mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 03:40:32 +00:00
Added Nickname and toggle capability between Character Name and Nickname for display on rolls. Added translation routines for earlier sheet versions
6525 lines
295 KiB
HTML
6525 lines
295 KiB
HTML
<div class="sheet-serenity-charactersheet">
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab1"
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value="1"
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checked="checked"
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/><span title="Stats"></span>
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab2"
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value="2"
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/><span title="Equipment"></span>
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab3"
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value="3"
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/><span title="Notes"></span>
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<div class="sheet-tab-content sheet-tab1-content sheet-character-stats">
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<!-- CHARACTER INFO -->
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<div class="sheet-serenity-float-group">
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<table
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class="sheet-character-info"
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border="0"
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cellpadding="0"
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cellspacing="0"
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>
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<tbody>
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<tr>
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<td class="sheet-serenity-label"><button type="action" name="act_character_name" >Name:</button></td>
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<td>
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<input
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type="text"
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name="attr_character_name"
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title="Character name (both first and last)"
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/>
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<input type="hidden" name="attr_display_name" value="None chosen"/>
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</td>
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<td class="sheet-serenity-logo" rowspan="3">
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<img
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src="https://i.imgur.com/uXoEVJZ.png"
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alt="Serenity"
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title="v1.1.1"
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/>
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</td>
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<td class="sheet-serenity-label">Concept:</td>
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<td>
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<textarea
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name="attr_Concept"
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title="(Optional) Character's concept"
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></textarea>
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</td>
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</tr>
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<tr>
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<td class="sheet-serenity-label"><button type="action" name="act_nickname" >Nickname:</button></td>
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<td>
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<input
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type="text"
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name="attr_nickname"
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title="Character's Nickname"
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value=" "
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/>
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</td>
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</tr>
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<tr>
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<td class="sheet-serenity-label">Age/Hgt/Wgt:</td>
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<td>
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<input
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type="text"
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name="attr_Characteristics"
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title="Age/Height/Weight"
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/>
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</td>
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<td class="sheet-serenity-label">Appearance:</td>
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<td>
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<textarea
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name="attr_Appearance"
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title="Character's appearance"
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></textarea>
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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<!-- LIFE POINTS -->
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<div class="sheet-character-life-points sheet-serenity-float-group">
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<span class="sheet-serenity-stuns-taken">
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<div class="sheet-serenity-stun sheet-serenity-stun23"></div>
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<input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun22"
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value="22"
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title="22 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun21"
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value="21"
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title="21 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun20"
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value="20"
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title="20 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun19"
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value="19"
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title="19 Stuns Taken"
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name="attr_stuns"
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/><span></span
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||
><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun18"
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value="18"
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title="18 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun17"
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value="17"
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title="17 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun16"
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value="16"
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title="16 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun15"
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||
value="15"
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title="15 Stuns Taken"
|
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name="attr_stuns"
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||
/><span></span
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||
><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun14"
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value="14"
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title="14 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun13"
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value="13"
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title="13 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun12"
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||
value="12"
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title="12 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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||
><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun11"
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||
value="11"
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title="11 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun10"
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value="10"
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title="10 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun9"
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value="9"
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title="9 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun8"
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value="8"
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title="8 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun7"
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value="7"
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title="7 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun6"
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value="6"
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title="6 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun5"
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value="5"
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title="5 Stuns Taken"
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||
name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun4"
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||
value="4"
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title="4 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun3"
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value="3"
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title="3 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun2"
|
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value="2"
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title="2 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun1"
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||
value="1"
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title="1 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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><input
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type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun0"
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||
value="0"
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||
title="No Stuns Taken
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||
(Click to clear)"
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name="attr_stuns"
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/><span></span>
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</span>
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<span class="sheet-serenity-wounds-taken">
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<div class="sheet-serenity-wound sheet-serenity-wound23"></div>
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<input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound22"
|
||
value="22"
|
||
title="22 Wounds Taken"
|
||
name="attr_wounds"
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||
/><span></span
|
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><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound21"
|
||
value="21"
|
||
title="21 Wounds Taken"
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||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound20"
|
||
value="20"
|
||
title="20 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound19"
|
||
value="19"
|
||
title="19 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound18"
|
||
value="18"
|
||
title="18 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound17"
|
||
value="17"
|
||
title="17 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound16"
|
||
value="16"
|
||
title="16 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound15"
|
||
value="15"
|
||
title="15 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound14"
|
||
value="14"
|
||
title="14 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound13"
|
||
value="13"
|
||
title="13 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound12"
|
||
value="12"
|
||
title="12 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound11"
|
||
value="11"
|
||
title="11 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound10"
|
||
value="10"
|
||
title="10 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound9"
|
||
value="9"
|
||
title="9 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound8"
|
||
value="8"
|
||
title="8 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound7"
|
||
value="7"
|
||
title="7 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound6"
|
||
value="6"
|
||
title="6 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound5"
|
||
value="5"
|
||
title="5 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound4"
|
||
value="4"
|
||
title="4 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound3"
|
||
value="3"
|
||
title="3 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound2"
|
||
value="2"
|
||
title="2 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound1"
|
||
value="1"
|
||
title="1 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound0"
|
||
value="0"
|
||
title="No Wounds Taken
|
||
(Click to clear)"
|
||
name="attr_wounds"
|
||
/><span></span>
|
||
</span>
|
||
<span class="sheet-serenity-shocks-taken">
|
||
<input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock13"
|
||
value="13"
|
||
title="13 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock12"
|
||
value="12"
|
||
title="12 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock11"
|
||
value="11"
|
||
title="11 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock10"
|
||
value="10"
|
||
title="10 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock9"
|
||
value="9"
|
||
title="9 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock8"
|
||
value="8"
|
||
title="8 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock7"
|
||
value="7"
|
||
title="7 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock6"
|
||
value="6"
|
||
title="6 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock5"
|
||
value="5"
|
||
title="5 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock4"
|
||
value="4"
|
||
title="4 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock3"
|
||
value="3"
|
||
title="3 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock2"
|
||
value="2"
|
||
title="2 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock1"
|
||
value="1"
|
||
title="1 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock0"
|
||
value="0"
|
||
title="No Shocks Taken
|
||
(Click to clear)"
|
||
name="attr_shocks"
|
||
/><span></span>
|
||
</span>
|
||
<span class="sheet-serenity-life-points">
|
||
<span class="sheet-serenity-tooltip">
|
||
Life Points:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Life Points measure how much damage you can take before passing out
|
||
or dying. When your character is punched, stabbed, or shot, the
|
||
damage comes out of your total Life Points. If your damage is equal
|
||
or greater than your Life Points, you’re out of the action.
|
||
Calculate your total by adding the die types of your Vitality +
|
||
Willpower Attributes. For example, a character with a d8 Vitality
|
||
and a d6 Willpower has 14 Life Points.
|
||
</span>
|
||
</span>
|
||
<input
|
||
type="text"
|
||
name="attr_LifePoints"
|
||
value="8"
|
||
readonly
|
||
title="Vitality + Willpower"
|
||
/>
|
||
Step State:
|
||
<input
|
||
type="text"
|
||
name="attr_skillStep"
|
||
readonly
|
||
value="0"
|
||
title="The current value of Skill Steps"
|
||
/>
|
||
</span>
|
||
|
||
<span>
|
||
<button class="sheet-textButton" type="roll" name="roll_skillStepDD" value="&{template:check} {{name=Skill Step}} {{SkillName=@{UserDefinedTitle}}} {{Roll=[[@{SkillStepDD}+@{SkillStepDD2}]]}}" name="roll_skillStepDDcheck">Skill Step</button>
|
||
<select
|
||
class="sheet-serenity-melee-weapons"
|
||
name="attr_SkillStepDD"
|
||
>
|
||
<option value="d2" selected>d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
<option value="d12+d12+d2">2d12+d2</option>
|
||
<option value="d12+d12+d4">2d12+d4</option>
|
||
<option value="d12+d12+d6">2d12+d6</option>
|
||
<option value="d12+d12+d8">2d12+d8</option>
|
||
</select>
|
||
<select
|
||
class="sheet-serenity-melee-weapons"
|
||
name="attr_SkillStepDD2"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
<option value="d12+d12+d2">2d12+d2</option>
|
||
<option value="d12+d12+d4">2d12+d4</option>
|
||
<option value="d12+d12+d6">2d12+d6</option>
|
||
<option value="d12+d12+d8">2d12+d8</option>
|
||
</select>
|
||
<input
|
||
type="text"
|
||
class="sheet-serenity-skill-steps"
|
||
style="width: 85px;"
|
||
name="attr_UserDefinedTitle"
|
||
value="Title Here"
|
||
/>
|
||
</span>
|
||
|
||
|
||
<span class="sheet-serenity-life-penalty">
|
||
<span class="sheet-serenity-tooltip">
|
||
Attribute Penalty:
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
When you've taken half or more of your total LifePoints in Wounds,
|
||
you suffer a -2 step penalty on all Attributes
|
||
</span>
|
||
</span>
|
||
<input
|
||
type="text"
|
||
name="attr_LifePenalty"
|
||
readonly
|
||
value="4"
|
||
title="Attribute Penalty (-2) Threshold "
|
||
/>
|
||
</span>
|
||
</span>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-character-stats">
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- ATTRIBUTES -->
|
||
<div class="sheet-serenity-fieldset sheet-character-attributes">
|
||
<span class="sheet-serenity-fieldset-title">Attributes</span>
|
||
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_agility" value="&{template:check} {{name=Agility}} {{Roll=[[@{Agility}]]}}" name="roll_agilitycheck">Agility:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Agility represents quickness and physical coordination. A
|
||
high Agility could mean your character can twirl two
|
||
pistols and leap on the back of a moving horse without
|
||
screwing up either action. A low score might well mean you
|
||
have four left feet—two on the ends of your legs and two
|
||
at the ends of your arms.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-agility" name="attr_Agility">
|
||
<option value="d4" selected>d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_strength" value="&{template:check} {{name=Strength}} {{Roll=[[@{Strength}]]}}" name="roll_strengthcheck">Strength:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Strength tells you just how strong your character is. A
|
||
high Strength means you can kick down doors, win arm
|
||
wrestling contests, or break someone's jaw with a good
|
||
right hook. Low scores mean you have trouble carrying your
|
||
own luggage.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-strength" name="attr_Strength">
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_vitality" value="&{template:check} {{name=Vitality}} {{Roll=[[@{Vitality}]]}}" name="roll_vitalitycheck">Vitality:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Vitality is a measure of toughness and general health.
|
||
High Vitality characters avoid catching the flu, can drink
|
||
their buddies under the table, and run from the law
|
||
without getting winded. Crew with low Vitality should stay
|
||
away from people with colds and never drink the local
|
||
water
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-vitality" name="attr_Vitality">
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_alertness" value="&{template:check} {{name=Alertness}} {{Roll=[[@{Alertness}]]}}" name="roll_alertnesscheck">Alertness:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Alertness represents intuition and observation. A
|
||
character with a high score might hear the stealthy
|
||
footsteps of an Alliance Operative sneaking up on the
|
||
group, notice an important clue caught in the bushes, or
|
||
know the instant a fellow is lying. Someone with a low
|
||
Alertness doesn’t notice that his fly is unzipped.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-alertness"
|
||
name="attr_Alertness"
|
||
>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_intelligence" value="&{template:check} {{name=Intelligence}} {{Roll=[[@{Intelligence}]]}}" name="roll_intelligencecheck">Intelligence:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Intelligence is smarts—plain and simple. Crew with high
|
||
Intelligence are bright and inventive, able to think their
|
||
way through complex situations, or solve puzzles that
|
||
would confound lesser persons. Those with low scores might
|
||
have trouble understanding big words or experience
|
||
difficulty remembering complicated plans.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-intelligence"
|
||
name="attr_Intelligence"
|
||
>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_willpower" value="&{template:check} {{name=Willpower}} {{Roll=[[@{Willpower}]]}}" name="roll_willpowercheck">Willpower:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Willpower is about determination and force of personality.
|
||
A high score means a character can resist intimidation
|
||
(and even torture), can convince a person to do his
|
||
bidding, and can push on even when his body is about to
|
||
give up. Those with low Willpower might be easily fooled,
|
||
back down at a threat, or take the easy way out.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-willpower"
|
||
name="attr_Willpower"
|
||
>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
<option value="d8">d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
|
||
<!-- DERIVED TRAITS -->
|
||
<div class="sheet-serenity-fieldset sheet-character-derived-traits">
|
||
<span class="sheet-serenity-fieldset-title">Derived Traits</span>
|
||
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_initiative" value="&{template:check} {{name=Initiative}} {{Roll=[[@{Agility}+@{Alertness}]]}}" name="roll_initiativecheck">Initiative:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Initiative: Agility + Alertness. Tells you who goes first
|
||
in a given situation. Do you draw first or does your enemy
|
||
have the drop on you? You’ll make Initiative rolls during
|
||
combat and other hairy situations where time is a major
|
||
factor. When the GM asks for an “Initiative Roll,” you
|
||
roll your Agility + Alertness dice and tell the GM the
|
||
result. Higher is better. Especially when a Reaver is
|
||
rushing at you with a machete
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Initiative"
|
||
value="none"
|
||
readonly
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Agility + Alertness</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_longhaul" value="&{template:check} {{name=Long Haul}} {{Roll=[[@{Strength}+@{Vitality}]]}}" name="roll_longhaulcheck">Long<br /> Haul:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Long Haul: Strength + Vitality. Made when trying to
|
||
perform an extended feat of strength that has to be
|
||
maintained more than a few seconds, such as carrying a
|
||
heavy load up a hill.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_LongHaul"
|
||
readonly
|
||
value="@{Strength}+@{Vitality}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Strength + Vitality</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_burstofstrength" value="&{template:check} {{name=Burst of Strength}} {{Roll=[[2*@{Strength}]]}}" name="roll_burstofstrengthcheck">Burst of<br /> Strength:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Burst of Strength: Strength + Strength. Made to see if you
|
||
can perform a brief feat of physical strength, such as
|
||
shoving a heavy object out of the way
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_BurstOfStrength"
|
||
readonly
|
||
value="2*@{Strength}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Strength + Strength</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_memorize" value="&{template:check} {{name=Memorize}} {{Roll=[[@{Intelligence}+@{Alertness}]]}}" name="roll_memorizecheck">Memorize:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Memorize: Intelligence + Alertness. Used to commit
|
||
important information to memory.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Memorize"
|
||
readonly
|
||
value="@{Intelligence}+@{Alertness}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Intelligence + Alertness</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_endurance" value="&{template:check} {{name=Endurance}} {{Roll=[[@{Vitality}+@{Willpower}]]}}" name="roll_endurancecheck">Endurance:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Endurance: Vitality + Willpower. Rolled when you’re taken
|
||
more Wounds than Life Points to see if you stay alive.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Endurance"
|
||
readonly
|
||
value="@{Vitality}+@{Willpower}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Vitality + Willpower</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_recall" value="&{template:check} {{name=Recall}} {{Roll=[[@{Intelligence}+@{Willpower}]]}}" name="roll_recallcheck">Recall:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Recall: Intelligence + Willpower. A check to remember an
|
||
important event or fact.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Recall"
|
||
readonly
|
||
value="@{Intelligence}+@{Willpower}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Intelligence + Willpower</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_outofharm" value="&{template:check} {{name=Out Of Harm}} {{Roll=[[@{Agility}+@{Alertness}]]}}" name="roll_outofharmcheck">Out of<br /> Harm:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Out of Harm: Agility + Alertness. Made when reacting to
|
||
sudden danger, such as diving away from a grenade that
|
||
lands at your feet
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_OutOfHarm"
|
||
readonly
|
||
value="@{Agility}+@{Alertness}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Agility + Alertness</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
<button class="sheet-textButton" type="roll" name="roll_resist" value="&{template:check} {{name=Resist}} {{Roll=[[2*@{Vitality}]]}}" name="roll_resistcheck">Resist:</button>
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Resist: Vitality + Vitality. Made to resist environmental
|
||
hazards, diseases, alcohol, and toxins
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Resist"
|
||
readonly
|
||
value="2*@{Vitality}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Vitality + Vitality</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
<!-- PLOT POINTS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-plot-points">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Plot Points
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
Plot Points are a way for major characters in the game to add a
|
||
little drama to the story. Plot Points can be used to improve the
|
||
odds for important actions, prevent someone from getting killed or
|
||
badly injured, or even used to alter the story.
|
||
<table>
|
||
<tbody>
|
||
<tr>
|
||
<td>Reduce Damage</td>
|
||
<td>+1 Step per Point / +1 LP after</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Add to Rolls</td>
|
||
<td>+1 Step per Point / +1 to roll after</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Utilize Assets</td>
|
||
<td>See Asset description, 1-6 Points</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Affect Plot</td>
|
||
<td>GM discretion, can use 1-12 Points</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
|
||
<div class="sheet-serenity-plot-points-input">
|
||
<input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint12"
|
||
value="12"
|
||
title="12 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint11"
|
||
value="11"
|
||
title="11 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint10"
|
||
value="10"
|
||
title="10 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint9"
|
||
value="9"
|
||
title="9 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint8"
|
||
value="8"
|
||
title="8 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint7"
|
||
value="7"
|
||
title="7 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint6"
|
||
value="6"
|
||
title="6 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint5"
|
||
value="5"
|
||
title="5 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint4"
|
||
value="4"
|
||
title="4 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint3"
|
||
value="3"
|
||
title="3 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint2"
|
||
value="2"
|
||
title="2 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint1"
|
||
value="1"
|
||
title="1 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint0"
|
||
value="0"
|
||
title="No Plot Points
|
||
(Click to clear)"
|
||
name="attr_plotpoints"
|
||
/><span></span>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-plot-points-notes">
|
||
Plot points above 6 are converted to Advancement points at the end
|
||
of each session.
|
||
</div>
|
||
</div>
|
||
<!-- ADVANCEMENT POINTS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-advancement-points">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Advancement Points
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
Advancement Points represent the accumulation of experience and
|
||
are the building blocks for improvement.
|
||
<table class="sheet-serenity-tooltip-table-center">
|
||
<tbody>
|
||
<tr>
|
||
<th>Die</th>
|
||
<th>Skill cost</th>
|
||
<th>Attribute cost</th>
|
||
</tr>
|
||
<tr>
|
||
<td>d2</td>
|
||
<td>2</td>
|
||
<td>–</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d4</td>
|
||
<td>4</td>
|
||
<td>–</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d6</td>
|
||
<td>6</td>
|
||
<td>24</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d8</td>
|
||
<td>8</td>
|
||
<td>32</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d10</td>
|
||
<td>10</td>
|
||
<td>40</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12</td>
|
||
<td>12</td>
|
||
<td>48</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12 + d2</td>
|
||
<td>14</td>
|
||
<td>56</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12 + d4</td>
|
||
<td>16</td>
|
||
<td>64</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
|
||
<div class="sheet-serenity-advancement-points-input">
|
||
Earned<input type="number" name="attr_advancement_points" value="0" title="Total Points Earned" />
|
||
<span> Used<input type="number" name="attr_advancement_points_used" value="0" title="Total Points Used" /></span>
|
||
<span> Unused<input type="number" name="attr_advancement_points_unused" readonly value="0" title="Total Points Unused" /></span>
|
||
<!-- Character Creation Costs using Hide Area found at: https://app.roll20.net/forum/post/3753998/hiding-text/?pageforid=3761183#post-3761183-->
|
||
<input type="checkbox" class="sheet-collapse-show" style="width: 8px; height: 8px; margin: 3px 0px 20px 0px" name="attr_charCreate"></input>
|
||
<div class="sheet-collapse">
|
||
<input type="number" name="attr_attribute_cost" readonly value="0" title="Cost of Attributes" />
|
||
<span> <input type="number" name="attr_skill_cost" readonly value="0" title="Cost of General Skills" /></span>
|
||
<span> <input type="number" name="attr_specialty_cost" readonly value="0" title="Cost of Specialties Skills" /></span>
|
||
<span> <input type="number" name="attr_assets_cost" readonly value="0" title="Cost of Assets" /></span>
|
||
<span> <input type="number" name="attr_complications_cost" readonly value="0" title="Cost of Complications" /></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- SKILLS -->
|
||
<div class="sheet-serenity-fieldset sheet-character-skills">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Skills
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>
|
||
Skill Levels
|
||
<table class="sheet-serenity-tooltip-table-center-first-col">
|
||
<tbody>
|
||
<tr>
|
||
<th>Die</th>
|
||
<th>Proficiency</th>
|
||
<th>Comment</th>
|
||
</tr>
|
||
<tr>
|
||
<td>d2</td>
|
||
<td>Incompetent</td>
|
||
<td>“That ain’t the ‘on’ button, is it?”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d4</td>
|
||
<td>Novice</td>
|
||
<td>“Don’t pull the trigger, squeeze it.”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d6</td>
|
||
<td>Competent</td>
|
||
<td>“Believe I know this dance. Shall we?”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d8</td>
|
||
<td>Expert</td>
|
||
<td>
|
||
“I can reprogram this trash bin to go wherever we want.”
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d10</td>
|
||
<td>Professional</td>
|
||
<td>
|
||
“The dermal mender will keep that ear on fine. Just don’t
|
||
fiddle with it!”
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12</td>
|
||
<td>Master</td>
|
||
<td>“A Crazy Ivan? Right now? Okay.”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12+</td>
|
||
<td>Supreme</td>
|
||
<td>
|
||
“You’re holding eights, low queen, jack, and ace. Your
|
||
eyes gave it away.”
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
|
||
Roll Difficulties
|
||
<table
|
||
class="sheet-serenity-tooltip-table-center sheet-serenity-tooltip-table-left-first-col"
|
||
>
|
||
<tbody>
|
||
<tr>
|
||
<th>Action</th>
|
||
<th>Ordinary Success</th>
|
||
<th>Extraordinary Success</th>
|
||
<th>Complex Task</th>
|
||
</tr>
|
||
<tr>
|
||
<td>Easy</td>
|
||
<td>3</td>
|
||
<td>10</td>
|
||
<td>15</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average</td>
|
||
<td>7</td>
|
||
<td>14</td>
|
||
<td>35</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard</td>
|
||
<td>11</td>
|
||
<td>18</td>
|
||
<td>55</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable</td>
|
||
<td>15</td>
|
||
<td>22</td>
|
||
<td>75</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic</td>
|
||
<td>19</td>
|
||
<td>26</td>
|
||
<td>95</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible</td>
|
||
<td>23</td>
|
||
<td>30</td>
|
||
<td>115</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous</td>
|
||
<td>27</td>
|
||
<td>34</td>
|
||
<td>135</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible</td>
|
||
<td>31</td>
|
||
<td>38</td>
|
||
<td>155</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_animalhandling" value="&{template:check} {{name=Animal Handling}} {{Roll=[[@{AnimalHandling}]]}}" name="roll_animalhandlingcheck">Animal Handling</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Animal Handling: You can make friends with any animal
|
||
using this Skill. Caring for, feeding, riding, teaching
|
||
the animal tricks, “whispering” to the animal—all things
|
||
you learned growing up on a farm or ranch. Well, city kids
|
||
can learn it, too, if they’ve got the heart for it.
|
||
Specialties: animal training, riding, veterinary, zoology.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Teach small domestic animals (cat, dog) simple
|
||
tricks (come, beg, roll over); herd livestock
|
||
(cattle, sheep); ride a pony at a trot; identify
|
||
basic breed of a common animal (collie, greyhound,
|
||
husky, Manx, Siamese).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Teach domestic animals moderate commands (attack,
|
||
guard, hunt, fetch); ride a horse at full gallop;
|
||
drive teams of creatures, train tamed beasts or
|
||
those born in captivity; diagnose common animal
|
||
ailments and administer proper treatments; recall
|
||
important creature facts and habits.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Teach domestic animals specific, complex commands
|
||
(swim to the opposite side, leap and grab the
|
||
sardine on the pole); ride through dense forest on
|
||
horseback; ride an unconventional creature (camel,
|
||
warthog) at top speed, approach a wild beast
|
||
(wolf, mountain lion) without being afraid;
|
||
determine and treat serious bestial ailments and
|
||
injuries.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Teach tamed beasts complex commands; calm a pack
|
||
of wolves; train domestic animals to do extreme
|
||
tricks (count to ten, acrobatics); charge over
|
||
dangerous terrain (quicksand, swamp) on horseback;
|
||
perform intricate veterinary surgery with proper
|
||
aftercare; identify behavior pattern of rare
|
||
species.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform experimental (or radical) veterinary
|
||
surgery or treatments; tame a rare species of
|
||
animal; jump a 50-foot chasm on horseback.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>Calm a cattle stampede on command.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Successfully perform emergency surgery on a
|
||
genetically altered or mutated animal.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Take the lead in the Prime Minister’s Derby riding
|
||
a sick, blind mule with three legs.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-animal-handling"
|
||
name="attr_AnimalHandling"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
<!-- Notes for future: need to define attr_skill_name-->
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_medicalexpertise" value="&{template:check} {{name=Medical Expertise}} {{Roll=[[@{MedicalExpertise}]]}}" name="roll_medicalexpertisecheck">Medical Expertise</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Medical Expertise: You know what they say: “there are
|
||
always places to see, people to break”. And when folk do
|
||
break, you’ll be there to put ‘em back together with your
|
||
bag of modern medical wonders. You can slap an aid-strip
|
||
on a scratch and tell them to take two aspirins in the
|
||
morning without this Skill, but anything more serious
|
||
requires medical school, internships, residency, and
|
||
knowing when to holler “clear!” Specialties: dentistry,
|
||
forensics, general practice, genetics, internal medicine,
|
||
neurology, pharmaceuticals, physiology, psychiatry,
|
||
rehabilitation, surgery, toxicology, veterinary medicine.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Give physical exam; use basic medical instruments
|
||
(defibrillator, x-ray); administer treatment for
|
||
common ailments and injuries (fever, broken
|
||
ankle); perform CPR and handle minor emergencies
|
||
(concussion, minor burns).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Diagnose unusual ailments and injuries; recognize
|
||
uncommon medicines and medical practices; use
|
||
complex clinical instruments (CT scanner,
|
||
respirator); handle most emergency injuries
|
||
(bullet wounds, compound fractures, deep
|
||
lacerations); graft a man’s ear back on with a
|
||
dermal mender; create a time-delayed drug dose.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Diagnose complex injuries and diseases; identify
|
||
rare medicines; use specialized instruments
|
||
(Neural Imager, Blood Gas Imager); treat lethal
|
||
emergencies (bleeding out, toxic shock); reattach
|
||
a limb.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Treat unexpected, life-threatening complications;
|
||
recall obscure medical theories and therapies;
|
||
prescribe experimental treatment to alleviate
|
||
“incurable” diseases; perform organ transplant and
|
||
other intricate surgeries.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform a radical procedure to stave off fatal
|
||
injury or disease; perform open-heart surgery
|
||
without adequate equipment or benefit of a proper
|
||
medical facility.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Perform intricate micro-surgery with improvised
|
||
equipment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Restore a patient who has been clinically dead for
|
||
almost half an hour.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Cure a terminal disease with a radical,
|
||
experimental remedy (curing lung cancer with a
|
||
peanut-butter based treatment).
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-medical-expertise"
|
||
name="attr_MedicalExpertise"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_artistry" value="&{template:check} {{name=Artistry}} {{Roll=[[@{Artistry}]]}}" name="roll_artistrycheck">Artistry</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Artistry: You make artsy pretties that folks admire.
|
||
Since aesthetic tastes vary quite a bit in the ‘Verse,
|
||
assume that the work is created to suit a target group or
|
||
audience. (Your painting of the blue-faced woman with
|
||
three heads and six arms is not likely to sell in the
|
||
souvenir shop on Jiangyin, even though the art critics on
|
||
Sihnon rave about it). Specialties: appraisal, cooking,
|
||
forgery, game designing, painting, photography, poetry,
|
||
sculpting, writing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Basic sketches and course projects for community
|
||
college art classes; imitate a familiar yet simple
|
||
signature; estimate worth of common art pieces;
|
||
write a story for local writer’s group.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Produce marketable artwork (illustrations, comic
|
||
books); elaborate on history and style of major
|
||
art movements (surrealism, cubism); detect amateur
|
||
forgeries of masterpieces; write a typical grant
|
||
proposal, self-publish a novel.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Create gallery/exhibition-worthy artwork;
|
||
authenticate obscure art; forge popular
|
||
masterpieces (Mona Lisa, statue of David); falsify
|
||
common documents (drivers licenses, diploma);
|
||
estimate worth of a good private collection;
|
||
photograph objects and scenes with excellent
|
||
artistic detail; write an enticing grant proposal
|
||
or business plan; sell work to major publisher.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Create critically acclaimed, universally
|
||
recognizable original artwork; forge masterpieces
|
||
of any style; photograph objects and scenes with
|
||
perfect artistic detail; estimate worth of a
|
||
historical collection; write novel that hits the
|
||
best-seller lists; counterfeit official documents
|
||
and files (state seal; identcard).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Produce an instant classic; estimate exact worth
|
||
of a national collection; photograph minute detail
|
||
of a secured compound with an ordinary camera.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Create a priceless masterpiece; create four-course
|
||
gourmet meal using only basic ingredients and
|
||
spices.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Construct a long-form poem with perfect rhythm and
|
||
meter on the first attempt; create a meal fit for
|
||
royalty with only a few ingredients and only one
|
||
available cooking method.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Sculpt a perfect replica of an individual from
|
||
only rough description; write a novel that tops
|
||
the best-seller’s lists for ten years running.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-artistry" name="attr_Artistry">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_meleeweapons" value="&{template:check} {{name=Melee Weapons}} {{Roll=[[@{MeleeWeapons}]]}}" name="roll_meleeweaponscheck">Melee Weapons</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Melee Weapons: Perhaps you swing a blade faster than the
|
||
other guy can draw his gun. This Skill allows you to use
|
||
weapons other than guns effectively in a fight. Note that
|
||
actions taken against other characters are usually opposed
|
||
rolls, so some of the examples might vary in actual use.
|
||
Specialties: clubs, knives, melee weaponsmithing,
|
||
nunchaku, pole arms, swords, whips.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Know how to grip a rapier; use a butterfly knife;
|
||
flail a pair of nunchaku slowly and without
|
||
cracking your own skull; crack a whip
|
||
impressively.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Spank a novice fencer in the butt cheek with the
|
||
flat of the blade; twirl open a butterfly knife;
|
||
bat away an under-hand pitch; hit a slow moving
|
||
target with a whip; gauge an opponent’s Skill
|
||
level with a given weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Disarm a proficient fencer; deflect a quick, aimed
|
||
strike; perform stunts and tricks (slice off the
|
||
suspenders holding up an opponent’s pants); feint;
|
||
snuff out candle flame with a whip; identify
|
||
exotic weapons; analyze opponent’s fighting style
|
||
with a given weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Disarm an excellent fencer; cut fruits tossed into
|
||
the air into even pieces; hit a fly with a whip.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Deflect arrows or crossbow bolts using your sword;
|
||
strike a target with amazing precision; detect the
|
||
weakness in a master fencer’s style; disarm/trip
|
||
multiple opponents with a whip.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Block attacks coming from behind or from an unseen
|
||
opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>Deflect a bullet with a hand-held weapon.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Cut off a section of a spaceship hull using a
|
||
bowie knife.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-melee-weapons"
|
||
name="attr_MeleeWeapons"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_athletics" value="&{template:check} {{name=Athletics}} {{Roll=[[@{Athletics}]]}}" name="roll_athleticscheck">Athletics</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Athletics: Whenever you are moving, most likely you’re,
|
||
using athletics. This Skill allows you to run, jump,
|
||
throw, climb, swim, and play sports. Specialties:
|
||
climbing, contortion, dodge, juggling, jumping,
|
||
gymnastics, parachuting, parasailing, pole vaulting,
|
||
riding, running, swimming, weight lifting. (Note: An
|
||
individual sport can be its own Specialty, such as
|
||
baseball or soccer.)
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Complete a 50-yard dash; jump a kneehigh hurdle;
|
||
dive out of the way of a slow moving vehicle.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Put ball through a 10’-high basket from close
|
||
distance; complete a 100-yard dash; hurdle a
|
||
chest-high fence; perform common acrobatics
|
||
(somersault, handstand); balance on a narrow beam
|
||
or ledge; swing across a hall on the chandelier;
|
||
juggle 3 to 5 small, uniform objects; dive clear
|
||
of a moving vehicle (21-60 mph speed).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Lift twice your body weight; juggle up to 5
|
||
palm-sized objects or 3 larger ones; perform
|
||
complex acrobatics; land safely after a 15’ fall;
|
||
walk a tightrope; jump from one galloping horse to
|
||
another; avoid a fast moving vehicle (61-120 mph
|
||
speed).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Jump off a 10-story building and survive the fall;
|
||
dodge busy intersection traffic; bound over a
|
||
10’-tall wall; walk a tightrope in windy
|
||
conditions; juggle multiple large and dangerous
|
||
objects (knives, chain saws); complete a marathon
|
||
or triathlon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Parasail upside down while holding the rope in
|
||
your teeth; land safely after a 50’ fall; walk a
|
||
tightrope strung between two slow moving vehicles;
|
||
juggle multiple large and dangerous objects
|
||
blindfolded.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
score a hole-in-one; swim upstream against a
|
||
raging current; rush head-on through a cattle
|
||
stampede without a scratch.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Jury-rig a malfunctioning parachute while in
|
||
free-fall; pole vault from a rooftop across the
|
||
street into a small open window two stories up;
|
||
lift ten times your body weight in a military
|
||
press.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Free-climb a treacherous mountain while in
|
||
handcuffs; bowl a perfect game without looking at
|
||
the pins.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-athletics"
|
||
name="attr_Athletics"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_perception" value="&{template:check} {{name=Perception}} {{Roll=[[@{Perception}]]}}" name="roll_perceptioncheck">Perception</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Perception: This Skill helps you pick up on subtleties in
|
||
your surroundings. You notice little things such as the
|
||
tiny crack on the marble floor that less attentive folk
|
||
could easily miss. Can’t slip a gnat past you, if you get
|
||
really good at it. Naturally, you can’t take certain
|
||
Specialties that rely on a particular sense if you are
|
||
partially or fully disabled in that sense—awfully hard to
|
||
justify takin’ “sight” when you’re blind, for
|
||
instance–although a blind person might take this Skill in
|
||
hearing. Note that Skill use against other characters is
|
||
opposed, so some of the following examples could vary in
|
||
actual play. Specialties: deduction, empathy, gambling,
|
||
hearing, intuition, investigation, read lips, search,
|
||
sight, smell, tactics, taste, tracking.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Solve low-grade vidshow mysteries; spot a roadside
|
||
billboard; eavesdrop on a conversation at the next
|
||
table; know when a little kid is lying to you;
|
||
follow footprints in light snow; detect a gas leak
|
||
by smell.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Collect fingerprints and gather other evidence;
|
||
read the numbers on a license plate of a fast car;
|
||
see someone hiding behind a bush; follow a muddy
|
||
track.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Spot inconspicuous clues; surmise a culprit’s
|
||
physical and mental stats (height, weight, gender,
|
||
hair color, level of education, etc.) from
|
||
available evidence; sense a hidden emotion; solve
|
||
a well-written mystery novel before final chapter;
|
||
determine the best places for an ambush; trace
|
||
faint or fading chemical scent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
See through the deceits of a trained Companion;
|
||
discern well-concealed emotions; decipher whispers
|
||
in the next room through a closed door.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Detect the lies of a master Companion; spot the
|
||
tip of a handkerchief sticking out of a man’s
|
||
pocket in a large crowd; react instinctively to a
|
||
battlefield maneuver.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Determine someone’s background and occupation from
|
||
a cursory analysis of visible evidence (stains on
|
||
a shirt, callus on a thumb, etc.); smell a burning
|
||
circuit from the other side of the ship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Run through a hedge maze without taking a single
|
||
wrong turn.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
See the tell-tale flash from a sniper’s scope just
|
||
before the shot is fired.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-perception"
|
||
name="attr_Perception"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_covert" value="&{template:check} {{name=Covert}} {{Roll=[[@{Covert}]]}}" name="roll_covertcheck">Covert</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Covert: Sneaky maneuvers, usually illegal. You can use
|
||
this Skill to move silently, hide, blow a safe, or pick
|
||
someone’s pocket. Specialties: camouflage, disable
|
||
devices, forgery, infiltration, open locks, sabotage,
|
||
sleight of hand, stealth, streetwise, surveillance.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Hot wire civic ground transports; move silently
|
||
without waking up a sleeping person; pick a
|
||
drunk’s pocket; hide in full cover (behind
|
||
boulder, large furniture, huge machinery).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Pick common locks; deactivate normal home security
|
||
systems; hide with partial cover (shadow, shrub,
|
||
big crate); pick normal folks’ pockets; disable a
|
||
mid-size transport ship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Open professional locks; defeat sophisticated,
|
||
museum-level security systems; hide with limited
|
||
cover (laundry bin, under table).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Disable state-of-the-art security systems;
|
||
decipher multipad combinations; sneak into a
|
||
maximum security prison unnoticed; disable an
|
||
Alliance cruiser.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Crack the code to open Alliance treasury vault.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Steal a priceless masterpiece from a Core-world
|
||
art gallery.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Single-handedly take over an Alliance destroyer.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Break into a bank vault using only a butter knife.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-covert" name="attr_Covert">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_performance" value="&{template:check} {{name=Performance}} {{Roll=[[@{Performance}]]}}" name="roll_performancecheck">Performance</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Performance: You can hum a few notes, dance a few steps,
|
||
or otherwise impress an audience with this Skill. Maybe
|
||
you’re even good enough to make a living. As with
|
||
Artistry, your performance should fit a target audience.
|
||
(Your rendition of the quartet from Rigoletto will not
|
||
garner much applause in the local Whitefall saloon. In
|
||
fact, it might get you lynched!) Note: con artists,
|
||
fugitives, and other folk who want or need to pass
|
||
themselves off as someone else will need to take this
|
||
Skill. Specialties: acting, dancing, costuming, keyboard
|
||
instruments, impersonation, mimicry, oratory, percussion
|
||
instruments, singing, stringed instruments, wind
|
||
instruments.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Star in primary school stage plays; sing backup at
|
||
the Abbey choir; strum basic guitar chords.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Perform amateur productions and minstrel shows;
|
||
sing lead vocal for a local band; win high school
|
||
talent contests; write original songs; mask
|
||
surface emotions.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Understudy in a professional production; write a
|
||
film score or long orchestral piece; dance to an
|
||
unfamiliar number; emulate popular characters and
|
||
recognizable voices on cue; disguise yourself as
|
||
someone far older or younger than yourself.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Headline a grand musical in a prestigious
|
||
Core-world theater; receive critical acclaim for
|
||
your performance in a major stage production;
|
||
create a dead-on impression of any character;
|
||
depict any emotion regardless of true feelings;
|
||
disguise yourself as someone of a different racial
|
||
background.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perfectly imitate the performance of an
|
||
award-winning singer or actor; effectively
|
||
disguise yourself as a member of the opposite sex;
|
||
pretend to be a native of a remote location (such
|
||
as the Triumph Settlement), though you’ve never
|
||
been there.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Portray perfectly two or more completely opposite
|
||
personas in an instant; compose a classic symphony
|
||
of true depth and beauty.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Disguise yourself well enough to fool a member of
|
||
your target’s own family.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Shatter spaceship porthole glass by blowing the
|
||
perfect note on your flute.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-performance"
|
||
name="attr_Performance"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_craft" value="&{template:check} {{name=Craft}} {{Roll=[[@{Craft}]]}}" name="roll_craftcheck">Craft</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Craft: Involves creating or altering items, often for
|
||
commercial purposes—anything from the cheap china in a
|
||
Jiangyn tourist trap to the million-credit remodeling of a
|
||
mansion on Bellerophon. You must roll a Skill check to see
|
||
how close you come to making a craft to the desired
|
||
specifications. Note that most projects require complex
|
||
Skill checks (see Chapter Two: Traits and Skills).
|
||
Specialties: architecture, blacksmithing, carpentry,
|
||
cooking, leatherworking, metalworking, pottery, sewing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Create a souvenir rain-stick or quilt; renovate a
|
||
room in a modest house; tan leather; create a
|
||
makeshift hammer.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Make fresh bao; renovate a standard building;
|
||
temper and forge steel; customize the exterior
|
||
design of a sourcebox or datapad.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Forge a quality tool or weapon; cook a delicious
|
||
four-course meal; rebuild a large structure;
|
||
streamline a rifle or car; hand stitch a circus
|
||
tent; create a hovering chandelier.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Construct full medieval plate mail; rebuild a
|
||
complex structure; improve the design of a
|
||
starship or military installation; make or fix
|
||
advanced tools or armor; build hazardous
|
||
environment vehicles.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Create/repair exotic tools, armor, and weapons;
|
||
replicate a Ming-dynasty vase using only standard
|
||
clay, a potter’s wheel, and a few basic paints.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Create innovative tools, armor, and weapons; bake
|
||
a great-tasting chocolate cake using only protein
|
||
packs; build a functional flying ambulance using
|
||
only spare parts found in a junk yard.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Create a meal that impresses a food critic using
|
||
only canned vegetables and protein packs; forge a
|
||
perfectly balanced katana using only a wobbly
|
||
hammer and engine heat.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Repair a faulty terraforming station without a
|
||
schematic; draw reliable blueprints for the
|
||
‘Verse’s tallest skyscraper in half an hour.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-craft" name="attr_Craft">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_pilot" value="&{template:check} {{name=Pilot}} {{Roll=[[@{Pilot}]]}}" name="roll_pilotcheck">Pilot</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Pilot: If it flies—either in atmo or out in the black—
|
||
you’re able to make the craft perform. In addition to
|
||
simply flying, the Skill also covers charting a course,
|
||
maintenance, and basic troubleshooting—though any serious
|
||
problem is covered by Mechanical Engineering. You need a
|
||
Skill roll to control the craft under adverse conditions,
|
||
evade pursuit, or perform difficult maneuvers. A Botch
|
||
roll does not mean you’ve instantly crashed your craft—but
|
||
it certainly means you’ve made the ride a helluva lot more
|
||
interesting! Specialties: aerial navigation, astrogation,
|
||
astronomy, astrophysics, space survival. (Note that
|
||
specific types of craft are also Specialties. Examples
|
||
include: gunships, hang gliders, helicopters, large
|
||
cruisers, mid-bulk transports, patrol vessels, rocket
|
||
shuttles, ultra-light aircraft, and short-range shuttles.)
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Takeoff/land a good craft under normal conditions
|
||
(fair to shiny weather, state-of-the-art port)
|
||
with excellent instructions; set a short, simple
|
||
course; switch autopilot on or off.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Fly a functional craft through moderate conditions
|
||
(fog, sensor static, turbulence), takeoff/ land
|
||
under typical condition (regular airfield,
|
||
competent tower staff); plot a long, unusual
|
||
course (one that avoids Alliance patrols, as an
|
||
example); recognize specialized air and space
|
||
vessels (Alliance gunship, medical ship).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Fly through harsh environment (deluge, dense
|
||
asteroid cluster, high turbulence); takeoff/ land
|
||
under crappy conditions (low visibility,
|
||
under-serviced strip, incompetent tower staff);
|
||
attempt an unusual maneuver (evasion, loop,
|
||
maintaining altitude in howling wind); control
|
||
craft under adverse conditions (ship damage,
|
||
stellar electromagnetic phenomenon).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Fly through very hazardous environment
|
||
(electrical/ice storm, blizzard, restricted
|
||
airspace) with a damaged craft; takeoff/ land
|
||
under extreme conditions (no visibility, short
|
||
field, low fuel); attempting risky maneuver
|
||
(rabbit through asteroid cluster at high speed,
|
||
hard banks through canyon, multiple loops);
|
||
perform a highly unconventional maneuver (“Crazy
|
||
Ivan”).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Fly through a dangerous environment (ion cloud,
|
||
tornado, relentless enemy air pursuit, flak);
|
||
takeoff/land with critical malfunction (blown
|
||
engine, stuck landing gear, out of fuel);
|
||
attempting suicidal maneuver (hard banks while
|
||
flying upside down, last-second vertical pull-up);
|
||
maintain control of vessel while going to
|
||
hard-burn in atmo.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Navigate in atmo using only stellar constellations
|
||
and magnetic compass to reach a precise
|
||
destination halfway around the world; glide a
|
||
powered-down ship from 6,000 miles away to
|
||
successfully dock with a skyplex.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Fly in atmo to a distant uncharted island without
|
||
the aid of any navigational instrument; perform a
|
||
“slingshot” maneuver using a planet’s gravity with
|
||
no computer calculations.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Intercept a space yacht leaving atmo at escape
|
||
velocity with a hang glider; outrun an Alliance
|
||
cruiser in a short-range shuttle.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-pilot" name="attr_Pilot">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_discipline" value="&{template:check} {{name=Discipline}} {{Roll=[[@{Discipline}]]}}" name="roll_disciplinecheck">Discipline</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Discipline: Usually obtained through some sort of
|
||
training, such as that gained in the military or when
|
||
learning martial arts—though the Discipline can be
|
||
selftaught or learned through other circumstances. This
|
||
Skill set allows you to resist interrogation, focus on the
|
||
job at hand in the face of distraction, or scare the hell
|
||
out of someone else. Specialties: concentration,
|
||
interrogation, intimidation, leadership, mental
|
||
resistance, morale.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Study an interesting book in a quiet, welllit
|
||
room; scare off an annoying child; question a
|
||
cooperative witness.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Keep fresh recruits in line after they only went
|
||
through one day of training; memorize medical
|
||
jargon with a full day to practice; resist
|
||
spilling the beans under the threat of violence.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Interrogate a hardened mercenary; memorize a
|
||
stream of numbers while in the middle of a noisy
|
||
party; lead a group of green recruits into battle
|
||
the first time.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Crack jokes while being tortured; stare down a
|
||
ruthless bounty hunter; keep up troops’ spirits in
|
||
the face of overwhelming defeat.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Stop a weaker friend from breaking under torture;
|
||
lead troops in a charge against overwhelming enemy
|
||
fire; memorize enemy positions with only a second
|
||
to look.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Intimidate a gang of thugs who have weapons
|
||
trained on you; resist torture even when you have
|
||
already died and been revived; perform complicated
|
||
problem-solving while playing Russian roulette.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Maintain morale on a corpse-laden battlefield
|
||
after your side has surrendered to the enemy;
|
||
memorize a full page of binary code with bombs
|
||
exploding all around you; successfully frighten a
|
||
hardened mercenary who fears neither death nor
|
||
pain.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Convince a group of unarmed farmers to charge
|
||
marauding Reavers; refuse to go along with an
|
||
enemy’s plan after he has just kicked your friend
|
||
through a jet intake; pick a set of handcuff locks
|
||
while falling from a 30-story building.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-discipline"
|
||
name="attr_Discipline"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_planetaryvehicles" value="&{template:check} {{name=Planetary Vehicles}} {{Roll=[[@{PlanetaryVehicles}]]}}" name="roll_planetaryvehiclescheck">Planetary Vehicles</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Planetary Vehicles: Your ability to drive, operate, and
|
||
maintain vehicles used planetside—on the ground, on or
|
||
under water. Most folks are capable of driving a car,
|
||
steering a boat, or riding a horse, but when things get a
|
||
mite tricky, you’ll need to roll the dice to see how well
|
||
you perform. Note that basic maintenance for vehicles is
|
||
covered under this Skill. Serious repairs must be
|
||
performed by those with Mechanical Engineering.
|
||
Specialties: aquatic navigation, cars, canoes, equestrian,
|
||
ground vehicle repair, horse-drawn conveyances,
|
||
hovercraft, industrial vehicles, land navigation, large
|
||
ground transports, military combat vehicles, powerboats,
|
||
sailing, scooters, scuba diving, skiffs, submarines,
|
||
yachts.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Take the vehicle for a spin around town up to
|
||
speed limit; parallel parking; fix a flat tire or
|
||
broken rudder; use global positioning systems to
|
||
find the shortest route.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Control the transport at high speed (hard turn at
|
||
50% max speed) under difficult conditions (slick
|
||
ground, hard rain, fog) or through rough 64
|
||
terrain (trees, gravel, choppy water); attempt
|
||
tricks (sideswipe another vehicle); repair minor
|
||
mechanical problems (replace timing belt,
|
||
reconnect brakes, change lube).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Perform high-speed stunts (fast 90-degree turn,
|
||
reverse); control the vehicle under adverse
|
||
conditions (hail, snow); compensate for
|
||
significant mechanical problems (failing breaks,
|
||
reduced turning capability).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Execute cinematic stunts (bootleg, ramp jump,
|
||
drive in reverse through highway traffic; drive on
|
||
two wheels); control the vehicle under hazardous
|
||
conditions (pitch darkness, ice-coated roads, oil
|
||
slick); compensate for major mechanical problems
|
||
(flat tires, near-frozen steering).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform daredevil stunts (drive off an overpass
|
||
into traffic); drive vehicle into open hangar on a
|
||
transport ship; compensate for disabling
|
||
mechanical problems (missing wheels, acceleration
|
||
jammed to full); steer a boat through a typhoon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Drive a car through a massive earthquake or meteor
|
||
storm; coax a vehicle into exceeding its normal
|
||
abilities; drive in reverse at top speed over
|
||
unusual terrain while using only the rearview
|
||
mirror; scuba dive to record depth.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Drive a car through traffic blindfolded while
|
||
relying only on audio cues from a passenger; roll
|
||
a vehicle at high speed to place it in perfect
|
||
position so that you can then drive off in it;
|
||
jump a cumbersome vehicle (such as a bus) over
|
||
ramp or bridge.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Stop on a dime while careening down a steep slope
|
||
covered in ice without benefit of the brakes; keep
|
||
leaky raft from capsizing during a hurricane.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-planetary-vehicles"
|
||
name="attr_PlanetaryVehicles"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_guns" value="&{template:check} {{name=Guns}} {{Roll=[[@{Guns}]]}}" name="roll_gunscheck">Guns</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Guns: Anyone might be able to squeeze a trigger, but
|
||
that’s not the same thing as actually knowing how to
|
||
shoot. The ‘Verse is a dangerous place, and it’s best not
|
||
to strap on iron unless you have the know-how needed to
|
||
use it. Specialties: assault rifles, energy weapons,
|
||
grenade launchers, gunsmithing, machine guns, pistols,
|
||
rifles, shotguns.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Recognize ammo for different kinds of guns; hit an
|
||
unaware, stationary target (broad side of a barn,
|
||
man with his back to you) at close range; find the
|
||
safety on an unfamiliar weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Identify special ammo (armor piercing, “smart”
|
||
bullets, etc.); hit a smallish, stationary target
|
||
(garden gnome) at close range; clear a jammed
|
||
weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Adjust the sight or make small modifications to a
|
||
weapon; hit a small, stationary target (such as a
|
||
Blue Sun Cola can) at close range; reload an
|
||
unfamiliar weapon quickly under stressful
|
||
conditions.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Shoot a tiny, stationary target (the button of a
|
||
coat) at close range; make significant
|
||
modifications to a weapon (collapsible components,
|
||
adding laser targeting).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Shoot a miniscule, stationary target (a sideways
|
||
poker card) at close range; make major changes to
|
||
a weapon (adapting it to fire specialized
|
||
ammunition), shoot at the guy who is holding your
|
||
friend hostage and hit him dead square in the
|
||
center of the forehead.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Hit a person behind a closed door while aiming
|
||
through the keyhole.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Set the gun to autofire and stitch a fellow’s
|
||
outline without one bullet hitting him.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Hit a buzzing bee several blocks away in the left
|
||
eye.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-guns" name="attr_Guns">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_rangedweapons" value="&{template:check} {{name=Ranged Weapons}} {{Roll=[[@{RangedWeapons}]]}}" name="roll_rangedweaponscheck">Ranged Weapons</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Ranged Weapons: Any weapon that can be thrown or shot and
|
||
is not a gun falls under this Skill. You make a Skill roll
|
||
when trying to hit a target from a distance with a ranged
|
||
weapon. There are places in the ‘Verse where they still
|
||
fire arrows from a bow or toss javelins at wild animals.
|
||
Both are a whole lot quieter than a rifle and just as
|
||
deadly between the eyes. Specialties: blowguns, bows,
|
||
crossbows, darts, grenade, javelin, ranged weaponsmithing,
|
||
slings, throwing axes, throwing knives.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Match ideal ammunition to the right kind of
|
||
weapon; hit a large, stationary target (such as
|
||
the broad side of a barn) at close range; keep a
|
||
bow pulled and aimed for a short length of time.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Hit a medium, stationary target (such as a person
|
||
standing still) at close range; make small
|
||
modifications (tauter bow string, sharper arrow
|
||
tips); identify origins and models of common
|
||
ranged weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Arm explosive or poisoned tips properly; hit a
|
||
small, stationary target (such as a Blue Sun Cola
|
||
can) at close range; recognize exotic ranged
|
||
weapons (atatl, boomerang) and historical ones
|
||
(Chief Shiny Oak’s throwing knife); create new
|
||
ranged weapons (razor-edged playing cards).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Create mastercraft bows and arrows; hit a tiny,
|
||
stationary target (the button of a coat) at close
|
||
range); make significant improvement to a ranged
|
||
weapon (infrared targeting, homing arrows).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Shoot two arrows at different targets in the same
|
||
shot; hit a miniscule target (a sideways poker
|
||
card) at close range.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Cut the ropes from around a man’s neck on the
|
||
gallows with one knife throw.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Sling a rock into a moving airship’s jet intake
|
||
from 100 yards away.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Split an arrow with another arrow fired from 300
|
||
yards away.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-ranged-weapons"
|
||
name="attr_RangedWeapons"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_heavyweapons" value="&{template:check} {{name=Heavy Weapons}} {{Roll=[[@{HeavyWeapons}]]}}" name="roll_heavyweaponscheck">Heavy Weapons</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Heavy Weapons: This Skill makes it possible for you to
|
||
bring the biggest gun to a fight—and use it! Some weapons
|
||
require a crew of two or more to operate (see Chapter
|
||
Five: Keep Flyin’ for rules on Cooperative Skill use).
|
||
Specialties: artillery, catapults, demolitions, forward
|
||
observer, mounted guns, repair heavy weapons, rocket
|
||
launchers, ship’s cannons, siege weapons.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Hit the broad side of an Alliance cruiser 50 yards
|
||
away; set and time simple explosives (a few sticks
|
||
of dynamite).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Hit a slow moving vehicle; gauge and set charges
|
||
for routine demolitions (single building/
|
||
vehicle); make small modifications to heavy
|
||
weapons or a ship’s guns.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Hit a vehicle moving at fast speed; rig or disarm
|
||
uncommon explosives; make considerable
|
||
modifications to mounted weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Hit a vehicle moving at very fast speed; create or
|
||
disable intricate explosive devices; make major
|
||
alternations to mounted weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Hit a space ship retreating at hard-burn speed;
|
||
neutralize a “tamper-proof ” explosive device.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Drill another ship right in the cockpit/ engine
|
||
room/specific vital part.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Split a tiny gap between space cruisers to hit a
|
||
nimble gunship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Launch shells to hit several distant, fast moving
|
||
targets simultaneously.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-heavy-weapons"
|
||
name="attr_HeavyWeapons"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_scientificexpertise" value="&{template:check} {{name=Scientific Expertise}} {{Roll=[[@{ScientificExpertise}]]}}" name="roll_scientificexpertisecheck">Scientific Expertise</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Scientific Expertise: You either got plenty of schooling
|
||
or you were very well taught by your own self. This Skill
|
||
measures your knowledge in the scientific fields, with
|
||
each Specialty indicating a deeper understanding of that
|
||
subject. Anyone who made it through the basic school years
|
||
can recognize fundamental facts and theories without this
|
||
Skill, but has no chance understanding concepts that are
|
||
more complicated. Note the Specialties below represent
|
||
major areas of study (earth sciences include chemistry,
|
||
geology, as an example). Specialties: earth sciences,
|
||
historical sciences, life sciences, mathematical sciences.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Know who runs what renowned research institutions;
|
||
relate the Theory of Evolution; reenact famous
|
||
experiments and discoveries; repeat common
|
||
scientific formulae.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Remember names of the foremost authorities on
|
||
certain subjects and know where to find them;
|
||
translate complex scientific jargon into common
|
||
words; identify and operate advanced laboratory
|
||
equipment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Recall obscure discoveries and the parties
|
||
responsible; explain the Theory of Relativity in
|
||
detail and get it right; identify and operate
|
||
specialized laboratory equipment; create complex
|
||
chemical compounds in an inadequate facility;
|
||
calculate advanced equations; teach advanced
|
||
university classes.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Recollect suppressed discoveries and who made
|
||
them; produce complex chemical compounds in a
|
||
makeshift facility; find and correct flaws in a
|
||
popularly accepted equation.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Go through a religious text and annotate
|
||
scientific explanations for every inconsistency or
|
||
miracle; synthesize a specific chemical compound
|
||
using only household cleaners as base components.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Re-create an unusual natural phenomenon (such as
|
||
ball lightning) using only basic materials found
|
||
in the galley.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Use mathematical probability to predict the
|
||
winning numbers for a planetary lottery.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Calculate the precise location of Earth-That-Was
|
||
using only a grammar-school history book and a
|
||
crude telescope.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-scientific-expertise"
|
||
name="attr_ScientificExpertise"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_influence" value="&{template:check} {{name=Influence}} {{Roll=[[@{Influence}]]}}" name="roll_influencecheck">Influence</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Influence: Sometimes words are more powerful than a gun.
|
||
This Skill can help you win friends and influence people,
|
||
or if the situation demands, sweet-talk them into giving
|
||
you what you need. (Note: Most uses of Influence can be
|
||
opposed by the target’s Attributes or Skills, so the
|
||
examples below may not always apply.) Specialties:
|
||
administration, barter, bureaucracy, conversation,
|
||
counseling, interrogation, intimidation, leadership,
|
||
marketing, persuasion, politics, seduction, streetwise.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Bluff landlubber yokels into thinking you’ll blow
|
||
a crater in their backwater moon when your
|
||
transport ship has no guns; grease the right palms
|
||
of local underworld or government; intimidate a
|
||
child; seduce someone who’s already smothering you
|
||
in kisses.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Administrate daily business for a small business
|
||
or town; promote products from a major
|
||
manufacturer; negotiate shuttle rentals; bribe
|
||
crime boss or state official you once crossed;
|
||
fool townsfolk into doing something they’re not
|
||
opposed to doing; book passengers on your ship;
|
||
dig up the latest scuttlebutt on a high-ranking
|
||
government official; intimidate a non-violent
|
||
person.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Run daily business for a large corporation,
|
||
province, or large colony; negotiate a large
|
||
purchase (property, vehicle); convince someone to
|
||
do you a big favor; intimidate a stubborn
|
||
individual; seduce an honorable person who is in a
|
||
committed relationship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Handle an administrative crisis for a government
|
||
or corporation; keep two bloodthirsty rivals from
|
||
killing each other; work deceptive, but iron-clad
|
||
fine print into a contract; try to seduce a
|
||
trained Companion.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Hornswoggle wealthy passengers into paying
|
||
outrageous fares for standard passage on your fei
|
||
oo vessel; convince two bloodthirsty rivals to
|
||
kiss and make up; intimidate a hardened war
|
||
veteran or mercenary; seduce a religious figure
|
||
who has taken a vow of celibacy.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Convince a peaceable person to risk his life for
|
||
someone else’s cause; win over a hostile crowd
|
||
with a short, impromptu speech; find a tiny
|
||
loophole that gets you out of an otherwise
|
||
rocksolid contract.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Convince a terrified, unarmed person to stand and
|
||
fight oncoming Reavers; change the popular opinion
|
||
of an entire planet with a short statement.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Intimidate a Reaver; convince a village full of
|
||
zealous hill-folk not to burn your crazy sister as
|
||
a witch.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-influence"
|
||
name="attr_Influence"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_survival" value="&{template:check} {{name=Survival}} {{Roll=[[@{Survival}]]}}" name="roll_survivalcheck">Survival</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Survival: You never know when you’re going to find
|
||
yourself stranded buck-naked in the desert or drifting all
|
||
by your lonesome in space. Whenever you find yourself in
|
||
such a situation, you roll a Skill check to see how well
|
||
you handle it. Specialties: aerial survival, aquatic
|
||
survival, general navigation, land survival, nature, space
|
||
survival, specific environment (e.g., zero-G) or condition
|
||
survival (e.g., heat, cold, toxic), tracking, trapping.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Build a campfire; recognize prominent star
|
||
constellations; forage for food and water supplies
|
||
on camp ground.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Start fire with tindersticks; hunt deer or other
|
||
common wild game; identify signs of creatures
|
||
living nearby; perform minor first aid; find water
|
||
supply in most environments; identify poisonous
|
||
plants; set snares for squirrels and similar small
|
||
animals.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Hunt boar and other ferocious wild game; survive
|
||
quicksand or flash flood; find food and water
|
||
supplies in bad weather; bandage a serious wound;
|
||
apply a tourniquet correctly; treat frostbite and
|
||
other harsh environmental hazards; adapt to
|
||
temperature changes in a desert; set traps for
|
||
panthers or other large beasts.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Hunt polar bears on a glacier; evade killer sharks
|
||
in an ocean; treat hypothermia and other lethal
|
||
environmental hazards; neutralize deadly venoms;
|
||
adapt to an unpredicted, drastic climate/
|
||
temperature shift.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Find food, water, and shelter in barren
|
||
environment; locate trails on backwater planets
|
||
you’ve only heard stories about.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Survive for an extended period on the open ocean
|
||
with no food or drinkable water.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Track a jackrabbit through thick forest in a
|
||
hurricane.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Drift though deep space with low air reserves and
|
||
no heat source—and live.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-survival" name="attr_Survival">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_knowledge" value="&{template:check} {{name=Knowledge}} {{Roll=[[@{Knowledge}]]}}" name="roll_knowledgecheck">Knowledge</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Knowledge: Some folk can tell you how many dimples are on
|
||
a golf ball. Others know how to wash protein stains off a
|
||
red flannel shirt. This Skill gives you a broad general
|
||
knowledge of everything and detailed knowledge for each
|
||
Specialty you take. Note that there is a difference
|
||
between applied knowledge and “book learning.” You can’t
|
||
have both. For instance, you can’t have “Gunsmithing”
|
||
because that’s a Specialization of Gun Combat and counts
|
||
as applied knowledge. (You might have once read a book on
|
||
guns, but that doesn’t mean you know how to manufacture a
|
||
gun.) Specialties: appraisal, cultures, history, law,
|
||
literature, philosophy, religion, sports.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Recognize names of important Alliance Parliament
|
||
senators; know common information about major
|
||
worlds like Londinum and locate them on a system
|
||
map; remember facts that are in primary school
|
||
textbooks.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Recognize names of local celebrities/ legendary
|
||
figures, and recount their deeds; know the origins
|
||
and history of major artifacts or antiques; recall
|
||
rules and etiquettes of culture in detail; quote
|
||
popular scripture passages out of a major
|
||
religious text (“The Lord is my shepherd…”);
|
||
recall facts found in high-school textbooks.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Know the origins and recent past of minor
|
||
artifacts/antiques; estimate the worth of a silk
|
||
tapestry made in Sihnon; find Bathgate Abbey;
|
||
recount the starting lineup for a champion sports
|
||
team; remember information found in a college
|
||
textbook (such as Mudder’s Milk being similar to
|
||
ancient Egypt’s “liquid bread”).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Understand what the badges and sashes indicate for
|
||
the nobility of Persephone; recall specific
|
||
passages from scholarly papers written by
|
||
distinguished professors.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Recognize the betrothal/marriage ritual of a
|
||
backwater settlement; remember the names of
|
||
individual soldiers in a large army regiment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Recall facts of an absurd Earth-ThatWas fad (such
|
||
as pet rocks or disco music); recite verbatim
|
||
entire books of religious scripture.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Remember obscure figures from history with no
|
||
context to work from; recite a long string of
|
||
unrelated numbers in proper sequence.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Recite all the dialogue of a childhood vidshow
|
||
seen only once; recall exact survey statistics
|
||
from a fifteen-year-long terraforming project.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-knowledge"
|
||
name="attr_Knowledge"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_technicalengineering" value="&{template:check} {{name=Technical Engineering}} {{Roll=[[@{TechnicalEngineering}]]}}" name="roll_technicalengineeringcheck">Technical Engineering</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Technical Engineering: With this Skill you can use
|
||
machines that run on complicated electronics and
|
||
computerized components, as well as engage in computer
|
||
hacking and programming. You can wave-order deliveries and
|
||
open programs without this Skill, though anything more
|
||
complicated, and you’ll be staring at a screenful of error
|
||
logs. Specialties: communications systems, computer
|
||
programming, hacking, create/alter technical devices,
|
||
demolitions, electronics, technical repair, technical
|
||
security systems.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Repair a simple short-range wave comm; identify
|
||
and fix standard electric and electronic devices;
|
||
hook up a large computer network.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Build a decent short-range wave comm; identify and
|
||
operate advanced electric and electronic devices;
|
||
override standard computer encryptions; reprogram
|
||
a service drone or machine; repair moderate
|
||
automated system damage; break into an unprotected
|
||
computer system; pipe out comm static on all
|
||
frequencies.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Build a functional long-range wave comm or a
|
||
listening bug; identify and operate specialized
|
||
electric and electronic devices; override security
|
||
gate or airlock codes; repair heavy automated
|
||
system damage; reconfigure a large computer
|
||
network; identify hidden code embedded in a wave
|
||
broadcast; implement advanced technical
|
||
modifications such as photoelectric cells; hack
|
||
into a small company’s computer system.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Build advanced technical devices; identify and
|
||
operate innovative electric and electronic
|
||
systems; override encryptions and codes of
|
||
important government or corporate facilities;
|
||
repair severe automated system damage; reconfigure
|
||
a world-wide computer network; implement original
|
||
technical modification; hack into a well-protected
|
||
corporate security system.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Build a sophisticated technical device from
|
||
improvised components; override the encryptions of
|
||
a Blue Sun secret file; repair a totally fried
|
||
system with scavenged parts during battle;
|
||
deactivate an assassin droid in combat using a
|
||
remote.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Hack into a government or military computer
|
||
system; re-program a robot to fulfill a function
|
||
it was not designed for.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Send an overriding vid broadcast to every receiver
|
||
in the system; track an encrypted wave message
|
||
back to its origin terminal.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Hack into an Alliance cruiser’s controls and
|
||
control it remotely.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-technical-engineering"
|
||
name="attr_TechnicalEngineering"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_linguist" value="&{template:check} {{name=Linguist}} {{Roll=[[@{Linguist}]]}}" name="roll_linguistcheck">Linguist</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Linguist: Talking won’t do any good if no one understands
|
||
what you’re saying. Just about everybody in the ‘Verse
|
||
speaks English and Chinese (to one degree or another). The
|
||
Linguist general Skill covers basic familiarity with
|
||
various languages, though its use won’t grant you
|
||
fluency—meaning you won’t be able to follow a fast moving
|
||
conversation in another language. Specialties represent
|
||
familiarity or training with a specific non-native tongue.
|
||
Note that you are automatically fluent in any language
|
||
that is a part of your background. Specialties: Arabic,
|
||
Armenian, French, German, Hindu, Japanese, Latin,
|
||
Portuguese, Russian, Tagalog, Swahili, Swedish, etc.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Essential words and phrases for a seasoned
|
||
traveler (“Food?” “Where restroom?” “How much?”
|
||
“No!”); basic grammar; simple everyday greetings.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Basic conversation (“How is the weather?” “What is
|
||
your wife’s name?”); interpret basic ideas of a
|
||
literature or film; identity one language from
|
||
another in a similar group (Danish from Norwegian,
|
||
Turkish from Hungarian).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Fluent conversation (“You must give me that
|
||
Neptune Colony recipe for the Crescent Sea Oyster
|
||
Graparon!”); translate foreign literature or
|
||
verbal communication in detail; identify one
|
||
dialect from another in the same language
|
||
(Cantonese from Taiwanese; Titan Colony from
|
||
Newbury Port).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Native conversation, including expressions and
|
||
colloquialisms; translate old, historical version
|
||
of a modern language (Medieval English); interpret
|
||
basic meaning of text recorded in an ancient
|
||
language (Latin, Hieroglyphics).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Comprehend full meaning of philosophical,
|
||
religious, or scientific treatises written in an
|
||
ancient language.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Translate incomplete text written in a forgotten
|
||
ancient dialect.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Summarize complete work of Shakespeare in Greek,
|
||
Chinese, and Apache simultaneously.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>Swear up a storm in Babylonian.</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-linguist" name="attr_Linguist">
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_unarmedcombat" value="&{template:check} {{name=Unarmed Combat}} {{Roll=[[@{UnarmedCombat}]]}}" name="roll_unarmedcombatcheck">Unarmed Combat</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Unarmed Combat: They say never hit a man with a closed
|
||
fist, but it is—on occasion—necessary. And sometimes
|
||
nothing brings more satisfaction to one’s soul than
|
||
delivering a good old-fashioned punch to the jaw. For
|
||
those who relish those occasions, this is the skill to
|
||
use, whether it’s a knee to the groin, kick to the shin,
|
||
hook to the chin, chop to the throat or gouge to the eye.
|
||
Note that while Unarmed Combat doesn’t involve the use of
|
||
weapons, this and the Brawling specialty can allow you to
|
||
use weapons of opportunity (beer bottles, etc.).
|
||
Specialties: boxing, brawling, judo, karate, kung fu,
|
||
savate, wrestling.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Land a sucker punch; hit a head butt (“no one ever
|
||
expects a head butt!”); kick to the groin; twist
|
||
an arm; gouge eyes; elbow to the gut.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Identify major martial art styles and techniques;
|
||
hold average ranking (up to but not including
|
||
black belt) in martial arts; fight for prize money
|
||
in local contests, hold your own in a bar fight.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Analyze opponent’s fighting style, judging whether
|
||
or not he’s a better fighter; recognize exotic
|
||
martial arts; black belt in martial arts; fight
|
||
for prize money in Core world casinos, know
|
||
specialized kicks and punches that can quickly
|
||
disable an opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Break five thick boards with one strike; know
|
||
specialized techniques that can quickly and
|
||
silently kill an opponent; win a major boxing
|
||
championship; hold a third-degree black belt or
|
||
higher; disarm, disable, or kill an attacking,
|
||
armed opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Break five cinder blocks with one strike; pick up
|
||
Jayne and toss him out a window.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Take on twenty Reavers unarmed and by yourself.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>Knock out a horse with a punch to the jaw.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Kick a hole in the metal door of an Alliance
|
||
cruiser using your bare foot.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-unarmed-combat"
|
||
name="attr_UnarmedCombat"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
><button class="sheet-textButton" type="roll" name="roll_mechanicalengineering" value="&{template:check} {{name=Mechanical Engineering}} {{Roll=[[@{MechanicalEngineering}]]}}" name="roll_mechanicalengineeringcheck">Mechanical Engineering</button><span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Mechanical Engineering: You know what they say: “there
|
||
are always places to see, things to break.” And with this
|
||
Skill, you’ll be there to fix ‘em, so long as the things
|
||
have nuts and bolts and don’t run on fancy computers. You
|
||
can handle very simple tasks such as changing a light bulb
|
||
or tightening a screw without this Skill, but you’ll need
|
||
it to deal with more complicated workings. Specialties:
|
||
create mechanical devices, machinery maintenance,
|
||
mechanical repairs, fix mechanical security systems,
|
||
plumbing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Set up pulleys, conveyors, axles, and other simple
|
||
machines effectively; identify problems and make
|
||
simple repairs to standard mechanical devices.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Build an irrigation system; operate more complex
|
||
mechanical devices such as a drill-press or
|
||
laser-welder; disable standard machines and
|
||
gadgets; fix moderate mechanical system damage;
|
||
make standard modifications (install a vacuum pump
|
||
system in an old engine).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Construct a Core ambulance from scrapheap parts;
|
||
operate/disable complex mechanical devices such as
|
||
a catalytic cracking unit in an oil refinery;
|
||
repair severe mechanical system damage; create a
|
||
non-standard use of existing machines (such as
|
||
setting up a Crazy Ivan maneuver).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Reverse-engineer a mechanical innovation; boost
|
||
the performance of a mechanical device (such as
|
||
giving a short speed-boost to a Firefly Class
|
||
transport ship).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Go beyond double the performance limit of a
|
||
mechanical system for a brief period of time;
|
||
implement permanent, significant mechanical
|
||
upgrades to a ship when you have limited
|
||
resources.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Repair catastrophic mechanical damage with
|
||
scavenged parts; improvise a sophisticated
|
||
mechanical device from spare parts; identify
|
||
nonworking components on a ship while you are
|
||
recovering from a gun-shot wound that nearly
|
||
killed you.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Keep a mechanical system running despite a serious
|
||
problem or damaged part (such as a burnt-out
|
||
catalyzer); improvise a sophisticated mechanical
|
||
device using non-standard components (such as
|
||
chewing gum, tin foil, and a magnifying glass).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Re-start a fusion engine cold before a plummeting
|
||
ship hits the ground.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-mechanical-engineering"
|
||
name="attr_MechanicalEngineering"
|
||
>
|
||
<option value="d0" selected>d0</option>
|
||
<option value="d2">d2</option>
|
||
<option value="d4">d4</option>
|
||
<option value="d6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
|
||
<!-- SPECIALTIES -->
|
||
<div
|
||
class="sheet-serenity-fieldset sheet-serenity-character-specialties"
|
||
>
|
||
<span class="sheet-serenity-fieldset-title">Skill Specialties</span>
|
||
<fieldset class="repeating_specialties">
|
||
<select class="sheet-serenity-skills" name="attr_Skill">
|
||
<option value="Animal Handling">Animal Handling</option>
|
||
<option value="Artistry">Artistry</option>
|
||
<option value="Athletics">Athletics</option>
|
||
<option value="Covert">Covert</option>
|
||
<option value="Craft">Craft</option>
|
||
<option value="Discipline">Discipline</option>
|
||
<option value="Guns">Guns</option>
|
||
<option value="Heavy Weapons">Heavy Weapons</option>
|
||
<option value="Influence">Influence</option>
|
||
<option value="Knowledge">Knowledge</option>
|
||
<option value="Linguist">Linguist</option>
|
||
<option value="Mechanical Engineering">
|
||
Mechanical Engineering
|
||
</option>
|
||
<option value="Medical Expertise">Medical Expertise</option>
|
||
<option value="Melee Weapons">Melee Weapons</option>
|
||
<option value="Perception">Perception</option>
|
||
<option value="Performance">Performance</option>
|
||
<option value="Pilot">Pilot</option>
|
||
<option value="Planetary Vehicles">Planetary Vehicles</option>
|
||
<option value="Ranged Weapons">Ranged Weapons</option>
|
||
<option value="Scientific Expertise">Scientific Expertise</option>
|
||
<option value="Survival">Survival</option>
|
||
<option value="Technical Engineering">
|
||
Technical Engineering
|
||
</option>
|
||
<option value="Unarmed Combat">Unarmed Combat</option>
|
||
</select>
|
||
<input
|
||
type="text"
|
||
class="sheet-serenity-specialty"
|
||
name="attr_Specialty"
|
||
/>
|
||
<select class="sheet-serenity-specialty-level" name="attr_Level">
|
||
<option value="d8" selected>d8</option>
|
||
<option value="d10">d10</option>
|
||
<option value="d12">d12</option>
|
||
<option value="d12+d2">d12 + d2</option>
|
||
<option value="d12+d4">d12 + d4</option>
|
||
<option value="d12+d6">d12 + d6</option>
|
||
<option value="d12+d8">d12 + d8</option>
|
||
<option value="d12+d10">d12 + d10</option>
|
||
<option value="d12+d12">d12 + d12</option>
|
||
</select>
|
||
<span><button class='sheet-small-button' type="roll" value="&{template:check} {{name=@{Skill}: @{Specialty}}} {{Roll=[[@{Level}]]}}" name="roll_specialties"</button></span>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- ASSETS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-assets">
|
||
<span class="sheet-serenity-fieldset-title">Assets</span>
|
||
<fieldset class="repeating_assets">
|
||
<select class="sheet-serenity-assets" name="attr_Asset">
|
||
<option
|
||
value="-1 reduction in wound penalty"
|
||
title="-1 reduction in wound penalty"
|
||
>
|
||
Ain't Got Time to Bleed (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 reduction in wound penalty."
|
||
title="-2 reduction in wound penalty."
|
||
>
|
||
Ain't Got Time to Bleed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 on any socializing skill rolls"
|
||
title="+2 on any socializing skill rolls"
|
||
>
|
||
Allure (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2."
|
||
title="Related plot points spent increased by 2."
|
||
>
|
||
Allure (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 on any socializing skill rolls."
|
||
title="+4 on any socializing skill rolls."
|
||
>
|
||
Allure (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to Athletic skill rolls"
|
||
title="+2 to Athletic skill rolls"
|
||
>
|
||
Athlete (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2."
|
||
title="Related plot points spent increased by 2."
|
||
>
|
||
Athlete (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 to Athletic skill rolls."
|
||
title="+4 to Athletic skill rolls."
|
||
>
|
||
Athlete (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to influence to deal with red tape in a single chosen system"
|
||
title="+2 to influence to deal with red tape in a single chosen system"
|
||
>
|
||
Blue Blood (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to influence to deal with red tape 'Verse wide."
|
||
title="+2 to influence to deal with red tape 'Verse wide."
|
||
>
|
||
Blue Blood (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to pilot rolls for land or air/space"
|
||
title="+2 to pilot rolls for land or air/space"
|
||
>
|
||
Born Behind the Wheel (minor) - Cost: 2 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2."
|
||
title="Related plot points spent increased by 2."
|
||
>
|
||
Born Behind the Wheel (major) - Cost: 4 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="+4 to pilot rolls for land or air/space."
|
||
title="+4 to pilot rolls for land or air/space."
|
||
>
|
||
Born Behind the Wheel (major) - Cost: 4 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 0g +2 vacc +1 steward -1 all dirtside activities."
|
||
title="+2 0g +2 vacc +1 steward -1 all dirtside activities."
|
||
>
|
||
Born in the Black (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Comms Sensors Computers"
|
||
title="+2 bonus to Comms Sensors Computers"
|
||
>
|
||
Comp. Tech (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Comms Sensors Computers."
|
||
title="+4 bonus to Comms Sensors Computers."
|
||
>
|
||
Comp. Tech (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Difficulty to find info on you in the Cortex is +8"
|
||
title="Difficulty to find info on you in the Cortex is +8"
|
||
>
|
||
Cortex Specter (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You don't exist in the Cortex at all."
|
||
title="You don't exist in the Cortex at all."
|
||
>
|
||
Cortex Specter (major) - Cost: 4
|
||
</option>
|
||
<option value="1.5x Movement Speed" title="1.5x Movement Speed">
|
||
Fast on Your Feet (minor) - Cost: 2
|
||
</option>
|
||
<option value="2x Movement Speed." title="2x Movement Speed.">
|
||
Fast on Your Feet (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You can take one non-combat action each turn without penalty."
|
||
title="You can take one non-combat action each turn without penalty."
|
||
>
|
||
Fightin' Type (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
|
||
title="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
|
||
>
|
||
Friends in High Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
title="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
>
|
||
Friends in High Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence."
|
||
title="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence."
|
||
>
|
||
Friends in High Places (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
|
||
title="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
|
||
>
|
||
Friends in Low Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
title="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
>
|
||
Friends in Low Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence."
|
||
title="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence."
|
||
>
|
||
Friends in Low Places (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 in social skills where your name/reputation is involved"
|
||
title="+2 in social skills where your name/reputation is involved"
|
||
>
|
||
Good Name (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in social skills where your name/reputation is involved."
|
||
title="+4 in social skills where your name/reputation is involved."
|
||
>
|
||
Good Name (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to resist poison or disease"
|
||
title="+2 bonus to resist poison or disease"
|
||
>
|
||
Healthy as a Horse (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to resist poison or disease."
|
||
title="+4 bonus to resist poison or disease."
|
||
>
|
||
Healthy as a Horse (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to resist alcohol drugs gas or poison"
|
||
title="+2 bonus to resist alcohol drugs gas or poison"
|
||
>
|
||
Heavy Tolerance (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to resist alcohol drugs gas or poison."
|
||
title="+4 bonus to resist alcohol drugs gas or poison."
|
||
>
|
||
Heavy Tolerance (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge-based skill role"
|
||
title="+2 bonus to any knowledge-based skill role"
|
||
>
|
||
Highly Educated (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to any knowledge-based skill role."
|
||
title="+4 bonus to any knowledge-based skill role."
|
||
>
|
||
Highly Educated (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to riding vet anything with animals"
|
||
title="+2 bonus to riding vet anything with animals"
|
||
>
|
||
Home on the Range (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to riding vet anything with animals."
|
||
title="+4 bonus to riding vet anything with animals."
|
||
>
|
||
Home on the Range (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to hide stealth disguise avoid detection"
|
||
title="+2 bonus to hide stealth disguise avoid detection"
|
||
>
|
||
In Plain Sight (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to hide stealth disguise avoid detection."
|
||
title="+4 bonus to hide stealth disguise avoid detection."
|
||
>
|
||
In Plain Sight (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Someone of substance wants to marry you and is constantly pursuing you"
|
||
title="Someone of substance wants to marry you and is constantly pursuing you"
|
||
>
|
||
Influential Suitor (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to intimidation interrogation bullying etc. "
|
||
title="+2 bonus to intimidation interrogation bullying etc. "
|
||
>
|
||
Intimidatin' Manner (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to intimidation interrogation bullying etc."
|
||
title="+4 bonus to intimidation interrogation bullying etc."
|
||
>
|
||
Intimidatin' Manner (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
|
||
title="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
|
||
>
|
||
Leadership (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You may also apply plot points to improve team actions relating to the same goal."
|
||
title="You may also apply plot points to improve team actions relating to the same goal."
|
||
>
|
||
Leadership (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Once per session +4 bonus to team on any one action relating to a pre-designated goal."
|
||
title="Once per session +4 bonus to team on any one action relating to a pre-designated goal."
|
||
>
|
||
Leadership (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to detection if someone is sneaking up on you while asleep"
|
||
title="+2 bonus to detection if someone is sneaking up on you while asleep"
|
||
>
|
||
Light Sleeper (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Initiative"
|
||
title="+2 bonus to Initiative"
|
||
>
|
||
Lightnin' Reflexes (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Initiative."
|
||
title="+4 bonus to Initiative."
|
||
>
|
||
Lightnin' Reflexes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to math accounting engineering science etc. Most math solved without roll"
|
||
title="+2 to math accounting engineering science etc. Most math solved without roll"
|
||
>
|
||
Math Whiz (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 to math accounting engineering science etc. Most math solved without roll."
|
||
title="+4 to math accounting engineering science etc. Most math solved without roll."
|
||
>
|
||
Math Whiz (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
|
||
title="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
|
||
>
|
||
Mean Left Hook (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Forces an endurance check on the target with a successful unarmed hit"
|
||
title="Forces an endurance check on the target with a successful unarmed hit"
|
||
>
|
||
Mean Left Hook (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix. "
|
||
title="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix. "
|
||
>
|
||
Mechanical Empathy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
title="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
>
|
||
Mechanical Empathy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to diagnose problems (choose mechanical or electronic/computer."
|
||
title="+4 bonus to diagnose problems (choose mechanical or electronic/computer."
|
||
>
|
||
Mechanical Empathy (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Skills in finding things/people for a single planet and resource"
|
||
title="Skills in finding things/people for a single planet and resource"
|
||
>
|
||
Middleman (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Skills in finding things/people system-wide and multiple resources."
|
||
title="Skills in finding things/people system-wide and multiple resources."
|
||
>
|
||
Middleman (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Known for an item that's always with you (hat gun jacket etc)"
|
||
title="Known for an item that's always with you (hat gun jacket etc)"
|
||
>
|
||
Mighty Fine Hat (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
|
||
title="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
|
||
>
|
||
Military Rank (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
|
||
title="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
|
||
>
|
||
Moneyed Individual (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half"
|
||
title="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half"
|
||
>
|
||
Natural Linguist (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
title="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
>
|
||
Nature Lover (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)."
|
||
title="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)."
|
||
>
|
||
Nature Lover (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
|
||
title="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
|
||
>
|
||
Nose for Trouble (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to rolls to determine surprise"
|
||
title="+2 bonus to rolls to determine surprise"
|
||
>
|
||
Nose for Trouble (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Can spend 1 plot point to negate all effects of surprise."
|
||
title="Can spend 1 plot point to negate all effects of surprise."
|
||
>
|
||
Nose for Trouble (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 bonus to rolls to determine surprise."
|
||
title="+4 bonus to rolls to determine surprise."
|
||
>
|
||
Nose for Trouble (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Your prior service pays you for the option to consult you in the future access to minor income GM tool."
|
||
title="Your prior service pays you for the option to consult you in the future access to minor income GM tool."
|
||
>
|
||
On Retainer (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to psion talent rolls."
|
||
title="+2 bonus to psion talent rolls."
|
||
>
|
||
Reader (psionic > 8) (minor) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 bonus to psion talent rolls."
|
||
title="+4 bonus to psion talent rolls."
|
||
>
|
||
Reader (psionic > 8) (major) - Cost: 8
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
|
||
title="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
|
||
>
|
||
Reader (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)."
|
||
title="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)."
|
||
>
|
||
Reader (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Influence-based actions in dealing with those who respect your station"
|
||
title="+2 bonus to Influence-based actions in dealing with those who respect your station"
|
||
>
|
||
Registered Companion (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="(follower of chosen religion) +2 bonus to Willpower once per session"
|
||
title="(follower of chosen religion) +2 bonus to Willpower once per session"
|
||
>
|
||
Religiosity (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="(follower) +2 Willpower skills in crisis"
|
||
title="(follower) +2 Willpower skills in crisis"
|
||
>
|
||
Religiosity (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station."
|
||
title="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station."
|
||
>
|
||
Religiosity (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="(teacher) +4 +2 in social skills/influence involving the religion."
|
||
title="(teacher) +4 +2 in social skills/influence involving the religion."
|
||
>
|
||
Religiosity (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Jack of all Trades +1"
|
||
title="Jack of all Trades +1"
|
||
>
|
||
Renaissance Man (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Jack of all Trades +2."
|
||
title="Jack of all Trades +2."
|
||
>
|
||
Renaissance Man (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to medicine and medical skills"
|
||
title="+2 bonus to medicine and medical skills"
|
||
>
|
||
Sawbones (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to medicine and medical skills."
|
||
title="+4 bonus to medicine and medical skills."
|
||
>
|
||
Sawbones (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to alertness/perception for chosen sense"
|
||
title="+2 bonus to alertness/perception for chosen sense"
|
||
>
|
||
Sharp Sense (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+4 bonus to alertness/perception for chosen sense."
|
||
title="+4 bonus to alertness/perception for chosen sense."
|
||
>
|
||
Sharp Sense (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 bonus to willpower check to avoid shaken/frighten"
|
||
title="+2 bonus to willpower check to avoid shaken/frighten"
|
||
>
|
||
Steady Calm (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Never startled rattled shaken or afraid (except under external circum like drugs)."
|
||
title="Never startled rattled shaken or afraid (except under external circum like drugs)."
|
||
>
|
||
Steady Calm (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to positive social interactions (i.e. not intimidate)"
|
||
title="+2 to positive social interactions (i.e. not intimidate)"
|
||
>
|
||
Sweet and Cheerful (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to chosen skill specialty in all situations"
|
||
title="+2 bonus to chosen skill specialty in all situations"
|
||
>
|
||
Talented (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+1 bonus to chosen skill in all situations"
|
||
title="+1 bonus to chosen skill in all situations"
|
||
>
|
||
Talented (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Each progression to higher die costs 2 less than normal during advancement."
|
||
title="Each progression to higher die costs 2 less than normal during advancement."
|
||
>
|
||
Talented (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 bonus to chosen skill in all situations."
|
||
title="+2 bonus to chosen skill in all situations."
|
||
>
|
||
Talented (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option value="Instruction +1" title="Instruction +1">
|
||
Teacher (minor) - Cost: 2
|
||
</option>
|
||
<option value="Instruction +2." title="Instruction +2.">
|
||
Teacher (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
|
||
title="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
|
||
>
|
||
Things go Smooth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)."
|
||
title="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)."
|
||
>
|
||
Things go Smooth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic clarity."
|
||
title="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic clarity."
|
||
>
|
||
Total Recall (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge skill (you never forget details you've experienced)."
|
||
title="+2 bonus to any knowledge skill (you never forget details you've experienced)."
|
||
>
|
||
Total Recall (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You gain 2 extra life points"
|
||
title="You gain 2 extra life points"
|
||
>
|
||
Tough as Nails (minor) - Cost: 2
|
||
</option>
|
||
<option value="Resist 1 melee dmg" title="Resist 1 melee dmg">
|
||
Tough as Nails (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You gain 4 extra life points."
|
||
title="You gain 4 extra life points."
|
||
>
|
||
Tough as Nails (major) - Cost: 4
|
||
</option>
|
||
<option value="Resist 2 melee dmg." title="Resist 2 melee dmg.">
|
||
Tough as Nails (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus on rolls to convince someone to trust you"
|
||
title="+2 bonus on rolls to convince someone to trust you"
|
||
>
|
||
Trustworthy Face (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus on rolls to convince someone to trust you."
|
||
title="+4 bonus on rolls to convince someone to trust you."
|
||
>
|
||
Trustworthy Face (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
title="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
>
|
||
Trustworthy Gut (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****."
|
||
title="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****."
|
||
>
|
||
Trustworthy Gut (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Ambidextrous No off-hand penalty."
|
||
title="Ambidextrous No off-hand penalty."
|
||
>
|
||
Two-fisted (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty."
|
||
title="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty."
|
||
>
|
||
Two-fisted (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
|
||
title="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
|
||
>
|
||
Walking Timepiece (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Always knows time and elapsed time (human stopwatch)"
|
||
title="Always knows time and elapsed time (human stopwatch)"
|
||
>
|
||
Walking Timepiece (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
|
||
title="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
|
||
>
|
||
Wears a Badge (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to social influence in region (local law enforcement)."
|
||
title="+2 to social influence in region (local law enforcement)."
|
||
>
|
||
Wears a Badge (minor) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Your authority covers most of the system."
|
||
title="Your authority covers most of the system."
|
||
>
|
||
Wears a Badge (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 to social influence in region (system law enforcement)."
|
||
title="+4 to social influence in region (system law enforcement)."
|
||
>
|
||
Wears a Badge (major) - Cost: 8
|
||
</option>
|
||
</select>
|
||
<div class="sheet-serenity-asset-specialization">
|
||
Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_Specialization"
|
||
title="Asset Specialization (if applicable)"
|
||
/>
|
||
</div>
|
||
<div class="sheet-serenity-asset-description">
|
||
<span name="attr_Asset"></span>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
<label class="sheet-serenity-character-custom-assets">
|
||
<input
|
||
type="checkbox"
|
||
class="sheet-serenity-custom-asset-enable"
|
||
name="attr_AllowCustomAssets"
|
||
/>
|
||
<span class="sheet-serenity-arrow">Custom</span>
|
||
<div class="sheet-serenity-custom-assets">
|
||
<fieldset class="repeating_customAssets">
|
||
<label class="sheet-serenity-custom-asset">
|
||
Asset:
|
||
<textarea
|
||
rows="1"
|
||
name="attr_CustomAssetTitle"
|
||
title="Custom asset title & description"
|
||
></textarea>
|
||
</label>
|
||
<div>
|
||
<label class="sheet-serenity-asset-specialization"
|
||
>Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_CustomAssetSpecialization"
|
||
title="Asset Specialization (if applicable)"
|
||
/>
|
||
</label>
|
||
<select name="attr_CustomAssetLevel">
|
||
<option value="Major">Major</option>
|
||
<option value="Minor">Minor</option>
|
||
</select>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
</div>
|
||
</label>
|
||
</div>
|
||
|
||
<!-- COMPLICATIONS -->
|
||
<div
|
||
class="sheet-serenity-fieldset sheet-serenity-character-complications"
|
||
>
|
||
<span class="sheet-serenity-fieldset-title">Complications</span>
|
||
<fieldset class="repeating_complications">
|
||
<select
|
||
class="sheet-serenity-complications"
|
||
name="attr_Complication"
|
||
>
|
||
<option
|
||
value="Easily distracted -2 to any activity when it's chaotic"
|
||
title="Easily distracted -2 to any activity when it's chaotic"
|
||
>
|
||
Absent Minded (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all physical skills in presence of chosen substance"
|
||
title="-2 to all physical skills in presence of chosen substance"
|
||
>
|
||
Allergy (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
|
||
title="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
|
||
>
|
||
Allergy (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock."
|
||
title="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock."
|
||
>
|
||
Allergy (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option value="Block of time" title="Block of time">
|
||
Amnesia (minor) - Cost: 2
|
||
</option>
|
||
<option value="Identity/past." title="Identity/past.">
|
||
Amnesia (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to influence and -2 to willpower to resist wiles of your 'type'"
|
||
title="-2 to influence and -2 to willpower to resist wiles of your 'type'"
|
||
>
|
||
Amorous (over sexed) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to social skills vs opposite sex to influence"
|
||
title="-2 to social skills vs opposite sex to influence"
|
||
>
|
||
Amorous (over sexed) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
|
||
title="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
|
||
>
|
||
Amputee (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
|
||
title="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
|
||
>
|
||
Amputee (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn."
|
||
title="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn."
|
||
>
|
||
Bleeder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free."
|
||
title="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
|
||
>
|
||
Blind (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skills where your reputation comes into play"
|
||
title="-2 to social skills where your reputation comes into play"
|
||
>
|
||
Branded (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Everyone knows your reputation (some sympathize however)."
|
||
title="Everyone knows your reputation (some sympathize however)."
|
||
>
|
||
Branded (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to social skills where your reputation comes into play."
|
||
title="-4 to social skills where your reputation comes into play."
|
||
>
|
||
Branded (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Anger management issues -2 to peaceable social actions with tension"
|
||
title="Anger management issues -2 to peaceable social actions with tension"
|
||
>
|
||
Chip On Your Shoulder (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Anger Management Issues - Must make a willpower check when provoked or attack automatically, -2 to Willpower checks to avoid violence"
|
||
title="Anger Management Issues - Must make a willpower check when provoked or attack automatically, -2 to Willpower checks to avoid violence"
|
||
>
|
||
Chip On Your Shoulder (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Anger management issues Berserk when Wounded focusing only on the one who wounded you."
|
||
title="Anger management issues Berserk when Wounded focusing only on the one who wounded you."
|
||
>
|
||
Chip On Your Shoulder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded."
|
||
title="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded."
|
||
>
|
||
Chip On Your Shoulder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="No emotions no connection with humanity -2 to social interactions"
|
||
title="No emotions no connection with humanity -2 to social interactions"
|
||
>
|
||
Cold As the Black (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
|
||
title="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
|
||
>
|
||
Combat Paralysis (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off."
|
||
title="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off."
|
||
>
|
||
Combat Paralysis (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic."
|
||
title="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic."
|
||
>
|
||
Combat Paralysis (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="If somewhere shopping is possible MUST spend money"
|
||
title="If somewhere shopping is possible MUST spend money"
|
||
>
|
||
Compulsive Shopper (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
|
||
title="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
|
||
>
|
||
Coward (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 on combat actions when you're in danger"
|
||
title="-2 on combat actions when you're in danger"
|
||
>
|
||
Coward (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head."
|
||
title="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head."
|
||
>
|
||
Coward (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Inflexible principles - Mild consequences for following chosen credo (examples: Always defend a lady, never run from a fight)"
|
||
title="Inflexible principles - Mild consequences for following chosen credo (examples: Always defend a lady, never run from a fight)"
|
||
>
|
||
Credo (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)."
|
||
title="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)."
|
||
>
|
||
Credo (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to social skills to influence in 'proper' settings"
|
||
title="-2 to social skills to influence in 'proper' settings"
|
||
>
|
||
Crude (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Humiliating secret from your past that haunts you"
|
||
title="Humiliating secret from your past that haunts you"
|
||
>
|
||
Dark Secret (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Criminal secret from your past that haunts you."
|
||
title="Criminal secret from your past that haunts you."
|
||
>
|
||
Dark Secret (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
|
||
title="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
|
||
>
|
||
Dead Broke (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="GM tool plays into background"
|
||
title="GM tool plays into background"
|
||
>
|
||
Deadly Enemy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips."
|
||
title="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips."
|
||
>
|
||
Deaf (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Willpower -2 to stay focused"
|
||
title="Willpower -2 to stay focused"
|
||
>
|
||
Distractable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to skill rolls involving the chosen sense"
|
||
title="-2 to skill rolls involving the chosen sense"
|
||
>
|
||
Dull Sense (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible."
|
||
title="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible."
|
||
>
|
||
Easy Mark (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You always leave a token or mark behind. Easily framed easier to track. GM tool"
|
||
title="You always leave a token or mark behind. Easily framed easier to track. GM tool"
|
||
>
|
||
Ego Signature (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You always leave a token or mark behind - +2 for others to track you easily framed"
|
||
title="You always leave a token or mark behind - +2 for others to track you easily framed"
|
||
>
|
||
Ego Signature (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Kleptomaniac - Compelled to steal anything that catches your eye"
|
||
title="Kleptomaniac - Compelled to steal anything that catches your eye"
|
||
>
|
||
Filcher (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
|
||
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
|
||
>
|
||
Forked Tongue (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
|
||
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
|
||
>
|
||
Forked Tongue (minor) - Cost: 2
|
||
</option>
|
||
<option value="-2 to Endurance" title="-2 to Endurance">
|
||
Glass Jaw (minor) - Cost: 2
|
||
</option>
|
||
<option value="-4 to Endurance." title="-4 to Endurance.">
|
||
Glass Jaw (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to Willpower roll to resist volunteering or going for glory"
|
||
title="-2 to Willpower roll to resist volunteering or going for glory"
|
||
>
|
||
Glory Hound (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Always help the underdog won't oppress or kick a downed foe"
|
||
title="Always help the underdog won't oppress or kick a downed foe"
|
||
>
|
||
Good Samaritan (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You will take almost any opportunity to acquire money"
|
||
title="You will take almost any opportunity to acquire money"
|
||
>
|
||
Greedy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Willpower roll required to avoid making really bad decision for money"
|
||
title="Willpower roll required to avoid making really bad decision for money"
|
||
>
|
||
Greedy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to social skills involving people who dislike your chosen hero"
|
||
title="-2 to social skills involving people who dislike your chosen hero"
|
||
>
|
||
Hero Worship (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
|
||
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
|
||
>
|
||
Hooked (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
|
||
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
|
||
>
|
||
Hooked (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)."
|
||
title="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)."
|
||
>
|
||
Hooked (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily."
|
||
title="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily."
|
||
>
|
||
Hooked (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to rolls to draw conclusions counter to your idealism"
|
||
title="-2 to rolls to draw conclusions counter to your idealism"
|
||
>
|
||
Idealist (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Can't read/write -2 to any tech skill"
|
||
title="Can't read/write -2 to any tech skill"
|
||
>
|
||
Illiterate Backbirth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Afraid of technology superstitious."
|
||
title="Afraid of technology superstitious."
|
||
>
|
||
Illiterate Backbirth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Inconvenient -2 to physical skills"
|
||
title="Inconvenient -2 to physical skills"
|
||
>
|
||
Illness (incurable persistent) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Crippling -4 to physical skills."
|
||
title="Crippling -4 to physical skills."
|
||
>
|
||
Illness (incurable persistent) (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skill rolls you're distracted"
|
||
title="-2 to social skill rolls you're distracted"
|
||
>
|
||
Leaky Brainpan (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to social skill rolls you're off your nut rarely normal."
|
||
title="-4 to social skill rolls you're off your nut rarely normal."
|
||
>
|
||
Leaky Brainpan (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 on rolls to resist alcohol disease poison etc"
|
||
title="-2 on rolls to resist alcohol disease poison etc"
|
||
>
|
||
Lightweight (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 in all interactions with 'real men' who work for a living"
|
||
title="-2 in all interactions with 'real men' who work for a living"
|
||
>
|
||
Lily Soft Hands (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
|
||
title="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
|
||
>
|
||
Little Person (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to ranged defenses -2 to movement actions and athletic skills"
|
||
title="+2 to ranged defenses -2 to movement actions and athletic skills"
|
||
>
|
||
Little Person (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
|
||
title="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
|
||
>
|
||
Loyal (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to rolls for others to spot or recognize you"
|
||
title="+2 to rolls for others to spot or recognize you"
|
||
>
|
||
Memorable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to rolls for others to track you down -2 to attempts to disguise"
|
||
title="+2 to rolls for others to track you down -2 to attempts to disguise"
|
||
>
|
||
Memorable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Must use non-verbal communications"
|
||
title="Must use non-verbal communications"
|
||
>
|
||
Mute (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Must use non-verbal communications."
|
||
title="Must use non-verbal communications."
|
||
>
|
||
Mute (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Need things organized -2 when things are messy"
|
||
title="Need things organized -2 when things are messy"
|
||
>
|
||
Neatfreak/OCD (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt."
|
||
title="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt."
|
||
>
|
||
Neatfreak/OCD (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Will only fight for your own survival -2 to combat rolls if forced to fight"
|
||
title="Will only fight for your own survival -2 to combat rolls if forced to fight"
|
||
>
|
||
Non-fightin' type (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
|
||
title="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
|
||
>
|
||
Overconfident (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement."
|
||
title="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement."
|
||
>
|
||
Paralyzed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to athletic and movement rolls -4 to melee combat."
|
||
title="-4 to athletic and movement rolls -4 to melee combat."
|
||
>
|
||
Paralyzed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes in the presence of chosen phobia"
|
||
title="-2 to all attributes in the presence of chosen phobia"
|
||
>
|
||
Phobia (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
|
||
title="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
|
||
>
|
||
Phobia (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Portly (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Portly (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn."
|
||
title="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn."
|
||
>
|
||
Portly (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals."
|
||
title="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals."
|
||
>
|
||
Portly (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all interaction rolls with the chosen demographic"
|
||
title="-2 to all interaction rolls with the chosen demographic"
|
||
>
|
||
Prejudice (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present."
|
||
title="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present."
|
||
>
|
||
Prejudice (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to any interaction with authority"
|
||
title="-2 to any interaction with authority"
|
||
>
|
||
Rebellious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
|
||
title="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
|
||
>
|
||
Sadistic (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You're cruel and don't pass up the chance to hurt people."
|
||
title="You're cruel and don't pass up the chance to hurt people."
|
||
>
|
||
Sadistic (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Scrawny (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Shunned -2 to any social action"
|
||
title="Shunned -2 to any social action"
|
||
>
|
||
Second Class Citizen (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Untouchable -4 to any social action."
|
||
title="Untouchable -4 to any social action."
|
||
>
|
||
Second Class Citizen (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to any action with someone you don't know"
|
||
title="-2 to any action with someone you don't know"
|
||
>
|
||
Shy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
|
||
title="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
|
||
>
|
||
Slow Learner (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to any Lore skill roll because you didn't learn it as well as you thought"
|
||
title="-2 to any Lore skill roll because you didn't learn it as well as you thought"
|
||
>
|
||
Slow Learner (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
|
||
title="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
|
||
>
|
||
Soft (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+1 vulnerability when you take melee dmg you take 1 more pt"
|
||
title="+1 vulnerability when you take melee dmg you take 1 more pt"
|
||
>
|
||
Soft (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You never part with your money buy off brand haggle for everything"
|
||
title="You never part with your money buy off brand haggle for everything"
|
||
>
|
||
Stingy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any attempt to lie/deceive"
|
||
title="-2 to any attempt to lie/deceive"
|
||
>
|
||
Straight Shooter (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any attempt to lie/deceive -1 to any group attempt if you are present."
|
||
title="-2 to any attempt to lie/deceive -1 to any group attempt if you are present."
|
||
>
|
||
Straight Shooter (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
|
||
title="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
|
||
>
|
||
Superstitious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any roll if you feel you're having bad luck (bad omen happened)"
|
||
title="-2 to any roll if you feel you're having bad luck (bad omen happened)"
|
||
>
|
||
Superstitious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Once per session GM can ask you to re-roll any roll and take lower result"
|
||
title="Once per session GM can ask you to re-roll any roll and take lower result"
|
||
>
|
||
Things Don't Go So Smooth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can ask you to re-roll any roll and take lower result."
|
||
title="Twice per session GM can ask you to re-roll any roll and take lower result."
|
||
>
|
||
Things Don't Go So Smooth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Always follows the rules - -2 on actions that are illegal or against orders"
|
||
title="Always follows the rules - -2 on actions that are illegal or against orders"
|
||
>
|
||
Toes the Line (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
title="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
>
|
||
Traumatic Flashes (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
title="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
>
|
||
Traumatic Flashes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can trigger -4 to all attributes for 10 min."
|
||
title="Twice per session GM can trigger -4 to all attributes for 10 min."
|
||
>
|
||
Traumatic Flashes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You don't trust anyone -2 to skill rolls to influence"
|
||
title="You don't trust anyone -2 to skill rolls to influence"
|
||
>
|
||
Twitchy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all physical tasks"
|
||
title="-2 to all physical tasks"
|
||
>
|
||
Two Left Feet (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to all physical tasks"
|
||
title="-4 to all physical tasks"
|
||
>
|
||
Two Left Feet (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skills interacting with others"
|
||
title="-2 to social skills interacting with others"
|
||
>
|
||
Ugly as Sin (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="All relevant plot points spent cost twice the usual amount."
|
||
title="All relevant plot points spent cost twice the usual amount."
|
||
>
|
||
Ugly as Sin (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes until the source of the discomfort is removed"
|
||
title="-2 to all attributes until the source of the discomfort is removed"
|
||
>
|
||
Weak Stomach (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes."
|
||
title="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes."
|
||
>
|
||
Weak Stomach (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting."
|
||
title="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting."
|
||
>
|
||
Weak Stomach (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to willpower to resist mouthing off -2 to social interactions if failed"
|
||
title="-2 to willpower to resist mouthing off -2 to social interactions if failed"
|
||
>
|
||
Wisecraker/Smartass (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Under 20 treated as a kid"
|
||
title="Under 20 treated as a kid"
|
||
>
|
||
Young'un (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Under 16 underage restricted freedom."
|
||
title="Under 16 underage restricted freedom."
|
||
>
|
||
Young'un (major) - Cost: 4
|
||
</option>
|
||
</select>
|
||
<div class="sheet-serenity-complication-specialization">
|
||
Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_Specialization"
|
||
title="Complication Specialization (if applicable)"
|
||
/>
|
||
</div>
|
||
<div class="sheet-serenity-complication-description">
|
||
<span name="attr_Complication"></span>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
<label class="sheet-serenity-character-custom-complications">
|
||
<input
|
||
type="checkbox"
|
||
class="sheet-serenity-custom-complication-enable"
|
||
name="attr_AllowCustomComplications"
|
||
/>
|
||
<span class="sheet-serenity-arrow">Custom</span>
|
||
<div class="sheet-serenity-custom-complications">
|
||
<fieldset class="repeating_customComplications">
|
||
<label class="sheet-serenity-custom-complication">
|
||
Complication:
|
||
<textarea
|
||
rows="1"
|
||
name="attr_CustomComplicationTitle"
|
||
title="Custom complication title & description"
|
||
></textarea>
|
||
</label>
|
||
<div>
|
||
<label class="sheet-serenity-complication-specialization"
|
||
>Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_CustomComplicationSpecialization"
|
||
title="Complication Specialization (if applicable)"
|
||
/>
|
||
</label>
|
||
<select name="attr_CustomComplicationLevel">
|
||
<option value="Major">Major</option>
|
||
<option value="Minor">Minor</option>
|
||
</select>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
</div>
|
||
</label>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-tab-content sheet-tab2-content">
|
||
<!-- CURRENCY -->
|
||
<div class="sheet-serenity-float-group">
|
||
<div class="sheet-serenity-fieldset sheet-serenity-currency">
|
||
<span class="sheet-serenity-fieldset-title">Currency</span>
|
||
<table border="0" cellspacing="0" cellpadding="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-credits">€ In Bank:</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_CreditsInBank"
|
||
value="0"
|
||
title="1cr = 2.5 plat = 5 gold = 250 silver"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-credits">€ On Hand:</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_CreditsOnHand"
|
||
value="0"
|
||
title="1cr = 2.5 plat = 5 gold = 250 silver"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-platinum">Platinum:</span></td>
|
||
<td><input type="text" name="attr_Platinum" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_PlatinumInCredits"
|
||
value="@{Platinum}/2.5"
|
||
title="Value of your platinum in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-gold">Gold:</span></td>
|
||
<td><input type="text" name="attr_Gold" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_GoldInCredits"
|
||
value="@{Gold}/5"
|
||
title="Value of your gold in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-silver">Silver:</span></td>
|
||
<td><input type="text" name="attr_Silver" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_SilverInCredits"
|
||
value="@{Silver}/250"
|
||
title="Value of your silver in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
<div class="sheet-serenity-currency-conversions">
|
||
€ 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)
|
||
</div>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-combat-actions">
|
||
<span class="sheet-serenity-fieldset-title">Combat Actions</span>
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>Free Actions</td>
|
||
<td>Talk, Walk, Innate Defense, Reactions</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Movements</td>
|
||
<td>Walk (0 acts), Hustle (1 acts), Run (2 acts)</td>
|
||
</tr>
|
||
<tr>
|
||
<td>(call or react) Defense</td>
|
||
<td>Block, Dodge, Take Cover</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Attack</td>
|
||
<td>Aim, Call Shot, Disarm, Feint, Grapple</td>
|
||
</tr>
|
||
<tr>
|
||
<td>All-Out Def. / Atk.</td>
|
||
<td><button type="action" name="act_skillStepsAllOut" >+2 Skill Step</button> if all actions defend / attack</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Multiple Actions</td>
|
||
<td><button type="action" name="act_skillStepsMultiAct" >-1 Skill Step</button> for all actions per extra act</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- EQUIPMENT -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-equipment">
|
||
<span class="sheet-serenity-fieldset-title">Equipment</span>
|
||
|
||
Held Equipment & Weapons:<br /><textarea
|
||
name="attr_HeldEquipment"
|
||
></textarea>
|
||
<br />Stored Equipment & Weapons:<br /><textarea
|
||
name="attr_StoredEquipment"
|
||
></textarea>
|
||
</div>
|
||
<!-- WEAPONS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title"
|
||
>Equipped Hand-to-Hand Weapons</span
|
||
>
|
||
|
||
<span class="sheet-serenity-weapon-name-label"></span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-weight-label"></span>
|
||
|
||
<div class="sheet-serenity-unarmed">
|
||
<span class="sheet-serenity-weapon-name">Unarmed</span>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_UnarmedDamage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_UnarmedDamageType"
|
||
>
|
||
<option value="Basic">Basic</option>
|
||
<option value="Stun">Stun</option>
|
||
<option value="Wound">Wound</option>
|
||
</select>
|
||
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Unarmed Combat}} {{Roll=[[1d@{UnarmedDamage}]]}} {{Type=@{UnarmedDamageType}}}" name="roll_unarmed"</button></span>
|
||
</div>
|
||
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-button-label"> </span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_handToHandWeapons">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="Basic">Basic</option>
|
||
<option value="Stun">Stun</option>
|
||
<option value="Wound">Wound</option>
|
||
</select>
|
||
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[1d@{Damage}]]}} {{Type=@{DamageType}}}" name="roll_h2hweapon"</button></span>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title"
|
||
>Equipped Ranged Weapons</span
|
||
>
|
||
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-button-label"> </span>
|
||
<span class="sheet-serenity-weapon-range-label">Range</span>
|
||
<span class="sheet-serenity-weapon-rof-label">ROF</span>
|
||
<span class="sheet-serenity-weapon-magazine-label">Mag</span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_rangedWeapons">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="Basic">Basic</option>
|
||
<option value="Stun">Stun</option>
|
||
<option value="Wound">Wound</option>
|
||
</select>
|
||
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[1d@{Damage}]]}} {{Type=@{DamageType}}} {{Range=@{Range}}} {{ROF=@{ROF}}} {{Mag=@{Magazine}}}" name="roll_rangedweapon"</button></span>
|
||
<input
|
||
type="number"
|
||
name="attr_Range"
|
||
class="sheet-serenity-weapon-range"
|
||
min="0"
|
||
max="9999"
|
||
step="5"
|
||
value="10"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_ROF"
|
||
class="sheet-serenity-weapon-rof"
|
||
min="1"
|
||
max="99"
|
||
value="1"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Magazine"
|
||
class="sheet-serenity-weapon-magazine"
|
||
min="1"
|
||
max="99"
|
||
value="1"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
max="99"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title">Equipped Explosives</span>
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-numdie-label"> </span>
|
||
<span class="sheet-serenity-weapon-button-label"> </span>
|
||
<span class="sheet-serenity-weapon-range-label">Range</span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_explosives">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_numDie"
|
||
class="sheet-serenity-weapon-numdie"
|
||
min="1"
|
||
max="99"
|
||
step="1"
|
||
value="1"
|
||
style="text-align: right;"
|
||
dir="rtl"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="Basic">Basic</option>
|
||
<option value="Stun">Stun</option>
|
||
<option value="Wound">Wound</option>
|
||
</select>
|
||
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[@{numDie}d@{Damage}]]}} {{Type=@{DamageType}}} {{Range=@{Range}}}" name="roll_rangedweapon"</button></span>
|
||
<input
|
||
type="number"
|
||
name="attr_Range"
|
||
class="sheet-serenity-weapon-range"
|
||
min="0"
|
||
max="9999"
|
||
step="5"
|
||
value="10"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
max="99"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-armor">
|
||
<span class="sheet-serenity-fieldset-title">Equipped Armor</span>
|
||
|
||
<span class="sheet-serenity-armor-name-label">Name</span>
|
||
<span class="sheet-serenity-armor-rating-label">Rating</span>
|
||
<span class="sheet-serenity-armor-penalty-label"
|
||
> Penalties<br />
|
||
Agility Alert.</span
|
||
>
|
||
<span class="sheet-serenity-armor-weight-label">Weight</span>
|
||
<fieldset class="repeating_armor">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-armor-name"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Rating"
|
||
class="sheet-serenity-armor-rating"
|
||
min="0"
|
||
max="99"
|
||
step="1"
|
||
value="1"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-armor-rating-type"
|
||
name="attr_RatingType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
<input
|
||
type="number"
|
||
name="attr_AgilityPenalty"
|
||
class="sheet-serenity-armor-penalty"
|
||
min="-99"
|
||
max="0"
|
||
value="0"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_AlertnessPenalty"
|
||
class="sheet-serenity-armor-penalty"
|
||
min="-99"
|
||
max="0"
|
||
value="0"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-armor-weight"
|
||
min="0"
|
||
max="99"
|
||
value="1"
|
||
/>
|
||
<div>
|
||
Effects: <input
|
||
type="text"
|
||
name="attr_Effects"
|
||
class="sheet-serenity-armor-effects"
|
||
/>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-tab-content sheet-tab3-content">
|
||
<div class="sheet-serenity-fieldset sheet-serenity-notes">
|
||
<span class="sheet-serenity-fieldset-title">Notes</span>
|
||
|
||
<textarea name="attr_Notes"></textarea>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-explanation">
|
||
<span class="sheet-serenity-fieldset-title">Description</span>
|
||
|
||
<textarea name="attr_Description"></textarea>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-history">
|
||
<span class="sheet-serenity-fieldset-title">History</span>
|
||
|
||
<textarea name="attr_History"></textarea>
|
||
</div>
|
||
</div>
|
||
|
||
<!-- Roll Templates -->
|
||
|
||
<rolltemplate class="sheet-rolltemplate-combat">
|
||
<table>
|
||
{{#Actor}}
|
||
<tr><td><span class="tcat"></span>*{{Actor}}*</td></tr>
|
||
{{/Actor}}
|
||
<tr><th>{{name}}</th></tr>
|
||
<tr><td><div class="arrow-right"></div></td></tr>
|
||
<tr><td><span class="tlcat">Damage: </span>{{Roll}}<span class="tcat"> {{Type}}</td></tr>
|
||
{{#Range}}
|
||
<tr><td><span class="tcat">Range: </span>{{Range}}</td></tr>
|
||
{{/Range}}
|
||
{{#ROF}}
|
||
<tr><td><span class="tcat">RoF: </span>{{ROF}}<span class="tcat"> Mag: </span>{{Mag}}</td></tr>
|
||
{{/ROF}}
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-check">
|
||
<table>
|
||
<tr><th>{{name}}</th></tr>
|
||
{{#SkillName}}
|
||
<tr><th>*for* {{SkillName}}</th></tr>
|
||
{{/SkillName}}
|
||
<tr><td><div class="arrow-right"></div></td></tr>
|
||
<tr><td><span class="tcat">Check: </span>{{Roll}}</td></tr>
|
||
</rolltemplate>
|
||
|
||
<script type="text/worker">
|
||
|
||
on("sheet:opened", function() {
|
||
console.log("************ Attribute Translation and Skills Initialization ************");
|
||
|
||
getAttrs(["skillStep", "Agility","Strength","Vitality","Alertness","Intelligence","Willpower", "AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat","character_name", "display_name" ], function(values) {
|
||
// Check display name, if "None chosen" default to character_name
|
||
let displayName = values.display_name;
|
||
let characterName = values.character_name;
|
||
console.log(" Display name currently: " + displayName);
|
||
if (displayName == "None chosen") {
|
||
displayName = characterName ;
|
||
console.log(" Display name reset to: " + displayName);
|
||
setAttrs({ display_name: displayName });
|
||
}
|
||
|
||
|
||
const Attributes = [values.Agility,values.Strength,values.Vitality,values.Alertness,values.Intelligence,values.Willpower]
|
||
let AttributesLen = Attributes.length;
|
||
console.log(" Check for previous version Attribute values, just digits e.g. 4,6,8,etc., in " + AttributesLen + " Attributes");
|
||
// Check Attributes
|
||
let oldCount = 0;
|
||
for (let i = 0; i < AttributesLen; i++) {
|
||
//console.log("Attribute " + i + " is " + Attributes[i]);
|
||
var die = "d0";
|
||
if ('d' != Attributes[i][0]) {
|
||
var oldStyleAtrribute = Attributes[i];
|
||
//console.log("Attribute " + i + " has an old value " + Attributes[i]);
|
||
oldCount += 1;
|
||
switch (Attributes[i]) {
|
||
case "4":
|
||
die = "d4";
|
||
break;
|
||
case "6":
|
||
die = "d6";
|
||
break;
|
||
case "8":
|
||
die = "d8";
|
||
break;
|
||
case "10":
|
||
die = "d10";
|
||
break;
|
||
case "12":
|
||
die = "d12";
|
||
break;
|
||
case "14":
|
||
die = "d12+d2";
|
||
break;
|
||
case "16":
|
||
die = "d12+d4";
|
||
break;
|
||
case "18":
|
||
die = "d12+d6";
|
||
break;
|
||
case "20":
|
||
die = "d12+d8";
|
||
break;
|
||
case "22":
|
||
die = "d12+d10";
|
||
break;
|
||
case "24":
|
||
die = "d12+d12";
|
||
break;
|
||
}
|
||
Attributes[i] = die;
|
||
console.log(" Change Attribute " + i + " from " + oldStyleAtrribute + " to " + Attributes[i]);
|
||
}
|
||
}
|
||
if (oldCount > 0) {
|
||
setAttrs({
|
||
Agility: Attributes[0], Strength: Attributes[1], Vitality: Attributes[2], Alertness: Attributes[3], Intelligence: Attributes[4], Willpower: Attributes[5]
|
||
});
|
||
}
|
||
|
||
// Check Skills
|
||
const Skills = [values.AnimalHandling, values.Artistry, values.Athletics, values.Covert, values.Craft, values.Discipline, values.Guns, values.HeavyWeapons, values.Influence, values.Knowledge, values.Linguist, values.MechanicalEngineering, values.MedicalExpertise, values.MeleeWeapons, values.Perception, values.Performance, values.Pilot, values.PlanetaryVehicles, values.RangedWeapons, values.ScientificExpertise, values.Survival, values.TechnicalEngineering, values.UnarmedCombat]
|
||
|
||
let SkillStep = parseInt(values.skillStep)||0;
|
||
|
||
let SkillsLen = Skills.length
|
||
console.log(" check for undefined values or old style values in " + SkillsLen + " Skills");
|
||
// Despite 'selected', default values for Skills are 'undefined'
|
||
let undefCount = 0;
|
||
let oldSkillCount = 0;
|
||
for (let i = 0; i < SkillsLen; i++) {
|
||
//console.log(" i " + i + " is " + Skills[i]);
|
||
if (undefined == Skills[i]) {
|
||
undefCount += 1;
|
||
Skills[i] = "d0";
|
||
console.log(" i " + i + " was undefined but now " + Skills[i]);
|
||
}
|
||
var die = "d0";
|
||
if ('d' != Skills[i][0]) {
|
||
//console.log(" Skill " + i + " is oldstyle " + Skills[i]);
|
||
oldSkillCount += 1;
|
||
switch (Skills[i]) {
|
||
case "0":
|
||
die = "d0";
|
||
break;
|
||
case "2":
|
||
die = "d2";
|
||
break;
|
||
case "4":
|
||
die = "d4";
|
||
break;
|
||
case "6":
|
||
die = "d6";
|
||
break;
|
||
}
|
||
Skills[i] = die;
|
||
console.log(" Skill " + i + " was old but is now " + Skills[i]);
|
||
}
|
||
|
||
}
|
||
if ((undefCount > 0) || (oldSkillCount > 0)) {
|
||
setAttrs({
|
||
AnimalHandling: Skills[0], Artistry: Skills[1], Athletics: Skills[2], Covert: Skills[3], Craft: Skills[4], Discipline: Skills[5], Guns: Skills[6], HeavyWeapons: Skills[7], Influence: Skills[8], Knowledge: Skills[9], Linguist: Skills[10], MechanicalEngineering: Skills[11], MedicalExpertise: Skills[12], MeleeWeapons: Skills[13], Perception: Skills[14], Performance: Skills[15], Pilot: Skills[16], PlanetaryVehicles: Skills[17], RangedWeapons: Skills[18], ScientificExpertise: Skills[19], Survival: Skills[20], TechnicalEngineering: Skills[21], UnarmedCombat: Skills[22]
|
||
});
|
||
}
|
||
// Check Specialties for Translation (old die values where "d8" was "8")
|
||
// console.log("***** Checking Specialties translation ****");
|
||
|
||
getSectionIDs(`repeating_specialties`, function(idArray) {
|
||
// create a variable to hold all the needed specialties names
|
||
var fieldnames = [];
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_specialties_" + idArray[i] + "_Skill",
|
||
"repeating_specialties_" + idArray[i] + "_Level"
|
||
);
|
||
};
|
||
//console.log(" Specialties length : " + idArray.length);
|
||
getAttrs(fieldnames, function(pvalue) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var Skill = pvalue["repeating_specialties_" + idArray[i] + "_Skill"];
|
||
var Level = pvalue["repeating_specialties_" + idArray[i] + "_Level"];
|
||
//console.log(" Specialty " + Skill + " level " + Level);
|
||
var oldCount = 0;
|
||
var die = "d0";
|
||
if ('d' != Level[0]) {
|
||
//console.log(" Specialty " + Skill + " old style level " + Level);
|
||
oldCount += 1;
|
||
switch (Level) {
|
||
case "8":
|
||
die = "d8";
|
||
break;
|
||
case "10":
|
||
die = "d10";
|
||
break;
|
||
case "12":
|
||
die = "d12";
|
||
break;
|
||
case "14":
|
||
die = "d12+d2";
|
||
break;
|
||
case "16":
|
||
die = "d12+d4";
|
||
break;
|
||
case "18":
|
||
die = "d12+d6";
|
||
break;
|
||
case "20":
|
||
die = "d12+d8";
|
||
break;
|
||
case "22":
|
||
die = "d12+d10";
|
||
break;
|
||
case "24":
|
||
die = "d12+d12";
|
||
break;
|
||
}
|
||
setAttrs({
|
||
["repeating_specialties_" + idArray[i] + "_Level"]: die
|
||
});
|
||
console.log(" Specialty " + Skill + " was old but is now " + die);
|
||
}
|
||
};
|
||
});
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:agility change:strength change:vitality change:alertness change:intelligence change:willpower sheet:opened", function() {
|
||
console.log("************ Start Derived Traits ************");
|
||
getAttrs(["skillStep", "Agility","Strength","Vitality","Alertness","Intelligence","Willpower"], function(values) {
|
||
let agility = values.Agility
|
||
let strength = values.Strength
|
||
let vitality = values.Vitality
|
||
let alertness = values.Alertness
|
||
let intelligence = values.Intelligence
|
||
let willpower = values.Willpower
|
||
/* Derived Traits */
|
||
let initiative = values.Agility + " + " + values.Alertness
|
||
let longhaul = values.Strength + " + " + values.Vitality
|
||
let burstofstrength = "2 * " + values.Strength
|
||
let memorize = values.Intelligence + " + " + values.Alertness
|
||
let endurance = values.Vitality + " + " + values.Willpower
|
||
let recall = values.Intelligence + " + " + values.Willpower
|
||
let outofharm = values.Agility + " + " + values.Alertness
|
||
let resist = "2 * " + values.Vitality
|
||
/* Life Points and Attribute Penalty */
|
||
let lifePoints = maxValueFromDiceString(values.Vitality) + maxValueFromDiceString(values.Willpower)
|
||
let lifePenalty = lifePoints/2
|
||
console.log(" Attribute: ");
|
||
console.log(" Agility: " + agility);
|
||
console.log(" Strength: " + strength);
|
||
console.log(" Vitality: " + vitality);
|
||
console.log(" Alertness: " + alertness);
|
||
console.log(" Intelligence: " + intelligence);
|
||
console.log(" Willpower: " + willpower);
|
||
console.log(" Derived Traits: ");
|
||
console.log(" initiative: " + initiative);
|
||
console.log(" longhaul: " + longhaul);
|
||
console.log(" burstofstrength: " + burstofstrength);
|
||
console.log(" memorize: " + memorize);
|
||
console.log(" endurance: " + endurance);
|
||
console.log(" recall: " + recall);
|
||
console.log(" outofharm: " + outofharm);
|
||
console.log(" resist: " + resist);
|
||
console.log(" Life Points and half Limit: ");
|
||
console.log(" Life Points: " + lifePoints);
|
||
console.log(" Penalty Limit: " + lifePenalty);
|
||
|
||
/* Total Attribute Cost */
|
||
let totalAttributeCost = 0;
|
||
const Attributes = [values.Agility, values.Strength, values.Vitality, values.Alertness, values.Intelligence, values.Willpower];
|
||
for (let i = 0; i < Attributes.length; i++) {
|
||
totalAttributeCost += maxValueFromDiceString(Attributes[i])
|
||
console.log(" i " + i + " is " + Attributes[i] + " running total attribute cost: " + totalAttributeCost);
|
||
}
|
||
|
||
setAttrs({
|
||
Initiative:initiative, LongHaul:longhaul, BurstOfStrength:burstofstrength, Memorize:memorize, Endurance:endurance, Recall:recall, OutOfHarm:outofharm, Resist:resist, attribute_cost: totalAttributeCost, LifePoints:lifePoints, LifePenalty:lifePenalty
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:advancement_points change:advancement_points_used sheet:opened", function() {
|
||
console.log("************ Start Advancement Points ************");
|
||
getAttrs(["advancement_points","advancement_points_used","advancement_points_unused","skill_cost","assets_cost","complications_cost"], function(pvalue) {
|
||
let total = pvalue.advancement_points
|
||
let used = pvalue.advancement_points_used
|
||
let unused = pvalue.advancement_points_unused
|
||
let unused_now = total - used;
|
||
|
||
console.log(" Advancemnt Points: ");
|
||
console.log(" Total: " + total);
|
||
console.log(" Used: " + used);
|
||
console.log(" Unused: " + unused);
|
||
console.log(" Calculated unused: " + unused_now);
|
||
|
||
// Calculate costs of attributes, general and specialties skills
|
||
getAttrs(["Agility", "Strength", "Vitality", "Alertness", "Intelligence", "Willpower","AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat" ], function(values) {
|
||
const Attributes = [values.Agility, values.Strength, values.Vitality, values.Alertness, values.Intelligence, values.Willpower]
|
||
let attributesLen = Attributes.length
|
||
const Skills = [values.AnimalHandling, values.Artistry, values.Athletics, values.Covert, values.Craft, values.Discipline, values.Guns, values.HeavyWeapons, values.Influence, values.Knowledge, values.Linguist, values.MechanicalEngineering, values.MedicalExpertise, values.MeleeWeapons, values.Perception, values.Performance, values.Pilot, values.PlanetaryVehicles, values.RangedWeapons, values.ScientificExpertise, values.Survival, values.TechnicalEngineering, values.UnarmedCombat]
|
||
let skillsLen = Skills.length
|
||
let attributeCost = 0
|
||
let skillCost = 0
|
||
let specialtiesCost = 0
|
||
let assetsCost = 0
|
||
let complicationsCost = 0
|
||
|
||
|
||
for (let i = 0; i < attributesLen; i++) {
|
||
attributeCost += maxValueFromDiceString(Attributes[i])
|
||
console.log(" i " + i + " is " + Attributes[i] + " total attribute cost: " + attributeCost);
|
||
}
|
||
|
||
var oldSkillCost = 0; // cut down on debug output by just outputting changes
|
||
for (let i = 0; i < skillsLen; i++) {
|
||
skillCost += maxValueFromDiceString(Skills[i])
|
||
if (skillCost != oldSkillCost) {
|
||
console.log(" i " + i + " is " + Skills[i] + " total skill cost: " + skillCost);
|
||
}
|
||
oldSkillCost = skillCost;
|
||
}
|
||
|
||
|
||
//Walkthrough of repeating_specialties to calcualte skill point cost
|
||
getSectionIDs(`repeating_specialties`, function(idArray) {
|
||
console.log("In repeating_specialties Levels");
|
||
|
||
// create a variable to hold all the needed attribute names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_specialties_" + idArray[i] + "_Skill",
|
||
"repeating_specialties_" + idArray[i] + "_Level"
|
||
);
|
||
};
|
||
console.log(" Specialties length : " + idArray.length);
|
||
|
||
getAttrs(fieldnames, function(sp_values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var Skill = sp_values["repeating_specialties_" + idArray[i] + "_Skill"];
|
||
var Level = sp_values["repeating_specialties_" + idArray[i] + "_Level"];
|
||
specialtiesCost += (maxValueFromDiceString(Level) - 6); // /* 1st level Specialty is d8 but only costs 2 points: 8-2=6 */
|
||
console.log(" Specialty Skill : " + Skill + " Level : " + Level + " total cost: " + specialtiesCost);
|
||
};
|
||
});
|
||
});
|
||
console.log(" specialty_cost: " + specialtiesCost);
|
||
|
||
//Walkthrough of repeating_complications to calculate point cost (negative)
|
||
getSectionIDs(`repeating_complications`, function(idArray) {
|
||
console.log("In repeating_complications to calculate complications_cost");
|
||
|
||
// create a variable to hold all the needed attribute names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_complications_" + idArray[i] + "_Complication"
|
||
);
|
||
};
|
||
console.log(" Complications length : " + idArray.length);
|
||
|
||
getAttrs(fieldnames, function(cmp_values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var description = cmp_values["repeating_complications_" + idArray[i] + "_Complication"];
|
||
complicationsCost -= pointCost(description); // Complications add Attribute points
|
||
console.log(" Complication : " + description + " total cost: " + complicationsCost);
|
||
};
|
||
});
|
||
|
||
setAttrs({
|
||
complications_cost: complicationsCost
|
||
});
|
||
console.log(" complications_cost after Walkthrough: " + complicationsCost);
|
||
});
|
||
|
||
|
||
//Walkthrough of repeating_assets to calculate point cost
|
||
getSectionIDs(`repeating_assets`, function(idArray) {
|
||
console.log("In repeating_assets to scrape point costs from Asset value text");
|
||
|
||
// create a variable to hold all the needed attribute names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_assets_" + idArray[i] + "_Asset"
|
||
);
|
||
};
|
||
console.log(" Assets length : " + idArray.length);
|
||
|
||
getAttrs(fieldnames, function(ast_values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var description = ast_values["repeating_assets_" + idArray[i] + "_Asset"];
|
||
assetsCost += pointCost(description);
|
||
console.log(" Asset : " + description + " total cost: " + assetsCost);
|
||
};
|
||
console.log(" assets_cost: " + assetsCost);
|
||
// used = attributeCost + skillCost + specialtiesCost + assetsCost + complicationsCost;
|
||
console.log(" About to set:" + " advancement_points_used " + used + " advancement_points_unused " + unused_now + " attribute_cost: " + attributeCost + " skill_cost" + skillCost + " specialty_cost: " + specialtiesCost + " assets_cost: " + assetsCost + " complications_cost: " + complicationsCost);
|
||
|
||
setAttrs({
|
||
advancement_points_used: used, advancement_points_unused: unused_now, attribute_cost: attributeCost, skill_cost: skillCost, specialty_cost: specialtiesCost, assets_cost: assetsCost, complications_cost: complicationsCost
|
||
});
|
||
});
|
||
});
|
||
});
|
||
});
|
||
});
|
||
|
||
function pointCost(description){
|
||
// pointCost() differentiates between 'minor' and 'major' by searching
|
||
// for a period '.' at the end of the descriptive text
|
||
//console.log (" Verbage: " + description.slice(0,35));
|
||
var E = description.charAt(description.length - 1);
|
||
if ((E=='.') == true) {
|
||
//console.log (" pointCost: " + 4 + " as end char: " + E);
|
||
return 4;
|
||
}
|
||
//console.log (" pointCost: " + 2 + " as end char: " + E);
|
||
return 2;
|
||
}
|
||
|
||
on("change:wounds change:lifepoints sheet:opened", function() {
|
||
console.log("************ Start Hit Point ************");
|
||
getAttrs(["wounds","Vitality","Willpower","lifePenalty","skillStep","AttributePenaltyFlag"], function(values) {
|
||
|
||
let Wounds = parseInt(values.wounds)||0
|
||
let lifePoints = maxValueFromDiceString(values.Vitality) + maxValueFromDiceString(values.Willpower)
|
||
let lifePenalty = lifePoints/2
|
||
let damage = Wounds //pg 24, only Wounds count towards -2 Attribute Penalty
|
||
let SkillStep = parseInt(values.skillStep)||0
|
||
let oldAttributePenaltyFlag = parseInt(values.AttributePenaltyFlag)||0
|
||
let curAttributePenaltyFlag = 0; // being optimistic
|
||
console.log(" Wounds: " + Wounds);
|
||
|
||
if (damage >= lifePenalty) {
|
||
curAttributePenaltyFlag = 1;
|
||
if (oldAttributePenaltyFlag == 0) {
|
||
SkillStep -= 2
|
||
console.log(" Setting AttributePenaltyFlag and adding -2 to SkillStep for: " + SkillStep);
|
||
}
|
||
} else {
|
||
curAttributePenaltyFlag = 0;
|
||
if (oldAttributePenaltyFlag == 1) {
|
||
SkillStep += 2
|
||
console.log(" Clearing AttributePenaltyFlag and adding +2 to SkillStep for: " + SkillStep);
|
||
}
|
||
}
|
||
console.log(" Life Point Values: ");
|
||
console.log(" LifePoints: " + lifePoints);
|
||
console.log(" lifePenalty: " + lifePenalty);
|
||
setAttrs({
|
||
AttributePenaltyFlag: curAttributePenaltyFlag, skillStep: SkillStep
|
||
});
|
||
});
|
||
});
|
||
|
||
function maxValueFromDiceString(diceString){
|
||
let maxValue = 0
|
||
switch (diceString) {
|
||
case "d0":
|
||
maxValue = 0;
|
||
break;
|
||
case "d2":
|
||
maxValue = 2;
|
||
break;
|
||
case "d4":
|
||
maxValue = 4;
|
||
break;
|
||
case "d6":
|
||
maxValue = 6;
|
||
break;
|
||
case "d8":
|
||
maxValue = 8;
|
||
break;
|
||
case "d10":
|
||
maxValue = 10;
|
||
break;
|
||
case "d12":
|
||
maxValue = 12;
|
||
break;
|
||
case "d12+d2":
|
||
maxValue = 14;
|
||
break;
|
||
case "d12+d4":
|
||
maxValue = 16;
|
||
break;
|
||
case "d12+d6":
|
||
maxValue = 18;
|
||
break;
|
||
case "d12+d8":
|
||
maxValue = 20;
|
||
break;
|
||
case "d12+d10":
|
||
maxValue = 22;
|
||
break;
|
||
case "d12+d12":
|
||
maxValue = 24;
|
||
break;
|
||
}
|
||
return maxValue;
|
||
}
|
||
|
||
|
||
on("change:repeating_specialties:Skill change:repeating_specialties:Level remove:repeating_specialties sheet:opened", function(eventInfo) {
|
||
// This sheetworker recalculates Specialties cost during Character Creation
|
||
console.log("***** Updating costs in Specialties ****");
|
||
let totalSpecialtiesCost = 0
|
||
getSectionIDs(`repeating_specialties`, function(idArray) {
|
||
|
||
// create a variable to hold all the needed specialties names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_specialties_" + idArray[i] + "_Skill",
|
||
"repeating_specialties_" + idArray[i] + "_Level"
|
||
);
|
||
};
|
||
console.log(" Specialties length : " + idArray.length);
|
||
getAttrs(fieldnames, function(values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var Skill = values["repeating_specialties_" + idArray[i] + "_Skill"];
|
||
var Level = values["repeating_specialties_" + idArray[i] + "_Level"];
|
||
var Cost = maxValueFromDiceString(Level) - 6; /* 1st level Specialty is d8 but only costs 2 points: 8-2=6 */
|
||
totalSpecialtiesCost += Cost
|
||
console.log(" Skill : " + Skill + " level: " + Level + " cost: " + Cost + " totalSpecialtiesCost: " + totalSpecialtiesCost);
|
||
};
|
||
setAttrs({
|
||
specialty_cost: totalSpecialtiesCost
|
||
});
|
||
console.log(" set specialty_cost to " + totalSpecialtiesCost);
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:repeating_assets remove:repeating_assets sheet:opened", function(eventInfo) {
|
||
// This sheetworker calculates to total cost of Assets during Character Creation
|
||
console.log("***** Updating total cost of Assets ****");
|
||
let totalAssetsCost = 0;
|
||
//Walkthrough of repeating_assets to recalculate cost of Assets
|
||
getSectionIDs(`repeating_assets`, function(idArray) {
|
||
console.log("In repeating_assets to calculate total cost");
|
||
|
||
// create a variable to hold all the needed assets names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_assets_" + idArray[i] + "_Asset"
|
||
);
|
||
};
|
||
fieldnames.push("assets_cost");
|
||
console.log(" Assets length : " + idArray.length);
|
||
getAttrs(fieldnames, function(values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var Asset = values["repeating_assets_" + idArray[i] + "_Asset"];
|
||
var assetsCost = pointCost(Asset);
|
||
totalAssetsCost += assetsCost;
|
||
console.log(" Asset: " + Asset + " Cost: " + assetsCost + " totalAssetsCost: " + totalAssetsCost);
|
||
};
|
||
setAttrs({
|
||
assets_cost : totalAssetsCost
|
||
});
|
||
console.log(" assets_cost: " + values.assets_cost + " totalAssetsCost: " + totalAssetsCost);
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:repeating_complications remove:repeating_complications sheet:opened", function(eventInfo) {
|
||
// This sheetworker calculates to total cost of Complications during Character Creation
|
||
console.log("***** Updating cost of Complications ****");
|
||
let totalComplicationsCost = -7;
|
||
getAttrs(["complications_cost"], function(pvalue) {
|
||
let oldCompCost = parseInt(pvalue.complications_cost)||0;
|
||
console.log(" old complications_cost: " + oldCompCost);
|
||
totalComplicationsCost = 0;
|
||
//Walkthrough of repeating_complications to recalculate cost of Complications
|
||
getSectionIDs(`repeating_complications`, function(idArray) {
|
||
|
||
// create a variable to hold all the needed complications names
|
||
var fieldnames = [];
|
||
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
fieldnames.push(
|
||
"repeating_complications_" + idArray[i] + "_Complication"
|
||
);
|
||
};
|
||
console.log(" No. of Complications: " + idArray.length);
|
||
getAttrs(fieldnames, function(values) {
|
||
for(var i = 0; i < idArray.length; i++) {
|
||
// Extract characteristics
|
||
var Complication = values["repeating_complications_" + idArray[i] + "_Complication"];
|
||
var complicationCost = pointCost(Complication);
|
||
totalComplicationsCost -= complicationCost; // Complications add Attribute Points
|
||
console.log(" Complication: " + Complication + " Cost: " + complicationCost + " totalComplicationsCost: " + totalComplicationsCost);
|
||
};
|
||
setAttrs({
|
||
complications_cost : totalComplicationsCost
|
||
});
|
||
console.log(" complications_cost: " + pvalue.complications_cost + " totalComplicationsCost: " + totalComplicationsCost);
|
||
});
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
function stepDown(diceString){
|
||
let penaltyString = 0
|
||
switch (diceString) {
|
||
case "d0":
|
||
penaltyString = "d0";
|
||
break;
|
||
case "d2":
|
||
penaltyString = "d0";
|
||
break;
|
||
case "d4":
|
||
penaltyString = "d2";
|
||
break;
|
||
case "d6":
|
||
penaltyString = "d4";
|
||
break;
|
||
case "d8":
|
||
penaltyString = "d6";
|
||
break;
|
||
case "d10":
|
||
penaltyString = "d8";
|
||
break;
|
||
case "d12":
|
||
penaltyString = "d10";
|
||
break;
|
||
case "d12+d2":
|
||
penaltyString = "d12";
|
||
break;
|
||
case "d12+d4":
|
||
penaltyString = "d12+d2";
|
||
break;
|
||
case "d12+d6":
|
||
penaltyString = "d12+d4";
|
||
break;
|
||
case "d12+d8":
|
||
penaltyString = "d12+d6";
|
||
break;
|
||
case "d12+d10":
|
||
penaltyString = "d12+d8";
|
||
break;
|
||
case "d12+d12":
|
||
penaltyString = "d12+d10";
|
||
break;
|
||
case "d12+d12+d2":
|
||
penaltyString = "d12+d12";
|
||
break;
|
||
case "d12+d12+d4":
|
||
penaltyString = "d12+d12+d2";
|
||
break;
|
||
case "d12+d12+d6":
|
||
penaltyString = "d12+d12+d4";
|
||
break;
|
||
case "d12+d12+d8":
|
||
penaltyString = "d12+d12+d6";
|
||
break;
|
||
case "d12+d12+d10":
|
||
penaltyString = "d12+d12+d8";
|
||
break;
|
||
default:
|
||
penaltyString = "d0"; // an error text string for an Attribute will blow up Derived Traits
|
||
}
|
||
return penaltyString;
|
||
}
|
||
function stepUp(diceString){
|
||
let restoredString = 0
|
||
switch (diceString) {
|
||
case "d0":
|
||
restoredString = "d2";
|
||
break;
|
||
case "d2":
|
||
restoredString = "d4";
|
||
break;
|
||
case "d4":
|
||
restoredString = "d6";
|
||
break;
|
||
case "d6":
|
||
restoredString = "d8";
|
||
break;
|
||
case "d8":
|
||
restoredString = "d10";
|
||
break;
|
||
case "d10":
|
||
restoredString = "d12";
|
||
break;
|
||
case "d12":
|
||
restoredString = "d12+d2";
|
||
break;
|
||
case "d12+d2":
|
||
restoredString = "d12+d4";
|
||
break;
|
||
case "d12+d4":
|
||
restoredString = "d12+d6";
|
||
break;
|
||
case "d12+d6":
|
||
restoredString = "d12+d8";
|
||
break;
|
||
case "d12+d8":
|
||
restoredString = "d12+d10";
|
||
break;
|
||
case "d12+d10":
|
||
restoredString = "d12+d12";
|
||
break;
|
||
case "d12+d12":
|
||
restoredString = "d12+d12+d2";
|
||
break;
|
||
case "d12+d12+d2":
|
||
restoredString = "d12+d12+d4";
|
||
break;
|
||
case "d12+d12+d4":
|
||
restoredString = "d12+d12+d6";
|
||
break;
|
||
case "d12+d12+d6":
|
||
restoredString = "d12+d12+d8";
|
||
break;
|
||
default:
|
||
restoredString = "d12+d12+d12"; // an error text string for an Attribute will blow up Derived Traits
|
||
}
|
||
return restoredString;
|
||
}
|
||
|
||
|
||
<!-- Skill Step All Out: Actions defend/attack -->
|
||
on("clicked:skillstepsallout", function() {
|
||
//let previousStepAllOut = eventInfo.previousValue
|
||
//let stepStepAllOut = eventInfo.newValue
|
||
console.log(" ***** clicked skillStepsAllOut ****** ");
|
||
getAttrs(["skillStepActive", "skillStep" ], function(pvalue) {
|
||
console.log(" skillStepActive " + pvalue.skillStepActive);
|
||
console.log(" skillStep " + pvalue.skillStep);
|
||
if (pvalue.skillStepActive == 0) {
|
||
console.log(" skillStepActive set active");
|
||
setAttrs({ "skillStepActive":1 });
|
||
}
|
||
let SkillStep = parseInt(pvalue.skillStep)||0;
|
||
|
||
if (SkillStep >= 2) { //Assume turning off AllOut
|
||
SkillStep -= 2;
|
||
console.log(" stepStepAllOut deactivated");
|
||
} else {
|
||
SkillStep += 2;
|
||
console.log(" stepStepAllOut set active");
|
||
}
|
||
setAttrs({ skillStep:SkillStep });
|
||
});
|
||
});
|
||
|
||
|
||
<!-- Skill Step Multiple Actions -->
|
||
on("clicked:skillstepsmultiact", function() {
|
||
console.log(" ***** clicked skillStepsMultiAct to Decrease Skill Steps ****** ");
|
||
getAttrs(["skillStepActive", "skillStep", "AttributePenaltyFlag" ], function(pvalue) {
|
||
if (pvalue.skillStepActive == 0) {
|
||
setAttrs({ "skillStepActive":1 });
|
||
}
|
||
let attributePenaltyFlag = parseInt(pvalue.AttributePenaltyFlag)||0
|
||
let SkillStep = parseInt(pvalue.skillStep)||0;
|
||
console.log(" SkillStep was: " + SkillStep);
|
||
SkillStep -= 1;
|
||
console.log(" SkillStep is: " + SkillStep);
|
||
if ((SkillStep < -3) && (attributePenaltyFlag == 0)) { //Assume clearing MultipleActions
|
||
SkillStep = 0;
|
||
console.log(" SkillStep reset: " + SkillStep);
|
||
}
|
||
setAttrs({ skillStep:SkillStep });
|
||
});
|
||
});
|
||
|
||
on("change:AnimalHandling change:Artistry change:Athletics change:Covert change:Craft change:Discipline change:Guns change:HeavyWeapons change:Influence change:Knowledge change:Linguist change:MechanicalEngineering change:MedicalExpertise change:MeleeWeapons change:Perception change:Performance change:Pilot change:PlanetaryVehicles change:RangedWeapons change:ScientificExpertise change:Survival change:TechnicalEngineering change:UnarmedCombat", function() {
|
||
// This sheetworker synchronizes skill_cost
|
||
|
||
getAttrs(["AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat" ], function(pvalue) {
|
||
const Skills = [pvalue.AnimalHandling, pvalue.Artistry, pvalue.Athletics, pvalue.Covert, pvalue.Craft, pvalue.Discipline, pvalue.Guns, pvalue.HeavyWeapons, pvalue.Influence, pvalue.Knowledge, pvalue.Linguist, pvalue.MechanicalEngineering, pvalue.MedicalExpertise, pvalue.MeleeWeapons, pvalue.Perception, pvalue.Performance, pvalue.Pilot, pvalue.PlanetaryVehicles, pvalue.RangedWeapons, pvalue.ScientificExpertise, pvalue.Survival, pvalue.TechnicalEngineering, pvalue.UnarmedCombat]
|
||
|
||
let skillsLen = Skills.length;
|
||
skillCost = 0;
|
||
for (let i = 0; i < skillsLen; i++) {
|
||
skillCost += maxValueFromDiceString(Skills[i])
|
||
console.log(" i " + i + " is " + Skills[i] + " total skill cost: " + skillCost);
|
||
}
|
||
setAttrs({ skill_cost:skillCost });
|
||
console.log( " total skill cost: " + skillCost);
|
||
});
|
||
});
|
||
|
||
|
||
<!-- Set Display Name to Character Name -->
|
||
on("clicked:character_name", function() {
|
||
console.log(" ***** clicked character_name ****** ");
|
||
getAttrs(["character_name", "display_name" ], function(pvalue) {
|
||
let char_name = pvalue.character_name;
|
||
console.log(" Character Name: " + char_name);
|
||
console.log(" Display Name: " + pvalue.display_name);
|
||
setAttrs({ display_name:char_name });
|
||
});
|
||
});
|
||
|
||
|
||
<!-- Set Display Name to Nickname -->
|
||
on("clicked:nickname", function() {
|
||
console.log(" ***** clicked nickname ****** ");
|
||
getAttrs(["nickname", "display_name" ], function(pvalue) {
|
||
let char_name = pvalue.nickname;
|
||
console.log(" Nickname: " + char_name);
|
||
console.log(" Display Name was: " + pvalue.display_name);
|
||
setAttrs({ display_name:char_name });
|
||
console.log(" Display Name now: " + char_name);
|
||
});
|
||
});
|
||
</script> |