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<div class="arc">
<input name="attr_version" value="1.0" type="hidden"/>
<input name="attr_sheet_type" value="character" type="hidden"/>
<input name="attr_setting_tooltips" value="1" type="hidden"/>
<nav class="toolbar">
<div class="toolbar__labels">
<label class="toolbar__glossary">
<input name="attr_show_glossary" type="checkbox"/>
<img class="toolbar__glossary--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/book.svg" title="book">
</img>
</label>
<label class="toolbar__settings">
<input name="attr_show_settings" type="checkbox"/>
<img class="toolbar__settings--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/settings.svg" title="settings">
</img>
</label>
<label class="toolbar__version">
<span class="toolbar__version--text" data-i18n="version">Version
</span>
<span class="toolbar__version--number" name="attr_version" title="@{version}">
</span>
</label>
</div>
<input class="toggle-popup" name="attr_show_glossary" value="0" type="hidden"/>
<article class="popup glossary">
<div class="popup__title">
<span class="popup__title--span" data-i18n="quick_overview">A Quick Overview of Essential Mechanics
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_glossary" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="_">
</span>
</div>
<div class="popup__content">
<article class="glossary--wrapper">
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="advantage">Advantage
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="advantage_description">Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used. &lt;br /&gt;&lt;br /&gt;If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="attack">Attack
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="attack_description">Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it. &lt;br /&gt;&lt;br /&gt;Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="complexity">Complexity
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="complexity_description">Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="conflict">Conflict
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="conflict_description">Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns. &lt;br /&gt;&lt;br /&gt;Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="consequence">Consequence
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="consequence_description">When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="damage">Damage
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="damage_description">Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.&lt;br /&gt;&lt;br /&gt;On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="difficulty_modifier">Difficulty Modifier
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="difficulty_modifier_description">The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check. &lt;br /&gt;&lt;br /&gt;A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="doom">Doom
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="doom_description">A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess death—or more intimate—a cruel heartbreak, or the farewell of an era.&lt;br /&gt;&lt;br /&gt;If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="doomsday_clock">Doomsday Clock
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="doomsday_clock_description">Tracks time left until the Doom. The Doomsday Clock is made up of &quot;Moments&quot; and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="focus">Focus
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="focus_description">Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits. &lt;br /&gt;&lt;br /&gt;When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="group_skill_check">Group Skill Check
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="group_skill_check_description">If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="initiative_category">Initiative Category
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="initiative_category_description">Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions. &lt;br /&gt;&lt;br /&gt;Before each Round, players may decide beforehand what everyone's Initiative Category is.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="learning_spells_and_techniques">Learning Spells &amp; Techniques
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="learning_spells_and_techniques_description">
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="moment">Moment
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="moment_description">Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives. &lt;br /&gt;&lt;br /&gt;The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="movement_in_conflict">Movement in Conflict
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="movement_in_conflict_description">In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="omen">Omen
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="omen_description">Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed. &lt;br /&gt;&lt;br /&gt;Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="opportunity">Opportunity
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="opportunity_description">When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="rest">Rest
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="rest_description">Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood &amp; Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero. &lt;br /&gt;&lt;br /&gt;Blood &amp; Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="ritual">Ritual
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="ritual_description">Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="skill_check">Skill Check
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="skill_check_description">A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved. &lt;br /&gt;&lt;br /&gt;When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation. &lt;br /&gt;&lt;br /&gt;If the player rolls a &quot;1&quot; with a ranked Skill, they may roll the dice again; if it's another &quot;1&quot;, then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="spells_and_techniques">Spells &amp; Techniques
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="spells_and_techniques_description">
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="spells_and_techniques_in_conflict">Spells &amp; Techniques in Conflict
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="spells_and_techniques_in_conflict_description">
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="stand_ground">Stand Ground
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="stand_ground_description">Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level. &lt;br /&gt;&lt;br /&gt;Characters who choose to Stand Ground begin their Turn first in the Round.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="threshold_number">Threshold Number
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="threshold_number_description">The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.&lt;br /&gt;&lt;br /&gt;Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.
</span>
</div>
</details>
<details>
<summary class="glossary__entry">
<hr class="glossary__entry--line"/>
<h3 class="glossary__entry--header" data-i18n="turn">Turn
</h3>
<hr class="glossary__entry--line"/>
</summary>
<div class="glossary__definition">
<span data-i18n="turn_description">A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights. &lt;br /&gt;&lt;br /&gt;Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.
</span>
</div>
</details>
</article>
</div>
</article>
<input class="toggle-popup" name="attr_show_settings" value="0" type="hidden"/>
<article class="popup settings">
<div class="popup__title">
<span class="popup__title--span" data-i18n="settings">Settings
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_settings" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="_">
</span>
</div>
<div class="popup__content">
<article class="settings--wrapper">
<section class="settings__mode">
<h3 class="settings__mode--header" data-i18n="sheet_mode">Sheet Mode
</h3>
<select class="settings__tooltips--select" name="attr_sheet_type" title="@{sheet_type}">
<option value="character" selected="selected" data-i18n="character_mode">Character
</option>
<option value="npc" data-i18n="npc_mode">NPC
</option>
</select>
</section>
<section class="settings__theme">
<h3 class="settings__theme--header" data-i18n="theme">Theme
</h3>
<span class="settings__theme--span" data-i18n="use_sync">Sync with Browser
</span>
</section>
<section class="settings__tooltips">
<h3 class="settings__tooltips--header" data-i18n="tooltips">Toggle Tooltip
</h3>
<select class="settings__tooltips--select" name="attr_setting_tooltips" title="@{setting_tooltips}">
<option value="1" selected="selected" data-i18n="tooltip_show">Show
</option>
<option value="0" data-i18n="tooltip_hide">Hide
</option>
</select>
</section>
<section class="settings__export">
<button class="settings__export--btn" name="roll_api_export" value="!arc .export @{character_id}" type="roll" title="%{api_export}" data-i18n="export_character">
</button>
<input class="settings__export--toggle" name="attr_export_show" value="0" type="hidden"/>
<textarea class="settings__export--json" spellcheck="false" name="attr_export" rows="6" title="@{export}" data-i18n-placeholder="requires_arc_api"></textarea>
<span class="settings__export--span" data-i18n="requires_arc_api">This feature requires the ARC API.
</span>
</section>
</article>
</div>
</article>
</nav>
<header class="arc__header header">
<input name="attr_sheet_type" type="hidden"/>
<article class="header__character character">
<div class="header__title">
<label class="header__title--label" for="pc_id_character_name">
<h2 class="header__title--header" data-i18n="character_name">A hero rises to save the world, thus named:
</h2>
</label>
<input class="header__title--input" name="attr_character_name" id="pc_id_character_name" type="text" title="@{character_name}"/>
</div>
<div class="header__pronouns">
<label class="header__pronouns--label" for="pronouns">
<h3 class="header__pronouns--header" data-i18n="pronouns">Pronouns
</h3>
</label>
<input class="header__pronouns--input" name="attr_pronouns" id="pronouns" type="text" title="@{pronouns}"/>
</div>
<div class="header__player">
<label class="header__player--label" for="player_name">
<h3 class="header__player--header" data-i18n="player_name">Player Name
</h3>
</label>
<input class="header__player--input" name="attr_player_name" id="player_name" type="text" title="@{player_name}"/>
</div>
</article>
<article class="header__npc npc">
<input class="header__npc--input" name="attr_character_name" id="npc_id_character_name" type="text" title="@{character_name}"/>
</article>
<article class="header__name">
<div class="header__name">
<span class="header__name--span" name="attr_character_name" title="@{character_name}">
</span>
</div>
</article>
</header>
<main class="arc__layout">
<input name="attr_sheet_type" type="hidden"/>
<article class="arc__layout--left">
<article class="healths">
<section class="health">
<div class="health__type">
<span class="health__type--span" data-i18n="blood">Blood
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_blood" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<div class="health__mod">
<span class="health__mod--span" data-i18n="mod">Mod
</span>
<input class="health__mod--input" name="attr_blood_mod" min="0" type="number" title="@{blood_mod}" placeholder="0"/>
</div>
<div class="health__max">
<span class="health__max--span" data-i18n="max">Max
</span>
<input class="health__max--input" name="attr_blood_max" min="0" type="number" title="@{blood_max}" placeholder="0"/>
</div>
<div class="health__current">
<span class="health__current--span" data-i18n="current">Current
</span>
<input class="health__current--input" name="attr_blood" min="0" type="number" title="@{blood}" placeholder="0"/>
</div>
<input class="toggle-popup" name="attr_show_blood" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="physical_health">Physical Health
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_blood" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="blood">Blood
</span>
</div>
<div class="popup__content">
<span data-i18n="blood_description">Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the &quot;healthier&quot; the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead. &lt;br /&gt;&lt;br /&gt;Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.
</span>
</div>
</article>
</section>
<section class="health">
<div class="health__type">
<span class="health__type--span" data-i18n="guts">Guts
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_guts" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<div class="health__mod">
<span class="health__mod--span" data-i18n="mod">Mod
</span>
<input class="health__mod--input" name="attr_guts_mod" min="0" type="number" title="@{guts_mod}" placeholder="0"/>
</div>
<div class="health__max">
<span class="health__max--span" data-i18n="max">Max
</span>
<input class="health__max--input" name="attr_guts_max" min="0" type="number" title="@{guts_max}" placeholder="0"/>
</div>
<div class="health__current">
<span class="health__current--span" data-i18n="current">Current
</span>
<input class="health__current--input" name="attr_guts" min="0" type="number" title="@{guts}" placeholder="0"/>
</div>
<input class="toggle-popup" name="attr_show_guts" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="combat_health">Psychosocial Health
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_guts" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="guts">Guts
</span>
</div>
<div class="popup__content">
<span data-i18n="guts_description">Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells &amp; Techniques typically incurs damage to Guts as well. The higher Guts is, the &quot;healthier&quot; the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead. &lt;br /&gt;&lt;br /&gt;Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.
</span>
</div>
</article>
</section>
<section class="rests">
<div class="rests__spacer">
<hr class="rests__spacer--line"/>
</div>
<div class="rests__short">
<button class="rests__short--button" name="roll_short_rest" value="&{template:recover}{{character_name=@{character_name}}}{{action=^{short_rest}}}{{verb=^{takes_a_rest}}}{{type=short-rest}}{{blood=[[1d6]]}}{{guts=[[1d6]]}}" type="roll" title="%{short_rest}">
<span class="rests__short--span" data-i18n="short_rest">Short Rest
</span>
</button>
</div>
<div class="rests__spacer">
<hr class="rests__spacer--line"/>
</div>
<div class="rests__long">
<button class="rests__long--button" name="roll_long_rest" value="&{template:recover}{{character_name=@{character_name}}}{{action=^{long_rest}}}{{type=long-rest}}{{verb=^{takes_a_rest}}}{{blood=[[2d6+@{blood_mod}[BLOOD]]]}}{{guts=[[2d6+@{guts_mod}[GUTS]]]}}" type="roll" title="%{long_rest}">
<span class="rests__long--span" data-i18n="long_rest">Long Rest
</span>
</button>
</div>
<div class="rests__spacer">
<hr class="rests__spacer--line"/>
</div>
</section>
</article>
<article class="approaches">
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_creative" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<section class="approach">
<div class="approach__label">
<span class="approach__label--span" data-i18n="creative">Creative
</span>
</div>
<div class="approach__value">
<input class="approach__value--input" name="attr_creative" min="0" max="3" type="number" title="@{creative}" placeholder="0"/>
</div>
</section>
<input class="toggle-popup" name="attr_show_creative" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="approach">Approach
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_creative" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="creative">Creative
</span>
</div>
<div class="popup__content">
<span data-i18n="creative_description">One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). &lt;br /&gt;&lt;br /&gt;Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.
</span>
</div>
</article>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_careful" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<section class="approach">
<div class="approach__label">
<span class="approach__label--span" data-i18n="careful">Careful
</span>
</div>
<div class="approach__value">
<input class="approach__value--input" name="attr_careful" min="0" max="3" type="number" title="@{careful}" placeholder="0"/>
</div>
</section>
<input class="toggle-popup" name="attr_show_careful" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="approach">Approach
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_careful" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="careful">Careful
</span>
</div>
<div class="popup__content">
<span data-i18n="careful_description">One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). &lt;br /&gt;&lt;br /&gt;Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.
</span>
</div>
</article>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_concerted" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<section class="approach">
<div class="approach__label">
<span class="approach__label--span" data-i18n="concerted">Concerted
</span>
</div>
<div class="approach__value">
<input class="approach__value--input" name="attr_concerted" min="0" max="3" type="number" title="@{concerted}" placeholder="0"/>
</div>
</section>
<input class="toggle-popup" name="attr_show_concerted" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="approach">Approach
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_concerted" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="concerted">Concerted
</span>
</div>
<div class="popup__content">
<span data-i18n="concerted_description">One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). &lt;br /&gt;&lt;br /&gt;Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.
</span>
</div>
</article>
</article>
<article class="skills">
<div class="skills__header">
<span class="skills__header--span" data-i18n="skills">Skills
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_skills" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<header class="skill-category__header">
<span class="skill-category__header--span" data-i18n="knowledge">Knowledge
</span>
<hr class="skill-category__header--line"/>
</header>
<div class="skill__button">
<button class="skill__button--btn" name="act_academic" type="action">
<span class="skill__button--span" data-i18n="academic">Academic
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_academic" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_academic" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_academic" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="academic">Academic
</span>
</div>
<div class="popup__content">
<span data-i18n="academic_description">The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry. &lt;br /&gt;&lt;br /&gt;As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_academic" value="0" checked="checked" type="radio" title="@{academic}"/>
<input class="radio__rank skill skill" name="attr_academic" value="1" type="radio" title="@{academic}"/>
<input class="radio__rank skill skill" name="attr_academic" value="2" type="radio" title="@{academic}"/>
<input class="radio__rank skill skill" name="attr_academic" value="3" type="radio" title="@{academic}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_culture" type="action">
<span class="skill__button--span" data-i18n="culture">Culture
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_culture" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_culture" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_culture" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="culture">Culture
</span>
</div>
<div class="popup__content">
<span data-i18n="culture_description">The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore. &lt;br /&gt;&lt;br /&gt;As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_culture" value="0" checked="checked" type="radio" title="@{culture}"/>
<input class="radio__rank skill skill" name="attr_culture" value="1" type="radio" title="@{culture}"/>
<input class="radio__rank skill skill" name="attr_culture" value="2" type="radio" title="@{culture}"/>
<input class="radio__rank skill skill" name="attr_culture" value="3" type="radio" title="@{culture}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_observe" type="action">
<span class="skill__button--span" data-i18n="observe">Observe
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_observe" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_observe" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_observe" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="observe">Observe
</span>
</div>
<div class="popup__content">
<span data-i18n="observe_description">Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later. &lt;br /&gt;&lt;br /&gt;As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_observe" value="0" checked="checked" type="radio" title="@{observe}"/>
<input class="radio__rank skill skill" name="attr_observe" value="1" type="radio" title="@{observe}"/>
<input class="radio__rank skill skill" name="attr_observe" value="2" type="radio" title="@{observe}"/>
<input class="radio__rank skill skill" name="attr_observe" value="3" type="radio" title="@{observe}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_tactics" type="action">
<span class="skill__button--span" data-i18n="tactics">Tactics
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_tactics" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_tactics" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_tactics" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="tactics">Tactics
</span>
</div>
<div class="popup__content">
<span data-i18n="tactics_description">Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack. &lt;br /&gt;&lt;br /&gt;As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_tactics" value="0" checked="checked" type="radio" title="@{tactics}"/>
<input class="radio__rank skill skill" name="attr_tactics" value="1" type="radio" title="@{tactics}"/>
<input class="radio__rank skill skill" name="attr_tactics" value="2" type="radio" title="@{tactics}"/>
<input class="radio__rank skill skill" name="attr_tactics" value="3" type="radio" title="@{tactics}"/>
</div>
<header class="skill-category__header">
<span class="skill-category__header--span" data-i18n="social">Social
</span>
<hr class="skill-category__header--line"/>
</header>
<div class="skill__button">
<button class="skill__button--btn" name="act_charisma" type="action">
<span class="skill__button--span" data-i18n="charisma">Charisma
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_charisma" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_charisma" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_charisma" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="charisma">Charisma
</span>
</div>
<div class="popup__content">
<span data-i18n="charisma_description">Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile. &lt;br /&gt;&lt;br /&gt;As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_charisma" value="0" checked="checked" type="radio" title="@{charisma}"/>
<input class="radio__rank skill skill" name="attr_charisma" value="1" type="radio" title="@{charisma}"/>
<input class="radio__rank skill skill" name="attr_charisma" value="2" type="radio" title="@{charisma}"/>
<input class="radio__rank skill skill" name="attr_charisma" value="3" type="radio" title="@{charisma}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_guile" type="action">
<span class="skill__button--span" data-i18n="guile">Guile
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_guile" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_guile" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_guile" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="guile">Guile
</span>
</div>
<div class="popup__content">
<span data-i18n="guile_description">Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith. &lt;br /&gt;&lt;br /&gt;As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_guile" value="0" checked="checked" type="radio" title="@{guile}"/>
<input class="radio__rank skill skill" name="attr_guile" value="1" type="radio" title="@{guile}"/>
<input class="radio__rank skill skill" name="attr_guile" value="2" type="radio" title="@{guile}"/>
<input class="radio__rank skill skill" name="attr_guile" value="3" type="radio" title="@{guile}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_impose" type="action">
<span class="skill__button--span" data-i18n="impose">Impose
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_impose" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_impose" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_impose" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="impose">Impose
</span>
</div>
<div class="popup__content">
<span data-i18n="impose_description">Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark. &lt;br /&gt;&lt;br /&gt;As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_impose" value="0" checked="checked" type="radio" title="@{impose}"/>
<input class="radio__rank skill skill" name="attr_impose" value="1" type="radio" title="@{impose}"/>
<input class="radio__rank skill skill" name="attr_impose" value="2" type="radio" title="@{impose}"/>
<input class="radio__rank skill skill" name="attr_impose" value="3" type="radio" title="@{impose}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_insight" type="action">
<span class="skill__button--span" data-i18n="insight">Insight
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_insight" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_insight" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_insight" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="insight">Insight
</span>
</div>
<div class="popup__content">
<span data-i18n="insight_description">Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed. &lt;br /&gt;&lt;br /&gt;As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_insight" value="0" checked="checked" type="radio" title="@{insight}"/>
<input class="radio__rank skill skill" name="attr_insight" value="1" type="radio" title="@{insight}"/>
<input class="radio__rank skill skill" name="attr_insight" value="2" type="radio" title="@{insight}"/>
<input class="radio__rank skill skill" name="attr_insight" value="3" type="radio" title="@{insight}"/>
</div>
<header class="skill-category__header">
<span class="skill-category__header--span" data-i18n="physical">Physical
</span>
<hr class="skill-category__header--line"/>
</header>
<div class="skill__button">
<button class="skill__button--btn" name="act_acrobatics" type="action">
<span class="skill__button--span" data-i18n="acrobatics">Acrobatics
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_acrobatics" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_acrobatics" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_acrobatics" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="acrobatics">Acrobatics
</span>
</div>
<div class="popup__content">
<span data-i18n="acrobatics_description">Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge. &lt;br /&gt;&lt;br /&gt;As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_acrobatics" value="0" checked="checked" type="radio" title="@{acrobatics}"/>
<input class="radio__rank skill skill" name="attr_acrobatics" value="1" type="radio" title="@{acrobatics}"/>
<input class="radio__rank skill skill" name="attr_acrobatics" value="2" type="radio" title="@{acrobatics}"/>
<input class="radio__rank skill skill" name="attr_acrobatics" value="3" type="radio" title="@{acrobatics}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_coordination" type="action">
<span class="skill__button--span" data-i18n="coordination">Coordination
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_coordination" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_coordination" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_coordination" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="coordination">Coordination
</span>
</div>
<div class="popup__content">
<span data-i18n="coordination_description">Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination. &lt;br /&gt;&lt;br /&gt;As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_coordination" value="0" checked="checked" type="radio" title="@{coordination}"/>
<input class="radio__rank skill skill" name="attr_coordination" value="1" type="radio" title="@{coordination}"/>
<input class="radio__rank skill skill" name="attr_coordination" value="2" type="radio" title="@{coordination}"/>
<input class="radio__rank skill skill" name="attr_coordination" value="3" type="radio" title="@{coordination}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_physique" type="action">
<span class="skill__button--span" data-i18n="physique">Physique
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_physique" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_physique" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_physique" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="physique">Physique
</span>
</div>
<div class="popup__content">
<span data-i18n="physique_description">Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater. &lt;br /&gt;&lt;br /&gt;As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_physique" value="0" checked="checked" type="radio" title="@{physique}"/>
<input class="radio__rank skill skill" name="attr_physique" value="1" type="radio" title="@{physique}"/>
<input class="radio__rank skill skill" name="attr_physique" value="2" type="radio" title="@{physique}"/>
<input class="radio__rank skill skill" name="attr_physique" value="3" type="radio" title="@{physique}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_weaponry" type="action">
<span class="skill__button--span" data-i18n="weaponry">Weaponry
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_weaponry" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_weaponry" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_weaponry" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="weaponry">Weaponry
</span>
</div>
<div class="popup__content">
<span data-i18n="weaponry_description">Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points. &lt;br /&gt;&lt;br /&gt;As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_weaponry" value="0" checked="checked" type="radio" title="@{weaponry}"/>
<input class="radio__rank skill skill" name="attr_weaponry" value="1" type="radio" title="@{weaponry}"/>
<input class="radio__rank skill skill" name="attr_weaponry" value="2" type="radio" title="@{weaponry}"/>
<input class="radio__rank skill skill" name="attr_weaponry" value="3" type="radio" title="@{weaponry}"/>
</div>
<header class="skill-category__header">
<span class="skill-category__header--span" data-i18n="practical">Practical
</span>
<hr class="skill-category__header--line"/>
</header>
<div class="skill__button">
<button class="skill__button--btn" name="act_artistry" type="action">
<span class="skill__button--span" data-i18n="artistry">Artistry
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_artistry" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_artistry" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_artistry" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="artistry">Artistry
</span>
</div>
<div class="popup__content">
<span data-i18n="artistry_description">Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork. &lt;br /&gt;&lt;br /&gt;As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_artistry" value="0" checked="checked" type="radio" title="@{artistry}"/>
<input class="radio__rank skill skill" name="attr_artistry" value="1" type="radio" title="@{artistry}"/>
<input class="radio__rank skill skill" name="attr_artistry" value="2" type="radio" title="@{artistry}"/>
<input class="radio__rank skill skill" name="attr_artistry" value="3" type="radio" title="@{artistry}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_survival" type="action">
<span class="skill__button--span" data-i18n="survival">Survival
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_survival" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_survival" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_survival" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="survival">Survival
</span>
</div>
<div class="popup__content">
<span data-i18n="survival_description">Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness. &lt;br /&gt;&lt;br /&gt;As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_survival" value="0" checked="checked" type="radio" title="@{survival}"/>
<input class="radio__rank skill skill" name="attr_survival" value="1" type="radio" title="@{survival}"/>
<input class="radio__rank skill skill" name="attr_survival" value="2" type="radio" title="@{survival}"/>
<input class="radio__rank skill skill" name="attr_survival" value="3" type="radio" title="@{survival}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_tinker" type="action">
<span class="skill__button--span" data-i18n="tinker">Tinker
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_tinker" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_tinker" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_tinker" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="tinker">Tinker
</span>
</div>
<div class="popup__content">
<span data-i18n="tinker_description">Engineering expertise over mechanical or clockwork devices, schema and structures. &lt;br /&gt;&lt;br /&gt;As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_tinker" value="0" checked="checked" type="radio" title="@{tinker}"/>
<input class="radio__rank skill skill" name="attr_tinker" value="1" type="radio" title="@{tinker}"/>
<input class="radio__rank skill skill" name="attr_tinker" value="2" type="radio" title="@{tinker}"/>
<input class="radio__rank skill skill" name="attr_tinker" value="3" type="radio" title="@{tinker}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_trade" type="action">
<span class="skill__button--span" data-i18n="trade">Trade
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_trade" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_trade" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_trade" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="trade">Trade
</span>
</div>
<div class="popup__content">
<span data-i18n="trade_description">Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items. &lt;br /&gt;&lt;br /&gt;As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_trade" value="0" checked="checked" type="radio" title="@{trade}"/>
<input class="radio__rank skill skill" name="attr_trade" value="1" type="radio" title="@{trade}"/>
<input class="radio__rank skill skill" name="attr_trade" value="2" type="radio" title="@{trade}"/>
<input class="radio__rank skill skill" name="attr_trade" value="3" type="radio" title="@{trade}"/>
</div>
<header class="skill-category__header">
<span class="skill-category__header--span" data-i18n="prowess">Prowess
</span>
<hr class="skill-category__header--line"/>
</header>
<div class="skill__button">
<button class="skill__button--btn" name="act_arcana" type="action">
<span class="skill__button--span" data-i18n="arcana">Arcana
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_arcana" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_arcana" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_arcana" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="arcana">Arcana
</span>
</div>
<div class="popup__content">
<span data-i18n="arcana_description">Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual. &lt;br /&gt;&lt;br /&gt;When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_arcana" value="0" checked="checked" type="radio" title="@{arcana}"/>
<input class="radio__rank skill skill" name="attr_arcana" value="1" type="radio" title="@{arcana}"/>
<input class="radio__rank skill skill" name="attr_arcana" value="2" type="radio" title="@{arcana}"/>
<input class="radio__rank skill skill" name="attr_arcana" value="3" type="radio" title="@{arcana}"/>
</div>
<div class="skill__button">
<button class="skill__button--btn" name="act_focus" type="action">
<span class="skill__button--span" data-i18n="focus">Focus
</span>
</button>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_focus" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
<input class="toggle-popup" name="attr_show_focus" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill_info">Skill Info
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_focus" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="focus">Focus
</span>
</div>
<div class="popup__content">
<span data-i18n="focus_description">Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits. &lt;br /&gt;&lt;br /&gt;When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.
</span>
</div>
</article>
</div>
<div class="radio__ranks skill">
<input class="radio__rank reset skill skill" name="attr_focus" value="0" checked="checked" type="radio" title="@{focus}"/>
<input class="radio__rank skill skill" name="attr_focus" value="1" type="radio" title="@{focus}"/>
<input class="radio__rank skill skill" name="attr_focus" value="2" type="radio" title="@{focus}"/>
<input class="radio__rank skill skill" name="attr_focus" value="3" type="radio" title="@{focus}"/>
</div>
<input class="toggle-popup" name="attr_show_skills" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="skill">Skill
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_skills" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="skill_info">Skill Info
</span>
</div>
<div class="popup__content">
<span data-i18n="skill_description">Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert. &lt;br /&gt;&lt;br /&gt;Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).
</span>
</div>
</article>
</article>
<article class="inventory">
<datalist id="datalist__inventory">
<option value="combat_scowling_face" data-i18n="combat_scowling_face"></option>
<option value="combat_pitchfork" data-i18n="combat_pitchfork"></option>
<option value="combat_memories_of_hardship" data-i18n="combat_memories_of_hardship"></option>
<option value="combat_iron_briefs" data-i18n="combat_iron_briefs"></option>
<option value="combat_booming_voice" data-i18n="combat_booming_voice"></option>
<option value="combat_well_rounded_education" data-i18n="combat_well_rounded_education"></option>
<option value="combat_darts" data-i18n="combat_darts"></option>
<option value="combat_dagger" data-i18n="combat_dagger"></option>
<option value="combat_self_esteem" data-i18n="combat_self_esteem"></option>
<option value="combat_studden_leather_armor" data-i18n="combat_studden_leather_armor"></option>
<option value="combat_devastating_vocabulary" data-i18n="combat_devastating_vocabulary"></option>
<option value="combat_critical_thinking" data-i18n="combat_critical_thinking"></option>
<option value="combat_sturdy_sword" data-i18n="combat_sturdy_sword"></option>
<option value="combat_crossbow" data-i18n="combat_crossbow"></option>
<option value="combat_plate_armor" data-i18n="combat_plate_armor"></option>
<option value="combat_love_letter" data-i18n="combat_love_letter"></option>
<option value="combat_cunning_wit" data-i18n="combat_cunning_wit"></option>
<option value="combat_flaming_sword" data-i18n="combat_flaming_sword"></option>
<option value="supplies_rations" data-i18n="supplies_rations"></option>
<option value="supplies_artisans_tools" data-i18n="supplies_artisans_tools"></option>
<option value="supplies_crowbar_and_lantern" data-i18n="supplies_crowbar_and_lantern"></option>
<option value="supplies_rope_and_carpet" data-i18n="supplies_rope_and_carpet"></option>
<option value="supplies_bedroll" data-i18n="supplies_bedroll"></option>
<option value="supplies_backpack" data-i18n="supplies_backpack"></option>
<option value="supplies_thieves_tools" data-i18n="supplies_thieves_tools"></option>
<option value="supplies_fine_clothes" data-i18n="supplies_fine_clothes"></option>
<option value="supplies_traps" data-i18n="supplies_traps"></option>
<option value="supplies_tent" data-i18n="supplies_tent"></option>
<option value="supplies_fishing_pole" data-i18n="supplies_fishing_pole"></option>
<option value="supplies_live_hen" data-i18n="supplies_live_hen"></option>
<option value="supplies_board_games" data-i18n="supplies_board_games"></option>
<option value="supplies_alchemists_tools" data-i18n="supplies_alchemists_tools"></option>
<option value="supplies_encyclopeida" data-i18n="supplies_encyclopeida"></option>
<option value="supplies_spyglass" data-i18n="supplies_spyglass"></option>
<option value="supplies_coded_letters" data-i18n="supplies_coded_letters"></option>
<option value="supplies_horse" data-i18n="supplies_horse"></option>
<option value="oddities_seashell_horn" data-i18n="oddities_seashell_horn"></option>
<option value="oddities_dead_donkey" data-i18n="oddities_dead_donkey"></option>
<option value="oddities_ancient_ring" data-i18n="oddities_ancient_ring"></option>
<option value="oddities_songbird" data-i18n="oddities_songbird"></option>
<option value="oddities_human_teeth" data-i18n="oddities_human_teeth"></option>
<option value="oddities_hat" data-i18n="oddities_hat"></option>
<option value="oddities_monkey_head" data-i18n="oddities_monkey_head"></option>
<option value="oddities_heavy_crown" data-i18n="oddities_heavy_crown"></option>
<option value="oddities_giant_serpent_scales" data-i18n="oddities_giant_serpent_scales"></option>
<option value="oddities_silk_dress" data-i18n="oddities_silk_dress"></option>
<option value="oddities_tyrant_pants" data-i18n="oddities_tyrant_pants"></option>
<option value="oddities_shadow_mirror" data-i18n="oddities_shadow_mirror"></option>
<option value="oddities_darkvision_glasses" data-i18n="oddities_darkvision_glasses"></option>
<option value="oddities_divine_blood" data-i18n="oddities_divine_blood"></option>
<option value="oddities_seeds" data-i18n="oddities_seeds"></option>
<option value="oddities_potion_brawn" data-i18n="oddities_potion_brawn"></option>
<option value="oddities_troll_flesh" data-i18n="oddities_troll_flesh"></option>
<option value="oddities_telepathic_yak" data-i18n="oddities_telepathic_yak"></option>
<option value="spells_trinket" data-i18n="spells_trinket"></option>
<option value="spells_trick_of_the_light" data-i18n="spells_trick_of_the_light"></option>
<option value="spells_soundshift" data-i18n="spells_soundshift"></option>
<option value="spells_lifebringer" data-i18n="spells_lifebringer"></option>
<option value="spells_whisper" data-i18n="spells_whisper"></option>
<option value="spells_bind_weapon" data-i18n="spells_bind_weapon"></option>
<option value="spells_unmask_the_self" data-i18n="spells_unmask_the_self"></option>
<option value="spells_secret_door" data-i18n="spells_secret_door"></option>
<option value="spells_burn_the_past" data-i18n="spells_burn_the_past"></option>
<option value="spells_master_of_elements" data-i18n="spells_master_of_elements"></option>
<option value="spells_little_escapologist" data-i18n="spells_little_escapologist"></option>
<option value="spells_pierce_the_veil" data-i18n="spells_pierce_the_veil"></option>
<option value="spells_manic_hands" data-i18n="spells_manic_hands"></option>
<option value="spells_shadowbind" data-i18n="spells_shadowbind"></option>
<option value="spells_compel" data-i18n="spells_compel"></option>
<option value="spells_windstep" data-i18n="spells_windstep"></option>
<option value="spells_blackout" data-i18n="spells_blackout"></option>
<option value="spells_spirit_pact" data-i18n="spells_spirit_pact"></option>
<option value="spells_from_dust_to_dust" data-i18n="spells_from_dust_to_dust"></option>
<option value="spells_true_miracle" data-i18n="spells_true_miracle"></option>
<option value="techniques_only_ones_who_know" data-i18n="techniques_only_ones_who_know"></option>
<option value="techniques_uncanny_alarm" data-i18n="techniques_uncanny_alarm"></option>
<option value="techniques_weave_through_water" data-i18n="techniques_weave_through_water"></option>
<option value="techniques_memory_seed" data-i18n="techniques_memory_seed"></option>
<option value="techniques_flowmotion" data-i18n="techniques_flowmotion"></option>
<option value="techniques_saving_grace" data-i18n="techniques_saving_grace"></option>
<option value="techniques_inspiration" data-i18n="techniques_inspiration"></option>
<option value="techniques_bind_magic" data-i18n="techniques_bind_magic"></option>
<option value="techniques_stonewall" data-i18n="techniques_stonewall"></option>
<option value="techniques_heart_piercer" data-i18n="techniques_heart_piercer"></option>
<option value="techniques_deadly_focus" data-i18n="techniques_deadly_focus"></option>
<option value="techniques_redo" data-i18n="techniques_redo"></option>
<option value="techniques_turn_the_tide" data-i18n="techniques_turn_the_tide"></option>
<option value="techniques_dispel" data-i18n="techniques_dispel"></option>
<option value="techniques_interdiction" data-i18n="techniques_interdiction"></option>
<option value="techniques_fluorescent_transcendence" data-i18n="techniques_fluorescent_transcendence"></option>
<option value="techniques_netherwave" data-i18n="techniques_netherwave"></option>
<option value="techniques_become_one" data-i18n="techniques_become_one"></option>
<option value="techniques_defy_the_fates" data-i18n="techniques_defy_the_fates"></option>
<option value="techniques_doompause" data-i18n="techniques_doompause"></option>
</datalist>
<div class="inventory__header">
<span class="inventory__header--span" data-i18n="inventory">Inventory
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_inventory" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<div class="inventory__type">
<span class="inventory__type--span" data-i18n="item_type">Item Type
</span>
</div>
<div class="inventory__qty">
<span class="inventory__qty--span" data-i18n="item_quantity">Qty.
</span>
</div>
<div class="inventory__edit"></div>
<div class="inventory__items">
<fieldset class="repeating_inventory">
<div class="item__wrapper">
<input name="attr_item_expand" value="0" type="hidden"/>
<input class="item__block--toggle" name="attr_type" type="hidden"/>
<section class="item">
<section class="item__block item__universal">
<div class="item--name">
<div class="field">
<input class="field--text" name="attr_name" type="text" list="datalist__inventory" id="id_item_name" title="@{name}" data-i18n-placeholder="name_placeholder"/>
</div>
</div>
<div class="item--type">
<div class="field">
<select class="field--select" name="attr_type" type="select" id="id_item_type" title="@{type}">
<option value="none" selected="selected" data-i18n="select_placeholder">Select...
</option>
<option value="supplies_and_sundries" data-i18n="supplies_and_sundries">Supplies &amp; Sundries
</option>
<option value="oddities_and_valuables" data-i18n="oddities_and_valuables">Oddities &amp; Valuables
</option>
<option value="damage_and_defense" data-i18n="damage_and_defense">Damage &amp; Defense
</option>
<option value="spells_and_techniques" data-i18n="spells_and_techniques">Spells &amp; Techniques
</option>
</select>
</div>
</div>
<div class="item--quantity">
<div class="field">
<input class="field--number" name="attr_quantity" type="number" placeholder="0" min="0" id="id_item_quantity" title="@{quantity}"/>
</div>
</div>
<div class="item__expand">
<button class="item__expand--btn" name="act_item-expand-toggle" type="action">
<img class="item__expand--img" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/edit.svg" title="edit">
</img>
<img class="item__close--img" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</button>
</div>
</section>
</section>
<section class="item--details">
<section class="item__block item__supplies_and_sundries">
<div class="item--description">
<div class="field">
<label class="field__label" for="id_item_description">
<span class="field__label--span" data-i18n="description">Description
</span>
</label>
<input class="field--text" name="attr_description" type="text" id="id_item_description" title="@{description}" data-i18n-placeholder="description_placeholder"/>
</div>
</div>
</section>
<section class="item__block item__oddities_and_valuables">
<div class="item--description">
<div class="field">
<label class="field__label" for="id_item_description">
<span class="field__label--span" data-i18n="description">Description
</span>
</label>
<input class="field--text" name="attr_description" type="text" id="id_item_description" title="@{description}" data-i18n-placeholder="description_placeholder"/>
</div>
</div>
</section>
<section class="item__block item__damage_and_defense">
<div class="item--first_boon">
<div class="field">
<label class="field__label" for="id_item_first_boon">
<span class="field__label--span" data-i18n="boon">Boon
</span>
</label>
<textarea class="field--textarea" spellcheck="false" name="attr_first_boon" id="id_item_first_boon" title="@{first_boon}" data-i18n-placeholder="boon_placeholder"></textarea>
</div>
</div>
<div class="item--second_boon">
<div class="field">
<label class="field__label" for="id_item_second_boon">
<span class="field__label--span" data-i18n="boon">Boon
</span>
</label>
<textarea class="field--textarea" spellcheck="false" name="attr_second_boon" id="id_item_second_boon" title="@{second_boon}" data-i18n-placeholder="boon_placeholder"></textarea>
</div>
</div>
<div class="item--description">
<div class="field">
<label class="field__label" for="id_item_description">
<span class="field__label--span" data-i18n="description">Description
</span>
</label>
<input class="field--text" name="attr_description" type="text" id="id_item_description" title="@{description}" data-i18n-placeholder="description_placeholder"/>
</div>
</div>
</section>
<section class="item__block item__spells_and_techniques">
<div class="item--complexity">
<div class="field">
<label class="field__label" for="id_item_complexity">
<span class="field__label--span" data-i18n="complexity">Complexity
</span>
</label>
<div class="radio__ranks field--radios">
<input class="radio__rank reset field--radios field--radios" name="attr_complexity" value="0" checked="checked" type="radio" title="@{complexity}"/>
<input class="radio__rank field--radios field--radios" name="attr_complexity" value="1" type="radio" title="@{complexity}"/>
<input class="radio__rank field--radios field--radios" name="attr_complexity" value="2" type="radio" title="@{complexity}"/>
<input class="radio__rank field--radios field--radios" name="attr_complexity" value="3" type="radio" title="@{complexity}"/>
<input class="radio__rank field--radios field--radios" name="attr_complexity" value="4" type="radio" title="@{complexity}"/>
</div>
</div>
</div>
<div class="item--base_effect">
<div class="field">
<label class="field__label" for="id_item_base_effect">
<span class="field__label--span" data-i18n="base_effect">Base Effect
</span>
</label>
<textarea class="field--textarea" spellcheck="false" name="attr_base_effect" id="id_item_base_effect" title="@{base_effect}"></textarea>
</div>
</div>
<div class="item--enhanced">
<div class="field">
<label class="field__label" for="id_item_enhanced">
<span class="field__label--span" data-i18n="enhanced">Enhanced Version
</span>
</label>
<textarea class="field--textarea" spellcheck="false" name="attr_enhanced" id="id_item_enhanced" title="@{enhanced}"></textarea>
</div>
</div>
<div class="item--ritual">
<div class="field">
<label class="field__label" for="id_item_ritual">
<span class="field__label--span" data-i18n="ritual">Ritual
</span>
</label>
<textarea class="field--textarea" spellcheck="false" name="attr_ritual" id="id_item_ritual" title="@{ritual}"></textarea>
</div>
</div>
</section>
</section>
</div>
</fieldset>
</div>
<input class="toggle-popup" name="attr_show_inventory" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="inventory">Inventory
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_inventory" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="inventory">Inventory
</span>
</div>
<div class="popup__content">
<span data-i18n="inventory_description">Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint &amp; tinder. Spells &amp; Techniques also count for inventory. Other types of inventory include: Damage &amp; Defense items which include weaponry and protection, Supplies &amp; Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.
</span>
</div>
</article>
</article>
</article>
<aside class="arc__layout--right character">
<article class="background">
<section class="background__differences">
<label class="background--label" for="different" data-i18n="makes_them_different">What makes them different?
</label>
<textarea spellcheck="false" name="attr_different" id="different" title="@{different}"></textarea>
</section>
<section class="background__rumors">
<label class="background--label" data-i18n="three_rumors">Persistent rumors
</label>
<fieldset class="repeating_rumors">
<div class="background__rumors--wrapper">
<input class="background__rumors--input" name="attr_rumor" type="text" title="@{rumor}"/>
</div>
</fieldset>
</section>
<section class="background__lesson">
<label class="background--label" for="lesson" data-i18n="painful_lesson">Most painful lesson
</label>
<textarea spellcheck="false" name="attr_lesson" id="lesson" title="@{lesson}"></textarea>
</section>
</article>
<article class="bonds">
<div class="bonds__header">
<span class="bonds__header--span" data-i18n="bonds">Bonds
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_bonds" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<fieldset class="repeating_bonds">
<article class="bond">
<div class="bond__with">
<input class="bond__with--input" name="attr_relationship" type="text" title="@{relationship}" data-i18n-placeholder="name_placeholder"/>
</div>
<section class="bond__levels">
<div class="bond__container">
<div class="bond__major">
<input class="bond__control" name="attr_level_1" value="0" type="hidden"/>
<input class="bond__minor reset" name="attr_level_1" value="0" checked="checked" type="radio" title="@{level_1}"/>
<input class="bond__minor" name="attr_level_1" value="4" title="4" type="radio"/>
<input class="bond__minor" name="attr_level_1" value="3" title="3" type="radio"/>
<input class="bond__minor" name="attr_level_1" value="2" title="2" type="radio"/>
<input class="bond__minor" name="attr_level_1" value="1" title="1" type="radio"/>
</div>
</div>
<div class="bond__container">
<div class="bond__major">
<input class="bond__control" name="attr_level_2" value="0" type="hidden"/>
<input class="bond__minor reset" name="attr_level_2" value="0" checked="checked" type="radio" title="@{level_2}"/>
<input class="bond__minor" name="attr_level_2" value="4" title="4" type="radio"/>
<input class="bond__minor" name="attr_level_2" value="3" title="3" type="radio"/>
<input class="bond__minor" name="attr_level_2" value="2" title="2" type="radio"/>
<input class="bond__minor" name="attr_level_2" value="1" title="1" type="radio"/>
</div>
</div>
<div class="bond__container">
<div class="bond__major">
<input class="bond__control" name="attr_level_3" value="0" type="hidden"/>
<input class="bond__minor reset" name="attr_level_3" value="0" checked="checked" type="radio" title="@{level_3}"/>
<input class="bond__minor" name="attr_level_3" value="4" title="4" type="radio"/>
<input class="bond__minor" name="attr_level_3" value="3" title="3" type="radio"/>
<input class="bond__minor" name="attr_level_3" value="2" title="2" type="radio"/>
<input class="bond__minor" name="attr_level_3" value="1" title="1" type="radio"/>
</div>
</div>
</section>
</article>
</fieldset>
<input class="toggle-popup" name="attr_show_bonds" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="bonds">Bonds
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_bonds" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="bonds">Bonds
</span>
</div>
<div class="popup__content">
<span data-i18n="bonds_description">Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict. &lt;br /&gt;&lt;br /&gt;Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.
</span>
</div>
</article>
</article>
<article class="experience">
<div class="experience__header">
<span class="experience__header--span" data-i18n="xp">XP
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_xp" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<div class="experience__total">
<input class="experience__total--input" type="number" name="attr_xp_max" min="0" title="@{xp_max}" placeholder="0"/>
<span class="experience__total--span" data-i18n="xp_total">Total
</span>
</div>
<div class="experience__spent">
<input class="experience__spent--input" type="number" name="attr_xp" min="0" title="@{xp}" placeholder="0"/>
<span class="experience__spent--span" data-i18n="xp_spent">Spent
</span>
</div>
<input class="toggle-popup" name="attr_show_xp" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="xp">XP
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_xp" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="experience">Experience
</span>
</div>
<div class="popup__content">
<span data-i18n="xp_description">Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).
</span>
</div>
</article>
</article>
<article class="consequences">
<div class="consequences__header">
<span class="consequences__header--span" data-i18n="fallen_heroes">Fallen Heroes
</span>
<input class="toggle-tooltip" name="attr_setting_tooltips" type="hidden"/>
<div class="help">
<label class="help__label">
<input class="help__label--input" name="attr_show_consequences" type="checkbox"/>
<img class="help__label--icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/help.svg" title="help">
</img>
</label>
</div>
</div>
<section class="consequences__grid">
<div class="consequences__grid--header" data-i18n="1d6">d6
</div>
<div class="consequences__roll">
<button class="consequences__roll--btn" name="roll_consequence" value="&{template:fallen}{{character_name=@{character_name}}}{{title=^{fallen_consequences}}}{{verb=^{chooses}}}{{action=^{life}}}{{type=fallen}}{{consequence=[[1d6]]}}" type="roll" title="%{consequence}">
<span class="consequences__roll--span" data-i18n="consequence">Consequence
</span>
</button>
</div>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_1" value="1" id="fallen_consequence_1" type="checkbox"/>
<div class="consequence__die--span">1</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_1" data-i18n="fallen_consequence_1">Can no longer verbally or visibly communicate but gains telepathy.
</label>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_2" value="1" id="fallen_consequence_2" type="checkbox"/>
<div class="consequence__die--span">2</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_2" data-i18n="fallen_consequence_2">Bears a constantly bleeding wound that deals no damage.
</label>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_3" value="1" id="fallen_consequence_3" type="checkbox"/>
<div class="consequence__die--span">3</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_3" data-i18n="fallen_consequence_3">Gains an unnerving presence; children and animals flee from them.
</label>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_4" value="1" id="fallen_consequence_4" type="checkbox"/>
<div class="consequence__die--span">4</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_4" data-i18n="fallen_consequence_4">Has a prophetic vision of three pale girls clawing their way up from the soil.
</label>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_5" value="1" id="fallen_consequence_5" type="checkbox"/>
<div class="consequence__die--span">5</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_5" data-i18n="fallen_consequence_5">No longer blinks and must constantly apply water to their eyes.
</label>
<label class="consequence__die">
<input class="consequence__die--input" name="attr_fallen_consequence_6" value="1" id="fallen_consequence_6" type="checkbox"/>
<div class="consequence__die--span">6</div>
<div class="consequence__die--square"></div>
</label>
<label class="consequence__description" for="fallen_consequence_6" data-i18n="fallen_consequence_6">May now speak to the dead.
</label>
</section>
<input class="toggle-popup" name="attr_show_consequences" value="0" type="hidden"/>
<article class="popup">
<div class="popup__title">
<span class="popup__title--span" data-i18n="life_and_death">Life &amp; Death: Fallen Heroes
</span>
</div>
<label class="popup__close">
<input class="popup__close--btn" name="attr_show_consequences" type="checkbox"/>
<img class="popup__close--symbol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/close.svg" title="close">
</img>
</label>
<div class="popup__header">
<span class="popup__header--span" data-i18n="fallen_heroes">Fallen Heroes
</span>
</div>
<div class="popup__content">
<span data-i18n="fallen_heroes_description">Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.
</span>
</div>
</article>
</article>
</aside>
</main>
</div>
<rolltemplate class="sheet-rolltemplate-recover">
<div class="sheet-arc__container">
<div class="sheet-arc__banner {{type}}"></div>
<div class="sheet-arc__content {{type}}">
<div class="sheet-arc__sentence">{{#character_name}}
<div class="sheet-arc__sentence--name {{type}}">{{ character_name }}</div>{{/character_name}}{{#verb}}
<div class="sheet-arc__sentence--verb {{type}}">{{ verb }}</div>{{/verb}}{{#action}}
<div class="sheet-arc__sentence--action {{type}}">{{ action }}</div>{{/action}}
</div>
<div class="sheet-arc__recover {{type}}">
<div class="sheet-arc__recover--arrow">&#x25B6;</div>
<div class="sheet-arc__recover--text">
<span data-i18n="recovery_{{type}}" data-i18n-vars="{{blood}}|{{guts}}">
</span>
</div>
</div>
</div>
<div class="sheet-arc__footnote"><span class="sheet-arc__footnote--mark">&#x203B;</span>
<span class="sheet-arc__footnote--span" data-i18n="update_character_sheet">Don't forget to update your hero's character sheet.
</span>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-fallen">
<div class="sheet-arc__container">
<div class="sheet-arc__banner {{type}}"></div>
<div class="sheet-arc__content {{type}}">
<div class="sheet-arc__sentence">{{#character_name}}
<div class="sheet-arc__sentence--name {{type}}">{{ character_name }}</div>{{/character_name}}{{#verb}}
<div class="sheet-arc__sentence--verb {{type}}">{{ verb }}</div>{{/verb}}{{#action}}
<div class="sheet-arc__sentence--action {{type}}">{{ action }}</div>{{/action}}
</div>
<div class="sheet-arc__fallen {{type}}">
<div class="sheet-arc__fallen--roll"><span>{{ consequence }}</span></div>{{#rollTotal() consequence 1}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_1">Can no longer verbally or visibly communicate but gains telepathy.
</span>
</div>{{/rollTotal() consequence 1}}{{#rollTotal() consequence 2}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_2">Bears a constantly bleeding wound that deals no damage.
</span>
</div>{{/rollTotal() consequence 2}}{{#rollTotal() consequence 3}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_3">Gains an unnerving presence; children and animals flee from them.
</span>
</div>{{/rollTotal() consequence 3}}{{#rollTotal() consequence 4}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_4">Has a prophetic vision of three pale girls clawing their way up from the soil.
</span>
</div>{{/rollTotal() consequence 4}}{{#rollTotal() consequence 5}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_5">No longer blinks and must constantly apply water to their eyes.
</span>
</div>{{/rollTotal() consequence 5}}{{#rollTotal() consequence 6}}
<div class="sheet-arc__fallen--text">
<span data-i18n="fallen_consequence_6">May now speak to the dead.
</span>
</div>{{/rollTotal() consequence 6}}
</div>
</div>
<div class="sheet-arc__footnote"><span class="sheet-arc__footnote--mark">&#x203B;</span>
<span class="sheet-arc__footnote--span" data-i18n="update_character_sheet">Don't forget to update your hero's character sheet.
</span>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skills">
<div class="sheet-arc__container">
<div class="sheet-arc__banner {{type}}"></div>{{#rollLess() roll TN}}<span class="sheet-display-control sheet-success"></span>{{/rollLess() roll TN}}{{#rollTotal() roll TN}}<span class="sheet-display-control sheet-tie"></span>{{/rollTotal() roll TN}}{{#rollGreater() roll TN}}<span class="sheet-display-control sheet-fail"></span>{{/rollGreater() roll TN}}
<div class="sheet-arc__content {{type}}">
<div class="sheet-arc__sentence">{{#character_name}}
<div class="sheet-arc__sentence--name {{type}}">{{ character_name }}</div>{{/character_name}}{{#verb}}
<div class="sheet-arc__sentence--verb {{type}}">{{ verb }}</div>{{/verb}}{{#action}}
<div class="sheet-arc__sentence--action {{type}}">{{ action }}</div>{{/action}}
</div>
<div class="sheet-arc__approach-skill {{type}}">
<div class="sheet-arc__approach-skill--arrow">&#x25B6;</div>
<div class="sheet-arc__approach-skill--approach {{title}}"></div>
<div class="sheet-arc__approach-skill--text" data-i18n="{{skill}}">
</div>
</div>
<div class="sheet-arc__results">
<div class="sheet-arc__results--text">{{#rollLess() roll TN}}
<div class="sheet-arc__success">
<span class="sheet-arc__success--span" data-i18n="roll_success">Success!
</span>
</div>{{/rollLess() roll TN}}{{#rollTotal() roll TN}}
<div class="sheet-arc__tie">
<span class="sheet-arc__tie--span" data-i18n="roll_tie">It's a tie.
</span>
</div>{{/rollTotal() roll TN}}{{#rollGreater() roll TN}}
<div class="sheet-arc__fail">
<span class="sheet-arc__fail--span" data-i18n="roll_fail">It fails...
</span>
</div>{{/rollGreater() roll TN}}
</div>
<div class="sheet-arc__results--values">
<div class="sheet-arc__roll--header" data-i18n="roll">Roll
</div>
<div class="sheet-arc__versus--header" data-i18n="versus">vs
</div>
<div class="sheet-arc__tn--header" data-i18n="tn">TN
</div>{{#rollTotal() roll 1}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_1.png"/>{{roll}}</div>{{/rollTotal() roll 1}}{{#rollTotal() roll 2}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_2.png"/>{{roll}}</div>{{/rollTotal() roll 2}}{{#rollTotal() roll 3}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_3.png"/>{{roll}}</div>{{/rollTotal() roll 3}}{{#rollTotal() roll 4}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_4.png"/>{{roll}}</div>{{/rollTotal() roll 4}}{{#rollTotal() roll 5}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_5.png"/>{{roll}}</div>{{/rollTotal() roll 5}}{{#rollTotal() roll 6}}
<div class="sheet-arc__roll--value"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/die_6.png"/>{{roll}}</div>{{/rollTotal() roll 6}}
<div class="sheet-arc__versus--value">{{#rollLess() roll TN}}<span class="sheet-arc__versus--symbol sheet-success">&lt;</span>{{/rollLess() roll TN}}{{#rollTotal() roll TN}}<span class="sheet-arc__versus--symbol sheet-tie">=</span>{{/rollTotal() roll TN}}{{#rollGreater() roll TN}}<span class="sheet-arc__versus--symbol sheet-fail">&gt;</span>{{/rollGreater() roll TN}}
</div>
<div class="sheet-arc__tn--value">{{TN}}</div>
</div>
</div>
</div>
</div>
</rolltemplate>
<script type="text/worker">
const GLOBAL__HEALTH = [ "blood", "guts" ];
const GLOBAL__APPROACHES = [ "creative", "careful", "concerted" ];
const GLOBAL__SKILLS = [
"academic", "culture", "observe", "tactics",
"charisma", "guile", "impose", "insight",
"acrobatics", "coordination", "physique", "weaponry",
"artistry", "survival", "tinker", "trade",
"arcana", "focus"
];
const GLOBAL__DIFFICULTIES = [ "tn_modifier+0", "tn_modifier-1", "tn_modifier-2", "tn_modifier-3", "tn_modifier+1", "tn_modifier+2", "tn_modifier+3" ];
const GLOBAL__APPROACH_QUERY = `[[?{Approach|${GLOBAL__APPROACHES.map((app, i) => `${getTranslationByKey(app)}, ${i}`).join("|")}}]]`;
const GLOBAL__DIFFICULTY_QUERY = `[[?{Modifiers|${GLOBAL__DIFFICULTIES.map((dif, i) => `${getTranslationByKey(dif)}, ${i}`).join("|")}}]]`;
const GLOBAL__DIFFICULTY_EFFECTS = {
"tn_modifier+0": +0,
"tn_modifier-1": -1,
"tn_modifier-2": -2,
"tn_modifier-3": -3,
"tn_modifier+1": +1,
"tn_modifier+2": +2,
"tn_modifier+3": +3,
};
const GLOBAL__INVENTORY_INPUTS = [
"name",
"type",
"description",
"first_boon",
"second_boon",
"complexity",
"base_effect",
"enhanced",
"ritual"
];
const GLOBAL__INVENTORY = {
combat_scowling_face: {
type: "damage_and_defense",
complexity: 0,
},
combat_pitchfork: {
type: "damage_and_defense",
complexity: 0,
},
combat_memories_of_hardship: {
type: "damage_and_defense",
complexity: 0,
},
combat_iron_briefs: {
type: "damage_and_defense",
complexity: 0,
},
combat_booming_voice: {
type: "damage_and_defense",
complexity: 0,
},
combat_well_rounded_education: {
type: "damage_and_defense",
complexity: 0,
},
combat_darts: {
type: "damage_and_defense",
complexity: 0,
},
combat_dagger: {
type: "damage_and_defense",
complexity: 0,
},
combat_self_esteem: {
type: "damage_and_defense",
complexity: 0,
},
combat_studden_leather_armor: {
type: "damage_and_defense",
complexity: 0,
},
combat_devastating_vocabulary: {
type: "damage_and_defense",
complexity: 0,
},
combat_critical_thinking: {
type: "damage_and_defense",
complexity: 0,
},
combat_sturdy_sword: {
type: "damage_and_defense",
complexity: 0,
},
combat_crossbow: {
type: "damage_and_defense",
complexity: 0,
},
combat_plate_armor: {
type: "damage_and_defense",
complexity: 0,
},
combat_love_letter: {
type: "damage_and_defense",
complexity: 0,
},
combat_cunning_wit: {
type: "damage_and_defense",
complexity: 0,
},
combat_flaming_sword: {
type: "damage_and_defense",
complexity: 0,
},
supplies_rations: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_artisans_tools: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_crowbar_and_lantern: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_rope_and_carpet: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_bedroll: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_backpack: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_thieves_tools: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_fine_clothes: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_traps: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_tent: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_fishing_pole: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_live_hen: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_board_games: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_alchemists_tools: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_encyclopeida: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_spyglass: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_coded_letters: {
type: "supplies_and_sundries",
complexity: 0,
},
supplies_horse: {
type: "supplies_and_sundries",
complexity: 0,
},
oddities_seashell_horn: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_dead_donkey: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_ancient_ring: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_songbird: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_human_teeth: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_hat: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_monkey_head: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_heavy_crown: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_giant_serpent_scales: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_silk_dress: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_tyrant_pants: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_shadow_mirror: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_darkvision_glasses: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_divine_blood: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_seeds: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_potion_brawn: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_troll_flesh: {
type: "oddities_and_valuables",
complexity: 0,
},
oddities_telepathic_yak: {
type: "oddities_and_valuables",
complexity: 0,
},
spells_trinket: {
type: "spells_and_techniques",
complexity: 0,
},
spells_trick_of_the_light: {
type: "spells_and_techniques",
complexity: 0,
},
spells_soundshift: {
type: "spells_and_techniques",
complexity: 0,
},
spells_lifebringer: {
type: "spells_and_techniques",
complexity: 0,
},
spells_whisper: {
type: "spells_and_techniques",
complexity: 0,
},
spells_bind_weapon: {
type: "spells_and_techniques",
complexity: 0,
},
spells_unmask_the_self: {
type: "spells_and_techniques",
complexity: 0,
},
spells_secret_door: {
type: "spells_and_techniques",
complexity: 0,
},
spells_burn_the_past: {
type: "spells_and_techniques",
complexity: 0,
},
spells_master_of_elements: {
type: "spells_and_techniques",
complexity: 0,
},
spells_little_escapologist: {
type: "spells_and_techniques",
complexity: 0,
},
spells_pierce_the_veil: {
type: "spells_and_techniques",
complexity: 0,
},
spells_manic_hands: {
type: "spells_and_techniques",
complexity: 0,
},
spells_shadowbind: {
type: "spells_and_techniques",
complexity: 0,
},
spells_compel: {
type: "spells_and_techniques",
complexity: 0,
},
spells_windstep: {
type: "spells_and_techniques",
complexity: 0,
},
spells_blackout: {
type: "spells_and_techniques",
complexity: 0,
},
spells_spirit_pact: {
type: "spells_and_techniques",
complexity: 0,
},
spells_from_dust_to_dust: {
type: "spells_and_techniques",
complexity: 0,
},
spells_true_miracle: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_only_ones_who_know: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_uncanny_alarm: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_weave_through_water: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_memory_seed: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_flowmotion: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_saving_grace: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_inspiration: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_bind_magic: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_stonewall: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_heartpiercer: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_deadly_focus: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_redo: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_turn_the_tide: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_dispel: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_interdiction: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_fluorescent_transcendence: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_netherwave: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_become_one: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_defy_the_fates: {
type: "spells_and_techniques",
complexity: 0,
},
techniques_doompause: {
type: "spells_and_techniques",
complexity: 0,
},
};
// thank you Scott C!
const initiateSkillRoll = async function (event) {
let skill = event.triggerName.replace(/clicked:/, "");
// figure out which approach to use -- so ask
let approachRoll = await startRoll(`!&template:default} {{query=${GLOBAL__APPROACH_QUERY}}}`);
// note that values for the query options above line up with their indexes in GLOBAL__APPROACHES
// also, this is an API message: it won't be visible to any user
// because it's so generic, it shouldn't trigger any API scripts
// finish approachRoll immediately vecause we aren't going to computee
// any values from it -- it's just a dummy roll
finishRoll(approachRoll.rollId);
// same song for difficulty
let difficultyRoll = await startRoll(`!&template:default} {{query=${GLOBAL__DIFFICULTY_QUERY}}}`);
finishRoll(difficultyRoll.rollId);
// parse the results
let approachValue = approachRoll.results.query.result;
let approach = GLOBAL__APPROACHES[approachValue];
let difficultyValue = difficultyRoll.results.query.result;
let difficulty = GLOBAL__DIFFICULTIES[difficultyValue];
let i18nApproach = getTranslationByKey(approach);
let i18nSkill = getTranslationByKey(skill);
let i18nDifficulty = getTranslationByKey("difficulty");
let i18nModifier = getTranslationByKey("modifier");
let finalTemplate = [
`&{template:skills}`,
`{{character_name=@{character_name}}}`,
`{{verb=^{tests}}}`,
`{{type=skill-test}}`,
`{{skill=${skill}}}`,
`{{roll=[[1d6]]}}`,
`{{flawless=[[1d6]]}}`,
`{{flawless=[[1d6]]}}`,
`{{TN=[[@{${skill}}[${i18nSkill}] + @{${approach}}[${i18nApproach}] +`,
`${GLOBAL__DIFFICULTY_EFFECTS[difficulty]}[${i18nModifier}]]]}}`,
`{{title=${approach}}}`,
`{{difficulty=${difficulty}}}`
].join("");
// now that we have all the helprmation, make the roll
let finalRoll = await startRoll(finalTemplate);
finishRoll(finalRoll.rollId);
};
// Functions added for code to make sense, not needed for getting regular and repeating sections.
// converts a value to a number, it's default value, or 0.
const value = function(val, def) {
return (+val||def||0);
};
// ===== PARAMETERS ==========
// destinations : the name of the attribute that stores the total quantity
// can be a single attribute, or an array: ["total_cost", "total_weight"]
// If more than one, the matching fields must be in the same order.
//
// section : name of repeating fieldset, without the repeating_
//
// fields : the name of the attribute field to be summed
// destination and fields both can be a single attribute: "weight"
// or an array of attributes: ["weight","number","equipped"]
const repeatingSum = (destinations, section, fields) => {
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, "").split(",")];
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, "").split(",")];
getSectionIDs(`repeating_${section}`, idArray => {
const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${field}`))], []);
getAttrs([...attrArray], v => {
const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === "on" ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0;
const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length);
const output = {};
destinations.forEach((destination, index) => {
output[destination] = idArray.reduce((total, id) => total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0);
});
setAttrs(output);
});
});
};
on("sheet:opened", () => {
getAttrs(["sheet_type"], (updateAttrs) => {
if (!updateAttrs.sheet_type) {
updateAttrs.sheet_type = "character";
}
setAttrs(updateAttrs);
});
});
// NOTE: The API sets export_show to "on";
// it does not trigger the event handler
on("sheet:opened change:export", (eventInfo) => {
getAttrs(["export"], (val) => {
const updateAttrs = {};
updateAttrs.export_show = val.export ? "on" : "0";
setAttrs(updateAttrs);
});
});
[1, 2, 3].forEach((l) => {
on(`change:repeating_bonds:level_${l}`, (eventInfo) => {
if (eventInfo.sourceType == "player") {
let updateAttrs = {};
let changed = parseInt(eventInfo.sourceAttribute.slice(-1));
// fill major bonds below
for (let f = changed - 1; f > 0; f--) {
updateAttrs[`repeating_bonds_level_${f}`] = 4;
}
// clear major bonds above
for (let c = changed + 1; c <= 3; c++) {
updateAttrs[`repeating_bonds_level_${c}`] = 0;
}
setAttrs(updateAttrs);
}
});
});
GLOBAL__HEALTH.forEach(s => on(`change:${s} change:${s}_max`, eventInfo =>
currentMax(s, eventInfo)));
const currentMax = (attr, eventInfo) => {
if (eventInfo.sourceType == "player") {
let updateAttrs = {};
let attr_max = `${attr}_max`;
getAttrs([attr, attr_max], val => {
const current = parseInt(val[attr]) || 0;
const maximum = parseInt(val[attr_max]) || 0;
const newCurr = (current > maximum)
? maximum
: Math.max(0, current);
updateAttrs[attr] = newCurr;
updateAttrs[attr_max] = Math.max(0, maximum);
setAttrs(updateAttrs);
});
}
};
on("change:repeating_inventory:name", (eventInfo) => {
const id = eventInfo.sourceAttribute.split("_")[2];
const updateAttrs = {};
const name = eventInfo.newValue.trim();
let translation = getTranslationByKey(name)
if (translation) {
updateAttrs[`repeating_inventory_${id}_name`] = translation;
const searchInputs = _.difference(GLOBAL__INVENTORY_INPUTS, ["name"]);
_.each(searchInputs, (key) => {
const attr = `repeating_inventory_${id}_${key}`;
const i18n = `${name}_${key}`;
// check if property exists in global
if (GLOBAL__INVENTORY[name][key]) {
updateAttrs[attr] = GLOBAL__INVENTORY[name][key];
}
// check if translation exists
else if (getTranslationByKey(i18n)) {
updateAttrs[attr] = getTranslationByKey(i18n);
}
});
log(updateAttrs)
setAttrs(updateAttrs, { silent: true });
}
});
on("clicked:repeating_inventory:item-expand-toggle", (eventInfo) => {
const id = eventInfo.sourceAttribute.split("_")[2];
getAttrs([`repeating_inventory_${id}_item_expand`], (val) => {
setAttrs({
[`repeating_inventory_${id}_item_expand`]: val[`repeating_inventory_${id}_item_expand`] === "0" ? "on" : "0"
});
});
});
GLOBAL__SKILLS.forEach((skill) => {
on(`clicked:${skill}`, initiateSkillRoll);
});
on("sheet:opened", () => {
getAttrs(["version"], (updateAttrs) => {
// Logic to determine what updates need to be done
if (!updateAttrs.version) {
// set sheet version if it doesn't exist
updateAttrs.version = "1.0";
}
setAttrs(updateAttrs);
});
});
on("sheet:opened", () => {
var updateAttrs = {}
for (i = 0; i < GLOBAL__HEALTH.length; i++) {
var key = `${GLOBAL__HEALTH[i]}`;
var translation = `${key}_i18n`;
updateAttrs[translation] = getTranslationByKey(key);
}
setAttrs(updateAttrs);
});
</script>