1>{{name}} rolls {{attackname}}</h1>
<p><strong>{{dice_num}} Combat Dice</strong></p>
{{#rollGreater() dice_num 20}}
<p>(Max 20 dice at a time. Roll more below.)</p>
{{/rollGreater() dice_num 20}}
{{#effects}}
<p>Effects: {{effects}}</p>
{{/effects}}
</div>
<div class="results">
<!-- result 1 -->
{{#rollGreater() dice_num 0}}
{{#rollBetween() result_1 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_1 1 1}}
{{#rollBetween() result_1 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_1 2 2}}
{{#rollBetween() result_1 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_1 3 4}}
{{#rollBetween() result_1 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_1 5 6}}
{{/rollGreater() dice_num 0}}
<!-- result 2 -->
{{#rollGreater() dice_num 1}}
{{#rollBetween() result_2 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_2 1 1}}
{{#rollBetween() result_2 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_2 2 2}}
{{#rollBetween() result_2 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_2 3 4}}
{{#rollBetween() result_2 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_2 5 6}}
{{/rollGreater() dice_num 1}}
<!-- result 3 -->
{{#rollGreater() dice_num 2}}
{{#rollBetween() result_3 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_3 1 1}}
{{#rollBetween() result_3 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_3 2 2}}
{{#rollBetween() result_3 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_3 3 4}}
{{#rollBetween() result_3 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_3 5 6}}
{{/rollGreater() dice_num 2}}
<!-- result 4 -->
{{#rollGreater() dice_num 3}}
{{#rollBetween() result_4 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_4 1 1}}
{{#rollBetween() result_4 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_4 2 2}}
{{#rollBetween() result_4 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_4 3 4}}
{{#rollBetween() result_4 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_4 5 6}}
{{/rollGreater() dice_num 3}}
<!-- result 5 -->
{{#rollGreater() dice_num 4}}
{{#rollBetween() result_5 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_5 1 1}}
{{#rollBetween() result_5 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_5 2 2}}
{{#rollBetween() result_5 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_5 3 4}}
{{#rollBetween() result_5 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_5 5 6}}
{{/rollGreater() dice_num 4}}
<!-- result 6 -->
{{#rollGreater() dice_num 5}}
{{#rollBetween() result_6 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_6 1 1}}
{{#rollBetween() result_6 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_6 2 2}}
{{#rollBetween() result_6 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_6 3 4}}
{{#rollBetween() result_6 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_6 5 6}}
{{/rollGreater() dice_num 5}}
<!-- result 7 -->
{{#rollGreater() dice_num 6}}
{{#rollBetween() result_7 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_7 1 1}}
{{#rollBetween() result_7 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_7 2 2}}
{{#rollBetween() result_7 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_7 3 4}}
{{#rollBetween() result_7 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_7 5 6}}
{{/rollGreater() dice_num 6}}
<!-- result 8 -->
{{#rollGreater() dice_num 7}}
{{#rollBetween() result_8 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_8 1 1}}
{{#rollBetween() result_8 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_8 2 2}}
{{#rollBetween() result_8 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_8 3 4}}
{{#rollBetween() result_8 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_8 5 6}}
{{/rollGreater() dice_num 7}}
<!-- result 9 -->
{{#rollGreater() dice_num 8}}
{{#rollBetween() result_9 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_9 1 1}}
{{#rollBetween() result_9 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_9 2 2}}
{{#rollBetween() result_9 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_9 3 4}}
{{#rollBetween() result_9 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_9 5 6}}
{{/rollGreater() dice_num 8}}
<!-- result 10 -->
{{#rollGreater() dice_num 9}}
{{#rollBetween() result_10 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_10 1 1}}
{{#rollBetween() result_10 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_10 2 2}}
{{#rollBetween() result_10 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_10 3 4}}
{{#rollBetween() result_10 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_10 5 6}}
{{/rollGreater() dice_num 9}}
<!-- result 11 -->
{{#rollGreater() dice_num 10}}
{{#rollBetween() result_11 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_11 1 1}}
{{#rollBetween() result_11 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_11 2 2}}
{{#rollBetween() result_11 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_11 3 4}}
{{#rollBetween() result_11 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_11 5 6}}
{{/rollGreater() dice_num 10}}
<!-- result 12 -->
{{#rollGreater() dice_num 11}}
{{#rollBetween() result_12 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_12 1 1}}
{{#rollBetween() result_12 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_12 2 2}}
{{#rollBetween() result_12 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_12 3 4}}
{{#rollBetween() result_12 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_12 5 6}}
{{/rollGreater() dice_num 11}}
<!-- result 13 -->
{{#rollGreater() dice_num 12}}
{{#rollBetween() result_13 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_13 1 1}}
{{#rollBetween() result_13 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_13 2 2}}
{{#rollBetween() result_13 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_13 3 4}}
{{#rollBetween() result_13 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_13 5 6}}
{{/rollGreater() dice_num 12}}
<!-- result 14 -->
{{#rollGreater() dice_num 13}}
{{#rollBetween() result_14 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_14 1 1}}
{{#rollBetween() result_14 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_14 2 2}}
{{#rollBetween() result_14 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_14 3 4}}
{{#rollBetween() result_14 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_14 5 6}}
{{/rollGreater() dice_num 13}}
<!-- result 15 -->
{{#rollGreater() dice_num 14}}
{{#rollBetween() result_15 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_15 1 1}}
{{#rollBetween() result_15 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_15 2 2}}
{{#rollBetween() result_15 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_15 3 4}}
{{#rollBetween() result_15 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_15 5 6}}
{{/rollGreater() dice_num 14}}
<!-- result 16 -->
{{#rollGreater() dice_num 15}}
{{#rollBetween() result_16 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_16 1 1}}
{{#rollBetween() result_16 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_16 2 2}}
{{#rollBetween() result_16 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_16 3 4}}
{{#rollBetween() result_16 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_16 5 6}}
{{/rollGreater() dice_num 15}}
<!-- result 17 -->
{{#rollGreater() dice_num 16}}
{{#rollBetween() result_17 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_17 1 1}}
{{#rollBetween() result_17 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_17 2 2}}
{{#rollBetween() result_17 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_17 3 4}}
{{#rollBetween() result_17 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_17 5 6}}
{{/rollGreater() dice_num 16}}
<!-- result 18 -->
{{#rollGreater() dice_num 17}}
{{#rollBetween() result_18 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_18 1 1}}
{{#rollBetween() result_18 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_18 2 2}}
{{#rollBetween() result_18 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_18 3 4}}
{{#rollBetween() result_18 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_18 5 6}}
{{/rollGreater() dice_num 17}}
<!-- result 19 -->
{{#rollGreater() dice_num 18}}
{{#rollBetween() result_19 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_19 1 1}}
{{#rollBetween() result_19 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_19 2 2}}
{{#rollBetween() result_19 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_19 3 4}}
{{#rollBetween() result_19 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_19 5 6}}
{{/rollGreater() dice_num 18}}
<!-- result 20 -->
{{#rollGreater() dice_num 19}}
{{#rollBetween() result_20 1 1}}
<div class="result diehit">1 damage</div>
{{/rollBetween() result_20 1 1}}
{{#rollBetween() result_20 2 2}}
<div class="result diehitx2">2 damage</div>
{{/rollBetween() result_20 2 2}}
{{#rollBetween() result_20 3 4}}
<div class="result die">Nothing</div>
{{/rollBetween() result_20 3 4}}
{{#rollBetween() result_20 5 6}}
<div class="result dievb">1 damage + damage effects trigger</div>
{{/rollBetween() result_20 5 6}}
{{/rollGreater() dice_num 19}}
</div>
<div class="options">
{{reroll}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-fohitlocation">
<div class="container">
<h1>{{name}} has hit the</h1>
<p>{{result}}:
{{#rollTotal() location_type 1}}
{{#rollBetween() result 1 2}}
<strong>Head</strong> (1-2)
{{/rollBetween() result 1 2}}
{{#rollBetween() result 3 8}}
<strong>Torso</strong> (3-8)
{{/rollBetween() result 3 8}}
{{#rollBetween() result 9 11}}
<strong>Left Arm</strong> (9-11)
{{/rollBetween() result 9 11}}
{{#rollBetween() result 12 14}}
<strong>Right Arm</strong> (12-14)
{{/rollBetween() result 12 14}}
{{#rollBetween() result 15 17}}
<strong>Left Leg</strong> (15-17)
{{/rollBetween() result 15 17}}
{{#rollBetween() result 18 20}}
<strong>Right Leg</strong> (18-20)
{{/rollBetween() result 18 20}}
{{/rollTotal() location_type 1}}
{{#rollTotal() location_type 2}}
{{#rollBetween() result 1 2}}
<strong>Optics</strong> (1-2)
{{/rollBetween() result 1 2}}
{{#rollBetween() result 3 8}}
<strong>Main Body</strong> (3-8)
{{/rollBetween() result 3 8}}
{{#rollBetween() result 9 11}}
<strong>Arm 1</strong> (9-11)
{{/rollBetween() result 9 11}}
{{#rollBetween() result 12 14}}
<strong>Arm 2</strong> (12-14)
{{/rollBetween() result 12 14}}
{{#rollBetween() result 15 17}}
<strong>Arm 3</strong> (15-17)
{{/rollBetween() result 15 17}}
{{#rollBetween() result 18 20}}
<strong>Thruster</strong> (18-20)
{{/rollBetween() result 18 20}}
{{/rollTotal() location_type 2}}
{{#rollTotal() location_type 3}}
{{#rollBetween() result 1 2}}
<strong>Head</strong> (1-2)
{{/rollBetween() result 1 2}}
{{#rollBetween() result 3 8}}
<strong>Torso</strong> (3-8)
{{/rollBetween() result 3 8}}
{{#rollBetween() result 9 11}}
<strong>Left Front Leg</strong> (9-11)
{{/rollBetween() result 9 11}}
{{#rollBetween() result 12 14}}
<strong>Right Front Leg</strong> (12-14)
{{/rollBetween() result 12 14}}
{{#rollBetween() result 15 17}}
<strong>Left Hind Leg</strong> (15-17)
{{/rollBetween() result 15 17}}
{{#rollBetween() result 18 20}}
<strong>Right Hind Leg</strong> (18-20)
{{/rollBetween() result 18 20}}
{{/rollTotal() location_type 3}}
{{#rollTotal() location_type 4}}
{{#rollBetween() result 1 2}}
<strong>Head</strong> (1-2)
{{/rollBetween() result 1 2}}
{{#rollBetween() result 3 8}}
<strong>Torso</strong> (3-8)
{{/rollBetween() result 3 8}}
{{#rollBetween() result 9 11}}
<strong>Left Wing</strong> (9-11)
{{/rollBetween() result 9 11}}
{{#rollBetween() result 12 14}}
<strong>Right Wing</strong> (12-14)
{{/rollBetween() result 12 14}}
{{#rollBetween() result 15 20}}
<strong>Legs</strong> (15-20)
{{/rollBetween() result 15 20}}
{{/rollTotal() location_type 4}}
</p>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-foraw">
<div class="container">
<h1>{{name}} rolls some dice</h1>
<p>{{dice_num}}d{{sides}}</p>
<p><strong>{{result}}</strong></p>
</div>
</rolltemplate>