mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 03:40:32 +00:00
1914 lines
144 KiB
HTML
1914 lines
144 KiB
HTML
<input type="radio" class="isPC" value="1" name="attr_pc"><span class="label" data-i18n="sheet-type-Player-Character">Player Character</span>
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<input type="radio" class="isNPC" value="0" name="attr_pc"><span class="label" data-i18n="sheet-type-LM-Character">LM Character</span>
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<input type="radio" class="isAdversary" value="3" name="attr_pc"><span class="label" data-i18n="sheet-type-Adversary">Adversary</span>
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<hr>
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<div class="sheet-main sheet-npc sheet-adversary">
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<table class="sheet-wide">
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<tr>
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<td class="sheet-center sheet-width-50"><label data-i18n="attribute-level">Attribute Level</label></td>
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<td class="sheet-center sheet-width-50"><label data-i18n="weary-state">Weary State</label></td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50">
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<input type="number" name="attr_attribute_level" style="text-align: center;" value="0">
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</td>
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<td class="sheet-center sheet-width-50">
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<select name="attr_weary">
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<option value="normal" data-i18n="weary-normal">Not Weary</option>
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<option value="weary" data-i18n="weary-weary">Weary</option>
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</select>
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</td>
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</tr>
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<tr>
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<td colspan="2">
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<table class="wide">
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<tr>
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<td class="sheet-center sheet-width-50"><label data-i18n="endurance">Endurance</label></td>
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<td class="sheet-center sheet-width-50"><label data-i18n="hate">Hate</label></td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50">
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<input type="number" value="0" name="attr_endurance"> /
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<input type="number" value="0" name="attr_endurance_max">
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</td>
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<td class="sheet-center sheet-width-50">
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<input type="number" value="0" name="attr_hate"> /
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<input type="number" value="0" name="attr_hate_max">
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</td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50"><label data-i18n="parry-and-shield">Parry & Shield</label></td>
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<td class="sheet-center sheet-width-50"><label data-i18n="armour">Armour</label></td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50">
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<input type="number" value="0" name="attr_parry"> +
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<input type="number" value="0" name="attr_shield">
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</td>
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<td class="sheet-center sheet-width-50">
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<button type="roll" value="/me @{translation_rolls_for} @{translation_armour} @{translation_against_tn} ?{@{translation_injury}|14}.\n/roll 1t[lm-feat] + @{armour}t[@{weary}] + @{head-gear} + [[@{armour_favoured} * @{attribute_level}]] > ?{@{translation_injury}|14}" name="armourcheck"></button>
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<input type="checkbox" name="attr_armour_favoured" value="1">
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<input type="number" value="0" name="attr_armour" value="0"> +
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<input type="number" value="0" name="attr_head-gear" value="0">
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</td>
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</tr>
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</table>
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</td>
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</tr>
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<tr>
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<td colspan="2" class="sheet-center sheet-section-heading">
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<label data-i18n="skills">Skills</label>
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</td>
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</tr>
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<tr class="sheet-group-attrs-skills sheet-horizontal-pad">
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<td colspan="2" style="padding: 0 50px;">
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<table class="wide">
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<tr>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_personality} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{personality}t[@{weary}] + [[@{personality_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="personalitycheck"></button>
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<input type="checkbox" name="attr_personality_favoured" value="1">
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<label data-i18n="personality">Personality</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_personality">
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</td>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_survival} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{survival}t[@{weary}] + [[@{survival_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="survivalcheck"></button>
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<input type="checkbox" name="attr_survival_favoured" value="1">
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<label data-i18n="survival">Survival</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_survival">
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</td>
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</tr>
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<tr>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_movement} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{movement}t[@{weary}] + [[@{movement_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="movementcheck"></button>
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<input type="checkbox" name="attr_movement_favoured" value="1">
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<label data-i18n="movement">Movement</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_movement">
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</td>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_custom} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{custom}t[@{weary}] + [[@{custom_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="customcheck"></button>
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<input type="checkbox" name="attr_custom_favoured" value="1">
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<label data-i18n="custom">Custom</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_custom">
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</td>
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</tr>
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<tr>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_perception} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{perception}t[@{weary}] + [[@{perception_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="perceptioncheck"></button>
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<input type="checkbox" name="attr_perception_favoured" value="1">
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<label data-i18n="perception">Perception</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_perception">
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</td>
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<td>
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<button type="roll" value="/me @{translation_rolls_for} @{translation_vocation} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{vocation}t[@{weary}] + [[@{vocation_favoured} * @{attribute_level}]] > ?{@{translation_target_number}|14}" name="vocationcheck"></button>
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<input type="checkbox" name="attr_vocation_favoured" value="1">
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<label data-i18n="vocation">Vocation</label>
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</td>
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<td>
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<input type="number" value="0" name="attr_vocation">
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</td>
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</tr>
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</table>
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</td>
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</tr>
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<tr>
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<td colspan="2" class="sheet-center sheet-section-heading">
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<label data-i18n="weapon-skills">Weapon Skills</label>
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</td>
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</tr>
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<tr>
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<td colspan="2">
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<table class="sheet-weapon-skills sheet-wide">
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<thead>
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<tr>
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<td></td>
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<td><label data-i18n="weapon">Weapon</label></td>
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<td><label class="sheet-center" data-i18n="weapon-rating">Rating</label></td>
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<td><label class="sheet-center" data-i18n="weapon-damage">Dmg.</label></td>
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<td><label class="sheet-center" data-i18n="weapon-edge">Edge</label></td>
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<td><label class="sheet-center" data-i18n="weapon-injury">Inj.</label></td>
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<td><label class="sheet-center" data-i18n="weapon-called-shot">Called Shot</label></td>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_1} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_1}t[@{weary}] + [[@{weapon_favoured_1} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon1check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_1" value="1"><input name="attr_weapon_skill_name_1" type="text"></td>
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<td><input name="attr_weapon_rating_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_1" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_1" value="" type="text"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_2} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_2}t[@{weary}] + [[@{weapon_favoured_2} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon2check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_2" value="1"><input name="attr_weapon_skill_name_2" type="text"></td>
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<td><input name="attr_weapon_rating_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_2" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_2" value="" type="text"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_3} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_3}t[@{weary}] + [[@{weapon_favoured_3} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon3check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_3" value="1"><input name="attr_weapon_skill_name_3" type="text"></td>
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<td><input name="attr_weapon_rating_3" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_3" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_3" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_3" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_3" value="" type="text"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_4} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_4}t[@{weary}] + [[@{weapon_favoured_4} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon4check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_4" value="1"><input name="attr_weapon_skill_name_4" type="text"></td>
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<td><input name="attr_weapon_rating_4" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_4" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_4" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_4" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_4" value="" type="text"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_5} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_5}t[@{weary}] + [[@{weapon_favoured_5} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon5check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_5" value="1"><input name="attr_weapon_skill_name_5" type="text"></td>
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<td><input name="attr_weapon_rating_5" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_5" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_5" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_5" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_5" value="" type="text"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_6} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[lm-feat] + @{weapon_rating_6}t[@{weary}] + [[@{weapon_favoured_6} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon6check"></button></td>
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<td><input type="checkbox" name="attr_weapon_favoured_6" value="1"><input name="attr_weapon_skill_name_6" type="text"></td>
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<td><input name="attr_weapon_rating_6" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_damage_6" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_edge_6" value="0" class="center number" type="text" style="width: 46px;"></td>
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<td><input name="attr_weapon_injury_6" value="0" class="center number" type="text"></td>
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<td><input name="attr_weapon_called_shot_6" value="" type="text"></td>
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</tr>
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</tbody>
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</table>
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</td>
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</tr>
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<table class="sheet-combat">
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<tr>
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<td colspan="2">
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<h2 data-i18n="mount">Mount</h2>
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<table class="sheet-weapon-skills" style="width: 100%;">
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<thead>
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<tr>
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<td></td>
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<td><span class="label" data-i18n="mount-name">Name</span></td>
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<td><span class="label" data-i18n="mount-type">Type</span></td>
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<td><span class="label" data-i18n="mount-size">Size</span></td>
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<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-riding-mod">Riding Mod.</span></td>
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<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-charge-bonus">Charge Bonus</span></td>
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<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-arm-red">Arm.Red.</span></td>
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<td><span class="label" data-i18n="mount-qualities">Qualities</span></td>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_1} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_1}]].\n/roll 1t[lm-feat] + @{movement}t[@{weary}] + [[@{movement_favoured} * @{attribute_level}]] > [[?{@{translation_target_number}|16} + @{mount_modifier_1}]]" name="mount1check"></button></td>
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<td><input name="attr_mount_name_1" type="text" style="width: 160px;"></td>
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<td><input name="attr_mount_type_1" type="text" style="width: 80px;"></td>
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<td><input name="attr_mount_size_1" type="text" style="width: 50px;"></td>
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<td><input name="attr_mount_modifier_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_damage_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_reduction_1" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_qualities_1" type="text" style="width: 240px;"></td>
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</tr>
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<tr>
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<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_2} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_2}]].\n/roll 1t[lm-feat] + @{movement}t[@{weary}] + [[@{movement_favoured} * @{attribute_level}]] > [[?{@{translation_target_number}|16} + @{mount_modifier_2}]]" name="mount2check"></button></td>
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<td><input name="attr_mount_name_2" type="text" style="width: 160px;"></td>
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<td><input name="attr_mount_type_2" type="text" style="width: 80px;"></td>
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<td><input name="attr_mount_size_2" type="text" style="width: 50px;"></td>
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<td><input name="attr_mount_modifier_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_damage_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_reduction_2" value="0" class="center number" type="text"></td>
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<td><input name="attr_mount_qualities_2" type="text" style="width: 240px;"></td>
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</tr>
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</tbody>
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</table>
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</td>
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</tr>
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</table>
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<br>
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<br>
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<tr>
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<td colspan="2" class="sheet-center sheet-section-heading">
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<label data-i18n="special-abilities">Special Abilities</label>
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</td>
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</tr>
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<tr>
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<td colspan="2" style="padding-left: 10px;"><textarea name="attr_abilities"></textarea></td>
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</tr>
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</table>
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</div>
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<div class="sheet-main sheet-npc sheet-lm-character">
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<table class="sheet-wide">
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<tr>
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<td class="sheet-center sheet-width-50"><label data-i18n="attribute-level">Attribute Level</label></td>
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<td class="sheet-center sheet-width-50"><label data-i18n="weary-state">Weary State</label></td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50">
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<input type="number" name="attr_attribute_level" style="text-align: center;" value="0">
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</td>
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<td class="sheet-center sheet-width-50">
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<select name="attr_weary">
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<option value="normal" data-i18n="weary-normal">Not Weary</option>
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<option value="weary" data-i18n="weary-weary">Weary</option>
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</select>
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</td>
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</tr>
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<tr>
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<td colspan="2">
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<table class="wide">
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<tr>
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<td class="sheet-center sheet-width-50"><label data-i18n="endurance">Endurance</label></td>
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<td class="sheet-center sheet-width-50"><label data-i18n="hope">Hope</label></td>
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</tr>
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<tr>
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<td class="sheet-center sheet-width-50">
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<input type="number" value="0" name="attr_endurance"> /
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<input type="number" value="0" name="attr_endurance_max">
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</td>
|
||
<td class="sheet-center sheet-width-50">
|
||
<input type="number" value="0" name="attr_hope"> /
|
||
<input type="number" value="0" name="attr_hope_max">
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-center sheet-width-50"><label data-i18n="parry-and-shield">Parry & Shield</label></td>
|
||
<td class="sheet-center sheet-width-50"><label data-i18n="armour">Armour</label></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-center sheet-width-50">
|
||
<input type="number" value="0" name="attr_parry"> +
|
||
<input type="number" value="0" name="attr_shield">
|
||
</td>
|
||
<td class="sheet-center sheet-width-50 ">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_armour} @{translation_against_tn} ?{@{translation_injury}|14}.\n/roll 1t[feat] + @{armour}t[@{weary}] + @{head-gear} + [[@{armour_favoured} * @{attribute_level}]] > ?{@{translation_injury}|14}" name="armourcheck"></button>
|
||
<input type="checkbox" name="attr_armour_favoured" value="1">
|
||
<input type="number" value="0" name="attr_armour"> +
|
||
<input type="number" value="0" name="attr_head-gear">
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</td>
|
||
</tr>
|
||
<tr style="height: 30px;"></tr>
|
||
<tr>
|
||
<td colspan="2">
|
||
<table class="wide">
|
||
<tr>
|
||
<td class="sheet-small" style="padding-right: 20px; padding-left: 10px; width: 33%"><label data-i18n="specialities">Specialities</label></td>
|
||
<td><input type="text" name="attr_specialities" style="width: 100%;"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-small" style="padding-right: 20px; padding-left: 10px;"><label data-i18n="distinctive-features">Distinctive Features</label></td>
|
||
<td><input type="text" name="attr_distinctive_features" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td colspan="2" class="sheet-center sheet-section-heading">
|
||
<label data-i18n="skills">Skills</label>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr class="sheet-lmc-skills">
|
||
<td colspan="2">
|
||
<table class="wide">
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_1} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_1}t[@{weary}] + [[@{lmc_favoured_1} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc1check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_1" value="1"><input name="attr_lmc_skill_name_1" type="text"></td>
|
||
<td><input name="attr_lmc_rating_1" value="0" class="center number" type="text"></td>
|
||
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_4} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_4}t[@{weary}] + [[@{lmc_favoured_4} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc4check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_4" value="1"><input name="attr_lmc_skill_name_4" type="text"></td>
|
||
<td><input name="attr_lmc_rating_4" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_2} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_2}t[@{weary}] + [[@{lmc_favoured_2} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc2check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_2" value="1"><input name="attr_lmc_skill_name_2" type="text"></td>
|
||
<td><input name="attr_lmc_rating_2" value="0" class="center number" type="text"></td>
|
||
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_5} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_5}t[@{weary}] + [[@{lmc_favoured_5} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc5check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_5" value="1"><input name="attr_lmc_skill_name_5" type="text"></td>
|
||
<td><input name="attr_lmc_rating_5" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_3} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_3}t[@{weary}] + [[@{lmc_favoured_3} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc3check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_3" value="1"><input name="attr_lmc_skill_name_3" type="text"></td>
|
||
<td><input name="attr_lmc_rating_3" value="0" class="center number" type="text"></td>
|
||
|
||
<td><button type="roll" value="/me @{translation_rolls_for} @{lmc_skill_name_6} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lmc_rating_6}t[@{weary}] + [[@{lmc_favoured_6} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="lmc6check"></button></td>
|
||
<td><input type="checkbox" name="attr_lmc_favoured_6" value="1"><input name="attr_lmc_skill_name_6" type="text"></td>
|
||
<td><input name="attr_lmc_rating_6" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
</table>
|
||
</td>
|
||
</tr>
|
||
|
||
|
||
<tr>
|
||
<td colspan="2" class="sheet-center sheet-section-heading">
|
||
<label data-i18n="weapon-skills">Weapon Skills</label>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td colspan="2">
|
||
<table class="sheet-weapon-skills sheet-wide">
|
||
<thead>
|
||
<tr>
|
||
<td></td>
|
||
<td><label data-i18n="weapon">Weapon</label></td>
|
||
<td><label class="sheet-center" data-i18n="weapon-rating">Rating</label></td>
|
||
<td><label class="sheet-center" data-i18n="weapon-damage">Dmg.</label></td>
|
||
<td><label class="sheet-center" data-i18n="weapon-edge">Edge</label></td>
|
||
<td><label class="sheet-center" data-i18n="weapon-injury">Inj.</label></td>
|
||
<td><label class="sheet-center" data-i18n="weapon-called-shot">Called Shot</label></td>
|
||
</tr>
|
||
</thead>
|
||
|
||
<tbody>
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_1} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_1}t[@{weary}] + [[@{weapon_favoured_1} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon1check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_1" value="1"><input name="attr_weapon_skill_name_1" type="text"></td>
|
||
<td><input name="attr_weapon_rating_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_1" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_1" value="" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_2} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_2}t[@{weary}] + [[@{weapon_favoured_2} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon2check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_2" value="1"><input name="attr_weapon_skill_name_2" type="text"></td>
|
||
<td><input name="attr_weapon_rating_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_2" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_2" value="" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_3} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_3}t[@{weary}] + [[@{weapon_favoured_3} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon3check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_3" value="1"><input name="attr_weapon_skill_name_3" type="text"></td>
|
||
<td><input name="attr_weapon_rating_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_3" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_3" value="" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_4} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_4}t[@{weary}] + [[@{weapon_favoured_4} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon4check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_4" value="1"><input name="attr_weapon_skill_name_4" type="text"></td>
|
||
<td><input name="attr_weapon_rating_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_4" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_4" value="" type="text"></td>
|
||
</tr>
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_5} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_5}t[@{weary}] + [[@{weapon_favoured_5} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon5check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_5" value="1"><input name="attr_weapon_skill_name_5" type="text"></td>
|
||
<td><input name="attr_weapon_rating_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_5" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_5" value="" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_attacks_with} @{weapon_skill_name_6} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_6}t[@{weary}] + [[@{weapon_favoured_6} * @{attribute_level}}]] > ?{@{translation_target_number}|14}" name="weapon6check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_6" value="1"><input name="attr_weapon_skill_name_6" type="text"></td>
|
||
<td><input name="attr_weapon_rating_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_6" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_6" value="" type="text"></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</td>
|
||
</tr>
|
||
|
||
<table class="sheet-combat">
|
||
<tr>
|
||
<td colspan="2">
|
||
|
||
<h2 data-i18n="mount">Mount</h2>
|
||
|
||
<table class="sheet-weapon-skills" style="width: 100%;">
|
||
<thead>
|
||
<tr>
|
||
<td></td>
|
||
<td><span class="label" data-i18n="mount-name">Name</span></td>
|
||
<td><span class="label" data-i18n="mount-type">Type</span></td>
|
||
<td><span class="label" data-i18n="mount-size">Size</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-riding-mod">Riding Mod.</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-charge-bonus">Charge Bonus</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-arm-red">Arm.Red.</span></td>
|
||
<td><span class="label" data-i18n="mount-qualities">Qualities</span></td>
|
||
</tr>
|
||
</thead>
|
||
|
||
<tbody>
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_1} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_1}]].\n/roll 1t[feat] + @{lmc_rating_2}t[@{weary}] + [[@{lmc_favoured_2} * @{attribute_level}]] > [[?{@{translation_target_number}|16} + @{mount_modifier_1}]]" name="mount1check"></button></td>
|
||
<td><input name="attr_mount_name_1" type="text" style="width: 160px;"></td>
|
||
<td><input name="attr_mount_type_1" type="text" style="width: 80px;"></td>
|
||
<td><input name="attr_mount_size_1" type="text" style="width: 50px;"></td>
|
||
<td><input name="attr_mount_modifier_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_damage_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_reduction_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_qualities_1" type="text" style="width: 240px;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_2} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_2}]].\n/roll 1t[feat] + @{lmc_rating_2}t[@{weary}] + [[@{lmc_favoured_2} * @{attribute_level}]] > [[?{@{translation_target_number}|16} + @{mount_modifier_2}]]" name="mount2check"></button></td>
|
||
<td><input name="attr_mount_name_2" type="text" style="width: 160px;"></td>
|
||
<td><input name="attr_mount_type_2" type="text" style="width: 80px;"></td>
|
||
<td><input name="attr_mount_size_2" type="text" style="width: 50px;"></td>
|
||
<td><input name="attr_mount_modifier_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_damage_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_reduction_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_qualities_2" type="text" style="width: 240px;"></td>
|
||
</tr>
|
||
|
||
</tbody>
|
||
</table>
|
||
|
||
</td>
|
||
|
||
</tr>
|
||
</table>
|
||
<br>
|
||
<br>
|
||
|
||
<tr>
|
||
<td colspan="2" class="sheet-section-heading"><label data-i18n="special-abilities">Special Abilities</label></td>
|
||
</tr>
|
||
<tr>
|
||
<td colspan="2"><textarea name="attr_abilities"></textarea></td>
|
||
</tr>
|
||
|
||
</table>
|
||
</div>
|
||
|
||
|
||
<div class="sheet-main sheet-pc">
|
||
<div class="sheet-pc-wrapper">
|
||
|
||
<div class="sheet-logo">
|
||
</div>
|
||
|
||
<table class="sheet-wide-PC-container">
|
||
<tr>
|
||
<td>
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td class="sheet-small"><span class='label' data-i18n="character-name">Name</span></td>
|
||
<td style="padding-right: 15px;"><input type="text" name="attr_name" style="width: 100%;"></td>
|
||
|
||
<td class="sheet-small"><span class='label' data-i18n="culture">Culture</span></td>
|
||
<td><input type="text" name="attr_culture" style="width: 100%;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-small"><span class='label' data-i18n="standard-of-living">Standard of Living</span></td>
|
||
<td style="padding-right: 15px;"><input type="text" name="attr_standard_of_living" style="width: 100%;"></td>
|
||
|
||
<td class="sheet-small"><span class='label' data-i18n="cultural-blessing">Cultural Blessing</span></td>
|
||
<td><input type="text" name="attr_cultural_blessing" style="width: 100%;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-small"><span class='label' data-i18n="calling">Calling</span></td>
|
||
<td style="padding-right: 15px;"><input type="text" name="attr_calling" style="width: 100%;"></td>
|
||
|
||
<td class="sheet-small"><span class='label' data-i18n="shadow-weakness">Shadow Weakness</span></td>
|
||
<td><input type="text" name="attr_shadow_weakness" style="width: 100%;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-small"><span class='label' data-i18n="specialities">Specialities</span></td>
|
||
<td colspan="3"><input type="text" name="attr_specialities" style="width: 100%;"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-small"><span class='label' data-i18n="distinctive-features">Distinctive Features</span></td>
|
||
<td colspan="3"><input type="text" name="attr_distinctive_features" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
<h2 data-i18n="attributes">Attribute</h2>
|
||
|
||
<table class="sheet-group-attrs-skills sheet-horizontal-pad">
|
||
<tr>
|
||
<td>
|
||
|
||
<table>
|
||
<tr class="sheet-attribute">
|
||
<td>
|
||
<span class="label" data-i18n="body">Body</span>
|
||
<div class="sheet-hover-info" data-i18n="body-description">A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.</div>
|
||
</td>
|
||
<td><input name="attr_body" type="text" value="0"></td>
|
||
</tr>
|
||
|
||
<tr class="sheet-attribute-favoured">
|
||
<td><span class="label" data-i18n="favoured">Favoured</span></td>
|
||
<td><input name="attr_body_max" type="text" value="0"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td>
|
||
|
||
<td>
|
||
|
||
<table>
|
||
<tr class="sheet-attribute">
|
||
<td>
|
||
<span class="label" data-i18n="heart">Heart</span>
|
||
<div class="sheet-hover-info" data-i18n="heart-description">Measures a character's capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character's Heart score.</div>
|
||
</td>
|
||
<td>
|
||
<input name="attr_heart" type="text" value="0"></td>
|
||
</tr>
|
||
|
||
<tr class="sheet-attribute-favoured">
|
||
<td><span class="label" data-i18n="favoured">Favoured</span></td>
|
||
<td><input name="attr_heart_max" type="text" value="0"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td>
|
||
|
||
<td>
|
||
|
||
<table>
|
||
<tr class="sheet-attribute">
|
||
<td>
|
||
<span class="label" data-i18n="wits">Wits</span>
|
||
<div class="sheet-hover-info" data-i18n="wits-description">A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero's Wits score.</div>
|
||
</td>
|
||
<td>
|
||
<input name="attr_wits" type="text" value="0"></td>
|
||
</tr>
|
||
|
||
<tr class="sheet-attribute-favoured">
|
||
<td><span class="label" data-i18n="favoured">Favoured</span></td>
|
||
<td><input name="attr_wits_max" type="text" value="0"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td>
|
||
|
||
|
||
</tr>
|
||
</table>
|
||
</td>
|
||
<td id='upper-right-section'>
|
||
<div class="rating-wrapper">
|
||
<span class="label" data-i18n="experience">Experience</span>
|
||
<div class="sheet-hover-info" data-i18n="experience-description">Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.<br><br>The upper left bubble represents a player characters unspent experiance points.<br><br>The upper right bubble bubble represents a player characters spent experiance points.<br><br> The central big main bubble represents a player characters total experiance points, this can be helpful when determining courage points.</div>
|
||
<img class="rating-diamond" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/images/rating-diamond.png">
|
||
<input id="xp-total" name="attr_total_experience_points" value="0" type="text">
|
||
<input id="xp-input" name="attr_unused_experience_points" value="0" class="nw-sub-rating" type="text">
|
||
<input id="xp-spent" name="attr_used_experience_points" value="0" class="nw1-sub-rating" type="text">
|
||
</div>
|
||
<div class="rating-wrapper">
|
||
<span class="label" data-i18n="valour">Valour</span>
|
||
<div class="sheet-hover-info" data-i18n="valour-description">Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.<br><br>When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.</div>
|
||
<img class="rating-diamond" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/images/rating-diamond.png">
|
||
<input id="valour-input" name="attr_valour" value="0" type="text">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_valour} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{valour}t[@{weary}] > ?{@{translation_target_number}|14}" name="valourcheck"></button>
|
||
</div>
|
||
<div class="rating-wrapper">
|
||
<span class="label" data-i18n="wisdom">Wisdom</span>
|
||
<div class="sheet-hover-info" data-i18n="wisdom-description">A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.<br><br>When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.</div>
|
||
<img class="rating-diamond" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/images/rating-diamond.png">
|
||
<input id="wisdom-input" name="attr_wisdom" value="0" type="text">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_wisdom} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{wisdom}t[@{weary}] > ?{@{translation_target_number}|14}" name="wisdomcheck"></button>
|
||
</div>
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
<table class="sheet-group-attrs-skills">
|
||
<tr>
|
||
<td colspan="3">
|
||
<h2 data-i18n="common-skills">Common Skills</h2>
|
||
</td>
|
||
|
||
<td class="sheet-skill-groups">
|
||
<h2 data-i18n="skill-groups">Skill Groups</h2>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-personality">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_awe} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{awe}t[@{weary}] > ?{@{translation_target_number}|14}" name="awecheck"></button>
|
||
<input type="checkbox" name="attr_awe_favoured" value="1">
|
||
<span class='label' data-i18n="awe">Awe</span>
|
||
<div class="sheet-hover-info" data-i18n="awe-description">This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. <span class='sheet-strong'>Awe</span> arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.<br><br>A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_awe" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_awe" value="1" /><span></span>
|
||
<input type="radio" name="attr_awe" value="2" /><span></span>
|
||
<input type="radio" name="attr_awe" value="3" /><span></span>
|
||
<input type="radio" name="attr_awe" value="4" /><span></span>
|
||
<input type="radio" name="attr_awe" value="5" /><span></span>
|
||
<input type="radio" name="attr_awe" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_inspire} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{inspire}t[@{weary}] > ?{@{translation_target_number}|14}" name="inspirecheck"></button>
|
||
<input type="checkbox" name="attr_inspire_favoured" value="1">
|
||
<span class='label' data-i18n="inspire">Inspire</label></span>
|
||
<div class="sheet-hover-info" data-i18n="inspire-description">A hero able to <span class='sheet-strong'>Inspire</span> others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under <span class='sheet-strong'>Persuade</span>, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high <span class='sheet-strong'>Inspire</span> ratings can be forceful orators, passionate agitators, and well- loved leaders of men.<br><br>A successful <span class='sheet-strong'>Inspire</span> roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_inspire" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="1" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="2" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="3" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="4" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="5" /><span></span>
|
||
<input type="radio" name="attr_inspire" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_persuade} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{persuade}t[@{weary}] > ?{@{translation_target_number}|14}" name="persuadecheck"></button>
|
||
<input type="checkbox" name="attr_persuade_favoured" value="1">
|
||
<span class='label' data-i18n="persuade">Persuade</span>
|
||
<div class="sheet-hover-info" data-i18n="persuade-description">This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters' actions. A high <span class='sheet-strong'>Persuade</span> score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.<br><br>The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero's stance, while an extraordinary success may turn the subject into an ardent believer.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_persuade" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="1" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="2" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="3" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="4" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="5" /><span></span>
|
||
<input type="radio" name="attr_persuade" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-personality attr-skill-group">
|
||
<span class='label' data-i18n="personality">Personality</span>
|
||
<div class="sheet-hover-info" data-i18n="personality-description">A hero's personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_personality" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_personality" value="1" /><span></span>
|
||
<input type="radio" name="attr_personality" value="2" /><span></span>
|
||
<input type="radio" name="attr_personality" value="3" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-movement">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_athletics} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{athletics}t[@{weary}] > ?{@{translation_target_number}|14}" name="athleticscheck"></button>
|
||
<input type="checkbox" name="attr_athletics_favoured" value="1">
|
||
<span class='label' data-i18n="athletics">Athletics</span>
|
||
<div class="sheet-hover-info" data-i18n="athletics-description"><span class='sheet-strong'>Athletics</span> is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high <span class='sheet-strong'>Athletics</span> skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.<br><br>A successful <span class='sheet-strong'>Athletics</span> roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_athletics" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="1" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="2" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="3" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="4" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="5" /><span></span>
|
||
<input type="radio" name="attr_athletics" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_travel} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{travel}t[@{weary}] > ?{@{translation_target_number}|14}" name="travelcheck"></button>
|
||
<input type="checkbox" name="attr_travel_favoured" value="1">
|
||
<span class='label' data-i18n="travel">Travel</span>
|
||
<div class="sheet-hover-info" data-i18n="travel-description">In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.<br><br>When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the <span class='sheet-strong'>Travel</span> skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero's strength of spirit.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_travel" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_travel" value="1" /><span></span>
|
||
<input type="radio" name="attr_travel" value="2" /><span></span>
|
||
<input type="radio" name="attr_travel" value="3" /><span></span>
|
||
<input type="radio" name="attr_travel" value="4" /><span></span>
|
||
<input type="radio" name="attr_travel" value="5" /><span></span>
|
||
<input type="radio" name="attr_travel" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_stealth} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{stealth}t[@{weary}] > ?{@{translation_target_number}|14}" name="stealthcheck"></button>
|
||
<input type="checkbox" name="attr_stealth_favoured" value="1">
|
||
<span class='label' data-i18n="stealth">Stealth</span>
|
||
<div class="sheet-hover-info" data-i18n="stealth-description">A hero resorts to <span class='sheet-strong'>Stealth</span> whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use <span class='sheet-strong'>Stealth</span> to prosper in their trade.<br><br>A successful <span class='sheet-strong'>Stealth</span> roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.<br><br>A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero's actions after the fact.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_stealth" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="1" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="2" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="3" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="4" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="5" /><span></span>
|
||
<input type="radio" name="attr_stealth" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-movement attr-skill-group">
|
||
<span class='label' data-i18n="movement">Movement</span>
|
||
<div class="sheet-hover-info" data-i18n="movement-description">Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_movement" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_movement" value="1" /><span></span>
|
||
<input type="radio" name="attr_movement" value="2" /><span></span>
|
||
<input type="radio" name="attr_movement" value="3" /><span></span>
|
||
</div> </td>
|
||
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-perception">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_awareness} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{awareness}t[@{weary}] > ?{@{translation_target_number}|14}" name="awarenesscheck"></button>
|
||
<input type="checkbox" name="attr_awareness_favoured" value="1">
|
||
<span class='label' data-i18n="awareness">Awareness</span>
|
||
<div class="sheet-hover-info" data-i18n="awareness-description">The <span class='sheet-strong'>Awareness</span> skill represents a hero's readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.<br><br>A high <span class='sheet-strong'>Awareness</span> rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_awareness" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="1" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="2" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="3" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="4" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="5" /><span></span>
|
||
<input type="radio" name="attr_awareness" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_insight} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{insight}t[@{weary}] > ?{@{translation_target_number}|14}" name="insightcheck"></button>
|
||
<input type="checkbox" name="attr_insight_favoured" value="1">
|
||
<span class='label' data-i18n="insight">Insight</span>
|
||
<div class="sheet-hover-info" data-i18n="insight-description"><span class='sheet-strong'>Insight</span> is the ability of a hero to see beyond appearances, recognising people's hidden thoughts and beliefs. Heroes with <span class='sheet-strong'>Insight</span> can recognise when someone is lying, and can draw useful conclusions about people's motives. A hero with a high <span class='sheet-strong'>Insight</span> score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful <span class='sheet-strong'>Insight</span> roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. <span class='sheet-strong'>Insight</span> tests may be rolled in opposition to an adversary using <span class='sheet-strong'>Persuade</span> or another Personality skill.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_insight" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_insight" value="1" /><span></span>
|
||
<input type="radio" name="attr_insight" value="2" /><span></span>
|
||
<input type="radio" name="attr_insight" value="3" /><span></span>
|
||
<input type="radio" name="attr_insight" value="4" /><span></span>
|
||
<input type="radio" name="attr_insight" value="5" /><span></span>
|
||
<input type="radio" name="attr_insight" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_search} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{search}t[@{weary}] > ?{@{translation_target_number}|14}" name="searchcheck"></button>
|
||
<input type="checkbox" name="attr_search_favoured" value="1">
|
||
<span class='label' data-i18n="search">Search</span>
|
||
<div class="sheet-hover-info" data-i18n="search-description"><span class='sheet-strong'>Search</span> is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief's clothing. One roll is required for each inspection of a small area, such as a room. <span class='sheet-strong'>Search</span> rolls are generally initiated by the player rather than the Loremaster; <span class='sheet-strong'>Awareness</span> is used to see if the characters passively notice something. A successful <span class='sheet-strong'>Search</span> roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_search" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_search" value="1" /><span></span>
|
||
<input type="radio" name="attr_search" value="2" /><span></span>
|
||
<input type="radio" name="attr_search" value="3" /><span></span>
|
||
<input type="radio" name="attr_search" value="4" /><span></span>
|
||
<input type="radio" name="attr_search" value="5" /><span></span>
|
||
<input type="radio" name="attr_search" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-perception attr-skill-group">
|
||
<span class='label' data-i18n="perception">Perception</span>
|
||
<div class="sheet-hover-info" data-i18n="perception-description">The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_perception" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_perception" value="1" /><span></span>
|
||
<input type="radio" name="attr_perception" value="2" /><span></span>
|
||
<input type="radio" name="attr_perception" value="3" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-survival">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_explore} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{explore}t[@{weary}] > ?{@{translation_target_number}|14}" name="explorecheck"></button>
|
||
<input type="checkbox" name="attr_explore_favoured" value="1">
|
||
<span class='label' data-i18n="explore">Explore</span>
|
||
<div class="sheet-hover-info" data-i18n="explore-description">Adventurers rely on their <span class='sheet-strong'>Explore</span> skill when they move through an unfamiliar area of the Wild. An <span class='sheet-strong'>Explore</span> test may be required during a journey to find the company's heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high <span class='sheet-strong'>Explore</span> rating is an invaluable resource for a companion acting as a scout for his group of adventurers.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_explore" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_explore" value="1" /><span></span>
|
||
<input type="radio" name="attr_explore" value="2" /><span></span>
|
||
<input type="radio" name="attr_explore" value="3" /><span></span>
|
||
<input type="radio" name="attr_explore" value="4" /><span></span>
|
||
<input type="radio" name="attr_explore" value="5" /><span></span>
|
||
<input type="radio" name="attr_explore" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_healing} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{healing}t[@{weary}] > ?{@{translation_target_number}|14}" name="healingcheck"></button>
|
||
<input type="checkbox" name="attr_healing_favoured" value="1">
|
||
<span class='label' data-i18n="healing">Healing</span>
|
||
<div class="sheet-hover-info" data-i18n="healing-description">The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.<br><br>The <span class='sheet-strong'>Healing</span> skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_healing" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_healing" value="1" /><span></span>
|
||
<input type="radio" name="attr_healing" value="2" /><span></span>
|
||
<input type="radio" name="attr_healing" value="3" /><span></span>
|
||
<input type="radio" name="attr_healing" value="4" /><span></span>
|
||
<input type="radio" name="attr_healing" value="5" /><span></span>
|
||
<input type="radio" name="attr_healing" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_hunting} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{hunting}t[@{weary}] > ?{@{translation_target_number}|14}" name="huntingcheck"></button>
|
||
<input type="checkbox" name="attr_hunting_favoured" value="1">
|
||
<span class='label' data-i18n="hunting">Hunting</span>
|
||
<div class="sheet-hover-info" data-i18n="hunting-description">Knowing how to hunt is a fundamental skill common in much of Middle-earth. A <span class='sheet-strong'>Hunting</span> roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_hunting" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="1" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="2" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="3" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="4" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="5" /><span></span>
|
||
<input type="radio" name="attr_hunting" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-survival attr-skill-group">
|
||
<span class='label' data-i18n="survival">Survival</span>
|
||
<div class="sheet-hover-info" data-i18n="survival-description">The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_survival" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_survival" value="1" /><span></span>
|
||
<input type="radio" name="attr_survival" value="2" /><span></span>
|
||
<input type="radio" name="attr_survival" value="3" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-custom">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_song} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{song}t[@{weary}] > ?{@{translation_target_number}|14}" name="songcheck"></button>
|
||
<input type="checkbox" name="attr_song_favoured" value="1">
|
||
<span class='label' data-i18n="song">Song</span>
|
||
<div class="sheet-hover-info" data-i18n="song-description">Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.<br><br><span class='sheet-strong'>Song</span> is used to recite poems, sing songs or play instruments suitable to the character's culture. It can also be used to learn new works or create original compositions.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_song" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_song" value="1" /><span></span>
|
||
<input type="radio" name="attr_song" value="2" /><span></span>
|
||
<input type="radio" name="attr_song" value="3" /><span></span>
|
||
<input type="radio" name="attr_song" value="4" /><span></span>
|
||
<input type="radio" name="attr_song" value="5" /><span></span>
|
||
<input type="radio" name="attr_song" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_courtesy} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{courtesy}t[@{weary}] > ?{@{translation_target_number}|14}" name="courtesycheck"></button>
|
||
<input type="checkbox" name="attr_courtesy_favoured" value="1">
|
||
<span class='label' data-i18n="courtesy">Courtesy</span>
|
||
<div class="sheet-hover-info" data-i18n="courtesy-description">The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.<br><br>A hero succeeding in a <span class='sheet-strong'>Courtesy</span> roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_courtesy" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="1" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="2" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="3" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="4" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="5" /><span></span>
|
||
<input type="radio" name="attr_courtesy" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_riddle} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{riddle}t[@{weary}] > ?{@{translation_target_number}|14}" name="riddlecheck"></button>
|
||
<input type="checkbox" name="attr_riddle_favoured" value="1">
|
||
<span class='label' data-i18n="riddle">Riddle</span>
|
||
<div class="sheet-hover-info" data-i18n="riddle-description">Owing its name to the ancient Game, the <span class='sheet-strong'>Riddle</span> skill represents a hero's ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.<br><br>An adventurer also relies on <span class='sheet-strong'>Riddle</span> whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.<br><br>An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_riddle" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="1" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="2" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="3" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="4" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="5" /><span></span>
|
||
<input type="radio" name="attr_riddle" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-custom attr-skill-group">
|
||
<span class='label' data-i18n="custom">Custom</span>
|
||
<div class="sheet-hover-info" data-i18n="custom-description">While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_custom" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_custom" value="1" /><span></span>
|
||
<input type="radio" name="attr_custom" value="2" /><span></span>
|
||
<input type="radio" name="attr_custom" value="3" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
</tr>
|
||
|
||
<tr class="attr-group-skills attr-group-vocation">
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_craft} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{craft}t[@{weary}] > ?{@{translation_target_number}|14}" name="craftcheck"></button>
|
||
<input type="checkbox" name="attr_craft_favoured" value="1">
|
||
<span class='label' data-i18n="craft">Craft</span>
|
||
<div class="sheet-hover-info" data-i18n="craft-description">The <span class='sheet-strong'>Craft</span> skill doesn't really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.<br><br>A high <span class='sheet-strong'>Craft</span> score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_craft" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_craft" value="1" /><span></span>
|
||
<input type="radio" name="attr_craft" value="2" /><span></span>
|
||
<input type="radio" name="attr_craft" value="3" /><span></span>
|
||
<input type="radio" name="attr_craft" value="4" /><span></span>
|
||
<input type="radio" name="attr_craft" value="5" /><span></span>
|
||
<input type="radio" name="attr_craft" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_battle} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{battle}t[@{weary}] > ?{@{translation_target_number}|14}" name="battlecheck"></button>
|
||
<input type="checkbox" name="attr_battle_favoured" value="1">
|
||
<span class='label' data-i18n="battle">Battle</span>
|
||
<div class="sheet-hover-info" data-i18n="battle-description">A hero's proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The <span class='sheet-strong'>Battle</span> skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_battle" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_battle" value="1" /><span></span>
|
||
<input type="radio" name="attr_battle" value="2" /><span></span>
|
||
<input type="radio" name="attr_battle" value="3" /><span></span>
|
||
<input type="radio" name="attr_battle" value="4" /><span></span>
|
||
<input type="radio" name="attr_battle" value="5" /><span></span>
|
||
<input type="radio" name="attr_battle" value="6" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
|
||
<td class="attr-skill-wrapper">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_lore} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{lore}t[@{weary}] > ?{@{translation_target_number}|14}" name="lorecheck"></button>
|
||
<input type="checkbox" name="attr_lore_favoured" value="1">
|
||
<span class='label' data-i18n="lore">Lore</span>
|
||
<div class="sheet-hover-info" data-i18n="lore-description"><span class='sheet-strong'>Lore</span> expresses a hero's love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a <span class='sheet-strong'>Lore</span> roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a <span class='sheet-strong'>Lore</span> test for information regarding their character's culture, background or the area they originally come from.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_lore" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_lore" value="1" /><span></span>
|
||
<input type="radio" name="attr_lore" value="2" /><span></span>
|
||
<input type="radio" name="attr_lore" value="3" /><span></span>
|
||
<input type="radio" name="attr_lore" value="4" /><span></span>
|
||
<input type="radio" name="attr_lore" value="5" /><span></span>
|
||
<input type="radio" name="attr_lore" value="6" /><span></span>
|
||
</div>
|
||
|
||
</td>
|
||
|
||
<td class="attr-vocation attr-skill-group">
|
||
<span class='label' data-i18n="vocation">Vocation</span>
|
||
<div class="sheet-hover-info" data-i18n="vocation-description">Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.</div>
|
||
<div class="sheet-dots">
|
||
<input type="radio" name="attr_vocation" value="0" checked="checked" /><span></span>
|
||
<input type="radio" name="attr_vocation" value="1" /><span></span>
|
||
<input type="radio" name="attr_vocation" value="2" /><span></span>
|
||
<input type="radio" name="attr_vocation" value="3" /><span></span>
|
||
</div>
|
||
</td>
|
||
|
||
</tr>
|
||
|
||
</table>
|
||
|
||
|
||
|
||
<table class="sheet-combat">
|
||
<tr>
|
||
<td style="width: 66%;">
|
||
|
||
<h2 data-i18n="weapon-skills"> Weapon Skills</h2>
|
||
|
||
<table class="sheet-weapon-skills" style="width: 100%;">
|
||
<thead>
|
||
<tr>
|
||
<td></td>
|
||
<td><span class="label" data-i18n="weapon">Weapon</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-rating">Rating</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-damage">Dmg</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-edge">Edge</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-injury">Inj.</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-called-shot">Called Shot</span></td>
|
||
<td><span class="label" class="sheet-center" data-i18n="weapon-encumbrance-abbreviation">Enc</span></td>
|
||
</tr>
|
||
</thead>
|
||
|
||
<tbody>
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_1} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_1}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon1check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_1" value="1"><input name="attr_weapon_skill_name_1" type="text"></td>
|
||
<td><input name="attr_weapon_rating_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_1" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_1" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_1" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_2} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_2}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon2check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_2" value="1"><input name="attr_weapon_skill_name_2" type="text"></td>
|
||
<td><input name="attr_weapon_rating_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_2" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_2" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_2" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_3} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_3}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon3check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_3" value="1"><input name="attr_weapon_skill_name_3" type="text"></td>
|
||
<td><input name="attr_weapon_rating_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_3" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_3" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_3" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_3" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_4} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_4}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon4check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_4" value="1"><input name="attr_weapon_skill_name_4" type="text"></td>
|
||
<td><input name="attr_weapon_rating_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_4" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_4" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_4" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_4" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_5} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_5}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon5check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_5" value="1"><input name="attr_weapon_skill_name_5" type="text"></td>
|
||
<td><input name="attr_weapon_rating_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_5" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_5" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_5" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_5" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding"><button type="roll" value="/me @{translation_attacks_with_a} @{weapon_skill_name_6} @{translation_against_tn} ?{@{translation_target_number}|14}.\n/roll 1t[feat] + @{weapon_rating_6}t[@{weary}] > ?{@{translation_target_number}|14}" name="weapon6check"></button></td>
|
||
<td><input type="checkbox" name="attr_weapon_favoured_6" value="1"><input name="attr_weapon_skill_name_6" type="text"></td>
|
||
<td><input name="attr_weapon_rating_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_damage_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_edge_6" value="0" class="center number" type="text" style="width: 46px;"></td>
|
||
<td><input name="attr_weapon_injury_6" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_weapon_called_shot_6" value="" type="text"></td>
|
||
<td><input name="attr_weapon_encumbrance_6" value="0" class="center number" type="text"></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
|
||
</td>
|
||
<td style="padding-left: 10px;">
|
||
|
||
<h2 data-i18n="combat-values">Combat Values</h2>
|
||
|
||
<table class="sheet-combat-values" style="width: 100%;">
|
||
<tr>
|
||
<td>
|
||
|
||
<table>
|
||
<tr>
|
||
<td class="sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="damage">Damage</span>
|
||
<input class="number" type="number" name="attr_damage" value="0">
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="ranged">Ranged</span>
|
||
<input class="number" type="number" name="attr_ranged" value="0">
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td><td>
|
||
|
||
<table>
|
||
<tr>
|
||
<td class="sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="parry">Parry</span>
|
||
<input class="number" type="number" name="attr_parry" value="0">
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="shield">Shield</span>
|
||
<input class="number" type="number" name="attr_shield" value="0">
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td><td>
|
||
|
||
<table>
|
||
<tr>
|
||
<td class="sheet-armour-container sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="armour">Armour</span>
|
||
<input class="number" type="number" name="attr_armour" value="0">
|
||
<button type="roll" value="/me @{translation_rolls_for} @{translation_armour} @{translation_against_tn} ?{@{translation_injury}|14}.\n/roll 1t[feat] + @{armour}t[@{weary}] + @{head-gear} > ?{@{translation_injury}|14}" name="armourcheck"></button>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-zero-padding sheet-center">
|
||
<span class="label" data-i18n="head-gear">Head Gear</span>
|
||
<input class="number" type="number" name="attr_head-gear" value="0">
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
<table class="sheet-combat">
|
||
<tr>
|
||
<td colspan="2">
|
||
|
||
<h2 data-i18n="mount">Mount</h2>
|
||
|
||
<table class="sheet-weapon-skills" style="width: 100%;">
|
||
<thead>
|
||
<tr>
|
||
<td></td>
|
||
<td><span class="label" data-i18n="mount-name">Name</span></td>
|
||
<td><span class="label" data-i18n="mount-type">Type</span></td>
|
||
<td><span class="label" data-i18n="mount-size">Size</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-riding-mod">Riding Mod.</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-charge-bonus">Charge Bonus</span></td>
|
||
<td style="width: 80px;"><span class="label" class="sheet-center" data-i18n="mount-arm-red">Arm.Red.</span></td>
|
||
<td><span class="label" data-i18n="mount-qualities">Qualities</span></td>
|
||
</tr>
|
||
</thead>
|
||
|
||
<tbody>
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_1} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_1}]].\n/roll 1t[feat] + @{athletics}t[@{weary}] > [[?{@{translation_target_number}|16} + @{mount_modifier_1}]]" name="mount1check"></button></td>
|
||
<td><input name="attr_mount_name_1" type="text" style="width: 160px;"></td>
|
||
<td><input name="attr_mount_type_1" type="text" style="width: 80px;"></td>
|
||
<td><input name="attr_mount_size_1" type="text" style="width: 50px;"></td>
|
||
<td><input name="attr_mount_modifier_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_damage_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_reduction_1" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_qualities_1" type="text" style="width: 240px;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><button type="roll" value="/me @{translation_charges_with} @{mount_name_2} @{translation_an_attack} @{translation_against_tn} [[?{@{translation_target_number}|16} + @{mount_modifier_2}]].\n/roll 1t[feat] + @{athletics}t[@{weary}] > [[?{@{translation_target_number}|16} + @{mount_modifier_2}]]" name="mount2check"></button></td>
|
||
<td><input name="attr_mount_name_2" type="text" style="width: 160px;"></td>
|
||
<td><input name="attr_mount_type_2" type="text" style="width: 80px;"></td>
|
||
<td><input name="attr_mount_size_2" type="text" style="width: 50px;"></td>
|
||
<td><input name="attr_mount_modifier_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_damage_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_reduction_2" value="0" class="center number" type="text"></td>
|
||
<td><input name="attr_mount_qualities_2" type="text" style="width: 240px;"></td>
|
||
</tr>
|
||
|
||
</tbody>
|
||
</table>
|
||
|
||
</td>
|
||
|
||
</tr>
|
||
</table>
|
||
|
||
|
||
<h2 data-i18n="gear">Gear</h2>
|
||
|
||
<table style="width: 98%;margin-left: auto;margin-right: auto;" class="sheet-gear-list">
|
||
<thead>
|
||
<tr>
|
||
<td><span class="label" data-i18n="description">Description</span></td>
|
||
<td style="width: 1%" class="sheet-center"><span class="label" data-i18n="encumbrance-abbreviation">Enc</span></td>
|
||
<td><span class="label" data-i18n="description">Description</span></td>
|
||
<td style="width: 1%" class="sheet-center"><span class="label" data-i18n="encumbrance-abbreviation">Enc</span></td>
|
||
</tr>
|
||
</thead>
|
||
<tbody>
|
||
<tr>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_1"></td>
|
||
<td class="sheet-gear-enc"><input type="number" name="attr_gear_encumbrance_1" value="0" class="sheet-center"></td>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_2"></td>
|
||
<td class="sheet-gear-enc"><input type="number" name="attr_gear_encumbrance_2" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_3"></td>
|
||
<td class="sheet-gear-enc"><input type="number" name="attr_gear_encumbrance_3" value="0" class="sheet-center"></td>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_4"></td>
|
||
<td class="sheet-gear-enc"><input type="number" name="attr_gear_encumbrance_4" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_5"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_5" value="0" class="sheet-center"></td>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_6"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_6" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_7"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_7" value="0" class="sheet-center"></td>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_8"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_8" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_9"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_9" value="0" class="sheet-center"></td>
|
||
<td class="sheet-gear-name"><input type="text" name="attr_gear_name_10"></td>
|
||
<td class="sheet-gear-enc"><input type="number"name="attr_gear_encumbrance_10" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
|
||
|
||
<div style="width: 98% ; margin-left: auto ; margin-right: auto">
|
||
|
||
<h2 data-i18n="character-states">Character States</h2>
|
||
|
||
<div class="sheet-endurance">
|
||
<table>
|
||
<tr>
|
||
<td><span class="label" data-i18n="endurance">Endurance</span></td>
|
||
<td class="sheet-nowrap"><input type="number" name="attr_endurance" value="0" class="sheet-center"> / </td>
|
||
<td><input type="number" name="attr_endurance_max" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="total-fatigue">Total Fatigue</span></td>
|
||
<td colspan="2"><input type="number" name="attr_total_fatigue" class="sheet-center" value="0" readonly="true"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="encumbrance-fatigue">Enc. Fatigue</span></td>
|
||
<td colspan="2"><input type="number" name="attr_encumbrance_fatigue" class="sheet-center" value="0" readonly="true"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="travel-fatigue">Travel Fatigue</span></td>
|
||
<td colspan="2"><input type="number" name="attr_travel_fatigue" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
|
||
<div class="sheet-hope">
|
||
<table>
|
||
<tr>
|
||
<td><span class="label" data-i18n="hope">Hope</span></td>
|
||
<td class="sheet-nowrap"><input type="number" name="attr_hope" value="0" class="sheet-center"> / </td>
|
||
<td><input type="number" name="attr_hope_max" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="total-shadow">Total Shadow</span></td>
|
||
<td colspan="2"><input type="number" name="attr_total_shadow" class="sheet-center" value="0" readonly="true"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="temporal-shadow">Temp. Shadow</span></td>
|
||
<td colspan="2"><input type="number" name="attr_temporary_shadow" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td><span class="label" data-i18n="permanent-shadow">Perm. Shadow</span></td>
|
||
<td colspan="2"><input type="number" name="attr_permanent_shadow" value="0" class="sheet-center"></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
|
||
<div class="sheet-armour">
|
||
<table>
|
||
<tr>
|
||
<td>
|
||
<select name="attr_weary">
|
||
<option value="normal" data-i18n="weary-normal">Not Weary</option>
|
||
<option value="weary" data-i18n="weary-weary">Weary</option>
|
||
</select>
|
||
<!-- <span class="label">Weary</span> -->
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>
|
||
<span class="label" data-i18n="miserable">
|
||
<input type="checkbox" name="attr_miserable" value="1">
|
||
Miserable
|
||
</span>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>
|
||
<span class="label" data-i18n="wounded">
|
||
<input type="checkbox" name="attr_wounded" value="1">
|
||
Wounded
|
||
</span>
|
||
</td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td>
|
||
<span class="label" data-i18n="wound-treated">
|
||
<input type="checkbox" name="attr_wound_treated" value="1">
|
||
Wound Treated
|
||
</span>
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
<div class="sheet-2colrow">
|
||
|
||
<h2 data-i18n="rewards-and-virtues">Rewards & Virtues</h2>
|
||
|
||
<div class="sheet-pod sheet-rewards-rewards sheet-col">
|
||
<span class="label" data-i18n="rewards">Rewards</span>
|
||
<textarea type="text" name="attr_rewards"></textarea>
|
||
</div>
|
||
|
||
<div class="sheet-pod sheet-rewards-virtues sheet-col">
|
||
<span class="label" data-i18n="virtues">Virtues</span>
|
||
<textarea type="text" name="attr_virtues"></textarea>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
|
||
<h2 data-i18n="progress-and-keepings">Progress & Holdings</h2>
|
||
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td class="sheet-pod">
|
||
<span class="label" data-i18n="fellowship-pool">Fellowship Pool</span><br>
|
||
<input type="number" name="attr_fellowship" value="0" class="sheet-center">
|
||
</td>
|
||
|
||
<td class="sheet-pod">
|
||
<span class="label" data-i18n="advancement-points">Advancement Points</span><br>
|
||
<input type="number" name="attr_advancement_points" value="0" class="sheet-center">
|
||
</td>
|
||
|
||
<td class="sheet-pod">
|
||
<span class="label" data-i18n="treasure">Treasure</span><br>
|
||
<input type="number" name="attr_treasure" value="0" class="sheet-center">
|
||
</td>
|
||
|
||
<td class="sheet-pod">
|
||
<span class="label" data-i18n="standing">Standing</span><br>
|
||
<input type="number" name="attr_standing" value="0" class="sheet-center">
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
|
||
|
||
|
||
<h2 data-i18n="background">Background</h2>
|
||
|
||
<div class="sheet-1colrow">
|
||
<textarea type="text" name="attr_background"></textarea>
|
||
</div>
|
||
|
||
<h2 data-i18n="notes">Notes</h2>
|
||
|
||
<div class="sheet-1colrow">
|
||
<textarea type="text" name="attr_notes"></textarea>
|
||
</div>
|
||
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="fellowship-focus">Fellowship Focus</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_fellowship-focus" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
<h2 data-i18n="company">Company</h2>
|
||
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="guide">Guide</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_guide" style="width: 100%;"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="scout">Scout</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_scout" style="width: 100%;"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="huntsman">Huntsman</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_huntsman" style="width: 100%;"></td>
|
||
</tr>
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="look-out_man">Look-out Man</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_look-out_man" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
<h2 data-i18n="fellowship-phase">Fellowship Phase</h2>
|
||
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="sanctuaries">Sanctuaries</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_sanctuaries" style="width: 100%;"></td>
|
||
</tr>
|
||
|
||
<tr>
|
||
<td class="sheet-label-cell"><span class="label" data-i18n="patron">Patron</span></td>
|
||
<td class="sheet-input-cell"><input type="text" name="attr_patron" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
|
||
|
||
|
||
<h2 data-i18n="tale-of-years">Tale of Years</h2>
|
||
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td style="padding-right: 20px ; width: 65px" class="sheet-center"><span class="label" data-i18n="year">Year</span></td>
|
||
<td><span class="label" data-i18n="event-description">Event Description</span></td>
|
||
</tr>
|
||
</table>
|
||
|
||
|
||
<fieldset class="repeating_years">
|
||
<table class="sheet-wide-PC">
|
||
<tr>
|
||
<td style="padding-right: 20px;width: 65px;"><input type="text" name="attr_year" style="width: 100%;" class="sheet-center"></td>
|
||
<td><input type="text" name="attr_event" style="width: 100%;"></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
|
||
</div>
|
||
</div>
|
||
|
||
<input type="number" value="0" name="attr_stance" style="display: none;" />
|
||
|
||
<!-- Hidden inputs for translations in rolls buttons -->
|
||
<input type="text" name="attr_translation_rolls_for" value="rolls for" style="display: none;" />
|
||
<input type="text" name="attr_translation_against_tn" value="Target Number" style="display: none;" />
|
||
<input type="text" name="attr_translation_protection" value="Protection" style="display: none;" />
|
||
<input type="text" name="attr_translation_injury" value="Injury" style="display: none;" />
|
||
<input type="text" name="attr_translation_personality" value="Personality" style="display: none;" />
|
||
<input type="text" name="attr_translation_survival" value="Survival" style="display: none;" />
|
||
<input type="text" name="attr_translation_movement" value="Movement" style="display: none;" />
|
||
<input type="text" name="attr_translation_custom" value="Custom" style="display: none;" />
|
||
<input type="text" name="attr_translation_perception" value="Perception" style="display: none;" />
|
||
<input type="text" name="attr_translation_vocation" value="Vocation" style="display: none;" />
|
||
<input type="text" name="attr_translation_attacks_with" value="attacks with" style="display: none;" />
|
||
<input type="text" name="attr_translation_valour" value="Valour" style="display: none;" />
|
||
<input type="text" name="attr_translation_wisdom" value="Wisdom" style="display: none;" />
|
||
<input type="text" name="attr_translation_awe" value="Awe" style="display: none;" />
|
||
<input type="text" name="attr_translation_inspire" value="Inspire" style="display: none;" />
|
||
<input type="text" name="attr_translation_persuade" value="Persuade" style="display: none;" />
|
||
<input type="text" name="attr_translation_athletics" value="Athletics" style="display: none;" />
|
||
<input type="text" name="attr_translation_travel" value="Travel" style="display: none;" />
|
||
<input type="text" name="attr_translation_stealth" value="Stealth" style="display: none;" />
|
||
<input type="text" name="attr_translation_awareness" value="Awareness" style="display: none;" />
|
||
<input type="text" name="attr_translation_insight" value="Insight" style="display: none;" />
|
||
<input type="text" name="attr_translation_search" value="Search" style="display: none;" />
|
||
<input type="text" name="attr_translation_explore" value="Explore" style="display: none;" />
|
||
<input type="text" name="attr_translation_healing" value="Healing" style="display: none;" />
|
||
<input type="text" name="attr_translation_hunting" value="Hunting" style="display: none;" />
|
||
<input type="text" name="attr_translation_song" value="Song" style="display: none;" />
|
||
<input type="text" name="attr_translation_courtesy" value="Courtesy" style="display: none;" />
|
||
<input type="text" name="attr_translation_riddle" value="Riddle" style="display: none;" />
|
||
<input type="text" name="attr_translation_craft" value="Craft" style="display: none;" />
|
||
<input type="text" name="attr_translation_battle" value="Battle" style="display: none;" />
|
||
<input type="text" name="attr_translation_lore" value="Lore" style="display: none;" />
|
||
<input type="text" name="attr_translation_attacks_with_a" value="attacks with a" style="display: none;" />
|
||
<input type="text" name="attr_translation_armour" value="armour" style="display: none;" />
|
||
<input type="text" name="attr_translation_charges_with" value="charges with" style="display: none;" />
|
||
<input type="text" name="attr_translation_an_attack" value="an attack" style="display: none;" />
|
||
|
||
<!-- Hidden inputs for upgrading the sheet from old versions -->
|
||
<input type="text" name="attr_pursuade" style="display: none;" />
|
||
|
||
<!-- Sheet Workers -->
|
||
<script type="text/worker">
|
||
// Loads some translations in translation inputs so they can be used in roll buttons
|
||
on('sheet:opened',function(){
|
||
setAttrs({
|
||
translation_rolls_for: getTranslationByKey('rolls-for'),
|
||
translation_against_tn: getTranslationByKey('against-tn'),
|
||
translation_target_number: getTranslationByKey('target-number'),
|
||
translation_protection: getTranslationByKey('protection'),
|
||
translation_injury: getTranslationByKey('injury'),
|
||
translation_personality: getTranslationByKey('personality'),
|
||
translation_survival: getTranslationByKey('survival'),
|
||
translation_movement: getTranslationByKey('movement'),
|
||
translation_custom: getTranslationByKey('custom'),
|
||
translation_perception: getTranslationByKey('perception'),
|
||
translation_vocation: getTranslationByKey('vocation'),
|
||
translation_attacks_with: getTranslationByKey('attacks-with'),
|
||
translation_valour: getTranslationByKey('valour'),
|
||
translation_wisdom: getTranslationByKey('wisdom'),
|
||
translation_awe: getTranslationByKey('awe'),
|
||
translation_inspire: getTranslationByKey('inspire'),
|
||
translation_persuade: getTranslationByKey('persuade'),
|
||
translation_athletics: getTranslationByKey('athletics'),
|
||
translation_travel: getTranslationByKey('travel'),
|
||
translation_stealth: getTranslationByKey('stealth'),
|
||
translation_awareness: getTranslationByKey('awareness'),
|
||
translation_insight: getTranslationByKey('insight'),
|
||
translation_search: getTranslationByKey('search'),
|
||
translation_explore: getTranslationByKey('explore'),
|
||
translation_healing: getTranslationByKey('healing'),
|
||
translation_hunting: getTranslationByKey('hunting'),
|
||
translation_song: getTranslationByKey('song'),
|
||
translation_courtesy: getTranslationByKey('courtesy'),
|
||
translation_riddle: getTranslationByKey('riddle'),
|
||
translation_craft: getTranslationByKey('craft'),
|
||
translation_battle: getTranslationByKey('battle'),
|
||
translation_lore: getTranslationByKey('lore'),
|
||
translation_attacks_with_a: getTranslationByKey('attacks-with-a'),
|
||
translation_armour: getTranslationByKey('armour'),
|
||
translation_charges_with: getTranslationByKey('charges-with'),
|
||
translation_an_attack: getTranslationByKey('an-attack')
|
||
});
|
||
|
||
console.log('Migration Script: Start');
|
||
// Upgrade the sheet from old versions. Here it must migrate some input fields
|
||
getAttrs(['pc', 'body', 'heart', 'wits'], function(pcValue) {
|
||
console.log('Migration Script: pcValue: ', pcValue);
|
||
// If pc is not defined (it's a problem from some sheets), try to guess the original sheet type:
|
||
if (pcValue['pc'] == undefined || pcValue['pc'] == null) {
|
||
if ((pcValue['body'] != undefined && pcValue['body'] != null && pcValue['body'] != '0') ||
|
||
(pcValue['heart'] != undefined && pcValue['heart'] != null && pcValue['heart'] != '0') ||
|
||
(pcValue['wits'] != undefined && pcValue['wits'] != null && pcValue['wits'] != '0')) {
|
||
// => If it seems a PC sheet, update the value to '1' (a problem from old english sheet version)
|
||
setAttrs({pc: '1'});
|
||
pcValue['pc'] = '1';
|
||
console.log('Migration Script: Changed type to PC (1)');
|
||
} else {
|
||
// => Else, make it an Adversary (a problem from old french sheet version)
|
||
setAttrs({pc: '3'});
|
||
pcValue['pc'] = '3';
|
||
console.log('Migration Script: Changed type to Adversary (3)');
|
||
}
|
||
}
|
||
// Upgrade the character sheet (This only affects PC sheet, but sometimes the PC hasn't the pc attribute informed )
|
||
getAttrs(['pursuade', 'persuade'], function(values) {
|
||
if (values.pursuade !== '')
|
||
setAttrs({persuade: values.pursuade});
|
||
else
|
||
setAttrs({pursuade: values.persuade});
|
||
});
|
||
// Upgrade the skills in the NPC sheet
|
||
if (pcValue['pc'] === '0') {
|
||
getAttrs(['pc', 'lmc_skill_name_1', 'lmc_favoured_1', 'lmc_rating_1', 'lmc_skill_name_2', 'lmc_favoured_2', 'lmc_rating_2',
|
||
'lmc_skill_name_3', 'lmc_favoured_3', 'lmc_rating_3', 'lmc_skill_name_4', 'lmc_favoured_4', 'lmc_rating_4',
|
||
'lmc_skill_name_5', 'lmc_favoured_5', 'lmc_rating_5', 'lmc_skill_name_6', 'lmc_favoured_6', 'lmc_rating_6',
|
||
'personality', 'personality_favoured', 'movement', 'movement_favoured', 'perception', 'perception_favoured',
|
||
'survival', 'survival_favoured', 'custom', 'custom_favoured', 'vocation', 'vocation_favoured',
|
||
'translation_personality', 'translation_movement', 'translation_perception',
|
||
'translation_survival', 'translation_custom', 'translation_vocation'], function(values) {
|
||
console.log('Migration Script: LMC Skills values: ', values);
|
||
// If values in the new sheet are blank. So we can detect if it has been already migrated
|
||
if (values['lmc_skill_name_1'] == '' && values['lmc_skill_name_2'] == '' && values['lmc_skill_name_3'] == '' &&
|
||
values['lmc_skill_name_4'] == '' && values['lmc_skill_name_5'] == '' && values['lmc_skill_name_6'] == '' &&
|
||
values['lmc_favoured_1'] == '0' && values['lmc_favoured_2'] == '0' && values['lmc_favoured_3'] == '0' &&
|
||
values['lmc_favoured_4'] == '0' && values['lmc_favoured_5'] == '0' && values['lmc_favoured_6'] == '0' &&
|
||
values['lmc_rating_1'] == '0' && values['lmc_rating_2'] == '0' && values['lmc_rating_3'] == '0' &&
|
||
values['lmc_rating_4'] == '0' && values['lmc_rating_5'] == '0' && values['lmc_rating_6'] == '0') {
|
||
// Only will be migrated the fields with != 0 value
|
||
if (values['personality'] != '')
|
||
setAttrs({lmc_skill_name_1: values.translation_personality,
|
||
lmc_rating_1: values.personality});
|
||
if (values['personality_favoured'] != '')
|
||
setAttrs({lmc_skill_name_1: values.translation_personality,
|
||
lmc_favoured_1: values.personality_favoured});
|
||
if (values['movement'] != '')
|
||
setAttrs({lmc_skill_name_2: values.translation_movement,
|
||
lmc_rating_2: values.movement});
|
||
if (values['movement_favoured'] != '')
|
||
setAttrs({lmc_skill_name_2: values.translation_movement,
|
||
lmc_favoured_2: values.movement_favoured});
|
||
if (values['perception'] != '')
|
||
setAttrs({lmc_skill_name_3: values.translation_perception,
|
||
lmc_rating_3: values.perception});
|
||
if (values['perception_favoured'] != '')
|
||
setAttrs({lmc_skill_name_3: values.translation_perception,
|
||
lmc_favoured_3: values.perception_favoured});
|
||
if (values['survival'] != '')
|
||
setAttrs({lmc_skill_name_4: values.translation_survival,
|
||
lmc_rating_4: values.survival});
|
||
if (values['survival_favoured'] != '')
|
||
setAttrs({lmc_skill_name_4: values.translation_survival,
|
||
lmc_favoured_4: values.survival_favoured});
|
||
if (values['custom'] != '')
|
||
setAttrs({lmc_skill_name_5: values.translation_custom,
|
||
lmc_rating_5: values.custom});
|
||
if (values['custom_favoured'] != '')
|
||
setAttrs({lmc_skill_name_5: values.translation_custom,
|
||
lmc_favoured_5: values.custom_favoured});
|
||
if (values['vocation'] != '')
|
||
setAttrs({lmc_skill_name_6: values.translation_vocation,
|
||
lmc_rating_6: values.vocation});
|
||
if (values['vocation_favoured'] != '')
|
||
setAttrs({lmc_skill_name_6: values.translation_vocation,
|
||
lmc_favoured_6: values.vocation_favoured});
|
||
}
|
||
});
|
||
}
|
||
|
||
// Upgrade the weapon skills in the NPC sheet and de Adversary sheet
|
||
if (pcValue['pc'] === '0' || pcValue['pc'] === '3') {
|
||
getSectionIDsOrdered('repeating_npc-weapon-skills', function(ids) {
|
||
console.log('Migration Script: Ids: ', ids);
|
||
let weaponsAttributesArray = ids.map(id => {
|
||
return ['repeating_npc-weapon-skills_' + id + '_npc_weapon_skill_favoured',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_skill_name',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_rating',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_damage',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_edge',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_injury',
|
||
'repeating_npc-weapon-skills_' + id + '_npc_weapon_called_shot'];
|
||
});
|
||
console.log('Migration Script: Atributos: ', weaponsAttributesArray);
|
||
weaponsAttributesArray.forEach((weaponAttributes, index) => {
|
||
weaponAttributes = weaponAttributes.concat(['weapon_favoured_' + (index + 1),
|
||
'weapon_skill_name_' + (index + 1),
|
||
'weapon_rating_' + (index + 1),
|
||
'weapon_damage_' + (index + 1),
|
||
'weapon_edge_' + (index + 1),
|
||
'weapon_injury_' + (index + 1),
|
||
'weapon_called_shot_' + (index + 1)]);
|
||
console.log('Migration Script: Weapon atributos finales ' + index + ': ', weaponAttributes);
|
||
getAttrs(weaponAttributes, function(weaponAttributesValues) {
|
||
console.log('Migration Script: Weapon atributos values ' + index + ': ', weaponAttributesValues);
|
||
// If new values are empty, apply old ones
|
||
if (weaponAttributesValues['weapon_favoured_' + (index + 1)] == '0' &&
|
||
weaponAttributesValues['weapon_skill_name_' + (index + 1)] == '' &&
|
||
weaponAttributesValues['weapon_rating_' + (index + 1)] == '0' &&
|
||
weaponAttributesValues['weapon_damage_' + (index + 1)] == '0' &&
|
||
weaponAttributesValues['weapon_edge_' + (index + 1)] == '0' &&
|
||
weaponAttributesValues['weapon_injury_' + (index + 1)] == '0' &&
|
||
weaponAttributesValues['weapon_called_shot_' + (index + 1)] == '') {
|
||
let newWeaponValues = {};
|
||
newWeaponValues['weapon_favoured_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_skill_favoured'] == '1' ? '1' : '0';
|
||
newWeaponValues['weapon_skill_name_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_skill_name'];
|
||
newWeaponValues['weapon_rating_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_rating'];
|
||
newWeaponValues['weapon_damage_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_damage'];
|
||
newWeaponValues['weapon_edge_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_edge'];
|
||
newWeaponValues['weapon_injury_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_injury'];
|
||
newWeaponValues['weapon_called_shot_' + (index + 1)] = weaponAttributesValues['repeating_npc-weapon-skills_' + ids[index] + '_npc_weapon_called_shot'];
|
||
console.log('Migration Script: New Values: ', newWeaponValues);
|
||
setAttrs(newWeaponValues);
|
||
}
|
||
});
|
||
});
|
||
});
|
||
}
|
||
});
|
||
|
||
});
|
||
|
||
// Update old pursuade attribute
|
||
on("change:persuade", function(event) {
|
||
console.log('Migration Script: Persuade attr updated: ', event);
|
||
setAttrs({
|
||
pursuade: event.newValue
|
||
})
|
||
});
|
||
/*
|
||
* Function to get all the Ids in the order they are displayed.
|
||
* See https://wiki.roll20.net/Sheet_Worker_Scripts -> getSectionIDs
|
||
*/
|
||
var getSectionIDsOrdered = function (sectionName, callback) {
|
||
'use strict';
|
||
getAttrs([`_reporder_${sectionName}`], function (v) {
|
||
getSectionIDs(sectionName, function (idArray) {
|
||
let reporderArray = v[`_reporder_${sectionName}`] ? v[`_reporder_${sectionName}`].toLowerCase().split(',') : [],
|
||
ids = [...new Set(reporderArray.filter(x => idArray.includes(x)).concat(idArray))];
|
||
callback(ids);
|
||
});
|
||
});
|
||
};
|
||
/* This removed total_shadow as an autocalc and allows the api to manipulate total_shadow
|
||
* If a field has the readonly attribute (which total_shadow does), the user will be unable to modify its value, and its default styling will be the same as if it were disabled.
|
||
* However, sheet worker scripts will be able to modify its value, and if its value is some kind of equation, it won't be automatically calculated.(but will be calculated when the sheet is
|
||
* opened or one of the values are changed) Note: If for some reason a readonly field is an equation, sheetworker-autocalc will be able to resolve it to a value just fine.
|
||
*/
|
||
|
||
on("change:temporary_shadow change:permanent_shadow sheet:opened", function() {
|
||
getAttrs(["temporary_shadow","permanent_shadow"], function(values) {
|
||
let ts = parseInt(values.temporary_shadow,10)||0;
|
||
let ps = parseInt(values.permanent_shadow,10)||0;
|
||
let tsp = ts + ps;
|
||
setAttrs({
|
||
total_shadow: tsp
|
||
});
|
||
});
|
||
});
|
||
/* This removed encumbrance_fatigue as an autocalc and allows the api to manipulate encumbrance_fatigue
|
||
* If a field has the readonly attribute (which encumbrance_fatigue does), the user will be unable to modify its value, and its default styling will be the same as if it were disabled.
|
||
* However, sheet worker scripts will be able to modify its value, and if its value is some kind of equation, it won't be automatically calculated.(but will be calculated when the sheet is
|
||
* opened or one of the values are changed) Note: If for some reason a readonly field is an equation, sheetworker-autocalc will be able to resolve it to a value just fine.
|
||
*/
|
||
on("change:gear_encumbrance_1 change:gear_encumbrance_2 change:gear_encumbrance_3 change:gear_encumbrance_4 change:gear_encumbrance_5 change:gear_encumbrance_6 change:gear_encumbrance_7 change:gear_encumbrance_8 change:gear_encumbrance_9 change:gear_encumbrance_10 change:weapon_encumbrance_1 change:weapon_encumbrance_2 change:weapon_encumbrance_3 change:weapon_encumbrance_4 change:weapon_encumbrance_5 change:weapon_encumbrance_6 sheet:opened", function() {
|
||
getAttrs(["gear_encumbrance_1","gear_encumbrance_2","gear_encumbrance_3","gear_encumbrance_4","gear_encumbrance_5","gear_encumbrance_6","gear_encumbrance_7","gear_encumbrance_8","gear_encumbrance_9","gear_encumbrance_10","weapon_encumbrance_1","weapon_encumbrance_2","weapon_encumbrance_3","weapon_encumbrance_4","weapon_encumbrance_5","weapon_encumbrance_6"], function(values) {
|
||
let gearencumbrance1 = parseInt(values.gear_encumbrance_1,10)||0;
|
||
let gearencumbrance2 = parseInt(values.gear_encumbrance_2,10)||0;
|
||
let gearencumbrance3 = parseInt(values.gear_encumbrance_3,10)||0;
|
||
let gearencumbrance4 = parseInt(values.gear_encumbrance_4,10)||0;
|
||
let gearencumbrance5 = parseInt(values.gear_encumbrance_5,10)||0;
|
||
let gearencumbrance6 = parseInt(values.gear_encumbrance_6,10)||0;
|
||
let gearencumbrance7 = parseInt(values.gear_encumbrance_7,10)||0;
|
||
let gearencumbrance8 = parseInt(values.gear_encumbrance_8,10)||0;
|
||
let gearencumbrance9 = parseInt(values.gear_encumbrance_9,10)||0;
|
||
let gearencumbrance10 = parseInt(values.gear_encumbrance_10,10)||0;
|
||
let weaponencumbrance1 = parseInt(values.weapon_encumbrance_1,10)||0;
|
||
let weaponencumbrance2 = parseInt(values.weapon_encumbrance_2,10)||0;
|
||
let weaponencumbrance3 = parseInt(values.weapon_encumbrance_3,10)||0;
|
||
let weaponencumbrance4 = parseInt(values.weapon_encumbrance_4,10)||0;
|
||
let weaponencumbrance5 = parseInt(values.weapon_encumbrance_5,10)||0;
|
||
let weaponencumbrance6 = parseInt(values.weapon_encumbrance_6,10)||0;
|
||
let encumbrancefatigue = gearencumbrance1 + gearencumbrance2 + gearencumbrance3 + gearencumbrance4 + gearencumbrance5 + gearencumbrance6 + gearencumbrance7 + gearencumbrance8 + gearencumbrance9 + gearencumbrance10 + weaponencumbrance1 + weaponencumbrance2 + weaponencumbrance3 + weaponencumbrance4 + weaponencumbrance5 + weaponencumbrance6;
|
||
setAttrs({
|
||
encumbrance_fatigue: encumbrancefatigue
|
||
});
|
||
});
|
||
});
|
||
/* This removed total_fatigue as an autocalc and allows the api to manipulate total_fatigue
|
||
* If a field has the readonly attribute (which total_fatigue does), the user will be unable to modify its value, and its default styling will be the same as if it were disabled.
|
||
* However, sheet worker scripts will be able to modify its value, and if its value is some kind of equation, it won't be automatically calculated.(but will be calculated when the sheet is
|
||
* opened or one of the values are changed) Note: If for some reason a readonly field is an equation, sheetworker-autocalc will be able to resolve it to a value just fine.
|
||
*/
|
||
on("change:encumbrance_fatigue change:travel_fatigue sheet:opened", function() {
|
||
getAttrs(["encumbrance_fatigue","travel_fatigue"], function(values) {
|
||
let encumbrancefatigue = parseInt(values.encumbrance_fatigue,10)||0;
|
||
let travelfatigue = parseInt(values.travel_fatigue,10)||0;
|
||
let totalfatigue = encumbrancefatigue + travelfatigue;
|
||
setAttrs({
|
||
total_fatigue: totalfatigue
|
||
});
|
||
});
|
||
});
|
||
/* This adds total_experience_points and allows the api to manipulate total_experience_points
|
||
* If a field has the readonly attribute (which total_experience_points does), the user will be unable to modify its value, and its default styling will be the same as if it were disabled.
|
||
* However, sheet worker scripts will be able to modify its value, and if its value is some kind of equation, it won't be automatically calculated.(but will be calculated when the sheet is
|
||
* opened or one of the values are changed) Note: If for some reason a readonly field is an equation, sheetworker-autocalc will be able to resolve it to a value just fine.
|
||
*/
|
||
on("change:unused_experience_points change:used_experience_points sheet:opened", function() {
|
||
getAttrs(["unused_experience_points","used_experience_points"], function(values) {
|
||
let unusedexperiencepoints = parseInt(values.unused_experience_points,10)||0;
|
||
let usedexperiencepoints = parseInt(values.used_experience_points,10)||0;
|
||
let totalexperiencepoints = unusedexperiencepoints + usedexperiencepoints;
|
||
setAttrs({
|
||
total_experience_points: totalexperiencepoints
|
||
});
|
||
});
|
||
});
|
||
/* This adds Jakob's Better Default Rolltemplate
|
||
* Documentation can be found at https://wiki.roll20.net/Building_Character_Sheets/Roll_Templates Jakob's Better Default Rolltemplate
|
||
* added all 66 Character/ping Colors to the rolltemplate use roll20 hexcode.
|
||
* Example &{template:custom} {{color=434343}} {{title=Energy Claws(Attack)}} {{subtitle=Razor Claw(Hero)}} {{Fighting = [[{1d8!, 1d6!}k1]] }} {{Damage = [[3d6!]] }} {{desc=Energy Claws is an Innate Attack, Superpower. Requires conscious activation.}}
|
||
*/
|
||
</script>
|
||
|
||
|
||
<rolltemplate class="sheet-rolltemplate-custom">
|
||
<div class="sheet-container sheet-color-{{color}}">
|
||
<div class="sheet-header">
|
||
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
|
||
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
|
||
</div>
|
||
<div class="sheet-content">
|
||
{{#allprops() title subtitle desc color}}
|
||
<div class="sheet-key">{{key}}</div>
|
||
<div class="sheet-value">{{value}}</div>
|
||
{{/allprops() title subtitle desc color}}
|
||
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
|
||
</div>
|
||
</div>
|
||
</rolltemplate>
|
||
|
||
|
||
|
||
|