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roll20-character-sheets/Serenity/serenity.html
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<div class="sheet-serenity-charactersheet">
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab1"
value="1"
checked="checked"
/><span title="Stats"></span>
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab2"
value="2"
/><span title="Equipment"></span>
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab3"
value="3"
/><span title="Notes"></span>
<div class="sheet-tab-content sheet-tab1-content sheet-character-stats">
<!-- CHARACTER INFO -->
<div class="sheet-serenity-float-group">
<table
class="sheet-character-info"
border="0"
cellpadding="0"
cellspacing="0"
>
<tbody>
<tr>
<td class="sheet-serenity-label">Name:</td>
<td>
<input
type="text"
name="attr_character_name"
title="Character name (both first and last)"
/>
</td>
<td class="sheet-serenity-logo" rowspan="3">
<img
src="https://i.imgur.com/uXoEVJZ.png"
alt="Serenity"
title="v1.1.1"
/>
</td>
<td class="sheet-serenity-label">Concept:</td>
<td>
<textarea
name="attr_Concept"
title="(Optional) Character's concept"
></textarea>
</td>
</tr>
<tr>
<td class="sheet-serenity-label">Age/Hgt/Wgt:</td>
<td>
<input
type="text"
name="attr_Characteristics"
title="Age/Height/Weight"
/>
</td>
<td class="sheet-serenity-label">Appearance:</td>
<td>
<textarea
name="attr_Appearance"
title="Character's appearance"
></textarea>
</td>
</tr>
</tbody>
</table>
</div>
<!-- LIFE POINTS -->
<div class="sheet-character-life-points sheet-serenity-float-group">
<span class="sheet-serenity-stuns-taken">
<div class="sheet-serenity-stun sheet-serenity-stun23"></div>
<input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun22"
value="22"
title="22 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun21"
value="21"
title="21 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun20"
value="20"
title="20 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun19"
value="19"
title="19 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun18"
value="18"
title="18 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun17"
value="17"
title="17 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun16"
value="16"
title="16 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun15"
value="15"
title="15 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun14"
value="14"
title="14 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun13"
value="13"
title="13 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun12"
value="12"
title="12 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun11"
value="11"
title="11 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun10"
value="10"
title="10 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun9"
value="9"
title="9 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun8"
value="8"
title="8 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun7"
value="7"
title="7 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun6"
value="6"
title="6 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun5"
value="5"
title="5 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun4"
value="4"
title="4 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun3"
value="3"
title="3 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun2"
value="2"
title="2 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun1"
value="1"
title="1 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun0"
value="0"
title="No Stuns Taken
(Click to clear)"
name="attr_stuns"
/><span></span>
</span>
<span class="sheet-serenity-wounds-taken">
<div class="sheet-serenity-wound sheet-serenity-wound23"></div>
<input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound22"
value="22"
title="22 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound21"
value="21"
title="21 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound20"
value="20"
title="20 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound19"
value="19"
title="19 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound18"
value="18"
title="18 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound17"
value="17"
title="17 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound16"
value="16"
title="16 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound15"
value="15"
title="15 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound14"
value="14"
title="14 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound13"
value="13"
title="13 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound12"
value="12"
title="12 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound11"
value="11"
title="11 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound10"
value="10"
title="10 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound9"
value="9"
title="9 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound8"
value="8"
title="8 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound7"
value="7"
title="7 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound6"
value="6"
title="6 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound5"
value="5"
title="5 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound4"
value="4"
title="4 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound3"
value="3"
title="3 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound2"
value="2"
title="2 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound1"
value="1"
title="1 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound0"
value="0"
title="No Wounds Taken
(Click to clear)"
name="attr_wounds"
/><span></span>
</span>
<span class="sheet-serenity-shocks-taken">
<input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock13"
value="13"
title="13 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock12"
value="12"
title="12 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock11"
value="11"
title="11 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock10"
value="10"
title="10 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock9"
value="9"
title="9 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock8"
value="8"
title="8 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock7"
value="7"
title="7 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock6"
value="6"
title="6 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock5"
value="5"
title="5 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock4"
value="4"
title="4 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock3"
value="3"
title="3 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock2"
value="2"
title="2 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock1"
value="1"
title="1 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock0"
value="0"
title="No Shocks Taken
(Click to clear)"
name="attr_shocks"
/><span></span>
</span>
<span class="sheet-serenity-life-points">
Life Points:
<input
type="text"
name="attr_LifePoints"
disabled=""
value="@{Vitality}+@{Willpower}"
title="Vitality + Willpower"
/>
</span>
<span class="sheet-serenity-life-penalty">
-2 Attribute Penalty:
<input
type="text"
name="attr_LifePenalty"
disabled=""
value="( @{Vitality}+@{Willpower} ) / 2"
title="When you've taken half or more of your total LifePoints in Wounds, you suffer a -2 step penalty on all Attributes"
/>
</span>
</div>
<div class="sheet-serenity-character-stats">
<div class="sheet-serenity-float-group">
<!-- ATTRIBUTES -->
<div
class="sheet-serenity-fieldset sheet-character-attributes"
title="Attributes"
>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Strength:</td>
<td>
<select class="sheet-serenity-strength" name="attr_Strength">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Agility:</td>
<td>
<select class="sheet-serenity-agility" name="attr_Agility">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Vitality:</td>
<td>
<select class="sheet-serenity-vitality" name="attr_Vitality">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Alertness:</td>
<td>
<select
class="sheet-serenity-alertness"
name="attr_Alertness"
>
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Intelligence:</td>
<td>
<select
class="sheet-serenity-intelligence"
name="attr_Intelligence"
>
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Willpower:</td>
<td>
<select
class="sheet-serenity-willpower"
name="attr_Willpower"
>
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
</tbody>
</table>
</div>
<!-- DERIVED TRAITS -->
<div
class="sheet-serenity-fieldset sheet-character-derived-traits"
title="Derived Traits"
>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Initiative:</td>
<td>
<input
type="text"
name="attr_Initiative"
disabled=""
value="@{Agility}+@{Alertness}"
/><br />
<span class="sheet-character-derived-explanation"
>Agility + Alertness</span
>
</td>
<td>Long<br />&nbsp;&nbsp;Haul:</td>
<td>
<input
type="text"
name="attr_LongHaul"
disabled=""
value="@{Strength}+@{Vitality}"
/><br />
<span class="sheet-character-derived-explanation"
>Strength + Vitality</span
>
</td>
</tr>
<tr>
<td>Burst of<br />&nbsp;&nbsp;Strength:</td>
<td>
<input
type="text"
name="attr_BurstOfStrength"
disabled=""
value="2*@{Strength}"
/><br />
<span class="sheet-character-derived-explanation"
>Strength + Strength</span
>
</td>
<td>Memorize:</td>
<td>
<input
type="text"
name="attr_Memorize"
disabled=""
value="@{Intelligence}+@{Alertness}"
/><br />
<span class="sheet-character-derived-explanation"
>Intelligence + Alertness</span
>
</td>
</tr>
<tr>
<td>Endurance:</td>
<td>
<input
type="text"
name="attr_Endurance"
disabled=""
value="@{Vitality}+@{Willpower}"
/><br />
<span class="sheet-character-derived-explanation"
>Vitality + Willpower</span
>
</td>
<td>Recall:</td>
<td>
<input
type="text"
name="attr_Recall"
disabled=""
value="@{Intelligence}+@{Willpower}"
/><br />
<span class="sheet-character-derived-explanation"
>Intelligence + Willpower</span
>
</td>
</tr>
<tr>
<td>Out of<br />&nbsp;&nbsp;Harm:</td>
<td>
<input
type="text"
name="attr_OutOfHarm"
disabled=""
value="@{Agility}+@{Alertness}"
/><br />
<span class="sheet-character-derived-explanation"
>Agility + Alertness</span
>
</td>
<td>Resist:</td>
<td>
<input
type="text"
name="attr_Resist"
disabled=""
value="2*@{Vitality}"
/><br />
<span class="sheet-character-derived-explanation"
>Vitality + Vitality</span
>
</td>
</tr>
</tbody>
</table>
</div>
<!-- PLOT POINTS -->
<div
class="sheet-serenity-fieldset sheet-serenity-plot-points"
title="Plot Points"
>
<div class="sheet-serenity-plot-points-input">
<input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint12"
value="12"
title="12 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint11"
value="11"
title="11 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint10"
value="10"
title="10 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint9"
value="9"
title="9 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint8"
value="8"
title="8 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint7"
value="7"
title="7 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint6"
value="6"
title="6 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint5"
value="5"
title="5 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint4"
value="4"
title="4 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint3"
value="3"
title="3 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint2"
value="2"
title="2 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint1"
value="1"
title="1 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint0"
value="0"
title="No Plot Points
(Click to clear)"
name="attr_plotpoints"
/><span></span>
</div>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>Reduce Damage</td>
<td>+1 Step per Point / +1 LP after</td>
</tr>
<tr>
<td>Add to Rolls</td>
<td>+1 Step per Point / +1 to roll after</td>
</tr>
<tr>
<td>Utilize Assets</td>
<td>See Asset description, 1-6 Points</td>
</tr>
<tr>
<td>Affect Plot</td>
<td>GM discretion, can use 1-12 Points</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- SKILLS -->
<div
class="sheet-serenity-fieldset sheet-character-skills"
title="Skills"
>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Animal Handling</td>
<td>
<select
class="sheet-serenity-animal-handling"
name="attr_AnimalHandling"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Medical Expertise</td>
<td>
<select
class="sheet-serenity-medical-expertise"
name="attr_MedicalExpertise"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Artistry</td>
<td>
<select class="sheet-serenity-artistry" name="attr_Artistry">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Melee Weapons</td>
<td>
<select
class="sheet-serenity-melee-weapons"
name="attr_MeleeWeapons"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Athletics</td>
<td>
<select
class="sheet-serenity-athletics"
name="attr_Athletics"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Perception</td>
<td>
<select
class="sheet-serenity-perception"
name="attr_Perception"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Covert</td>
<td>
<select class="sheet-serenity-covert" name="attr_Covert">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Performance</td>
<td>
<select
class="sheet-serenity-performance"
name="attr_Performance"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Craft</td>
<td>
<select class="sheet-serenity-craft" name="attr_Craft">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Pilot</td>
<td>
<select class="sheet-serenity-pilot" name="attr_Pilot">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Discipline</td>
<td>
<select
class="sheet-serenity-discipline"
name="attr_Discipline"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Planetary Vehicles</td>
<td>
<select
class="sheet-serenity-planetary-vehicles"
name="attr_PlanetaryVehicles"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Guns</td>
<td>
<select class="sheet-serenity-guns" name="attr_Guns">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Ranged Weapons</td>
<td>
<select
class="sheet-serenity-ranged-weapons"
name="attr_RangedWeapons"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Heavy Weapons</td>
<td>
<select
class="sheet-serenity-heavy-weapons"
name="attr_HeavyWeapons"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Scientific Expertise</td>
<td>
<select
class="sheet-serenity-scientific-expertise"
name="attr_ScientificExpertise"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Influence</td>
<td>
<select
class="sheet-serenity-influence"
name="attr_Influence"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Survival</td>
<td>
<select class="sheet-serenity-survival" name="attr_Survival">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Knowledge</td>
<td>
<select
class="sheet-serenity-knowledge"
name="attr_Knowledge"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Technical Engineering</td>
<td>
<select
class="sheet-serenity-technical-engineering"
name="attr_TechnicalEngineering"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Linguist</td>
<td>
<select class="sheet-serenity-linguist" name="attr_Linguist">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Unarmed Combat</td>
<td>
<select
class="sheet-serenity-unarmed-combat"
name="attr_UnarmedCombat"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Mechanical Engineering</td>
<td>
<select
class="sheet-serenity-mechanical-engineering"
name="attr_MechanicalEngineering"
>
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
</tbody>
</table>
</div>
<!-- SPECIALTIES -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-specialties"
title="Skill Specialties"
>
<fieldset class="repeating_specialties">
<select class="sheet-serenity-skills" name="attr_Skill">
<option value="Animal Handling">Animal Handling</option>
<option value="Artistry">Artistry</option>
<option value="Athletics">Athletics</option>
<option value="Covert">Covert</option>
<option value="Craft">Craft</option>
<option value="Discipline">Discipline</option>
<option value="Guns">Guns</option>
<option value="Heavy Weapons">Heavy Weapons</option>
<option value="Influence">Influence</option>
<option value="Knowledge">Knowledge</option>
<option value="Linguist">Linguist</option>
<option value="Mechanical Engineering">
Mechanical Engineering
</option>
<option value="Medical Expertise">Medical Expertise</option>
<option value="Melee Weapons">Melee Weapons</option>
<option value="Perception">Perception</option>
<option value="Performance">Performance</option>
<option value="Pilot">Pilot</option>
<option value="Planetary Vehicles">Planetary Vehicles</option>
<option value="Ranged Weapons">Ranged Weapons</option>
<option value="Scientific Expertise">Scientific Expertise</option>
<option value="Survival">Survival</option>
<option value="Technical Engineering">
Technical Engineering
</option>
<option value="Unarmed Combat">Unarmed Combat</option>
</select>
<input
type="text"
class="sheet-serenity-specialty"
name="attr_Specialty"
/>
<select class="sheet-serenity-specialty-level" name="attr_Level">
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</fieldset>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- ASSETS -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-assets"
title="Assets"
>
<fieldset class="repeating_assets">
<select class="sheet-serenity-assets" name="attr_Asset">
<option
value="-1 reduction in wound penalty"
title="-1 reduction in wound penalty"
>
Ain't Got Time to Bleed (minor) - Cost: 2
</option>
<option
value="-2 reduction in wound penalty"
title="-2 reduction in wound penalty"
>
Ain't Got Time to Bleed (major) - Cost: 4
</option>
<option
value="+2 on any socializing skill rolls"
title="+2 on any socializing skill rolls"
>
Allure (minor) - Cost: 2
</option>
<option
value="Related plot points spent increased by 2"
title="Related plot points spent increased by 2"
>
Allure (major) - Cost: 4
</option>
<option
value="+4 on any socializing skill rolls"
title="+4 on any socializing skill rolls"
>
Allure (major) - Cost: 4
</option>
<option
value="+2 to Athletic skill rolls"
title="+2 to Athletic skill rolls"
>
Athlete (minor) - Cost: 2
</option>
<option
value="Related plot points spent increased by 2"
title="Related plot points spent increased by 2"
>
Athlete (major) - Cost: 4
</option>
<option
value="+4 to Athletic skill rolls"
title="+4 to Athletic skill rolls"
>
Athlete (major) - Cost: 4
</option>
<option
value="+2 to influence to deal with red tape in a single chosen system"
title="+2 to influence to deal with red tape in a single chosen system"
>
Blue Blood (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 to influence to deal with red tape 'Verse wide"
title="+2 to influence to deal with red tape 'Verse wide"
>
Blue Blood (major) - Cost: 4
</option>
<option
value="+2 to pilot rolls for land or air/space"
title="+2 to pilot rolls for land or air/space"
>
Born Behind the Wheel (minor) - Cost: 2 - *Requires
Specialization*
</option>
<option
value="+4 to pilot rolls for land or air/space"
title="+4 to pilot rolls for land or air/space"
>
Born Behind the Wheel (major) - Cost: 4 - *Requires
Specialization*
</option>
<option
value="Related plot points spent increased by 2"
title="Related plot points spent increased by 2"
>
Born Behind the Wheel (major) - Cost: 4 - *Requires
Specialization*
</option>
<option
value="+2 0g +2 vacc +1 steward -1 all dirtside activities"
title="+2 0g +2 vacc +1 steward -1 all dirtside activities"
>
Born in the Black (major) - Cost: 4
</option>
<option
value="+2 bonus to Comms Sensors Computers"
title="+2 bonus to Comms Sensors Computers"
>
Comp. Tech (minor) - Cost: 2
</option>
<option
value="+4 bonus to Comms Sensors Computers"
title="+4 bonus to Comms Sensors Computers"
>
Comp. Tech (major) - Cost: 4
</option>
<option
value="Difficulty to find info on you in the Cortex is +8"
title="Difficulty to find info on you in the Cortex is +8"
>
Cortex Specter (minor) - Cost: 4
</option>
<option
value="Difficulty to find info on you in the Cortex is +8"
title="Difficulty to find info on you in the Cortex is +8"
>
Cortex Specter (minor) - Cost: 2
</option>
<option
value="You don't exist in the Cortex at all"
title="You don't exist in the Cortex at all"
>
Cortex Specter (major) - Cost: 8
</option>
<option
value="You don't exist in the Cortex at all"
title="You don't exist in the Cortex at all"
>
Cortex Specter (major) - Cost: 4
</option>
<option value="1.5x Movement Speed" title="1.5x Movement Speed">
Fast on Your Feet (minor) - Cost: 2
</option>
<option value="2x Movement Speed" title="2x Movement Speed">
Fast on Your Feet (major) - Cost: 4
</option>
<option
value="You can take one non-combat action each turn without penalty"
title="You can take one non-combat action each turn without penalty"
>
Fightin' Type (major) - Cost: 4
</option>
<option
value="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
title="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
>
Friends in High Places (minor) - Cost: 2
</option>
<option
value="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
title="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
>
Friends in High Places (minor) - Cost: 2
</option>
<option
value="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
title="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
>
Friends in High Places (major) - Cost: 4
</option>
<option
value="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
title="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
>
Friends in Low Places (minor) - Cost: 2
</option>
<option
value="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
title="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
>
Friends in Low Places (minor) - Cost: 2
</option>
<option
value="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
title="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
>
Friends in Low Places (major) - Cost: 4
</option>
<option
value="+2 in social skills where your name/reputation is involved"
title="+2 in social skills where your name/reputation is involved"
>
Good Name (minor) - Cost: 2
</option>
<option
value="+4 in social skills where your name/reputation is involved"
title="+4 in social skills where your name/reputation is involved"
>
Good Name (major) - Cost: 4
</option>
<option
value="+2 bonus to resist poison or disease"
title="+2 bonus to resist poison or disease"
>
Healthy as a Horse (minor) - Cost: 2
</option>
<option
value="+4 bonus to resist poison or disease"
title="+4 bonus to resist poison or disease"
>
Healthy as a Horse (major) - Cost: 4
</option>
<option
value="+4 bonus to resist alcohol drugs gas or poison"
title="+4 bonus to resist alcohol drugs gas or poison"
>
Heavy Tolerance (minor) - Cost: 2
</option>
<option
value="+2 bonus to resist alcohol drugs gas or poison"
title="+2 bonus to resist alcohol drugs gas or poison"
>
Heavy Tolerance (minor) - Cost: 2
</option>
<option
value="+2 bonus to any knowledge-based skill role"
title="+2 bonus to any knowledge-based skill role"
>
Highly Educated (minor) - Cost: 2
</option>
<option
value="+4 bonus to any knowledge-based skill role"
title="+4 bonus to any knowledge-based skill role"
>
Highly Educated (minor) - Cost: 2
</option>
<option
value="+2 bonus to riding vet anything with animals"
title="+2 bonus to riding vet anything with animals"
>
Home on the Range (minor) - Cost: 2
</option>
<option
value="+4 bonus to riding vet anything with animals"
title="+4 bonus to riding vet anything with animals"
>
Home on the Range (major) - Cost: 4
</option>
<option
value="+2 bonus to hide stealth disguise avoid detection"
title="+2 bonus to hide stealth disguise avoid detection"
>
In Plain Sight (minor) - Cost: 2
</option>
<option
value="+4 bonus to hide stealth disguise avoid detection"
title="+4 bonus to hide stealth disguise avoid detection"
>
In Plain Sight (major) - Cost: 4
</option>
<option
value="Someone of substance wants to marry you and is constantly pursuing you"
title="Someone of substance wants to marry you and is constantly pursuing you"
>
Influential Suitor (minor) - Cost: 2
</option>
<option
value="+2 bonus to intimidation interrogation bullying etc."
title="+2 bonus to intimidation interrogation bullying etc."
>
Intimidatin' Manner (minor) - Cost: 2
</option>
<option
value="+4 bonus to intimidation interrogation bullying etc."
title="+4 bonus to intimidation interrogation bullying etc."
>
Intimidatin' Manner (major) - Cost: 4
</option>
<option
value="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
title="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
>
Leadership (minor) - Cost: 2
</option>
<option
value="You may also apply plot points to improve team actions relating to the same goal"
title="You may also apply plot points to improve team actions relating to the same goal"
>
Leadership (major) - Cost: 4
</option>
<option
value="Once per session +4 bonus to team on any one action relating to a pre-designated goal"
title="Once per session +4 bonus to team on any one action relating to a pre-designated goal"
>
Leadership (major) - Cost: 4
</option>
<option
value="+2 bonus to detection if someone is sneaking up on you while asleep"
title="+2 bonus to detection if someone is sneaking up on you while asleep"
>
Light Sleeper (minor) - Cost: 2
</option>
<option
value="+2 bonus to Initiative"
title="+2 bonus to Initiative"
>
Lightnin' Reflexes (minor) - Cost: 2
</option>
<option
value="+2 bonus to Initiative"
title="+2 bonus to Initiative"
>
Lightnin' Reflexes (major) - Cost: 4
</option>
<option
value="+4 bonus to Initiative"
title="+4 bonus to Initiative"
>
Lightnin' Reflexes (major) - Cost: 4
</option>
<option
value="+2 to math accounting engineering science etc. Most math solved without roll"
title="+2 to math accounting engineering science etc. Most math solved without roll"
>
Math Whiz (minor) - Cost: 2
</option>
<option
value="+4 to math accounting engineering science etc. Most math solved without roll"
title="+4 to math accounting engineering science etc. Most math solved without roll"
>
Math Whiz (major) - Cost: 4
</option>
<option
value="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
title="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
>
Mean Left Hook (minor) - Cost: 2
</option>
<option
value="Forces an endurance check on the target with a successful unarmed hit"
title="Forces an endurance check on the target with a successful unarmed hit"
>
Mean Left Hook (major) - Cost: 4
</option>
<option
value="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix"
title="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix"
>
Mechanical Empathy (minor) - Cost: 2
</option>
<option
value="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
title="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
>
Mechanical Empathy (minor) - Cost: 2
</option>
<option
value="+4 bonus to diagnose problems (choose mechanical or electronic/computer"
title="+4 bonus to diagnose problems (choose mechanical or electronic/computer"
>
Mechanical Empathy (major) - Cost: 4
</option>
<option
value="Skills in finding things/people for a single planet and resource"
title="Skills in finding things/people for a single planet and resource"
>
Middleman (minor) - Cost: 2
</option>
<option
value="Skills in finding things/people system-wide and multiple resources"
title="Skills in finding things/people system-wide and multiple resources"
>
Middleman (major) - Cost: 4
</option>
<option
value="Known for an item that's always with you (hat gun jacket etc)"
title="Known for an item that's always with you (hat gun jacket etc)"
>
Mighty Fine Hat (minor) - Cost: 2
</option>
<option
value="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
title="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
>
Military Rank (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
title="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
>
Moneyed Individual (major) - Cost: 4
</option>
<option
value="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half."
title="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half."
>
Natural Linguist (minor) - Cost: 2
</option>
<option
value="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
title="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
>
Nature Lover (minor) - Cost: 2
</option>
<option
value="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
title="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
>
Nature Lover (major) - Cost: 4
</option>
<option
value="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
title="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
>
Nose for Trouble (minor) - Cost: 2
</option>
<option
value="+2 bonus to rolls to determine surprise"
title="+2 bonus to rolls to determine surprise"
>
Nose for Trouble (minor) - Cost: 2
</option>
<option
value="+4 bonus to rolls to determine surprise"
title="+4 bonus to rolls to determine surprise"
>
Nose for Trouble (major) - Cost: 4
</option>
<option
value="Can spend 1 plot point to negate all effects of surprise"
title="Can spend 1 plot point to negate all effects of surprise"
>
Nose for Trouble (major) - Cost: 4
</option>
<option
value="Your prior service pays you for the option to consult you in the future access to minor income GM tool"
title="Your prior service pays you for the option to consult you in the future access to minor income GM tool"
>
On Retainer (major) - Cost: 4
</option>
<option
value="+2 bonus to psion talent rolls"
title="+2 bonus to psion talent rolls"
>
Reader (psionic &gt; 8) (minor) - Cost: 4
</option>
<option
value="+4 bonus to psion talent rolls"
title="+4 bonus to psion talent rolls"
>
Reader (psionic &gt; 8) (major) - Cost: 8
</option>
<option
value="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
title="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
>
Reader (minor) - Cost: 2
</option>
<option
value="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)"
title="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)"
>
Reader (major) - Cost: 4
</option>
<option
value="+2 bonus to Influence-based actions in dealing with those who respect your station"
title="+2 bonus to Influence-based actions in dealing with those who respect your station"
>
Registered Companion (minor) - Cost: 2
</option>
<option
value="(follower) +2 Willpower skills in crisis"
title="(follower) +2 Willpower skills in crisis"
>
Religiosity (minor) - Cost: 2
</option>
<option
value="(follower of chosen religion) +2 bonus to Willpower once per session"
title="(follower of chosen religion) +2 bonus to Willpower once per session"
>
Religiosity (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station"
title="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station"
>
Religiosity (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="(teacher) +4 +2 in social skills/influence involving the religion"
title="(teacher) +4 +2 in social skills/influence involving the religion"
>
Religiosity (major) - Cost: 4
</option>
<option
value="Jack of all Trades +1"
title="Jack of all Trades +1"
>
Renaissance Man (minor) - Cost: 2
</option>
<option
value="Jack of all Trades +2"
title="Jack of all Trades +2"
>
Renaissance Man (major) - Cost: 4
</option>
<option
value="+2 bonus to medicine and medical skills"
title="+2 bonus to medicine and medical skills"
>
Sawbones (minor) - Cost: 2
</option>
<option
value="+4 bonus to medicine and medical skills"
title="+4 bonus to medicine and medical skills"
>
Sawbones (major) - Cost: 4
</option>
<option
value="+2 bonus to alertness/perception for chosen sense"
title="+2 bonus to alertness/perception for chosen sense"
>
Sharp Sense (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+4 bonus to alertness/perception for chosen sense"
title="+4 bonus to alertness/perception for chosen sense"
>
Sharp Sense (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="+2 bonus to willpower check to avoid shaken/frighten"
title="+2 bonus to willpower check to avoid shaken/frighten"
>
Steady Calm (minor) - Cost: 2
</option>
<option
value="Never startled rattled shaken or afraid (except under external circum like drugs)"
title="Never startled rattled shaken or afraid (except under external circum like drugs)"
>
Steady Calm (major) - Cost: 4
</option>
<option
value="+2 to positive social interactions (i.e. not intimidate)"
title="+2 to positive social interactions (i.e. not intimidate)"
>
Sweet and Cheerful (minor) - Cost: 2
</option>
<option
value="+1 bonus to chosen skill in all situations"
title="+1 bonus to chosen skill in all situations"
>
Talented (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 bonus to chosen skill specialty in all situations"
title="+2 bonus to chosen skill specialty in all situations"
>
Talented (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Each progression to higher die costs 2 less than normal during advancement"
title="Each progression to higher die costs 2 less than normal during advancement"
>
Talented (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="+2 bonus to chosen skill in all situations"
title="+2 bonus to chosen skill in all situations"
>
Talented (major) - Cost: 4 - *Requires Specialization*
</option>
<option value="Instruction +1" title="Instruction +1">
Teacher (minor) - Cost: 2
</option>
<option value="Instruction +2" title="Instruction +2">
Teacher (major) - Cost: 4
</option>
<option
value="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
title="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
>
Things go Smooth (minor) - Cost: 2
</option>
<option
value="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)"
title="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)"
>
Things go Smooth (major) - Cost: 4
</option>
<option
value="+2 bonus to any knowledge skill (you never forget details you've experienced)"
title="+2 bonus to any knowledge skill (you never forget details you've experienced)"
>
Total Recall (major) - Cost: 4
</option>
<option
value="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic calrity"
title="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic calrity"
>
Total Recall (major) - Cost: 4
</option>
<option value="Resist 1 melee dmg" title="Resist 1 melee dmg">
Tough as Nails (minor) - Cost: 2
</option>
<option
value="You gain 2 extra life points"
title="You gain 2 extra life points"
>
Tough as Nails (minor) - Cost: 2
</option>
<option
value="You gain 4 extra life points"
title="You gain 4 extra life points"
>
Tough as Nails (major) - Cost: 4
</option>
<option value="Resist 2 melee dmg" title="Resist 2 melee dmg">
Tough as Nails (major) - Cost: 4
</option>
<option
value="+2 bonus on rolls to convince someone to trust you"
title="+2 bonus on rolls to convince someone to trust you"
>
Trustworthy Face (minor) - Cost: 2
</option>
<option
value="+4 bonus on rolls to convince someone to trust you"
title="+4 bonus on rolls to convince someone to trust you"
>
Trustworthy Face (major) - Cost: 4
</option>
<option
value="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
title="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
>
Trustworthy Gut (minor) - Cost: 2
</option>
<option
value="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
title="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
>
Trustworthy Gut (major) - Cost: 4
</option>
<option
value="Ambidextrous No off-hand penalty"
title="Ambidextrous No off-hand penalty"
>
Two-fisted (major) - Cost: 4
</option>
<option
value="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty"
title="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty"
>
Two-fisted (major) - Cost: 4
</option>
<option
value="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
title="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
>
Walking Timepiece (minor) - Cost: 2
</option>
<option
value="Always knows time and elapsed time (human stopwatch)"
title="Always knows time and elapsed time (human stopwatch)"
>
Walking Timepiece (minor) - Cost: 2
</option>
<option
value="+2 to social influence in region (local law enforcement)"
title="+2 to social influence in region (local law enforcement)"
>
Wears a Badge (minor) - Cost: 4
</option>
<option
value="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
title="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
>
Wears a Badge (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Your authority covers most of the system"
title="Your authority covers most of the system"
>
Wears a Badge (major) - Cost: 4
</option>
<option
value="+4 to social influence in region (system law enforcement)"
title="+4 to social influence in region (system law enforcement)"
>
Wears a Badge (major) - Cost: 8
</option>
</select>
<div class="sheet-serenity-asset-description">
<span name="attr_Asset">Asset Description</span>
</div>
<div class="sheet-serenity-asset-specialization">
Specialization (if applicable):
<input
type="text"
name="attr_Specialization"
title="Asset Specialization (if applicable)"
/>
</div>
</fieldset>
<label class="sheet-serenity-character-custom-assets">
<input
type="checkbox"
class="sheet-serenity-custom-asset-enable"
name="attr_AllowCustomAssets"
/>
<span class="sheet-serenity-arrow">Custom</span>
<div class="sheet-serenity-custom-assets">
<fieldset class="repeating_customAssets">
<label class="sheet-serenity-custom-asset">
Asset:
<textarea
rows="1"
name="attr_CustomAssetTitle"
title="Custom asset title &amp; description"
></textarea>
</label>
<div>
<label class="sheet-serenity-asset-specialization"
>Specialization (if applicable):
<input
type="text"
name="attr_CustomAssetSpecialization"
title="Asset Specialization (if applicable)"
/>
</label>
<select name="attr_CustomAssetLevel">
<option value="Major">Major</option>
<option value="Minor">Minor</option>
</select>
</div>
</fieldset>
</div>
</label>
</div>
<!-- COMPLICATIONS -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-complications"
title="Complications"
>
<fieldset class="repeating_complications">
<select
class="sheet-serenity-complications"
name="attr_Complication"
>
<option
value="Easily distracted -2 to any activity when it's chaotic"
title="Easily distracted -2 to any activity when it's chaotic"
>
Absent Minded (minor) - Cost: 2
</option>
<option
value="-2 to all physical skills in presence of chosen substance"
title="-2 to all physical skills in presence of chosen substance"
>
Allergy (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock"
title="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock"
>
Allergy (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
title="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
>
Allergy (major) - Cost: 4 - *Requires Specialization*
</option>
<option value="Block of time" title="Block of time">
Amnesia (minor) - Cost: 2
</option>
<option value="Identity/past" title="Identity/past">
Amnesia (major) - Cost: 4
</option>
<option
value="-2 to influence and -2 to willpower to resist wiles of your 'type'"
title="-2 to influence and -2 to willpower to resist wiles of your 'type'"
>
Amorous (over sexed) (minor) - Cost: 2
</option>
<option
value="-2 to social skills vs opposite sex to influence"
title="-2 to social skills vs opposite sex to influence"
>
Amorous (over sexed) (minor) - Cost: 2
</option>
<option
value="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
title="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
>
Amputee (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
title="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
>
Amputee (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn"
title="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn"
>
Bleeder (major) - Cost: 4
</option>
<option
value="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
title="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
>
Blind (major) - Cost: 4
</option>
<option
value="-2 to social skills where your reputation comes into play"
title="-2 to social skills where your reputation comes into play"
>
Branded (minor) - Cost: 2
</option>
<option
value="-4 to social skills where your reputation comes into play"
title="-4 to social skills where your reputation comes into play"
>
Branded (major) - Cost: 4
</option>
<option
value="Everyone knows your reputation (some sympathize however)"
title="Everyone knows your reputation (some sympathize however)"
>
Branded (major) - Cost: 4
</option>
<option
value="Anger Management Issues - Must make a willpower check when provoked or attack automatically. -2 to Willpower checks to avoid violence"
title="Anger Management Issues - Must make a willpower check when provoked or attack automatically. -2 to Willpower checks to avoid violence"
>
Chip On Your Shoulder (minor) - Cost: 2
</option>
<option
value="Anger management issues -2 to peaceable social actions with tension"
title="Anger management issues -2 to peaceable social actions with tension"
>
Chip On Your Shoulder (minor) - Cost: 2
</option>
<option
value="Anger management issues Berserk when Wounded focusing only on the one who wounded you"
title="Anger management issues Berserk when Wounded focusing only on the one who wounded you"
>
Chip On Your Shoulder (major) - Cost: 4
</option>
<option
value="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded"
title="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded"
>
Chip On Your Shoulder (major) - Cost: 4
</option>
<option
value="No emotions no connection with humanity -2 to social interactions"
title="No emotions no connection with humanity -2 to social interactions"
>
Cold As the Black (minor) - Cost: 2
</option>
<option
value="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
title="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
>
Combat Paralysis (minor) - Cost: 2
</option>
<option
value="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off"
title="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off"
>
Combat Paralysis (major) - Cost: 4
</option>
<option
value="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic"
title="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic"
>
Combat Paralysis (major) - Cost: 4
</option>
<option
value="If somewhere shopping is possible MUST spend money"
title="If somewhere shopping is possible MUST spend money"
>
Compulsive Shopper (minor) - Cost: 2
</option>
<option
value="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
title="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
>
Coward (minor) - Cost: 2
</option>
<option
value="-2 on combat actions when you're in danger"
title="-2 on combat actions when you're in danger"
>
Coward (minor) - Cost: 2
</option>
<option
value="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head"
title="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head"
>
Coward (major) - Cost: 4
</option>
<option
value="Inflexible principles - Mild consequences for following chosen credo (e.g. Always defend a lady never run from a fight)"
title="Inflexible principles - Mild consequences for following chosen credo (e.g. Always defend a lady never run from a fight)"
>
Credo (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)"
title="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)"
>
Credo (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="-2 to social skills to influence in 'proper' settings"
title="-2 to social skills to influence in 'proper' settings"
>
Crude (minor) - Cost: 2
</option>
<option
value="Humiliating secret from your past that haunts you"
title="Humiliating secret from your past that haunts you"
>
Dark Secret (minor) - Cost: 2
</option>
<option
value="Criminal secret from your past that haunts you"
title="Criminal secret from your past that haunts you"
>
Dark Secret (major) - Cost: 4
</option>
<option
value="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
title="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
>
Dead Broke (minor) - Cost: 2
</option>
<option
value="GM tool plays into background"
title="GM tool plays into background"
>
Deadly Enemy (minor) - Cost: 2
</option>
<option
value="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips"
title="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips"
>
Deaf (major) - Cost: 4
</option>
<option
value="Willpower -2 to stay focused"
title="Willpower -2 to stay focused"
>
Distractable (minor) - Cost: 2
</option>
<option
value="-2 to skill rolls involving the chosen sense"
title="-2 to skill rolls involving the chosen sense"
>
Dull Sense (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible"
title="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible"
>
Easy Mark (major) - Cost: 4
</option>
<option
value="You always leave a token or mark behind - +2 for others to track you easily framed"
title="You always leave a token or mark behind - +2 for others to track you easily framed"
>
Ego Signature (minor) - Cost: 2
</option>
<option
value="You always leave a token or mark behind. Easily framed easier to track. GM tool."
title="You always leave a token or mark behind. Easily framed easier to track. GM tool."
>
Ego Signature (minor) - Cost: 2
</option>
<option
value="Kleptomaniac - Compelled to steal anything that catches your eye"
title="Kleptomaniac - Compelled to steal anything that catches your eye"
>
Filcher (minor) - Cost: 2
</option>
<option
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
>
Forked Tongue (minor) - Cost: 2
</option>
<option
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
>
Forked Tongue (minor) - Cost: 2
</option>
<option value="-2 to Endurance" title="-2 to Endurance">
Glass Jaw (minor) - Cost: 2
</option>
<option value="-4 to Endurance" title="-4 to Endurance">
Glass Jaw (major) - Cost: 4
</option>
<option
value="-2 to Willpower roll to resist volunteering or going for glory"
title="-2 to Willpower roll to resist volunteering or going for glory"
>
Glory Hound (minor) - Cost: 2
</option>
<option
value="Always help the underdog won't oppress or kick a downed foe"
title="Always help the underdog won't oppress or kick a downed foe"
>
Good Samaritan (minor) - Cost: 2
</option>
<option
value="Willpower roll required to avoid making really bad decision for money"
title="Willpower roll required to avoid making really bad decision for money"
>
Greedy (minor) - Cost: 2
</option>
<option
value="You will take almost any opportunity to acquire money"
title="You will take almost any opportunity to acquire money"
>
Greedy (minor) - Cost: 2
</option>
<option
value="-2 to social skills involving people who dislike your chosen hero"
title="-2 to social skills involving people who dislike your chosen hero"
>
Hero Worship (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
>
Hooked (minor) - Cost: 2
</option>
<option
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
>
Hooked (minor) - Cost: 2
</option>
<option
value="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily"
title="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily"
>
Hooked (major) - Cost: 4
</option>
<option
value="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)"
title="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)"
>
Hooked (major) - Cost: 4
</option>
<option
value="-2 to rolls to draw conclusions counter to your idealism"
title="-2 to rolls to draw conclusions counter to your idealism"
>
Idealist (minor) - Cost: 2
</option>
<option
value="Can't read/write -2 to any tech skill"
title="Can't read/write -2 to any tech skill"
>
Illiterate Backbirth (minor) - Cost: 2
</option>
<option
value="Afraid of technology superstitious"
title="Afraid of technology superstitious"
>
Illiterate Backbirth (major) - Cost: 4
</option>
<option
value="Inconvenient -2 to physical skills"
title="Inconvenient -2 to physical skills"
>
Illness (incurable persistent) (minor) - Cost: 2
</option>
<option
value="Crippling -4 to physical skills"
title="Crippling -4 to physical skills"
>
Illness (incurable persistent) (major) - Cost: 4
</option>
<option
value="-2 to social skill rolls you're distracted"
title="-2 to social skill rolls you're distracted"
>
Leaky Brainpan (minor) - Cost: 2
</option>
<option
value="-4 to social skill rolls you're off your nut rarely normal"
title="-4 to social skill rolls you're off your nut rarely normal"
>
Leaky Brainpan (major) - Cost: 4
</option>
<option
value="-2 on rolls to resist alcohol disease poison etc"
title="-2 on rolls to resist alcohol disease poison etc"
>
Lightweight (minor) - Cost: 2
</option>
<option
value="-2 in all interactions with 'real men' who work for a living"
title="-2 in all interactions with 'real men' who work for a living"
>
Lily Soft Hands (minor) - Cost: 2
</option>
<option
value="+2 to ranged defenses -2 to movement actions and athletic skills"
title="+2 to ranged defenses -2 to movement actions and athletic skills"
>
Little Person (minor) - Cost: 2
</option>
<option
value="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
title="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
>
Little Person (minor) - Cost: 2
</option>
<option
value="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
title="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
>
Loyal (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 to rolls for others to spot or recognize you"
title="+2 to rolls for others to spot or recognize you"
>
Memorable (minor) - Cost: 2
</option>
<option
value="+2 to rolls for others to track you down -2 to attempts to disguise"
title="+2 to rolls for others to track you down -2 to attempts to disguise"
>
Memorable (minor) - Cost: 2
</option>
<option
value="Must use non-verbal communications"
title="Must use non-verbal communications"
>
Mute (minor) - Cost: 2
</option>
<option
value="Must use non-verbal communications"
title="Must use non-verbal communications"
>
Mute (major) - Cost: 4
</option>
<option
value="Need things organized -2 when things are messy"
title="Need things organized -2 when things are messy"
>
Neatfreak/OCD (minor) - Cost: 2
</option>
<option
value="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt"
title="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt"
>
Neatfreak/OCD (major) - Cost: 4
</option>
<option
value="Will only fight for your own survival -2 to combat rolls if forced to fight"
title="Will only fight for your own survival -2 to combat rolls if forced to fight"
>
Non-fightin' type (minor) - Cost: 2
</option>
<option
value="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
title="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
>
Overconfident (minor) - Cost: 2
</option>
<option
value="-4 to athletic and movement rolls -4 to melee combat"
title="-4 to athletic and movement rolls -4 to melee combat"
>
Paralyzed (major) - Cost: 4
</option>
<option
value="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement"
title="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement"
>
Paralyzed (major) - Cost: 4
</option>
<option
value="-2 to all attributes in the presence of chosen phobia"
title="-2 to all attributes in the presence of chosen phobia"
>
Phobia (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
title="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
>
Phobia (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
>
Portly (minor) - Cost: 2
</option>
<option
value="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
>
Portly (minor) - Cost: 2
</option>
<option
value="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals"
title="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals"
>
Portly (major) - Cost: 4
</option>
<option
value="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn"
title="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn"
>
Portly (major) - Cost: 4
</option>
<option
value="-2 to all interaction rolls with the chosen demographic"
title="-2 to all interaction rolls with the chosen demographic"
>
Prejudice (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present"
title="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present"
>
Prejudice (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to any interaction with authority"
title="-2 to any interaction with authority"
>
Rebellious (minor) - Cost: 2
</option>
<option
value="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
title="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
>
Sadistic (minor) - Cost: 2
</option>
<option
value="You're cruel and don't pass up the chance to hurt people"
title="You're cruel and don't pass up the chance to hurt people"
>
Sadistic (major) - Cost: 4
</option>
<option
value="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
>
Scrawny (minor) - Cost: 2
</option>
<option
value="Shunned -2 to any social action"
title="Shunned -2 to any social action"
>
Second Class Citizen (minor) - Cost: 2
</option>
<option
value="Untouchable -4 to any social action"
title="Untouchable -4 to any social action"
>
Second Class Citizen (major) - Cost: 4
</option>
<option
value="-2 to any action with someone you don't know"
title="-2 to any action with someone you don't know"
>
Shy (minor) - Cost: 2
</option>
<option
value="-2 to any Lore skill roll because you didn't learn it as well as you thought"
title="-2 to any Lore skill roll because you didn't learn it as well as you thought"
>
Slow Learner (minor) - Cost: 2
</option>
<option
value="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
title="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
>
Slow Learner (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+1 vulnerability when you take melee dmg you take 1 more pt"
title="+1 vulnerability when you take melee dmg you take 1 more pt"
>
Soft (minor) - Cost: 2
</option>
<option
value="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
title="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
>
Soft (minor) - Cost: 2
</option>
<option
value="You never part with your money buy off brand haggle for everything"
title="You never part with your money buy off brand haggle for everything"
>
Stingy (minor) - Cost: 2
</option>
<option
value="-2 to any attempt to lie/deceive"
title="-2 to any attempt to lie/deceive"
>
Straight Shooter (minor) - Cost: 2
</option>
<option
value="-2 to any attempt to lie/deceive -1 to any group attempt if you are present"
title="-2 to any attempt to lie/deceive -1 to any group attempt if you are present"
>
Straight Shooter (minor) - Cost: 2
</option>
<option
value="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
title="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
>
Superstitious (minor) - Cost: 2
</option>
<option
value="-2 to any roll if you feel you're having bad luck (bad omen happened)"
title="-2 to any roll if you feel you're having bad luck (bad omen happened)"
>
Superstitious (minor) - Cost: 2
</option>
<option
value="Once per session GM can ask you to re-roll any roll and take lower result"
title="Once per session GM can ask you to re-roll any roll and take lower result"
>
Things Don't Go So Smooth (minor) - Cost: 2
</option>
<option
value="Twice per session GM can ask you to re-roll any roll and take lower result"
title="Twice per session GM can ask you to re-roll any roll and take lower result"
>
Things Don't Go So Smooth (major) - Cost: 4
</option>
<option
value="Always follows the rules - -2 on actions that are illegal or against orders"
title="Always follows the rules - -2 on actions that are illegal or against orders"
>
Toes the Line (minor) - Cost: 2
</option>
<option
value="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
title="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
>
Traumatic Flashes (minor) - Cost: 2
</option>
<option
value="Twice per session GM can trigger -4 to all attributes for 10 min"
title="Twice per session GM can trigger -4 to all attributes for 10 min"
>
Traumatic Flashes (major) - Cost: 4
</option>
<option
value="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
title="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
>
Traumatic Flashes (major) - Cost: 4
</option>
<option
value="You don't trust anyone -2 to skill rolls to influence"
title="You don't trust anyone -2 to skill rolls to influence"
>
Twitchy (minor) - Cost: 2
</option>
<option
value="-2 to all physical tasks"
title="-2 to all physical tasks"
>
Two Left Feet (minor) - Cost: 2
</option>
<option
value="-4 to all physical tasks"
title="-4 to all physical tasks"
>
Two Left Feet (major) - Cost: 4
</option>
<option
value="-2 to social skills interacting with others"
title="-2 to social skills interacting with others"
>
Ugly as Sin (minor) - Cost: 2
</option>
<option
value="All relevant plot points spent cost twice the usual amount"
title="All relevant plot points spent cost twice the usual amount"
>
Ugly as Sin (major) - Cost: 4
</option>
<option
value="-2 to all attributes until the source of the discomfort is removed"
title="-2 to all attributes until the source of the discomfort is removed"
>
Weak Stomach (minor) - Cost: 2
</option>
<option
value="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting"
title="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting"
>
Weak Stomach (major) - Cost: 4
</option>
<option
value="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes"
title="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes"
>
Weak Stomach (major) - Cost: 4
</option>
<option
value="-2 to willpower to resist mouthing off -2 to social interactions if failed"
title="-2 to willpower to resist mouthing off -2 to social interactions if failed"
>
Wisecraker/Smartass (minor) - Cost: 2
</option>
<option
value="Under 20 treated as a kid"
title="Under 20 treated as a kid"
>
Young'un (minor) - Cost: 2
</option>
<option
value="Under 16 underage restricted freedom"
title="Under 16 underage restricted freedom"
>
Young'un (major) - Cost: 4
</option>
</select>
<div class="sheet-serenity-complication-description">
<span name="asset_Complication">Complication description</span>
</div>
<span class="sheet-serenity-complication-specialization"
>Specialization (if applicable):
<input
type="text"
name="attr_Specialization"
title="Complication Specialization (if applicable)"
/></span>
</fieldset>
<label class="sheet-serenity-character-custom-complications">
<input
type="checkbox"
class="sheet-serenity-custom-complication-enable"
name="attr_AllowCustomComplications"
/>
<span class="sheet-serenity-arrow">Custom</span>
<div class="sheet-serenity-custom-complications">
<fieldset class="repeating_customComplications">
<label class="sheet-serenity-custom-complication">
Complication:
<textarea
rows="1"
name="attr_CustomComplicationTitle"
title="Custom complication title &amp; description"
></textarea>
</label>
<div>
<label class="sheet-serenity-complication-specialization"
>Specialization (if applicable):
<input
type="text"
name="attr_CustomComplicationSpecialization"
title="Complication Specialization (if applicable)"
/>
</label>
<select name="attr_CustomComplicationLevel">
<option value="Major">Major</option>
<option value="Minor">Minor</option>
</select>
</div>
</fieldset>
</div>
</label>
</div>
</div>
</div>
</div>
<div class="sheet-tab-content sheet-tab2-content">
<!-- CURRENCY -->
<div class="sheet-serenity-float-group">
<div
class="sheet-serenity-fieldset sheet-serenity-currency"
title="Currency"
>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>
<span class="sheet-serenity-credits">&euro; In Bank:</span>
</td>
<td>
<input
type="text"
name="attr_CreditsInBank"
value="0"
title="1cr = 2.5 plat = 5 gold = 250 silver"
/>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-credits">&euro; On Hand:</span>
</td>
<td>
<input
type="text"
name="attr_CreditsOnHand"
value="0"
title="1cr = 2.5 plat = 5 gold = 250 silver"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-platinum">Platinum:</span></td>
<td><input type="text" name="attr_Platinum" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_PlatinumInCredits"
value="@{Platinum}/2.5"
title="Value of your platinum in credits"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-gold">Gold:</span></td>
<td><input type="text" name="attr_Gold" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_GoldInCredits"
value="@{Gold}/5"
title="Value of your gold in credits"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-silver">Silver:</span></td>
<td><input type="text" name="attr_Silver" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_SilverInCredits"
value="@{Silver}/250"
title="Value of your silver in credits"
/>
</td>
</tr>
</tbody>
</table>
<div class="sheet-serenity-currency-conversions">
&euro; 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)
</div>
</div>
<div
class="sheet-serenity-fieldset sheet-serenity-combat-actions"
title="Combat Actions"
>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Free Actions</td>
<td>Talk, Walk, Innate Defense, Reactions</td>
</tr>
<tr>
<td>Movements</td>
<td>Walk (0 acts), Hustle (1 acts), Run (2 acts)</td>
</tr>
<tr>
<td>(call or react) Defense</td>
<td>Block, Dodge, Take Cover</td>
</tr>
<tr>
<td>Attack</td>
<td>Aim, Call Shot, Disarm, Feint, Grapple</td>
</tr>
<tr>
<td>All-Out Def. / Atk.</td>
<td>+2 Skill Step if all actions defend / attack</td>
</tr>
<tr>
<td>Multiple Actions</td>
<td>-1 Skill Step for all actions per extra act</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- EQUIPMENT -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-equipment"
title="Equipment"
>
Held Equipment &amp; Weapons:<br /><textarea
name="attr_HeldEquipment"
></textarea>
<br />Stored Equipment &amp; Weapons:<br /><textarea
name="attr_StoredEquipment"
></textarea>
</div>
<!-- WEAPONS -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-weapons"
title="Equipped Hand-to-Hand Weapons"
>
<span class="sheet-serenity-weapon-name-label"></span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-weight-label"></span>
<div class="sheet-serenity-unarmed">
<span class="sheet-serenity-weapon-name">Unarmed</span>
<span>d</span>
<input
type="number"
name="attr_UnarmedDamage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_UnarmedDamageType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
</div>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_handToHandWeapons">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
value="1"
/>
</fieldset>
</div>
<div
class="sheet-serenity-fieldset sheet-serenity-character-weapons"
title="Equipped Ranged Weapons"
>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-range-label">Range</span>
<span class="sheet-serenity-weapon-rof-label">ROF</span>
<span class="sheet-serenity-weapon-magazine-label">Mag</span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_rangedWeapons">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input
type="number"
name="attr_Range"
class="sheet-serenity-weapon-range"
min="0"
max="9999"
step="5"
value="10"
/>
<input
type="number"
name="attr_ROF"
class="sheet-serenity-weapon-rof"
min="1"
value="1"
/>
<input
type="number"
name="attr_Magazine"
class="sheet-serenity-weapon-magazine"
min="1"
value="1"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
value="1"
/>
</fieldset>
</div>
<div
class="sheet-serenity-fieldset sheet-serenity-character-weapons"
title="Equipped Explosives"
>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-range-label">Range</span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_explosives">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input
type="number"
name="attr_Range"
class="sheet-serenity-weapon-range"
min="0"
max="9999"
step="5"
value="10"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
value="1"
/>
</fieldset>
</div>
<div
class="sheet-serenity-fieldset sheet-serenity-character-armor"
title="Equipped Armor"
>
<span class="sheet-serenity-armor-name-label">Name</span>
<span class="sheet-serenity-armor-rating-label">Rating</span>
<span class="sheet-serenity-armor-penalty-label"
>&nbsp;&nbsp;&nbsp;&nbsp;Penalties<br />
Agility&nbsp;&nbsp;&nbsp;Alert.</span
>
<span class="sheet-serenity-armor-weight-label">Weight</span>
<fieldset class="repeating_armor">
<input
type="text"
name="attr_Name"
class="sheet-serenity-armor-name"
/>
<input
type="number"
name="attr_Rating"
class="sheet-serenity-armor-rating"
min="0"
max="99"
step="1"
value="1"
/>
<select
class="sheet-serenity-armor-rating-type"
name="attr_RatingType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input
type="number"
name="attr_AgilityPenalty"
class="sheet-serenity-armor-penalty"
min="-99"
max="0"
value="0"
/>
<input
type="number"
name="attr_AlertnessPenalty"
class="sheet-serenity-armor-penalty"
min="-99"
max="0"
value="0"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-armor-weight"
min="0"
value="1"
/>
<div>
Effects:&nbsp;<input
type="text"
name="attr_Effects"
class="sheet-serenity-armor-effects"
/>
</div>
</fieldset>
</div>
</div>
</div>
<div class="sheet-tab-content sheet-tab3-content">
<div class="sheet-serenity-fieldset sheet-serenity-notes" title="Notes">
<textarea name="attr_Notes"></textarea>
</div>
<div
class="sheet-serenity-fieldset sheet-serenity-explanation"
title="Description"
>
<textarea name="attr_Description"></textarea>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-history" title="History">
<textarea name="attr_History"></textarea>
</div>
</div>
</div>