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roll20-character-sheets/Crescent/crescent.html
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<div>
<!--Sets default value for trainings-->
<input name='attr_strength_training' value=0 hidden />
<input name='attr_accuracy_training' value=0 hidden />
<input name='attr_quickness_training' value=0 hidden />
<input name='attr_finesse_training' value=0 hidden />
<input name='attr_vitality_training' value=0 hidden />
<input name='attr_stamina_training' value=0 hidden />
<input name='attr_presence_training' value=0 hidden />
<input name='attr_willpower_training' value=0 hidden />
<input name='attr_knowledge_training' value=0 hidden />
<input name='attr_disposition_training' value=0 hidden />
<input name='attr_connection_training' value=0 hidden />
<input name='attr_instinct_training' value=0 hidden />
<input name='attr_purity_training' value=0 hidden />
<input name='attr_corruption_training' value=0 hidden />
<input name='attr_strengthCheckDie' value=1 hidden />
<input name='attr_accuracyCheckDie' value=1 hidden />
<input name='attr_quicknessCheckDie' value=1 hidden />
<input name='attr_finesseCheckDie' value=1 hidden />
<input name='attr_vitalityCheckDie' value=1 hidden />
<input name='attr_staminaCheckDie' value=1 hidden />
<input name='attr_presenceCheckDie' value=1 hidden />
<input name='attr_willpowerCheckDie' value=1 hidden />
<input name='attr_knowledgeCheckDie' value=1 hidden />
<input name='attr_dispositionCheckDie' value=1 hidden />
<input name='attr_connectionCheckDie' value=1 hidden />
<input name='attr_instinctCheckDie' value=1 hidden />
<input name='attr_purityCheckDie' value=1 hidden />
<input name='attr_corruptionCheckDie' value=1 hidden />
<input name='attr_strengthThresholdDie' value=0 hidden />
<input name='attr_accuracyThresholdDie' value=0 hidden />
<input name='attr_quicknessThresholdDie' value=0 hidden />
<input name='attr_finesseThresholdDie' value=0 hidden />
<input name='attr_vitalityThresholdDie' value=0 hidden />
<input name='attr_staminaThresholdDie' value=0 hidden />
<input name='attr_presenceThresholdDie' value=0 hidden />
<input name='attr_willpowerThresholdDie' value=0 hidden />
<input name='attr_knowledgeThresholdDie' value=0 hidden />
<input name='attr_dispositionThresholdDie' value=0 hidden />
<input name='attr_connectionThresholdDie' value=0 hidden />
<input name='attr_instinctThresholdDie' value=0 hidden />
<input name='attr_purityThresholdDie' value=0 hidden />
<input name='attr_corruptionThresholdDie' value=0 hidden />
<input type="number" name="attr_ap_max" value=6 hidden />
<input type="number" name="attr_cs_max" value=5 hidden />
<input type="number" name="attr_touch_max" value=5 hidden />
<input type="number" name="attr_movement" value=30 hidden />
<input type="number" name="attr_break_threshold" value=18 hidden />
<input type="number" name="attr_critical_threshold" value=10 hidden />
<input type="number" name="attr_miscCriticalThreshold" value=0 hidden />
<input type="number" name="attr_death_threshold" value=0 hidden />
<input type="number" name="attr_death_threshold_max" value=3 hidden />
<input type="number" name="attr_damageBonus1" value=0 hidden />
<input type="number" name="attr_damageBonus2" value=0 hidden />
<input type="number" name="attr_ar" value=0 hidden />
<input type="number" name="attr_attP" value=0 hidden />
<input type="number" name="attr_attP_max" value=18 hidden />
<input type="number" name="attr_techniqueCostTotal" value=0 hidden />
<input type="number" name="attr_techniqueCostTotalIC" value=0 hidden />
<input type="number" name="attr_techniqueCostTotalOOC" value=0 hidden />
<input type="number" name="attr_techniqueCostTotal_max" value=18 hidden />
<input type="number" name="attr_xenosHeft" value=0 hidden />
<input type="number" name="attr_encumberedLimit" value=10 hidden />
<input type="number" name="attr_overcapacityLimit" value=15 hidden />
<input type="number" name="attr_tiredThreshold" value=2 hidden />
<input type="number" name="attr_drainedThreshold" value=4 hidden />
<input type="number" name="attr_armorAR" value=0 hidden />
<input type="number" name="attr_miscAP" value=0 hidden />
<input type="number" name="attr_baseCS" value=5 hidden />
<input type="number" name="attr_staminaCS" value=0 hidden />
<input type="number" name="attr_conditionCS" value=0 hidden />
<input type="number" name="attr_miscCS" value=0 hidden />
<input type="number" name="attr_touch_max" value=5 hidden />
<input type="number" name="attr_baseTouch" value=5 hidden />
<input type="number" name="attr_connectionTouch" value=0 hidden />
<input type="number" name="attr_miscTouch" value=0 hidden />
<input type="number" name="attr_break_threshold" value=18 hidden />
<input type="number" name="attr_baseBreakThreshold" value=18 hidden />
<input type="number" name="attr_willpowerBreakThreshold" value=0 hidden />
<input type="number" name="attr_miscBreakThreshold" value=0 hidden />
<input type="number" name="attr_quicknessMovement" value=0 hidden />
<input type="number" name="attr_baseMovement" value=30 hidden />
<input type="number" name="attr_miscMovement" value=0 hidden />
<input type="number" name="attr_strikeBonus" value=0 hidden />
<input type="number" name="attr_miscStrike" value=0 hidden />
<input type="number" name="attr_miscDamage" value=0 hidden />
<input type="number" name="attr_miscBlock" value=0 hidden />
<input type="number" name="attr_miscParry" value=0 hidden />
<input type="number" name="attr_miscDodge" value=0 hidden />
<input type="number" name="attr_baseTiredThreshold" value=2 hidden />
<input type="number" name="attr_miscTiredThreshold" value=0 hidden />
<input type="number" name="attr_baseDeathThreshold" value=3 hidden />
<input type="number" name="attr_miscDeathThreshold" value=0 hidden />
<input type="number" name="attr_baseHeft" value=10 hidden />
<input type="number" name="attr_strengthHeft" value=0 hidden />
<input type="number" name="attr_bagHeft" value=0 hidden />
<input type="number" name="attr_miscHeft" value=0 hidden />
<input type="number" name="attr_weaponsHeft" value=0 hidden />
<input type="number" name="attr_shieldsHeft" value=0 hidden />
<input type="number" name="attr_armorHeft" value=0 hidden />
<input type="number" name="attr_consumablesHeft" value=0 hidden />
<input type="number" name="attr_itemsHeft" value=0 hidden />
<input type="text" name="attr_wornArmor" value="" hidden />
<input type="number" name="attr_wornArmorAR" value=0 hidden />
<input type="text" name="attr_heldShield" value="" hidden />
<input type="number" name="attr_heldShieldBlock" value=0 hidden />
<input type="text" name="attr_heldWeapon1" value="" hidden />
<input type="number" name="attr_heldWeapon1Damage" value=0 hidden />
<input type="text" name="attr_heldWeapon1Att" value=Strength hidden />
<input type="number" name="attr_heldWeapon1Cap" value=0 hidden />
<input type="text" name="attr_heldWeapon2" value="" hidden />
<input type="number" name="attr_heldWeapon2Damage" value=0 hidden />
<input type="text" name="attr_heldWeapon2Att" value=Strength hidden />
<input type="number" name="attr_heldWeapon2Cap" value=0 hidden />
<input type="number" name="attr_miscAR" value=0 hidden />
<input type="number" name="attr_goodReputation" value=0 hidden />
<input type="number" name="attr_badReputation" value=0 hidden />
<input type="number" name="attr_awedReputation" value=0 hidden />
<input type="number" name="attr_weaponProf" value=0 hidden />
<input type="number" name="attr_weaponProf_max" value=1 hidden />
<input type="number" name="attr_weaponProfBase" value=1 hidden />
<input type="number" name="attr_weaponProfMisc" value=0 hidden />
<input type="number" name="attr_tumbleDieFin" value=1 hidden />
<input type="number" name="attr_tumbleDieQui" value=1 hidden />
<input type="number" name="attr_tumbleDieMisc" value=0 hidden />
<input type="number" name="attr_shoveDieVit" value=1 hidden />
<input type="number" name="attr_shoveDieStr" value=1 hidden />
<input type="number" name="attr_shoveDieMisc" value=0 hidden />
<input type="number" name="attr_invadeDieFin" value=1 hidden />
<input type="number" name="attr_invadeDieQui" value=1 hidden />
<input type="number" name="attr_invadeDieMisc" value=0 hidden />
<input type="number" name="attr_intimidateDiePre" value=1 hidden />
<input type="number" name="attr_intimidateDieStr" value=1 hidden />
<input type="number" name="attr_intimidateDieMisc" value=0 hidden />
<input type="number" name="attr_grabDieFin" value=1 hidden />
<input type="number" name="attr_grabDieStr" value=1 hidden />
<input type="number" name="attr_grabDieMisc" value=0 hidden />
<input type="number" name="attr_finishDieCor" value=1 hidden />
<input type="number" name="attr_finishDieAcc" value=1 hidden />
<input type="number" name="attr_finishDieMisc" value=0 hidden />
<input type="number" name="attr_findDieIns" value=1 hidden />
<input type="number" name="attr_findDieAcc" value=1 hidden />
<input type="number" name="attr_findDieMisc" value=0 hidden />
<input type="number" name="attr_feintDiePre" value=1 hidden />
<input type="number" name="attr_feintDieAcc" value=1 hidden />
<input type="number" name="attr_feintDieMisc" value=0 hidden />
<input type="number" name="attr_escapeDieFin" value=1 hidden />
<input type="number" name="attr_escapeDieQui" value=1 hidden />
<input type="number" name="attr_escapeDieMisc" value=0 hidden />
<input type="number" name="attr_doubtDie" value=1 hidden />
<input type="number" name="attr_doubtDieMisc" value=0 hidden />
<input type="number" name="attr_distractDie" value=1 hidden />
<input type="number" name="attr_distractDieMisc" value=0 hidden />
<input type="number" name="attr_destroyDieSta" value=1 hidden />
<input type="number" name="attr_destroyDieStr" value=1 hidden />
<input type="number" name="attr_destroyDieMisc" value=0 hidden />
<input type="number" name="attr_strikeDie" value=1 hidden />
<input type="number" name="attr_initiativeDie" value=1 hidden />
<input type="number" name="attr_initiativeDieMisc" value=0 hidden />
<input type="number" name="attr_checkBase" value=1 hidden />
<input type="number" name="attr_thresholdBase" value=0 hidden />
<input type="text" name="attr_destroyThresholdType" value="Basic" hidden />
<input type="number" name="attr_destroyThresholdDieStr" value=0 hidden />
<input type="number" name="attr_destroyThresholdDieAcc" value=0 hidden />
<input type="number" name="attr_destroyThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_distractThresholdType" value="Standard" hidden />
<input type="number" name="attr_distractThresholdDieDis" value=0 hidden />
<input type="number" name="attr_distractThresholdDieWil" value=0 hidden />
<input type="number" name="attr_distractThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_doubtThresholdType" value="Standard" hidden />
<input type="number" name="attr_doubtThresholdDie" value=0 hidden />
<input type="number" name="attr_doubtThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_escapeThresholdType" value="Basic" hidden />
<input type="number" name="attr_escapeThresholdDieStr" value=0 hidden />
<input type="number" name="attr_escapeThresholdDieFin" value=0 hidden />
<input type="number" name="attr_escapeThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_feintThresholdType" value="Basic" hidden />
<input type="number" name="attr_feintThresholdDieKno" value=0 hidden />
<input type="number" name="attr_feintThresholdDieIns" value=0 hidden />
<input type="number" name="attr_feintThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_finishThresholdType" value="Standard" hidden />
<input type="number" name="attr_finishThresholdDieVit" value=0 hidden />
<input type="number" name="attr_finishThresholdDiePur" value=0 hidden />
<input type="number" name="attr_finishThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_grabThresholdType" value="Standard" hidden />
<input type="number" name="attr_grabThresholdDieStr" value=0 hidden />
<input type="number" name="attr_grabThresholdDieQui" value=0 hidden />
<input type="number" name="attr_grabThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_hideThresholdType" value="Tough" hidden />
<input type="number" name="attr_hideThresholdDieFin" value=0 hidden />
<input type="number" name="attr_hideThresholdDieCor" value=0 hidden />
<input type="number" name="attr_hideThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_intimidateThresholdType" value="Standard" hidden />
<input type="number" name="attr_intimidateThresholdDieWil" value=0 hidden />
<input type="number" name="attr_intimidateThresholdDiePur" value=0 hidden />
<input type="number" name="attr_intimidateThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_invadeThresholdType" value="Basic" hidden />
<input type="number" name="attr_invadeThresholdDieFin" value=0 hidden />
<input type="number" name="attr_invadeThresholdDieVit" value=0 hidden />
<input type="number" name="attr_invadeThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_shoveThresholdType" value="Basic" hidden />
<input type="number" name="attr_shoveThresholdDieStr" value=0 hidden />
<input type="number" name="attr_shoveThresholdDieFin" value=0 hidden />
<input type="number" name="attr_shoveThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_tumbleThresholdType" value="Standard" hidden />
<input type="number" name="attr_tumbleThresholdDieQui" value=0 hidden />
<input type="number" name="attr_tumbleThresholdDieVit" value=0 hidden />
<input type="number" name="attr_tumbleThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_blockThresholdType" value="Standard" hidden />
<input type="number" name="attr_blockThresholdDie" value=0 hidden />
<input type="number" name="attr_blockThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_dodgeThresholdType" value="Standard" hidden />
<input type="number" name="attr_dodgeThresholdDie" value=0 hidden />
<input type="number" name="attr_dodgeThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_parryThresholdType" value="Standard" hidden />
<input type="number" name="attr_parryThresholdDie" value=0 hidden />
<input type="number" name="attr_parryThresholdDieMisc" value=0 hidden />
<input type="text" name="attr_evadeThresholdType" value="Easy" hidden />
<input type="number" name="attr_evadeThresholdDie" value="0" hidden />
<input type="number" name="attr_destroyThresholdDie" value=0 hidden />
<input type="number" name="attr_destroyThresholdDieMisc" value=0 hidden />
<input type="number" name="attr_conditionBreakThreshold" value=0 hidden />
<input type="number" name="attr_conditionChecks" value=0 hidden />
<input type="number" name="attr_conditionThresholds" value=0 hidden />
<input type="number" name="attr_conditionActionPoints" value=0 hidden />
<input type="number" name="attr_conditionMovement" value=0 hidden />
<input type="number" name="attr_conditionStrikeCheck" value=0 hidden />
<input type="number" name="attr_conditionDefensiveThreshold" value=0 hidden />
<input type="number" name="attr_conditionArmorRanking" value=0 hidden />
<input type="number" name="attr_conditionStrikeDamage" value=0 hidden />
<input type="number" name="attr_conditionStrengthBonus" value=0 hidden />
<input type="number" name="attr_conditionAccuracyBonus" value=0 hidden />
<input type="number" name="attr_conditionQuicknessBonus" value=0 hidden />
<input type="number" name="attr_conditionFinesseBonus" value=0 hidden />
<input type="number" name="attr_conditionVitalityBonus" value=0 hidden />
<input type="number" name="attr_conditionStaminaBonus" value=0 hidden />
<input type="number" name="attr_conditionPresenceBonus" value=0 hidden />
<input type="number" name="attr_conditionWillpowerBonus" value=0 hidden />
<input type="number" name="attr_conditionKnowledgeBonus" value=0 hidden />
<input type="number" name="attr_conditionDispositionBonus" value=0 hidden />
<input type="number" name="attr_conditionConnectionBonus" value=0 hidden />
<input type="number" name="attr_conditionInstinctBonus" value=0 hidden />
<input type="number" name="attr_conditionPurityBonus" value=0 hidden />
<input type="number" name="attr_conditionCorruptionBonus" value=0 hidden />
<div class="buttonSection">
<button type="roll" name="roll_strengthCheck" class="checkButton"
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{strengthCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Strength
</button>
<button type="roll" name="roll_accuracyCheck" class="checkButton"
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{accuracyCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Accuracy
</button>
<button type="roll" name="roll_quicknessCheck" class="checkButton"
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{quicknessCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Quickness
</button>
<button type="roll" name="roll_finesseCheck" class="checkButton"
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{finesseCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Finesse
</button>
<button type="roll" name="roll_vitalityCheck" class="checkButton"
value="&{template:check} {{type=Vitality}} {{character=@{character_name}}} {{Die=[[@{vitalityCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Vitality
</button>
<button type="roll" name="roll_staminaCheck" class="checkButton"
value="&{template:check} {{type=Stamina}} {{character=@{character_name}}} {{Die=[[@{staminaCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Stamina
</button>
<button type="roll" name="roll_presenceCheck" class="checkButton"
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{presenceCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Presence
</button>
<button type="roll" name="roll_willpowerCheck" class="checkButton"
value="&{template:check} {{type=Willpower}} {{character=@{character_name}}} {{Die=[[@{willpowerCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Willpower
</button>
<button type="roll" name="roll_knowledgeCheck" class="checkButton"
value="&{template:check} {{type=Knowledge}} {{character=@{character_name}}} {{Die=[[@{knowledgeCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Knowledge
</button>
<button type="roll" name="roll_dispositionCheck" class="checkButton"
value="&{template:check} {{type=Disposition}} {{character=@{character_name}}} {{Die=[[@{dispositionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Disposition
</button>
<button type="roll" name="roll_connectionCheck" class="checkButton"
value="&{template:check} {{type=Connection}} {{character=@{character_name}}} {{Die=[[@{connectionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Connection
</button>
<button type="roll" name="roll_instinctCheck" class="checkButton"
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{instinctCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Instinct
</button>
<button type="roll" name="roll_purityCheck" class="checkButton"
value="&{template:check} {{type=Purity}} {{character=@{character_name}}} {{Die=[[@{purityCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Purity
</button>
<button type="roll" name="roll_corruptionCheck" class="checkButton"
value="&{template:check} {{type=Corruption}} {{character=@{character_name}}} {{Die=[[@{corruptionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Corruption
</button>
</div>
<div class="statSection">
<div class="statLine">
<div class="statHeader">Attribute</div>
<div class="scoreHeader">Score</div>
<div class="trainingHeader">Training</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName strength-color">Strength</div>
</div>
<input type="number" name='attr_strength' class="scoreInput" value=0 />
<div>
<span name='attr_strength_training' class="trainingInput float-left" value=0></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName accuracy-color">Accuracy</div>
</div>
<input type="number" name='attr_accuracy' class="scoreInput" value=0 />
<div>
<span name='attr_accuracy_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName quickness-color">Quickness</div>
</div>
<input type="number" name='attr_quickness' class="scoreInput" value=0 />
<div>
<span name='attr_quickness_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName finesse-color">Finesse</div>
</div>
<input type="number" name='attr_finesse' class="scoreInput" value=0 />
<div>
<span name='attr_finesse_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName vitality-color">Vitality</div>
</div>
<input type="number" name='attr_vitality' class="scoreInput" value=0 />
<div>
<span name='attr_vitality_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName stamina-color">Stamina</div>
</div>
<input type="number" name='attr_stamina' class="scoreInput" value=0 />
<div>
<span name='attr_stamina_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName presence-color">Presence</div>
</div>
<input type="number" name='attr_presence' class="scoreInput" value=0 />
<div>
<span name='attr_presence_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName willpower-color">Willpower</div>
</div>
<input type="number" name='attr_willpower' class="scoreInput" value=0 />
<div>
<span name='attr_willpower_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName knowledge-color">Knowledge</div>
</div>
<input type="number" name='attr_knowledge' class="scoreInput" value=0 />
<div>
<span name='attr_knowledge_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName disposition-color">Disposition</div>
</div>
<input type="number" name='attr_disposition' class="scoreInput" value=0 />
<div>
<span name='attr_disposition_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName connection-color">Connection</div>
</div>
<input type="number" name='attr_connection' class="scoreInput" value=0 />
<div>
<span name='attr_connection_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName instinct-color">Instinct</div>
</div>
<input type="number" name='attr_instinct' class="scoreInput" value=0 />
<div>
<span name='attr_instinct_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName purity-color">Purity</div>
</div>
<input type="number" name='attr_purity' class="scoreInput" value=0 />
<div>
<span name='attr_purity_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="statLine">
<div class="statSquare">
<div class="statName corruption-color">Corruption</div>
</div>
<input type="number" name='attr_corruption' class="scoreInput" value=0 />
<div>
<span name='attr_corruption_training' class="trainingInput float-left"></span>
</div>
</div>
<div class="float-left resourceContainer pad-1-t">
<div class="resourceHeader">Attribute Points</div>
<span class="trainingInput span50" name="attr_attP"></span>
<span class="trainingInput span50" name="attr_attP_max"></span>
</div>
</div>
<div class="attributeSection">
<div class="float-left nameContainer">
<div class="nameHeader">Name</div>
<input class="nameSection" type="text" name="attr_character_name" />
</div>
<div class="float-left nameContainer">
<div class="levelHeader">Level</div>
<input class="levelSection" type="number" name="attr_character_level" value=1 />
</div>
<div class="float-left">
<div class="levelHeader">EXP</div>
<input class="levelSection" type="number" name="attr_character_exp" value=0 />
</div>
<div class="float-right resourceWrapper">
<div class="float-left resourceContainer">
<div class="resourceHeader vitality-color">Hit Points</div>
<input class="input50" type="number" name="attr_hp" value=0 />
<input class="input50" type="number" name="attr_hp_max" value=0 />
</div>
<div class="float-left resourceContainer pad-2-t">
<div class="resourceHeader instinct-color">Action Points</div>
<input class="input50" type="number" name="attr_ap" value=6 />
<span class="trainingInput span50" name="attr_ap_max"></span>
</div>
<div class="float-left resourceContainer">
<div class="float-left">
<div class="resourceHeader stamina-color">Combat Stamina</div>
<input class="input50" type="number" name="attr_cs" value=5 />
<span class="trainingInput span50" name="attr_cs_max"></span>
</div>
</div>
<div class="float-left resourceContainer">
<div class="float-left">
<div class="resourceHeader connection-color">Touch: </div>
<input class="input50" type="number" name="attr_touch" value=5 />
<span class="trainingInput span50" name="attr_touch_max"></span>
</div>
</div>
<div class="float-left resourceContainer pad-2-t">
<div class="float-left">
<div class="resourceHeader quickness-color">Movement</div>
<span class="trainingInput span100" name="attr_movement"></span>
</div>
</div>
<div class="float-left resourceContainer pad-4-t">
<div class="float-left">
<div class="resourceHeader willpower-color">Break Threshold</div>
<span class="trainingInput span100" name="attr_break_threshold"></span>
</div>
</div>
<div class="float-left resourceContainer">
<div class="resourceHeader accuracy-color">Critical Threshold</div>
<span class="trainingInput span100" name="attr_critical_threshold"></span>
</div>
<div class="float-left resourceContainer">
<div class="resourceHeader stamina-color">Death Threshold</div>
<span class="trainingInput span50" name="attr_death_threshold" value=0></span>
<span class="trainingInput span50" name="attr_death_threshold_max"></span>
</div>
</div>
<div class="selectedItemWrapper">
<div class="selectedItemSection">
<div class="selectedItemTitle">Held Weapon</div>
<span class="trainingInput selectedItemName" name="attr_heldWeapon1"></span>
<div class="trainingInput selectedItemValue">
<span class="float-left selectedItemValueSpace" name="attr_heldWeapon1Damage"></span>
<span class="float-left">Damage</span>
</div>
<button type="roll" name="mainDamage" class="selectedItemRoll"
title="Roll a Strike Check and Strike Damage for mainhand weapon"
value="&amp;{template:strike} {{weapon=@{heldWeapon1}}} {{weaponAtt=@{heldWeapon1Att}}} {{character=@{character_name}}} {{defender=@{target|character_name}}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}} ?{Defense?|Evade, {{defense=[[0]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|evadeThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Block, {{defense=[[1]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|blockThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Parry, {{defense=[[2]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|parryThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Dodge, {{defense=[[3]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|dodgeThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Nothing, {{defense=[[4]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;}">
</button>
</div>
<div class="selectedItemSection">
<div class="selectedItemTitle">Held Weapon</div>
<span class="trainingInput selectedItemName" name="attr_heldWeapon2"></span>
<div class="trainingInput selectedItemValue">
<span class="float-left selectedItemValueSpace" name="attr_heldWeapon2Damage"></span>
<span class="float-left">Damage</span>
</div>
<button type="roll" name="useWeapon" class="selectedItemRoll"
title="Roll a Strike Check and Strike Damage for offhand weapon"
value="&amp;{template:strike} {{weapon=@{heldWeapon2}}} {{weaponAtt=@{heldWeapon2Att}}} {{character=@{character_name}}} {{defender=@{target|character_name}}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}} ?{Defense?|Evade, {{defense=[[0]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|evadeThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Block, {{defense=[[1]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|blockThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Parry, {{defense=[[2]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|parryThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Dodge, {{defense=[[3]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}-@{target|dodgeThresholdDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;|Nothing, {{defense=[[4]]&amp;#125;&amp;#125; {{Die=[[@{strikeDie}+?{Strike Modifier?&amp;#124;0&amp;#125;]]&amp;#125;&amp;#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)d6]]&amp;#125;&amp;#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*1]]&amp;#125;&amp;#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*2]]&amp;#125;&amp;#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*3]]&amp;#125;&amp;#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*4]]&amp;#125;&amp;#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*5]]&amp;#125;&amp;#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&amp;#124;0&amp;#125;)*6]]&amp;#125;&amp;#125;}">
</button>
</div>
<div class="selectedItemSection">
<div class="selectedItemTitle">Held Shield</div>
<span class="trainingInput selectedItemName" name="attr_heldShield"></span>
<div class="trainingInput selectedItemValue">
<span class="float-left selectedItemValueSpace" name="attr_heldShieldBlock"></span>
<span class="float-left">Block</span>
</div>
</div>
<div class="selectedItemSection">
<div class="selectedItemTitle">Worn Armor</div>
<span class="trainingInput selectedItemName" name="attr_wornArmor"></span>
<div class="trainingInput selectedItemValue">
<span class="float-left selectedItemValueSpace" name="attr_wornArmorAR"></span>
<span class="float-left">Armor</span>
</div>
</div>
</div>
<div class="float-left actionWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Quick References
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection33">
Strike Bonus
</div>
<div class="groupingTitleSection33">
Damage Bonus
</div>
<div class="groupingTitleSection33">
Armor Ranking
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_strikeBonus" value=0></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_damageBonus1" value=0></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_ar" value=0></span>
</div>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection33">
Dodge Bonus
</div>
<div class="groupingTitleSection33">
Block Bonus
</div>
<div class="groupingTitleSection33">
Parry Bonus
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_dodgeThresholdDie" value=0></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_blockThresholdDie" value=0></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_parryThresholdDie" value=0></span>
</div>
</div>
</div>
</div>
<div class="float-left actionWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Limited Speeds
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection20">
Walk
</div>
<div class="groupingTitleSection20">
Swim
</div>
<div class="groupingTitleSection20">
Fly
</div>
<div class="groupingTitleSection20">
Burrow
</div>
<div class="groupingTitleSection20">
Climb
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection20">
<input class="groupingInput" type="number" name="attr_walkSpeed" value=0 />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="number" name="attr_swimSpeed" value=0 />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="number" name="attr_flySpeed" value=0 />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="number" name="attr_burrowSpeed" value=0 />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="number" name="attr_climbSpeed" value=0 />
</div>
</div>
</div>
</div>
<div class="float-left actionWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Exhaustion
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection33">
Current
</div>
<div class="groupingTitleSection33">
Tired Threshold
</div>
<div class="groupingTitleSection33">
Drained Threshold
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection33">
<input class="groupingInput" type="number" name="attr_exhaustion" value=0 />
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_tiredThreshold" value=2></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_drainedThreshold" value=4></span>
</div>
</div>
</div>
</div>
</div>
<div class="notesSection">
<div class="float-left">
<button class="sectionTab" type="action" name="act_notes">Character Details</button>
<button class="sectionTab" type="action" name="act_techniques">Combat Techniques</button>
<button class="sectionTab" type="action" name="act_techniquesOOC">Utility Techniques</button>
<button class="sectionTab" type="action" name="act_items">Equipment and Items</button>
<button class="sectionTab" type="action" name="act_rolls">Checks and Thresholds</button>
<button class="sectionTab" type="action" name="act_conditions">Conditions</button>
<button class="sectionTab" type="action" name="act_wounds">Wounds</button>
<button class="sectionTab" type="action" name="act_statuses">Statuses</button>
<button class="sectionTab" type="action" name="act_modifiers">General Modifiers</button>
</div>
<input type='hidden' class='sheet-tabstoggle' name='attr_sheetTab' value='character' />
<div class='sheet-notes'>
<div class="float-left pad-r-2 leftNotesWrapper">
<div class="float-left detailsWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Character Details
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection20">
Gender
</div>
<div class="groupingTitleSection20">
Age
</div>
<div class="groupingTitleSection20">
Height
</div>
<div class="groupingTitleSection20">
Weight
</div>
<div class="groupingTitleSection20">
Size
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection20">
<input class="groupingInput" type="text" name="attr_gender" />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="text" name="attr_age" />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="text" name="attr_height" />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="text" name="attr_weight" />
</div>
<div class="groupingSection20">
<input class="groupingInput" type="text" name="attr_size" />
</div>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Languages
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection100">
<input class="groupingInput" type="text" name="attr_languages" />
</div>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Description
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection100">
<textarea class="descriptionNotes" name="attr_description"></textarea>
</div>
</div>
</div>
</div>
<div class="float-left">
<div class="generalNotesHeader">
Race
</div>
<input class="raceInput" type="text" name="attr_race" />
<textarea class="raceNotes" name="attr_race_notes"></textarea>
</div>
<div class="float-left">
<div class="generalNotesHeader">
General Notes
</div>
<textarea class="generalArea" name="attr_general_notes"></textarea>
</div>
</div>
<div class="float-left notesSidebar pad-1-t">
<div class="notesHeader float-left">Dedications</div>
<div class="characterWrapper">
<fieldset class="repeating_dedications">
<div class="dedicationContainer">
<textarea class="dedicationName" type="text" name="attr_dedication"></textarea>
</div>
</fieldset>
</div>
<div class="notesHeader float-left">Areas of Knowledge</div>
<div class="characterWrapper">
<fieldset class="repeating_areasOfKnowledge">
<div class="dedicationContainer">
<select class="dedicationDropdown" name="attr_areaOfKnowledgeType">
<option value="aok">Area of Knowledge</option>
<option value="aoe">Area of Expertise</option>
</select>
<textarea class="dedicationName" type="text" name="attr_areasOfKnowledgeDesc"></textarea>
</div>
</fieldset>
</div>
<div class="notesHeader float-left">Preparations</div>
<div class="characterWrapper">
<fieldset class="repeating_preparations">
<div class="dedicationContainer">
<textarea class="dedicationName" type="text" name="attr_preparation"></textarea>
</div>
</fieldset>
</div>
<div class="notesHeader float-left">Contacts</div>
<div class="characterWrapper">
<fieldset class="repeating_contacts">
<div class="dedicationContainer">
<textarea class="dedicationName" type="text" name="attr_contact"></textarea>
</div>
</fieldset>
</div>
<div class="notesHeader float-left">Flaws</div>
<div class="characterWrapper">
<fieldset class="repeating_flaws">
<div class="dedicationContainer">
<textarea class="dedicationName" type="text" name="attr_flaw"></textarea>
</div>
</fieldset>
</div>
<div class="notesHeader float-left">Habits</div>
<div class="characterWrapper">
<fieldset class="repeating_habits">
<div class="dedicationContainer">
<select class="dedicationDropdown" name="attr_habitType">
<option value="nervous">Nervous</option>
<option value="bored">Bored</option>
<option value="routine">Routine</option>
<option value="other">Other</option>
</select>
<textarea class="dedicationName" type="text" name="attr_habitDesc"></textarea>
</div>
</fieldset>
</div>
<div class="float-left reputationWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Reputation
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection33">
Good
</div>
<div class="groupingTitleSection33">
Bad
</div>
<div class="groupingTitleSection33">
Awed
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_goodReputation"></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_badReputation"></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_awedReputation"></span>
</div>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Total
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection100">
<span class="groupingSpan trainingInput groupingSpanAdjustment" name="attr_totalReputation"></span>
</div>
</div>
</div>
</div>
<div class="notesHeader float-left">Deeds</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Good
</div>
</div>
<div class="characterWrapper">
<fieldset class="repeating_goodDeeds">
<div class="dedicationContainer">
<div>
<div class="dedicationDropdown float-left text-center">
Tier
</div>
</div>
<select class="dedicationDropdown" name="attr_deedTier">
<option value="1">Mundane</option>
<option value="4">Remarkable</option>
<option value="12">Legendary</option>
</select>
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
</div>
</fieldset>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Bad
</div>
</div>
<div class="characterWrapper">
<fieldset class="repeating_badDeeds">
<div class="dedicationContainer">
<div>
<div class="dedicationDropdown float-left text-center">
Tier
</div>
</div>
<select class="dedicationDropdown" name="attr_deedTier">
<option value="1">Mundane</option>
<option value="4">Remarkable</option>
<option value="12">Legendary</option>
</select>
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
</div>
</fieldset>
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection100">
Awed
</div>
</div>
<div class="characterWrapper">
<fieldset class="repeating_awedDeeds">
<div class="dedicationContainer">
<div>
<div class="dedicationDropdown float-left text-center">
Tier
</div>
</div>
<select class="dedicationDropdown" name="attr_deedTier">
<option value="1">Mundane</option>
<option value="4">Remarkable</option>
<option value="12">Legendary</option>
</select>
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
</div>
</fieldset>
</div>
</div>
</div>
<div class='sheet-techniques'>
<div class="conditionHeader">Combat Techniques</div>
<div class="techniqueTotalSection">
<div class="float-left resourceContainer pad-1-t pad-2-b">
<div class="resourceHeader">Technique Points</div>
<span class="trainingInput span50" name="attr_techniqueCostTotal"></span>
<span class="trainingInput span50" name="attr_techniqueCostTotal_max"></span>
</div>
<div class="mookTPSection">
<input type="checkbox" class="itemToggleNotes float-left" name="attr_mookTP" value="true" />
<div class="mookTPText">
Remove Attribute Bonus
</div>
</div>
</div>
<div class="repeatingFloat">
<fieldset class="repeating_techniques">
<input type='hidden' class='' name='attr_apCost' />
<input type='hidden' class='' name='attr_csCost' />
<input type='hidden' class='' name='attr_touchCost' />
<input type="checkbox" class="toggleCooldown" name="attr_techniqueCooldown" hidden />
<input type="hidden" class="toggleRecharge" name="attr_recharge" hidden value="" />
<div class="repeatingTechniqueSection">
<div class="repeatingTechniqueNameHeader">
Name
</div>
<div>
TP Cost
</div>
<input class="repeatingTechniqueName" type="text" name="attr_techniqueName"></input>
<select class="repeatingDropdown" name="attr_techniqueCost">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<button type="roll" name="roll_sendTechniqueEffects" class="margin-0"
value="&{template:combatTechnique} {{name=@{techniqueName}}} {{character=@{character_name}}} {{description=@{techniqueDescription}}} {{type=@{techniqueType}}} {{ap=@{apCost}}} {{cs=@{csCost}}} {{touch=@{touchCost}}} {{range=@{techniqueRange}}} {{targets=@{techniqueTargets}}} {{duration=@{techniqueDuration}}} {{area=@{techniqueArea}}} {{special=@{techniqueSpecial}}} {{trigger=@{techniqueTrigger}}} {{situation=@{techniqueSituation}}} {{effect=@{techniqueEffects}}} {{recharge=@{recharge}}}">
Send Technique Effects
</button>
<div class="showDetailsContainer">
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
<div class="showDetailsText">
Show Details
</div>
</div>
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
<div class='sheet-techniqueDetails'>
<div class="generalHeader">
Requires
</div>
<input type="text" name="attr_techniqueRequirements" class="repeatingTechniqueRequires"
title="@{repeating_techniques_#_techniqueName}"></input>
<div class="generalHeader">
Description
</div>
<textarea name="attr_techniqueDescription" class="techniqueDescriptionArea"
title="@{repeating_techniques_#_techniqueDescription}"></textarea>
<br />
<div class="labelCosts33 generalHeader">
AP Cost
</div>
<div class="labelCosts33 generalHeader">
CS Cost
</div>
<div class="labelCosts33 generalHeader">
Touch Cost
</div>
<br />
<select class="repeatingDropdownCosts33" name="attr_apCost">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<select class="repeatingDropdownCosts33" name="attr_csCost">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<select class="repeatingDropdownCosts33" name="attr_touchCost">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<br />
<div class="labelCosts100 generalHeader">
Type
</div>
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueType" />
<br />
<div class="labelCosts50 generalHeader">
Range
</div>
<div class="labelCosts50 generalHeader">
Targets
</div>
<br />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueRange" />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueTargets" />
<div class="labelCosts50 generalHeader">
Area
</div>
<div class="labelCosts50 generalHeader">
Duration
</div>
<br />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueArea" />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueDuration" />
<br />
<div class="labelCosts100 generalHeader">
Special
</div>
<br />
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueSpecial" />
<div class="generalHeader">
Trigger
</div>
<textarea name="attr_techniqueTrigger" class="techniqueTriggerArea"
title="@{repeating_techniques_#_techniqueTrigger}"></textarea>
<div class="generalHeader">
Situation
</div>
<textarea name="attr_techniqueSituation" class="techniqueTriggerArea"
title="@{repeating_techniques_#_techniqueSituation}"></textarea>
<div class="generalHeader">
Effect
</div>
<textarea name="attr_techniqueEffects" class="techniqueEffectArea"
title="@{repeating_techniques_#_techniqueEffects}"></textarea>
<select class="repeatingDropdownBig" name="attr_recharge">
<option value="">No Recharge</option>
<option value="1 Turn">1 Turn</option>
<option value="1 Round">1 Round</option>
<option value="Short Rest">Short Rest</option>
<option value="Long Rest">Long Rest</option>
<option value="Other">Other</option>
</select>
<input type="checkbox" name="attr_techniqueCooldown">
</div>
</div>
</fieldset>
</div>
</div>
<div class='sheet-techniquesOOC'>
<div class="conditionHeader">Utility Techniques</div>
<div class="techniqueTotalSection">
<div class="float-left resourceContainer pad-1-t pad-2-b">
<div class="resourceHeader">Technique Points</div>
<span class="trainingInput span50" name="attr_techniqueCostTotal"></span>
<span class="trainingInput span50" name="attr_techniqueCostTotal_max"></span>
</div>
<div class="mookTPSection">
<input type="checkbox" class="itemToggleNotes float-left" name="attr_mookTP" value="true" />
<div class="mookTPText">
Remove Attribute Bonus
</div>
</div>
</div>
<div class="repeatingFloat">
<fieldset class="repeating_techniquesOOC">
<input type="checkbox" class="toggleCooldown" name="attr_techniqueCooldown" hidden />
<input type="hidden" class="toggleRecharge" name="attr_recharge" hidden value="" />
<div class="repeatingTechniqueSection">
<div class="repeatingTechniqueNameHeader">
Name
</div>
<div>
TP Cost
</div>
<input class="repeatingTechniqueName" type="text" name="attr_techniqueName"
title="@{repeating_techniques_#_techniqueName}"></input>
<select class="repeatingDropdown" name="attr_techniqueCost">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<button type="roll" name="roll_sendTechniqueEffects" class="margin-0"
value="&{template:combatTechnique} {{name=@{techniqueName}}} {{character=@{character_name}}} {{description=@{techniqueDescription}}} {{type=@{techniqueType}}} {{range=@{techniqueRange}}} {{targets=@{techniqueTargets}}} {{duration=@{techniqueDuration}}} {{area=@{techniqueArea}}} {{special=@{techniqueSpecial}}} {{situation=@{techniqueSituation}}} {{effect=@{techniqueEffects}}} {{recharge=@{recharge}}}">
Send Technique Effects
</button>
<div class="showDetailsContainer">
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
<div class="showDetailsText">
Show Details
</div>
</div>
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
<div class='sheet-techniqueDetails'>
<div class="generalHeader">
Requires
</div>
<input type="text" name="attr_techniqueRequirements" class="repeatingTechniqueRequires"></input>
<div class="generalHeader">
Description
</div>
<textarea name="attr_techniqueDescription" class="techniqueDescriptionArea"
title="@{repeating_techniques_#_techniqueDescription}"></textarea>
<br />
<div class="labelCosts100 generalHeader">
Type
</div>
<br />
<select class="repeatingDropdownCosts100" name="attr_techniqueType">
<option value="Passive">Passive</option>
<option value="Active">Active</option>
</select>
<br />
<div class="labelCosts50 generalHeader">
Range
</div>
<div class="labelCosts50 generalHeader">
Targets
</div>
<br />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueRange" />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueTargets" />
<div class="labelCosts50 generalHeader">
Area
</div>
<div class="labelCosts50 generalHeader">
Duration
</div>
<br />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueArea" />
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueDuration" />
<br />
<div class="labelCosts100 generalHeader">
Special
</div>
<br />
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueSpecial" />
<div class="generalHeader">
Situation
</div>
<textarea name="attr_techniqueSituation" class="techniqueTriggerArea"
title="@{repeating_techniques_#_techniqueSituation}"></textarea>
<div class="generalHeader">
Effect
</div>
<textarea name="attr_techniqueEffects" class="techniqueEffectArea"
title="@{repeating_techniques_#_techniqueEffects}"></textarea>
<select class="repeatingDropdownBig" name="attr_recharge">
<option value="">No Recharge</option>
<option value="Short Rest">Short Rest</option>
<option value="Long Rest">Long Rest</option>
<option value="Week">Week</option>
<option value="Month">Month</option>
<option value="Other">Other</option>
</select>
<input type="checkbox" name="attr_techniqueCooldown">
</div>
</div>
</fieldset>
</div>
</div>
<div class='sheet-items'>
<div class="itemsHeader">Items</div>
<div class="float-left actionWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Xenos
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50">
Current
</div>
<div class="groupingTitleSection50">
Heft
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection50">
<input class="groupingInput" type="number" name="attr_xenos" value=0 />
</div>
<div class="groupingSection50">
<span class="groupingSpan trainingInput groupingSpanAdjustment" name="attr_xenosHeft" value=2></span>
</div>
</div>
</div>
</div>
<div class="float-right actionWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Carry Heft
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection33">
Current
</div>
<div class="groupingTitleSection33">
Encumbered Limit
</div>
<div class="groupingTitleSection33">
Overcapacity Limit
</div>
</div>
<div class="groupingSectionContainer">
<div class="groupingSection33">
<input class="groupingInput" type="number" name="attr_heft" value=0 />
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_encumberedLimit" value=2></span>
</div>
<div class="groupingSection33">
<span class="groupingSpan trainingInput" name="attr_overcapacityLimit" value=4></span>
</div>
</div>
</div>
</div>
<div class="itemsSection">
<div class="float-right">
<h3>Consumables</h3>
<div class="itemsWrapper">
<fieldset class="repeating_consumables">
<div class="itemContainer">
<div class="itemsSection">
<div class="itemName">
Name
</div>
<div class="itemQuantity">
Quantity
</div>
<div class="itemHeft">
Heft
</div>
<div class="itemToggleNotesMessage">
Notes
</div>
</div>
<div class="itemsSection">
<input class="itemName" type="text" name="attr_consumableName"></input>
<input class="itemQuantity" type="number" name="attr_consumableNumber" value=1 />
<select class="itemHeft" name="attr_consumableHeft" value=0>
<option value="0">0</option>
<option value=".1">L</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<input type="checkbox" class="sheet-itemToggleNotes" />
<input class='sheet-itemNotes' type="text" name="attr_consumableNotes" />
</div>
</div>
</fieldset>
</div>
<h3>Items</h3>
<div class="itemsWrapper">
<fieldset class="repeating_items">
<div class="itemContainer">
<div class="itemsSection">
<div class="itemName">
Name
</div>
<div class="itemQuantity">
Quantity
</div>
<div class="itemHeft">
Heft
</div>
<div class="itemToggleNotesMessage">
Notes
</div>
</div>
<div class="itemsSection">
<input class="itemName" type="text" name="attr_itemName"></input>
<input class="itemQuantity" type="number" name="attr_itemNumber" value=1 />
<select class="itemHeft" name="attr_itemHeft" value=0>
<option value="0">0</option>
<option value=".1">L</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
<input type="checkbox" class="sheet-itemToggleNotes" />
<input class='sheet-itemNotes' type="text" name="attr_itemNotes" />
</div>
</div>
</fieldset>
</div>
<h3>Bags</h3>
<div class="itemsWrapper">
<fieldset class="repeating_bags">
<div class="itemContainer">
<div class="itemsSection">
<div class="itemName">
Name
</div>
<div class="itemHeftBonus">
Heft Bonus
</div>
<div class="itemToggleNotesMessage">
Notes
</div>
</div>
<div class="itemsSection">
<input class="itemName" type="text" name="attr_bagName"></input>
<input class="itemHeftBonus" type="number" name="attr_bagHeft" value=0 />
<input type="checkbox" class="sheet-itemToggleNotes" />
<input class='sheet-itemNotes' type="text" name="attr_bagNotes" />
</div>
</div>
</fieldset>
</div>
</div>
<div class="float-left">
<button class="unsetEquipment" type='action' name='act_unset-equipment'
title="Unequips all Weapons, Shields and Armor. These tools can be equipped in the details of their section.">
Unequip all Weapons, Shields, and Armor
</button>
<h3>Weapons</h3>
<div class="itemsWrapper">
<fieldset class="repeating_weapons">
<div class="itemContainer">
<div class="itemsSection">
<div class="weaponName">
Name
</div>
<div class="weaponDamage">
Damage
</div>
<div class="weaponQuantity">
Cap
</div>
<div class="weaponHeft">
Heft
</div>
</div>
<div class="itemsSection">
<input class="weaponName" type="text" name="attr_weaponName"></input>
<select class="weaponDamage" name="attr_weaponDamage">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
</select>
<select class="weaponQuantity" name="attr_weaponCap">
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0">0</option>
</select>
<select class="weaponHeft" name="attr_weaponHeft" value=0>
<option value="0">0</option>
<option value=".1">L</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="showDetailsContainer">
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
<div class="showDetailsText">
Show Details
</div>
</div>
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
<div class="techniqueDetails pad-1-t">
<div class="itemsSection">
<div class="weaponName">
Attribute
</div>
<div class="weaponName">
Strike Type
</div>
</div>
<div class="itemsSection">
<select class="weaponName" name="attr_weaponAtt">
<option value="Strength">Strength</option>
<option value="Vitality">Vitality</option>
<option value="Purity">Purity</option>
<option value="Corruption">Corruption</option>
</select>
<input class="weaponName" type="text" name="attr_weaponDamageType" value="" />
</div>
<div class="itemsSection">
<div class="weapon25">
Type
</div>
<input type="checkbox" class="sheet-weaponToggleType" name="attr_weaponToggleType" value=""
hidden />
<div class="weaponMeleeToggle">
<div class="weapon30">
Reach
</div>
<div class="weapon45">
Thrown Range
</div>
</div>
<div class="weaponRangedToggle">
<div class="weapon30">
Ammo
</div>
<div class="weapon45">
Range
</div>
</div>
</div>
<div class="itemsSection">
<select class="weapon25" name="attr_weaponType">
<option value="Melee">Melee</option>
<option value="Ranged">Ranged</option>
</select>
<input type="checkbox" class="sheet-weaponToggleType" name="attr_weaponToggleType" value=""
hidden />
<div class="weaponMeleeToggle">
<input class="weapon30" type="text" name="attr_weaponReach" value="" />
<input class="weapon45" type="text" name="attr_weaponThrown" value="" />
</div>
<div class="weaponRangedToggle">
<input class="weapon30" type="number" name="attr_weaponAmmo" value=0 />
<input class="weapon45" type="text" name="attr_weaponRange" value="" />
</div>
</div>
<div class="itemsSection">
Weapon Traits
</div>
<div class="itemsSection">
<textarea class="weaponDetailsSection" type="text" name="attr_weaponTraits"></textarea>
</div>
<div class="itemsSection">
Weapon Ability
</div>
<div class="itemsSection">
<textarea class="weaponDetailsSection" type="text" name="attr_weaponAbility"></textarea>
</div>
<div class="itemsSection">
<button class="setWeapon" type='action' name='act_set-main-weapon'
title="Sets this weapon as the mainhand weapon for reference and rolling above.">
Set Mainhand
</button>
<button class="setWeapon" type='action' name='act_set-off-weapon'
title="Sets this weapon as the offhand weapon for reference and rolling above.">
Set Offhand
</button>
</div>
</div>
</div>
</fieldset>
</div>
<h3>Shields</h3>
<div class="itemsWrapper">
<fieldset class="repeating_shields">
<div class="itemContainer">
<div class="itemsSection">
<div class="weaponName">
Name
</div>
<div class="weaponDamage">
Block
</div>
<div class="weaponQuantity">
Dash
</div>
<div class="weaponHeft">
Heft
</div>
</div>
<div class="itemsSection">
<input class="weaponName" type="text" name="attr_shieldName"></input>
<select class="weaponDamage" name="attr_shieldBlock">
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
</select>
<select class="weaponQuantity" name="attr_shieldDashPen" value=0>
<option value="0">-0 ft</option>
<option value="-15">-15 ft</option>
<option value="-30">-30 ft</option>
</select>
<select class="weaponHeft" name="attr_shieldHeft" value=0>
<option value="0">0</option>
<option value=".1">L</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="showDetailsContainer">
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
<div class="showDetailsText">
Show Details
</div>
</div>
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
<div class="techniqueDetails pad-1-t">
<div class="itemsSection">
<div class="weapon25">
Attribute Req
</div>
<div class="weapon30">
Shield Pen
</div>
<div class="weapon45">
Block Penalty
</div>
</div>
<div class="itemsSection">
<select class="weapon25" type="text" name="attr_shieldAttrReq">
<option value="0">0 Str/Vit</option>
<option value="3">3 Str/Vit</option>
<option value="5">5 Str/Vit</option>
</select>
<select class="weapon30" name="attr_shieldPenalty">
<option value="None">None</option>
<option value="Light">Light</option>
<option value="Moderate">Moderate</option>
</select>
<span class="trainingInput shieldPen" name="attr_shieldBlockPen">
0 Die Penalty
</span>
</div>
<button class="setWeapon" type="action" name='act_set-shield'
title="Sets this shield as the shield for reference above.">
Set Shield
</button>
</div>
</div>
</fieldset>
</div>
<h3>Armor</h3>
<div class="itemsWrapper">
<fieldset class="repeating_armor">
<div class="itemContainer">
<div class="itemsSection">
<div class="weaponName">
Name
</div>
<div class="weaponDamage">
Armor
</div>
<div class="weaponQuantity">
AP Pen
</div>
<div class="weaponHeft">
Heft
</div>
</div>
<div class="itemsSection">
<input class="weaponName" type="text" name="attr_armorName"></input>
<select class="weaponDamage" name="attr_armorAR">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
</select>
<select class="weaponQuantity" name="attr_armorAP" value=0>
<option value="0">0</option>
<option value="-1">-1</option>
<option value="-2">-2</option>
</select>
<select class="weaponHeft" name="attr_armorHeft" value=0>
<option value="0">0</option>
<option value=".1">L</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="showDetailsContainer">
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
<div class="showDetailsText">
Show Details
</div>
</div>
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
<div class="techniqueDetails pad-1-t">
<div class="itemsSection">
<div class="weaponDamage">
Dodge Cap
</div>
<div class="weapon30">
Movement Cap
</div>
<div class="weapon25">
Attribute Req
</div>
<div class="weapon25">
Armor Penalty
</div>
</div>
<div class="itemsSection">
<select class="weaponDamage" name="attr_armorDodgeCap">
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0">0</option>
</select>
<select class="weapon30" name="attr_armorMovementCap">
<option value="None">None</option>
<option value="50 ft">50 ft</option>
<option value="40 ft">40 ft</option>
<option value="30 ft">30 ft</option>
</select>
<select class="weapon25" type="text" name="attr_armorAttrReq">
<option value="0">0 Str/Vit</option>
<option value="2">2 Str/Vit</option>
<option value="4">4 Str/Vit</option>
<option value="6">6 Str/Vit</option>
</select>
<select class="weapon25" type="text" name="attr_armorPenalty">
<option value="None">None</option>
<option value="Light">Light</option>
<option value="Moderate">Moderate</option>
<option value="Harsh">Harsh</option>
</select>
</div>
<div class="itemsSection">
<div class="weapon50">
Movement Penalty
</div>
<div class="weapon50">
Physical Penalty
</div>
</div>
<div class="itemsSection">
<span class="trainingInput armorPen" name="attr_armorPenaltyMovement">
0ft Movement Penalty
</span>
<span class="trainingInput armorPen" name="attr_armorPenaltyPhysical">
0 Die Penalty
</span>
</div>
<button class="setWeapon" type="action" name="act_set-armor"
title="Sets this armor as the armor for reference above.">
Set Armor
</button>
</div>
</div>
</fieldset>
</div>
</div>
<div class="float-left itemNotesContainer pad-2-t pad-1-r">
<div class="generalNotesHeader">
Notes
</div>
<textarea class="generalArea" name="attr_item_notes"></textarea>
</div>
<div class="float-left weaponProfHeader margin-2-t">
<div class="groupingContainer">
<div class="groupingTitle">
Weapon Proficiency
</div>
<div class="groupingSectionContainer">
<div class="groupingSection50">
<span class="groupingSpan trainingInput" name="attr_weaponProf"></span>
</div>
<div class="groupingSection50">
<span class="groupingSpan trainingInput" name="attr_weaponProf_max"></span>
</div>
</div>
</div>
</div>
<div class="weaponProfWrapper">
<fieldset class="repeating_weaponProficiency">
<div class="dedicationContainer">
<select class="dedicationDropdown" name="attr_weaponProfType">
<option value="0">Basic</option>
<option value="1">Normal</option>
<option value="2">Complex</option>
</select>
<textarea class="dedicationName" type="text" name="attr_weaponProfName"></textarea>
</div>
</fieldset>
</div>
</div>
</div>
<div class='sheet-rolls'>
<div class="checkHeader">
CHECKS
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Initiative
</div>
<div class="float-left actionContainer">
<button class="actionButton instinct-color" type="roll"
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{initiativeDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Initiative (Ins)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_initiativeDie" value=0
title="Initiative Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Strike
</div>
<div class="float-left actionContainer">
<button class="actionButton accuracy-color" type="roll"
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{strikeDie}-?{Defense?|Evade, @{target|evadeThresholdDie}|Block, @{target|blockThresholdDie}|Parry, @{target|parryThresholdDie}|Dodge, @{target|dodgeThresholdDie}|Nothing, 0}+?{Strike Modifier?|0}]]}}+?{Defense Modifier?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Strike (Acc)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_strikeDie" value=0
title="Strike Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Destroy
</div>
<div class="float-left actionContainer">
<button class="actionButton strength-color" type="roll"
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{destroyDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Destroy (Str)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_destroyDieStr" value=0
title="Destroy Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton stamina-color" type="roll"
value="&{template:check} {{type=Stamina}} {{character=@{character_name}}} {{Die=[[@{destroyDieSta}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Destroy (Sta)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_destroyDieSta" value=0
title="Destroy Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Distract
</div>
<div class="float-left actionContainer">
<button class="actionButton presence-color" type="roll"
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{distractDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Distract (Pre)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_distractDie" value=0
title="Distract Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Doubt
</div>
<div class="float-left actionContainer">
<button class="actionButton knowledge-color" type="roll"
value="&{template:check} {{type=Knowledge}} {{character=@{character_name}}} {{Die=[[@{doubtDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Doubt (Kno)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_doubtDie" value=0
title="Doubt Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Escape
</div>
<div class="float-left actionContainer">
<button class="actionButton quickness-color" type="roll"
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{escapeDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Escape (Qui)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_escapeDieQui" value=0
title="Escape Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton finesse-color" type="roll"
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{escapeDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Escape (Fin)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_escapeDieFin" value=0
title="Escape Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Feint
</div>
<div class="float-left actionContainer">
<button class="actionButton accuracy-color" type="roll"
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{feintDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Feint (Acc)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_feintDieAcc" value=0
title="Feint Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton presence-color" type="roll"
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{feintDiePre}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Feint (Pre)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_feintDiePre" value=0
title="Presence Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Find
</div>
<div class="float-left actionContainer">
<button class="actionButton accuracy-color" type="roll"
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{findDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Find (Acc)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_findDieAcc" value=0
title="Find Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton instinct-color" type="roll"
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{findDieIns}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Find (Ins)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_findDieIns" value=0
title="Find Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Finish
</div>
<div class="float-left actionContainer">
<button class="actionButton accuracy-color" type="roll"
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{finishDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Finish (Acc)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_finishDieAcc" value=0
title="Finish Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton corruption-color" type="roll"
value="&{template:check} {{type=Corruption}} {{character=@{character_name}}} {{Die=[[@{finishDieCor}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Finish (Cor)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_finishDieCor" value=0
title="Finish Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Grab
</div>
<div class="float-left actionContainer">
<button class="actionButton strength-color" type="roll"
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{grabDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Grab (Str)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_grabDieStr" value=0
title="Grab Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton finesse-color" type="roll"
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{grabDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Grab (Fin)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_grabDieFin" value=0
title="Grab Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Intimidate
</div>
<div class="float-left actionContainer">
<button class="actionButton strength-color" type="roll"
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{intimidateDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Intimidate (Str)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_intimidateDieStr" value=0
title="Intimidate Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton presence-color" type="roll"
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{intimidateDiePre}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Intimidate (Pre)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_intimidateDiePre" value=0
title="Intimidate Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Invade
</div>
<div class="float-left actionContainer">
<button class="actionButton quickness-color" type="roll"
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{invadeDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Invade (Qui)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_invadeDieQui" value=0
title="Invade Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton finesse-color" type="roll"
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{invadeDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Invade (Fin)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_invadeDieFin" value=0
title="Invade Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Shove
</div>
<div class="float-left actionContainer">
<button class="actionButton strength-color" type="roll"
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{shoveDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Shove (Str)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_shoveDieStr" value=0
title="Shove Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton vitality-color" type="roll"
value="&{template:check} {{type=Vitality}} {{character=@{character_name}}} {{Die=[[@{shoveDieVit}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Shove (Vit)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_shoveDieVit" value=0
title="Shove Die Total"></span>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Tumble
</div>
<div class="float-left actionContainer">
<button class="actionButton quickness-color" type="roll"
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{tumbleDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Tumble (Qui)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_tumbleDieQui" value=0
title="Tumble Die Total"></span>
</div>
<div class="float-left actionContainer">
<button class="actionButton finesse-color" type="roll"
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{tumbleDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
Tumble (Fin)
</button>
<span class="actionDieContainer float-left" type="number" name="attr_tumbleDieFin" value=0
title="Tumble Die Total"></span>
</div>
</div>
</div>
<div class="checkHeader">
THRESHOLDS
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Block
</div>
<div class="groupingTitleContainer thresholdAttributeColor">
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
Vitality
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_blockThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_blockThresholdDie"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Dodge
</div>
<div class="groupingTitleContainer thresholdAttributeColor">
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
Quickness
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_dodgeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_dodgeThresholdDie"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer thresholdAttributeColor">
<div class="groupingTitle">
Parry
</div>
<div class="groupingTitleContainer thresholdAttributeColor">
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
Finesse
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_parryThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_parryThresholdDie"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer thresholdAttributeColor">
<div class="groupingTitle">
Evade
</div>
<div class="groupingTitleContainer thresholdAttributeColor">
<div class="groupingTitleSection50 evadeBackground thresholdTitleText">
None
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_evadeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_evadeThresholdDie"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Destroy
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 strength-color thresholdTitleText">
Strength
</div>
<div class="groupingTitleSection50 accuracy-color thresholdTitleText">
Accuracy
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_destroyThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_destroyThresholdDieStr"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_destroyThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_destroyThresholdDieAcc"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Distract
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 willpower-color thresholdTitleText">
Willpower
</div>
<div class="groupingTitleSection50 disposition-color thresholdTitleText">
Disposition
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_distractThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_distractThresholdDieWil"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_distractThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_distractThresholdDieDis"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Doubt
</div>
<div class="groupingTitleContainer thresholdAttributeColor">
<div class="groupingTitleSection50 connection-color thresholdTitleText">
Connection
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_doubtThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_doubtThresholdDie"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Escape
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 strength-color thresholdTitleText">
Strength
</div>
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
Finesse
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_escapeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_escapeThresholdDieStr"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_escapeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_escapeThresholdDieFin"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Feint
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 knowledge-color thresholdTitleText">
Knowledge
</div>
<div class="groupingTitleSection50 instinct-color thresholdTitleText">
Instinct
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_feintThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_feintThresholdDieKno"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_feintThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_feintThresholdDieIns"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Finish
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
Vitality
</div>
<div class="groupingTitleSection50 purity-color thresholdTitleText">
Purity
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_finishThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_finishThresholdDieVit"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_finishThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_finishThresholdDiePur"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Grab
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 strength-color thresholdTitleText">
Strength
</div>
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
Quickness
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_grabThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_grabThresholdDieStr"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_grabThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_grabThresholdDieQui"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Hide
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
Finesse
</div>
<div class="groupingTitleSection50 corruption-color thresholdTitleText">
Corruption
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_hideThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_hideThresholdDieFin"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_hideThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_hideThresholdDieCor"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Intimidate
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 willpower-color thresholdTitleText">
Willpower
</div>
<div class="groupingTitleSection50 purity-color thresholdTitleText">
Purity
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_intimidateThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_intimidateThresholdDieWil"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_intimidateThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_intimidateThresholdDiePur"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Invade
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
Finesse
</div>
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
Vitality
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_invadeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_invadeThresholdDieFin"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_invadeThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_invadeThresholdDieVit"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Shove
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 strength-color thresholdTitleText">
Strength
</div>
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
Finesse
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_shoveThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_shoveThresholdDieStr"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_shoveThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_shoveThresholdDieFin"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="float-left actionRollWrapper">
<div class="groupingContainer">
<div class="groupingTitle">
Tumble
</div>
<div class="groupingTitleContainer">
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
Quickness
</div>
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
Vitality
</div>
</div>
<div class="groupingSectionContainer">
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_tumbleThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_tumbleThresholdDieQui"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
<div class="thresholdGrouping50">
<div class="thresholdDisplay trainingInput">
<div class="thresholdContentCenter">
<span class="float-left space thresholdTextSpacing" name="attr_tumbleThresholdType"></span>
<div class="float-left">(</div>
<span class="float-left space" name="attr_tumbleThresholdDieVit"></span>
<div class="float-left">Die)</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class='sheet-conditions'>
<div class="conditionHeader">
CONDITIONS
</div>
<div class="inCombatContainer">
<div class="endCombatSection">
<button class="sheet-setWeapon" type="action" name="act_clear-combat-conditions"
title="Clicking End Combat will remove all Harmful and Beneficial Conditions that were affecting you in combat.">
End Combat
</button>
</div>
</div>
<div class="conditionSubHeader">
<div class="conditionTabContainer">
<button class="conditionTabButton" type="action" name="act_neutralConditions"
title="Show all Neutral Conditions.">
Neutral Conditions
</button>
</div>
<div class="conditionTabContainer">
<button class="conditionTabButton" type="action" name="act_harmfulConditions"
title="Show all Harmful Conditions.">
Harmful Conditions
</button>
</div>
<div class="conditionTabContainer">
<button class="conditionTabButton margin-0" type="action" name="act_beneficialConditions"
title="Show all Beneficial Conditions.">
Beneficial Conditions
</button>
</div>
</div>
<div class="conditionHeader margin-0 pad-1-b">
</div>
<input type="checkbox" class="neutralConditionsChecked" name="attr_neutralConditionsChecked" hidden />
<div class="float-left neutralConditions">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Hurt - Special
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_bloody" />
<div class="conditionName">Bloody - Hurt, Tier 1</div>
<div class="conditionDetails">
Bloody has no mechanical disadvantages as a condition alone.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_fading" />
<div class="conditionName">Fading - Hurt, Tier 2</div>
<div class="conditionDetails">
Fading has no mechanical disadvantages as a condition alone.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_dying" />
<div class="conditionName">Dying - Hurt, Tier 3</div>
<div class="conditionDetails">
&bull; You gain 1 point of Exhaustion at the start of your Turn.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Fatigue - Special
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_tired" />
<div class="conditionName">Tired - Fatigue, Tier 1</div>
<div class="conditionDetails">
&bull; -1 Die Penalty to Checks.
<br />
&bull; -1 Tier Penalty to Thresholds.
<br />
&bull; You have -2 Turn AP.
<br />
&bull; Your Movement Speed is reduced by 10 ft.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_drained" />
<div class="conditionName">Drained - Fatigue, Tier 2</div>
<div class="conditionDetails">
&bull; -2 Die Penalty to Checks.
<br />
&bull; -2 Tier Penalty to Thresholds.
<br />
&bull; You have -3 Turn AP.
<br />
&bull; Your Movement Speed is reduced by 15 ft.
<br />
&bull; You lose 2 Combat Stamina at the start of your Turn.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Encumberment - Special
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_encumbered" />
<div class="conditionName">Encumbered - Encumberment</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced by 10 ft.
<br />
&bull; For every 4 consecutive hours that youre Encumbered, you gain 1 Exhaustion.
</div>
</button>
</div>
</div>
<input type="checkbox" class="harmfulConditionsChecked" name="attr_harmfulConditionsChecked" hidden />
<div class="float-left harmfulConditions">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Fascination - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_distracted" />
<div class="conditionName">
Distracted - Fascination, Tier 1
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Thresholds.
<br />
&bull; You suffer -1 Turn AP.
<br />
&bull; You lose your Focus when you gain this Condition.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_absorbed" />
<div class="conditionName">
Absorbed - Fascination, Tier 2
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Thresholds.
<br />
&bull; You suffer -2 Turn AP.
<br />
&bull; You lose your Focus when you gain this Condition.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_captivated" />
<div class="conditionName">
Captivated - Fascination, Tier 3
</div>
<div class="conditionDetails">
&bull; You suffer a -3 Die Penalty to Thresholds.
<br />
&bull; You suffer -3 Turn AP.
<br />
&bull; You lose your Focus when you gain this Condition.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Feared - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_intimidated" />
<div class="conditionName">
Intimidated - Feared, Tier 1
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Checks while in vision of the Intimidator.
<br />
&bull; Your Break Threshold is reduced by 6.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_frightened" />
<div class="conditionName">
Frightened - Feared, Tier 2
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Checks while in vision of the Intimidator.
<br />
&bull; You cannot willingly move closer to the Creature or other source of this Condition.
<br />
&bull; Your Break Threshold is reduced by 12.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_terrified" />
<div class="conditionName">
Terrified - Feared, Tier 3
</div>
<div class="conditionDetails">
&bull; You suffer a -3 Die Penalty to Checks while in vision of the Terrifier.
<br />
&bull; If you are within vision of the Creature or other source of this Condition, you must spend all of
your
Movement moving away from them at the start of your Turn before making an Action.
<br />
&bull; Your Break Threshold is reduced by 18.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Broken - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_demoralized" />
<div class="conditionName">
Demoralized - Broken, Tier 1
</div>
<div class="conditionDetails">
&bull; Your Break Threshold is reduced by 6.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_disheartened" />
<div class="conditionName">
Disheartened - Broken, Tier 2
</div>
<div class="conditionDetails">
&bull; Your Break Threshold is reduced by 12.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_routed" />
<div class="conditionName">
Routed - Broken, Tier 3
</div>
<div class="conditionDetails">
&bull; You must attempt to end combat in the quickest way possible. If no peaceful option is available,
you must
attempt to flee.
</div>
</button>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Immobile - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_stuck" />
<div class="conditionName">
Stuck - Immobile
</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced to 0.
<br />
&bull; You cannot Dash.
<br />
&bull; You cannot Dodge.
<br />
&bull; You cannot use your Quickness Threshold.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_grabbed" />
<div class="conditionName">
Grabbed - Immobile
</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced to 0.
<br />
&bull; You cannot Dash.
<br />
&bull; You cannot Dodge.
<br />
&bull; You suffer a -1 Die Penalty to Strike Checks.
<br />
&bull; You suffer a -1 Die Penalty to Block and Parry Thresholds.
<br />
&bull; You cannot use your Quickness Threshold.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_restrained" />
<div class="conditionName">
Restrained - Immobile
</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced to 0.
<br />
&bull; You cannot Dash.
<br />
&bull; You cannot Dodge.
<br />
&bull; You suffer a -2 Die Penalty to Strike Checks.
<br />
&bull; You suffer a -2 Die Penalty to Block and Parry Thresholds.
<br />
&bull; You cannot use your Quickness Threshold.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Unstable - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_unbalanced" />
<div class="conditionName">
Unbalanced - Unstable, Tier 1
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Tier Penalty against Actions or Reactions that would knock you Prone.
<br />
&bull; You suffer a -1 penalty to Armor Ranking.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_prone" />
<div class="conditionName">
Prone - Unstable, Tier 2
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Strike Checks.
<br />
&bull; You suffer a -1 Die Penalty to Defensive Thresholds against Melee Attacks against you.
<br />
&bull; You suffer a +1 Die Penalty to Defensive Thresholds against Ranged Attacks against you.
<br />
&bull; You suffer a -2 Penalty to Armor Ranking.
<br />
&bull; Your Walk Speed is reduced to half.
<br />
&bull; You may stand by expending 15 ft of Movement for the Turn. Doing so creates an Opening.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Outmaneuvered - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_invaded" />
<div class="conditionName">
Invaded - Outmaneuvered
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Strike Checks.
<br />
&bull; You suffer a -1 Die Penalty to Block, Parry, and Dodge Thresholds.
<br />
&bull; You suffer a -1 Penalty to Armor Ranking.
<br />
&bull; You cannot Evade.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Comatose - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_asleep" />
<div class="conditionName">
Asleep - Comatose
</div>
<div class="conditionDetails">
&bull; You fall Prone.
<br />
&bull; You drop all held items.
<br />
&bull; You are Silenced.
<br />
&bull; You are Blinded.
<br />
&bull; You suffer a -2 Die Penalty to Find Checks that rely on hearing.
<br />
&bull; You cannot take any Actions or Reactions.
<br />
&bull; Your Critical Threshold is reduced by 2.
<br />
&bull; You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
<br />
&bull; This condition ends when you take Damage, or if an ally within 5 ft expends 2 AP to shake you
awake.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_unconscious" />
<div class="conditionName">
Unconscious - Comatose
</div>
<div class="conditionDetails">
&bull; You fall Prone.
<br />
&bull; You are Silenced.
<br />
&bull; You are Blinded.
<br />
&bull; You are Deafened.
<br />
&bull; You cannot take any Actions or Reactions.
<br />
&bull; Your Critical Threshold is reduced by 2.
<br />
&bull; You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Attracted - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_charmed" />
<div class="conditionName">
Charmed - Attracted, Tier 1
</div>
<div class="conditionDetails">
&bull; You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
Harmful
Conditions, or endangering them.
<br />
&bull; You suffer a -2 Die Penalty to Strike Checks against Allies of the Charmer.
<br />
&bull; If the Charmer deals Damage to you, this Condition ends.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_infatuated" />
<div class="conditionName">
Infatuated - Attracted, Tier 2
</div>
<div class="conditionDetails">
&bull; You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
Harmful
Conditions, or endangering them.
<br />
&bull; You suffer a -2 Die Penalty to Strike Checks against allies of the Charmer.
<br />
&bull; If the Charmer deals Damage to you, this Condition ends.
<br />
&bull; If you do not begin your Turn within 30 ft of the Charmer, then you must spend all possible
Movement to
reach a square within 30 ft of them.
<br />
&bull; You must treat any creature that would attempt to harm the Charmer as an enemy.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Taunted - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_provoked" />
<div class="conditionName">
Provoked - Taunted
</div>
<div class="conditionDetails">
&bull; All Actions you take on your Turn must target the Provoker or include the Provoker in its area.
If
you are
not in range to target the Provoker with anything after moving, you must spend your first Action to Dash
toward the Provoker.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_enraged" />
<div class="conditionName">
Enraged - Taunted
</div>
<div class="conditionDetails">
&bull; You treat all creatures in combat as enemies and cannot recognize friend from foe.
<br />
&bull; You must spend your Action Points to Attack the closest conscious creature, or Dash towards a
creature if
none are within range of your movement.
<br />
&bull; You cannot become Routed, and lose all Routed Conditions you have.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Troubled - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_laughing" />
<div class="conditionName">
Laughing - Troubled
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Checks and Thresholds.
<br />
&bull; You suffer -2 Turn AP.
<br />
&bull; Your Break Threshold increases by 6.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_crying" />
<div class="conditionName">
Crying - Troubled
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Checks and Thresholds.
<br />
&bull; You suffer -2 Turn AP.
<br />
&bull; Your Break Threshold decreases by 6.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_screaming" />
<div class="conditionName">
Screaming - Troubled
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Checks and Thresholds.
<br />
&bull; You suffer -2 Turn AP.
<br />
&bull; Your Break Threshold decreases by 6.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_pacified" />
<div class="conditionName">
Pacified -Troubled
</div>
<div class="conditionDetails">
&bull; You cannot take the Attack action.
<br />
&bull; You cannot take the Finish action.
<br />
&bull; You cannot willingly deal Damage to another creature.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Disoriented - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_entranced" />
<div class="conditionName">
Entranced - Disoriented
</div>
<div class="conditionDetails">
&bull; You cannot take Actions or Reactions.
<br />
&bull; This Condition ends when you take Damage.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_dazed" />
<div class="conditionName">
Dazed - Disoriented
</div>
<div class="conditionDetails">
&bull; You cannot take Reactions.
<br />
&bull; Your Turn AP is halved.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_stunned" />
<div class="conditionName">
Stunned - Disoriented
</div>
<div class="conditionDetails">
&bull; You cannot take Actions or Reactions, or spend Movement.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Madness - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_crazed" />
<div class="conditionName">
Crazed - Madness, Tier 1
</div>
<div class="conditionDetails">
&bull; When you begin your Turn, you must roll a d6. If you roll 2 or lower, you must spend half of your
Action
Points raving, and your Turn ends immediately. If you roll a 3 or higher, you may act normally.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_insane" />
<div class="conditionName">
Insane - Madness, Tier 2
</div>
<div class="conditionDetails">
&bull; When you begin your Turn, you must roll a d6. If you roll 4 or lower, you must spend half of your
Action
Points raving, and your Turn ends immediately. If you roll a 5 or higher, you may act normally.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Impaired - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_deafened" />
<div class="conditionName">
Deafened
</div>
<div class="conditionDetails">
&bull; You automatically fail anything that requires listening or coordinating.
<br />
&bull; You cannot become Encouraged.
<br />
&bull; You cannot benefit from or act as part of Formations.
<br />
&bull; You cannot receive communication.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_silenced" />
<div class="conditionName">
Silenced
</div>
<div class="conditionDetails">
&bull; You automatically fail anything that requires speaking or coordinating.
<br />
&bull; You cannot Encourage Creatures.
<br />
&bull; You cannot benefit from or act as part of Formations.
<br />
&bull; You cannot use Songs.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_blinded" />
<div class="conditionName">
Blinded
</div>
<div class="conditionDetails">
&bull; You cannot see.
<br />
&bull; All creatures are considered Hidden to you.
<br />
&bull; You cannot use Actions or Reactions that require a Target.
<br />
&bull; You automatically fail anything that requires sight.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_nauseated" />
<div class="conditionName">
Nauseated
</div>
<div class="conditionDetails">
&bull; You cannot willingly consume food or drink, including potions.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Elemental - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_burning" />
<div class="conditionName">
Burning - Elemental
</div>
<div class="conditionDetails">
&bull; You suffer Special Damage at the end of your Turn equal to 1d6 * Tier.
<br />
&bull; Your Break Threshold is reduced by 6.
<br />
&bull; When afflicted with Burning, a character may fall Prone and use 2 AP to remove the condition.
It
is
also
removed when exposed to at least 2 gallons of water.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_shocked" />
<div class="conditionName">
Shocked - Elemental
</div>
<div class="conditionDetails">
&bull; You suffer a -3 Die Penalty to your next Check. After rolling, regardless of success, this
conditions
Tier
is reduced by 1.
<br />
&bull; Your Thresholds are reduced by 2 Tiers. After an enemy uses a Check against one of your
Thresholds,
this
conditions Tier is reduced by 1.
<br />
&bull; If this condition reaches Tier 0, it ends immediately.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_chilled" />
<div class="conditionName">
Chilled - Elemental
</div>
<div class="conditionDetails">
&bull; Your Movement is reduced to half.
<br />
&bull; Your Turn AP is reduced by 2.
<br />
&bull; You lose 1 Combat Stamina at the start of your Turn.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Penetrated - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_pierced" />
<div class="conditionName">
Pierced - Penetrated, Tier 1
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Penalty to Armor Ranking.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_punctured" />
<div class="conditionName">
Punctured - Penetrated, Tier 2
</div>
<div class="conditionDetails">
&bull; You suffer a -2 Penalty to Armor Ranking.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Surprised - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_surprised" />
<div class="conditionName">
Surprised
</div>
<div class="conditionDetails">
&bull; You cannot use Reactions.
<br />
&bull; You suffer a -2 Penalty to Turn AP.
<br />
&bull; You suffer a -15 Penalty to your Movement Speed.
<br />
&bull; You suffer a -2 Penalty to Armor Ranking.
</div>
</button>
</div>
</div>
<div class="conditionWrapperLarge">
<div class="conditionSectionTitle">
Attribute Impairment - Varies
</div>
<div class="conditionContainerLarge conditionContainerLargeSpace">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_feeble" />
<div class="conditionName">
Feeble - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Strength Checks and Thresholds.
<br />
&bull; You suffer a -1 Die Penalty to Strike Damage.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_obscured" />
<div class="conditionName">
Obscured - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
<br />
&bull; You cannot Critically Succeed Checks.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_slow" />
<div class="conditionName">
Slow - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
<br />
&bull; Your Movement is reduced to half.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_inept" />
<div class="conditionName">
Inept - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
<br />
&bull; Your first Action or Reaction on your Turn costs 1 additional AP.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_sickened" />
<div class="conditionName">
Sickened - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
<br />
&bull; You suffer a -1 Penalty to your Armor Ranking.
</div>
</button>
</div>
<div class="conditionContainerLarge conditionContainerLargeSpace">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_winded" />
<div class="conditionName">
Winded - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
<br />
&bull; You lose 1 Combat Stamina at the start of your Turn.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_flustered" />
<div class="conditionName">
Flustered - Physical Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence Checks and Thresholds.
<br />
&bull; Harmful Conditions and effects that you apply last 1 less Round (Min 1).
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_shaken" />
<div class="conditionName">
Shaken - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Willpower Checks and Thresholds.
<br />
&bull; You cannot willingly create or take Openings.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_astonished" />
<div class="conditionName">
Astonished - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
<br />
&bull; You lose any Marks or Identifications you have applied, and cannot apply Marks or Identify
creatures.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_withdrawn" />
<div class="conditionName">
Withdrawn - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
<br />
&bull; Beneficial Conditions and effects that you apply last 1 less Round (Min 1).
</div>
</button>
</div>
<div class="conditionContainerLarge">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_cynical" />
<div class="conditionName">
Cynical - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Connection Checks and Thresholds.
<br />
&bull; Your Manifestations cost 1 more Touch.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_unaware" />
<div class="conditionName">
Unaware - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Instinct Checks and Thresholds.
<br />
&bull; Your Initiative is reduced by 1 at the start of every Round (Min 1).
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_discordant" />
<div class="conditionName">
Discordant - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Purity Checks and Thresholds.
<br />
&bull; Any healing you give or receive is reduced by 1 Die.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_guilty" />
<div class="conditionName">
Guilty - Mental Affliction
</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Corruption Checks and Thresholds.
<br />
&bull; You cannot willingly cause a Creature to begin Dying or Finish a Creature.
</div>
</button>
</div>
</div>
</div>
<input type="checkbox" class="beneficialConditionsChecked" name="attr_beneficialConditionsChecked" hidden />
<div class="float-left beneficialConditions">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Heartened - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_encouraged" />
<div class="conditionName">
Encouraged - Heartened, Tier 1
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Checks.
<br />
&bull; You gain a +6 Bonus to your Break Threshold.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_emboldened" />
<div class="conditionName">
Emboldened - Heartened, Tier 2
</div>
<div class="conditionDetails">
&bull; You gain a +2 Die Bonus to Checks.
<br />
&bull; You gain a +12 Bonus to your Break Threshold.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_rallied" />
<div class="conditionName">
Rallied - Heartened, Tier 3
</div>
<div class="conditionDetails">
&bull; You gain a +3 Die Bonus to Checks.
<br />
&bull; You gain a +18 Bonus to your Break Threshold.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Guarded - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_protected" />
<div class="conditionName">
Protected - Guarded, Tier 1
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Thresholds.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_warded" />
<div class="conditionName">
Warded - Guarded, Tier 2
</div>
<div class="conditionDetails">
&bull; You gain a +2 Die Bonus to Thresholds.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_safeguarded" />
<div class="conditionName">
Safeguarded - Guarded, Tier 3
</div>
<div class="conditionDetails">
&bull; You gain a +3 Die Bonus to Thresholds
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Resistant - Varies
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_vigilant" />
<div class="conditionName">
Vigilant - Mental Resistant
</div>
<div class="conditionDetails">
&bull; You ignore the next Harmful Mental Condition applied to you. Once you do, this Condition
ends.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_controlled" />
<div class="conditionName">
Controlled - Physical Resistant
</div>
<div class="conditionDetails">
&bull; You ignore the next Harmful Physical Condition applied to you. Once you do, this Condition
ends.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_durable" />
<div class="conditionName">
Durable - Physical Resistant
</div>
<div class="conditionDetails">
&bull; You gain +2 Armor Ranking against the next Attack. Once you do, this Condition ends.
</div>
</button>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Focused - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_focused" />
<div class="conditionName">
Focused - Focused, Tier 1
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus on your next Check.
<br />
&bull; After using this bonus, the condition ends.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_fixated" />
<div class="conditionName">
Fixated - Focused, Tier 2
</div>
<div class="conditionDetails">
&bull; You gain a +2 Die Bonus on your next Check.
<br />
&bull; After using this bonus, the condition ends.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Prepared - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_prepared" />
<div class="conditionName">
Prepared - Prepared, Tier 1
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to your next Threshold.
<br />
&bull; After using this bonus, the condition ends.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_fortified" />
<div class="conditionName">
Fortified - Prepared, Tier 2
</div>
<div class="conditionDetails">
&bull; You gain a +2 Die Bonus to your next Threshold.
<br />
&bull; After using this bonus, the condition ends.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Momentum - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_offensiveMomentum" />
<div class="conditionName">
Offensive Momentum - Momentum
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Strike Checks.
<br />
&bull; You gain a +1 Die Bonus to Strike Damage.
<br />
&bull; You cannot gain Defensive Momentum.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_defensiveMomentum" />
<div class="conditionName">
Defensive Momentum - Momentum
</div>
<div class="conditionDetails">
&bull; You gain a +1 Tier Bonus to your Thresholds for Defensive Reactions.
<br />
&bull; You gain a +1 Bonus to your Armor Ranking.
<br />
&bull; You cannot gain Offensive Momentum.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Inspired - Mental
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_invigorated" />
<div class="conditionName">
Invigorated - Inspired, Tier 1
</div>
<div class="conditionDetails">
&bull; You gain +1 Turn AP.
<br />
&bull; Your Movement Speed increases by 5 ft.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_galvanized" />
<div class="conditionName">
Galvanized - Inspired, Tier 2
</div>
<div class="conditionDetails">
&bull; You gain +2 Turn AP.
<br />
&bull; Your Movement Speed increases by 10 ft.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Lithe - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_nimble" />
<div class="conditionName">
Nimble - Lithe, Tier 1
</div>
<div class="conditionDetails">
&bull; You cannot be Flanked.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_agile" />
<div class="conditionName">
Agile - Lithe, Tier 2
</div>
<div class="conditionDetails">
&bull; You cannot be Flanked.
<br />
&bull; You do not create Openings.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Grappling - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_grabbing" />
<div class="conditionName">
Grabbing - Grappling, Tier 1
</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced by 20 ft.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_pinning" />
<div class="conditionName">
Pinning - Grappling, Tier 2
</div>
<div class="conditionDetails">
&bull; Your Movement Speed is reduced to 0 ft.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Teamwork - Special
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_teamedUp" />
<div class="conditionName">
Teamed Up - Teamwork
</div>
<div class="conditionDetails">
&bull; Teamed Up has no mechanical advantages as a condition alone.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Hidden - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_hidden" />
<div class="conditionName">
Hidden - Hidden
</div>
<div class="conditionDetails">
&bull; Enemies are Surprised by your Actions.
<br />
&bull; You gain a +1 Die Bonus to Initiative Checks.
<br />
&bull; You are treated as being under Full Cover.
<br />
&bull; See the Hidden Creatures section for more details.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Sturdy - Physical
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_sturdy" />
<div class="conditionName">
Sturdy - Sturdy
</div>
<div class="conditionDetails">
&bull; You gain +1 Armor Ranking.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Lucky - Special
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_lucky" />
<div class="conditionName">
Lucky - Lucky
</div>
<div class="conditionDetails">
&bull; You may reroll 1 Die on your Checks.
</div>
</button>
</div>
</div>
<div class="conditionWrapperLarge">
<div class="conditionSectionTitle">
Attribute Improvement - Varies
</div>
<div class="conditionContainerLarge conditionContainerLargeSpace">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_powerful" />
<div class="conditionName">
Powerful - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Strength Checks and Thresholds.
<br />
&bull; You gain a +1 Die Bonus to Strike Damage.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_clear" />
<div class="conditionName">
Clear - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Accuracy Checks and Thresholds.
<br />
&bull; You reduce the Critical Threshold of Creatures you target with your Actions and Reactions
by
1
Tier.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_quick" />
<div class="conditionName">
Quick - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Quickness Checks and Thresholds.
<br />
&bull; Your Speeds are increased by 10 ft.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_skillful" />
<div class="conditionName">
Skillful - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Finesse Checks and Thresholds.
<br />
&bull; Your first Action or Reaction on your Turn costs 1 less Action Point.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_hearty" />
<div class="conditionName">
Hearty - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Vitality Checks and Thresholds.
<br />
&bull; Your current Hit Points and maximum Hit Points are increased by 3 per Level.
</div>
</button>
</div>
<div class="conditionContainerLarge conditionContainerLargeSpace">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_energetic" />
<div class="conditionName">
Energetic - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Stamina Checks and Thresholds.
<br />
&bull; You regain 1 Combat Stamina at the start of your Turn.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_confident" />
<div class="conditionName">
Confident - Physical Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Presence Checks and Thresholds.
<br />
&bull; Harmful Conditions and effects that you apply last 1 more Round.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_determined" />
<div class="conditionName">
Determined - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Willpower Checks and Thresholds.
<br />
&bull; Once per Turn, you may make an Opportunity Attack without expending AP.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_calculating" />
<div class="conditionName">
Calculating - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Knowledge Checks and Thresholds.
<br />
&bull; You gain a +1 Die Bonus to Checks made against Creatures youve Identified or Marked.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_amiable" />
<div class="conditionName">
Amiable - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Disposition Checks and Thresholds.
<br />
&bull; Beneficial Conditions and effects that you apply last 1 more Round (Min 1).
</div>
</button>
</div>
<div class="conditionContainerLarge">
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_imaginative" />
<div class="conditionName">
Imaginative - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Connection Checks and Thresholds.
<br />
&bull; Your Manifestations cost 1 less Touch.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_attentive" />
<div class="conditionName">
Attentive - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Instinct Checks and Thresholds.
<br />
&bull; Your Initiative is increased by 1 at the start of every Round (Max 10).
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_ordained" />
<div class="conditionName">
Ordained - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Purity Checks and Thresholds.
<br />
&bull; Any healing you give or receive is increased by 1 Die.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_desecrated" />
<div class="conditionName">
Desecrated - Mental Improvement
</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Corruption Checks and Thresholds.
<br />
&bull; When you apply the Burning Condition, its Tier is increased by 1.
</div>
</button>
</div>
</div>
</div>
</div>
<div class='sheet-wounds'>
<div class="conditionHeader">
WOUNDS
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Head Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_headModerate" />
<div class="conditionName">Moderate Head Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
<br />
&bull; You are Distracted. This cannot be removed until the Wound is removed.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_headMajor" />
<div class="conditionName">Major Head Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Knowledge Checks and Thresholds.
<br />
&bull; You are Distracted. This cannot be removed until the Wound is removed.
<br />
&bull; Any Beneficial Mental Condition you gain is lost at the end of your Turn.
<br />
&bull; You do not gain Area of Knowledge Bonuses.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Chest Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_chestModerate" />
<div class="conditionName">Moderate Chest Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
<br />
&bull; Your maximum Combat Stamina is reduced by 2.
<br />
&bull; Taking a Breath restores 2 less Combat Stamina.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_chestMajor" />
<div class="conditionName">Major Chest Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Stamina Checks and Thresholds.
<br />
&bull; Your maximum Combat Stamina is reduced by 4.
<br />
&bull; Taking a Breath restores 4 less Combat Stamina.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Gut Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_gutModerate" />
<div class="conditionName">Moderate Gut Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
<br />
&bull; You suffer 1 additional Die of Damage when you take Damage.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_gutMajor" />
<div class="conditionName">Major Gut Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Vitality Checks and Thresholds.
<br />
&bull; You suffer 2 additional Die of Damage when you take Damage.
<br />
&bull; Healing Potions heal half the usual amount.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Back Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_backModerate" />
<div class="conditionName">Moderate Back Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
<br />
&bull; You are Unbalanced. This cannot be removed until the Wound is removed.
<br />
&bull; Standing from Prone consumes 30 ft of Movement instead of 15 ft.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_backMajor" />
<div class="conditionName">Major Back Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
<br />
&bull; You are Unbalanced. This cannot be removed until the Wound is removed.
<br />
&bull; Standing from Prone consumes 30 ft of Movement instead of 15 ft and consumes 2 AP.
<br />
&bull; If you fall Prone, you suffer 4 Die of Special Damage.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Arm Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_armModerate" />
<div class="conditionName">Moderate Arm Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Strength Checks and Thresholds.
<br />
&bull; You cannot add any Training Bonuses from Strength to Strike Damage.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_armMajor" />
<div class="conditionName">Major Arm Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Strength Checks and Thresholds.
<br />
&bull; You cannot add any Training Bonuses from Strength to Strike Damage.
<br />
&bull; You suffer 2 Die of Special Damage whenever you roll Strike Damage.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Hand Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_handModerate" />
<div class="conditionName">Moderate Hand Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
<br />
&bull; You suffer a 1 Die of Special Damage when you use an Attack Technique, Block Technique, or
Parry
Technique.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_handMajor" />
<div class="conditionName">Major Hand Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
<br />
&bull; You cannot hold items in the Wounded hand.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Leg Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_legModerate" />
<div class="conditionName">Moderate Leg Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
<br />
&bull; You do not gain Bonuses to Movement Speed from Quickness Training.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_legMajor" />
<div class="conditionName">Major Leg Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
<br />
&bull; You do not gain Bonuses to Movement Speed from Quickness Training.
<br />
&bull; Your Movement Speed and Dash Speed are reduced by 15 ft.
<br />
&bull; You suffer 2 Die of Damage when you Dash.
<br />
&bull; If both your legs suffer a Major Wound, your Movement Speed and Dash Speed are reduced to 5
ft.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Foot Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_footModerate" />
<div class="conditionName">Moderate Foot Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
<br />
&bull; When you fail to Block, Parry, or Dodge an Attack, you suffer 1 Die of Special Damage and
fall
Prone.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_footMajor" />
<div class="conditionName">Major Foot Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
<br />
&bull; You suffer 2 Die of Special Damage when you Jump, Tumble, Withdraw, Invade, or Dodge.
<br />
&bull; When you fail to Block, Parry, or Dodge an Attack, you suffer 2 Die of Special Damage.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Eye Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_eyeModerate" />
<div class="conditionName">Moderate Eye Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
<br />
&bull; You treat all enemies as being in Low Cover.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_eyeMajor" />
<div class="conditionName">Major Eye Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Accuracy Checks and Thresholds.
<br />
&bull; You are Blind. This cannot be removed until the Wound is removed.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Ear Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_earModerate" />
<div class="conditionName">Moderate Ear Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
<br />
&bull; You cannot be Encouraged by allies further than 10 ft away from you.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_earMajor" />
<div class="conditionName">Major Ear Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Disposition Checks and Thresholds.
<br />
&bull; You are Deaf. This cannot be removed until the Wound is removed.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Jaw Wounds
</div>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_jawModerate" />
<div class="conditionName">Moderate Jaw Wound</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence Checks and Thresholds.
<br />
&bull; You cannot Distract or Intimidate enemies further than 10 ft away from you.
</div>
</button>
<button class="conditionContainer">
<input class="conditionCheckbox" type="checkbox" name="attr_jawMajor" />
<div class="conditionName">Major Jaw Wound</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Presence Checks and Thresholds.
<br />
&bull; You are Mute. This cannot be removed until the Wound is removed.
</div>
</button>
</div>
</div>
</div>
<div class='sheet-statuses'>
<div class="conditionHeader">
STATUSES
</div>
<div class="inCombatContainer">
<div class="inCombatSection">
<input class="conditionCheckbox" type="checkbox" name="attr_inCombat" />
<div class="float-left inCombatText"
title="Toggle when entering combat to remove all Status Modifiers that would affect you inside combat.">In
Combat</div>
</div>
</div>
<div class="conditionSubHeader">
<div class="conditionTabContainer">
<button class="statusTabButton" type="action" name="act_mentalStatuses"
title="Show all Mental Statuses.">
Mental Statuses
</button>
</div>
<div class="conditionTabContainer">
<button class="statusTabButton margin-0" type="action" name="act_physicalStatuses"
title="Show all Physical Statuses.">
Physical Statuses
</button>
</div>
</div>
<div class="conditionHeader margin-0 pad-1-b">
</div>
<input type="checkbox" class="mentalStatusesChecked" name="attr_mentalStatusesChecked" hidden />
<div class="mentalStatuses">
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Afraid
</div>
<div class="statusesSectionTitle">
&#10544; Comforted, Courageous
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Something has put you on edge. You may seek to find a way to abate your fear, or to escape from
it
entirely. While in this state, youre less likely to act with bravery or brashness, and more
likely
to
act
with caution or paranoia."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_afraid" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Willpower Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You become Frightened by the source of your fear, or by the nearest Enemy at the GMs
discretion,
for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Ashamed
</div>
<div class="statusesSectionTitle">
&#10544; Righteous
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You know that youve said or committed some wrong, and you feel bad about itor at the very least
you
fear whatever reprisal it demands. Your guilt may drive you to seek to make amends for your
previous
actions or attempt to hide them away completely. It also exacerbates your nervous tics and
habits."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_ashamed" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Corruption Checks.
<br />
&bull; You Suffer a -2 Die Penalty to Checks made to hide your Habits.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Guilty for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Awed
</div>
<div class="statusesSectionTitle">
&#10544; Bored
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Something amazing just happened. Perhaps you met someone youd only heard stories of, or
witnessed
something youd scarcely considered possible. With this event comes a mixture of wonder and fear
at
what
could happen next. You may feel insignificant and weak in comparison to this happening, but you
find
it
impossible not to appreciate its grandeur."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_awed" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Connection Checks.
<br />
&bull; You suffer a -1 Die Penalty to Thresholds that include Willpower.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You cannot Doubt for 2 Turns.
<br />
&bull; You are Imaginative for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Bored
</div>
<div class="statusesSectionTitle">
&#10544; Awed, Creative
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your experience lately has failed to capture your attention, leaving you in a state of boredom.
You
may
feel compelled to do something against your better judgement, simply to stave off monotony. If
left
in
boredom for too long, youre sure to be lacking energy when youre called back to action."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_bored" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Connection and Stamina Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You cannot use Techniques on the first Round of Combat.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Calm
</div>
<div class="statusesSectionTitle">
&#10544; Excited
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel at ease in your surroundings, like a stone in a pond. You could wait for hours without
worry,
and perhaps even stand stalwart at the arc of a blade."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_calm" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Stamina and Willpower Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; At the start of Combat, you become immune to Mental Conditions for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Cautious
</div>
<div class="statusesSectionTitle">
&#10544; Trusting, Comforted
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre uncertain of how things will play out, and that uncertainty has put you on edge. Youre
wary
of
whatever situation youre about to walk or talk your way into, and if youve been speaking with
another
you take whatever they say and do with a grain of salt, looking for flaws or inconsistencies in
their
speech, attitude, or story even if there are none to find. "
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_cautious" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Instinct Checks and Disposition Checks made to discern lies.
<br />
&bull; You suffer a -1 Penalty to Disposition Checks not made to discern lies.
<br />
&bull; You gain a +1 Die Bonus to your Thresholds that include Instinct or Disposition.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Withdrawn for 2 Turns.
<br />
&bull; You cannot be Surprised before your first Turn.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Charitable
</div>
<div class="statusesSectionTitle">
&#10544; Trusting, Comforted
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your own time and belongings seem suddenly less important than the wellbeing of those in need.
You
find
yourself aiding those that you would have usually not, perhaps even including those who had
annoyed
or
done you wrong in the past. If someone needs a shoulder to cry on, or some assistance out of a
dark
place,
youd be loath to hold it from them."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_charitable" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Disposition and Purity Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You may Encourage an Ally before rolling Initiative.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Comforted
</div>
<div class="statusesSectionTitle">
&#10544; Uncomfortable
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel soothed and at home, even if youd never had one. Your worries begin to melt away and
youre
wrapped up in a blanket of safety. While this may help to alleviate your fear, sometimes it is
dread
that
saves your life."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_comforted" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Willpower Checks.
<br />
&bull; You suffer a -1 Die Penalty to Instinct Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Protected for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Companionable
</div>
<div class="statusesSectionTitle">
&#10544; Indignant
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel especially close to those around you and temporarily put aside all of your past
quarrels.
Conversation with them seems more meaningful, and plans may be made to share more time together.
Your
disposition may even make you more willing to meet new friends and begin new journeys with them."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_companionable" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Disposition Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Amiable for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Competitive
</div>
<div class="statusesSectionTitle">
&#10544; Embarrassed
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You want to win. Even if you would normally consider such a thought below you, your ego has been
stoked
and you have personal stakes in your victory. Your competitive nature may be in good fun or have
more
serious and personal implications."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_competitive" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; At any point while you are Competitive, you may gain a +2 Die Bonus on a Check that would
help
you
succeed in your competition.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Encouraged for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Concentrated
</div>
<div class="statusesSectionTitle">
&#10544; Confused, Inattentive
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre focused on completing whatever tasks and challenges have been set before you. You may
experience
a
heightened sense of awareness or single-minded determination when it comes to achieving your goal,
and
learning and recalling information comes more easily to you."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_concentrated" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Knowledge Checks.
<br />
&bull; You gain a +1 Die Bonus on consecutive Checks of the same Attribute. This bonus persists
for
the
same Checks beyond the second, but does not stack.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You cannot become Distracted for 2 Turns.
<br />
&bull; You are Focused.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Confused
</div>
<div class="statusesSectionTitle">
&#10544; Concentrated
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Something is perplexing you, or perhaps youre simply not entirely in your right state of mind.
You
may
seek to rectify your confusion by figuring out the answer to whats caused it, or choose to revel
in
the
chaos it has created in or around you. Confusion can be incited by a panicked or tumultuous
situation,
but
it can also be a source of motivation for learning and creativity."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_confused" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die bonus to Connection Checks.
<br />
&bull; You Suffer a -1 Die Penalty to Knowledge Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Crazed for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Courageous
</div>
<div class="statusesSectionTitle">
&#10544; Afraid
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel filled to the brim with bravery and confidence. No obstacle, known or unknown, Mortal or
natural, can stop you from achieving your goals. You radiate an aura of assurance, and may be a
beacon
for
others. Sometimes, however, courage can dull your sense of caution and cause you to act
recklessly."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_courageous" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Willpower Checks.
<br />
&bull; You gain a +1 Die Bonus to your Thresholds that include Willpower.
<br />
&bull; You suffer a -1 Die Penalty to your Instinct Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Instinct.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are immune to the first Fear Condition youre inflicted with.
<br />
&bull; You are Quick for 2 Turns.
<br />
&bull; You are Taunted by the nearest Enemy for 1 Turn.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Creative
</div>
<div class="statusesSectionTitle">
&#10544; Bored
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your mind has been opened and captivated by a brand new sensation or idea. Its changed your
thinking
toward the whimsical, allowing your mind to dream of new realities and ideas. You may feel the
urge
to
act
on your inspirations, creating art to capture your imagination, or writing them down in great
detail
for
the future. Eventually, you will have to return to a more strict reality, but, for the time being,
you
are
free to explore an explosion of thought."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_creative" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Connection Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Imaginative for 2 Turns.
<br />
&bull; You may choose a Connection Technique that is of a Level you could learn, and may use it
until
the
end of Combat. You do not need to meet the Techniques Attribute Requirements.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Disgusted
</div>
<div class="statusesSectionTitle">
&#10544; Comforted, Romantic
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your stomach begins to turn and twist inside you, threatening to bring you to your knees. Its
all
you
can do to avoid retching, and may be beyond you to act as usual. Whether it be caused by filth or
gore,
your thoughts will surely gravitate towards an escape."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_disgusted" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Vitality Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Sickened for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Embarrassed
</div>
<div class="statusesSectionTitle">
&#10544; Competitive
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Whether caused by your own mistake or forced into existence by the reprimand or joke of another,
youve
begun to feel ashamed of yourself. This shame calls each of your actions into question, and may
make
you
avoid acting in another way that might be seen strangely. It may be difficult to break out of a
cycle
of
embarrassment or shame without leaving the situation entirely."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_embarrassed" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Willpower.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You cannot take the Distract Action for 2 Turns.
<br />
&bull; You are Withdrawn for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Enamoured
</div>
<div class="statusesSectionTitle">
&#10544; Frustrated
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Someone or something has caught your eye, and perhaps your heart as well. In order to win their
affection, you might perform acts you would normally consider reckless or below you. While thusly
captivated, base desire may override your common sense and have you seeing hearts instead of
daggers."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_enamoured" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Willpower and Instinct Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Willpower.
<br />
&bull; You gain a +1 Die Bonus to Presence Checks.
<br />
&bull; If a Creature has Enamoured you, you must attempt to support them without sacrificing your
own
goals and morals.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Charmed by the Creature that Enamored you, if they are present, for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Excited
</div>
<div class="statusesSectionTitle">
&#10544; Calm
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"There is something that has caught and held your attention in rapt anticipation. You can think of
little
else other than the arrival of this thing, and eagerly jump at the thought of it. While this may
put
a
skip in your step, it may be difficult to exercise patience."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_excited" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Quickness Checks.
<br />
&bull; You suffer a -1 Die Bonus to Stamina Checks.
<br />
&bull; You gain a pool of 3 Die that can be added to any Check that would speed up or help realize
the
target of your Excitement.
<br />
&bull; This Status ends when the target of your Excitement takes place.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Quick for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Fierce
</div>
<div class="statusesSectionTitle">
&#10544; Nervous
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Aggressive and alert, youre ready to act at the drop of a hat. Your intensity may come across in
brash
words or in stoic silence, but its apparent to anyone who sees you that youre prepared for
whatever
conflict awaits you."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_fierce" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus on Strength and Instinct Checks.
<br />
&bull; You suffer a -1 Die Penalty on Presence and Disposition Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Powerful for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Frustrated
</div>
<div class="statusesSectionTitle">
&#10544; Enamored
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Something has rubbed you the wrong way. Perhaps your companions said something that offended you,
or
youve found yourself in a situation without a clear or easy resolution. Whatever the reason, your
disposition makes it harder for others to talk to you, and makes you less likely to want to
listen."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_frustrated" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Corruption Checks.
<br />
&bull; You suffer a -1 Die Penalty to Disposition Checks when your target doesnt share the same
source
of
Frustration.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Withdrawn for 2 Turns.
<br />
&bull; You gain a +1 Die Bonus to Strike Checks against the source of your Frustration for 2
Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Hateful
</div>
<div class="statusesSectionTitle">
&#10544; Charitable, Protective
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre filled to the brim with venomous anger whether out of petty spite, vengeance, or righteous
fury.
Youve reached the point where very little will stop you from seeking to do harm to the source of
your
hatred. While many resort first to physical violence, those crafty enough, or spiteful enough, may
seek
a
longer and more subversive means of acting upon their hatred."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_hateful" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Corruption Checks.
<br />
&bull; When encountering the source of your Emotion, you must succeed a Willpower Check (Tough) or
be
forced to act upon your hatred immediately.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Desecrated for 2 Turns.
<br />
&bull; If the source of your Emotion is in Combat with you, you are Provoked by them at the Start
of
Combat until Combat ends.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Inattentive
</div>
<div class="statusesSectionTitle">
&#10544; Concentrated
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre in a state where you miss details you might otherwise catch. You may be distracted, tired,
or
otherwise preoccupied."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_inattentive" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -2 Die Penalty to Find Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Unaware for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Indignant
</div>
<div class="statusesSectionTitle">
&#10544; Companionable
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You disagree with the way you were treated, and, while you may not feel compelled to act on your
annoyance, you arent likely to hold back in voicing it. This disagreement might carry further
into
an
abrasiveness that makes it difficult for you to agree with others or cede points."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_indignant" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Willpower Checks.
<br />
&bull; You suffer a -1 Die Penalty to Disposition Checks.
<br />
&bull; You cannot learn new Techniques or Areas of Knowledge.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Confident for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Joyful
</div>
<div class="statusesSectionTitle">
&#10544; Morose
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your heart and mind feel light and free of burdens. Quick to smile and slow to anger, you may
find
yourself a source of good cheer for others."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_joyful" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Presence and Disposition Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Encouraged for 2 Turns.
</div>
</button>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Morose
</div>
<div class="statusesSectionTitle">
&#10544; Joyful
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Life has taken a turn for the worse, and you feel as if it wont improve anytime soon. Friends
and
family
may seem suddenly more distant, causing a sense of loneliness. If left to wallow in your sadness
for
too
long, you could seem a shell of your past self, devoid of joy."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_morose" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence and Disposition Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Mental Thresholds.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Demoralized for 2 Turns.
<br />
&bull; You cannot be Encouraged for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Nervous
</div>
<div class="statusesSectionTitle">
&#10544; Fierce
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel fidgety and anxious. Perhaps youre waiting for something to happen, or you dont feel
comfortable in your situation. While your nerves may hinder your ability to speak and present
yourself
competently, they can still serve you well in times of need."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_nervous" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Instinct Checks.
<br />
&bull; You suffer a -1 Die Penalty to Presence Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to your Initiative Check.
<br />
&bull; You are Flustered for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Protective
</div>
<div class="statusesSectionTitle">
&#10544; Hateful
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"The weight of something very important has fallen into your hands, and you feel the urge to keep
it
safe.
Though it might put your own life in danger, your desire to protect may outweigh your own safety.
It's
certainly a question you must pose to yourself whenever you place yourself as a shield before
those
that
would seek to do your ward harm."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_protective" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Purity and Willpower Checks.
<br />
&bull; You must seek to protect the source of your Protectiveness, though you dont need to risk
your
life
or status to do so.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; Taking the Protect Action costs 1 less Action Point for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Righteous
</div>
<div class="statusesSectionTitle">
&#10544; Ashamed
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youve acted in line with your values, and feel confident in the results. You can turn away any
criticism
leveled against you by citing the morality behind your actions. If this angers others, it is
surely
to
do
with a failure of understanding on their part."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_righteous" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Purity Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Ordained for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Romantic
</div>
<div class="statusesSectionTitle">
&#10544; Disgusted
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel particularly charming. Whether theres something in the air or youre simply a skilled
actor,
you move and speak with confidence in a way that may seem superfluous or embarrassing under normal
circumstances. With your feelings you may be seeking to woo someone, or just find yourself caught
up
in
a
moment."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_romantic" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus on Presence Checks.
<br />
&bull; At any time while you are Romantic, you may gain a +2 Die Bonus on a Check that would help
you
interact with a Mortal who is attracted to you.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You may attempt to Distract a Creature after Initiative is rolled but before Combat starts.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Trusting
</div>
<div class="statusesSectionTitle">
&#10544; Cautious
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel secure in your knowledge of how things should play out in your head. You have a clear
idea
of
what should happen with no reason to doubt that it will. If youve been speaking with another,
they
come
across to you as reliable and honest, and you may be more willing to give them the benefit of the
doubt."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_trusting" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Purity Checks and Disposition Checks not made to discern lies.
<br />
&bull; You suffer a -1 Die Penalty to Checks made to discern lies.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Instinct or Disposition.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Amiable for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Uncomfortable
</div>
<div class="statusesSectionTitle">
&#10544; Comforted
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Something has caused a deal of discomfort for you. Whether it be the intensity of a persons
stare
or
the
return to a location of personal difficulty, youre beginning to feel that you should be
elsewhere.
Every
moment you remain, you experience a lingering dread and anxiety. Even your body begins to feel a
bit
stiff."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_uncomfortable" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Finesse and Presence Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Distracted for 2 Turns.
</div>
</div>
</button>
</div>
</div>
</div>
<input type="checkbox" class="physicalStatusesChecked" name="attr_physicalStatusesChecked" hidden />
<div class="physicalStatuses">
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Alert
</div>
<div class="statusesSectionTitle">
&#10544; Drowsy
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your senses of perception feel heightened, warding away weariness and distraction. Your senses
might
be
more finely tuned due to the threat of danger or simply because you are in tune with your
surroundings,
but you feel more keenly aware of the going-ons around you than usual."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_alert" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus on Accuracy, Stamina, and Instinct Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You gain a +2 Die Bonus to your Initiative Check.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Appareled
</div>
<div class="statusesSectionTitle">
&#10544; Disheveled
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You look particularly well put together or fashionable. You and your clothes may be spotless and
perfectly presented, or you may simply wear your flaws well. Whether you look professional,
attractive,
or
just unique, your appearance catches the eyes of others and may even be a source of confidence for
you."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_appareled" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Presence Checks.
<br />
&bull; You gain a +1 Die Bonus to non-Presence Checks when interacting with Nobles and Merchants.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Confident for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Clumsy
</div>
<div class="statusesSectionTitle">
&#10544; Graceful
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel off balance and uncoordinated. You may find that your movements are particularly awkward
or
ungainly, and even if you might be aware of whatever issue is plaguing you, you dont possess the
motor
skills to correctly tell your body what to do."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_clumsy" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence and Finesse Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Finesse.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Inept for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Cramped
</div>
<div class="statusesSectionTitle">
&#10544; Refreshed
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"A part of your body aches with a persistent soreness. In this state, overexerting yourself can be
painful, and may warrant a search for respite from your injuries."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_cramped" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty on Physical Checks.
<br />
&bull; If this Cramp is not tended to for a week, it becomes a Wound.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Physical Checks for 2 Turns.
<br />
&bull; If you fail a Physical Check on your first Turn in Combat, you become Inept for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Disheveled
</div>
<div class="statusesSectionTitle">
&#10544; Appareled
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your appearance is in a state of disarray. Perhaps your clothes were damaged or destroyed, youre
covered
in grime or soot, or you just woke up on the wrong side of the bed. Regardless to others you may
look
unprofessional, unappealing, or simply foolish. Your appearance may be a sore spot for you, or you
may
simply not care or be unaware of how your looks are affecting how others perceive you."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_disheveled" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Presence Checks.
<br />
&bull; You suffer a -1 Die Penalty to non-Presence Check when interacting with Nobles and
Merchants.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Flustered for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Drowsy
</div>
<div class="statusesSectionTitle">
&#10544; Alert
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"You feel on the verge of sleep, nearly slipping back into unconsciousness. Your eyes grow weary
and
wish
to close. In this state, its difficult to stay vigilant even in dangerous situations."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_drowsy" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty on Accuracy, Stamina, and Instinct Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Obscured for 2 Turns.
<br />
&bull; You are Unaware for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Drunk
</div>
<div class="statusesSectionTitle">
&#10544; Sober
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youve had too much to drink and its made you drunk. Past the point of mere tipsiness, youre so
drunk
that your speech may be slurred, movement and thought processes impaired. Perhaps youll wake up
with
a
splitting headache without a memory of the night before at all."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_drunk" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Willpower Checks.
<br />
&bull; You suffer a -1 Die Penalty to Finesse and Accuracy Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Finesse or Accuracy.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Sturdy for 2 Turns.
<br />
&bull; You are Determined for 2 Turns.
<br />
&bull; You suffer a -1 Die Penalty to all Checks for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Empowered
</div>
<div class="statusesSectionTitle">
&#10544; Enfeebled
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your body feels lighter and stronger than usual. You can lift things with ease that you might
normally
struggle with, and your body tingles with energy."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_empowered" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Strength and Stamina Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Powerful for 2 Turns.
<br />
&bull; You are Energetic for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Enfeebled
</div>
<div class="statusesSectionTitle">
&#10544; Empowered
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your muscles feel weak. Actions you normally wouldnt think about, like swinging a sword or
lifting
your
possessions, require a thoughtful degree of exertion and leave you feeling tired."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_enfeebled" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Strength Checks.
<br />
&bull; You gain a -1 Die Bonus to Stamina Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Feeble for 2 Turns.
<br />
&bull; You are Winded for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Freezing
</div>
<div class="statusesSectionTitle">
&#10544; Withering
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre so cold that you have difficulty moving your body. Your limbs are either numb or so cold
that
they
hurt. You can feel yourself being slower and clumsier, and if you dont find shelter you could be
in
danger of hypothermia."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_freezing" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Vitality and Quickness Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Vitality or Quickness.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Slowed for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Graceful
</div>
<div class="statusesSectionTitle">
&#10544; Clumsy
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your movements are refined and purposeful. They come more naturally to you, even when they
normally
might
not. Your body acts in a way that is instinctual and often beautiful to behold, whether you be on
a
stage
or on a battlefield."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_graceful" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Quickness and Finesse Checks.
<br />
&bull; You gain a +1 Die Bonus to your Thresholds that include Quickness or Finesse.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Skilled for 2 Turns.
<br />
&bull; You are Quick for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Injured
</div>
<div class="statusesSectionTitle">
&#10544; Limber
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youve sustained some sort of grievous and persistent injury. Whether to an extremity or a vital,
its
affecting your ability to perform even basic tasks without suffering excruciating pain. Without
proper
care and attention, your injury could cause serious risks to your health."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_injured" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Physical Checks.
<br />
&bull; When you fail a Physical Check you take 1d6 Special Damage.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; For 2 Turns, whenever you take Damage you suffer an additional Die of Damage.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Limber
</div>
<div class="statusesSectionTitle">
&#10544; Injured
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your muscles and bones feel pliant and flexible. You feel like you could move more quickly and
efficiently than normal. You feel confident that you can take wounds better than you normally
might
be
able to."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_limber" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Finesse and Quickness Checks.
<br />
&bull; Damage you take from environmental hazards such as weather, traps, and falling, is reduced
by
1
Die.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Invigorated for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Refreshed
</div>
<div class="statusesSectionTitle">
&#10544; Cramped
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Taking a moment to ponder your problems or relieve yourself of ailments leaves you feeling like a
new
person, unburdened from your worries. For some time, you may feel ready again to face your woes."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_refreshed" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Stamina Checks.
<br />
&bull; Once while Refreshed, you may gain a +2 Die Bonus to a Mental Check.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Energetic for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Sickly
</div>
<div class="statusesSectionTitle">
&#10544; Vigorous
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"A general sense of malaise hangs over you, causing you to feel physically ill. Your body is tired
in
the
way that often accompanies a cold or flu, and you may prefer to be sleeping than doing much of
anything
else."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_sickly" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Stamina and Vitality Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Sickened for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Sober
</div>
<div class="statusesSectionTitle">
&#10544; Drunk
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
""
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_sober" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; This status has no effects.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; This status has no effects.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Starved
</div>
<div class="statusesSectionTitle">
&#10544; Stuffed
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre famished to the point that it begins to hurt. You feel weak with hunger to the point where
you
feel like you might do anything for a meal."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_starved" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Vitality and Willpower Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Vitality or Willpower.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Sickened for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Stuffed
</div>
<div class="statusesSectionTitle">
&#10544; Starved
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youve eaten too much and you feel like youre on the verge of bursting. While you feel heartily
full,
you may struggle to move with the same speed that you normally would."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_stuffed" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Vitality Checks.
<br />
&bull; You suffer a -1 Die Penalty to Quickness and Finesse Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Slowed for 2 Turns.
<br />
&bull; You are Hearty for 2 Turns.
</div>
</button>
</div>
</div>
<div class="float-left">
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Vigorous
</div>
<div class="statusesSectionTitle">
&#10544; Sickly
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Your body feels energized and healthy. You feel like you could run further and fight longer than
before.
You may look for a way to expend your flourishing energy rather than sitting around idly."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_vigorous" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You gain a +1 Die Bonus to Stamina and Vitality Checks.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Hearty for 2 Turns.
<br />
&bull; You are Energetic for 2 Turns.
</div>
</button>
</div>
<div class="conditionWrapper">
<div class="conditionSectionTitle">
Withering
</div>
<div class="statusesSectionTitle">
&#10544; Freezing
</div>
<button class="conditionContainer">
<div class="statusesName">Roleplay</div>
<div class="statusesDetails">
"Youre so hot that youre having difficulty breathing. You may be sticky with sweat, and the
slightest
exertion only makes you feel worse. You might worry about passing out or having a heat stroke if
things
continue."
</div>
</button>
<button class="conditionContainer">
<input class="statusesCheckbox" type="checkbox" name="attr_withering" />
<div class="statusesName">Out of Combat</div>
<div class="conditionDetails">
&bull; You suffer a -1 Die Penalty to Stamina Checks.
<br />
&bull; You suffer a -1 Die Penalty to your Thresholds that include Stamina.
</div>
</button>
<button class="conditionContainer">
<div class="statusesName">Enter Combat</div>
<div class="conditionDetails">
&bull; You are Winded for 2 Turns.
</div>
</button>
</div>
</div>
</div>
</div>
<div class='sheet-modifiers'>
<div class="modifiersHeader">
STATISTICS
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Attribute Points Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscAttrP" title="Misc Attribute Point Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Technique Points Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscTP" title="Misc Technique Point Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Action Point Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscAP" title="Misc Action Points" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle stamina-color">Combat Stamina Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscCS" title="Misc Combat Stamina" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle connection-color">Touch Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscTouch" title="Misc Touch" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-color">Movement Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscMovement" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-color">Strike Damage Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscDamage" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Armor Ranking Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscAr" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle willpower-color">Break Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscBreakThreshold" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Critical Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscCriticalThreshold" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle stamina-color">Death Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscDeathThreshold" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle stamina-color">Tired Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscTiredThreshold" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-color">Carry Heft Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscHeft" title="Misc Bonus" value=0 />
</div>
<div class="modifiersHeader">
CHECKS
</div>
<div class="modifiersContainer">
<div class="modifiersTitle instinct-color">Initiative Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_initiativeDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle accuracy-color">Strike Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_miscStrike" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-stamina-color">Destroy Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_destroyDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle presence-color">Distract Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_distractDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle knowledge-color">Doubt Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_doubtDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-finesse-color">Escape Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_escapeDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle accuracy-presence-color">Feint Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_feintDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle accuracy-instinct-color">Find Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_findDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle accuracy-corruption-color">Finish Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_finishDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-finesse-color">Grab Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_grabDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-presence-color">Intimidate Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_intimidateDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-finesse-color">Invade Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_invadeDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-vitality-color">Shove Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_shoveDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-finesse-color">Tumble Check Modifier</div>
<input class="modifiersInput" type="number" name="attr_tumbleDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersHeader">
THRESHOLDS
</div>
<div class="modifiersContainer">
<div class="modifiersTitle vitality-color">Block Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_blockThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-color">Dodge Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_dodgeThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle finesse-color">Parry Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_parryThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle">Evade Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_evadeThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-accuracy-color">Destroy Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_destroyThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle willpower-disposition-color">Distract Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_distractThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle connection-color">Doubt Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_doubtThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-finesse-color">Escape Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_escapeThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle knowledge-instinct-color">Feint Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_feintThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle vitality-purity-color">Finish Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_finishThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-quickness-color">Grab Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_grabThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle finesse-corruption-color">Hide Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_hideThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle willpower-purity-color">Intimidate Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_intimidateThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle finesse-vitality-color">Invade Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_invadeThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle strength-finesse-color">Shove Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_shoveThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
<div class="modifiersContainer">
<div class="modifiersTitle quickness-vitality-color">Tumble Threshold Modifier</div>
<input class="modifiersInput" type="number" name="attr_tumbleThresholdDieMisc" title="Misc Bonus" value=0 />
</div>
</div>
<script type="text/worker">
const buttonlist = ["notes","techniques","techniquesOOC","items", "rolls", "conditions", "wounds", "statuses", "modifiers"];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
</script>
</div>
<script type="text/worker">
const repeatingSum = (destinations, section, fields) => {
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
getSectionIDs(`repeating_${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);
});
});
};
function calculateTraining(score) {
let training = 0;
switch (parseInt(score)) {
case 1:
case 2:
training = 0;
break;
case 3:
case 4:
case 5:
training = 1;
break;
case 6:
case 7:
case 8:
case 9:
training = 2;
break;
case 10:
training = 3;
break;
default:
training = 0;
}
return training;
}
function calculateTpBonus(score) {
let bonus = 0;
switch (parseInt(score)) {
case 1:
case 2:
case 3:
case 4:
case 5:
bonus = 1;
break;
case 6:
case 7:
case 8:
case 9:
bonus = 2;
break;
case 10:
bonus = 3;
break;
default:
bonus = 0;
}
return bonus;
}
function calculateLevelBonus(level) {
let bonus = 0;
switch (parseInt(level)) {
case 0:
bonus = -1;
break;
case 1:
case 2:
bonus = 0;
break;
case 3:
case 4:
case 5:
bonus = 1;
break;
case 6:
case 7:
case 8:
case 9:
bonus = 2;
break;
case 10:
bonus = 3;
break;
default:
bonus = 0;
}
return bonus;
}
function calculateTP(
stats
) {
let tp = 12;
if (stats.mookTP === "0") {
for (stat in stats) {
if (stat !== "character_level" && stat !== "mookTP" && stat !== "miscTP" && stat !== "miscAttrP") {
console.log(stat);
tp = tp + calculateTpBonus(stats[stat]);
}
}
}
tp = tp + (Number(stats.character_level) * 6) + Number(stats.miscTP);
setAttrs({
techniqueCostTotal_max: tp
});
return tp;
}
function calculateAttP(
stats
) {
let attP = 0;
for (stat in stats) {
if (stat !== "character_level" && stat !== "mookTP") {
attP = attP + Number(stats[stat]);
}
}
setAttrs({
attP: attP
});
return attP;
}
const statArray = [
"strength",
"accuracy",
"quickness",
"finesse",
"vitality",
"stamina",
"presence",
"willpower",
"knowledge",
"disposition",
"connection",
"instinct",
"purity",
"corruption"
];
on("sheet:opened", function () {
getAttrs(["hp", "hp_max", "cs", "cs_max", "ap", "ap_max"], function(values) {
setAttrs({
hp: values.hp,
hp_max: values.hp_max,
cs: values.cs,
cs_max: values.cs_max,
ap: values.ap,
ap_max: values.ap_max
});
});
});
on("change:character_level change:miscAttrP", function () {
getAttrs(["character_level", "mookTP", "miscAttrP", "miscTP", ...statArray], function (values) {
let attp = 12 + (Number(values.character_level) * 6) + (Number(values.miscAttrP));
let apMax = 6 + (calculateLevelBonus(values.character_level)) + Number(values.conditionActionPoints);
let breakBase = 18 + (calculateLevelBonus(values.character_level) * 6);
let weaponProf = 1 + Math.floor(Number(values.character_level) / 2);
setAttrs({
attP_max: attp,
ap_max: apMax,
baseBreakThreshold: breakBase,
weaponProfBase: weaponProf
});
calculateTP(values);
});
});
on("change:miscTP", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
calculateTP(values);
});
});
on("change:mookTP", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
calculateTP(values);
});
});
on("change:character_level change:conditionActionPoints change:miscAP", function () {
getAttrs(["character_level", "conditionActionPoints", "miscAP"], function (values) {
let apMax = 6 + (calculateLevelBonus(values.character_level)) + Number(values.conditionActionPoints) + Number(values.miscAP);
setAttrs({
ap_max: apMax,
});
});
});
on("change:conditionChecks", function () {
getAttrs(["conditionChecks"], function (values) {
let checkBase = 1 + Number(values.conditionChecks);
setAttrs({
checkBase: checkBase,
});
});
});
on("change:conditionThresholds", function () {
getAttrs(["conditionThresholds"], function (values) {
let thresholdBase = 0 + Number(values.conditionThresholds);
setAttrs({
thresholdBase: thresholdBase,
});
});
});
on("change:strength", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.strength);
setAttrs({
strength_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:accuracy", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.accuracy);
setAttrs({
accuracy_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:quickness", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.quickness);
setAttrs({
quickness_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:finesse", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.finesse);
setAttrs({
finesse_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:vitality", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.vitality);
setAttrs({
vitality_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:stamina", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.stamina);
setAttrs({
stamina_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:presence", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.presence);
setAttrs({
presence_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:willpower", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.willpower);
setAttrs({
willpower_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:knowledge", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.knowledge);
setAttrs({
knowledge_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:disposition", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.disposition);
setAttrs({
disposition_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:connection", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.connection);
setAttrs({
connection_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:instinct", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.instinct);
setAttrs({
instinct_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:purity", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.purity);
setAttrs({
purity_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:corruption", function () {
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
let training = calculateTraining(values.corruption);
setAttrs({
corruption_training: training
});
calculateTP(values);
calculateAttP(values);
});
});
on("change:strength_training change:conditionStrengthBonus change:checkBase", function () {
getAttrs(["strength_training", "conditionStrengthBonus", "checkBase"], function (values) {
let strengthCheckDie = Number(values.strength_training) + Number(values.conditionStrengthBonus) + Number(values.checkBase);
setAttrs({
strengthCheckDie: strengthCheckDie
});
});
});
on("change:accuracy_training change:conditionAccuracyBonus change:checkBase", function () {
getAttrs(["accuracy_training", "conditionAccuracyBonus", "checkBase"], function (values) {
let accuracyCheckDie = Number(values.accuracy_training) + Number(values.conditionAccuracyBonus) + Number(values.checkBase);
setAttrs({
accuracyCheckDie: accuracyCheckDie
});
});
});
on("change:quickness_training change:conditionQuicknessBonus change:checkBase", function () {
getAttrs(["quickness_training", "conditionQuicknessBonus", "checkBase"], function (values) {
let quicknessCheckDie = Number(values.quickness_training) + Number(values.conditionQuicknessBonus) + Number(values.checkBase);
setAttrs({
quicknessCheckDie: quicknessCheckDie
});
});
});
on("change:finesse_training change:conditionFinesseBonus change:checkBase", function () {
getAttrs(["finesse_training", "conditionFinesseBonus", "checkBase"], function (values) {
let finesseCheckDie = Number(values.finesse_training) + Number(values.conditionFinesseBonus) + Number(values.checkBase);
setAttrs({
finesseCheckDie: finesseCheckDie
});
});
});
on("change:vitality_training change:conditionVitalityBonus change:checkBase", function () {
getAttrs(["vitality_training", "conditionVitalityBonus", "checkBase"], function (values) {
let vitalityCheckDie = Number(values.vitality_training) + Number(values.conditionVitalityBonus) + Number(values.checkBase);
setAttrs({
vitalityCheckDie: vitalityCheckDie
});
});
});
on("change:stamina_training change:conditionStaminaBonus change:checkBase", function () {
getAttrs(["stamina_training", "conditionStaminaBonus", "checkBase"], function (values) {
let staminaCheckDie = Number(values.stamina_training) + Number(values.conditionStaminaBonus) + Number(values.checkBase);
setAttrs({
staminaCheckDie: staminaCheckDie
});
});
});
on("change:presence_training change:conditionPresenceBonus change:checkBase", function () {
getAttrs(["presence_training", "conditionPresenceBonus", "checkBase"], function (values) {
let presenceCheckDie = Number(values.presence_training) + Number(values.conditionPresenceBonus) + Number(values.checkBase);
setAttrs({
presenceCheckDie: presenceCheckDie
});
});
});
on("change:willpower_training change:conditionWillpowerBonus change:checkBase", function () {
getAttrs(["willpower_training", "conditionWillpowerBonus", "checkBase"], function (values) {
let willpowerCheckDie = Number(values.willpower_training) + Number(values.conditionWillpowerBonus) + Number(values.checkBase);
setAttrs({
willpowerCheckDie: willpowerCheckDie
});
});
});
on("change:knowledge_training change:conditionKnowledgeBonus change:checkBase", function () {
getAttrs(["knowledge_training", "conditionKnowledgeBonus", "checkBase"], function (values) {
let knowledgeCheckDie = Number(values.knowledge_training) + Number(values.conditionKnowledgeBonus) + Number(values.checkBase);
setAttrs({
knowledgeCheckDie: knowledgeCheckDie
});
});
});
on("change:disposition_training change:conditionDispositionBonus change:checkBase", function () {
getAttrs(["disposition_training", "conditionDispositionBonus", "checkBase"], function (values) {
let dispositionCheckDie = Number(values.disposition_training) + Number(values.conditionDispositionBonus) + Number(values.checkBase);
setAttrs({
dispositionCheckDie: dispositionCheckDie
});
});
});
on("change:connection_training change:conditionConnectionBonus change:checkBase", function () {
getAttrs(["connection_training", "conditionConnectionBonus", "checkBase"], function (values) {
let connectionCheckDie = Number(values.connection_training) + Number(values.conditionConnectionBonus) + Number(values.checkBase);
setAttrs({
connectionCheckDie: connectionCheckDie
});
});
});
on("change:instinct_training change:conditionInstinctBonus change:checkBase", function () {
getAttrs(["instinct_training", "conditionInstinctBonus", "checkBase"], function (values) {
let instinctCheckDie = Number(values.instinct_training) + Number(values.conditionInstinctBonus) + Number(values.checkBase);
setAttrs({
instinctCheckDie: instinctCheckDie
});
});
});
on("change:purity_training change:conditionPurityBonus change:checkBase", function () {
getAttrs(["purity_training", "conditionPurityBonus", "checkBase"], function (values) {
let purityCheckDie = Number(values.purity_training) + Number(values.conditionPurityBonus) + Number(values.checkBase);
setAttrs({
purityCheckDie: purityCheckDie
});
});
});
on("change:corruption_training change:conditionCorruptionBonus change:checkBase", function () {
getAttrs(["corruption_training", "conditionCorruptionBonus", "checkBase"], function (values) {
let corruptionCheckDie = Number(values.corruption_training) + Number(values.conditionCorruptionBonus) + Number(values.checkBase);
setAttrs({
corruptionCheckDie: corruptionCheckDie
});
});
});
on("change:strength_training change:conditionStrengthBonus change:thresholdBase", function () {
getAttrs(["strength_training", "conditionStrengthBonus", "thresholdBase"], function (values) {
let strengthThresholdDie = Number(values.strength_training) + Number(values.conditionStrengthBonus) + Number(values.thresholdBase);
setAttrs({
strengthThresholdDie: strengthThresholdDie
});
});
});
on("change:accuracy_training change:conditionAccuracyBonus change:thresholdBase", function () {
getAttrs(["accuracy_training", "conditionAccuracyBonus", "thresholdBase"], function (values) {
let accuracyThresholdDie = Number(values.accuracy_training) + Number(values.conditionAccuracyBonus) + Number(values.thresholdBase);
setAttrs({
accuracyThresholdDie: accuracyThresholdDie
});
});
});
on("change:quickness_training change:conditionQuicknessBonus change:thresholdBase", function () {
getAttrs(["quickness_training", "conditionQuicknessBonus", "thresholdBase"], function (values) {
let quicknessThresholdDie = Number(values.quickness_training) + Number(values.conditionQuicknessBonus) + Number(values.thresholdBase);
setAttrs({
quicknessThresholdDie: quicknessThresholdDie
});
});
});
on("change:finesse_training change:conditionFinesseBonus change:thresholdBase", function () {
getAttrs(["finesse_training", "conditionFinesseBonus", "thresholdBase"], function (values) {
let finesseThresholdDie = Number(values.finesse_training) + Number(values.conditionFinesseBonus) + Number(values.thresholdBase);
setAttrs({
finesseThresholdDie: finesseThresholdDie
});
});
});
on("change:vitality_training change:conditionVitalityBonus change:thresholdBase", function () {
getAttrs(["vitality_training", "conditionVitalityBonus", "thresholdBase"], function (values) {
let vitalityThresholdDie = Number(values.vitality_training) + Number(values.conditionVitalityBonus) + Number(values.thresholdBase);
setAttrs({
vitalityThresholdDie: vitalityThresholdDie
});
});
});
on("change:stamina_training change:conditionStaminaBonus change:thresholdBase", function () {
getAttrs(["stamina_training", "conditionStaminaBonus", "thresholdBase"], function (values) {
let staminaThresholdDie = Number(values.stamina_training) + Number(values.conditionStaminaBonus) + Number(values.thresholdBase);
setAttrs({
staminaThresholdDie: staminaThresholdDie
});
});
});
on("change:presence_training change:conditionPresenceBonus change:thresholdBase", function () {
getAttrs(["presence_training", "conditionPresenceBonus", "thresholdBase"], function (values) {
let presenceThresholdDie = Number(values.presence_training) + Number(values.conditionPresenceBonus) + Number(values.thresholdBase);
setAttrs({
presenceThresholdDie: presenceThresholdDie
});
});
});
on("change:willpower_training change:conditionWillpowerBonus change:thresholdBase", function () {
getAttrs(["willpower_training", "conditionWillpowerBonus", "thresholdBase"], function (values) {
let willpowerThresholdDie = Number(values.willpower_training) + Number(values.conditionWillpowerBonus) + Number(values.thresholdBase);
setAttrs({
willpowerThresholdDie: willpowerThresholdDie
});
});
});
on("change:knowledge_training change:conditionKnowledgeBonus change:thresholdBase", function () {
getAttrs(["knowledge_training", "conditionKnowledgeBonus", "thresholdBase"], function (values) {
let knowledgeThresholdDie = Number(values.knowledge_training) + Number(values.conditionKnowledgeBonus) + Number(values.thresholdBase);
setAttrs({
knowledgeThresholdDie: knowledgeThresholdDie
});
});
});
on("change:disposition_training change:conditionDispositionBonus change:thresholdBase", function () {
getAttrs(["disposition_training", "conditionDispositionBonus", "thresholdBase"], function (values) {
let dispositionThresholdDie = Number(values.disposition_training) + Number(values.conditionDispositionBonus) + Number(values.thresholdBase);
setAttrs({
dispositionThresholdDie: dispositionThresholdDie
});
});
});
on("change:connection_training change:conditionConnectionBonus change:thresholdBase", function () {
getAttrs(["connection_training", "conditionConnectionBonus", "thresholdBase"], function (values) {
let connectionThresholdDie = Number(values.connection_training) + Number(values.conditionConnectionBonus) + Number(values.thresholdBase);
setAttrs({
connectionThresholdDie: connectionThresholdDie
});
});
});
on("change:instinct_training change:conditionInstinctBonus change:thresholdBase", function () {
getAttrs(["instinct_training", "conditionInstinctBonus", "thresholdBase"], function (values) {
let instinctThresholdDie = Number(values.instinct_training) + Number(values.conditionInstinctBonus) + Number(values.thresholdBase);
setAttrs({
instinctThresholdDie: instinctThresholdDie
});
});
});
on("change:purity_training change:conditionPurityBonus change:thresholdBase", function () {
getAttrs(["purity_training", "conditionPurityBonus", "thresholdBase"], function (values) {
let purityThresholdDie = Number(values.purity_training) + Number(values.conditionPurityBonus) + Number(values.thresholdBase);
setAttrs({
purityThresholdDie: purityThresholdDie
});
});
});
on("change:corruption_training change:conditionCorruptionBonus change:thresholdBase", function () {
getAttrs(["corruption_training", "conditionCorruptionBonus", "thresholdBase"], function (values) {
let corruptionThresholdDie = Number(values.corruption_training) + Number(values.conditionCorruptionBonus) + Number(values.thresholdBase);
setAttrs({
corruptionThresholdDie: corruptionThresholdDie
});
});
});
on("change:stamina_training", function () {
getAttrs(["staminaCS", "stamina_training"], function (values) {
let staminaCS = (Number(values.stamina_training) * 2);
setAttrs({
staminaCS: staminaCS,
});
});
});
on("change:willpower_training", function () {
getAttrs(["willpowerBreakThreshold", "willpower_training"], function (values) {
let willpowerBreakThreshold = (Number(values.willpower_training) * 6);
setAttrs({
willpowerBreakThreshold: willpowerBreakThreshold,
});
});
});
on("change:connection_training", function () {
getAttrs(["connectionTouch", "connection_training"], function (values) {
let connectionTouch = (Number(values.connection_training) * 2);
setAttrs({
connectionTouch: connectionTouch,
});
});
});
on("change:quickness_training", function () {
getAttrs(["quicknessMovement", "quickness_training"], function (values) {
let quicknessMovement = (Number(values.quickness_training) * 10);
setAttrs({
quicknessMovement: quicknessMovement,
});
});
});
on("change:strength_training", function () {
getAttrs(["strengthHeft", "strength_training"], function (values) {
let strengthHeft = (Number(values.strength_training) * 5);
setAttrs({
strengthHeft: strengthHeft,
});
});
});
on("change:staminaCS change:conditionCS change:miscCS", function () {
getAttrs(["cs", "baseCS", "staminaCS", "conditionCS", "miscCS"], function (values) {
let cs = Number(values.baseCS) + Number(values.staminaCS) + Number(values.conditionCS) + Number(values.miscCS);
setAttrs({
cs_max: cs,
});
});
});
on("change:connectionTouch change:miscTouch", function () {
getAttrs(["touch", "baseTouch", "connectionTouch", "miscTouch"], function (values) {
let touch = Number(values.baseTouch) + Number(values.connectionTouch) + Number(values.miscTouch);
setAttrs({
touch_max: touch,
});
});
});
on("change:miscCriticalThreshold", function () {
getAttrs(["miscCriticalThreshold"], function (values) {
let criticalThreshold = 10 + Number(values.miscCriticalThreshold);
setAttrs({
critical_threshold: criticalThreshold,
});
});
});
on("change:willpowerBreakThreshold change:miscBreakThreshold change:baseBreakThreshold change:conditionBreakThreshold", function () {
getAttrs(["break_threshold", "baseBreakThreshold", "willpowerBreakThreshold", "conditionBreakThreshold", "miscBreakThreshold"], function (values) {
let breakThreshold = Number(values.baseBreakThreshold) + Number(values.willpowerBreakThreshold) + Number(values.conditionBreakThreshold) + Number(values.miscBreakThreshold);
setAttrs({
break_threshold: breakThreshold,
});
});
});
on("change:quicknessMovement change:conditionMovement change:miscMovement", function () {
getAttrs(["movement", "baseMovement", "quicknessMovement", "miscMovement", "conditionMovement"], function (values) {
let movement = Number(values.baseMovement) + Number(values.quicknessMovement) + Number(values.conditionMovement) + Number(values.miscMovement);
setAttrs({
movement: movement,
});
});
});
on("change:vitalityThresholdDie change:conditionDefensiveThreshold change:blockThresholdDieMisc", function () {
getAttrs(["blockThresholdDie", "vitalityThresholdDie", "conditionDefensiveThreshold", "blockThresholdDieMisc"], function (values) {
let blockThresholdDie = Number(values.vitalityThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.blockThresholdDieMisc);
setAttrs({
blockThresholdDie: blockThresholdDie,
});
});
});
on("change:finesseThresholdDie change:conditionDefensiveThreshold change:parryThresholdDieMisc", function () {
getAttrs(["parryDie", "finesseThresholdDie", "conditionDefensiveThreshold", "parryThresholdDieMisc"], function (values) {
let parryThresholdDie = Number(values.finesseThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.parryThresholdDieMisc);
setAttrs({
parryThresholdDie: parryThresholdDie,
});
});
});
on("change:quicknessThresholdDie change:conditionDefensiveThreshold change:dodgeThresholdDieMisc", function () {
getAttrs(["dodgeDie", "quicknessThresholdDie", "conditionDefensiveThreshold", "dodgeThresholdDieMisc"], function (values) {
let dodgeThresholdDie = Number(values.quicknessThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.dodgeThresholdDieMisc);
setAttrs({
dodgeThresholdDie: dodgeThresholdDie,
});
});
});
on("change:conditionDefensiveThreshold change:evadeThresholdDieMisc change:thresholdBase", function () {
getAttrs(["conditionDefensiveThreshold", "evadeThresholdDieMisc", "thresholdBase"], function (values) {
let evadeThresholdDie = Number(values.conditionDefensiveThreshold) + Number(values.evadeThresholdDieMisc) + Number(values.thresholdBase);
setAttrs({
evadeThresholdDie: evadeThresholdDie,
});
});
});
on("change:heldWeapon1Att change:heldWeapon1Cap change:strength_training change:vitality_training change:purity_training change:corruption_training change:conditionStrikeDamage change:miscDamage", function () {
getAttrs(["damageBonus1", "heldWeapon1Att", "heldWeapon1Cap", "strength_training", "vitality_training", "purity_training", "corruption_training", "conditionStrikeDamage", "miscDamage"], function (values) {
let attBonus = 0;
if (values.heldWeapon1Att === "Strength") {
attBonus = values.strength_training;
}
else if (values.heldWeapon1Att === "Vitality") {
attBonus = values.vitality_training;
}
else if (values.heldWeapon1Att === "Purity") {
attBonus = values.purity_training;
}
else if (values.heldWeapon1Att === "Corruption") {
attBonus = values.corruption_training;
}
if (attBonus > values.heldWeapon1Cap) {
attBonus = values.heldWeapon1Cap;
}
let damageBonus1 = Number(attBonus) + Number(values.conditionStrikeDamage) + Number(values.miscDamage);
setAttrs({
damageBonus1: damageBonus1,
});
});
});
on("change:heldWeapon2Att change:heldWeapon2Cap change:strength_training change:vitality_training change:purity_training change:corruption_training change:conditionStrikeDamage change:miscDamage", function () {
getAttrs(["damageBonus2", "heldWeapon2Att", "heldWeapon2Cap", "strength_training", "vitality_training", "purity_training", "corruption_training", "conditionStrikeDamage", "miscDamage"], function (values) {
let attBonus = 0;
if (values.heldWeapon2Att === "Strength") {
attBonus = values.strength_training;
}
else if (values.heldWeapon2Att === "Vitality") {
attBonus = values.vitality_training;
}
else if (values.heldWeapon2Att === "Purity") {
attBonus = values.purity_training;
}
else if (values.heldWeapon2Att === "Corruption") {
attBonus = values.corruption_training;
}
if (attBonus > values.heldWeapon2Cap) {
attBonus = values.heldWeapon2Cap;
}
let damageBonus2 = Number(attBonus) + Number(values.conditionStrikeDamage) + Number(values.miscDamage);
setAttrs({
damageBonus2: damageBonus2,
});
});
});
on("change:accuracyCheckDie change:miscStrike", function () {
getAttrs(["strikeBonus", "checkBase", "accuracyCheckDie", "miscStrike"], function (values) {
let strikeBonus = Number(values.accuracyCheckDie) + Number(values.miscStrike) - Number(values.checkBase);
setAttrs({
strikeBonus: strikeBonus,
});
});
});
on("change:wornArmorAR change:conditionArmorRanking change:miscAR", function () {
getAttrs(["wornArmorAR", "conditionArmorRanking", "miscAR"], function (values) {
let ar = Number(values.wornArmorAR) + Number(values.conditionArmorRanking) + Number(values.miscAR);
if (ar < 0) {
ar = 0;
}
setAttrs({
ar: ar,
});
});
});
on("change:baseTiredThreshold change:stamina_training change:miscTiredThreshold", function () {
getAttrs(["tiredThreshold", "baseTiredThreshold", "stamina_training", "miscTiredThreshold"], function (values) {
let tiredThreshold = Number(values.baseTiredThreshold) + Number(values.stamina_training) + Number(values.miscTiredThreshold);
setAttrs({
tiredThreshold: tiredThreshold,
});
});
});
on("change:tiredThreshold", function () {
getAttrs(["drainedThreshold", "tiredThreshold"], function (values) {
let drainedThreshold = Number(values.tiredThreshold) * 2;
setAttrs({
drainedThreshold: drainedThreshold,
});
});
});
on("change:stamina_training change:miscDeathThreshold", function () {
getAttrs(["death_threshold", "baseDeathThreshold", "stamina_training", "miscDeathThreshold"], function (values) {
let deathThreshold = Number(values.baseDeathThreshold) + Number(values.stamina_training) + Number(values.miscDeathThreshold);
setAttrs({
death_threshold_max: deathThreshold,
});
});
});
on("change:exhaustion", function () {
getAttrs(["exhaustion"], function (values) {
let deathThreshold = Number(values.exhaustion);
setAttrs({
death_threshold: deathThreshold,
});
});
});
on("change:strengthHeft change:bagHeft change:miscHeft", function () {
getAttrs(["encumberedLimit", "baseHeft", "strengthHeft", "bagHeft", "miscHeft"], function (values) {
let encumberedLimit = Number(values.baseHeft) + Number(values.strengthHeft) + Number(values.bagHeft) + Number(values.miscHeft);
setAttrs({
encumberedLimit: encumberedLimit,
});
});
});
on("change:weaponProfBase change:finesse_training change:weaponProfMisc", function () {
getAttrs(["weaponProfBase", "finesse_training", "weaponProfMisc"], function (values) {
let weaponProf = Number(values.weaponProfBase) + Number(values.finesse_training) + Number(values.weaponProfMisc);
setAttrs({
weaponProf_max: weaponProf,
});
});
});
on("change:encumberedLimit", function () {
getAttrs(["overcapacityLimit", "encumberedLimit"], function (values) {
let overcapacityLimit = Number(values.encumberedLimit) + 5;
setAttrs({
overcapacityLimit: overcapacityLimit,
});
});
});
on("change:xenos", function () {
getAttrs(["xenosHeft", "xenos"], function (values) {
let xenosHeft = Math.floor(Number(values.xenos) / 1000);
setAttrs({
xenosHeft: xenosHeft,
});
});
});
on('change:repeating_goodDeeds:deedTier remove:repeating_goodDeeds', function () {
repeatingSum("goodReputation", "goodDeeds", "deedTier");
});
on('change:repeating_badDeeds:deedTier remove:repeating_badDeeds', function () {
repeatingSum("badReputation", "badDeeds", "deedTier");
});
on('change:repeating_awedDeeds:deedTier remove:repeating_awedDeeds', function () {
repeatingSum("awedReputation", "awedDeeds", "deedTier");
});
on("change:goodReputation change:badReputation change:awedReputation", function () {
getAttrs(["goodReputation", "badReputation", "awedReputation"], function (values) {
let reputation = Number(values.goodReputation) + Number(values.badReputation) + Number(values.awedReputation);
setAttrs({
totalReputation: reputation
});
});
});
on('change:repeating_techniques:techniqueCost remove:repeating_techniques', function () {
repeatingSum("techniqueCostTotalIC", "techniques", "techniqueCost");
});
on('change:repeating_techniquesOOC:techniqueCost remove:repeating_techniquesOOC', function () {
repeatingSum("techniqueCostTotalOOC", "techniquesOOC", "techniqueCost");
});
on("change:techniqueCostTotalOOC change:techniqueCostTotalIC", function () {
getAttrs(["techniqueCostTotalOOC", "techniqueCostTotalIC"], function (values) {
let techniqueCostTotal = Number(values.techniqueCostTotalOOC) + Number(values.techniqueCostTotalIC);
setAttrs({
techniqueCostTotal: techniqueCostTotal
});
});
});
on('change:repeating_weapons:weaponHeft remove:repeating_weapons', function () {
repeatingSum("weaponsHeft", "weapons", "weaponHeft");
});
on('change:repeating_shields:shieldHeft remove:repeating_shields', function () {
repeatingSum("shieldsHeft", "shields", "shieldHeft");
});
on('change:repeating_armor:armorHeft remove:repeating_armor', function () {
repeatingSum("armorHeft", "armor", "armorHeft");
});
on('change:repeating_consumables:consumableHeft change:repeating_consumables:consumableNumber remove:repeating_consumables', function () {
repeatingSum("consumablesHeft", "consumables", ["consumableHeft", "consumableNumber"]);
});
on('change:repeating_items:itemHeft change:repeating_items:itemNumber remove:repeating_items', function () {
repeatingSum("itemsHeft", "items", ["itemHeft", "itemNumber"]);
});
on("change:weaponsHeft change:shieldsHeft change:armorHeft change:consumablesHeft change:itemsHeft change:xenosHeft", function () {
getAttrs(["heft", "weaponsHeft", "shieldsHeft", "armorHeft", "consumablesHeft", "itemsHeft", "xenosHeft"], function (values) {
let heft = Math.floor(Number(values.weaponsHeft) + Number(values.shieldsHeft) + Number(values.armorHeft) + Number(values.consumablesHeft) + Number(values.itemsHeft) + Number(values.xenosHeft));
setAttrs({
heft: heft
});
});
});
on('change:repeating_bags:bagHeft remove:repeating_bags', function () {
repeatingSum("bagHeft", "bags", "bagHeft");
});
on('change:repeating_weaponProficiency:weaponProfType remove:repeating_weaponProficiency', function () {
repeatingSum("weaponProf", "weaponProficiency", "weaponProfType");
});
on("change:repeating_weapons:weaponType", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_weapontype", "");
let weaponToggle = row + "_weaponToggleType";
getAttrs([weaponToggle], function (values) {
let value = (values[weaponToggle]) ? 0 : 'false';
setAttrs({
[weaponToggle]: value,
});
});
});
on("clicked:unset-equipment", function (eventInfo) {
setAttrs({
heldWeapon1: "",
heldWeapon1Damage: 0,
heldWeapon1Cap: 3,
heldWeapon1Att: "Strength",
heldWeapon2: "",
heldWeapon2Damage: 0,
heldWeapon2Cap: 3,
heldWeapon2Att: "Strength",
heldShield: "",
heldShieldBlock: 0,
wornArmor: "",
wornArmorAR: 0
});
});
on("clicked:repeating_weapons:set-main-weapon", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_set-main-weapon", "");
let name = row + "_weaponName";
let damage = row + "_weaponDamage";
let cap = row + "_weaponCap";
let att = row + "_weaponAtt";
getAttrs([name, damage, cap, att], function (values) {
setAttrs({
heldWeapon1: values[name],
heldWeapon1Damage: values[damage],
heldWeapon1Cap: values[cap],
heldWeapon1Att: values[att]
});
});
});
on("clicked:repeating_weapons:set-off-weapon", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_set-off-weapon", "");
let name = row + "_weaponName";
let damage = row + "_weaponDamage";
let cap = row + "_weaponCap";
let att = row + "_weaponAtt";
getAttrs([name, damage, cap, att], function (values) {
setAttrs({
heldWeapon2: values[name],
heldWeapon2Damage: values[damage],
heldWeapon2Cap: values[cap],
heldWeapon2Att: values[att]
});
});
});
on("clicked:repeating_shields:set-shield", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_set-shield", "");
let name = row + "_shieldName";
let block = row + "_shieldBlock";
getAttrs([name, block], function (values) {
setAttrs({
heldShield: values[name],
heldShieldBlock: values[block]
});
});
});
on("change:repeating_shields:shieldPenalty", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_shieldpenalty", "");
let shieldBlockPen = row + "_shieldBlockPen";
let result = "";
if (eventInfo.newValue === "None") {
result = "0 Die Penalty";
}
else if (eventInfo.newValue === "Light") {
result = "-1 Die Penalty";
}
if (eventInfo.newValue === "Moderate") {
result = "-2 Die Penalty";
}
getAttrs([shieldBlockPen], function (values) {
setAttrs({
[shieldBlockPen]: result,
});
});
});
on("change:repeating_armor:armorPenalty", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_armorpenalty", "");
let armorPenaltyMovement = row + "_armorPenaltyMovement";
let armorPenaltyPhysical = row + "_armorPenaltyPhysical";
let result1 = "";
let result2 = "";
if (eventInfo.newValue === "None") {
result1 = "0 ft Penalty";
result2 = "0 Die Penalty";
}
else if (eventInfo.newValue === "Light") {
result1 = "-5 ft Penalty";
result2 = "-1 Die Penalty";
}
if (eventInfo.newValue === "Moderate") {
result1 = "-10 ft Penalty";
result2 = "-2 Die Penalty";
}
if (eventInfo.newValue === "Harsh") {
result1 = "-20 ft Penalty";
result2 = "-3 Die Penalty";
}
getAttrs([armorPenaltyMovement, armorPenaltyPhysical], function (values) {
setAttrs({
[armorPenaltyMovement]: result1,
[armorPenaltyPhysical]: result2
});
});
});
on("clicked:repeating_armor:set-armor", function (eventInfo) {
let row = eventInfo.sourceAttribute.replace("_set-armor", "");
let name = row + "_armorName";
let ar = row + "_armorAR";
getAttrs([name, ar], function (values) {
setAttrs({
wornArmor: values[name],
wornArmorAR: values[ar]
});
});
});
on("change:instinctCheckDie change:initiativeDieMisc", function (eventInfo) {
getAttrs(["instinctCheckDie", "initiativeDieMisc"], function (values) {
let initiativeDie = Number(values.instinctCheckDie) + Number(values.initiativeDieMisc);
setAttrs({
initiativeDie: initiativeDie,
});
});
});
on("change:strikeBonus", function (eventInfo) {
getAttrs(["checkBase", "strikeBonus"], function (values) {
let strikeDie = Number(values.checkBase) + Number(values.strikeBonus);
setAttrs({
strikeDie: strikeDie,
});
});
});
on("change:strengthCheckDie change:destroyDieMisc", function (eventInfo) {
getAttrs(["strengthCheckDie", "destroyDieMisc"], function (values) {
let destroyDieStr = Number(values.strengthCheckDie) + Number(values.destroyDieMisc);
setAttrs({
destroyDieStr: destroyDieStr,
});
});
});
on("change:staminaCheckDie change:destroyDieMisc", function (eventInfo) {
getAttrs(["staminaCheckDie", "destroyDieMisc"], function (values) {
let destroyDieSta = Number(values.staminaCheckDie) + Number(values.destroyDieMisc);
setAttrs({
destroyDieSta: destroyDieSta,
});
});
});
on("change:presenceCheckDie change:distractDieMisc", function (eventInfo) {
getAttrs(["presenceCheckDie", "distractDieMisc"], function (values) {
let distractDie = Number(values.presenceCheckDie) + Number(values.distractDieMisc);
setAttrs({
distractDie: distractDie,
});
});
});
on("change:knowledgeCheckDie change:doubtDieMisc", function (eventInfo) {
getAttrs(["knowledgeCheckDie", "doubtDieMisc"], function (values) {
let doubtDie = Number(values.knowledgeCheckDie) + Number(values.doubtDieMisc);
setAttrs({
doubtDie: doubtDie,
});
});
});
on("change:quicknessCheckDie change:escapeDieMisc", function (eventInfo) {
getAttrs(["quicknessCheckDie", "escapeDieMisc"], function (values) {
let escapeDieQui = Number(values.quicknessCheckDie) + Number(values.escapeDieMisc);
setAttrs({
escapeDieQui: escapeDieQui,
});
});
});
on("change:finesseCheckDie change:escapeDieMisc", function (eventInfo) {
getAttrs(["finesseCheckDie", "escapeDieMisc"], function (values) {
let escapeDieFin = Number(values.finesseCheckDie) + Number(values.escapeDieMisc);
setAttrs({
escapeDieFin: escapeDieFin,
});
});
});
on("change:finesseCheckDie change:escapeDieMisc", function (eventInfo) {
getAttrs(["finesseCheckDie", "escapeDieMisc"], function (values) {
let escapeDieFin = Number(values.finesseCheckDie) + Number(values.escapeDieMisc);
setAttrs({
escapeDieFin: escapeDieFin,
});
});
});
on("change:accuracyCheckDie change:feintDieMisc", function (eventInfo) {
getAttrs(["accuracyCheckDie", "feintDieMisc"], function (values) {
let feintDieAcc = Number(values.accuracyCheckDie) + Number(values.feintDieMisc);
setAttrs({
feintDieAcc: feintDieAcc,
});
});
});
on("change:presenceCheckDie change:feintDieMisc", function (eventInfo) {
getAttrs(["presenceCheckDie", "feintDieMisc"], function (values) {
let feintDiePre = Number(values.presenceCheckDie) + Number(values.feintDieMisc);
setAttrs({
feintDiePre: feintDiePre,
});
});
});
on("change:accuracyCheckDie change:findDieMisc", function (eventInfo) {
getAttrs(["accuracyCheckDie", "findDieMisc"], function (values) {
let findDieAcc = Number(values.accuracyCheckDie) + Number(values.findDieMisc);
setAttrs({
findDieAcc: findDieAcc,
});
});
});
on("change:instinctCheckDie change:findDieMisc", function (eventInfo) {
getAttrs(["instinctCheckDie", "findDieMisc"], function (values) {
let findDieIns = Number(values.instinctCheckDie) + Number(values.findDieMisc);
setAttrs({
findDieIns: findDieIns,
});
});
});
on("change:accuracyCheckDie change:finishDieMisc", function (eventInfo) {
getAttrs(["accuracyCheckDie", "finishDieMisc"], function (values) {
let finishDieAcc = Number(values.accuracyCheckDie) + Number(values.finishDieMisc);
setAttrs({
finishDieAcc: finishDieAcc,
});
});
});
on("change:corruptionCheckDie change:finishDieMisc", function (eventInfo) {
getAttrs(["corruptionCheckDie", "finishDieMisc"], function (values) {
let finishDieCor = Number(values.corruptionCheckDie) + Number(values.finishDieMisc);
setAttrs({
finishDieCor: finishDieCor,
});
});
});
on("change:strengthCheckDie change:grabDieMisc", function (eventInfo) {
getAttrs(["strengthCheckDie", "grabDieMisc"], function (values) {
let grabDieStr = Number(values.strengthCheckDie) + Number(values.grabDieMisc);
setAttrs({
grabDieStr: grabDieStr,
});
});
});
on("change:finesseCheckDie change:grabDieMisc", function (eventInfo) {
getAttrs(["finesseCheckDie", "grabDieMisc"], function (values) {
let grabDieFin = Number(values.finesseCheckDie) + Number(values.grabDieMisc);
setAttrs({
grabDieFin: grabDieFin,
});
});
});
on("change:strengthCheckDie change:intimidateDieMisc", function (eventInfo) {
getAttrs(["strengthCheckDie", "intimidateDieMisc"], function (values) {
let intimidateDieStr = Number(values.strengthCheckDie) + Number(values.intimidateDieMisc);
setAttrs({
intimidateDieStr: intimidateDieStr,
});
});
});
on("change:presenceCheckDie change:intimidateDieMisc", function (eventInfo) {
getAttrs(["presenceCheckDie", "intimidateDieMisc"], function (values) {
let intimidateDiePre = Number(values.presenceCheckDie) + Number(values.intimidateDieMisc);
setAttrs({
intimidateDiePre: intimidateDiePre,
});
});
});
on("change:quicknessCheckDie change:invadeDieMisc", function (eventInfo) {
getAttrs(["quicknessCheckDie", "invadeDieMisc"], function (values) {
let invadeDieQui = Number(values.quicknessCheckDie) + Number(values.invadeDieMisc);
setAttrs({
invadeDieQui: invadeDieQui,
});
});
});
on("change:finesseCheckDie change:invadeDieMisc", function (eventInfo) {
getAttrs(["finesseCheckDie", "invadeDieMisc"], function (values) {
let invadeDieFin = Number(values.finesseCheckDie) + Number(values.invadeDieMisc);
setAttrs({
invadeDieFin: invadeDieFin,
});
});
});
on("change:strengthCheckDie change:shoveDieMisc", function (eventInfo) {
getAttrs(["strengthCheckDie", "shoveDieMisc"], function (values) {
let shoveDieStr = Number(values.strengthCheckDie) + Number(values.shoveDieMisc);
setAttrs({
shoveDieStr: shoveDieStr,
});
});
});
on("change:vitalityCheckDie change:shoveDieMisc", function (eventInfo) {
getAttrs(["vitalityCheckDie", "shoveDieMisc"], function (values) {
let shoveDieVit = Number(values.vitalityCheckDie) + Number(values.shoveDieMisc);
setAttrs({
shoveDieVit: shoveDieVit,
});
});
});
on("change:quicknessCheckDie change:tumbleDieMisc", function (eventInfo) {
getAttrs(["quicknessCheckDie", "tumbleDieMisc"], function (values) {
let tumbleDieQui = Number(values.quicknessCheckDie) + Number(values.tumbleDieMisc);
setAttrs({
tumbleDieQui: tumbleDieQui,
});
});
});
on("change:finesseCheckDie change:tumbleDieMisc", function (eventInfo) {
getAttrs(["finesseCheckDie", "tumbleDieMisc"], function (values) {
let tumbleDieFin = Number(values.finesseCheckDie) + Number(values.tumbleDieMisc);
setAttrs({
tumbleDieFin: tumbleDieFin,
});
});
});
on("change:strengthThresholdDie change:destroyThresholdDieMisc", function (eventInfo) {
getAttrs(["strengthThresholdDie", "destroyThresholdDieMisc"], function (values) {
let destroyThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.destroyThresholdDieMisc);
setAttrs({
destroyThresholdDieStr: destroyThresholdDieStr,
});
});
});
on("change:accuracyThresholdDie change:destroyThresholdDieMisc", function (eventInfo) {
getAttrs(["accuracyThresholdDie", "destroyThresholdDieMisc"], function (values) {
let destroyThresholdDieAcc = Number(values.accuracyThresholdDie) + Number(values.destroyThresholdDieMisc);
setAttrs({
destroyThresholdDieAcc: destroyThresholdDieAcc,
});
});
});
on("change:willpowerThresholdDie change:distractThresholdDieMisc", function (eventInfo) {
getAttrs(["willpowerThresholdDie", "distractThresholdDieMisc"], function (values) {
let distractThresholdDieWil = Number(values.willpowerThresholdDie) + Number(values.distractThresholdDieMisc);
setAttrs({
distractThresholdDieWil: distractThresholdDieWil,
});
});
});
on("change:dispositionThresholdDie change:distractThresholdDieMisc", function (eventInfo) {
getAttrs(["dispositionThresholdDie", "distractThresholdDieMisc"], function (values) {
let distractThresholdDieDis = Number(values.dispositionThresholdDie) + Number(values.distractThresholdDieMisc);
setAttrs({
distractThresholdDieDis: distractThresholdDieDis,
});
});
});
on("change:connectionThresholdDie change:doubtThresholdDieMisc", function (eventInfo) {
getAttrs(["connectionThresholdDie", "doubtThresholdDieMisc"], function (values) {
let doubtThresholdDie = Number(values.connectionThresholdDie) + Number(values.doubtThresholdDieMisc);
setAttrs({
doubtThresholdDie: doubtThresholdDie,
});
});
});
on("change:strengthThresholdDie change:escapeThresholdDieMisc", function (eventInfo) {
getAttrs(["strengthThresholdDie", "escapeThresholdDieMisc"], function (values) {
let escapeThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.escapeThresholdDieMisc);
setAttrs({
escapeThresholdDieStr: escapeThresholdDieStr,
});
});
});
on("change:finesseThresholdDie change:escapeThresholdDieMisc", function (eventInfo) {
getAttrs(["finesseThresholdDie", "escapeThresholdDieMisc"], function (values) {
let escapeThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.escapeThresholdDieMisc);
setAttrs({
escapeThresholdDieFin: escapeThresholdDieFin,
});
});
});
on("change:knowledgeThresholdDie change:feintThresholdDieMisc", function (eventInfo) {
getAttrs(["knowledgeThresholdDie", "feintThresholdDieMisc"], function (values) {
let feintThresholdDieKno = Number(values.knowledgeThresholdDie) + Number(values.feintThresholdDieMisc);
setAttrs({
feintThresholdDieKno: feintThresholdDieKno,
});
});
});
on("change:instinctThresholdDie change:feintThresholdDieMisc", function (eventInfo) {
getAttrs(["instinctThresholdDie", "feintThresholdDieMisc"], function (values) {
let feintThresholdDieIns = Number(values.instinctThresholdDie) + Number(values.feintThresholdDieMisc);
setAttrs({
feintThresholdDieIns: feintThresholdDieIns,
});
});
});
on("change:vitalityThresholdDie change:finishThresholdDieMisc", function (eventInfo) {
getAttrs(["vitalityThresholdDie", "finishThresholdDieMisc"], function (values) {
let finishThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.finishThresholdDieMisc);
setAttrs({
finishThresholdDieVit: finishThresholdDieVit,
});
});
});
on("change:purityThresholdDie change:finishThresholdDieMisc", function (eventInfo) {
getAttrs(["purityThresholdDie", "finishThresholdDieMisc"], function (values) {
let finishThresholdDiePur = Number(values.purityThresholdDie) + Number(values.finishThresholdDieMisc);
setAttrs({
finishThresholdDiePur: finishThresholdDiePur,
});
});
});
on("change:strengthThresholdDie change:grabThresholdDieMisc", function (eventInfo) {
getAttrs(["strengthThresholdDie", "grabThresholdDieMisc"], function (values) {
let grabThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.grabThresholdDieMisc);
setAttrs({
grabThresholdDieStr: grabThresholdDieStr,
});
});
});
on("change:quicknessThresholdDie change:grabThresholdDieMisc", function (eventInfo) {
getAttrs(["quicknessThresholdDie", "grabThresholdDieMisc"], function (values) {
let grabThresholdDieQui = Number(values.quicknessThresholdDie) + Number(values.grabThresholdDieMisc);
setAttrs({
grabThresholdDieQui: grabThresholdDieQui,
});
});
});
on("change:finesseThresholdDie change:hideThresholdDieMisc", function (eventInfo) {
getAttrs(["finesseThresholdDie", "hideThresholdDieMisc"], function (values) {
let hideThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.hideThresholdDieMisc);
setAttrs({
hideThresholdDieFin: hideThresholdDieFin,
});
});
});
on("change:corruptionThresholdDie change:hideThresholdDieMisc", function (eventInfo) {
getAttrs(["corruptionThresholdDie", "hideThresholdDieMisc"], function (values) {
let hideThresholdDieCor = Number(values.corruptionThresholdDie) + Number(values.hideThresholdDieMisc);
setAttrs({
hideThresholdDieCor: hideThresholdDieCor,
});
});
});
on("change:willpowerThresholdDie change:intimidateThresholdDieMisc", function (eventInfo) {
getAttrs(["willpowerThresholdDie", "intimidateThresholdDieMisc"], function (values) {
let intimidateThresholdDieWil = Number(values.willpowerThresholdDie) + Number(values.intimidateThresholdDieMisc);
setAttrs({
intimidateThresholdDieWil: intimidateThresholdDieWil,
});
});
});
on("change:purityThresholdDie change:intimidateThresholdDieMisc", function (eventInfo) {
getAttrs(["purityThresholdDie", "intimidateThresholdDieMisc"], function (values) {
let intimidateThresholdDiePur = Number(values.purityThresholdDie) + Number(values.intimidateThresholdDieMisc);
setAttrs({
intimidateThresholdDiePur: intimidateThresholdDiePur,
});
});
});
on("change:finesseThresholdDie change:invadeThresholdDieMisc", function (eventInfo) {
getAttrs(["finesseThresholdDie", "invadeThresholdDieMisc"], function (values) {
let invadeThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.invadeThresholdDieMisc);
setAttrs({
invadeThresholdDieFin: invadeThresholdDieFin,
});
});
});
on("change:vitalityThresholdDie change:invadeThresholdDieMisc", function (eventInfo) {
getAttrs(["vitalityThresholdDie", "invadeThresholdDieMisc"], function (values) {
let invadeThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.invadeThresholdDieMisc);
setAttrs({
invadeThresholdDieVit: invadeThresholdDieVit,
});
});
});
on("change:strengthThresholdDie change:shoveThresholdDieMisc", function (eventInfo) {
getAttrs(["strengthThresholdDie", "shoveThresholdDieMisc"], function (values) {
let shoveThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.shoveThresholdDieMisc);
setAttrs({
shoveThresholdDieStr: shoveThresholdDieStr,
});
});
});
on("change:finesseThresholdDie change:shoveThresholdDieMisc", function (eventInfo) {
getAttrs(["finesseThresholdDie", "shoveThresholdDieMisc"], function (values) {
let shoveThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.shoveThresholdDieMisc);
setAttrs({
shoveThresholdDieFin: shoveThresholdDieFin,
});
});
});
on("change:quicknessThresholdDie change:tumbleThresholdDieMisc", function (eventInfo) {
getAttrs(["quicknessThresholdDie", "tumbleThresholdDieMisc"], function (values) {
let tumbleThresholdDieQui = Number(values.quicknessThresholdDie) + Number(values.tumbleThresholdDieMisc);
setAttrs({
tumbleThresholdDieQui: tumbleThresholdDieQui,
});
});
});
on("change:vitalityThresholdDie change:tumbleThresholdDieMisc", function (eventInfo) {
getAttrs(["vitalityThresholdDie", "tumbleThresholdDieMisc"], function (values) {
let tumbleThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.tumbleThresholdDieMisc);
setAttrs({
tumbleThresholdDieVit: tumbleThresholdDieVit,
});
});
});
on("clicked:clear-combat-conditions", function (eventInfo) {
setAttrs({
distracted: "0",
absorbed: "0",
captivated: "0",
intimidated: "0",
frightened: "0",
terrified: "0",
demoralized: "0",
disheartened: "0",
routed: "0",
stuck: "0",
grabbed: "0",
restrained: "0",
unbalanced: "0",
prone: "0",
invaded: "0",
asleep: "0",
unconsciousness: "0",
charmed: "0",
infatuated: "0",
provoked: "0",
enraged: "0",
laughing: "0",
crying: "0",
screaming: "0",
pacified: "0",
entranced: "0",
dazed: "0",
stunned: "0",
crazed: "0",
insane: "0",
deafened: "0",
silenced: "0",
blinded: "0",
nauseated: "0",
burning: "0",
shocked: "0",
chilled: "0",
pierced: "0",
punctured: "0",
surprised: "0",
feeble: "0",
obscured: "0",
slow: "0",
inept: "0",
sickened: "0",
winded: "0",
flustered: "0",
shaken: "0",
astonished: "0",
withdrawn: "0",
cynical: "0",
unaware: "0",
discordant: "0",
guilty: "0",
encouraged: "0",
emboldened: "0",
ralled: "0",
protected: "0",
warded: "0",
safeguarded: "0",
vigilant: "0",
controlled: "0",
durable: "0",
focused: "0",
fixated: "0",
prepared: "0",
fortified: "0",
offensiveMomentum: "0",
defensiveMomentum: "0",
invigorated: "0",
galvanized: "0",
nimble: "0",
agile: "0",
grabbing: "0",
pinning: "0",
teamedUp: "0",
hidden: "0",
sturdy: "0",
lucky: "0",
powerful: "0",
clear: "0",
quick: "0",
skillful: "0",
hearty: "0",
energetic: "0",
confident: "0",
determined: "0",
calculating: "0",
amiable: "0",
imaginative: "0",
attentive: "0",
ordained: "0",
desecrated: "0"
});
});
on("clicked:neutralConditions", function (eventInfo) {
setAttrs({
neutralConditionsChecked: "on",
harmfulConditionsChecked: "0",
beneficialConditionsChecked: "0"
});
});
on("clicked:harmfulConditions", function (eventInfo) {
setAttrs({
neutralConditionsChecked: "0",
harmfulConditionsChecked: "on",
beneficialConditionsChecked: "0"
});
});
on("clicked:beneficialConditions", function (eventInfo) {
setAttrs({
neutralConditionsChecked: "0",
harmfulConditionsChecked: "0",
beneficialConditionsChecked: "on"
});
});
on("clicked:mentalStatuses", function (eventInfo) {
setAttrs({
mentalStatusesChecked: "on",
physicalConditionsChecked: "0"
});
});
on("clicked:physicalStatuses", function (eventInfo) {
setAttrs({
mentalStatusesChecked: "0",
physicalStatusesChecked: "on"
});
});
on("change:tired", function (eventInfo) {
getAttrs(["tired", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
if (eventInfo.newValue === "on" && previousValue === "0") {
let conditionChecks = Number(values.conditionChecks) - 1;
let conditionThresholds = Number(values.conditionThresholds) - 1;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
let conditionMovement = Number(values.conditionMovement) - 10;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 1;
let conditionThresholds = Number(values.conditionThresholds) + 1;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
let conditionMovement = Number(values.conditionMovement) + 10;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:drained", function (eventInfo) {
getAttrs(["drained", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
if (values.drained === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
let conditionMovement = Number(values.conditionMovement) - 15;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
let conditionMovement = Number(values.conditionMovement) + 15;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:drained", function (eventInfo) {
getAttrs(["drained", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
if (values.drained === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
let conditionMovement = Number(values.conditionMovement) - 15;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
let conditionMovement = Number(values.conditionMovement) + 15;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:encumbered", function (eventInfo) {
getAttrs(["encumbered", "conditionMovement"], function (values) {
if (values.drained === "on") {
let conditionMovement = Number(values.conditionMovement) - 10;
setAttrs({
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionMovement = Number(values.conditionMovement) + 10;
setAttrs({
conditionMovement: conditionMovement
});
}
});
});
on("change:distracted", function (eventInfo) {
getAttrs(["distracted", "conditionThresholds", "conditionActionPoints"], function (values) {
if (values.distracted === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 1;
let conditionActionPoints = Number(values.conditionActionPoints) - 1;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 1;
let conditionActionPoints = Number(values.conditionActionPoints) + 1;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:absorbed", function (eventInfo) {
getAttrs(["absorbed", "conditionThresholds", "conditionActionPoints"], function (values) {
if (values.absorbed === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:captivated", function (eventInfo) {
getAttrs(["captivated", "conditionThresholds", "conditionActionPoints"], function (values) {
if (values.captivated === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 3;
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 3;
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
setAttrs({
conditionThresholds: conditionThresholds,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:intimidated", function (eventInfo) {
getAttrs(["intimidated", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.intimidated === "on") {
let conditionChecks = Number(values.conditionChecks) - 1;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 1;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:frightened", function (eventInfo) {
getAttrs(["frightened", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.frightened === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:terrified", function (eventInfo) {
getAttrs(["terrified", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.terrified === "on") {
let conditionChecks = Number(values.conditionChecks) - 3;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 18;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 3;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 18;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:demoralized", function (eventInfo) {
getAttrs(["demoralized", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.demoralized === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:disheartened", function (eventInfo) {
getAttrs(["disheartened", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.disheartened === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:grabbed", function (eventInfo) {
getAttrs(["grabbed", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
if (values.grabbed === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
});
});
on("change:restrained", function (eventInfo) {
getAttrs(["restrained", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
if (values.restrained === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 2;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 2;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 2;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 2;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
});
});
on("change:unbalanced", function (eventInfo) {
getAttrs(["unbalanced", "conditionArmorRanking"], function (values) {
if (values.unbalanced === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:prone", function (eventInfo) {
getAttrs(["prone", "conditionArmorRanking", "conditionStrikeCheck"], function (values) {
if (values.prone === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionStrikeCheck: conditionStrikeCheck
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionStrikeCheck: conditionStrikeCheck
});
}
});
});
on("change:invaded", function (eventInfo) {
getAttrs(["invaded", "conditionArmorRanking", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
if (values.invaded === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionStrikeCheck: conditionStrikeCheck,
conditionDefensiveThreshold: conditionDefensiveThreshold
});
}
});
});
on("change:laughing", function (eventInfo) {
getAttrs(["laughing", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
if (values.laughing === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:crying", function (eventInfo) {
getAttrs(["crying", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
if (values.crying === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:screaming", function (eventInfo) {
getAttrs(["screaming", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
if (values.screaming === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionThresholds = Number(values.conditionThresholds) - 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionThresholds = Number(values.conditionThresholds) + 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds,
conditionBreakThreshold: conditionBreakThreshold,
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:dazed", function (eventInfo) {
getAttrs(["dazed", "conditionActionPoints", "ap_max"], function (values) {
if (values.dazed === "on") {
let conditionActionPoints = -(Math.ceil(Number(values.ap_max) / 2));
setAttrs({
conditionActionPoints: conditionActionPoints
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionActionPoints = 0;
setAttrs({
conditionActionPoints: conditionActionPoints
});
}
});
});
on("change:burning", function (eventInfo) {
getAttrs(["burning", "conditionBreakThreshold"], function (values) {
if (values.burning === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
setAttrs({
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:shocked", function (eventInfo) {
getAttrs(["shocked", "conditionThresholds", "conditionChecks"], function (values) {
if (values.shocked === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 3;
let conditionChecks = Number(values.conditionChecks) - 3;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 3;
let conditionChecks = Number(values.conditionChecks) + 3;
setAttrs({
conditionChecks: conditionChecks,
conditionThresholds: conditionThresholds
});
}
});
});
on("change:chilled", function (eventInfo) {
getAttrs(["chilled", "conditionMovement", "conditionActionPoints", "movement"], function (values) {
if (values.chilled === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
let conditionMovement = Math.ceil(Number(values.movement) / 2);
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
let conditionMovement = 0;
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:pierced", function (eventInfo) {
getAttrs(["pierced", "conditionArmorRanking"], function (values) {
if (values.pierced === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:punctured", function (eventInfo) {
getAttrs(["punctured", "conditionArmorRanking"], function (values) {
if (values.punctured === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:surprised", function (eventInfo) {
getAttrs(["surprised", "conditionArmorRanking", "conditionActionPoints", "conditionMovement"], function (values) {
if (values.surprised === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
let conditionMovement = Number(values.conditionMovement) - 15;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
let conditionMovement = Number(values.conditionMovement) + 15;
setAttrs({
conditionArmorRanking: conditionArmorRanking,
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:feeble", function (eventInfo) {
getAttrs(["feeble", "conditionStrengthBonus", "conditionStrikeDamage"], function (values) {
if (values.feeble === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
});
});
on("change:obscured", function (eventInfo) {
getAttrs(["obscured", "conditionAccuracyBonus"], function (values) {
if (values.obscured === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus
});
}
});
});
on("change:slow", function (eventInfo) {
getAttrs(["slow", "conditionQuicknessBonus"], function (values) {
if (values.slow === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
console.log("slow");
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
});
});
on("change:inept", function (eventInfo) {
getAttrs(["inept", "conditionFinesseBonus"], function (values) {
if (values.inept === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:sickened", function (eventInfo) {
getAttrs(["sickened", "conditionVitalityBonus", "conditionArmorRanking"], function (values) {
if (values.sickened === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:winded", function (eventInfo) {
getAttrs(["winded", "conditionStaminaBonus"], function (values) {
if (values.winded === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:flustered", function (eventInfo) {
getAttrs(["flustered", "conditionPresenceBonus"], function (values) {
if (values.flustered === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:shaken", function (eventInfo) {
getAttrs(["shaken", "conditionWillpowerBonus"], function (values) {
if (values.shaken === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:astonished", function (eventInfo) {
getAttrs(["astonished", "conditionKnowledgeBonus"], function (values) {
if (values.astonished === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
});
});
on("change:withdrawn", function (eventInfo) {
getAttrs(["withdrawn", "conditionDispositionBonus"], function (values) {
if (values.withdrawn === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:cynical", function (eventInfo) {
getAttrs(["cynical", "conditionConnectionBonus"], function (values) {
if (values.cynical === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
});
});
on("change:unaware", function (eventInfo) {
getAttrs(["unaware", "conditionInstinctBonus"], function (values) {
if (values.unaware === "on") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:discordant", function (eventInfo) {
getAttrs(["discordant", "conditionPurityBonus"], function (values) {
if (values.discordant === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
});
});
on("change:guilty", function (eventInfo) {
getAttrs(["guilty", "conditionCorruptionBonus"], function (values) {
if (values.guilty === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
});
});
on("change:encouraged", function (eventInfo) {
getAttrs(["encouraged", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.encouraged === "on") {
let conditionChecks = Number(values.conditionChecks) + 1;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) - 1;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:emboldened", function (eventInfo) {
getAttrs(["emboldened", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.emboldened === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:rallied", function (eventInfo) {
getAttrs(["rallied", "conditionChecks", "conditionBreakThreshold"], function (values) {
if (values.rallied === "on") {
let conditionChecks = Number(values.conditionChecks) + 3;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 18;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) - 3;
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 18;
setAttrs({
conditionChecks: conditionChecks,
conditionBreakThreshold: conditionBreakThreshold
});
}
});
});
on("change:protected", function (eventInfo) {
getAttrs(["protected", "conditionThresholds"], function (values) {
if (values.protected === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 1;
setAttrs({
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 1;
setAttrs({
conditionThresholds: conditionThresholds
});
}
});
});
on("change:warded", function (eventInfo) {
getAttrs(["warded", "conditionThresholds"], function (values) {
if (values.warded === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 2;
setAttrs({
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 2;
setAttrs({
conditionThresholds: conditionThresholds
});
}
});
});
on("change:safeguarded", function (eventInfo) {
getAttrs(["safeguarded", "conditionThresholds"], function (values) {
if (values.safeguarded === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 3;
setAttrs({
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 3;
setAttrs({
conditionThresholds: conditionThresholds
});
}
});
});
on("change:durable", function (eventInfo) {
getAttrs(["durable", "conditionArmorRanking"], function (values) {
if (values.durable === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:focused", function (eventInfo) {
getAttrs(["focused", "conditionChecks"], function (values) {
if (values.focused === "on") {
let conditionChecks = Number(values.conditionChecks) + 1;
setAttrs({
conditionChecks: conditionChecks
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) - 1;
setAttrs({
conditionChecks: conditionChecks
});
}
});
});
on("change:fixated", function (eventInfo) {
getAttrs(["fixated", "conditionChecks"], function (values) {
if (values.fixated === "on") {
let conditionChecks = Number(values.conditionChecks) + 2;
setAttrs({
conditionChecks: conditionChecks
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionChecks = Number(values.conditionChecks) - 2;
setAttrs({
conditionChecks: conditionChecks
});
}
});
});
on("change:prepared", function (eventInfo) {
getAttrs(["prepared", "conditionThresholds"], function (values) {
if (values.prepared === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 1;
setAttrs({
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 1;
setAttrs({
conditionThresholds: conditionThresholds
});
}
});
});
on("change:fortified", function (eventInfo) {
getAttrs(["fortified", "conditionThresholds"], function (values) {
if (values.fortified === "on") {
let conditionThresholds = Number(values.conditionThresholds) + 2;
setAttrs({
conditionThresholds: conditionThresholds
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionThresholds = Number(values.conditionThresholds) - 2;
setAttrs({
conditionThresholds: conditionThresholds
});
}
});
});
on("change:offensiveMomentum", function (eventInfo) {
getAttrs(["offensiveMomentum", "conditionStrikeCheck", "conditionStrikeDamage"], function (values) {
if (values.offensiveMomentum === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionStrikeDamage: conditionStrikeDamage
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
setAttrs({
conditionStrikeCheck: conditionStrikeCheck,
conditionStrikeDamage: conditionStrikeDamage
});
}
});
});
on("change:defensiveMomentum", function (eventInfo) {
getAttrs(["defensiveMomentum", "conditionDefensiveThreshold", "conditionArmorRanking"], function (values) {
if (values.defensiveMomentum === "on") {
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
setAttrs({
conditionDefensiveThreshold: conditionDefensiveThreshold,
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
setAttrs({
conditionDefensiveThreshold: conditionDefensiveThreshold,
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:invigorated", function (eventInfo) {
getAttrs(["invigorated", "conditionActionPoints", "conditionMovement"], function (values) {
if (values.invigorated === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) + 1;
let conditionMovement = Number(values.conditionMovement) + 5;
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) - 1;
let conditionMovement = Number(values.conditionMovement) - 5;
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:galvanized", function (eventInfo) {
getAttrs(["galvanized", "conditionActionPoints", "conditionMovement"], function (values) {
if (values.galvanized === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
let conditionMovement = Number(values.conditionMovement) + 10;
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
let conditionMovement = Number(values.conditionMovement) - 10;
setAttrs({
conditionActionPoints: conditionActionPoints,
conditionMovement: conditionMovement
});
}
});
});
on("change:grabbing", function (eventInfo) {
getAttrs(["grabbing", "conditionMovement"], function (values) {
if (values.grabbing === "on") {
let conditionMovement = Number(values.conditionMovement) - 20;
setAttrs({
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionMovement = Number(values.conditionMovement) + 20;
setAttrs({
conditionMovement: conditionMovement
});
}
});
});
on("change:sturdy", function (eventInfo) {
getAttrs(["sturdy", "conditionArmorRanking"], function (values) {
if (values.sturdy === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
setAttrs({
conditionArmorRanking: conditionArmorRanking
});
}
});
});
on("change:powerful", function (eventInfo) {
getAttrs(["powerful", "conditionStrengthBonus", "conditionStrikeDamage"], function (values) {
if (values.powerful === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
});
});
on("change:clear", function (eventInfo) {
getAttrs(["clear", "conditionAccuracyBonus"], function (values) {
if (values.clear === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus
});
}
});
});
on("change:quick", function (eventInfo) {
getAttrs(["quick", "conditionQuicknessBonus", "conditionMovement"], function (values) {
if (values.quick === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionMovement = Number(values.conditionMovement) + 10;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
console.log("quick");
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionMovement = Number(values.conditionMovement) - 10;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
});
});
on("change:skillful", function (eventInfo) {
getAttrs(["skillful", "conditionFinesseBonus"], function (values) {
if (values.skillful === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:hearty", function (eventInfo) {
getAttrs(["hearty", "conditionVitalityBonus", "conditionArmorRanking"], function (values) {
if (values.hearty === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
});
});
on("change:energetic", function (eventInfo) {
getAttrs(["energetic", "conditionStaminaBonus"], function (values) {
if (values.energetic === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:confident", function (eventInfo) {
getAttrs(["confident", "conditionPresenceBonus"], function (values) {
if (values.confident === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:determined", function (eventInfo) {
getAttrs(["determined", "conditionWillpowerBonus"], function (values) {
if (values.determined === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:calculating", function (eventInfo) {
getAttrs(["calculating", "conditionKnowledgeBonus"], function (values) {
if (values.calculating === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
});
});
on("change:amiable", function (eventInfo) {
getAttrs(["amiable", "conditionDispositionBonus"], function (values) {
if (values.amiable === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:imaginative", function (eventInfo) {
getAttrs(["imaginative", "conditionConnectionBonus"], function (values) {
if (values.imaginative === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
});
});
on("change:attentive", function (eventInfo) {
getAttrs(["attentive", "conditionInstinctBonus"], function (values) {
if (values.attentive === "on") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:ordained", function (eventInfo) {
getAttrs(["ordained", "conditionPurityBonus"], function (values) {
if (values.ordained === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
});
});
on("change:desecrated", function (eventInfo) {
getAttrs(["desecrated", "conditionCorruptionBonus"], function (values) {
if (values.desecrated === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
});
});
on("change:headModerate", function (eventInfo) {
getAttrs(["headModerate", "conditionKnowledgeBonus"], function (values) {
if (values.headModerate === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus,
distracted: "on"
});
}
else {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus,
distracted: "0"
});
}
});
});
on("change:headMajor", function (eventInfo) {
getAttrs(["headMajor", "conditionKnowledgeBonus"], function (values) {
if (values.headMajor === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 2;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus,
distracted: "on"
});
}
else {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 2;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus,
distracted: "0"
});
}
});
});
on("change:chestModerate", function (eventInfo) {
getAttrs(["chestModerate", "conditionCS", "conditionStaminaBonus"], function (values) {
if (values.chestModerate === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionCS = Number(values.conditionCS) - 2;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionCS: conditionCS
});
}
else {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionCS = Number(values.conditionCS) + 2;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionCS: conditionCS
});
}
});
});
on("change:chestMajor", function (eventInfo) {
getAttrs(["chestMajor", "conditionCS", "conditionStaminaBonus"], function (values) {
if (values.chestMajor === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 2;
let conditionCS = Number(values.conditionCS) - 4;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionCS: conditionCS
});
}
else {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 2;
let conditionCS = Number(values.conditionCS) + 4;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionCS: conditionCS
});
}
});
});
on("change:gutModerate", function (eventInfo) {
getAttrs(["gutModerate", "conditionVitalityBonus"], function (values) {
if (values.gutModerate === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
else {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:gutMajor", function (eventInfo) {
getAttrs(["gutMajor", "conditionVitalityBonus"], function (values) {
if (values.gutMajor === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 2;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
else {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 2;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:backModerate", function (eventInfo) {
getAttrs(["backModerate", "conditionFinesseBonus"], function (values) {
if (values.backModerate === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
unbalanced: "on"
});
}
else {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
unbalanced: "0"
});
}
});
});
on("change:backMajor", function (eventInfo) {
getAttrs(["backMajor", "conditionFinesseBonus"], function (values) {
if (values.backMajor === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 2;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
unbalanced: "on"
});
}
else {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 2;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
unbalanced: "0"
});
}
});
});
on("change:armModerate", function (eventInfo) {
getAttrs(["armModerate", "conditionStrikeDamage", "strength_training", "conditionStrengthBonus"], function (values) {
if (values.armModerate === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - Number(values.strength_training);
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
else {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + Number(values.strength_training);
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
});
});
on("change:armMajor", function (eventInfo) {
getAttrs(["armMajor", "conditionStrikeDamage", "strength_training", "conditionStrengthBonus"], function (values) {
if (values.armMajor === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 2;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - Number(values.strength_training);
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
else {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 2;
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + Number(values.strength_training);
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStrikeDamage: conditionStrikeDamage
});
}
});
});
on("change:handModerate", function (eventInfo) {
getAttrs(["handModerate", "conditionFinesseBonus"], function (values) {
if (values.handModerate === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
else {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:handMajor", function (eventInfo) {
getAttrs(["handMajor", "conditionFinesseBonus"], function (values) {
if (values.handMajor === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 2;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
else {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 2;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:legModerate", function (eventInfo) {
getAttrs(["legModerate", "conditionMovement", "quickness_training", "conditionQuicknessBonus"], function (values) {
if (values.legModerate === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionMovement = Number(values.conditionMovement) - Number(values.quickness_training);
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
else {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionMovement = Number(values.conditionMovement) + Number(values.quickness_training);
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
});
});
on("change:legMajor", function (eventInfo) {
getAttrs(["legMajor", "conditionMovement", "quickness_training", "conditionQuicknessBonus"], function (values) {
if (values.legMajor === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 2;
let conditionMovement = Number(values.conditionMovement) - Number(values.quickness_training) - 15;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
else {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 2;
let conditionMovement = Number(values.conditionMovement) + Number(values.quickness_training) + 15;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionMovement: conditionMovement
});
}
});
});
on("change:footModerate", function (eventInfo) {
getAttrs(["footModerate", "conditionQuicknessBonus"], function (values) {
if (values.footModerate === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
});
});
on("change:footMajor", function (eventInfo) {
getAttrs(["footMajor", "conditionQuicknessBonus"], function (values) {
if (values.footMajor === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 2;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 2;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus
});
}
});
});
on("change:eyeModerate", function (eventInfo) {
getAttrs(["eyeModerate", "conditionAccuracyBonus"], function (values) {
if (values.eyeModerate === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
blinded: "on"
});
}
else {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
blinded: "0"
});
}
});
});
on("change:eyeMajor", function (eventInfo) {
getAttrs(["eyeMajor", "conditionAccuracyBonus"], function (values) {
if (values.eyeMajor === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 2;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
blinded: "on"
});
}
else {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 2;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
blinded: "0"
});
}
});
});
on("change:earModerate", function (eventInfo) {
getAttrs(["earModerate", "conditionDispositionBonus"], function (values) {
if (values.earModerate === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
else {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:earMajor", function (eventInfo) {
getAttrs(["earMajor", "conditionDispositionBonus"], function (values) {
if (values.earMajor === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 2;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
deafened: "on"
});
}
else {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 2;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
deafened: "0"
});
}
});
});
on("change:jawModerate", function (eventInfo) {
getAttrs(["jawModerate", "conditionPresenceBonus"], function (values) {
if (values.jawModerate === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:jawMajor", function (eventInfo) {
getAttrs(["jawMajor", "conditionPresenceBonus"], function (values) {
if (values.jawMajor === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 2;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
silenced: "on"
});
}
else {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 2;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
silenced: "0"
});
}
});
});
on("change:afraid change:inCombat", function (eventInfo) {
getAttrs(["afraid", "conditionWillpowerBonus", "inCombat"], function (values) {
if (values.afraid === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "afraid" && values.afraid === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.afraid === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:ashamed change:inCombat", function (eventInfo) {
getAttrs(["ashamed", "conditionCorruptionBonus", "inCombat"], function (values) {
if (values.ashamed === "on" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "ashamed" && values.ashamed === "0" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.ashamed === "on" && values.inCombat === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
});
});
on("change:awed change:inCombat", function (eventInfo) {
getAttrs(["awed", "conditionConnectionBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
if (values.awed === "on" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "awed" && values.awed === "0" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.awed === "on" && values.inCombat === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:bored change:inCombat", function (eventInfo) {
getAttrs(["bored", "conditionConnectionBonus", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.bored === "on" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "bored" && values.bored === "0" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.bored === "on" && values.inCombat === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:calm change:inCombat", function (eventInfo) {
getAttrs(["calm", "conditionWillpowerBonus", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.calm === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "calm" && values.calm === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.calm === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:cautious change:inCombat", function (eventInfo) {
getAttrs(["cautious", "conditionDispositionBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.cautious === "on" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "cautious" && values.cautious === "0" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.cautious === "on" && values.inCombat === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:charitable change:inCombat", function (eventInfo) {
getAttrs(["charitable", "conditionDispositionBonus", "conditionPurityBonus", "inCombat"], function (values) {
if (values.charitable === "on" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.triggerName === "charitable" && values.charitable === "0" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.charitable === "on" && values.inCombat === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus,
conditionPurityBonus: conditionPurityBonus
});
}
});
});
on("change:comforted change:inCombat", function (eventInfo) {
getAttrs(["comforted", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.comforted === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "comforted" && values.comforted === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.comforted === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:companionable change:inCombat", function (eventInfo) {
getAttrs(["companionable", "conditionDispositionBonus", "inCombat"], function (values) {
if (values.companionable === "on" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "companionable" && values.companionable === "0" && values.inCombat === "0") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.companionable === "on" && values.inCombat === "on") {
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:concentrated change:inCombat", function (eventInfo) {
getAttrs(["concentrated", "conditionKnowledgeBonus", "inCombat"], function (values) {
if (values.concentrated === "on" && values.inCombat === "0") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.triggerName === "concentrated" && values.concentrated === "0" && values.inCombat === "0") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.concentrated === "on" && values.inCombat === "on") {
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
});
});
on("change:confused change:inCombat", function (eventInfo) {
getAttrs(["confused", "conditionConnectionBonus", "conditionKnowledgeBonus", "inCombat"], function (values) {
if (values.confused === "on" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.triggerName === "confused" && values.confused === "0" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.confused === "on" && values.inCombat === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus,
conditionKnowledgeBonus: conditionKnowledgeBonus
});
}
});
});
on("change:courageous change:inCombat", function (eventInfo) {
getAttrs(["courageous", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.courageous === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "courageous" && values.courageous === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.courageous === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:creative change:inCombat", function (eventInfo) {
getAttrs(["creative", "conditionConnectionBonus", "inCombat"], function (values) {
if (values.creative === "on" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
else if (eventInfo.triggerName === "creative" && values.creative === "0" && values.inCombat === "0") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.creative === "on" && values.inCombat === "on") {
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
setAttrs({
conditionConnectionBonus: conditionConnectionBonus
});
}
});
});
on("change:disgusted change:inCombat", function (eventInfo) {
getAttrs(["disgusted", "conditionVitalityBonus", "inCombat"], function (values) {
if (values.disgusted === "on" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "disgusted" && values.disgusted === "0" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.disgusted === "on" && values.inCombat === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus
});
}
});
});
on("change:embarrassed change:inCombat", function (eventInfo) {
getAttrs(["embarrassed", "conditionPresenceBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
if (values.embarrassed === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "embarrassed" && values.embarrassed === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.embarrassed === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:enamoured change:inCombat", function (eventInfo) {
getAttrs(["enamoured", "conditionPresenceBonus", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.enamoured === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "enamoured" && values.enamoured === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.enamoured === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionWillpowerBonus: conditionWillpowerBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:excited change:inCombat", function (eventInfo) {
getAttrs(["excited", "conditionQuicknessBonus", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.excited === "on" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "excited" && values.excited === "0" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.excited === "on" && values.inCombat === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:fierce change:inCombat", function (eventInfo) {
getAttrs(["fierce", "conditionStrengthBonus", "conditionInstinctBonus", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
if (values.fierce === "on" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "fierce" && values.fierce === "0" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.fierce === "on" && values.inCombat === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:frustrated change:inCombat", function (eventInfo) {
getAttrs(["frustrated", "conditionCorruptionBonus", "inCombat"], function (values) {
if (values.frustrated === "on" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "frustrated" && values.frustrated === "0" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.frustrated === "on" && values.inCombat === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
});
});
on("change:hateful change:inCombat", function (eventInfo) {
getAttrs(["hateful", "conditionCorruptionBonus", "inCombat"], function (values) {
if (values.hateful === "on" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "hateful" && values.hateful === "0" && values.inCombat === "0") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.hateful === "on" && values.inCombat === "on") {
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
setAttrs({
conditionCorruptionBonus: conditionCorruptionBonus
});
}
});
});
on("change:indignant change:inCombat", function (eventInfo) {
getAttrs(["indignant", "conditionWillpowerBonus", "conditionDispositionBonus", "inCombat"], function (values) {
if (values.indignant === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "indignant" && values.indignant === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.indignant === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:joyful change:inCombat", function (eventInfo) {
getAttrs(["joyful", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
if (values.joyful === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "joyful" && values.joyful === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.joyful === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:morose change:inCombat", function (eventInfo) {
getAttrs(["morose", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
if (values.morose === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "morose" && values.morose === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.morose === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus,
conditionDispositionBonus: conditionDispositionBonus
});
}
});
});
on("change:nervous change:inCombat", function (eventInfo) {
getAttrs(["nervous", "conditionInstinctBonus", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.nervous === "on" && values.inCombat === "0") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "nervous" && values.nervous === "0" && values.inCombat === "0") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.nervous === "on" && values.inCombat === "on") {
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionInstinctBonus: conditionInstinctBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:protective change:inCombat", function (eventInfo) {
getAttrs(["protective", "conditionPurityBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
if (values.protective === "on" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "protective" && values.protective === "0" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.protective === "on" && values.inCombat === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionWillpowerBonus: conditionWillpowerBonus
});
}
});
});
on("change:righteous change:inCombat", function (eventInfo) {
getAttrs(["righteous", "conditionPurityBonus", "inCombat"], function (values) {
if (values.righteous === "on" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.triggerName === "righteous" && values.righteous === "0" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.righteous === "on" && values.inCombat === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus
});
}
});
});
on("change:romantic change:inCombat", function (eventInfo) {
getAttrs(["romantic", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.romantic === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "romantic" && values.romantic === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.romantic === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:trusting change:inCombat", function (eventInfo) {
getAttrs(["trusting", "conditionPurityBonus", "conditionDispositionBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.trusting === "on" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "trusting" && values.trusting === "0" && values.inCombat === "0") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.trusting === "on" && values.inCombat === "on") {
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionPurityBonus: conditionPurityBonus,
conditionDispositionBonus: conditionDispositionBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:uncomfortable change:inCombat", function (eventInfo) {
getAttrs(["uncomfortable", "conditionFinesseBonus", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.uncomfortable === "on" && values.inCombat === "0") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "uncomfortable" && values.uncomfortable === "0" && values.inCombat === "0") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.uncomfortable === "on" && values.inCombat === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:alert change:inCombat", function (eventInfo) {
getAttrs(["alert", "conditionAccuracyBonus", "conditionStaminaBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.alert === "on" && values.inCombat === "0") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "alert" && values.alert === "0" && values.inCombat === "0") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.alert === "on" && values.inCombat === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:appareled change:inCombat", function (eventInfo) {
getAttrs(["appareled", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.appareled === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "appareled" && values.appareled === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.appareled === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:clumsy change:inCombat", function (eventInfo) {
getAttrs(["clumsy", "conditionPresenceBonus", "conditionFinesseBonus", "inCombat"], function (values) {
if (values.clumsy === "on" && values.inCombat === "0") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "clumsy" && values.clumsy === "0" && values.inCombat === "0") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.clumsy === "on" && values.inCombat === "on") {
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionFinesseBonus: conditionFinesseBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:cramped change:inCombat", function (eventInfo) {
getAttrs(["cramped", "conditionStrengthBonus", "conditionAccuracyBonus", "conditionQuicknessBonus", "conditionFinesseBonus", "conditionVitalityBonus", "conditionStaminaBonus", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.cramped === "on" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "cramped" && values.cramped === "0" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.cramped === "on" && values.inCombat === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:disheveled change:inCombat", function (eventInfo) {
getAttrs(["disheveled", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.disheveled === "on" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "disheveled" && values.disheveled === "0" && values.inCombat === "0") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.disheveled === "on" && values.inCombat === "on") {
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:drowsy change:inCombat", function (eventInfo) {
getAttrs(["drowsy", "conditionAccuracyBonus", "conditionStaminaBonus", "conditionInstinctBonus", "inCombat"], function (values) {
if (values.drowsy === "on" && values.inCombat === "0") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "drowsy" && values.drowsy === "0" && values.inCombat === "0") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.drowsy === "on" && values.inCombat === "on") {
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
setAttrs({
conditionAccuracyBonus: conditionAccuracyBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionInstinctBonus: conditionInstinctBonus
});
}
});
});
on("change:drunk change:inCombat", function (eventInfo) {
getAttrs(["drunk", "conditionWillpowerBonus", "conditionFinesseBonus", "conditionAccuracyBonus", "inCombat"], function (values) {
if (values.drunk === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionAccuracyBonus: conditionAccuracyBonus
});
}
else if (eventInfo.triggerName === "drunk" && values.drunk === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionAccuracyBonus: conditionAccuracyBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.drunk === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionAccuracyBonus: conditionAccuracyBonus
});
}
});
});
on("change:empowered change:inCombat", function (eventInfo) {
getAttrs(["empowered", "conditionStrengthBonus", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.empowered === "on" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "empowered" && values.empowered === "0" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.empowered === "on" && values.inCombat === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:enfeebled change:inCombat", function (eventInfo) {
getAttrs(["enfeebled", "conditionStrengthBonus", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.enfeebled === "on" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "enfeebled" && values.enfeebled === "0" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.enfeebled === "on" && values.inCombat === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:freezing change:inCombat", function (eventInfo) {
getAttrs(["freezing", "conditionVitalityBonus", "conditionQuicknessBonus", "inCombat"], function (values) {
if (values.freezing === "on" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else if (eventInfo.triggerName === "freezing" && values.freezing === "0" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.freezing === "on" && values.inCombat === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
});
});
on("change:graceful change:inCombat", function (eventInfo) {
getAttrs(["graceful", "conditionQuicknessBonus", "conditionFinesseBonus", "inCombat"], function (values) {
if (values.graceful === "on" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.triggerName === "graceful" && values.graceful === "0" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.graceful === "on" && values.inCombat === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:injured change:inCombat", function (eventInfo) {
getAttrs(["injured", "conditionStrengthBonus", "conditionAccuracyBonus", "conditionQuicknessBonus", "conditionFinesseBonus", "conditionVitalityBonus", "conditionStaminaBonus", "conditionPresenceBonus", "inCombat"], function (values) {
if (values.injured === "on" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "injured" && values.injured === "0" && values.inCombat === "0") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.injured === "on" && values.inCombat === "on") {
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
setAttrs({
conditionStrengthBonus: conditionStrengthBonus,
conditionAccuracyBonus: conditionAccuracyBonus,
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionVitalityBonus: conditionVitalityBonus,
conditionStaminaBonus: conditionStaminaBonus,
conditionPresenceBonus: conditionPresenceBonus
});
}
});
});
on("change:limber change:inCombat", function (eventInfo) {
getAttrs(["limber", "conditionQuicknessBonus", "conditionFinesseBonus", "inCombat"], function (values) {
if (values.limber === "on" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.triggerName === "limber" && values.limber === "0" && values.inCombat === "0") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.limber === "on" && values.inCombat === "on") {
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
setAttrs({
conditionQuicknessBonus: conditionQuicknessBonus,
conditionFinesseBonus: conditionFinesseBonus
});
}
});
});
on("change:refreshed change:inCombat", function (eventInfo) {
getAttrs(["refreshed", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.refreshed === "on" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "refreshed" && values.refreshed === "0" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.refreshed === "on" && values.inCombat === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
on("change:sickly change:inCombat", function (eventInfo) {
getAttrs(["sickly", "conditionStaminaBonus", "conditionVitalityBonus", "inCombat"], function (values) {
if (values.sickly === "on" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "sickly" && values.sickly === "0" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.sickly === "on" && values.inCombat === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
});
});
on("change:starved change:inCombat", function (eventInfo) {
getAttrs(["starved", "conditionWillpowerBonus", "conditionVitalityBonus", "inCombat"], function (values) {
if (values.starved === "on" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "starved" && values.starved === "0" && values.inCombat === "0") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.starved === "on" && values.inCombat === "on") {
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionWillpowerBonus: conditionWillpowerBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
});
});
on("change:stuffed change:inCombat", function (eventInfo) {
getAttrs(["stuffed", "conditionVitalityBonus", "conditionFinesseBonus", "conditionQuicknessBonus", "inCombat"], function (values) {
if (values.stuffed === "on" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else if (eventInfo.triggerName === "stuffed" && values.stuffed === "0" && values.inCombat === "0") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.stuffed === "on" && values.inCombat === "on") {
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
setAttrs({
conditionVitalityBonus: conditionVitalityBonus,
conditionFinesseBonus: conditionFinesseBonus,
conditionQuicknessBonus: conditionQuicknessBonus
});
}
});
});
on("change:vigorous change:inCombat", function (eventInfo) {
getAttrs(["vigorous", "conditionStaminaBonus", "conditionVitalityBonus", "inCombat"], function (values) {
if (values.vigorous === "on" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "vigorous" && values.vigorous === "0" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.vigorous === "on" && values.inCombat === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus,
conditionVitalityBonus: conditionVitalityBonus
});
}
});
});
on("change:withering change:inCombat", function (eventInfo) {
getAttrs(["withering", "conditionStaminaBonus", "inCombat"], function (values) {
if (values.withering === "on" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "withering" && values.withering === "0" && values.inCombat === "0") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
else if (eventInfo.triggerName === "incombat" && values.withering === "on" && values.inCombat === "on") {
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
setAttrs({
conditionStaminaBonus: conditionStaminaBonus
});
}
});
});
</script>
</div>
<rolltemplate class="sheet-rolltemplate-one-die">
<div class="sheet-template-container">
<div class="sheet-template-header">{{rollname}}</div>
<div class="sheet-template-row">{{roll}}</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-two-dice">
<div class="sheet-template-container">
<div class="sheet-template-header">{{rollname}}</div>
<div class="sheet-template-row">{{roll}}
<div class="sheet-template-row">{{roll}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-check">
<div class="sheet-container">
<div class="sheet-header sheet-color-{{type}}">
{{#type}}<div class="sheet-title">{{type}} Check</div>{{/type}}
{{#character}}<div class="sheet-subtitle">{{character}}</div>{{/character}}
</div>
{{#rollLess() Die 6}}
<div class="sheet-body">
{{/rollLess() Die 6}}
{{#rollGreater() Die 5}}
<div class="sheet-body sheet-large-body">
{{/rollGreater() Die 5}}
{{#rollTotal() Die -8}}
<span class="sheet-roll">{{rollminus9}}</span>
{{/rollTotal() Die -8}}
{{#rollTotal() Die -7}}
<span class="sheet-roll">{{rollminus8}}</span>
{{/rollTotal() Die -7}}
{{#rollTotal() Die -6}}
<span class="sheet-roll">{{rollminus7}}</span>
{{/rollTotal() Die -6}}
{{#rollTotal() Die -5}}
<span class="sheet-roll">{{rollminus6}}</span>
{{/rollTotal() Die -5}}
{{#rollTotal() Die -4}}
<span class="sheet-roll">{{rollminus5}}</span>
{{/rollTotal() Die -4}}
{{#rollTotal() Die -3}}
<span class="sheet-roll">{{rollminus4}}</span>
{{/rollTotal() Die -3}}
{{#rollTotal() Die -2}}
<span class="sheet-roll">{{rollminus3}}</span>
{{/rollTotal() Die -2}}
{{#rollTotal() Die -1}}
<span class="sheet-roll">{{rollminus2}}</span>
{{/rollTotal() Die -1}}
{{#rollTotal() Die 0}}
<span class="sheet-roll">{{rollminus1}}</span>
{{/rollTotal() Die 0}}
{{#rollGreater() Die 0}}
<span class="sheet-roll">{{roll1}}</span>
{{/rollGreater() Die 0}}
{{#rollGreater() Die 1}}
<span class="sheet-roll"> {{roll2}}</span>
{{/rollGreater() Die 1}}
{{#rollGreater() Die 2}}
<span class="sheet-roll"> {{roll3}}</span>
{{/rollGreater() Die 2}}
{{#rollGreater() Die 3}}
<span class="sheet-roll"> {{roll4}}</span>
{{/rollGreater() Die 3}}
{{#rollGreater() Die 4}}
<span class="sheet-roll"> {{roll5}}</span>
{{/rollGreater() Die 4}}
{{#rollGreater() Die 5}}
<span class="sheet-roll"> {{roll6}}</span>
{{/rollGreater() Die 5}}
{{#rollGreater() Die 6}}
<span class="sheet-roll"> {{roll7}}</span>
{{/rollGreater() Die 6}}
{{#rollGreater() Die 7}}
<span class="sheet-roll"> {{roll8}}</span>
{{/rollGreater() Die 7}}
{{#rollGreater() Die 8}}
<span class="sheet-roll"> {{roll9}}</span>
{{/rollGreater() Die 8}}
{{#rollGreater() Die 9}}
<span class="sheet-roll"> {{roll10}}</span>
{{/rollGreater() Die 9}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-damage">
<div class="sheet-container">
<div class="sheet-header sheet-color-{{type}}">
{{#type}}<div class="sheet-title">{{type}}</div>{{/type}}
{{#character}}<div class="sheet-subtitle">{{character}}</div>{{/character}}
</div>
<div class="sheet-body">
{{#rollBetween() damage dieTotal1 dieTotal2}}
<div class="sheet-result1"></div>
{{/rollBetween() damage dieTotal1 dieTotal2}}
{{#rollBetween() damage dieTotal2 dieTotal3}}
<div class="sheet-result2"></div>
{{/rollBetween() damage dieTotal2 dieTotal3}}
{{#rollBetween() damage dieTotal3 dieTotal4}}
<div class="sheet-result3"></div>
{{/rollBetween() damage dieTotal3 dieTotal4}}
{{#rollBetween() damage dieTotal4 dieTotal5}}
<div class="sheet-result4"></div>
{{/rollBetween() damage dieTotal4 dieTotal5}}
{{#rollBetween() damage dieTotal5 dieTotal6}}
<div class="sheet-result5"></div>
{{/rollBetween() damage dieTotal5 dieTotal6}}
<div class="sheet-damageContainer">
{{damage}} Damage {{dieTotal}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-strike">
<div class="sheet-container">
<div class="sheet-header sheet-color-Accuracy">
<div class="sheet-title">
{{character}} attacks!
</div>
</div>
{{#rollTotal() defense 0}}
<div class="sheet-header-borderless sheet-color-defense-0">
<div class="sheet-title">
{{defender}} evades!
</div>
</div>
{{/rollTotal() defense 0}}
{{#rollTotal() defense 1}}
<div class="sheet-header-borderless sheet-color-defense-1">
<div class="sheet-title">
{{defender}} blocks!
</div>
</div>
{{/rollTotal() defense 1}}
{{#rollTotal() defense 2}}
<div class="sheet-header-borderless sheet-color-defense-2">
<div class="sheet-title">
{{defender}} parries!
</div>
</div>
{{/rollTotal() defense 2}}
{{#rollTotal() defense 3}}
<div class="sheet-header-borderless sheet-color-defense-3">
<div class="sheet-title">
{{defender}} dodges!
</div>
</div>
{{/rollTotal() defense 3}}
{{#rollTotal() defense 4}}
<div class="sheet-header-borderless sheet-color-defense-4">
<div class="sheet-title">
{{defender}} does nothing!
</div>
</div>
{{/rollTotal() defense 4}}
{{#rollLess() Die 6}}
<div class="sheet-body">
{{/rollLess() Die 6}}
{{#rollGreater() Die 5}}
<div class="sheet-body sheet-large-body">
{{/rollGreater() Die 5}}
{{#rollTotal() Die -8}}
<span class="sheet-roll">{{rollminus9}}</span>
{{/rollTotal() Die -8}}
{{#rollTotal() Die -7}}
<span class="sheet-roll">{{rollminus8}}</span>
{{/rollTotal() Die -7}}
{{#rollTotal() Die -6}}
<span class="sheet-roll">{{rollminus7}}</span>
{{/rollTotal() Die -6}}
{{#rollTotal() Die -5}}
<span class="sheet-roll">{{rollminus6}}</span>
{{/rollTotal() Die -5}}
{{#rollTotal() Die -4}}
<span class="sheet-roll">{{rollminus5}}</span>
{{/rollTotal() Die -4}}
{{#rollTotal() Die -3}}
<span class="sheet-roll">{{rollminus4}}</span>
{{/rollTotal() Die -3}}
{{#rollTotal() Die -2}}
<span class="sheet-roll">{{rollminus3}}</span>
{{/rollTotal() Die -2}}
{{#rollTotal() Die -1}}
<span class="sheet-roll">{{rollminus2}}</span>
{{/rollTotal() Die -1}}
{{#rollTotal() Die 0}}
<span class="sheet-roll">{{rollminus1}}</span>
{{/rollTotal() Die 0}}
{{#rollGreater() Die 0}}
<span class="sheet-roll">{{roll1}}</span>
{{/rollGreater() Die 0}}
{{#rollGreater() Die 1}}
<span class="sheet-roll"> {{roll2}}</span>
{{/rollGreater() Die 1}}
{{#rollGreater() Die 2}}
<span class="sheet-roll"> {{roll3}}</span>
{{/rollGreater() Die 2}}
{{#rollGreater() Die 3}}
<span class="sheet-roll"> {{roll4}}</span>
{{/rollGreater() Die 3}}
{{#rollGreater() Die 4}}
<span class="sheet-roll"> {{roll5}}</span>
{{/rollGreater() Die 4}}
{{#rollGreater() Die 5}}
<span class="sheet-roll"> {{roll6}}</span>
{{/rollGreater() Die 5}}
{{#rollGreater() Die 6}}
<span class="sheet-roll"> {{roll7}}</span>
{{/rollGreater() Die 6}}
{{#rollGreater() Die 7}}
<span class="sheet-roll"> {{roll8}}</span>
{{/rollGreater() Die 7}}
{{#rollGreater() Die 8}}
<span class="sheet-roll"> {{roll9}}</span>
{{/rollGreater() Die 8}}
{{#rollGreater() Die 9}}
<span class="sheet-roll"> {{roll10}}</span>
{{/rollGreater() Die 9}}
</div>
</div>
<div class="sheet-header sheet-color-{{weaponAtt}}">
<div class="sheet-title">
{{weapon}} Damage
</div>
</div>
<div class="sheet-body">
{{#rollBetween() damage dieTotal1 dieTotal2}}
<div class="sheet-result1"></div>
{{/rollBetween() damage dieTotal1 dieTotal2}}
{{#rollBetween() damage dieTotal2 dieTotal3}}
<div class="sheet-result2"></div>
{{/rollBetween() damage dieTotal2 dieTotal3}}
{{#rollBetween() damage dieTotal3 dieTotal4}}
<div class="sheet-result3"></div>
{{/rollBetween() damage dieTotal3 dieTotal4}}
{{#rollBetween() damage dieTotal4 dieTotal5}}
<div class="sheet-result4"></div>
{{/rollBetween() damage dieTotal4 dieTotal5}}
{{#rollBetween() damage dieTotal5 dieTotal6}}
<div class="sheet-result5"></div>
{{/rollBetween() damage dieTotal5 dieTotal6}}
<div class="sheet-damageContainer">
{{damage}} Damage {{dieTotal}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-combatTechnique">
<div class="sheet-wrapper">
<div class="sheet-titleContainer">
<div>{{name}}</div>
<div class="sheet-subTitle">{{character}}</div>
</div>
<div class="sheet-background">
<div class="sheet-contentSection">
Description: {{description}}
</div>
<div class="sheet-contentSection">
Type: {{type}}
</div>
{{#ap}}
<div class="sheet-detailsContainer">
<div class="sheet-details33">
AP: {{ap}}
</div>
<div class="sheet-details33">
CS: {{cs}}
</div>
<div class="sheet-details33 sheet-noBorder">
Touch: {{touch}}
</div>
</div>
{{/ap}}
<div class="sheet-detailsContainer">
<div class="sheet-details50 sheet-noBorder">
R: {{range}}
</div>
<div class="sheet-details50">
T: {{targets}}
</div>
</div>
<div class="sheet-detailsContainer">
<div class="sheet-details50 sheet-noBorder">
D: {{duration}}
</div>
<div class="sheet-details50">
A: {{area}}
</div>
</div>
{{#special}}
<div class="sheet-contentSection">
Special: {{special}}
</div>
{{/special}}
{{#trigger}}
<div class="sheet-contentSection">
Trigger: {{trigger}}
</div>
{{/trigger}}
{{#situation}}
<div class="sheet-contentSection">
Situation: {{situation}}
</div>
{{/situation}}
<div class="sheet-contentSection">
Effect: {{effect}}
</div>
{{#recharge}}
<div class="sheet-contentSection">
Recharge: {{recharge}}
</div>
{{/recharge}}
</div>
</div>
</rolltemplate>