mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-31 04:02:29 +00:00
CHANGES: -Page Tabs reorganized based on importance from left to right. -Psykana Tab: Complete revamp of the Psychic Technique macros (and roll template) for expanded functionality and determination of Psychic Phenomena. NOW IN COLOR! -Psykana Tab: Psychic technique fields revision, now easier to fill (fields changed: damage mod, psy strength, Discipline) -Ship Tab: Minor changes, mostly cosmetic, however the Initiative Macro now includes Detection bonus by default. -Ship Tab: a smaller field next to initiative was restored, this is labeled "Supplies". -Combat Tab: Minor element reorganization to accomodate removal of fatigue (now in universal header) -Combat Tab: "Quick defense" buttons removed in favor of universal header. -Profit factor field relocated for cosmetic reasons (inside Skills Tab). -Altered the Size and Font of the +Add and Modify Buttons. -Character's Physical Description fields removed in favor of character description field (inside Journal Tab) -NEW FEATURES: *Universal header for characteristics, Fate points, 3 Quick Skills and Fatigue. ***Auto-calc fields for characteristics removed in favor of sheet workers scripts. *Psy Rating field, Profit factor, fate Points and Fatigue now have a scripted +/- buttons that adds/substracts (1). *Core Tab renamed "Skills" **Skills Tab: Now ALL SKILLS and SKILL GROUPS have a tooltip (title) info with rules taken from core rule book. ***Skill Groups Expansion: Now each skill group has repeating fields. *New Tab: Journal **The misfortunes , acquisitions and special notes were relocated here. ***Origin Path fields relocated here. Also added more Alternate Career Fields. ****Character Description and Endevours fields added. *Psykana Tab: Discipline Mastery Checkboxes. **Fields for up to 5 different disciplines. ***Mastery Checkboxes add +1 to EPR for fettered powers. *Combat Tab: Damage Calculator added next to Initiative macro.
5309 lines
562 KiB
HTML
5309 lines
562 KiB
HTML
<!-- Universal Header -->
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<div class="sheet-wrapper">
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<!-- Basic Player Character Information -->
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<div class="col" style="margin-right:-9px">
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<div class="item" style="width:34%"><input name="attr_character_name" type="text" style="text-align:center;font-weight:bold;" placeholder="Character Name"></input></div>
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<div class="item" style="width:2%"></div><!--spacing-->
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<div class="item4" style="width:28%"><img src="https://raw.githubusercontent.com/roguetradermago/rogue-trader-sheet/master/rt-tsr-logo.png"></img></div>
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<div class="item" style="width:2%"></div><!--spacing-->
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<div class="item" style="width:34%"><input name="attr_player" type="text" style="text-align:center;font-weight:bold" placeholder="Player Name"></input></div>
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</div>
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<!--Characteristics-->
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<div class="col" style="width:100%">
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<h3>Characteristics</h3>
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<div style="margin-right:-15px">
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<div class="item3" style="width:12%"><label style="text-align: center">Weapon Skill (WS)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Ballistic Skill (BS)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Strength (S)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Toughness (T)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Agility (Ag)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Intelligence (Int)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Perception (Per)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Willpower (WP)</label></div>
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<div class="item3" style="width:11%"><label style="text-align: center">Fellowship (Fel)</label></div>
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</div>
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<div style="margin-right:-15px">
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingWS" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingBS" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingS" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingT" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingAG" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingINT" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingPER" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingWP" type="number" value="0" style="text-align:center"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:5%"><label style="font-size:9px" >Starting</label></div>
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<div class="item thickborder" style="width:5%;margin: 0 -1px"><input name="attr_startingFEL" type="number" value="0" style="text-align:center"></input></div>
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</div>
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<div style="margin-right:-15px">
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_WS" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Weapon Skill**}} {{result=[[(@{WeaponSkill}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_WeaponSKill" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_WSB" title="Weapon Skill Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_BS" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Ballistic Skill**}} {{result=[[(@{BallisticSkill}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_BallisticSkill" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_BSB" title="Ballistic Skill Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_S" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Strength**}} {{result=[[(@{Strength}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Strength" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_SB" title="Strength Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_T" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Toughness**}} {{result=[[(@{Toughness}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Toughness" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_TB" title="Toughness Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_Ag" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Agility**}} {{result=[[(@{Agility}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Agility" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_AB" title="Agility Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_Int" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Intelligence**}} {{result=[[(@{Intelligence}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Intelligence" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_IB" title="Intelligence Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_Per" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Perception**}} {{result=[[(@{Perception}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Perception" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_PB" title="Perception Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_WP" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Willpower**}} {{result=[[(@{Willpower}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Willpower" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_WPB" title="Willpower Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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<button name="roll_Fel" type="roll" style="width:10%;height:60px"
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value="&{template:custom} {{name=**@{character_name} Test Fellowship**}} {{result=[[(@{Fellowship}+?{Modifier|0}-1d100cf100cs1)/10]] }}">
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<input name="attr_Fellowship" type="number" style="font-size:38px;height:55px" readonly></input></button>
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<input name="attr_FB" title="Fellowship Bonus" class="unnatural" type="number" value="0"></input>
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<div class="item4" style="width:1%"></div><!--spacing-->
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</div>
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<div class="row" style="margin-right:-18px">
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<div class="item4" style="width:1%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedWS1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedWS2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedWS3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedWS4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedBS1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedBS2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedBS3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedBS4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedS1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedS2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedS3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedS4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedT1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedT2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedT3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedT4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedAG1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedAG2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedAG3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedAG4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedINT1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedINT2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedINT3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedINT4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedPER1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedPER2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedPER3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedPER4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedWP1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedWP2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedWP3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedWP4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:3%"></div><!--spacing-->
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<div class="item" style="width:3%"><label style="font-size:9px" >Adv.</label></div>
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<input style="width:1%" name="attr_AdvancedFEL1" type="checkbox" value="5" title="Simple"></input>
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<input style="width:1%" name="attr_AdvancedFEL2" type="checkbox" value="5" title="Intermediate"></input>
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<input style="width:1%" name="attr_AdvancedFEL3" type="checkbox" value="5" title="Trained"></input>
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<input style="width:1%" name="attr_AdvancedFEL4" type="checkbox" value="5" title="Expert"></input>
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<div class="item4" style="width:28%"></div><!--spacing-->
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</div>
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</div>
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<div class="col quickborder" style="width:100%;">
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<div class="row" style="margin-top:-7px">
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<div class="item" style="width:5%"></div><!--spacing-->
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<div class="item" style="width:12%"><label title="--Using Fate Points-- As a Free Action (or Reaction) the Explorer can Spend FP in several effects: *Re-roll a failed test once. The results of the re-roll are final. *Gain a +10 bonus to a test. This must be chosen before dice are rolled. *Add an extra degree of success to a test. This can be done after dice are rolled. (test must be successful for this effect to apply.) *Count as having rolled a 10 for Initiative Roll. *Instantly remove 1d5 Damage (this does not remove Critical Damage). *Instantly recover from being Stunned. Tipically Spent FPs are restored by the end of the gaming season, at GMs discretion. --Burning Fate Points-- The explorer may choose to burn a FP and permanently reduce his Fate Points pool by one. The result is that the character survives whatever it was that would have killed him, but only barely. A Fate Point may be burnt even if it has already been spent for that gaming session." style="cursor:help">Fate Points 🛈</label></div>
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<div class="item" style="width:28%"></div><!--spacing-->
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<div class="item" style="width:12%"><label title="Select your most used skills here for quick access. Remember to setup the skills first in the Skills Tab. Skill Groups not available due to technical limitations." style="cursor:help">Quick Skills 🛈</label></div>
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<div class="item" style="width:27%"></div><!--spacing-->
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<div class="item" style="width:9%"><label title="Any level of Fatigue adds a -10 Penalty to all Tests. Check the Checkbox to the Right to apply this Penalty This Penalty will be reflected in the Characteristic Scores above Uncheck to remove Penalty. Fatigue Limit equals Toughness Bonus. If the Character excedes its Fatigue Limit it falls Unconcious for 10 min -TB. Full rules can be found in Pag. 251" style="cursor:help">Fatigue 🛈</label></div>
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<input style="width:2%" name="attr_fatiguepenalty" type="checkbox" value="10" title="Fatigue Penalty"></input>
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<div class="item" style="width:7%"></div><!--spacing-->
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</div>
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<div class="row">
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<div class="item" style="width:2%"></div><!--spacing-->
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<div class="item4 brackets" style="width:5%"><input name="attr_fate_max" type="text" style="text-align: center;font-weight:bold" placeholder="Total"></input></div>
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<div class="item" style="width:1%"></div><!--spacing-->
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<button style="width:2%" type="action" name="act_plusfate">➕</button>
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<div class="item4 brackets" style="width:4%"><input name="attr_fate" type="number" style="text-align: center" value="0" readonly></input></div>
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<button style="width:2%" type="action" name="act_minusfate">➖</button>
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<div class="item" style="width:2%"></div><!--spacing-->
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<button name="roll_quickskill1" style="width:3%" type="roll" value="@{quickskill1}"><label>R</label></button>
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<div class="item4" style="width:14%">
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<select name="attr_quickskill1" type="text">
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<optgroup label="Basic Skills">
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<option value="&{template:custom} {{name=**@{character_name} Test Awareness**}} {{result=[[(@{Awareness}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Awareness</option>
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<option value="&{template:custom} {{name=**@{character_name} Test Barter**}} {{result=[[(@{Barter}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Barter</option>
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<option value="&{template:custom} {{name=**@{character_name} Test Carouse**}} {{result=[[(@{Carouse}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Carouse</option>
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<option value="&{template:custom} {{name=**@{character_name} Test Charm**}} {{result=[[(@{Charm}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Charm</option>
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<option value="&{template:custom} {{name=**@{character_name} Test Climb**}} {{result=[[(@{Climb}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Climb</option>
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<option value="&{template:custom} {{name=**@{character_name} Test Command**}} {{result=[[(@{Command}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Command</option>
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||
<option value="&{template:custom} {{name=**@{character_name} Test Concealment**}} {{result=[[(@{Concealment}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Concealment</option>
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||
<option value="&{template:custom} {{name=**@{character_name} Test Contortionist**}} {{result=[[(@{Contortionist}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Contortionist</option>
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||
<option value="&{template:custom} {{name=**@{character_name} Test Deceive**}} {{result=[[(@{Deceive}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Deceive</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Disguise**}} {{result=[[(@{Disguise}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Disguise</option>
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||
<option value="&{template:custom} {{name=**@{character_name} Test Dodge**}} {{result=[[(@{Dodge}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Dodge</option>
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||
<option value="&{template:custom} {{name=**@{character_name} Test Evaluate**}} {{result=[[(@{Evaluate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Evaluate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Gamble**}} {{result=[[(@{Gamble}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Gamble</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Inquiry**}} {{result=[[(@{Inquiry}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Inquiry</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Intimidate**}} {{result=[[(@{Intimidate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Intimidate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Logic**}} {{result=[[(@{Logic}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Logic</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Scrutiny**}} {{result=[[(@{Scrutiny}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Scrutiny</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Search**}} {{result=[[(@{Search}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Search</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Silent Move**}} {{result=[[(@{SilentMove}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Silent Move</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Swim**}} {{result=[[(@{Swim}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Swim</option>
|
||
</optgroup>
|
||
<optgroup label="Advanced Skills">
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Acrobatics**}} {{result=[[(@{Acrobatics}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Acrobatics</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Blather**}} {{result=[[(@{Blather}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Blather</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Chem-Use**}} {{result=[[(@{Chem-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Chem-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Commerce**}} {{result=[[(@{Commerce}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Commerce</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Demolition**}} {{result=[[(@{Demolition}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Demolition</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Interrogation**}} {{result=[[(@{Interrogation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Interrogation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Invocation**}} {{result=[[(@{Invocation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Invocation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Literacy**}} {{result=[[(@{Literacy}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Literacy</option>
|
||
<option value="&{template:custom}{{name=**@{character_name} Test Medicae**}}{{result=[[(@{Medicae}+?{Modifier|0}-1d100cs1cf100)/10]] }}{{desc=?{Special Use|None,**No Special Action**|First Aid,**First Aid**: damage removed [[@{IB}]] (Int Bonus) for lightly damaged. [[1]] for heavily or critical.|Extended Care,**Extended Care**: Heal at twice the Normal rate + DoS|Diagnosis,**Diagnosis**: Success yields the name of the ailment and basic treatments. Prevents Crew Pop. Damage due to disease or malnutrition on extended voyages.} }}">Medicae</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Psyniscience**}} {{result=[[(@{Psyniscience}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Psyniscience</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Security**}} {{result=[[(@{Security}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Security</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Shadowing**}} {{result=[[(@{Shadowing}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Shadowing</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Sleight of Hand**}} {{result=[[(@{SleightofHand}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Sleight of Hand</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Survival**}} {{result=[[(@{Survival}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Survival</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tech-Use**}} {{result=[[(@{Tech-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tech-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tracking**}} {{result=[[(@{Tracking}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tracking</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Wrangling**}} {{result=[[(@{Wrangling}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Wrangling</option>
|
||
</optgroup>
|
||
</select>
|
||
</div>
|
||
<div class="item" style="width:1%"></div><!--spacing-->
|
||
<button name="roll_quickskill2" style="width:3%" type="roll" value="@{quickskill2}"><label>R</label></button>
|
||
<div class="item4" style="width:14%">
|
||
<select name="attr_quickskill2" type="text">
|
||
<optgroup label="Basic Skills">
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Awareness**}} {{result=[[(@{Awareness}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Awareness</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Barter**}} {{result=[[(@{Barter}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Barter</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Carouse**}} {{result=[[(@{Carouse}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Carouse</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Charm**}} {{result=[[(@{Charm}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Charm</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Climb**}} {{result=[[(@{Climb}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Climb</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Command**}} {{result=[[(@{Command}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Command</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Concealment**}} {{result=[[(@{Concealment}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Concealment</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Contortionist**}} {{result=[[(@{Contortionist}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Contortionist</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Deceive**}} {{result=[[(@{Deceive}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Deceive</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Disguise**}} {{result=[[(@{Disguise}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Disguise</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Dodge**}} {{result=[[(@{Dodge}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Dodge</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Evaluate**}} {{result=[[(@{Evaluate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Evaluate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Gamble**}} {{result=[[(@{Gamble}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Gamble</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Inquiry**}} {{result=[[(@{Inquiry}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Inquiry</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Intimidate**}} {{result=[[(@{Intimidate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Intimidate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Logic**}} {{result=[[(@{Logic}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Logic</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Scrutiny**}} {{result=[[(@{Scrutiny}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Scrutiny</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Search**}} {{result=[[(@{Search}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Search</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Silent Move**}} {{result=[[(@{SilentMove}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Silent Move</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Swim**}} {{result=[[(@{Swim}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Swim</option>
|
||
</optgroup>
|
||
<optgroup label="Advanced Skills">
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Acrobatics**}} {{result=[[(@{Acrobatics}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Acrobatics</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Blather**}} {{result=[[(@{Blather}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Blather</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Chem-Use**}} {{result=[[(@{Chem-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Chem-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Commerce**}} {{result=[[(@{Commerce}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Commerce</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Demolition**}} {{result=[[(@{Demolition}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Demolition</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Interrogation**}} {{result=[[(@{Interrogation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Interrogation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Invocation**}} {{result=[[(@{Invocation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Invocation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Literacy**}} {{result=[[(@{Literacy}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Literacy</option>
|
||
<option value="&{template:custom}{{name=**@{character_name} Test Medicae**}}{{result=[[(@{Medicae}+?{Modifier|0}-1d100cs1cf100)/10]] }}{{desc=?{Special Use|None,**No Special Action**|First Aid,**First Aid**: damage removed [[@{IB}]] (Int Bonus) for lightly damaged. [[1]] for heavily or critical.|Extended Care,**Extended Care**: Heal at twice the Normal rate + DoS|Diagnosis,**Diagnosis**: Success yields the name of the ailment and basic treatments. Prevents Crew Pop. Damage due to disease or malnutrition on extended voyages.} }}">Medicae</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Psyniscience**}} {{result=[[(@{Psyniscience}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Psyniscience</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Security**}} {{result=[[(@{Security}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Security</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Shadowing**}} {{result=[[(@{Shadowing}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Shadowing</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Sleight of Hand**}} {{result=[[(@{SleightofHand}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Sleight of Hand</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Survival**}} {{result=[[(@{Survival}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Survival</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tech-Use**}} {{result=[[(@{Tech-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tech-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tracking**}} {{result=[[(@{Tracking}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tracking</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Wrangling**}} {{result=[[(@{Wrangling}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Wrangling</option>
|
||
</optgroup>
|
||
</select>
|
||
</div>
|
||
<div class="item" style="width:1%"></div><!--spacing-->
|
||
<button name="roll_quickskill3" style="width:3%" type="roll" value="@{quickskill3}"><label>R</label></button>
|
||
<div class="item4" style="width:14%">
|
||
<select name="attr_quickskill3" type="text">
|
||
<optgroup label="Basic Skills">
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Awareness**}} {{result=[[(@{Awareness}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Awareness</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Barter**}} {{result=[[(@{Barter}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Barter</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Carouse**}} {{result=[[(@{Carouse}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Carouse</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Charm**}} {{result=[[(@{Charm}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Charm</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Climb**}} {{result=[[(@{Climb}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Climb</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Command**}} {{result=[[(@{Command}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Command</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Concealment**}} {{result=[[(@{Concealment}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Concealment</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Contortionist**}} {{result=[[(@{Contortionist}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Contortionist</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Deceive**}} {{result=[[(@{Deceive}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Deceive</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Disguise**}} {{result=[[(@{Disguise}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Disguise</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Dodge**}} {{result=[[(@{Dodge}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Dodge</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Evaluate**}} {{result=[[(@{Evaluate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Evaluate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Gamble**}} {{result=[[(@{Gamble}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Gamble</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Inquiry**}} {{result=[[(@{Inquiry}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Inquiry</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Intimidate**}} {{result=[[(@{Intimidate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Intimidate</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Logic**}} {{result=[[(@{Logic}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Logic</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Scrutiny**}} {{result=[[(@{Scrutiny}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Scrutiny</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Search**}} {{result=[[(@{Search}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Search</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Silent Move**}} {{result=[[(@{SilentMove}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Silent Move</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Swim**}} {{result=[[(@{Swim}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Swim</option>
|
||
</optgroup>
|
||
<optgroup label="Advanced Skills">
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Acrobatics**}} {{result=[[(@{Acrobatics}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Acrobatics</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Blather**}} {{result=[[(@{Blather}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Blather</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Chem-Use**}} {{result=[[(@{Chem-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Chem-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Commerce**}} {{result=[[(@{Commerce}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Commerce</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Demolition**}} {{result=[[(@{Demolition}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Demolition</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Interrogation**}} {{result=[[(@{Interrogation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Interrogation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Invocation**}} {{result=[[(@{Invocation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Invocation</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Literacy**}} {{result=[[(@{Literacy}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Literacy</option>
|
||
<option value="&{template:custom}{{name=**@{character_name} Test Medicae**}}{{result=[[(@{Medicae}+?{Modifier|0}-1d100cs1cf100)/10]] }}{{desc=?{Special Use|None,**No Special Action**|First Aid,**First Aid**: damage removed [[@{IB}]] (Int Bonus) for lightly damaged. [[1]] for heavily or critical.|Extended Care,**Extended Care**: Heal at twice the Normal rate + DoS|Diagnosis,**Diagnosis**: Success yields the name of the ailment and basic treatments. Prevents Crew Pop. Damage due to disease or malnutrition on extended voyages.} }}">Medicae</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Psyniscience**}} {{result=[[(@{Psyniscience}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Psyniscience</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Security**}} {{result=[[(@{Security}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Security</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Shadowing**}} {{result=[[(@{Shadowing}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Shadowing</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Sleight of Hand**}} {{result=[[(@{SleightofHand}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Sleight of Hand</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Survival**}} {{result=[[(@{Survival}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Survival</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tech-Use**}} {{result=[[(@{Tech-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tech-Use</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Tracking**}} {{result=[[(@{Tracking}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Tracking</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Test Wrangling**}} {{result=[[(@{Wrangling}+?{Modifier|0}-1d100cs1cf100)/10]] }}">Wrangling</option>
|
||
</optgroup>
|
||
</select>
|
||
</div>
|
||
<div class="item" style="width:2%"></div><!--spacing-->
|
||
<div class="item" style="width:6%"><label>Limit:</label></div>
|
||
<div class="item4 brackets" style="width:4%"><input name="attr_fatiguemax" type="number" style="text-align:center;font-weight:bold" value="@{TB}" disabled title="Toughness Bonus" /></div>
|
||
<div class="item" style="width:1%"></div><!-- spacing-->
|
||
<button style="width:2%" type="action" name="act_plusfatigue">➕</button>
|
||
<div class="item4 brackets" style="width:4%"><input name="attr_fatiguecurrent" type="number" style="text-align:center" readonly/></div>
|
||
<button style="width:2%" type="action" name="act_minusfatigue">➖</button>
|
||
<div class="item" style="width:8%"></div><!--spacing-->
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Tabs -->
|
||
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="Basic, Advanced and Custom Skills" checked="checked"></input>
|
||
<span class="sheet-tab sheet-tab1" style='line-height: 40px; width:11%'>Skills</span>
|
||
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="Armor, Weapons, Initiative and more"></input>
|
||
<span class="sheet-tab sheet-tab2" style='line-height: 40px; width:11%'>Combat</span>
|
||
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="Talents, Traits, Mutations, Cybernetics and more"></input>
|
||
<span class="sheet-tab sheet-tab3" style='line-height: 40px; width:11%'>Talents</span>
|
||
<input type="radio" class="sheet-tab sheet-tab6" name="attr_core-tab" value="6" title="Psychic Techniques and Navigator Powers"></input>
|
||
<span class="sheet-tab sheet-tab6" style='line-height: 40px; width:11%'>Psykana</span>
|
||
<input type="radio" class="sheet-tab sheet-tab8" name="attr_core-tab" value="8" title="Background, Acquisitions, Misfortunes and Notes"></input>
|
||
<span class="sheet-tab sheet-tab8" style='line-height: 40px; width:11%'>Journal</span>
|
||
<input type="radio" class="sheet-tab sheet-tab5" name="attr_core-tab" value="5" title="Vehicle Sheet"></input>
|
||
<span class="sheet-tab sheet-tab5" style='line-height: 40px; width:11%'>Vehicles</span>
|
||
<input type="radio" class="sheet-tab sheet-tab7" name="attr_core-tab" value="7" title="Ship Components and Naval Combat"></input>
|
||
<span class="sheet-tab sheet-tab7" style='line-height: 40px; width:11%'>Ship</span>
|
||
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="NPCS and Minions"></input>
|
||
<span class="sheet-tab sheet-tab4" style='line-height: 40px; width:11%'>NPCS</span>
|
||
<div style="height:5px"></div><!--spacing-->
|
||
<!-- Skills Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-skillstab">
|
||
<div class="sheet-wrapper">
|
||
<!--Basic & Advanced skills-->
|
||
<div class="2colrow">
|
||
<!--Basic Skills-->
|
||
<div class="col">
|
||
<h3>🞚 Basic Skills 🞚</h3>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table>
|
||
<tr>
|
||
<td></td>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 9.5px">Trained</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">+10</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">+20</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Talent</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Mod</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Total</label></th>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Awareness" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Awareness**}} {{result=[[(@{Awareness}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Awareness</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Awareness encompasses the Explorer’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats, such as ambushes, traps, or cleverly hidden objects—or slight changes in the environment, such as a faint vibration in the deck plating or the smell of the air recyclers. When using Awareness against an opponent, the test is always Opposed. This use includes noticing ambushes, spotting traps, and other things involving another’s actions. -Skill Use: Free Action made in reaction to something. -Category: Exploration.">🛈</div>
|
||
<div class="item" style="width:20%;">(Per)</div>
|
||
</td>
|
||
<td><input style="width:33px" name="attr_Awareness1" type="checkbox" value="0.5"></input></td> <!--this skill gives format to the table-->
|
||
<td><input style="width:33px" name="attr_Awareness2" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:33px" name="attr_Awareness3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:33px ;text-align:center" name="attr_TalentBonus1" type="number" value="0"></input></td>
|
||
<td><input style="width:33px ;text-align:center" name="attr_OtherBonus1" type="number" value="0"></input></td>
|
||
<td><input style="width:33px ;text-align:center" name="attr_Awareness" type="number" disabled value="(floor((0.5+@{Awareness1})*@{Perception})+@{Awareness2}+@{Awareness3}+@{TalentBonus1}+@{OtherBonus1})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Barter" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Barter**}} {{result=[[(@{Barter}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Barter</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Barter skill allows the Explorer to negotiate better prices or exchange for goods and services. This can modify the Acquisition Modifier for items where the price is not set, but rather the result of negotiation. All Barter Tests are Opposed, as they involve interaction by their very nature. Barter may sometimes be used to assist with Acquisition Tests (see page 271). -Skill Use: A typical Barter Test takes about five minutes, but delicate dealings and intricate negotiations may involve Extended Tests. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:20%">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Barter1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Barter2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Barter3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus2" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus2" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Barter" type="number" value="(floor((0.5+@{Barter1})*@{Fellowship})+@{Barter2}+@{Barter3}+@{TalentBonus2}+@{OtherBonus2})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Carouse" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Carouse**}} {{result=[[(@{Carouse}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Carouse</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Carouse Skill is used to resist the effects of alcohol and narcotics. The Explorer makes a Skill Test whenever he suffers the effects of alcohol or similar intoxicants. Each time he would otherwise suffer from the effects of an intoxicant, make a Carouse Test. Failure indicates he has gained a level of Fatigue or suffers the side effects of the substance. Should he lose conscious, the Explorer will remain passed out for a number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour). -Skill Use: Free Action taken whenever the Explorer imbibes.">🛈</div>
|
||
<div class="item" style="width:20%">(T)</div>
|
||
</td>
|
||
<td><input name="attr_Carouse1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Carouse2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Carouse3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus3" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus3" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Carouse" type="number" value="(floor((0.5+@{Carouse1})*@{Toughness})+@{Carouse2}+@{Carouse3}+@{TalentBonus3}+@{OtherBonus3})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Charm" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Charm**}} {{result=[[(@{Charm}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Charm</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can use the Charm Skill to improve the disposition of others towards him, making a Charm Test whenever he wishes to change the minds of an individual or small group. He need not make a Charm Test each time he speaks with others in a pleasant manner, but only when he wishes to change their opinion, disposition, or convince them to do something. All Charm Tests are Opposed by Willpower and can affect a number of targets equal to the Explorer’s Fellowship Bonus. His targets must be able to see and hear clearly, and share a common language. -Skill Use: 1 minute. -Special Use: Inspire Those in a position of authority can use Charm to inspire a group-related test. Success provides a +10 bonus to the next Skill Test of the motivated group. Characters can also use this skill as an Extended Test for purposes on improving morale on board their vessel.(Page 226). -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:20%">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Charm1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Charm2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Charm3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus4" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus4" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Charm" type="number" value="(floor((0.5+@{Charm1})*@{Fellowship})+@{Charm2}+@{Charm3}+@{TalentBonus4}+@{OtherBonus4})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Climb" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Climb**}} {{result=[[(@{Climb}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Climb</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="With the Climb skill the Explorer can ascend or descend ropes, pipes, and both natural and man-made walls. The condition of the surface or item and the environmental conditions can impose additional bonuses or penalties. A successful Test allows the character to ascend or descend at one-half his half move rate. -Skill Use: Half Action. -Category: Movement.">🛈</div>
|
||
<div class="item" style="width:20%;">(S)</div>
|
||
</td>
|
||
<td><input name="attr_Climb1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Climb2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Climb3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus5" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus5" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Climb" type="number" value="(floor((0.5+@{Climb1})*@{Strength})+@{Climb2}+@{Climb3}+@{TalentBonus5}+@{OtherBonus5})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Command" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Command**}} {{result=[[(@{Command}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Command</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer utilizes the Command skill to both direct those under his authority and establish actions for groups to execute on command. This skill is only effective upon those under the Explorer’s authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual, means that he ignores the orders. Additional Degrees of Failure indicate that the individual reject or intentionally contradicts the given commands. For directing groups, Degrees of Success or Failure will increase or decrease the time necessary to execute the orders, with 3 or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the Explorer’s Fellowship Bonus. They must be able to see and hear him, though this could be done remotely, and use speak a common language. -Skill Use: Half Action for simple commands, Full Action for more involved direction. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:20%;">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Command1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Command2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Command3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus6" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus6" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Command" type="number" value="(floor((0.5+@{Command1})*@{Fellowship})+@{Command2}+@{Command3}+@{TalentBonus6}+@{OtherBonus6})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Concealment" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Concealment**}} {{result=[[(@{Concealment}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Concealment</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Concealment Skill is used to hide things, from small objects to vehicles to starships, or objects on the character’s person. Use of the Skill requires an appropriate environment to mask the item in question: buildings and trees for a small shuttle or an asteroid field and space anomaly for a starship. Concealment is always an Opposed Test, pitting the Explorer’s Concealment against his opponent’s Awareness or Scrutiny. If the character or the object being hidden remains perfectly still, he gains a +10 bonus to the Skill Test. -Skill Use: Half Action.">🛈</div>
|
||
<div class="item" style="width:20%;">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_Concealment1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Concealment2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Concealment3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus7" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus7" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Concealment" type="number" value="(floor((0.5+@{Concealment1})*@{Agility})+@{Concealment2}+@{Concealment3}+@{TalentBonus7}+@{OtherBonus7})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Contortionist" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Contortionist**}} {{result=[[(@{Contortionist}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Contortionist</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Explorers with the Contortionist Skill can make use of their innate flexibility to allow them to: -Escape Bonds: The Explorer can Test to slip free of bonds. This is an Opposed Test, against his opponent’s Intelligence Characteristic. The quality of the bonds and time to employ them will affect the difficulty of the Test. This requires 1 min., with each Degree of Success reducing this time by 10 sec. -Escape Grapple: The Explorer may escape a grapple by making an Opposed Test against by the grappler’s Strength Characteristic. Success frees the Explorer. Failure means he remains grappled. -Squeeze Through: The Explorer can Test to squeeze through a tight space or to cram himself into a space too small to fit a human body. 4 or more Degrees of Failure mean he has become stuck until he succeeds in another Contortionist Test or someone else pulls him free. This takes 1 min., with each Degree of Success reducing this time by 10 sec. -Skill Use: Full Action unless otherwise noted. -Category: Movement, Combat.">🛈</div>
|
||
<div class="item" style="width:20%;">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_Contortionist1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Contortionist2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Contortionist3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus8" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus8" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Contortionist" type="number" value="(floor((0.5+@{Contortionist1})*@{Agility})+@{Contortionist2}+@{Contortionist3}+@{TalentBonus8}+@{OtherBonus8})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Deceive" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Deceive**}} {{result=[[(@{Deceive}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Deceive</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Deceive skill enables the Explorer to mislead others as to his true intent. Any time he tells a lie, reveal only part of the truth or spin information to his advantage with the intent to mislead someone, the character must make a Deceive Test. He need not make a Deceive Test for every lie, but only when that deception would change someone’s mind, opinion, or actions. Deceive is always an Opposed Test, using your Deceive Skill against the opponent’s Scrutiny. A Deceive Test affects a number of targets equal to the Explorer’s Fellowship Bonus. They must also speak a common language. -Skill Use: 1 minute, or more for complex deceptions. -Special Use: Con The ship’s master or officers can use deception to temporarily increase the crew’s morale during combat. Outside of combat, the Explorer can use this skill to reduce the effect of long warp passages on the crew’s morale. Each failure imposes a cumulative –10 penalty upon subsequent attempts. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:20%;">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Deceive1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Deceive2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Deceive3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus9" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus9" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Deceive" type="number" value="(floor((0.5+@{Deceive1})*@{Fellowship})+@{Deceive2}+@{Deceive3}+@{TalentBonus9}+@{OtherBonus9})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Disguise" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Disguise**}} {{result=[[(@{Disguise}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Disguise</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Disguise skill allows the Explorer to mask his features and even assume another’s appearance. The difficulty of the test depends upon the materials available, the differences between the character and the desired appearance, and any other elements that would affect the deception. Disguise is an Opposed Skill Test against a foe’s Scrutiny. The application of the most elementary of disguises takes one minute. The more elaborate the deception, the more time required, up to weeks or months in the case of impersonations involving prosthetics, surgery, or xeno mannerisms. -Skill Use: 1 minute or more depending on complexity.">🛈</div>
|
||
<div class="item" style="width:20%;">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Disguise1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Disguise2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Disguise3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus10" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus10" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Disguise" type="number" value="(floor((0.5+@{Disguise1})*@{Fellowship})+@{Disguise2}+@{Disguise3}+@{TalentBonus10}+@{OtherBonus10})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Dodge" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Dodge**}} {{result=[[(@{Dodge}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Dodge</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack. After a character is hit, but before Damage is rolled, the character can make a Dodge Test. A character must be aware of the attack in order to make the test. If succeessful, the character dogges at the last moment and the attack is considered to have missed (No Damage). If he fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks. When Dodging an area effect weapon (such as flamers),a successful Dodge moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack then the Dodge Test automatically fails. When Dodging Fully-Auto or Semi-Auto Bursts, each degree of success on the Dodge Test negates one additional hit. -Skill Use: Reaction. -Category: Combat, Movement, Reaction.">🛈</div>
|
||
<div class="item" style="width:20%;">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_Dodge1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Dodge2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Dodge3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus11" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus11" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Dodge" type="number" value="(floor((0.5+@{Dodge1})*@{Agility})+@{Dodge2}+@{Dodge3}+@{TalentBonus11}+@{OtherBonus11})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Evaluate" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Evaluate**}} {{result=[[(@{Evaluate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Evaluate</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can use Evaluate to determine the approximate value of an object or group of items. Success reveals the item’s Availability Modifier. Additional Degrees of Success will give additional information about the objects. A failure results in the miscalculation of an item’s true value, with the degree of error increasing with each Degree of Failure. The difficulty of the Test should be adjusted for the Explorer’s access to the item and the time allowed by the seller. Using Evaluate on large cargoes requires an Extended Test, though the Explorer can appraise single items in about a minute. Also, Evaluate can be used at the GM’s discretion to assist with determining the requirements for Endeavours. -Skill Use: 1 minute or more. -Category: Investigation.">🛈</div>
|
||
<div class="item" style="width:20%;">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Evaluate1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Evaluate2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Evaluate3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus12" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus12" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Evaluate" type="number" value="(floor((0.5+@{Evaluate1})*@{Intelligence})+@{Evaluate2}+@{Evaluate3}+@{TalentBonus12}+@{OtherBonus12})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Gamble" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Gamble**}} {{result=[[(@{Gamble}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Gamble</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer uses Gamble when participating in games of chance. Each participant wagers an amount, though these are typically the same, and makes an Opposed Test with the Gamble Skill. The player with the most Degrees of Success or fewest Degrees of Failure wins the pot. The Explorer may choose to lose against any player with a worse result as part of a Deceive attempt. Those with both Skills may use Sleight of Hand instead of Gamble to hide cards or alter dice rolls. Success gives the character a +20 bonus to his tests, but four or more Degrees of Failure indicates he has been caught in the act. -Skill Use: Full Action for an entire day of gaming.">🛈</div>
|
||
<div class="item" style="width:20%;">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Gamble1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Gamble2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Gamble3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus13" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus13" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Gamble" type="number" value="(floor((0.5+@{Gamble1})*@{Intelligence})+@{Gamble2}+@{Gamble3}+@{TalentBonus13}+@{OtherBonus13})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Inquiry" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Inquiry**}} {{result=[[(@{Inquiry}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Inquiry</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can use Inquiry to gain information by asking questions, through conversation or simple eavesdropping. Inquiry allows him to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill, allowing the Explorer to hunt after a particular item of information from either individuals or resources, such as the ship’s librarium. This use is virtually always an Extended Test, with Difficulty and Duration set by the GM. -Skill Use: 1 hour or more. -Special Use: Hunt for Sedition A character may use his skills of inquiry among members of the crew to plumb for malcontents, malingerers and mutineers. Success means improves Morale by 1d5 but for every point the ship’s Morale improves, the Population is reduced by 1 in turn as the seditious elements are purged. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:20%;">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Inquiry1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Inquiry2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Inquiry3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus14" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus14" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Inquiry" type="number" value="(floor((0.5+@{Inquiry1})*@{Fellowship})+@{Inquiry2}+@{Inquiry3}+@{TalentBonus14}+@{OtherBonus14})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Intimidate" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Intimidate**}} {{result=[[(@{Intimidate}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Intimidate</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer uses Intimidate to pressure an individual to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated characteristic, the Explorer may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects a number of targets equal to the Explorer’s Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. His targets must be able to see and hear him clearly, either in person or via pict- or vox-caster, and speak a common language. -Skill Use: Full Action. -Category: Interaction.">🛈</div>
|
||
<select name="attr_Intimidate" style="width:18%; display:inline" class="input-selectbox">
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Strength})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">S</option>
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Intelligence})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">Int</option>
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Fellowship})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">Fel</option>
|
||
</select>
|
||
</td>
|
||
<td><input name="attr_Intimidate1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Intimidate2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Intimidate3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus15" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus15" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_IntimidateDisplay" value="@{Intimidate}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Logic" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Logic**}} {{result=[[(@{Logic}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Logic</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer uses Logic to solve problems, decipher puzzles, and deal with other situations involving demonstration and inference. A Logic Test might infer the missing symbol in a series or to solve a particularly troublesome mathematical equation. He can also use the Skill to prepare a reasoned argument for debate or philosophical exchange. The preparations of complex reasoning or complicated problems are Extended Tests. -Skill Use: 1 minute, or longer for particularly complex problems. -Category: Investigation.">🛈</div>
|
||
<div class="item" style="width:20%;">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Logic1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Logic2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Logic3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus16" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus16" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Logic" type="number" value="(floor((0.5+@{Logic1})*@{Intelligence})+@{Logic2}+@{Logic3}+@{TalentBonus16}+@{OtherBonus16})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Scrutiny" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Scrutiny**}} {{result=[[(@{Scrutiny}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Scrutiny</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Scrutiny Skill helps assess the people or objects the Explorer encounters. The character uses it to determine an individual’s truthfulness, his motives and generally appraise his personality and temperament. It can also be used to examine an object in detail, noticing small details and characteristics that might pass unseen in a casual inspection. For starship auspex returns, it allows determination of a vessel’s mass, velocity, and more. Scrutiny is an Opposed Test against the target’s Deceive Skill when trying to perceive falsehoods or deceptions. However, Scrutiny does not reveal hidden secrets or a target’s carefully concealed intent, and should never replace good roleplaying in an interactive situation. This Skill counters the Opposed Tests of many manipulative Interaction skills, such as Charm, Deceive, and Intimidate. -Skill Use: Full Action, though special uses may require more time.">🛈</div>
|
||
<div class="item" style="width:20%;">(Per)</div>
|
||
</td>
|
||
<td><input name="attr_Scrutiny1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Scrutiny2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Scrutiny3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus17" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus17" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Scrutiny" type="number" value="(floor((0.5+@{Scrutiny1})*@{Perception})+@{Scrutiny2}+@{Scrutiny3}+@{TalentBonus17}+@{OtherBonus17})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Search" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Search**}} {{result=[[(@{Search}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Search</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer uses the Search Skill to discover things that are physically hidden, from a hidden holdout pistol to a shuttle code. Search involves active investigation, whereas Awareness deals with passive or subconscious detection. Each Search Test covers a small room or area. When an object or individual has been deliberately hidden, the Search Test is an Opposed Test against the target’s Concealment. -Skill Use: 1 minute. -Special Use: Inspection The Search skill can also be used to find hidden stores, contraband, stowaways, and even evidence of sabotage on vehicles and starships. Depending on the size of the vehicle, the GM may designate this as an Extended Test with an appropriate Duration. -Category: Exploration.">🛈</div>
|
||
<div class="item" style="width:20%;">(Per)</div>
|
||
</td>
|
||
<td><input name="attr_Search1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Search2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Search3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus18" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus18" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Search" type="number" value="(floor((0.5+@{Search1})*@{Perception})+@{Search2}+@{Search3}+@{TalentBonus18}+@{OtherBonus18})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_SilentMove" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Silent Move**}} {{result=[[(@{SilentMove}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Silent Move</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Use the Silent Move Skill anytime silence and secrecy is essential in the Explorer’s activities. The GM sets the Difficulty of the Test depending on the environment, where the echoing steel halls of a cargo bay yields a greater Difficulty than the wood-panelled, carpeted environs of the officers’ quarters. Silent Move Tests are always Opposed Tests against the opponent’s Awareness or Scrutiny Skill. -Skill Use: Free Action as part of Movement. -Category: Movement.">🛈</div>
|
||
<div class="item" style="width:20%;">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_SilentMove1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_SilentMove2" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_SilentMove3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_TalentBonus19" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus19" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_SilentMove" type="number" value="(floor((0.5+@{SilentMove1})*@{Agility})+@{SilentMove2}+@{SilentMove3}+@{TalentBonus19}+@{OtherBonus19})"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Swim" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Swim**}} {{result=[[(@{Swim}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Swim</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Swim allows the Explorer to swim through various liquid mediums. Under normal conditions swimming does not require a Test. More difficult waters, unusual circumstances, or long distances call for a Skill Test. -Skill Use: Full Action. -Category: Movement.">🛈</div>
|
||
<div class="item" style="width:20%;">(S)</div>
|
||
</td>
|
||
<td><input name="attr_Swim1" type="checkbox" value="0.5"></td>
|
||
<td><input name="attr_Swim2" type="checkbox" value="10"></td>
|
||
<td><input name="attr_Swim3" type="checkbox" value="10"></td>
|
||
<td><input name="attr_TalentBonus20" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input name="attr_OtherBonus20" type="number" value="0" style="text-align:center"></input></td>
|
||
<td><input style="text-align:center" disabled name="attr_Swim" type="number" value="(floor((0.5+@{Swim1})*@{Strength})+@{Swim2}+@{Swim3}+@{TalentBonus20}+@{OtherBonus20})"></input></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Advanced Skills-->
|
||
<div class="col">
|
||
<h3>🞛 Advanced Skills 🞛</h3>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table>
|
||
<tr>
|
||
<td></td>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 9px">Trained</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">+10</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">+20</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Talent</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Mod</label></th>
|
||
<th style="height: 10px"><label style="text-align: center; font-size: 10px">Total</label></th>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Acrobatics" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Acrobatics**}} {{result=[[(@{Acrobatics}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Acrobatics</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Acrobatics training supplements the Explorer’s natural agility to perform feats the less athletic would not even consider. -Skill Use: Full Action unless otherwise noted. -Special Use: When taking the Disengage Action in combat, the Explorer may make an Acrobatics Test to reduce it to a Half Action. -Special Use: An Acrobatics Test may substitute for an Agility Test when jumping or a Strength Test when leaping. -Category: Movement.">🛈</div>
|
||
<div class="item" style="width:17%">(Ag)</div>
|
||
</td>
|
||
<td><input style="width:30px" name="attr_Acrobatics1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:30px" name="attr_Acrobatics2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:30px" name="attr_Acrobatics3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:30px" name="attr_Acrobatics4" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:30px ;text-align:center" name="attr_AcrobaticsTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="width:30px ;text-align:center" name="attr_AcrobaticsOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="width:30px ;text-align:center" name="attr_Acrobatics" type="number" disabled value="floor((@{Acrobatics1}+@{Acrobatics2})*@{agility})+@{Acrobatics3}+@{Acrobatics4}+@{AcrobaticsTalentBonus}+@{AcrobaticsOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Blather" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Blather**}} {{result=[[(@{Blather}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Blather</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Blather allows the Explorer to stall for time with a confusing or distracting stream of conversation. Blather Tests are always Opposed by the target’s Willpower, or Scrutiny if the target actively suspects the tactic. Winning the Opposed Test results in the opponent’s bemused inaction for his entire round. For every degree of success, the Explorer has dumbfounded the target for an additional round. Loosing the Opposed Test means that everyone involved may act normally. Some Talents allow the Explorer to use Blather against many opponents. However, even without these Talents, he can affect a number of targets equal to his Fellowship Bonus if he is able to win the Opposed Test. -Skill Use: Full Action. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:17%">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Blather1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Blather2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Blather3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Blather4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_BlatherTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_BlatherOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Blather" type="number" disabled value="floor((@{Blather1}+@{Blather2})*@{fellowship})+@{Blather3}+@{Blather4}+@{BlatherTalentBonus}+@{BlatherOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Chem-Use" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Chem-Use**}} {{result=[[(@{Chem-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Chem-Use</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Chem-Use skill allows the Explorer to safely identify, handle and prepare a variety of chemicals, toxins, poisons, and drugs. Success in a Chem-Use Test indicates it has been applied correctly for the desired results. Failure indicates the dose was wasted without effect. When using a medicae injector the Skill Test to administer a drug or antidote is reduced to a Half Action. Employing Chem-Use to apply particularly complex combinations of substances or toxins uses an Extended Test. -Skill Use: Full Action. -Category: Crafting, Investigation.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Chem-Use1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Chem-Use2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Chem-Use3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Chem-Use4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_Chem-UseTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Chem-UseOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Chem-Use" type="number" disabled value="floor((@{Chem-Use1}+@{Chem-Use2})*@{intelligence})+@{Chem-Use3}+@{Chem-Use4}+@{Chem-UseTalentBonus}+@{Chem-UseOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Commerce" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Commerce**}} {{result=[[(@{Commerce}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Commerce</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="An Explorer may use the Commerce Skill to improve his Profit Factor prior to making an Acquisition Test. This is a contest of the Explorer’s Commerce Skill versus the Commerce Skill or Scrutiny Skill of the person or organization he is trading with. For each degree the Explorer beats his opponent, he may increase his Profit Factor by 2 points. For each degree his opponent beats him, however, he must decrease his Profit Factor by 2. Both increases and decreases to Profit Factor only apply to a single Acquisition Test made immediately with that trader. This use of Skills works both ways, and when the Explorers deal with canny merchants, the GM may force them to make a contest of Commerce Skills even if they don’t want to. -Skill Use: Variable.">🛈</div>
|
||
<div class="item" style="width:17%">(Fel)</div>
|
||
</td>
|
||
<td><input name="attr_Commerce1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Commerce2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Commerce3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Commerce4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_CommerceTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_CommerceOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Commerce" type="number" disabled value="floor((@{Commerce1}+@{Commerce2})*@{fellowship})+@{Commerce3}+@{Commerce4}+@{CommerceTalentBonus}+@{CommerceOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Demolition" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Demolition**}} {{result=[[(@{Demolition}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Demolition</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can use the Demolition Skill for several effects: -Manufacture Explosives (Extended Test unless otherwise noted): The Demolition Skill allows the Explorer to make explosive materials from basic components. -Place Explosives (Full Action unless otherwise noted): Success indicates the Explorer has successfully planted the explosive charge. Failure indicates that the explosives will fail to go off when triggered, though the character will not know this till the time of activation. Four or more Degrees of Failure indicates the Explorer has detonated the device on himself!. -Defuse Explosives (Full Action unless otherwise noted): Make an Opposed Test against the Demolition Skill Test of the individual who set the explosives. Winning the Test indicates that the bomb has been defused. Simple failure means that the charge has not been disarmed. Four or more Degrees of Failure indicates the Explorer has set off the device!.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Demolition1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Demolition2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Demolition3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Demolition4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_DemolitionTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_DemolitionOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Demolition" type="number" disabled value="floor((@{Demolition1}+@{Demolition2})*@{intelligence})+@{Demolition3}+@{Demolition4}+@{DemolitionTalentBonus}+@{DemolitionOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Interrogation" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Interrogation**}} {{result=[[(@{Interrogation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Interrogation</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Interrogation allows the Explorer to extract information from an unwilling subject. Make an Opposed Test, pitting the Explorer’s Interrogation Skill against an opponent’s Willpower. If he wins, the Explorer gets one answer, plus one answer for each Degree of Success. If the opponent wins, the Explorer gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus the character’s Willpower Bonus in Damage to the target, and prevents any further interrogation for 1d5 days. If the Explorer suffers four or more Degrees of Failure, he deals 1d10 Damage and his subject gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the Explorer or his allies. Each Interrogation Test inflicts one level of Fatigue on the target. -Skill Use: 1d5 hours. -Category: Interaction.">🛈</div>
|
||
<div class="item" style="width:18%">(WP)</div>
|
||
</td>
|
||
<td><input name="attr_Interrogation1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Interrogation2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Interrogation3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Interrogation4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_InterrogationTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_InterrogationOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Interrogation" type="number" disabled value="floor((@{Interrogation1}+@{Interrogation2})*@{willpower})+@{Interrogation3}+@{Interrogation4}+@{InterrogationTalentBonus}+@{InterrogationOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Invocation" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Invocation**}} {{result=[[(@{Invocation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Invocation</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="For the duration of the round, the Explorer clears his mind of external influence and focuses his will more intently. A successful test indicates that his mind is ready to channel the warp more intensely. On the next round, the Explorer adds +1 to the final Psy Rating of any Fettered Power Test. Failure indicates that the Explorer’s attempts to focus have backfired, and he suffers a –1 penalty to the final Psy Rating of a Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate. -Skill Use: Full Action.">🛈</div>
|
||
<div class="item" style="width:18%">(WP)</div>
|
||
</td>
|
||
<td><input name="attr_Invocation1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Invocation2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Invocation3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Invocation4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_InvocationTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_InvocationOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Invocation" type="number" disabled value="floor((@{Invocation1}+@{Invocation2})*@{willpower})+@{Invocation3}+@{Invocation4}+@{InvocationTalentBonus}+@{InvocationOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Literacy" type="roll" style="width:70%"
|
||
value="&{template:custom} {{name=**@{character_name} Test Literacy**}} {{result=[[(@{Literacy}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Literacy</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Literacy allows the Explorer to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases necessitate a Test. -Skill Use: 1 minute for 1 page of text, roughly 750 words.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Literacy1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Literacy2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Literacy3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Literacy4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_LiteracyTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_LiteracyOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Literacy" type="number" disabled value="floor((@{Literacy1}+@{Literacy2})*@{intelligence})+@{Literacy3}+@{Literacy4}+@{LiteracyTalentBonus}+@{LiteracyOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Medicae" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Medicae**}}{{result=[[(@{Medicae}+?{Modifier|0}-1d100cs1cf100)/10]] }}{{desc=?{Special Use|None,**No Special Action**|First Aid,**First Aid**: damage removed [[@{IB}]] (Int Bonus) for lightly damaged. [[1]] for heavily or critical.|Extended Care,**Extended Care**: Heal at twice the Normal rate + DoS|Diagnosis,**Diagnosis**: Success yields the name of the ailment and basic treatments. Prevents Crew Pop. Damage due to disease or malnutrition on extended voyages.} }}">
|
||
<label>Medicae</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Medicae Skill helps diagnose and treat injuries by suturing wounds, applying counterseptic, and use of medical devices such as the Narthecium. On individual patients Medicae provides First Aid and Extended Care for short/long term treatment. This macro contains all available options. Additional rules can be found on page 83.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Medicae1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Medicae2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Medicae3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Medicae4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_MedicaeTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_MedicaeOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Medicae" type="number" disabled value="floor((@{Medicae1}+@{Medicae2})*@{intelligence})+@{Medicae3}+@{Medicae4}+@{MedicaeTalentBonus}+@{MedicaeOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Psyniscience" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Psyniscience**}}{{result=[[(@{Psyniscience}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Psyniscience</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can use the Skill to detect the presence or absence of daemons and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. *Success: Awareness of immaterium disruption or number of entities present. *1 DoS: Approximate direction of the phenomena or creatures. *2 DoS: Rough location of the warp creatures or beings affecting the immaterium. *3+ DoS: Exact position of the creatures or psykers present. -Skill Use: Full Action. -Special Use: Astropaths can also use the Psyniscience skill to block the communications of other Astropaths. This is an Opposed Test, with the interfering Astropath suffering a –10 penalty for each Void Unit between himself and the target. If successful, the blocking Astropath stops the blocked Astropath’s ship from sending or receiving Astropathic transmissions.">🛈</div>
|
||
<div class="item" style="width:18%">(Per)</div>
|
||
</td>
|
||
<td><input name="attr_Psyniscience1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Psyniscience2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Psyniscience3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Psyniscience4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_PsyniscienceTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_PsyniscienceOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Psyniscience" type="number" disabled value="floor((@{Psyniscience1}+@{Psyniscience2})*@{perception})+@{Psyniscience3}+@{Psyniscience4}+@{PsyniscienceTalentBonus}+@{PsyniscienceOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Security" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Security**}}{{result=[[(@{Security}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Security</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Security is used to bypass mechanical locks and other physical security systems. This differs from many systems that employ codes or cogitators that are more suited to the Tech-Use Skill. Using this Skill without proper tools or equipment is extremely challenging, and any attempt to bypass a lock or other security system without using a multikey or other set of appropriate tools suffers from a –20 penalty. -Skill Use: 1 minute, reduced by 10 seconds for each Degree of Success. -Category: Exploration">🛈</div>
|
||
<div class="item" style="width:17%">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_Security1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Security2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Security3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Security4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_SecurityTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_SecurityOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Security" type="number" disabled value="floor((@{Security1}+@{Security2})*@{agility})+@{Security3}+@{Security4}+@{SecurityTalentBonus}+@{SecurityOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Shadowing" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Shadowing**}}{{result=[[(@{Shadowing}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Shadowing</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Shadowing allows the Explorer to follow others on foot or using vehicles and starships. It contrasts with Concealment because it involves movement and blending into one’s surroundings. Shadowing Tests are always Opposed Tests against the opponent’s Awareness or Scrutiny Skill. A single Shadowing Test is sufficient to follow an opponent unseen for one minute. -Skill Use: 1 minute.">🛈</div>
|
||
<div class="item" style="width:17%">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_Shadowing1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Shadowing2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Shadowing3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Shadowing4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_ShadowingTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_ShadowingOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Shadowing" type="number" disabled value="floor((@{Shadowing1}+@{Shadowing2})*@{agility})+@{Shadowing3}+@{Shadowing4}+@{ShadowingTalentBonus}+@{ShadowingOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_SleightofHand" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Sleight of Hand**}}{{result=[[(@{SleightofHand}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Sleight of Hand</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Explorers use Sleight of Hand for any task requiring a combination of deception and dexterity. Examples include palming small objects, picking pockets, or performing tricks. The GM sets the Difficulty for the Test according to the size of the object and the intensity of observation. Sleight of Hand is always an Opposed Test against the opponent’s Awareness or Scrutiny. The Explorer can use Sleight of Hand instead of Gamble to employ deception and alter the odds in games of chance. Though Sleight of Hand usually requires a Half Action, the Explorer may make a Test as a Free Action with a –10 penalty. -Skill Use: Half Action.">🛈</div>
|
||
<div class="item" style="width:17%">(Ag)</div>
|
||
</td>
|
||
<td><input name="attr_SleightofHand1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_SleightofHand2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_SleightofHand3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_SleightofHand4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_SleightofHandTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_SleightofHandOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_SleightofHand" type="number" disabled value="floor((@{SleightofHand1}+@{SleightofHand2})*@{agility})+@{SleightofHand3}+@{SleightofHand4}+@{SleightofHandTalentBonus}+@{SleightofHandOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Survival" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Survival**}}{{result=[[(@{Survival}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Survival</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Survival allows the Explorer to endure for prolonged periods in unusual or alien environments. The Difficulty of these Tests depends on the location—barren deserts provide much greater challenge than verdant tropical forests. This Skill can also apply to man-made environments, such as artificial worlds, the depths of the Underhive, or the belly of massive starships. -Skill Use: Full Action. -Category: Exploration">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Survival1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Survival2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Survival3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Survival4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_SurvivalTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_SurvivalOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Survival" type="number" disabled value="floor((@{Survival1}+@{Survival2})*@{intelligence})+@{Survival3}+@{Survival4}+@{SurvivalTalentBonus}+@{SurvivalOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Tech-Use" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Tech-Use**}}{{result=[[(@{Tech-Use}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Tech-Use</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="Tech-Use allows the Explorer to use or repair complex mechanical items or fathom the workings of unknown technical artefacts. The Explorer can also use Tech-Use to repair damaged or defective items, using an Extended Test. Tech-Use can be used to direct the actions of Servitors. -Skill Use: 1 minute, or more for more complex systems. -Special Use: Security Systems Security covers mechanical security systems, but many systems may have both physical and electronic components, and certain examples may be entirely controlled by cogitators and machine spirits. -Category: Exploration.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Tech-Use1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Tech-Use2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Tech-Use3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Tech-Use4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_Tech-UseTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Tech-UseOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Tech-Use" type="number" disabled value="floor((@{Tech-Use1}+@{Tech-Use2})*@{intelligence})+@{Tech-Use3}+@{Tech-Use4}+@{Tech-UseTalentBonus}+@{Tech-UseOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Tracking" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Tracking**}}{{result=[[(@{Tracking}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Tracking</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can follow the signs left by his quarry. The Difficulty depends on the condition of the traces and the tracker’s surroundings. When following any tracks where the Difficulty of the Test is more than Challenging (+0) the tracker’s Movement rate drops to half. In the case where an opponent has attempted to conceal or erase their tracks, make an Opposed Test made against the prey’s Concealment. The Explorer can use this Skill with the Investigation and Exploration rules on page 263 to determine information about the quarry, including time since they passed, numbers and their race. -Skill Use: Free Action made as part of Movement. -Category: Exploration.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Tracking1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Tracking2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Tracking3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Tracking4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_TrackingTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_TrackingOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Tracking" type="number" disabled value="floor((@{Tracking1}+@{Tracking2})*@{intelligence})+@{Tracking3}+@{Tracking4}+@{TrackingTalentBonus}+@{TrackingOtherBonus}"></input></td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<button name="roll_Wrangling" type="roll" style="width:70%"
|
||
value="&{template:custom}{{name=**@{character_name} Test Wrangling**}}{{result=[[(@{Wrangling}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Wrangling</label>
|
||
</button>
|
||
<div class="item" style="width:10%; font-size:20px; display:inline; cursor:help"
|
||
title="The Explorer can tame, train, and potentially ride animals encountered in his travels, from spine-hounds to the noble warhorse breeds. Both taming and training beasts are Extended Tests, the Duration of which is determined by the nature and temper of the creature involved. Once an animal has been broken to its master’s will or at least formed a partnership for particularly strong-willed beasts—directing it or issuing commands is a Half Action. Wild animals, or those trained for hostility and aggression, can have their Disposition changed by one level for every 2 Degrees of Success, up to a maximum of three levels by a Full Action use of this Skill. Wrangling is of no use against cyber-animals, psy-bonded animals, or against any creature with true sentience. -Skill Use: Variable depending on task and complexity.">🛈</div>
|
||
<div class="item" style="width:17%">(Int)</div>
|
||
</td>
|
||
<td><input name="attr_Wrangling1" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Wrangling2" type="checkbox" value="0.5"></input></td>
|
||
<td><input name="attr_Wrangling3" type="checkbox" value="10"></input></td>
|
||
<td><input name="attr_Wrangling4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center" name="attr_WranglingTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_WranglingOtherBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center" name="attr_Wrangling" type="number" disabled value="floor((@{Wrangling1}+@{Wrangling2})*@{intelligence})+@{Wrangling3}+@{Wrangling4}+@{WranglingTalentBonus}+@{WranglingOtherBonus}"></input></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder" style="width:100%;padding: 8px 15px">
|
||
<div class="item4" style="width:35%"><label style="font-size:18px">Profit Factor:</label></div>
|
||
<button style="width:4%" type="action" name="act_plusprofit">➕</button>
|
||
<div class="item brackets" style="width:11%"><input style="text-align:center;font-weight:bold" name="attr_profitfactor" readonly/></div>
|
||
<button style="width:4%" type="action" name="act_minusprofit">➖</button>
|
||
<div class="item" style="width:6%"></div><!--spacing-->
|
||
<button name="roll_acquisition" type="roll" style="width:31%;height:30px" title=""
|
||
value="&{template:custom} {{name=**@{character_name} makes an Acquisition Test**}} {{result=[[(@{profitfactor}+?{Availability|Ubiquitous +70 'Ration Pack',70|Abundant +50 'Knife',50|Plentiful +30 'Void Suit',30|Common +20 'Lasgun',20|Average +10 'Micro-bead',10|Scarce +0 'Demolition Charge',0|Rare -10 'Krak Grenade',-10|Very Rare -20 'Heavy Bolter',-20|Extremely Rare -30 'Digital Weapon',-30|Near Unique -50 'Tempest Bolt Shells',-50|Unique -70 'Archeotech Power Armour',-70}+?{Scale|Negligible +30 'Single Man',30|Trivial +20 'Squad 3–5',20|Minor +10 'Platoon(10–30)',10|Standard +0 'Company 50–100',0|Major -10 'Regiment 500–1000',-10|Significan -20 Division 2000–5000',-20|Vast -30 'Army 10000+',-30}+?{Craftmanship|Poor +10 'Corpse Starch Ration Pack',10|Common +0 'Typical Clothing',0|Good -10 'Finely Crafted Forge World Bolter',-10|Best -30 'Exquisite Power Sword with Noble Family Crest',-30}-1d100cs1cf100)/10]] }}">
|
||
<label style="font-size:14px;">Acquisition Test</label></button>
|
||
</div>
|
||
<h3>🞜 Skill Groups 🞜</h3>
|
||
</div>
|
||
</div>
|
||
<!-- SKILL GROUPS SECTIONS -->
|
||
<div class="2colrow">
|
||
<!-- Left Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Speak Language is used to communicate with others using the same language. However, communication with those using obscure dialects or cryptic, complex concepts will require a Test at an appropriate Difficulty Skill Groups: -Eldar -Explorator Binary -High Gothic -Low Gothic -Ork -Techna-Lingua -Trader’s Cant. -Skill Use: Free Action.">Speak Language (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_SpeakLanguage">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_languagename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_language1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_language2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_language3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_language4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_languageTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_languageOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_SpeakLanguage" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Speak Language: @{languagename}**}} {{result=[[(@{language}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_language" type="number" disabled value="(floor((@{language1}+@{language2})*@{Intelligence}))+@{language3}+@{language4}+@{languageTalentBonus}+@{languageOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Scholastic Lore grants the Explorer knowledge of particularly complex or esoteric subject. A successful Skill Test allows him to recall necessary information or research a particular subject should appropriate reference material be readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain. Success Results: Success = Reveals basic information known to scholars on the topic. 1 DoS = Reveals uncommon information, known to few dedicated academics. 2 DoS = Reveals obscure information, known to only serious scholars. 3+ DoS = Reveals extremely rare information, known only to true experts in the field. Skill Groups: -Archaic -Astromancy -Beasts -Bureaucracy -Chymistry -Cryptology -Heraldry -Imperial Warrants -Imperial Creed -Judgement -Legend -Navis Nobilite -Numerology -Occult -Philosophy -Tactica Imperialis -Skill Use: Free Action. -Category: Investigation.">Scholastic Lore (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_ScholasticLore">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Slorename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Slore1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Slore2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Slore3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Slore4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_SloreTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_SloreOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_ScholasticLore" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Scholastic Lore: @{Slorename}**}} {{result=[[(@{Slore}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Slore" type="number" disabled value="(floor((@{Slore1}+@{Slore2})*@{Intelligence}))+@{Slore3}+@{Slore4}+@{SloreTalentBonus}+@{SloreOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="The Drive Skill allows the Explorer to control land-based vehicles. Normal driving does not require a Skill Test, but one is required for hazardous conditions, excessive speed, or dangerous manoeuvres. Skill Groups: -Ground Vehicle -Skimmer/Hover -Walker -Skill Use: Half Action. -Category: Operator.">Drive (Ag) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Drive">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Drivename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Drive1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Drive2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Drive3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Drive4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_DriveTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_DriveOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Drive" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Drive: @{Drivename}**}} {{result=[[(@{Drive}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Drive" type="number" disabled value="(floor((@{Drive1}+@{Drive2})*@{Agility}))+@{Drive3}+@{Drive4}+@{DriveTalentBonus}+@{DriveOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="The Explorer uses the Performer Skill to entertain and enthrall groups of spectators. Performer Tests take an amount of time dependent on the art form involved. Skill Groups: -Dancer -Musician -Singer -Storyteller -Skill Use: Variable. -Special Use: Charming Performance The Explorer may make a Difficult (–10) Performer (Storyteller) or (Singer) Test instead of Charm, to win round the audience, causing their disposition to improve by one level, or to temporarily improve the Morale of the crew. When used to improve Morale, a successful Test adds +5 to the ship’s Morale, with an additional +10 for every two Degrees of Success. -Special Use: Enthralling Performance The Explorer may make a Difficult (–10) Performer (Musician) or (Singer) Test instead of a Blather Test, utterly enthralling and distracting the audience for a moment. When used in place of Blather, it is subject to the same rules and conditions.">Performer (Fel) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Performer">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Performername" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Performer1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Performer2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Performer3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Performer4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_PerformerTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_PerformerOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Performer" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Performer: @{Performername}**}} {{result=[[(@{Performer}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Performer" type="number" disabled value="(floor((@{Performer1}+@{Performer2})*@{Fellowship}))+@{Performer3}+@{Performer4}+@{PerformerTalentBonus}+@{PerformerOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Secret Tongue represents comprehension of a particularly obscure and arcane language known to only those of a specific class or organisation. Skill Tests are unnecessary so long as all speakers know the secret language. Situations involving adverse conditions, such as speaking over a poor vox link or communicating complex concepts, require a Skill Test. Skill Groups: -Administratum -Ecclesiarchy -Military -Navigator -Rogue Trader -Tech -Underdeck -Skill Use: Free Action.">Secret Tongue (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_SecretTongue">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_STonguename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_STongue1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_STongue2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_STongue3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_STongue4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_STongueTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_STongueOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_SecretTongue" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Secret Tongue: @{STonguename}**}} {{result=[[(@{STongue}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_STongue" type="number" disabled value="(floor((@{STongue1}+@{STongue2})*@{Intelligence}))+@{STongue3}+@{STongue4}+@{STongueTalentBonus}+@{STongueOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Many groups and organizations employ ciphers as a secret, shorthand code to communicate basic ideas, warnings, or information rapidly. The Explorer can use and understand the hand signals, physical markings, or other subtle signs employed to express these concepts. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time. Skill Groups: -Rogue Trader -Mercenary Cant -Nobilite Family -Astropath Sign -Underworld -Skill Use: Full Action.">Ciphers (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Ciphers">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Ciphersname" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Ciphers1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Ciphers2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Ciphers3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Ciphers4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_CiphersTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_CiphersOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Ciphers" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Ciphers: @{Ciphersname}**}} {{result=[[(@{Ciphers}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Ciphers" type="number" disabled value="(floor((@{Ciphers1}+@{Ciphers2})*@{Intelligence}))+@{Ciphers3}+@{Ciphers4}+@{CiphersTalentBonus}+@{CiphersOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Right Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success. Skill Group: -Adeptus Arbites -Adeptus Astra Telepathica -Adeptus Mechanicus -Administratum -Ecclesiarchy -Imperial Creed -Imperial Guard -Imperial Navy -Imperium -Koronous Expanse -Navis Nobilite -Rogue Traders -Tech -War -Skill Use: Free Action. -Category: Investigation.">Common Lore (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_CommonLore">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Clorename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Clore1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Clore2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Clore3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Clore4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_CloreTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_CloreOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_CommonLore" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Common Lore: @{Clorename}**}} {{result=[[(@{Clore}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Clore" type="number" disabled value="(floor((@{Clore1}+@{Clore2})*@{Intelligence}))+@{Clore3}+@{Clore4}+@{CloreTalentBonus}+@{CloreOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Forbidden Lore represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. A successful Forbidden Lore Test indicates the Explorer can recall basic information about the subject. The GM will reveal additional information as appropriate to the Degree of Success on the roll. Skill Groups: -Adeptus Mechanicus -Archeotech -Daemonology -Heresy -The Inquisition -Mutants -Navigators -Pirates -Psykers -The Warp -Xenos -Skill Use: Free Action... although the consequences of knowing such things can last a lifetime. -Category: Investigation.">Forbidden Lore (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_ForbiddenLore">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Florename" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Flore1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Flore2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Flore3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Flore4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_FloreTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_FloreOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_ForbiddenLore" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Forbidden Lore: @{Florename}**}} {{result=[[(@{Flore}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Flore" type="number" disabled value="(floor((@{Flore1}+@{Flore2})*@{Intelligence}))+@{Flore3}+@{Flore4}+@{FloreTalentBonus}+@{FloreOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="The Explorer uses the Navigation Skill to plot a course between two points. A successful Test also provides an estimated travel time based on geography, cosmography, prevailing conditions, weather, warp tides and the like. Surface Navigation is used to navigate across a planet’s surface, using logi-compasses,map readouts, and geographical knowledge. Stellar Navigation is used to navigate in space between planets, using star-charts, and carto-mantic rituals. Warp Navigation reflects the Navigator’s ability to steer a starship through the tides of the empyrean, using the beacon of the Astronomicon as a reference. It determines how quickly a ship reaches its destination. When conditions are particularly challenging, the Skill also determines if the ship reaches its destination at all. Skill Group: -Surface -Stellar -Warp -Skill Use: 1 minute for simple location; 1d5 hours for plotting courses or routes. -Category: Exploration.">Navigation (Int) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Navigation">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Navigationname" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Navigation1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Navigation2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Navigation3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Navigation4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_NavigationTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_NavigationOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Navigation" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Navigation: @{Navigationname}**}} {{result=[[(@{Navigation}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Navigation" type="number" disabled value="(floor((@{Navigation1}+@{Navigation2})*@{Intelligence}))+@{Navigation3}+@{Navigation4}+@{NavigationTalentBonus}+@{NavigationOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Explorers use the Pilot Skill to fly anything from personal jump packs to small atmospheric craft—such as landers or gun-cutters—to void-faring fighter , bombers, and capital vessels. Under normal conditions, piloting does not require a Test, but unusual or difficult conditions such as storms, obstacles, or dangerous manoeuvres do require a Skill Test. When chasing another vehicle or ship or contesting for position, the Explorer make an Opposed Pilot Test against his opponent. Skill Groups: -Personal -Flyers -Space Craft -Skill Use: Half Action. -Category: Operator.">Pilot (Ag) 🛈</label></td>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:28px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Pilot">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><div class="item" style="width:100%;"><input name="attr_Pilotname" type="text" placeholder="Skill Name"></input></div></td>
|
||
<td><input style="width:28px" name="attr_Pilot1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Pilot2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:28px" name="attr_Pilot3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:28px" name="attr_Pilot4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_PilotTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:28px" name="attr_PilotOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Navigation" type="roll" style="text-align:center;width:28px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Pilot: @{Pilotname}**}} {{result=[[(@{Pilot}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Pilot" type="number" disabled value="(floor((@{Pilot1}+@{Pilot2})*@{Agility}))+@{Pilot3}+@{Pilot4}+@{PilotTalentBonus}+@{PilotOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Trade Skills allow the Explorer to create things, from contracts to starships. At the GM’s discretion, Explorers with this Skill can earn additional Profit Factor plying a trade. They can identify the work of particularly famous or infamous craftsmen, or recall information concerning items of their trade. Trade Tests can represent the work of hours, weeks, or months depending on the complexity of the task at hand. However, Tests that involve the examination of an item to recall information require a Full Action. Skill Groups: -Archaeologist (Int) -Armourer (Ag) -Astrographer (Ag) -Chymist (Int) -Cryptographer (Int) -Explorator (Int) -Linguist (Int) -Remembrancer (Ag or Int) -Shipwright (Int) -Soothsayer (Fel) -Technomat (Int) -Trader (Fel) -Voidfarer (Ag) -Skill Use: Variable depending on task and complexity. -Category: Crafting, Exploration.">Trade (Varies) 🛈</label></td>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_Trade">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;">
|
||
<div class="item" style="width:75%;"><input name="attr_Tradename" type="text" placeholder="Skill Name"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_Tradecharacteristic" type="text">
|
||
<option value="@{WeaponSkill}">WS</option>
|
||
<option value="@{BallisticSkill}">BS</option>
|
||
<option value="@{Strength}"> S</option>
|
||
<option value="@{Toughness}"> T</option>
|
||
<option value="@{Agility}">Ag</option>
|
||
<option value="@{Intelligence}">Int</option>
|
||
<option value="@{Perception}">Per</option>
|
||
<option value="@{Willpower}">Wp</option>
|
||
<option value="@{Fellowship}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width:26px" name="attr_Trade1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:26px" name="attr_Trade2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:26px" name="attr_Trade3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:26px" name="attr_Trade4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:26px" name="attr_TradeTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:26px" name="attr_TradeOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_Trade" type="roll" style="text-align:center;width:26px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Trade: @{Tradename}**}} {{result=[[(@{Trade}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_Trade" type="number" disabled value="(floor((@{Trade1}+@{Trade2})*@{Tradecharacteristic}))+@{Trade3}+@{Trade4}+@{TradeTalentBonus}+@{TradeOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;"><label style="text-align: center; cursor:help" title="Custom Skill Field: You can add here Customs Skills not present in the Rules. Remember to select the appropiate Characteristic to be used for these Skills -Skill Use: Variable. -Category: Custom.">Custom Skills (Varies) 🛈</label></td>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Basic</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 7.5px">Trained</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">+10</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">+20</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Talent</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Mod</label></th>
|
||
<th style="height:10px;width:26px"><label style="text-align: center; font-size: 9px">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<fieldset class="repeating_CustomSkill">
|
||
<table style="width:100%;">
|
||
<tr>
|
||
<td style="width:50%;">
|
||
<div class="item" style="width:75%;"><input name="attr_CustomSkillName" type="text" placeholder="Skill Name"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_CustomSkillcharacteristic" type="text">
|
||
<option value="@{WeaponSkill}">WS</option>
|
||
<option value="@{BallisticSkill}">BS</option>
|
||
<option value="@{Strength}"> S</option>
|
||
<option value="@{Toughness}"> T</option>
|
||
<option value="@{Agility}">Ag</option>
|
||
<option value="@{Intelligence}">Int</option>
|
||
<option value="@{Perception}">Per</option>
|
||
<option value="@{Willpower}">Wp</option>
|
||
<option value="@{Fellowship}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width:26px" name="attr_CustomSkill1" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:26px" name="attr_CustomSkill2" type="checkbox" value="0.5"></input></td>
|
||
<td><input style="width:26px" name="attr_CustomSkill3" type="checkbox" value="10"></input></td>
|
||
<td><input style="width:26px" name="attr_CustomSkill4" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width:26px" name="attr_CustomSkillTalentBonus" type="number" value="0"></input></td>
|
||
<td><input style="text-align:center;width:26px" name="attr_CustomSkillOtherBonus" type="number" value="0"></input></td>
|
||
<td><button name="roll_CustomSkill" type="roll" style="text-align:center;width:26px"
|
||
value="&{template:custom} {{name=**@{character_name} Test Custom Skill: @{CustomSkillName}**}} {{result=[[(@{CustomSkill}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input name="attr_CustomSkill" type="number" disabled value="(floor((@{CustomSkill1}+@{CustomSkill2})*@{CustomSkillcharacteristic}))+@{CustomSkill3}+@{CustomSkill4}+@{CustomSkillTalentBonus}+@{CustomSkillOtherBonus}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Combat Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-gear">
|
||
<div class="sheet-wrapper">
|
||
<div class="2colrow">
|
||
<!-- Left Side Weapons and Tools -->
|
||
<div class="col">
|
||
<h3>Ranged Weapons ⯐</h3>
|
||
<fieldset class="repeating_rangedweapons">
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_Rangedweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 12%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_Rangedweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 13%;"><label>Range:</label></div>
|
||
<div class="item" style="width: 15%;"><input name="attr_Rangedweaponrange" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 26%;"><input name="attr_Rangedweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_Rangedweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_Rangedweaponpen" style="text-align:center" type="text" value="0" /></div>
|
||
<div class="item" style="width: 1%;margin-left:2px"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>RoF:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_Rangedweaponsingle" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_Rangedweaponsemi" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_Rangedweaponfull" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 1%;margin-left:2px"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>Clip:</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_Rangedweaponclip" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_Rangedweaponclip_max" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 1%;margin-left:2px"></div><!--Spacing -->
|
||
<div class="item" style="width: 14%;"><label>Reload:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_Rangedweaponreload" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 7%;"><input name="attr_Rangedweaponmod" style="text-align:center" type="text" value="0"/></div>
|
||
|
||
<div class="item" style="width: 14%;"><button name="roll_Rangedattack" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} shoots with @{Rangedweaponname}**}} {{attack=[[(@{BallisticSkill} + ( ?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Range|In Range (0),+0|Point Blank (+30),+30|Short Range (+10),+10|Long Range (-10),-10|Extreme Range (-30),-30} ) + (@{rangedweaponmod}) + ( ?{Combat Action|Single Shot (+0),+0 -1d100cs1cf>96|Semi-Auto (+10),+10 -1d100cs1cf>94|Full Auto (+20),+20 -1d100cs1cf>94|Called Shot (-20),-20 -1d100cs1cf>96} ) + ?{Other Modifiers|0} ) /10]] }} {{hitloc= Location: [[1d100]]}} {{desc=Rng: **@{Rangedweaponrange}** RoF: **@{Rangedweaponsingle}/@{Rangedweaponsemi}/@{Rangedweaponfull}** Rld: **@{Rangedweaponreload}**}}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 14%;"><button name="roll_RangedDamage" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Dmg Rolls=?{Number of Hits|1 Hit,[[@{rangedweapondamage}]]|2 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|3 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|4 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|5 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|6 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|7 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|8 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |9 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|10 Hits,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]}}} {{Type=**@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">
|
||
<label>Damage</label></button></div>
|
||
<div class="item" style="width:23%"><button name="roll_RighteousFury" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} ...**}} {{fury=[[(?{Target Number|0}-1d100cs1cf100)/10]]}} {{furydice= **Dealing [[1d10!]] Bonus Damage!**}}"><label>Righteous Fury!</label></button></div>
|
||
<div class="item" style="width:21%"><button name="roll_rangedweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{Rangedweaponname}**}} {{desc=@{rangedweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<input type="checkbox" style="width:5%" name="attr_hiderangedweaponspecial" value="1" class="arrow" title="Hide Description"></input>
|
||
|
||
<div class="item" style="width: 16%;"><button name="roll_RangedMulti" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} lands multiple hits!**}} {{multihit= [[?{1st Hit Location| Head, 0|Arms,11|Body,22|Legs,33} + ?{Additional Hits|1|2|3|4|5|6|7|8|9|10}]] }}">
|
||
<label>Multi-Hits</label></button></div>
|
||
<div class="item" style="width:16%"><label>Tearing?</label></div>
|
||
<div style="display:inline-block;width:68%">
|
||
<input type="checkbox" class="arrow2" style="width:6%" name="attr_tearingswich" value="1"></input>
|
||
<div class="hbody2" style="width:20%"><button name="roll_RangedTearing" type="roll" value="@{tearingselector}"><label>Tearing</label></button></div>
|
||
<div class="hbody2" style="width:23%"><select name="attr_tearingselector" type="text" title="Select number of hits">
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hit=[[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">1 Hit</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">2 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">3 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">4 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">5 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">6 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">7 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">8 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">9 Hits</option>
|
||
<option value="&{template:custom} {{name=**@{character_name}'s @{Rangedweaponname}**}} {{Tearing Hits=[[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] [[{@{rangedweapondamage}+1d10}dl1]] }} {{Type= **@{Rangedweapontype} Damage!** }} {{Penetration=[[@{Rangedweaponpen}]] **vs AP**}}">10 Hits</option>
|
||
</select></div>
|
||
<div class="hbody2" style="width:47%"><label style="font-size:9px">Select # of hits before rolling</label></div>
|
||
</div>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_rangedweaponspecial" placeholder="Special Qualities"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
<h3>Melee Weapons ⚔</h3>
|
||
<fieldset class="repeating_meleeweapons">
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_meleeweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 19%;"><input name="attr_meleeweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 27%;"><input name="attr_meleeweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 23%;"><input name="attr_meleeweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_meleeweaponpen" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_meleeweaponmod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 20%;"><label>Parry Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_meleeparrymod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 28%;"><label>Strength Bonus:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_meleeweaponSB" style="text-align:center" value="@{SB}" disabled title="This value is added to this weapon's Damage Roll"></input></div>
|
||
|
||
<div class="item" style="width: 13%"><button name="roll_meleeattack" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} attacks with @{meleeweaponname}**}} {{attack=[[(@{WeaponSkill}+[[?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Combat Action|Standard A. (+0),+0|Charge! (+10),+10|All Out (+20),+20|Guarded Attack (-10),-10|Called Shot (-20),-20|Strike to Stun (-20),-20} + (@{meleeweaponmod}) + ?{Other Modifiers|0}]]-1d100cs1cf100)/10]]}} {{hitloc= Location: [[1d100]]}}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 13%"><button name="roll_meleedamage" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{meleeweaponname}**}} {{Inflicts=[[@{meleeweapondamage}+@{SB}]] **@{meleeweapontype} Damage!**}} {{Penetration=[[@{meleeweaponpen}]] **vs AP**}}"><label>Damage</label></button></div>
|
||
<div class="item" style="width: 13%"><button name="roll_meleetearing" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{meleeweaponname}**}} {{Tearing Hit=[[{@{meleeweapondamage}+@{SB}+1d10}dl1]] **@{meleeweapontype} Damage!**}} {{Penetration=[[@{meleeweaponpen}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width: 13%"><button name="roll_meleeparry" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to parry with @{meleeweaponname}**}} {{parry= [[(@{WeaponSkill} + (@{meleeparrymod}) + ?{Other Modifiers|0} - 1d100cs1cf100)/10]] }}"><label>Parry</label></button></div>
|
||
<div class="item" style="width:23%"><button name="roll_RighteousFury" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} ...**}} {{fury=[[(?{Target Number|0}-1d100cs1cf100)/10]]}} {{furydice= **Dealing [[1d10!]] Bonus Damage!**}}"><label>Righteous Fury!</label></button></div>
|
||
<div class="item" style="width:20%"><button name="roll_meleeweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{meleeweaponname}**}} {{desc=@{meleeweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<div class="item" style="width:1%"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_hidemeleeweaponspecial" value="1" class="arrow" title="Hide Special Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_meleeweaponspecial" placeholder="Special Qualities"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
<!--Gear, Carry, Push, Lift-->
|
||
<h3>Gear & Tools 🛠</h3>
|
||
<div class="quickborder">
|
||
<div class="row">
|
||
<div class="item" style="width:88%"><label>Carry, Lift & Push capacity. Select your SB+TB total:</label></div>
|
||
<select name="attr_GearCarry" style="width:10%" class="input-selectbox">
|
||
<option value="0.9" >0</option>
|
||
<option value="2.25" >1</option>
|
||
<option value="4.5">2</option>
|
||
<option value="9">3</option>
|
||
<option value="18">4</option>
|
||
<option value="27">5</option>
|
||
<option value="36" selected>6</option>
|
||
<option value="45">7</option>
|
||
<option value="56">8</option>
|
||
<option value="67">9</option>
|
||
<option value="78">10</option>
|
||
<option value="90">11</option>
|
||
<option value="112">12</option>
|
||
<option value="225">13</option>
|
||
<option value="337">14</option>
|
||
<option value="450">15</option>
|
||
<option value="675">16</option>
|
||
<option value="900">17</option>
|
||
<option value="1350">18</option>
|
||
<option value="1800">19</option>
|
||
<option value="2250">20</option>
|
||
</select>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:8%"><label>Lift:</label></div>
|
||
<div class="item" style="width:15%">
|
||
<input disabled="true" name="attr_LiftCapacity" style="text-align: center" type="number" value="(@{GearCarry}+@{LiftCapacityMod})*2"/></div>
|
||
<div class="item" style="width:1%"></div><!--spacing -->
|
||
<div class="item" style="width:9%"><label>Mod:</label></div>
|
||
<div class="item" style="width:15%">
|
||
<input name="attr_LiftCapacityMod" type="number" value="0" style="text-align: center" title="Mod value is multiplied x2"/></div>
|
||
<div class="item" style="width:1%"></div><!--spacing -->
|
||
<div class="item" style="width:10%"><label>Push:</label></div>
|
||
<div class="item" style="width:15%">
|
||
<input disabled="true" name="attr_PushCapacity" style="text-align: center" type="number" value="(@{GearCarry}+@{PushCapacityMod})*4"/></div>
|
||
<div class="item" style="width:10%"><label>Mod:</label></div>
|
||
<div class="item" style="width:16%">
|
||
<input name="attr_PushCapacityMod" type="text" value="0" style="text-align: center" title="Mod value is multiplied x4"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:20%"><label>Carry Max:</label></div>
|
||
<div class="item" style="width:16%">
|
||
<input disabled="true" name="attr_GearCarryMax" style="text-align: center" type="number" value="@{GearCarry}+@{GearCarryMod}"/></div>
|
||
<div class="item" style="width:1%"></div><!--spacing -->
|
||
<div class="item" style="width:19%"><label>Available:</label></div>
|
||
<div class="item" style="width:16%">
|
||
<input name="attr_GearCarryAvailable" style="text-align: center" type="number" disabled="True" value="@{GearCarryMax}-@{GearCarryCurrent}"/></div>
|
||
<input type="hidden" name="attr_GearCarryCurrent" value="@{gearwt}"/><!-- hidden input needed for repeatingsum -->
|
||
<div class="item" style="width:2%"></div><!--spacing -->
|
||
<div class="item" style="width:10%"><label>Mod:</label></div>
|
||
<div class="item" style="width:16%">
|
||
<input name="attr_GearCarryMod" type="number" style="text-align: center" value="0" title="Mod value has No multiplier"/>
|
||
</div>
|
||
</div>
|
||
<h1>Gear List</h1>
|
||
<fieldset class="repeating_gears">
|
||
<div class="item" style="width:72%">
|
||
<input name="attr_GearName" type="text" placeholder="Gear Name"/></div>
|
||
<div class="item" style="width:10%">
|
||
<input name="attr_gearwt" type="number" style="text-align: center" value="0" title="Weigt (Kg)"/></div>
|
||
<div class="item" style="width:13%">
|
||
<button name="roll_geardesc" type="roll" value="&{template:custom} {{name=**@{character_name} @{GearName}**}} {{desc=@{GearNotes} }} {{Weight=[[@{gearwt}]] **Kg**}}">
|
||
<label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideGear" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_GearNotes" placeholder="Gear Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!-- Right Side Armour, Movement, initiative-->
|
||
<div class="col">
|
||
<h3>Armour & Defence ⛉</h3>
|
||
<div class="quickborder">
|
||
<!--Armour Locations-->
|
||
<div class="2colrow">
|
||
<div class="col">
|
||
<br></br>
|
||
<div class="armourblock"> </div>
|
||
<div class="quickborder armourblock"><label>Head</label><input name="attr_headAP" type="number" placeholder="AP"/><label>(1-10)</label><input name="attr_headsoak" type="number" title="Armor + Toughness Bonus" value="@{headAP}+@{TB}" disabled="true"/></div>
|
||
<br></br>
|
||
<div class="quickborder armourblock"><label>Arm R.</label><input name="attr_armrightAP" type="number" placeholder="AP"/><label>(11-20)</label><input name="attr_armrightsoak" type="number" title="Armor + Toughness Bonus" value="@{armrightAP}+@{TB}" disabled="true"/></div>
|
||
<div class="quickborder armourblock"><label>Body</label><input name="attr_bodyAP" type="number" placeholder="AP"/><label>(31-70)</label><input name="attr_bodysoak" type="number" title="Armor + Toughness Bonus" value="@{bodyAP}+@{TB}" disabled="true"/></div>
|
||
<div class="quickborder armourblock"><label>Arm L.</label><input name="attr_armrleftAP" type="number" placeholder="AP"/><label>(21-30)</label><input name="attr_armleftsoak" type="number" title="Armor + Toughness Bonus" value="@{armrleftAP}+@{TB}" disabled="true"/></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>Leg R.</label><input name="attr_legrightAP" type="number" placeholder="AP"/><label>(71-85)</label><input name="attr_legleftsoak" type="number" value="@{legrightAP}+@{TB}" disabled="true"/></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>Leg L.</label><input name="attr_legleftAP" type="number" placeholder="AP"/><label>(86-00)</label><input name="attr_legrightsoak" type="number" value="@{legleftAP}+@{TB}" disabled="true"/></div>
|
||
</div>
|
||
<div class="col">
|
||
<h2>Wounds 🞧</h2>
|
||
<div class="row">
|
||
<div class="item" style="width:33%"><label>Starting:</label></div>
|
||
<div class="item" style="width:26%"><button name="roll_startingwounds" type="roll" value="&{template:custom} {{name=**@{character_name} rolls Starting Wounds**}} {{Starting Wounds Die= [[1d5+?{Modifier|0}]] }}"><label>1d5+?</label></button></div>
|
||
<div class="item" style="width:1%"></div><!--Spacing-->
|
||
<div class="item" style="width:9%"><label>=</label></div>
|
||
<div class="item brackets" style="width:18%"><input name="attr_startingwoundsmod" type="number" style="text-align: center" title="Type Roll result here."/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:63%"><label>Starting TB x2:</label></div>
|
||
<div class="item brackets" style="width:25%"><input name="attr_woundstb" type="number" style="text-align: center"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:33%"><label>Current:</label></div>
|
||
<div class="item brackets" style="width:25%"><input name="attr_Wounds" type="number" style="text-align: center"/></div>
|
||
<div class="item" style="width:6%"><label>/</label></div>
|
||
<div class="item brackets" style="width:25%"><input name="attr_Wounds_max" type="number" style="text-align: center" placeholder="Max"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:63%"><label>Critical Damage:</label></div>
|
||
<div class="item brackets" style="width:25%"><input name="attr_criticaldamage" type="number" style="text-align: center" value="0"/></div>
|
||
</div>
|
||
<h2>Critical Hits ⚠</h2>
|
||
<div class="row">
|
||
<div class="item" style="width:50%"><button name="roll_energycrit" type="roll" value="&{template:custom} {{name=**@{character_name} suffers an Energy Critical Hit!**}} {{desc=@{energycrit} }}">
|
||
<label style="font-size:13px">Energy (E)</label></button></div>
|
||
<div class="item" style="width:50%"><select name="attr_energycrit">
|
||
<optgroup label="Arm">
|
||
<option value="**Arm 1**: A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at **–30 for 1 Round**."> Arm 1</option>
|
||
<option value="**Arm 2**: The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is **useless for [[1d5]] Rounds** and the character takes **1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The attack burns the target’s arm leaving him **Stunned for 1 Round** and inflicts **2 levels of Fatigue**. The arm is **useless for [[1d5]] Rounds**."> Arm 3</option>
|
||
<option value="**Arm 4**: The shock of the attack makes the target vomit. He is **Stunned for 1 Round** and takes **3 levels of Fatigue**. The arm is **useless for [[1d10]] Rounds**."> Arm 4</option>
|
||
<option value="**Arm 5**: The arm suffers superficial burns inflicting no small amount of pain on the target. The target’s **(WS)** and **(BS) are halved** (round down) for **1 Round** and the target takes [[1d5]] **levels of Fatigue**."> Arm 5</option>
|
||
<option value="**Arm 6**: The attack wreathes the arm in flames, scorching clothing and armour, and temporarily fusing together the target’s fingers. The target **halves (WS)** and **(BS)** for [[1d10]] **Rounds**, takes [[1d5]] **levels of Fatigue**, and must successfully pass a **Challenging (+0) Toughness Test** or lose the use of the hand **permanently**."> Arm 6</option>
|
||
<option value="**Arm 7**: With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The target’s arm is broken and until it is healed, that arm is **useless**. The target is **Stunned for 1 Round** and also takes [[1d5]] **levels of Fatigue**."> Arm 7</option>
|
||
<option value="**Arm 8**: Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must pass a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target takes [[1d10]] **levels of Fatigue** and is suffering from **Blood Loss**. The target **loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate **Challenging (+0) Toughness Test or die from shock**. If he survives, however, the target takes [[1d10]] **levels of Fatigue** and is **Stunned for 1 Round**. The target **loses that arm**."> Arm 9</option>
|
||
<option value="**Arm 10+**: The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately **dies from shock, clutching his smoking stump**."> Arm 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Body">
|
||
<option value="**Body 1**: A blow to the target’s body steals a breath from his lungs. The target can take only **a Half Action** on his next Turn."> Body 1</option>
|
||
<option value="**Body 2**: The blast punches the air from the target’s body, inflicting **1 level of Fatigue** upon him."> Body 2</option>
|
||
<option value="**Body 3**: The attack cooks the flesh at the chest and abdomen, inflicting **2 levels of Fatigue** and leaving the target **Stunned for 1 Round**."> Body 3</option>
|
||
<option value="**Body 4**: The energy ripples all over the character, scorching his body and inflicting [[1d10]] **levels of Fatigue**."> Body 4</option>
|
||
<option value="**Body 5**: The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is knocked to the ground and must pass a **Challenging (+0) Agility Test or catch fire**. The target takes [[1d5]] **levels of Fatigue** and must take the **Stand Action** to regain his feet."> Body 5</option>
|
||
<option value="**Body 6**: Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiraling out of the wound. The target is knocked to the ground, **Stunned for [[1d10]] Rounds**, and takes [[1d5]] **levels of Fatigue**. In addition, he must pass a **Challenging (+0) Agility Test or catch fire**."> Body 6</option>
|
||
<option value="**Body 7**: The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The target is **Stunned for [[2d10]] Rounds** and reduces his **Toughness by half** (round down)."> Body 7</option>
|
||
<option value="**Body 8**: As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and armour. The target is **Stunned for [[2d10]] Rounds** and the attack **halves his Strength, Toughness and Agility**. The extensive scarring **permanently halves the target’s Fellowship characteristic**."> Body 8</option>
|
||
<option value="**Body 9**: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a **blackened corpse**."> Body 9</option>
|
||
<option value="**Body 10+**: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a **blackened corpse**. If the target is carrying any ammunition, there is a 50% chance [[1d100cf>50]] it explodes. Unless they can make a successful **Challenging (+0) Dodge Test**, all creatures within [[1d5]] metres take [[1d10+5]] **Explosive Damage**. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the normal effects."> Body 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Head">
|
||
<option value="**Head 1**: A grazing blow to the head frazzles the target’s senses, imposing a **–10 penalty to all Tests** (except Toughness) for **1 Round**."> Head 1</option>
|
||
<option value="**Head 2**: The blast of energy dazzles the target, leaving him **blinded for 1 Round**."> Head 2</option>
|
||
<option value="**Head 3**: The attack cooks off the target’s ear, leaving him **Stunned for 1 Round** and inflicting **1 level of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The attack deals **2 levels of Fatigue** and the target is **blinded for [[1d5]] Rounds**."> Head 4</option>
|
||
<option value="**Head 5**: A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair, he is **blinded for [[1d10]] Rounds** and takes **3 levels of Fatigue**."> Head 5</option>
|
||
<option value="**Head 6**: The attack cooks the target’s face, melting his features and damaging his eyes. The target is **blinded** for the next [[1d10]] **hours** and **permanently reduces his Fellowship characteristic by [[1d10]] points**. The target also takes [[1d5]] **levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: In a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle underneath. The target is **blinded permanently** and takes [[1d10]] **levels of Fatigue**. Also, this is the target’s new **Fellowship score** [[1d10]]. Unless their Fellowship is already 10 or less, in which case nobody really notices the difference."> Head 7</option>
|
||
<option value="**Head 8**: The target’s head is **destroyed** in a convocation of fiery death. **The target does not survive**."> Head 8</option>
|
||
<option value="**Head 9**: Superheated by the attack, **the target’s brain explodes**, tearing apart his skull and sending flaming hunks of meat flying at those nearby. **The target is no more**."> Head 9</option>
|
||
<option value="**Head 10+**: Superheated by the attack, **the target’s entire body** catches fire and runs off headless [[2d10]] metres in a random direction (use the Scatter Diagram). Anything flammable it passes, including characters, must pass a **Challenging (+0) Agility Test or catch fire**."> Head 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Leg">
|
||
<option value="**Leg 1**: A blow to the leg leaves the target gasping for air. The target gains **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: A grazing strike against the leg slows the target for a bit. The target **halves all movement for 1 Round**."> Leg 2</option>
|
||
<option value="**Leg 3**: The blast breaks the target’s leg leaving him **Stunned for 1 Round** and **halving all movement for [[1d5]] Rounds**."> Leg 3</option>
|
||
<option value="**Leg 4**: A solid blow to the leg sends electric currents of agony coursing through the target. The target takes [[1d5]] **levels of Fatigue** and **halves all movement for [[1d5]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: The target’s leg endures a horrific burn, fusing clothing and armour with flesh and bone. The target takes **1 level of Fatigue** and moves at **half speed for [[2d10]] Rounds**."> Leg 5</option>
|
||
<option value="**Leg 6**: The attack burns the target’s foot, charring the flesh and emitting a foul stench. The target must successfully pass a **Challenging (+0) Toughness Test or lose that foot**. *On a success*, the target’s **movement rates are halved** until he receives medical attention. In addition, the target takes **2 levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until healed, the target counts as having lost the leg. The target must pass a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target gains [[1d5]] **levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: Energy sears through the bone, causing the leg to be severed. The target must take a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target gains [[1d10]] **levels of Fatigue** and is suffering from **Blood Loss**. The target **loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target must pass a **Challenging (+0) Toughness Test or die from shock**. The leg is utterly **lost**."> Leg 9</option>
|
||
<option value="**Leg 10+**: In a terrifying display of power, the leg immolates and fire consumes the target completely. **The target dies in a matter of agonizing seconds**."> Leg 10+</option>
|
||
</optgroup>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:50%"><button name="roll_explosivecrit" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} suffers an Explosive Critical Hit!**}} {{desc=@{explosivecrit} }}">
|
||
<label style="font-size:13px">Explosive (X)</label></button></div>
|
||
<div class="item" style="width:50%"><select name="attr_explosivecrit">
|
||
<optgroup label="Arm">
|
||
<option value="**Arm 1**: The attack throws the limb backwards, painfully jerking it away from the body, inflicting **1 level of Fatigue**."> Arm 1</option>
|
||
<option value="**Arm 2**: The attack sends a fracture through the limb. The target drops anything held in the hand and takes **2 levels of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The explosion takes [[1d5]] **fingers from the target’s hand**. The target takes **3 levels of Fatigue** and anything carried in the hand is **destroyed**. If this is an explosive, it goes off. Very messy."> Arm 3</option>
|
||
<option value="**Arm 4**: The blast causes the target to howl in agony. He takes [[1d5]] **levels of Fatigue, is Stunned for 1 Round**, and the limb is **useless** until medical attention is received."> Arm 4</option>
|
||
<option value="**Arm 5**: Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately pass a **Challenging (+0) Toughness Test or lose the hand**. *Even on a success*, the hand is **useless** until medical attention is received. The target takes [[1d5]] **levels of Fatigue**."> Arm 5</option>
|
||
<option value="**Arm 6**: The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting [[1d5]] **levels of Fatigue**. The target’s arm is broken and, until healed, the target's arm is **useless**. In addition, the horrendous nature of the wound means that he now suffers from **Blood Loss**."> Arm 6</option>
|
||
<option value="**Arm 7**: In a violent hail of flesh, the arm is blown apart. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a success, the target is **Stunned for [[1d10]] rounds**, takes [[1d10]] **levels of Fatigue**, and suffers **Blood Loss**. The target **loses that arm**."> Arm 7</option>
|
||
<option value="**Arm 8**: The arm **disintegrates** under the force of the explosion taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, where he **dies in a pool of his own blood and organs**."> Arm 8</option>
|
||
<option value="**Arm 9**: With a mighty bang the arm is blasted from the target’s body, **killing the target instantly in a rain of blood droplets**. In addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then **it explodes**, dealing [[1d10+5]] **Impact Damage** to anyone within 2 metres."> Arm 9</option>
|
||
<option value="**Arm 10+**: With a mighty bang the arm is blasted from the target’s body, **killing the target instantly in a rain of blood droplets**. In addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then **it explodes**, dealing [[1d10+5]] **Impact Damage** to anyone within 2 metres. If the target is carrying any ammunition **it also explodes** dealing [[1d10+5]] **Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on his person."> Arm 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Body">
|
||
<option value="**Body 1**: The target is blown backwards [[1d5]] metres and takes **1 level of Fatigue per metre traveled**. He is **Prone** when he lands."> Body 1</option>
|
||
<option value="**Body 2**: The target is blown backwards [[1d10]] metres, taking **1 level of Fatigue per metre traveled**. *If he strikes a solid object*, he takes [[1d5]] **additional levels of Fatigue**."> Body 2</option>
|
||
<option value="**Body 3**: The explosion **destroys** whatever **armour** protected the body. If the target wore none, the target is blown backwards [[1d10]] metres, as above but the target takes **2 levels of Fatigue for every metre traveled**."> Body 3</option>
|
||
<option value="**Body 4**: The explosion sends the target sprawling to the ground. He takes [[1d5]] **levels of Fatigue**, is **Stunned for 1 Round**, and must spend a **Full Action** to regain his feet."> Body 4</option>
|
||
<option value="**Body 5**: Concussion from the explosion knocks the target to the ground and tenderizes his innards. The target **falls down Stunned for 1 Round** and takes [[1d10]] **levels of Fatigue**."> Body 5</option>
|
||
<option value="**Body 6**: Chunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is **Stunned for 1 Round**, takes [[1d10]] **levels of Fatigue** and is now suffering **Blood Loss**."> Body 6</option>
|
||
<option value="**Body 7**: The explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking him to the ground. The target **falls down, is Stunned for [[1d10]] Rounds** and takes [[1d10]] **levels of Fatigue**. In addition, he now suffers **Blood Loss** and can only take **Half Actions** for the next [[1d10]] **hours** as he tries to regain control of his body."> Body 7</option>
|
||
<option value="**Body 8**: The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, **killing him instantly**."> Body 8</option>
|
||
<option value="**Body 9**: Pieces of the target’s body **fly in all directions as he is torn into bloody gobbets** by the attack. In addition, if the target is carrying any ammunition, it explodes dealing [[1d10+5 ]]**Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person."> Body 9</option>
|
||
<option value="**Body 10+**: Pieces of the target’s body **fly in all directions as he is torn into bloody gobbets** by the attack. In addition, if the target is carrying any ammunition, it explodes dealing [[1d10+5 ]]**Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person. Also anyone within [[1d10]] metres of the target is drenched in gore and must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round** as blood fouls their sight."> Body 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Head">
|
||
<option value="**Head 1**: The explosion leaves the target confused. He can take only a **Half Action** on his next Turn and takes **1 level of Fatigue**."> Head 1</option>
|
||
<option value="**Head 2**: The flash and noise leaves the target **blind and deaf for 1 Round**. The target takes **2 levels of Fatigue**."> Head 2</option>
|
||
<option value="**Head 3**: The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes **2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The force of the burst knocks the target to the ground and **Stuns him for 1 Round**. The target takes **2 levels of Fatigue**."> Head 4</option>
|
||
<option value="**Head 5**: The explosion flays the flesh on the target’s face and bursts his eardrums with its force. The target is **Stunned for [[1d10]] Rounds and is permanently deafened**. The target takes [[1d5]] **levels of Fatigue** and can only take **Half Actions** for [[1d5]] **hours**. Finally, the target’s **Fellowship drops by** [[1d10]] due to hideous scarring."> Head 5</option>
|
||
<option value="**Head 6**: The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for the next few minutes. **Needless to say this is instantly fatal**."> Head 6</option>
|
||
<option value="**Head 7**: Both head and body are **blown into a mangled mess, instantly killing the target**. In addition, if the target is carrying any ammunition it explodes dealing [[1d10+5]] **Impact Damage** to any creatures within [[1d5]] metres. If the target was carrying grenades or missiles, **these too explode** on the target’s person."> Head 7</option>
|
||
<option value="**Head 8**: In a series of unpleasant explosions the target’s **head and torso peel apart, leaving a gory mess on the ground**. For the rest of the fight, anyone moving over this spot must pass a **Challenging (+0) Agility Test or fall prone**."> Head 8</option>
|
||
<option value="**Head 9**: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. **You don’t get much deader than this...**"> Head 9</option>
|
||
<option value="**Head 10+**: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. **You don’t get much deader than this...**, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies who are within **two metres** of where the target stood, must pass an immediate **Challenging (+0) Willpower Test** or spend their next Turn **fleeing from the attacker**."> Head 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Leg">
|
||
<option value="**Leg 1**: A glancing blast sends the character backwards **one metre**."> Leg 1</option>
|
||
<option value="**Leg 2**: The force of the explosion takes the target’s feet out from under him. He lands **Prone** and takes **1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The concussion cracks the target’s leg, leaving him **Stunned for 1 Round and halving all movement for [[1d5]] Rounds**. The target takes **1 level of Fatigue**."> Leg 3</option>
|
||
<option value="**Leg 4**: The explosion sends the target spinning through the air. The target travels [[1d5]] metres away from the explosion and takes **1 level of Fatigue per metre traveled**. It takes the target a **Full Action** to regain his feet and he **halves all movement for [[1d10]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: Explosive force removes part of the target’s foot and scatters it over a wide area. The target must pass an immediate **Challenging (+0) Toughness Test or permanently lose that foot**, inflicting [[1d5]] **levels of Fatigue**. On a success, the target takes [[1d5]] **levels of Fatigue** and **halves his movement** until he receives medical attention."> Leg 5</option>
|
||
<option value="**Leg 6**: The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting [[1d10]] **levels of Fatigue**. The leg is broken and, until healed, the target counts that leg as **useless**. In addition, the horrendous nature of the wound means that he now suffers from **Blood Loss**."> Leg 6</option>
|
||
<option value="**Leg 7**: The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a successful Test, the target is *still* **Stunned for [[1d10]] Rounds**, takes [[1d10]] **levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 7</option>
|
||
<option value="**Leg 8**: The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump, **instantly fatal**."> Leg 8</option>
|
||
<option value="**Leg 9**: The leg **explodes in an eruption of blood, killing the target immediately** and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within **two metres** of the target takes [[1d10+2]] **Impact Damage**."> Leg 9</option>
|
||
<option value="**Leg 10+**: The leg **explodes in an eruption of blood, killing the target immediately** and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within **two metres** of the target takes [[1d10+2]] **Impact Damage**. In addition, if the target is carrying any ammunition, **it explodes** dealing [[1d10+5]] **Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person."> Leg 10+</option>
|
||
</optgroup>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:50%"><button name="roll_impactcrit" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} suffers an Impact Critical Hit!**}} {{desc=@{impactcrit} }}">
|
||
<label style="font-size:13px">Impact (I)</label></button></div>
|
||
<div class="item" style="width:50%"><select name="attr_impactcrit">
|
||
<optgroup label="Arm">
|
||
<option value="**Arm 1**: The attack numbs the target’s limb causing him to **drop anything held in that hand**."> Arm 1</option>
|
||
<option value="**Arm 2**: The strike leaves a deep bruise. The target takes **1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The impact inflicts crushing pain and the target takes **1 level of Fatigue and drops whatever was held in that hand**."> Arm 3</option>
|
||
<option value="**Arm 4**: The impact leaves the target reeling from pain. The target is **Stunned for 1 Round**. The limb is **useless** for [[1d5]] **Rounds** and the target takes **1 level of Fatigue**."> Arm 4</option>
|
||
<option value="**Arm 5**: Muscle and bone take a pounding as the attack rips into the arm. The target’s **(WS) and (BS) are both halved** (round down) for [[1d10]] **Rounds**. In addition, the target takes **1 level of Fatigue** and must pass a **Challenging (+0) Agility Test or drop anything held in that hand**."> Arm 5</option>
|
||
<option value="**Arm 6**: The attack pulverizes the target’s hand, crushing and breaking [[1d5]] fingers (for the purposes of this Critical, a thumb counts a finger). The target takes **1 level of Fatigue** and must immediately pass a **Challenging (+0) Toughness Test or lose the use of his hand**."> Arm 6</option>
|
||
<option value="**Arm 7**: With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the ground. The arm is broken and, until healed, the target's arm is **useless** and takes **2 levels of Fatigue**."> Arm 7</option>
|
||
<option value="**Arm 8**: The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. If he passes the Test, *he is still* **Stunned for [[1d10]] Rounds**, takes [[1d5]] **levels of Fatigue** and suffers **Blood Loss**. **The target loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: In a rain of blood, gore and meat, the target’s arm is removed from his body. **Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying**."> Arm 9</option>
|
||
<option value="**Arm 10+**: In a rain of blood, gore and meat, the target’s arm is removed from his body. **Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying**. As the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour fragments fly bout like shrapnel. Anyone within **2 metres** of the target suffers [[1d5]] **Impact Damage** to a random location (Use The Scatter Diagram)."> Arm 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Body">
|
||
<option value="**Body 1**: A blow to the target’s body steals the breath from his lungs. The target can take only a **Half Action** on his next Turn."> Body 1</option>
|
||
<option value="**Body 2**: The impact punches the air from the target’s body, inflicting **1 level of Fatigue**."> Body 2</option>
|
||
<option value="**Body 3**: The attack breaks a rib and inflicts **2 levels of Fatigue**. The target is also **Stunned for 1 Round**."> Body 3</option>
|
||
<option value="**Body 4**: The blow batters the target, shattering ribs. The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 1 Round**."> Body 4</option>
|
||
<option value="**Body 5**: A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in agony. The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 2 Rounds**."> Body 5</option>
|
||
<option value="**Body 6**: The attack knocks the target sprawling on the ground. The target flies [[1d5]] metres away from the attacker and falls **Prone** (if the target strikes a wall of other solid object, he stops). The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 2 Rounds**."> Body 6</option>
|
||
<option value="**Body 7**: With an audible crack, [[1d5]] of the target’s ribs break . The target can either lay down and stay still awaiting medical attention (a successful Medicae Test sets the ribs right) or continue to take Actions, though each Round there is a **20% chance that a jagged rib pierces a vital organ and kills the character instantly**. The target takes [[1d5]] **levels of Fatigue**."> Body 7</option>
|
||
<option value="**Body 8**: The force of the attack ruptures several of the target’s organs and **knocks him down**, gasping in wretched pain. The target suffers **Blood Loss** and takes [[1d10]] **levels of Fatigue**."> Body 8</option>
|
||
<option value="**Body 9**: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before **crumpling to the ground dead**."> Body 9</option>
|
||
<option value="**Body 10+**: The target's body is thrown [[1d10]] metres away from the attack, **spewing out a jet of blood before crumpling to the ground dead.**. Anyone in the target’s path must pass a **Challenging (+0) Agility Test or be Knocked Down**."> Body 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Head">
|
||
<option value="**Head 1**: The impact fills the target’s head with a terrible ringing noise. The target must make a **Challenging (+0) Toughness Test or suffer 1 level of Fatigue**."> Head 1</option>
|
||
<option value="**Head 2**: The attack causes the target to see stars. The target takes **1 level of Fatigue** and suffers a **–10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round**."> Head 2</option>
|
||
<option value="**Head 3**: The target’s nose explodes in a torrent of blood, **blinding him for 1 Round and dealing 2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The concussive strike staggers the target, dealing [[1d5]] **levels of Fatigue**."> Head 4</option>
|
||
<option value="**Head 5**: The force of the blow sends the target reeling in pain. The target is **Stunned for 1 Round**."> Head 5</option>
|
||
<option value="**Head 6**: The target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. The target is **Stunned for [[1d5]] Rounds and takes 2 levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is **Stunned for [[1d10]] Rounds and halves all movement for [[1d10]] hours**."> Head 7</option>
|
||
<option value="**Head 8**: Blood pours from the target’s nose, mouth, ears and eyes as the attack pulverizes his brain. **He does not survive the experience**."> Head 8</option>
|
||
<option value="**Head 9**: The target’s head **bursts like an overripe fruit and sprays blood, bone and brains in all directions**. Anyone within **4 metres** of the target must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to their (WS) and (BS)** on their next Turn as gore gets in their eyes and/or visors."> Head 9</option>
|
||
<option value="**Head 10+**: The target’s head **bursts like an overripe fruit and sprays blood, bone and brains in all directions**. Anyone within **4 metres** of the target must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to their (WS) and (BS)** on their next Turn as gore gets in their eyes and/or visors. The attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, **the attacker may immediately make another attack** (with the same weapon) against any other target they can reach **without moving**. If the hit was from a ranged weapon they may immediately **make another attack** (with the same weapon) against any target standing **directly behind** the original target and still within range of their weapon."> Head 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Leg">
|
||
<option value="**Leg 1**: A light blow to the leg leaves the target gasping for air. The target takes **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: A grazing strike against the leg slows the target. The target **halves all movement for 1 Round and takes 1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The blow breaks the target’s leg leaving him **Stunned for 1 Round and halving all movement for [[1d5]] Rounds**. The target takes **1 level of Fatigue**."> Leg 3</option>
|
||
<option value="**Leg 4**: A solid blow to the leg sends lightning agony coursing through the target. The target takes [[1d5]] **levels of Fatigue and halves all movement for [[1d5]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s **Agility** is reduced by **–20 for [[1d10]] Rounds** and he takes [[1d5]] **levels of Fatigue**."> Leg 5</option>
|
||
<option value="**Leg 6**: Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an immediate **Challenging (+0) Toughness Test or permanently lose the use of his foot**. *On a success*, **halve all movement** until medical attention is received. The target takes **2 levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target **falls to the ground** with a broken leg and, until it is healed, that leg is **useless**. The target takes **2 levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. *On a success*, the target is **Stunned for [[1d10]] rounds, takes [[1d5]] levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, **he falls to ground and dies in a spreading pool of gore**."> Leg 9</option>
|
||
<option value="**Leg 10+**: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, **he falls to ground and dies in a spreading pool of gore**. Such is the agony of the target’s death that his piteous screams drowns out all conversation within [[2d10]] metres for the rest of the Round."> Leg 10+</option>
|
||
</optgroup>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:50%"><button name="roll_rendingcrit" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} suffers a Rending Critical Hit!**}} {{desc=@{rendingcrit} }}">
|
||
<label style="font-size:13px">Rending (R)</label></button></div>
|
||
<div class="item" style="width:50%"><select name="attr_rendingcrit">
|
||
<optgroup label="Arm">
|
||
<option value="**Arm 1**: The slashing attack tears anything free that was **held in that hand**."> Arm 1</option>
|
||
<option value="**Arm 2**: Deep cuts cause the target to **drop whatever was held in that hand and inflicts 1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The shredding attack sends the target screaming in pain. He takes **2 levels of Fatigue and drops whatever was held in that hand**."> Arm 3</option>
|
||
<option value="**Arm 4**: The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls **Prone** from the agony and takes **2 levels of Fatigue. The limb is useless for [[1d10]] Rounds**."> Arm 4</option>
|
||
<option value="**Arm 5**: A bloody and very painful looking furrow is opened up in the target’s arm. The target takes [[1d5]] **levels of Fatigue** and vomits all over the place in agony. He **drops whatever was held and the limb is useless **until medical attention is received. The target also suffers **Blood Loss**."> Arm 5</option>
|
||
<option value="**Arm 6**: The blow mangles flesh and muscle as it hacks into the target’s hand, cutting [[1d5]] **fingers** in the process (a roll of a 5 means that the thumb has been sheared off ). The target takes **3 levels of Fatigue** and must immediately pass a **Challenging (+0) Toughness Test or lose the use of his hand**."> Arm 6</option>
|
||
<option value="**Arm 7**: The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting [[1d5]] **levels of Fatigue**. The arm is broken and, until healed, the target's arm is **useless**. In addition, numerous veins have been severed and the target is now suffering from **Blood Loss**."> Arm 7</option>
|
||
<option value="**Arm 8**: With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. If he passes the test, he is **Stunned for [[1d10]] Rounds** and suffers **Blood Loss**. He also takes [[1d10]] **levels of Fatigue and loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, **killing the target instantly**."> Arm 9</option>
|
||
<option value="**Arm 10+**: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, **killing the target instantly**. As the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held weapon. If the target was carrying a ranged weapon there is a 5% chance [[1d100cf>96]] that a single randomly determined target within [[2d10]] metres will be hit by these shots, in which case resolve a **single hit** from the target’s weapon as normal."> Arm 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Body">
|
||
<option value="**Body 1**: If the target *is not wearing armour* on this location, he takes **1 level of Fatigue** from a painful laceration. If he is *wearing armour*, there is no effect. **Phew!**"> Body 1</option>
|
||
<option value="**Body 2**: The attack damages the target’s armour, **reducing its AP by 1**. In addition, the target takes **1 level of Fatigue**. If not armoured, the target is also **Stunned for 1 Round**."> Body 2</option>
|
||
<option value="**Body 3**: The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is **Stunned for 1 Round** and takes **2 levels of Fatigue**."> Body 3</option>
|
||
<option value="**Body 4**: A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on a **Challenging (+0) Agility Test or fall Prone**. The target takes [[1d5]] **levels of Fatigue**."> Body 4</option>
|
||
<option value="**Body 5**: The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes [[1d5]] **levels of Fatigue**."> Body 5</option>
|
||
<option value="**Body 6**: The mighty attack takes a sizable chunk out of the target and knocks him to the ground as he clutches the oozing wound, shrieking in pain. The target is **Prone** and takes [[1d10]] **levels of Fatigue**."> Body 6</option>
|
||
<option value="**Body 7**: The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a medic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance [[1d100cf>80]] each turn that his middle splits open, spilling his intestines all over the ground, causing an additional [[2d10]] **Rending damage** (ignoring armour). In either case, the target takes [[1d5]] **levels of Fatigue** and is now suffering **Blood Loss**."> Body 7</option>
|
||
<option value="**Body 8**: With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must pass a **Challenging (+0) Toughness Test or die from shock**. If he passes, **he permanently loses [[1d10]] Toughness Characteristic**, takes [[1d10]] **levels of Fatigue**, and now suffers **Blood Loss**."> Body 8</option>
|
||
<option value="**Body 9**: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. **The target is now quite dead**."> Body 9</option>
|
||
<option value="**Body 10+**: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. **The target is now quite dead**. The area where the target stood is awash with gore. For the rest of the fight, anyone moving within **four metres** of the target’s corpse must pass a **Challenging (+0) Agility Test or fall prone**."> Body 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Head">
|
||
<option value="**Head 1**: The attack tears skin from the target’s face dealing **1 level of Fatigue**. If the target is wearing a **helmet**, there is no effect."> Head 1</option>
|
||
<option value="**Head 2**: The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the target’s eyes, he suffers a **–10 penalty to both (WS) and (BS) for the next [[1d10]] Rounds**. The target takes **1 level of Fatigue**."> Head 2</option>
|
||
<option value="**Head 3**: The attack tears the target’s **helmet** from his head. If wearing no helmet, the target loses an ear instead and inflicts **2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The attack scoops out one of the target’s eyes, inflicting [[1d5]] **levels of Fatigue** and leaving the target **Stunned for 1 Round**. **The target loses an eye**."> Head 4</option>
|
||
<option value="**Head 5**: The attack opens up the target’s face, leaving him **Stunned for [[1d5]] Rounds** and inflicting [[1d5]] **levels of Fatigue**. If the target is wearing a helmet, the **helmet comes off**."> Head 5</option>
|
||
<option value="**Head 6**: As the blow rips violently across the target’s face, it takes with it an important feature. This roll [[1d10]] determines what the target has lost. 1–3: Eye **(missing eye)**, 4–7: Nose **(permanently halve Fellowship)**, 8–10: Ear (**permanently reduce Fellowship by [[1d10]]**; the wound can always be hidden with hair.) In addition, the target is now suffering **Blood Loss** and takes [[1d5]] **levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently **blinded** and has his **Fellowship permanently reduced to** [[1d10]], and also now has trouble speaking without slurring his words. In addition, the target is suffering from **Blood Loss** and takes [[1d10]] **levels of Fatigue**."> Head 7</option>
|
||
<option value="**Head 8**: The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like spilled jelly. **He’s dead before he hits the ground**."> Head 8</option>
|
||
<option value="**Head 9**: With a sound not unlike a wet sponge being torn in half, **the target’s head flies free of its body** and sails through the air, landing harmlessly [[2d10]] metres away with a soggy thud. **The target is instantly slain**."> Head 9</option>
|
||
<option value="**Head 10+**: With a sound not unlike a wet sponge being torn in half, **the target’s head flies free of its body** and sails through the air, landing harmlessly [[2d10]] metres away with a soggy thud. **The target is instantly slain**. The target’s neck spews blood in a torrent, drenching all those within [[1d5]] metres and forcing them to pass a **Challenging (+0) Agility Test**. Anyone who fails the Test, suffers a **–10 penalty to their (WS) and (BS) Tests for 1 Round** as gore fills their eyes/visor."> Head 10+</option>
|
||
</optgroup>
|
||
<optgroup label="Leg">
|
||
<option value="**Leg 1**: The attack knocks the limb backwards, painfully jerking it away from the body. The target takes **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: The target’s kneecap splits open. He must pass a **Challenging (+0) Agility Test or fall prone**. Regardless, he takes **1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes **1 level of Fatigue** and suffers **Blood Loss**."> Leg 3</option>
|
||
<option value="**Leg 4**: The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. **The target movement is halved** until medical attention is received. In addition, he takes **2 levels of Fatigue**."> Leg 4</option>
|
||
<option value="**Leg 5**: In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes [[1d5]] **levels of Fatigue and halves his movement for [[1d10]] hours**."> Leg 5</option>
|
||
<option value="**Leg 6**: The blow slices a couple of centimetres off the end of the target’s foot. The target must pass an immediate **Challenging (+0) Toughness Test or permanently lose the use of his foot**. On a success, **movement is halved** until he receives medical attention. In either case, the target takes [[1d5]] **levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until healed, the target's leg is **useless**. In addition, the level of maiming is such that the target is now suffering from **Blood Loss**. He also takes [[1d10]] **levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a success, the target is **Stunned for [[1d10]] Rounds, takes [[1d10]] levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: With a meaty chop, the leg comes away at the hip. The target pitches to the ground **howling in agony, before dying moments later**."> Leg 9</option>
|
||
<option value="**Leg 10+**: With a meaty chop, the leg comes away at the hip. The target pitches to the ground **howling in agony, before dying moments later**. The tide of blood is so intense that, for the remainder of the battle, anyone making a **Run or Charge Action within six metres** of the target's body must pass a **Challenging (+0) Agility Test or fall Prone**."> Leg 10+</option>
|
||
</optgroup>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><button name="roll_bloodloss" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} is Bleeding Out!**}} {{bloodloss=[[1d100cf>91cs<90]] }}">
|
||
<label style="font-size:13px">Roll Blood Loss</label></button></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><button name="roll_falldamage" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} fell!**}} {{Suffering= [[1d10 + ?{Metres Fallen|1}]]  **Impact Damage!** }} {{fallhitloc= [[1d100]] }} {{desc=This Damage ignores Armour but not TB}}">
|
||
<label style="font-size:13px">Roll Fall Damage</label></button></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><button name="roll_scatter" type="roll"
|
||
value="&{template:custom} {{name=**Scatter Diagram**}} {{scatter=[[1d8cf10cs9]]}} }}">
|
||
<label style="font-size:13px">Scatter Diagram</label></button></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Size Select-->
|
||
<div class="row">
|
||
<div class="item" style="width: 25%"><label>Size Modifier:</label></div>
|
||
<div class="item" style="width: 75%"><select name="attr_CharSize">
|
||
<option value="-3">Miniscule (-30) to Hit     (-3) Movement</option>
|
||
<option value="-2">Puny (-20) to Hit     (-2) Movement</option>
|
||
<option value="-1">Scrawny (-10) to Hit     (-1) Movement</option>
|
||
<option value="0" selected>Average (+0) to Hit     (+0) Movement</option>
|
||
<option value="1">Hulking (+10) to Hit     (+1) Movement</option>
|
||
<option value="2">Enormous (+20) to Hit     (+2) Movement</option>
|
||
<option value="3">Massive (+30) to Hit     (+3) Movement</option>
|
||
<option value="4">Immense (+40) to Hit     (+4) Movement</option>
|
||
<option value="5">Monumental (+50) to Hit     (+5) Movement</option>
|
||
<option value="6">Titanic (+60) to Hit     (+6) Movement</option>
|
||
</select></div>
|
||
</div>
|
||
<div style="height:1px"></div><!--Spacing-->
|
||
<h2>Normal Movement</h2>
|
||
<div class="row">
|
||
<div class="item" style="width:19%"><label>Half Move:</label></div>
|
||
<div class="item brackets" style="width:8%"><input name="attr_HalfMove" type="number" title="Agility Bonus (AB)" value="ceil( (@{AB} + @{CharSize}) * @{movementhalved})" disabled="true" style="text-align:center"/></div>
|
||
<div class="item" style="width:3%"></div> <!-- spacing-->
|
||
<div class="item" style="width:18%"><label>Full Move:</label></div>
|
||
<div class="item brackets" style="width:8%"><input name="attr_FullMove" type="number" title="Agility Bonus x2" value="ceil( ( (@{AB}*2) + @{CharSize}) * @{movementhalved})" disabled="true" style="text-align:center"/></div>
|
||
<div class="item" style="width:3%"></div> <!-- spacing-->
|
||
<div class="item" style="width:14%"><label>Charge:</label></div>
|
||
<div class="item brackets" style="width:8%"><input name="attr_ChargeMove" type="number" title="Agility Bonus x3" value="ceil( ( (@{AB}*3) + @{CharSize} ) * @{movementhalved})" disabled="true" style="text-align:center"/></div>
|
||
<div class="item" style="width:3%"></div> <!-- spacing-->
|
||
<div class="item" style="width:9%"><label>Run:</label></div>
|
||
<div class="item brackets" style="width:8%"><input name="attr_RunMove" type="number" title="Agility Bonus x6" value="ceil( ( (@{AB}*6) + @{CharSize} ) * @{movementhalved})" disabled="true" style="text-align:center"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:15%"></div><!--Spacing-->
|
||
<div class="item" style="width:57%"><label>Movement halved due to critical?</label></div>
|
||
<div class="item" style="width:13%"><select name="attr_movementhalved" type="text">
|
||
<option value="1">No</option>
|
||
<option value="0.5">Yes</option>
|
||
</select></div>
|
||
<div class="item" style="width:15%"></div><!--Spacing-->
|
||
</div>
|
||
<div style="height:1px"></div><!--Spacing-->
|
||
<h2>Custom Movement</h2>
|
||
<div class="row">
|
||
<div class="item" style="width: 19%;"><label>Half Move:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomHalfMove" type="number" value="0" style="text-align: center"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!-- spacing-->
|
||
<div class="item" style="width: 18%;"><label>Full Move:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomFullMove" type="number" value="0" style="text-align: center"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!-- spacing-->
|
||
<div class="item" style="width: 14%;"><label>Charge:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomChargeMove" type="number" value="0" style="text-align: center"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!-- spacing-->
|
||
<div class="item" style="width: 9%;"><label>Run:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomRunMove" type="number" value="0" style="text-align: center"/></div>
|
||
</div>
|
||
<div style="height:1px"></div><!--Spacing-->
|
||
<h2>Jump & Leap</h2>
|
||
<div class="row">
|
||
<div class="item" style="width: 19%;"><label>Base Leap:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_BaseLeap" type="number" disabled="true" value="@{SB}" title="SB x 1m" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 20%;"><label>Base Jump:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_BaseJump" type="number" disabled="true" value="@{SB}*20" title="SB x 20cm" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 15%;"><label>Custom:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomLeap" type="number" value="0" title="Custom Leap" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 15%;"><label>Custom:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_CustomJump" type="number" value="0" title="Custom Jump" style="text-align: center;"/></div>
|
||
</div>
|
||
<!--Initiative-->
|
||
<div style="height:1px"></div><!--Spacing-->
|
||
<div class="row" style="width:100%">
|
||
<h2>Initiative & Damage Calc.</h2>
|
||
<div class="item" style="width:2%"></div><!-- spacing-->
|
||
<div class="item" style="width:20%">
|
||
<button name="roll_Initiative" title="Select your token first! Rolls 1d10 + Initiative Modifier" type="roll"
|
||
value="&{template:custom} {{name= **@{selected|character_name} rolls Initiative**}} {{Initiative Result= [[1d10+@{inimod}&{tracker}]] }}">
|
||
<label>Roll Initiative</label></button></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing-->
|
||
<div class="item brackets" style="width:10%"><input name="attr_inimod" type="number" value="0" style="text-align:center"></div>
|
||
<label style="cursor:help;font-size:24px;width:6%" class="item"
|
||
title="Initiative Modifier Type here your (Ag) Bonus (default) Plus any Talent that increases (or changes) your Initiative. e.g.: Lightning Reflexes (Ag) Bonus x2. e.g.: Combat Sense uses (Per) Bonus instead.">🛈</label>
|
||
<div class="item" style="width:2%"></div><!-- spacing-->
|
||
<div class="item" style="width:27%">
|
||
<button name="roll_FateInitiative" title="Select your token first! Use a Fate Point to get a 10 on the initiative roll + Initiative Modifier" type="roll"
|
||
value="&{template:custom} {{name= **@{selected|character_name} uses Fate Point Initiative**}} {{Initiative Result= [[10+@{inimod}&{tracker}]] }}">
|
||
<label>Fate Point Initiative</label></button></div>
|
||
<div class="item" style="width:4%"></div><!-- spacing-->
|
||
<div class="item" style="width:27%">
|
||
<button name="roll_DamageCalc" title="Allows to Input Raw Damage, TB, AP and PEN numbers Final Result is Damage Inflicted Thanks to user: oosh for the code." type="roll"
|
||
value="&{template:custom} {{name= **Damage Calculator**}} {{Damage Result=[[?{Damage|0}[DMG] - (?{TB?|0}[TB] + {?{AP?|0}-?{PEN?|0},0}k1[AP BNS])]] }}">
|
||
<label>Damage Calculator</label></button></div>
|
||
</div>
|
||
<div style="height:27px"></div><!--Spacing-->
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Advancements Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-advancements">
|
||
<div class="sheet-wrapper">
|
||
<!--Talents-->
|
||
<div class="2colrow">
|
||
<h3>Talents</h3>
|
||
<div class="quickborder">
|
||
<!--Talents Right Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_talents1">
|
||
<div style="width:81%" class="item"><input name="attr_TalentName1" type="text" placeholder="Talent Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Talent1" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{TalentName1} Talent**}} {{desc=@{TalentNotes1}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_Hidetalent1" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_TalentNotes1" placeholder="Talent Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Talents Left Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_talents2">
|
||
<div style="width:81%" class="item"><input name="attr_TalentName2" type="text" placeholder="Talent Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Talent2" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{TalentName2} Talent**}} {{desc=@{TalentNotes2}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_Hidetalent2" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_TalentNotes2" placeholder="Talent Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Traits-->
|
||
<div class="2colrow">
|
||
<h3>Traits</h3>
|
||
<div class="quickborder">
|
||
<!--Traits Right Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_traits1">
|
||
<div style="width:81%" class="item"><input name="attr_TraitName1" type="text" placeholder="Trait Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Trait1" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{TraitName1} Trait**}} {{desc=@{TraitNotes1}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_Hidetrait1" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px;" name="attr_TraitNotes1" placeholder="Trait Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Traits Left Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_traits2">
|
||
<div style="width:81%" class="item"><input name="attr_TraitName2" type="text" placeholder="Trait Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Trait2" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{TraitName2} Trait**}} {{desc=@{TraitNotes2}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_Hidetrait2" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_TraitNotes2" placeholder="Trait Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Implants-->
|
||
<div class="2colrow">
|
||
<h3>Cybernetics & Implants</h3>
|
||
<div class="sheet-quickborder">
|
||
<!--Cybernetics Right Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_cybernetics1">
|
||
<div style="width:81%" class="item"><input name="attr_CyberName1" type="text" placeholder="Implant Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Cyber1" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{CyberName1} Implant**}} {{desc=@{CyberNotes1}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_HideCyber1" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes1" placeholder="Implant Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Cybernetics Left Side-->
|
||
<div class="col">
|
||
<fieldset class="repeating_cybernetics2">
|
||
<div style="width:81%" class="item"><input name="attr_CyberName2" type="text" placeholder="Implant Name"></div>
|
||
<div style="width:15%" class="item"><button name="roll_Cyber2" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{CyberName2} Implant**}} {{desc=@{CyberNotes2}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_HideCyber2" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes2" placeholder="Implant Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--XP and Advancements-->
|
||
<div class="col" style="width:100%">
|
||
<h3>Experience & Advancements</h3>
|
||
<div class="quickborder">
|
||
<div class="item" style="width:11%"><label>XP to Spend:</label></div>
|
||
<div class="item brackets" style="width:20%">
|
||
<input name="attr_XPtoSpend" type="number" style="text-align:center" title="Remaining XP to spend based on Earned XP" value="(@{XPTotal})-(@{XPSpent})" disabled>
|
||
</input></div>
|
||
<div class="item" style="width:3%"></div><!--Spacing-->
|
||
<div class="item" style="width:13%"><label>Total XP Spent:</label></div>
|
||
<div class="item brackets" style="width:20%">
|
||
<input name="attr_XPSpent" type="number" style="text-align:center" title="Total XP Spent determines your character's Rank Rank 1: 5,000-6,999 XP Rank 2: 7,000-9,999 XP Rank 3: 10,000–12,999 XP Rank 4: 13,000–16,999 XP Rank 5: 17,000–20,999 XP Rank 6: 21,000–24,999 XP Rank 7: 25,000–29,999 XP Rank 8: 30,000-34,999 XP" value="0" readonly>
|
||
</input></div>
|
||
<div class="item" style="width:3%"></div><!--Spacing-->
|
||
<div class="item" style="width:10%"><label>Earned XP:</label></div>
|
||
<div class="item brackets" style="width:20%">
|
||
<input name="attr_XPTotal" type="number" style="text-align:center" value="0">
|
||
</input></div>
|
||
<div class="item" style="width: 81%"><label>Advancements Taken:</label></div>
|
||
<div class="item" style="width: 17%"><label>Hide Advancements</label></div>
|
||
<input type="checkbox" name="attr_HideAdvancements" style="width:2%" value="1" class="arrow"></input>
|
||
<div class="hbody">
|
||
<fieldset class="repeating_advancements">
|
||
<div class="item" style="width:28%;"><input name="attr_advancementRe1" type="text"></input></div>
|
||
<div class="item brackets" style="width: 6%"><input name="attr_advancementRe1xp" style="text-align:center" type="number" value="0"></input></div>
|
||
<div class="item" style="width:27%;"><input name="attr_advancementRe2" type="text"></input></div>
|
||
<div class="item brackets" style="width: 6%"><input name="attr_advancementRe2xp" style="text-align:center" type="number" value="0"></input></div>
|
||
<div class="item" style="width:27%;"><input name="attr_advancementRe3" type="text"></input></div>
|
||
<div class="item brackets" style="width: 6%" ><input name="attr_advancementRe3xp" style="text-align:center" type="number" value="0"></input></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Insanity and Corruption-->
|
||
<div class="2colrow">
|
||
<!--Left Col Insanity-->
|
||
<div class="col">
|
||
<h3>Insanity Points (IP)</h3>
|
||
<div class="quickborder">
|
||
<div class="row">
|
||
<div class="item" style="width:2%"></div><!--Spacing-->
|
||
<div class="item" style="width:21%"><button type="roll" name="roll_feartest" title="Rolls Willpower minus Fear Rating"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist Fear**}} {{result=[[(@{Willpower}+[[?{Fear Rating|Fear 1 Disturbing (-0),+0|Fear 2 Frightening (-10),-10|Fear 3 Horrifying (-20),-20|Fear 4 Terrifying (-30),-30}]]+?{Modifier|0}-1d100cf100cs1)/10]] }}">
|
||
<label>Fear Test</label></button></div>
|
||
<div class="item" style="width:21%"><button type="roll" name="roll_shocktable" title="Rolls the Shock Table"
|
||
value="&{template:custom} {{name=**@{character_name} rolls on** **The Shock Table**}} {{shocktable=[[1d100 + (?{Degrees of Failure?|0}*10) ]]}}">
|
||
<label>Shock Table</label></button></div>
|
||
<div class="item brackets" style="width:14%">
|
||
<input name="attr_Insanity" type="number" value="0" style="text-align:center;font-weight:bold" title="Total Insanity Points"></input></div>
|
||
<div class="item" style="width:21%"><button type="roll" name="roll_traumatest" title="Rolls Willpower +/- Trauma Modifier"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist Mental Trauma**}} {{result=[[(@{Willpower}+(@{madnessdegree})+?{Modifier|0}-1d100cf100cs1)/10]] }}">
|
||
<label>Trauma Test</label></button></div>
|
||
<div class="item" style="width:21%"><button type="roll" name="roll_traumatable" title="Rolls the Trauma Table"
|
||
value="&{template:custom} {{name=**@{character_name} rolls on** **The Trauma Table**}} {{traumatable=[[1d100 + (?{Degrees of Failure?|0}*10) ]]}}">
|
||
<label>Trauma Table</label></button></div>
|
||
</div>
|
||
<div style="height:3px"></div><!--Spacing-->
|
||
<div class="row">
|
||
<div class="item" style="width:33%"><label>Degree of Madness:</label></div>
|
||
<div class="item" style="width:34%"><select name="attr_madnessdegree">
|
||
<option value="0" selected>Stable (0-9 IP)</option>
|
||
<option value="10">Unsettled (10-39 IP)</option>
|
||
<option value="0">Disturbed (40-59 IP)</option>
|
||
<option value="-10">Unhinged (60-79 IP)</option>
|
||
<option value="-20">Deranged (80-99 IP)</option>
|
||
<option value="-100">Terminally Insane (100+ IP)</option>
|
||
</select></div>
|
||
<div class="item" style="width:23%"><label>Trauma Mod:</label></div>
|
||
<div class="item" style="width:10%"><input name="attr_TraumaMod" type="text" style="text-align:center"
|
||
value="@{madnessdegree}" disabled="true" title="This value is added to the Trauma Test Based on Degree of Madness">
|
||
</input></div>
|
||
</div>
|
||
<h1>Mental Disorders</h1>
|
||
<fieldset class="repeating_disorders">
|
||
<div class="item" style="width:50%"><input name="attr_DisorderName" type="text" placeholder="Disorder Name"></input></div>
|
||
<div class="item" style="width:17%"><label>Severity:</label></div>
|
||
<div class="item" style="width:18%">
|
||
<select class="disorderselect" name="attr_disorderseverity">
|
||
<option value="Minor" selected>Minor</option>
|
||
<option value="Severe">Severe</option>
|
||
<option value="Acute">Acute</option>
|
||
</select></div>
|
||
<div class="item" style="width:12%"><button name="roll_Disorder" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{disordername}**}} {{Severity=**@{disorderseverity}**}} {{desc=@{disorderdesc}}}">
|
||
<label>Show</label></button>
|
||
</div>
|
||
<input type="checkbox" name="attr_HideDisorder" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_disorderdesc" style="height:65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!-- Right Col Corruption-->
|
||
<div class="col">
|
||
<h3>Corruption Points (CP)</h3>
|
||
<div class="quickborder">
|
||
<div class="row">
|
||
<div class="item" style="width:2%"></div><!--Spacing-->
|
||
<div class="item" style="width:40%"><button name="roll_Malignancy" type="roll" title="Rolls Willpower minus Malignancy Modifier"
|
||
value="&{template:custom} {{name=**@{character_name} triest to resist a Malignancy**}} {{result=[[(@{Willpower}+(@{MaligMod})+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<label>Malignancy Test</label></button></div>
|
||
<div class="item" style="width:2%"></div><!--Spacing-->
|
||
<div class="item brackets" style="width:14%">
|
||
<input name="attr_Corruption" type="number" value="0" style="text-align:center;font-weight:bold" title="Total Corruption Points"></input></div>
|
||
<div class="item" style="width:2%"></div><!--Spacing-->
|
||
<div class="item" style="width:40%"><button name="roll_MaligTable" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} rolls on** **The Malignancy Table**}} {{maligtable=[[1d100]]}}">
|
||
<label>Malignancy Table Roll</label></button></div>
|
||
</div>
|
||
<div style="height:3px"></div><!--Spacing-->
|
||
<div class="row">
|
||
<div class="item" style="width:37%"><label>Degree of Corruption:</label></div>
|
||
<div class="item" style="width:26%"><select name="attr_corruptiondegree">
|
||
<option value="0.0" selected>Pure (0 CP)</option>
|
||
<option value="0">Tainted (1-30 CP)</option>
|
||
<option value="-10">Soiled (31-60 CP)</option>
|
||
<option value="-20">Debased (61-90 CP)</option>
|
||
<option value="-30">Profaned (91-99 CP)</option>
|
||
<option value="-100">Damned (100+ CP)</option>
|
||
</select></div>
|
||
<div class="item" style="width:29%"><label>Malignancy Mod:</label></div>
|
||
<div class="item" style="width:8%"><input name="attr_MaligMod" type="text" value="@{corruptiondegree}" disabled>
|
||
</input></div>
|
||
</div>
|
||
<h1>Mutation Tests</h1>
|
||
<!--Mutation Tests-->
|
||
<div class="row">
|
||
<div class="item" style="width:10%"><button name="roll_MutationS" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Strength**}} {{result=[[((@{Strength}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>S</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationT" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Toughness**}} {{result=[[((@{Toughness}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>T</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationAg" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Agility**}} {{result=[[((@{Agility}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>Ag</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationInt" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Intelligence**}} {{result=[[((@{Intelligence}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>Int</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationPer" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Perception**}} {{result=[[((@{Perception}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>Per</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationWP" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Willpower**}} {{result=[[((@{WillPower}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>Wp</label>
|
||
</button></div>
|
||
<div class="item" style="width:10%"><button name="roll_MutationFel" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} tries to resist a Mutation using Fellowship**}} {{result=[[((@{Fellowship}+?{Modifier|0})-1d100cs1cf100)/10]]}}"><label>Fel</label>
|
||
</button></div>
|
||
<div class="item" style="width:30%"><button name="roll_MutationTable" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} rolls on** **The Mutation Table**}} {{mutable=[[1d100]]}}"><label>Mutation Table Roll</label>
|
||
</button></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:3%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:6%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:6%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:7%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:6%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:6%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:7%"></div><!--Spacing-->
|
||
<input type="checkbox" style="width:3%" title="You must successfully test against two characteristics. Check here those you have already tested against and can no longer use for this test"></input>
|
||
<div class="item" style="width:38%"></div><!--Spacing-->
|
||
</div>
|
||
<h1>Malignancies</h1>
|
||
<fieldset class="repeating_malignancies">
|
||
<div class="item" style="width:84%"><input name="attr_MaligName" type="text" placeholder="Malignancy Name"></input></div>
|
||
<div class="item" style="width:12%">
|
||
<button name="roll_malignancydesc" type="roll" value="&{template:custom} {{name=**@{character_name}'s @{maligname}**}} {{desc=@{maligdesc}}}">
|
||
<label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideMalig" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_Maligdesc" style="height:65px" placeholder="Malignancy Description"></textarea></div>
|
||
</fieldset>
|
||
<h1>Mutations</h1>
|
||
<fieldset class="repeating_mutations">
|
||
<div class="item" style="width:84%"><input name="attr_MutationName" type="text" placeholder="Mutation Name" ></input></div>
|
||
<div class="item" style="width:12%"><button name="roll_mutationdesc" type="roll" value="&{template:custom} {{name=**@{character_name}'s @{MutationName}**}} {{desc=@{mutationdesc}}}">
|
||
<label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_hidemutationdesc" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_mutationdesc" style="height:65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Npcs and Minions Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-npcsandminions">
|
||
<div class="sheet-wrapper">
|
||
<fieldset class="repeating_npc">
|
||
<div class="quickborder">
|
||
<!-- NPC info lines -->
|
||
<div class="row">
|
||
<div class="item" style="width:6%"><label>Name</label></div>
|
||
<div class="item" style="width:24%"><input name="attr_NPC_Name" type="text" style="text-align:center"></input></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:9%"><label>Template</label></div>
|
||
<div class="item" style="width:24%"><input name="attr_NPCTemplate" type="text" style="text-align:center"></input></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:13%"><label>Craftsmanship</label></div>
|
||
<div class="item" style="width:20%"><input name="attr_NPCcraft" type="text" style="text-align:center"></input></div>
|
||
</div>
|
||
<!-- NPC info lines -->
|
||
<div class="row">
|
||
<div class="item" style="width:6%"><label>Type</label></div>
|
||
<div class="item" style="width:24%"><input name="attr_NPCtype" type="text" style="text-align:center"></input></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:13%"><label>Temperament</label></div>
|
||
<div class="item" style="width:20%"><input name="attr_NPCtemperament" type="text" style="text-align:center"></input></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:13%"><label>Availabililty</label></div>
|
||
<div class="item" style="width:20%"><input name="attr_NPCAvailabililty" type="text" style="text-align:center"></input></div>
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="arrow" style="width:100%;height:16px" title="Check to Hide NPC details"></input>
|
||
<br></br>
|
||
<!-- hiddable section containing everything -->
|
||
<div class="hbody">
|
||
<h3>Characteristics</h3>
|
||
<div class="row">
|
||
<div class="item" style="width: 1%"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCWSR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Weapon Skill**}} {{result=[[(@{NPCWS}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>WS</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCBSR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Ballistic Skill**}} {{result=[[(@{NPCBS}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>BS</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCSR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Strength**}} {{result=[[(@{NPCS}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>S</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCTR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Toughness**}} {{result=[[(@{NPCT}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>T</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCAgR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Agility**}} {{result=[[(@{NPCAg}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>Ag</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCIntR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Intelligence**}} {{result=[[(@{NPCInt}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>Int</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCPerR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Perception**}} {{result=[[(@{NPCPer}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>Per</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCWPR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Willpower**}} {{result=[[(@{NPCWP}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>WP</label></button>
|
||
</div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%">
|
||
<button name="roll_NPCFelR" type="roll" value="&{template:custom} {{name=**@{NPC_Name} Test Fellowship**}} {{result=[[(@{NPCFel}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>Fel</label></button>
|
||
</div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCWS" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCWSB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCBS" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCBSB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCS" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCSB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCT" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCTB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCAg" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCAB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCInt" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCIB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCPer" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCPB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCWP" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCWPB" type="text" style="text-align:center" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!-- spacing -->
|
||
<div class="item2" style="width: 7%;"><input name="attr_NPCFel" type="number" value="0" style="text-align: center;font-weight: bold;"/></div>
|
||
<div class="item brackets" style="width: 3%;"><input name="attr_NPCFB" type="text" style="text-align:center" value="0"/></div>
|
||
</div>
|
||
<br></br>
|
||
<!-- 2 col row that contains movement and skills -->
|
||
<div class="2colrow">
|
||
<!--Left Side includes movement, fatigue, initiative, armor-->
|
||
<div class="col">
|
||
<h3>Movement</h3>
|
||
<!--movement and jump-->
|
||
<div class="quickborder">
|
||
<div class="row">
|
||
<div class="item" style="width: 1%"></div><!-- spacing -->
|
||
<div class="item" style="width: 19%"><label>Half Move:</label></div>
|
||
<div class="item brackets" style="width: 8%"><input name="attr_NPCHalfMove" type="number" value="0" placeholder="AB" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 1%"></div><!-- spacing -->
|
||
<div class="item" style="width: 19%"><label>Full Move:</label></div>
|
||
<div class="item brackets" style="width: 8%"><input name="attr_NPCFullMove" type="number" value="0" placeholder="x2" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 1%"></div><!-- spacing -->
|
||
<div class="item" style="width: 15%"><label>Charge:</label></div>
|
||
<div class="item brackets" style="width: 8%"><input name="attr_NPCchargeMove" type="number" value="0" placeholder="x3" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 1%"></div><!-- spacing -->
|
||
<div class="item" style="width: 10%"><label>Run:</label></div>
|
||
<div class="item brackets" style="width: 8%"><input name="attr_NPCRunMove" type="number" value="0" placeholder="x6" style="text-align: center;"/></div>
|
||
</div>
|
||
<br></br>
|
||
<div class="row">
|
||
<div class="item" style="width: 14%"></div>
|
||
<div class="item" style="width: 20%"><label>Base Jump:</label></div>
|
||
<div class="item brackets" style="width: 8%"><input name="attr_NPCBaseJump" type="number" value="0" placeholder="SB x 1m" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 18%"></div><!-- spacing -->
|
||
<div class="item" style="width: 20%;"><label>Base Leap:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_NPCCBaseLeap" type="number" value="0" placeholder="SB x 20cm" style="text-align: center;"/></div>
|
||
</div>
|
||
</div>
|
||
<!--fatigue and initiative-->
|
||
<div class="2colrow">
|
||
<div class="col">
|
||
<div class="quickborder">
|
||
<h3>Fatigue</h3>
|
||
<div class="item" style="width: 40%;"><label>Threshold:</label></div>
|
||
<div class="item brackets" style="width: 15%;"><input name="attr_NPCFatigueThreshold" title="Toughness Bonus" type="number" style="text-align: center;"/></div>
|
||
<div class="item" style="width: 30%;"><label>Current:</label></div>
|
||
<div class="item brackets" style="width: 15%;"><input name="attr_NPCFatigue" type="number" style="text-align: center;"/></div>
|
||
</div>
|
||
</div>
|
||
<div class="col">
|
||
<div class="quickborder">
|
||
<h3>Initiative</h3>
|
||
<div class="item" style="width:40%"><button name="roll_NPCInitiative" title="Select your token first! Rolls 1d10 + Initiative Modifier" type="roll"
|
||
value="&{template:custom} {{name=**@{selected|NPC_Name} rolls Initiative**}} {{Initiative Roll=[[1d10+@{NPCinimod}&{tracker}]] }}">
|
||
<label>Roll</label></button></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:20%"><label>Mod:</label></div>
|
||
<div class="item brackets" style="width:25%"><input name="attr_NPCinimod" type="number" value="0" style="text-align:center">
|
||
</input></div>
|
||
<div class="item" style="width:2%"></div><!-- spacing -->
|
||
<div class="item" style="width:11%">
|
||
<label style="font-size:22px;cursor:help" title="Initiative Modifier Type here your (Ag) Bonus (default) Plus any Talent that increases (or changes) your Initiative. e.g.: Lightning Reflexes (Ag) Bonus x2. e.g.: Combat Sense uses (Per) Bonus instead." type="text" value="0" style="text-align: center">🛈</label></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--armour, wounds, size select-->
|
||
<div class="quickborder">
|
||
<h3>Armour & Defence</h3>
|
||
<!--armour location and wounds-->
|
||
<div class="2colrow">
|
||
<div class="col">
|
||
<div class="armourblock"> </div>
|
||
<div class="quickborder armourblock"><label>Head</label><input name="attr_NPCHArmour" type="number" placeholder="AP"/><label>(1-10)</label><input name="attr_NPCHTotal" type="number" placeholder="Soak"/></div>
|
||
<br></br>
|
||
<div class="quickborder armourblock"><label>ARM R</label><input name="attr_NPCArArmour" type="number" placeholder="AP"/><label>(11-20)</label><input name="attr_NPCArTotal" type="number" placeholder="Soak"/></div>
|
||
<div class="quickborder armourblock"><label>BODY</label><input name="attr_NPCBArmour" type="number" placeholder="AP"/><label>(31-70)</label><input name="attr_NPCBTotal" type="number" placeholder="Soak"/></div>
|
||
<div class="quickborder armourblock"><label>ARM L</label><input name="attr_NPCAlArmour" type="number" placeholder="AP"/><label>(21-30)</label><input name="attr_NPCAlTotal" type="number" placeholder="Soak"/></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>LEG R</label><input name="attr_NPCLrArmour" type="number" placeholder="AP"/><label>(71-85)</label><input name="attr_NPCLrTotal" type="number" placeholder="Soak"/></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>LEG L</label><input name="attr_NPCLlArmour" type="number" placeholder="AP"/><label>(86-00)</label><input name="attr_NPCLlTotal" type="number" placeholder="Soak"/></div>
|
||
</div>
|
||
<div class="col">
|
||
<h3>Wounds</h3>
|
||
<div class="row">
|
||
<div class="item" style="width:65%"><label>Total:</label></div>
|
||
<div class="item brackets" style="width:20%"><input name="attr_NPCWounds_max" type="number" style="text-align:center"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:65%"><label>Current:</label></div>
|
||
<div class="item brackets" style="width:20%"><input name="attr_NPCWounds" type="number" style="text-align:center"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:65%"><label>Critical Damage:</label></div>
|
||
<div class="item brackets" style="width:20%"><input name="attr_NPCCritical" type="number" style="text-align:center"></input></div>
|
||
</div>
|
||
<h3>Conditions</h3>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><button name="roll_NPCBloodLoss" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_Name} is Bleeding Out!!**}} {{bloodloss= [[1d100cf>91cs<90]] }}">
|
||
<label style="font-size:13px">Roll Blood Loss</label></button>
|
||
</div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC2ndCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC3rdCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC4thCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC5thCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC6thCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC7thCondition" type="text"></input></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_NPC8thCondition" type="text"></input></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--size select--->
|
||
<div class="row">
|
||
<div class="item" style="width: 25%"></div>
|
||
<div class="item" style="width: 26%"><label>Size Modifier:</label></div>
|
||
<div class="item" style="width: 49%"><select name="attr_NPCSize">
|
||
<option value="-3">Miniscule (-30) to Hit</option>
|
||
<option value="-2">Puny (-20) to Hit</option>
|
||
<option value="-1">Scrawny (-10) to Hit</option>
|
||
<option value="0"selected>Average (+0) to Hit</option>
|
||
<option value="1">Hulking (+10) to Hit</option>
|
||
<option value="2">Enormous (+20) to Hit</option>
|
||
<option value="3">Massive (+30) to Hit</option>
|
||
<option value="4">Immense (+40) to Hit</option>
|
||
<option value="5">Monumental (+50) to Hit</option>
|
||
<option value="6">Titanic (+60) to Hit</option>
|
||
</select>
|
||
</div>
|
||
</div>
|
||
<br></br>
|
||
<!--misc and gear--->
|
||
<div>
|
||
<h3>Miscellaneous & Notes</h3>
|
||
<div class="item" style="width:83%"><input name="attr_NPCMiscNotes" type="text" placeholder="Note List"></input></div>
|
||
<div class="item" style="width:13%"><button name="roll_NPCnotes" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_Name}'s @{NPCMiscNotes}**}} {{desc=@{NPCNotesDesc} }}">
|
||
<label>Show</label></button>
|
||
</div>
|
||
<input type="checkbox" name="attr_NPCHideNotes" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NPCNotesDesc" style="height:77px" placeholder="Notes Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<h3>Gear & Tools</h3>
|
||
<div class="item" style="width:73%"><input name="attr_NPCGearName" type="text" placeholder="Gear List"></input></div>
|
||
<div class="item" style="width:10%"><input name="attr_NPCgearwt" type="number" value="0" style="text-align:center" title="Weigt (Kg)"></input></div>
|
||
<div class="item" style="width:13%"><button name="roll_NPCgear" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_Name}'s @{NPCGearName}**}} {{desc=@{NPCGearNotes} }} {{Weight=[[@{NPCgearwt}]] **Kg** }}">
|
||
<label>Show</label></button>
|
||
</div>
|
||
<input type="checkbox" name="attr_NPCHideGear" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:78px" name="attr_NPCGearNotes" placeholder="Gear Description"></textarea></div>
|
||
</div>
|
||
</div><!--quickborder -->
|
||
</div><!--left col closing div -->
|
||
<!--Skills ,talents, traits, gear and notes-->
|
||
<div class="col">
|
||
<h3>Skills</h3>
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<!--header-->
|
||
<table style="width:100%">
|
||
<tr>
|
||
<th><label style="text-align:left; font-size: 13px;">  Skill Name</label></th>
|
||
<th style="width: 30px;"><label style="text-align: center; font-size: 8px;">Basic</label></th>
|
||
<th style="width: 30px;"><label style="text-align: center; font-size: 8px;">Trained</label></th>
|
||
<th style="width: 27px;"><label style="text-align: center; font-size: 8px;">+10</label></th>
|
||
<th style="width: 27px;"><label style="text-align: center; font-size: 8px;">+20</label></th>
|
||
<th style="width: 31px;"><label style="text-align: center; font-size: 8px;">Talent</label></th>
|
||
<th style="width: 31px;"><label style="text-align: center; font-size: 8px;">Mod</label></th>
|
||
<th style="width: 24px;"><label style="text-align: center; font-size: 8px;">Roll</label></th>
|
||
</tr>
|
||
</table>
|
||
<table style="width:100%">
|
||
<!--skill 0-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+10" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+20" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName}**}}{{result=[[(@{NPCSkill}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill" type="number"
|
||
value="floor((@{NPCSkillboxBa}+@{NPCSkillboxTr})*@{NPCSkillcharacteristic})+@{NPCSkillbox+10}+@{NPCSkillbox+20}+@{NPCSkillTalent}+@{NPCSkillMod}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 1-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName1" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic1" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa1" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr1" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+101" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+201" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent1" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod1" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill1" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName1}**}}{{result=[[(@{NPCSkill1}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill1" type="number"
|
||
value="floor((@{NPCSkillboxBa1}+@{NPCSkillboxTr1})*@{NPCSkillcharacteristic1})+@{NPCSkillbox+101}+@{NPCSkillbox+201}+@{NPCSkillTalent1}+@{NPCSkillMod1}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 2-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName2" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic2" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa2" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr2" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+102" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+202" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent2" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod2" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill2" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName2}**}}{{result=[[(@{NPCSkill2}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill2" type="number"
|
||
value="floor((@{NPCSkillboxBa2}+@{NPCSkillboxTr2})*@{NPCSkillcharacteristic2})+@{NPCSkillbox+102}+@{NPCSkillbox+202}+@{NPCSkillTalent2}+@{NPCSkillMod2}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 3-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName3" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic3" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa3" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr3" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+103" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+203" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent3" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod3" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill3" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName3}**}}{{result=[[(@{NPCSkill3}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill3" type="number"
|
||
value="floor((@{NPCSkillboxBa3}+@{NPCSkillboxTr3})*@{NPCSkillcharacteristic3})+@{NPCSkillbox+103}+@{NPCSkillbox+203}+@{NPCSkillTalent3}+@{NPCSkillMod3}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 4-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName4" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic4" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa4" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr4" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+104" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+204" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent4" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod4" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill4" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName4}**}}{{result=[[(@{NPCSkill4}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill4" type="number"
|
||
value="floor((@{NPCSkillboxBa4}+@{NPCSkillboxTr4})*@{NPCSkillcharacteristic4})+@{NPCSkillbox+104}+@{NPCSkillbox+204}+@{NPCSkillTalent4}+@{NPCSkillMod4}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 5-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName5" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic5" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa5" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr5" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+105" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+205" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent5" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod5" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill5" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName5}**}}{{result=[[(@{NPCSkill5}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill5" type="number"
|
||
value="floor((@{NPCSkillboxBa5}+@{NPCSkillboxTr5})*@{NPCSkillcharacteristic5})+@{NPCSkillbox+105}+@{NPCSkillbox+205}+@{NPCSkillTalent5}+@{NPCSkillMod5}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 6-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName6" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic6" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa6" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr6" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+106" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+206" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent6" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod6" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill6" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName6}**}}{{result=[[(@{NPCSkill6}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill6" type="number"
|
||
value="floor((@{NPCSkillboxBa6}+@{NPCSkillboxTr6})*@{NPCSkillcharacteristic6})+@{NPCSkillbox+106}+@{NPCSkillbox+206}+@{NPCSkillTalent6}+@{NPCSkillMod6}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 7-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName7" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic7" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa7" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr7" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+107" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+207" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent7" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod7" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill7" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName7}**}}{{result=[[(@{NPCSkill7}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill7" type="number"
|
||
value="floor((@{NPCSkillboxBa7}+@{NPCSkillboxTr7})*@{NPCSkillcharacteristic7})+@{NPCSkillbox+107}+@{NPCSkillbox+207}+@{NPCSkillTalent7}+@{NPCSkillMod7}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 8-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName8" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic8" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa8" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr8" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+108" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+208" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent8" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod8" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill8" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName8}**}}{{result=[[(@{NPCSkill8}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill8" type="number"
|
||
value="floor((@{NPCSkillboxBa8}+@{NPCSkillboxTr8})*@{NPCSkillcharacteristic8})+@{NPCSkillbox+108}+@{NPCSkillbox+208}+@{NPCSkillTalent8}+@{NPCSkillMod8}">
|
||
</input></button></td>
|
||
</tr>
|
||
<!--skill 9-->
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:75%"><input name="attr_NPCSkillName9" type="text"></input></div>
|
||
<div class="item" style="width:25%">
|
||
<select name="attr_NPCSkillcharacteristic9" type="text">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}"> S</option>
|
||
<option value="@{NPCT}"> T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
</div>
|
||
</td>
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxBa9" type="checkbox" value="0.5"></input></td> <!--basic-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillboxTr9" type="checkbox" value="0.5"></input></td> <!--trained-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+109" type="checkbox" value="10"></input></td> <!--+10-->
|
||
<td><input style="width: 27px;" name="attr_NPCSkillbox+209" type="checkbox" value="10"></input></td> <!--+20-->
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillTalent9" type="number" value="0"></input></div></td>
|
||
<td><div class="item" style="width:32px"><input style="text-align:center" name="attr_NPCSkillMod9" type="number" value="0"></input></div></td>
|
||
<td><button style="width: 24px;" name="roll_NPCSkill9" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} uses @{NPCSkillName9}**}}{{result=[[(@{NPCSkill9}+?{Modifier|0}-1d100cs1cf100)/10]] }}">
|
||
<input disabled="true" name="attr_NPCSkill9" type="number"
|
||
value="floor((@{NPCSkillboxBa9}+@{NPCSkillboxTr9})*@{NPCSkillcharacteristic9})+@{NPCSkillbox+109}+@{NPCSkillbox+209}+@{NPCSkillTalent9}+@{NPCSkillMod9}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
</div> <!--quickborder-->
|
||
<h3>Talents & Traits</h3>
|
||
<div class="quickborder">
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName}**}} {{desc=@{NPCTalentNotes}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName1" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent1" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName1}**}} {{desc=@{NPCTalentNotes1}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent1" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes1" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName2" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent2" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName2}**}} {{desc=@{NPCTalentNotes2}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent2" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes2" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName3" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent3" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName3}**}} {{desc=@{NPCTalentNotes3}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent3" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes3" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName4" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent4" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName4}**}} {{desc=@{NPCTalentNotes4}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent4" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes4" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<div style="width:80%" class="item"><input name="attr_NPCTalentName5" type="text" placeholder="Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_NPCTalent5" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCTalentName5}**}} {{desc=@{NPCTalentNotes5}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent5" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 45px;" name="attr_NPCTalentNotes5" placeholder="Description"></textarea></div>
|
||
</div>
|
||
</div><!--quickborder-->
|
||
</div>
|
||
</div>
|
||
<!--NPC Weapons-->
|
||
<div class="2colrow">
|
||
<!--ranged weapons-->
|
||
<div class="col">
|
||
<h3>Ranged Weapons</h3>
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_NPCRangedweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 12%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_NPCRangedweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 13%;"><label>Range:</label></div>
|
||
<div class="item" style="width: 15%;"><input name="attr_NPCRangedweaponrange" style="text-align:center" type="number" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 26%;"><input name="attr_NPCRangedweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_NPCRangedweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPCRangedweaponpen" style="text-align:center" type="number" value="0" /></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>RoF:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPCRangedweaponsingle" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPCRangedweaponsemi" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPCRangedweaponfull" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>Clip:</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPCRangedweaponclip" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPCRangedweaponclip_max" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 14%;"><label>Reload:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPCRangedweaponreload" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPCRangedWeaponMod" style="text-align:center" type="number" value="0"/></div>
|
||
|
||
<div class="item" style="width: 15%;"><button name="roll_NPCRangedattack" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} shoots with @{NPCRangedweaponname}**}} {{attack=[[(@{NPCBS} + ( ?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Range|In Range (0),+0|Point Blank (+30),+30|Short Range (+10),+10|Long Range (-10),-10|Extreme Range (-30),-30} ) + (@{NPCRangedWeaponMod}) + ( ?{Combat Action|Single Shot (+0),+0 -1d100cs1cf>96|Semi-Auto (+10),+10 -1d100cs1cf>94|Full Auto (+20),+20 -1d100cs1cf>94|Called Shot (-20),-20 -1d100cs1cf>96} ) + ?{Other Modifiers|0} ) /10]] }} {{hitloc= Location: [[1d100]]}} {{desc=Rng: **@{NPCRangedweaponrange}** RoF: **@{NPCRangedweaponsingle}/@{NPCRangedweaponsemi}/@{NPCRangedweaponfull}** Rld: **@{NPCRangedweaponreload}**}}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 15%;"><button name="roll_NPCRangedMulti" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCRangedweaponname} Inflicts**}} {{Dmg Roll=[[@{NPCrangedweapondamage}]] }} {{Type=**@{NPCRangedweapontype} Damage!** }} {{Penetration=[[@{NPCRangedweaponpen}]] **vs AP**}}"> <label>Damage</label> </button></div>
|
||
<div class="item" style="width: 15%;"><button name="roll_NPCRangedTearing" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCRangedweaponname} Inflicts**}} {{Tearing Hit=[[{@{NPCrangedweapondamage}+1d10}dl1]] **@{NPCrangedweapontype} Damage!**}} {{Penetration=[[@{NPCRangedweaponpen}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width:20%"><button name="roll_NPCrangedweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{NPCRangedweaponname}**}} {{desc=@{NPCrangedweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_NPChiderangedweaponspecial" value="1" class="arrow" title="Hide Special Description" ></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_NPCrangedweaponspecial" placeholder="Special Qualities" ></textarea></div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_NPC1Rangedweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 12%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_NPC1Rangedweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 13%;"><label>Range:</label></div>
|
||
<div class="item" style="width: 15%;"><input name="attr_NPC1Rangedweaponrange" style="text-align:center" type="number" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 26%;"><input name="attr_NPC1Rangedweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_NPC1Rangedweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPC1Rangedweaponpen" style="text-align:center" type="number" value="0" /></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>RoF:</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPC1Rangedweaponsingle" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPC1Rangedweaponsemi" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 6%;"><input name="attr_NPC1Rangedweaponfull" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 9%;"><label>Clip:</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPC1Rangedweaponclip" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 2%;"><label>|</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPC1Rangedweaponclip_max" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 1%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 14%;"><label>Reload:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPC1Rangedweaponreload" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 8%;"><input name="attr_NPC1Rangedweaponmod" style="text-align:center" type="number" value="0"/></div>
|
||
|
||
<div class="item" style="width: 15%;"><button name="roll_NPC1Rangedattack" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} shoots with @{NPC1Rangedweaponname}**}} {{attack=[[(@{NPCBS} + ( ?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Range|In Range (0),+0|Point Blank (+30),+30|Short Range (+10),+10|Long Range (-10),-10|Extreme Range (-30),-30} ) + (@{NPC1RangedWeaponMod}) + ( ?{Combat Action|Single Shot (+0),+0 -1d100cs1cf>96|Semi-Auto (+10),+10 -1d100cs1cf>94|Full Auto (+20),+20 -1d100cs1cf>94|Called Shot (-20),-20 -1d100cs1cf>96} ) + ?{Other Modifiers|0} ) /10]] }} {{hitloc= Location: [[1d100]]}} {{desc=Rng: **@{NPC1Rangedweaponrange}** RoF: **@{NPC1Rangedweaponsingle}/@{NPC1Rangedweaponsemi}/@{NPC1Rangedweaponfull}** Rld: **@{NPC1Rangedweaponreload}**}}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 15%;"><button name="roll_NPC1RangedMulti" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPC1Rangedweaponname} Inflicts**}} {{Dmg Roll=[[@{NPC1rangedweapondamage}]] }} {{Type=**@{NPC1Rangedweapontype} Damage!** }} {{Penetration=[[@{NPC1Rangedweaponpen}]] **vs AP**}}"> <label>Damage</label> </button></div>
|
||
<div class="item" style="width: 15%;"><button name="roll_NPC1RangedTearing" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPC1Rangedweaponname} Inflicts**}} {{Tearing Hit=[[{@{NPC1rangedweapondamage}+1d10}dl1]] **@{NPC1rangedweapontype} Damage!**}} {{Penetration=@{NPC1Rangedweaponpen} **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width: 20%"><button name="roll_NPC1rangedweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC1Rangedweaponname}**}} {{desc=@{NPC1rangedweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_NPC1hiderangedweaponspecial" value="1" class="arrow" title="Hide Special Description" ></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_NPC1rangedweaponspecial" placeholder="Special Qualities" ></textarea></div>
|
||
</div>
|
||
</div>
|
||
<!--melee weapons-->
|
||
<div class="col">
|
||
<h3>Melee Weapons</h3>
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_NPCmeleeweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 19%;"><input name="attr_NPCmeleeweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 27%;"><input name="attr_NPCmeleeweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 23%;"><input name="attr_NPCmeleeweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPCmeleeweaponpen" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPCmeleeweaponmod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 20%;"><label>Parry Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPCmeleeparrymod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 28%;"><label>Strength Bonus:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPCmeleeweaponSB" style="text-align:center" type="number" value="@{NPCSB}" disabled="true" title="This value is added to this weapon's Damage Roll"/></div>
|
||
|
||
<div class="item" style="width: 15%"><button name="roll_NPCmeleeattack" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} attacks with @{NPCmeleeweaponname}**}} {{attack=[[(@{NPCWS}+[[?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Combat Action|Standard A. (+0),+0|Charge! (+10),+10|All Out (+20),+20|Guarded Attack (-10),-10|Called Shot (-20),-20|Strike to Stun (-20),-20} + (@{NPCmeleeweaponmod}) + ?{Other Modifiers|0}]]-1d100cs1cf100)/10]] }} {{hitloc=[[1d100]] }}"><label>Attack</label> </button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPCmeleedamage" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCmeleeweaponname}**}} {{Inflicts=[[@{NPCmeleeweapondamage}+@{NPCSB}]] **@{NPCmeleeweapontype} Damage!**}} {{Penetration=[[@{NPCmeleeweaponpen}]] **vs AP**}}"> <label>Damage</label></button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPCmeleetearing" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPCmeleeweaponname} Inflicts**}} {{Tearing Hit=[[{@{NPCmeleeweapondamage}+@{NPCSB}+1d10}dl1]] **@{NPCmeleeweapontype} Damage!**}} {{Penetration=[[@{NPCmeleeweaponpen}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPCmeleeparry" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} tries to parry with @{NPCmeleeweaponname}**}} {{parry=[[ (@{NPCWS} + (@{NPCmeleeparrymod}) + ?{Other Modifiers|0} - 1d100cs1cf100)/10]] }}"><label>Parry</label></button></div>
|
||
<div class="item" style="width: 20%"><button name="roll_NPCmeleeweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{NPCmeleeweaponname}**}} {{desc=@{NPCmeleeweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_NPChidemeleeweaponspecial" value="1" class="arrow" title="Hide Special Description" ></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_NPCmeleeweaponspecial" placeholder="Special Qualities" ></textarea></div>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 13%;"><label>Name:</label></div>
|
||
<div class="item" style="width: 56%;"><input name="attr_NPC1meleeweaponname" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Class:</label></div>
|
||
<div class="item" style="width: 19%;"><input name="attr_NPC1meleeweaponclass" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 16%;"><label>Damage:</label></div>
|
||
<div class="item" style="width: 27%;"><input name="attr_NPC1meleeweapondamage" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;" ></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Type:</label></div>
|
||
<div class="item" style="width: 23%;"><input name="attr_NPC1meleeweapontype" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 11%;"><label>Pen:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPC1meleeweaponpen" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 16%;"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPC1meleeweaponmod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 20%;"><label>Parry Mod:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPC1meleeparrymod" style="text-align:center" type="text" value="0"/></div>
|
||
<div class="item" style="width: 3%;"></div> <!--Spacing -->
|
||
<div class="item" style="width: 28%;"><label>Strength Bonus:</label></div>
|
||
<div class="item" style="width: 10%;"><input name="attr_NPC1meleeweaponSB" style="text-align:center" type="number" value="@{NPCSB}" disabled="true" title="This value is added to this weapon's Damage Roll"/></div>
|
||
|
||
<div class="item" style="width: 15%"><button name="roll_NPC1meleeattack" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} attacks with @{NPC1meleeweaponname}**}} {{attack=[[(@{NPCWS}+[[?{Aim|No Aim (+0),+0|Half Aim (+10),+10|Full Aim (+20),+20} + ?{Combat Action|Standard A. (+0),+0|Charge! (+10),+10|All Out (+20),+20|Guarded Attack (-10),-10|Called Shot (-20),-20|Strike to Stun (-20),-20} + (@{NPC1meleeweaponmod}) + ?{Other Modifiers|0}]]-1d100cs1cf100)/10]] }} {{hitloc=[[1d100]] }}"> <label>Attack</label> </button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPC1meleedamage" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPC1meleeweaponname}**}} {{Inflicts=[[@{NPC1meleeweapondamage}+@{NPCSB}]] **@{NPC1meleeweapontype} Damage!**}} {{Penetration=[[@{NPC1meleeweaponpen}]] **vs AP**}}"> <label>Damage</label></button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPC1meleetearing" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name}'s @{NPC1meleeweaponname} Inflicts**}} {{Tearing Hit=[[{@{NPC1meleeweapondamage}+@{NPCSB}+1d10}dl1]] **@{NPC1meleeweapontype} Damage!**}} {{Penetration=[[@{NPC1meleeweaponpen}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width: 15%"><button name="roll_NPC1meleeparry" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC_name} tries to parry @{NPC1meleeweaponname}**}} {{parry=[[ (@{NPCWS} + (@{NPC1meleeparrymod}) + ?{Other Modifiers|0} - 1d100cs1cf100)/10]] }}"><label>Parry</label></button></div>
|
||
<div class="item" style="width: 20%"><button name="roll_NPC1meleeweaponspecial" type="roll"
|
||
value="&{template:custom} {{name=**@{NPC1meleeweaponname}**}} {{desc=@{NPC1meleeweaponspecial} }}"><label>Show Special</label></button></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_NPC1hidemeleeweaponspecial" value="1" class="arrow" title="Hide Special Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_NPC1meleeweaponspecial" placeholder="Special Qualities"></textarea></div>
|
||
</div><!-- quickborder -->
|
||
</div><!-- 2 col weapons -->
|
||
</div>
|
||
</div><!-- hbody closing div-->
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!-- Vehicles Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-vehicles">
|
||
<div class="sheet-wrapper">
|
||
<fieldset class="repeating_vehicles">
|
||
<div class="2colrow quickborder">
|
||
<div class="col">
|
||
<div class="row">
|
||
<div class="item" style="width:100%"><input name="attr_Veh_name" type="text" style="text-align:center;font-weight:bold;font-size:19px" placeholder="Vehicle Name"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:12%"><label>Type:</label></div>
|
||
<div class="item" style="width:23%"><select name="attr_VehType">
|
||
<option value="0">Ground</option>
|
||
<option value="1">Walker</option>
|
||
<option value="2">Skimmer</option>
|
||
<option value="3">Flyer</option>
|
||
<option value="4">Spacecraft</option>
|
||
</select></div>
|
||
<div class="item" style="width:1%"></div><!--spacing-->
|
||
<div class="item" style="width:24%"><label>Size Modifier:</label></div>
|
||
<div class="item" style="width:40%"><select name="attr_VehSize">
|
||
<option value="10">Hulking (+10 to Hit)</option>
|
||
<option value="20">Enormous (+20 to Hit)</option>
|
||
<option value="30">Massive (+30 to Hit)</option>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:12%"><label>Crew:</label></div>
|
||
<div class="item" style="width:88%"><input name="attr_VehCrew" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:31%"><label>Carrying Capacity:</label></div>
|
||
<div class="item" style="width:69%"><input name="attr_VehCapacity" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<h2>Defenses & Movement</h2>
|
||
<div class="quickborder armourblock" style="width:20%"><label>Front</label><input name="attr_VehFront" type="number" placeholder="AP"/></div>
|
||
<div class="quickborder armourblock" style="width:20%"><label>Sides</label><input name="attr_VehSides" type="number" placeholder="AP"/></div>
|
||
<div class="quickborder armourblock" style="width:20%"><label>Rear</label><input name="attr_VehRear" type="number" placeholder="AP"/></div>
|
||
<div class="quickborder armourblock" style="width:37%"><label>Integrity</label><input name="attr_VehIntegrity_max" style="width:47%" type="number" placeholder="Total"/><label style="width:6%">|</label><input name="attr_VehIntegrity" style="width:47%" type="number" placeholder="Current"/></div>
|
||
<div class="row">
|
||
<div class="item" style="width:15%"><label>Tactical:</label></div>
|
||
<div class="item" style="width:23%"><input name="attr_VehTactical" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width:1%"></div><!--spacing-->
|
||
<div class="item" style="width:16%"><label>Cruising:</label></div>
|
||
<div class="item" style="width:45%"><input name="attr_VehCruising" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:30%"><label>Manoeuvrability:</label></div>
|
||
<div class="item" style="width:12%"><input name="attr_VehManoeuvrability" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width:2%"></div><!--spacing-->
|
||
<div class="item" style="width:22%"><label>Availability:</label></div>
|
||
<div class="item" style="width:34%"><input name="attr_VehAvailability" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<div style="height:5px"></div><!--spacing-->
|
||
<h1>Manoeuvre Actions & Combat Skills</h1>
|
||
<div class="row">
|
||
<div class="item" style="width: 25%"><button name="roll_VehDriveTest" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_Name}'s Drive Test**}} {{result=[[(@{VehDriveSkill} + (@{VehManoeuvrability}) + (?{Modifier|0}) - 1d100cs1cf100)/10]] }}">
|
||
<label>Drive Test</label></button></div>
|
||
<div class="item" style="width: 25%"><button name="roll_VehPilotTest" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_Name}'s Pilot Test**}} {{result=[[(@{VehDriveSkill} + (@{VehManoeuvrability}) + (?{Modifier|0}) - 1d100cs1cf100)/10]] }}">
|
||
<label>Pilot Test</label></button></div>
|
||
<div class="item" style="width: 25%"><button name="roll_VehDodgeTest" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_Name}'s tries to Dodge**}} {{result=[[(@{VehDriveSkill} + (@{VehManoeuvrability}) + (?{Modifier|0}) - (@{VehSize}) - 1d100cs1cf100)/10]] }}">
|
||
<label>Dodge</label></button></div>
|
||
<div class="item" style="width: 25%"><button name="roll_VehManoeuvre" type="roll"
|
||
value="&{template:custom} {{name=**Critical Hit!**}} {{desc= @{VehCritical} }}">
|
||
<label>Critical Hit</label></button></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 25%"><input name="attr_VehDriveSkill" style="text-align:center" type="number" placeholder="Drive/Pilot Skill" title="Type here Driver/Pilot Skill value"/></div>
|
||
<div class="item" style="width: 25%"><input name="attr_VehWS" style="text-align:center" type="number" placeholder="Weapon Skill" title="Type here Driver/Pilot WS value"/></div>
|
||
<div class="item" style="width: 25%"><input name="attr_VehBS" style="text-align:center" type="number" placeholder="Ballistic Skill" title="Type here Driver/Pilot BS value"/></div>
|
||
<div class="item" style="width: 25%"><select name="attr_VehCritical">
|
||
<option value="**Jarring Blow** The Impact tosses the vehicle around, throwing anything inside about the interior compartments. Any Crew or passengers who are not strapped in or otherwise secured must make an **Ordinary (+10) Toughness Test or be Stunned for [[1d5]] Rounds**. All Shooting from the vehicle during the next Round suffers **-20 to hit**.">Critical 1-2</option>
|
||
<option value="**Staggered** A direct hit on the armour surrounding the driver's compartment leaves the pilot stunned and reeling. The Pilot must pass a **Challenging (+0) Toughness Test or be Stunned for [[1d5]] Rounds**. A ground vehicle comes to a screeching halt, a skimmer will drift in the direction it last moved at its acceleration, while a flyer will slowly tip over and begin a terminal dive unless the pilot comes to its senses and rights the aircraft.">Critical 3</option>
|
||
<option value="**Weapon Destroyed** A randomly selected weapon on the vehicle is hit by the blast, twisted and melted beyond repair. The Weapon **no longer functions**, and there is a 25% chance [[1d100cf>75]] of the weapon ammo *cooking off*. If it does so, roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them, *halving all damage rolled*.">Critical 4</option>
|
||
<option value="**Drive Damaged** The hit tears off a tread, penetrates an air intake, or tears into the grav generator housing, doing severe damage. **Reduce the vehicle's tactical speed by [[2d10]]** (and cruising speed by half). If this brings the tactical speed to **0** (or less), the vehicle is **immobilized**. Ground vehicles shudder to a halt, while skimmers and flyers crash into the ground.">Critical 5</option>
|
||
<option value="**Penetrating Hit** The hit tears through the vehicle's armour, leaving only useless shards of metal. **Reduce the vehicle's AP facing the hit by half**. If the hit was by a ranged weapon, the shot rips through the interior of the vehicle as well. Each passenger and Crew has a **20% chance of being hit** by the same shot and taking half the damage rolled. In addition, the vehicle is now open to the outside, *which could be a problem if the vehicle is in a poisonous atmosphere, underwater, or in a vacuum*.">Critical 6</option>
|
||
<option value="**Fire** The vehicle catches fire as its fuel stores ignite or power reserves overload. Anyone inside must pass a **Difficult (-10) Agility Test or catch fire on every round they are inside the vehicle**. In addition, each round there is a 20% chance [[1d100cf>80]] the vehicle will **explode** (critical 11+).">Critical 7</option>
|
||
<option value="**Destroyed** The Hit wrecks the vehicle, turning it into a shattered hulk. Anyone inside the vehicle takes [[2d10]] **Explosive Damage**, and must pass a **Difficult (-10) Toughness Test or be Stunned for [[1d10]] Rounds**. Skimmers and Flyers crash to the ground.">Critical 8-10</option>
|
||
<option value="**Explodes** A direct hit to ammo stores, fuel tanks or another vital portion of the vehicle turns into a raging fireball. Anyone inside takes [[5d10]] **Explosive Damage**. **Anyone within [[2d10]] meters** of the vehicle suffer [[2d10]] **Explosive Damage** as well. *If the vehicle has an open top, sides or hatches*, passengers and crew may make a **Challenging (+0) Dodge Reaction** to bail out at the last second. If they succeed they only take [[2d10]] **Explosive Damage**.">Critical +11</option>
|
||
</select></div>
|
||
</div>
|
||
<div style="height:5px"></div><!--spacing-->
|
||
<h2>Special Rules</h2>
|
||
<textarea style="height:95px" name="attr_VehSpecialRules"></textarea>
|
||
</div>
|
||
<div class="col">
|
||
<h2>Weapons</h2>
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 60%"><input name="attr_VehWeaponName1" style="text-align:center" type="text" placeholder="Weapon Name"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponClass1" style="text-align:center" type="text" placeholder="Class"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponFacing1" style="text-align:center" type="text" placeholder="Facing"/></div>
|
||
<div class="item" style="width: 10%"><label>Dmg:</label></div>
|
||
<div class="item" style="width: 20%"><input name="attr_VehWeaponDamage1" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%"><input name="attr_VehWeaponType1" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%"><label>Pen:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponPen1" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponMod1" style="text-align:center" type="number" value="0"/></div>
|
||
<select name="attr_VehCharacteristic1" type="text" style="width:12%" title="Select Characteristic used by the Weapon">
|
||
<option value="@{VehWS}">WS</option>
|
||
<option value="@{VehBS}">BS</option>
|
||
</select>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehAttack1" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} attacks with @{Vehweaponname1}**}} {{Facing=@{VehWeaponFacing1} }} {{attack=[[(@{VehCharacteristic1}+[[?{Aim|No Aim (+0),+0 |Half Aim (+10),+10|Full Aim (+20),+20} + (@{Vehweaponmod1}) + ?{Modifier|0}]]-1d100cs1cf100)/10]] }} {{hitloc=[[1d100]] }} {{desc= @{Vehweapondesc1} }}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamage1" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname1} Inflicts**}} {{Dmg Roll=[[@{VehWeaponDamage1}]] }} {{Type=**@{Vehweapontype1} Damage!** }} {{Penetration=[[@{Vehweaponpen1}]] **vs AP**}}"><label>Damage</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamageTearing1" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname1} Inflicts**}} {{Tearing Hit=[[{@{VehWeaponDamage1}+1d10}dl1]] **@{Vehweapontype1} Damage!**}} {{Penetration=[[@{Vehweaponpen1}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width:22%"><button name="roll_VehRighteousFury1" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} ...**}} {{fury=[[(?{Target Number|0}-1d100cs1cf100)/10]]}} {{furydice= **Dealing [[1d10!]] Bonus Damage!**}}"><label>Righteous Fury!</label></button></div>
|
||
<div class="item" style="width:10%"><button name="roll_VehWeaponSpecial1" type="roll"
|
||
value="&{template:custom} {{name=**@{Vehweaponname1}**}} {{desc=@{VehWeaponDesc1} }}"><label>Show</label></button></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_VehHideweapondesc1" value="1" class="arrow" title="Show/Hide Special Description"></input>
|
||
<div class="hbody"><textarea style="height:35px" name="attr_VehWeaponDesc1" placeholder="Special Qualities" ></textarea></div>
|
||
</div><!--quickborder-->
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 60%"><input name="attr_VehWeaponName2" style="text-align:center" type="text" placeholder="Weapon Name"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponClass2" style="text-align:center" type="text" placeholder="Class"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponFacing2" style="text-align:center" type="text" placeholder="Facing"/></div>
|
||
<div class="item" style="width: 10%"><label>Dmg:</label></div>
|
||
<div class="item" style="width: 20%"><input name="attr_VehWeaponDamage2" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%"><input name="attr_VehWeaponType2" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%"><label>Pen:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponPen2" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponMod2" style="text-align:center" type="number" value="0"/></div>
|
||
<select name="attr_VehCharacteristic2" type="text" style="width:12%" title="Select Characteristic used by the Weapon">
|
||
<option value="@{VehWS}">WS</option>
|
||
<option value="@{VehBS}">BS</option>
|
||
</select>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehAttack2" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} attacks with @{Vehweaponname2}**}} {{Facing=@{VehWeaponFacing2} }} {{attack=[[(@{VehCharacteristic2}+[[?{Aim|No Aim (+0),+0 |Half Aim (+10),+10|Full Aim (+20),+20} + (@{Vehweaponmod2}) + ?{Modifier|0}]]-1d100cs1cf100)/10]] }} {{hitloc=[[1d100]] }} {{desc= @{Vehweapondesc2} }}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamage2" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname2} Inflicts**}} {{Dmg Roll=[[@{VehWeaponDamage2}]] }} {{Type=**@{Vehweapontype2} Damage!** }} {{Penetration=[[@{Vehweaponpen2}]] **vs AP**}}"><label>Damage</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamageTearing2" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname2} Inflicts**}} {{Tearing Hit=[[{@{VehWeaponDamage2}+1d10}dl1]] **@{Vehweapontype2} Damage!**}} {{Penetration=[[@{Vehweaponpen2}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width:22%"><button name="roll_VehRighteousFury2" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} ...**}} {{fury=[[(?{Target Number|0}-1d100cs1cf100)/10]]}} {{furydice= **Dealing [[1d10!]] Bonus Damage!**}}"><label>Righteous Fury!</label></button></div>
|
||
<div class="item" style="width:10%"><button name="roll_VehWeaponSpecial2" type="roll"
|
||
value="&{template:custom} {{name=**@{Vehweaponname2}**}} {{desc=@{VehWeaponDesc2} }}"><label>Show</label></button></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_VehHideweapondesc2" value="1" class="arrow" title="Show/Hide Special Description"></input>
|
||
<div class="hbody"><textarea style="height:35px" name="attr_VehWeaponDesc2" placeholder="Special Qualities" ></textarea></div>
|
||
</div><!--quickborder-->
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 60%"><input name="attr_VehWeaponName3" style="text-align:center" type="text" placeholder="Weapon Name"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponClass3" style="text-align:center" type="text" placeholder="Class"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 19%"><input name="attr_VehWeaponFacing3" style="text-align:center" type="text" placeholder="Facing"/></div>
|
||
<div class="item" style="width: 10%"><label>Dmg:</label></div>
|
||
<div class="item" style="width: 20%"><input name="attr_VehWeaponDamage3" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 11%"><label>Type:</label></div>
|
||
<div class="item" style="width: 18%"><input name="attr_VehWeaponType3" style="text-align:center" type="text" value=""/></div>
|
||
<div class="item" style="width: 9%"><label>Pen:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponPen3" style="text-align:center" type="number" value="0"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing -->
|
||
<div class="item" style="width: 16%"><label>Hit Mod:</label></div>
|
||
<div class="item" style="width: 7%"><input name="attr_VehWeaponMod3" style="text-align:center" type="number" value="0"/></div>
|
||
<select name="attr_VehCharacteristic3" type="text" style="width:12%" title="Select Characteristic used by the Weapon">
|
||
<option value="@{VehWS}">WS</option>
|
||
<option value="@{VehBS}">BS</option>
|
||
</select>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehAttack3" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} attacks with @{Vehweaponname3}**}} {{Facing=@{VehWeaponFacing3} }} {{attack=[[(@{VehCharacteristic3}+[[?{Aim|No Aim (+0),+0 |Half Aim (+10),+10|Full Aim (+20),+20} + (@{Vehweaponmod3}) + ?{Modifier|0}]]-1d100cs1cf100)/10]] }} {{hitloc=[[1d100]] }} {{desc= @{Vehweapondesc3} }}"><label>Attack</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamage3" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname3} Inflicts**}} {{Dmg Roll=[[@{VehWeaponDamage3}]] }} {{Type=**@{Vehweapontype3} Damage!** }} {{Penetration=[[@{Vehweaponpen3}]] **vs AP**}}"><label>Damage</label></button></div>
|
||
<div class="item" style="width: 13%;"><button name="roll_VehDamageTearing3" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name}'s @{Vehweaponname3} Inflicts**}} {{Tearing Hit=[[{@{VehWeaponDamage3}+1d10}dl1]] **@{Vehweapontype3} Damage!**}} {{Penetration=[[@{Vehweaponpen3}]] **vs AP**}}"><label>Tearing</label></button></div>
|
||
<div class="item" style="width:22%"><button name="roll_VehRighteousFury3" type="roll"
|
||
value="&{template:custom} {{name=**@{Veh_name} ...**}} {{fury=[[(?{Target Number|0}-1d100cs1cf100)/10]]}} {{furydice= **Dealing [[1d10!]] Bonus Damage!**}}"><label>Righteous Fury!</label></button></div>
|
||
<div class="item" style="width:10%"><button name="roll_VehWeaponSpecial3" type="roll"
|
||
value="&{template:custom} {{name=**@{Vehweaponname3}**}} {{desc=@{VehWeaponDesc3} }}"><label>Show</label></button></div>
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing -->
|
||
<input type="checkbox" name="attr_VehHideweapondesc3" value="1" class="arrow" title="Show/Hide Special Description"></input>
|
||
<div class="hbody"><textarea style="height:35px" name="attr_VehWeaponDesc3" placeholder="Special Qualities" ></textarea></div>
|
||
</div><!--quickborder-->
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!-- Psykana Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-psykana">
|
||
<div class="sheet-wrapper">
|
||
<h3>Psychic Powers Ψ</h3>
|
||
<div style="height:4px"></div><!--Spacing-->
|
||
<div class="row">
|
||
<div class="item" style="width: 3%"><label>1st</label></div>
|
||
<input type="checkbox" style="width: 2%" name="attr_Mastery1" value="1" title="Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"></input>
|
||
<div class="item thickborder" style="width: 14%"><input name="attr_Discipline1" type="text" style="text-align:center;font-weight:bold" placeholder="1st Discipline"/></div>
|
||
<div class="item" style="width: 2%"></div><!--Spacing-->
|
||
<div class="item4" style="width: 3%"><label>2nd</label></div>
|
||
<input type="checkbox" style="width: 2%" name="attr_Mastery2" value="1" title="Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"></input>
|
||
<div class="item thickborder" style="width: 14%"><input name="attr_Discipline2" type="text" style="text-align:center;font-weight:bold" placeholder="2nd Discipline"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing-->
|
||
<div class="item" style="width: 3%"><label>3rd</label></div>
|
||
<input type="checkbox" style="width: 2%" name="attr_Mastery3" value="1" title="Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"></input>
|
||
<div class="item thickborder" style="width: 14%"><input name="attr_Discipline3" type="text" style="text-align:center;font-weight:bold" placeholder="3rd Discipline"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing-->
|
||
<div class="item" style="width: 3%"><label>4th</label></div>
|
||
<input type="checkbox" style="width: 2%" name="attr_Mastery4" value="1" title="Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"></input>
|
||
<div class="item thickborder" style="width: 14%"><input name="attr_Discipline4" type="text" style="text-align:center;font-weight:bold" placeholder="4th Discipline"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing-->
|
||
<div class="item" style="width: 3%"><label>5th</label></div>
|
||
<input type="checkbox" style="width: 2%" name="attr_Mastery5" value="1" title="Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"></input>
|
||
<div class="item thickborder" style="width: 14%"><input name="attr_Discipline5" type="text" style="text-align:center;font-weight:bold" placeholder="5th Discipline"/></div>
|
||
<div class="item" style="width: 1%"></div><!--Spacing-->
|
||
</div>
|
||
<div style="height:12px"></div><!--Spacing-->
|
||
<div class="row">
|
||
<div class="item" style="width: 1%" ></div> <!--Spacing-->
|
||
<div class="item" style="width: 21%"><button name="roll_PsyPhe" type="roll" title="Rolls 1d100 + Powers Sustained Remember to add Modifier based on Push Level (if pushing)" value="&{template:custom} {{name=**Psychic Phenomena**}} {{psytable=[[1d100 + ?{Modifier|0} + (@{Sustaining}*10)]] }}"><label>Roll Psychic Phenomena</label></button></div>
|
||
<div class="item" style="width: 1%" ></div> <!--Spacing-->
|
||
<div class="item" style="width: 18%"><button name="roll_PotW" type="roll" value="&{template:custom} {{name=**Perils of the Warp**}} {{desc=**Roll Result:** ?{Soul Bound?|Yes, [[1d10cf11cs12]] [[1d10cf11cs12]] [[1d10cf11cs12]] **Select desired number combination and type result in the Perils Table Button**|No, [[1d100]] **Type result in the Perils Table Button** } }}"><label>Roll Perils of the Warp</label></button></div>
|
||
<div class="item" style="width: 10%"><button name="roll_PotW" type="roll" value="&{template:custom} {{name=**Perils of the Warp**}} {{perilstable= [[?{Roll Result|1}]] }}"><label>Perils Table</label></button></div>
|
||
<div class="item" style="width: 2%" ></div> <!--Spacing-->
|
||
<div class="item" style="width: 10%"><label>Psy Rating:</label></div>
|
||
<div class="item" style="width: 5%" ><button type="action" name="act_pluspsy">➕</button></div>
|
||
<div class="item brackets" style="width:5%"><input style="text-align:center" name="attr_PsyRating" readonly="true" title="Base Psy Rating Only"/></div>
|
||
<div class="item" style="width: 5%" ><button type="action" name="act_minuspsy">➖</button></div>
|
||
<div class="item" style="width: 1%" ></div> <!--Spacing-->
|
||
<div class="item" style="width: 16%"><label>Powers Sustained:</label></div>
|
||
<div class="item brackets" style="width: 5%"><input style="text-align: center" name="attr_Sustaining" type="number" disabled="true"
|
||
value="[[(@{sustainingpowertotal}) + (@{sustainingpowertotal1})]]" title="For every power sustained: +10 to all rolls on the Psychic Phenomena Table -1 Psy Rating per Sustained power"></input></div>
|
||
<input type="hidden" name="attr_sustainingpowertotal" type="number" value="0"></input>
|
||
<input type="hidden" name="attr_sustainingpowertotal1" type="number" value="0"></input>
|
||
</div>
|
||
<div style="height:1px"></div><!--spacing-->
|
||
<h1>Psychic Techniques</h1>
|
||
<div style="height:5px"></div><!--spacing-->
|
||
<div class="2colrow">
|
||
<!--Left Column-->
|
||
<div class="col">
|
||
<fieldset class="repeating_psypowers1" name="attr_psypowers1">
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 45%"><input name="attr_PsyName" type="text" placeholder="Technique Name" style="text-align:center"></input></div>
|
||
<div class="item" style="width: 24%"><select name="attr_PsyStrength" type="text">
|
||
<optgroup label="Sanctioned">
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Fettered**}} {{Range=[[ @{PsyRange} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}))]] **mts.**}} {{Psy Rating=[[(ceil(@{PsyRating}/2))]] }} {{Psy Rating Mod=[[@{PsyRatingModifier}]] }} {{Effective Psy Rating=[[(ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining})]] }} {{psyresult=[[ (@{PsyFocusPower} + (5 * ((ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*((ceil(@{PsyRating}/2))+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}} {{desc=**Fetered Power does not trigger** **Psychic Phenomena**}}">Fettered</option>
|
||
<option selected value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Unfettered**}} {{Range=[[ @{PsyRange} * (@{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) )]] **mts.**}} {{Psy Rating=[[@{PsyRating}]] }} {{Psy Rating Mod=[[@{PsyRatingModifier}]] }} {{Effective Psy Rating=[[ (@{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) )]] }} {{psyresult=[[(( @{PsyFocusPower} + (5*(@{PsyRating}+@{PsyRatingModifier}-(@{Sustaining}))) + ?{Modifier|0}) - 1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*(@{PsyRating}+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}}">Unfettered</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Push +1**}} {{Range=[[ @{PsyRange} * ((@{PsyRating}+1) + @{PsyRatingModifier} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+1) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+1) + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower} + (5 * ( (@{PsyRating}+1) + @{PsyRatingModifier} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*((@{PsyRating}+1)+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+1) this Power triggers Psychic Phenomena automatically** **Add +5 to the Psychic Phenomena roll**}}">Push +1</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Push +2**}} {{Range=[[ @{PsyRange} * ((@{PsyRating}+2) + @{PsyRatingModifier} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+2) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+2) + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower} + (5 * ( (@{PsyRating}+2) + @{PsyRatingModifier} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*((@{PsyRating}+2)+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+2) this Power triggers Psychic Phenomena automatically** **Add +10 to the Psychic Phenomena roll**}}">Push +2</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Push +3**}} {{Range=[[ @{PsyRange} * ((@{PsyRating}+3) + @{PsyRatingModifier} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+3) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+3) + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower} + (5 * ( (@{PsyRating}+3) + @{PsyRatingModifier} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*((@{PsyRating}+3)+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+3) this Power triggers Psychic Phenomena automatically** **Add +15 to the Psychic Phenomena roll**}}">Push +3</option>
|
||
</optgroup>
|
||
<optgroup label="Renegade">
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName}**}} {{Strength=**Push +4**}} {{Range=[[ @{PsyRange} * ((@{PsyRating}+4) + @{PsyRatingModifier} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+4) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+4) + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower} + (5 * ( (@{PsyRating}+4) + @{PsyRatingModifier} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage}+(@{PsyDmgB}*((@{PsyRating}+4)+@{PsyRatingModifier}-(@{Sustaining})))]] **@{PsyDamageType} Damage!**}} {{psypen=**Penetration** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+4) this Power triggers Psychic Phenomena automatically** **Add +20 to the Psychic Phenomena roll**}}">Push +4</option>
|
||
</optgroup>
|
||
</select></div>
|
||
<div class="item" style="width: 15%"><button name="roll_PsyHit" type="roll" value="@{PsyStrength}"><label>Manifest</label></button></div>
|
||
<div class="item" style="width: 13%"><button name="roll_PsyInfo" type="roll" value="&{template:custom} {{name=**@{PsyName}**}} {{Action=**@{PsyAction}**}} {{Range=[[ @{PsyRange} ]]**mts x Psy Rating**}} {{Sustainable?=**@{PsySustained}**}} {{desc=@{PsyPowersEffect} }}"><label>Info</label></button></div>
|
||
<input class="arrow" style="width: 3%" name="attr_hidepsypower1" type="checkbox" value="1" title="Show/Hide Details"></input>
|
||
<div class="hbody">
|
||
<div class="item" style="width: 10%"><label>Time:</label></div>
|
||
<div class="item" style="width: 15%"><input name="attr_PsyAction" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 19%"><label>Discipline:</label></div>
|
||
<div class="item" style="width: 20%">
|
||
<select name="attr_PsyMastery" type="text">
|
||
<option value="@{Mastery1}">1st Discipline</option>
|
||
<option value="@{Mastery2}">2nd Discipline</option>
|
||
<option value="@{Mastery3}">3rd Discipline</option>
|
||
<option value="@{Mastery4}">4th Discipline</option>
|
||
<option value="@{Mastery5}">5th Discipline</option>
|
||
</select></div>
|
||
<div class="item" style="width: 11%"><label>Focus:</label></div>
|
||
<div class="item" style="width: 25%"><select name="attr_PsyFocusPower" type="text">
|
||
<option value="@{Willpower}">Willpower</option>
|
||
<option value="@{Psyniscience}">Psyniscience</option>
|
||
</select></div>
|
||
<div class="item" style="width: 28%"><label>Psy Rating Mod:</label></div>
|
||
<div class="item" style="width: 8%"><input name="attr_PsyRatingModifier" type="number" value="0" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 13%"><label>Range:</label></div>
|
||
<div class="item" style="width: 12%"><input name="attr_PsyRange" type="text" value="0" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 19%"><label>Sustained:</label></div>
|
||
<div class="item" style="width: 12%"><select name="attr_PsySustained" type="text">
|
||
<option value="No">No</option>
|
||
<option value="Yes">Yes</option>
|
||
</select></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<input style="width: 3%" type="checkbox" name="attr_sustainingpower" value="1" title="Check this if you are Sustaining this Technique"></input>
|
||
<div class="item" style="width: 16%"><label>Damage:</label></div>
|
||
<div class="item" style="width: 13%"><input name="attr_PsyDamage" type="text" value="0" style="text-align:center" title="Type here unmodified Damage die (if any) IF the Technique does No Damage Leave at 0"/></div>
|
||
<div class="item" style="width: 4%"><label style="font-weight:bold;font-size:22px">+</label></div>
|
||
<div class="item" style="width: 14%"><select name="attr_PsyDmgB" type="number" title="Damage modifier based on Psy Rating Value may vary based on Technique Description Set -No Dmg- if Technique does no damage">
|
||
<option value="0" selected>No Dmg</option>
|
||
<option value="1">1 x EPR</option>
|
||
<option value="2">2 x EPR</option>
|
||
<option value="3">3 x EPR</option>
|
||
<option value="4">4 x EPR</option>
|
||
<option value="5">5 x EPR</option>
|
||
</select></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 19%"><label>Dmg Type:</label></div>
|
||
<div class="item" style="width: 16%"><input name="attr_PsyDamageType" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 8%"><label>Pen:</label></div>
|
||
<div class="item" style="width: 8%"><input name="attr_PsyPen" type="number" value="0" style="text-align:center"/></div>
|
||
<div><textarea name="attr_PsyPowersEffect" placeholder="Technique Information"></textarea></div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Right Column--><!--continue here-->
|
||
<div class="col">
|
||
<fieldset class="repeating_psypowers2" name="attr_psypowers2">
|
||
<div class="quickborder">
|
||
<div class="item" style="width: 45%"><input name="attr_PsyName1" type="text" placeholder="Technique Name" style="text-align:center"></input></div>
|
||
<div class="item" style="width: 24%"><select name="attr_PsyStrength1" type="text">
|
||
<optgroup label="Sanctioned">
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Fettered**}} {{Range=[[ @{PsyRange1} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}))]] **mts.**}} {{Psy Rating=[[(ceil(@{PsyRating}/2))]] }} {{Psy Rating Mod=[[@{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[(ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining})]] }} {{psyresult=[[ (@{PsyFocusPower1} + (5 * ((ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*((ceil(@{PsyRating}/2))+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}} {{desc=**Fetered Power does not trigger** **Psychic Phenomena**}}">Fettered</option>
|
||
<option selected value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Unfettered**}} {{Range=[[ @{PsyRange1} * (@{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) )]] **mts.**}} {{Psy Rating=[[@{PsyRating}]] }} {{Psy Rating Mod=[[@{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[ (@{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) )]] }} {{psyresult=[[(( @{PsyFocusPower1} + (5*(@{PsyRating}+@{PsyRatingModifier1}-(@{Sustaining}))) + ?{Modifier|0}) - 1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*(@{PsyRating}+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}}">Unfettered</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Push +1**}} {{Range=[[ @{PsyRange1} * ((@{PsyRating}+1) + @{PsyRatingModifier1} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+1) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+1) + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower1} + (5 * ( (@{PsyRating}+1) + @{PsyRatingModifier1} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*((@{PsyRating}+1)+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+1) this Power triggers Psychic Phenomena automatically** **Add +5 to the Psychic Phenomena roll**}}">Push +1</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Push +2**}} {{Range=[[ @{PsyRange1} * ((@{PsyRating}+2) + @{PsyRatingModifier1} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+2) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+2) + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower1} + (5 * ( (@{PsyRating}+2) + @{PsyRatingModifier1} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*((@{PsyRating}+2)+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+2) this Power triggers Psychic Phenomena automatically** **Add +10 to the Psychic Phenomena roll**}}">Push +2</option>
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Push +3**}} {{Range=[[ @{PsyRange1} * ((@{PsyRating}+3) + @{PsyRatingModifier1} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+3) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+3) + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower1} + (5 * ( (@{PsyRating}+3) + @{PsyRatingModifier1} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*((@{PsyRating}+3)+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+3) this Power triggers Psychic Phenomena automatically** **Add +15 to the Psychic Phenomena roll**}}">Push +3</option>
|
||
</optgroup>
|
||
<optgroup label="Renegade">
|
||
<option value="&{template:custom} {{name=**@{character_name} Manifests @{PsyName1}**}} {{Strength=**Push +4**}} {{Range=[[ @{PsyRange1} * ((@{PsyRating}+4) + @{PsyRatingModifier1} - @{Sustaining})]] **mts.**}} {{Psy Rating=[[(@{PsyRating}+4) ]] }} {{Psy Rating Mod=[[ @{PsyRatingModifier1}]] }} {{Effective Psy Rating=[[ (@{PsyRating}+4) + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{psyresult=[[ (@{PsyFocusPower1} + (5 * ( (@{PsyRating}+4) + @{PsyRatingModifier1} - (@{Sustaining}) ) + ?{Modifier|0}) - 1d100cf>91)/10]]}} {{psydmg=**Inflicts** [[@{PsyDamage1}+(@{PsyDmgB1}*((@{PsyRating}+4)+@{PsyRatingModifier1}-(@{Sustaining})))]] **@{PsyDamageType1} Damage!**}} {{psypen=**Penetration** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+4) this Power triggers Psychic Phenomena automatically** **Add +20 to the Psychic Phenomena roll**}}">Push +4</option>
|
||
</optgroup>
|
||
</select></div>
|
||
<div class="item" style="width: 15%"><button name="roll_PsyHit1" type="roll" value="@{PsyStrength1}"><label>Manifest</label></button></div>
|
||
<div class="item" style="width: 13%"><button name="roll_PsyInfo1" type="roll" value="&{template:custom} {{name=**@{PsyName1}**}} {{Action=**@{PsyAction1}**}} {{Range=[[ @{PsyRange1} ]]**mts x Psy Rating**}} {{Sustainable?=**@{PsySustained1}**}} {{desc=@{PsyPowersEffect1} }}"><label>Info</label></button></div>
|
||
<input class="arrow" style="width: 3%" name="attr_hidepsypower2" type="checkbox" value="1" title="Show/Hide Details"></input>
|
||
<div class="hbody">
|
||
<div class="item" style="width: 10%"><label>Time:</label></div>
|
||
<div class="item" style="width: 15%"><input name="attr_PsyAction1" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 19%"><label>Discipline:</label></div>
|
||
<div class="item" style="width: 20%">
|
||
<select name="attr_PsyMastery1" type="text">
|
||
<option value="@{Mastery1}">1st Discipline</option>
|
||
<option value="@{Mastery2}">2nd Discipline</option>
|
||
<option value="@{Mastery3}">3rd Discipline</option>
|
||
<option value="@{Mastery4}">4th Discipline</option>
|
||
<option value="@{Mastery5}">5th Discipline</option>
|
||
</select></div>
|
||
<div class="item" style="width: 11%"><label>Focus:</label></div>
|
||
<div class="item" style="width: 25%"><select name="attr_PsyFocusPower1" type="text">
|
||
<option value="@{Willpower}">Willpower</option>
|
||
<option value="@{Psyniscience}">Psyniscience</option>
|
||
</select></div>
|
||
<div class="item" style="width: 28%"><label>Psy Rating Mod:</label></div>
|
||
<div class="item" style="width: 8%"><input name="attr_PsyRatingModifier1" type="number" value="0" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 13%"><label>Range:</label></div>
|
||
<div class="item" style="width: 12%"><input name="attr_PsyRange1" type="text" value="0" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 19%"><label>Sustained:</label></div>
|
||
<div class="item" style="width: 12%"><select name="attr_PsySustained1" type="text">
|
||
<option value="No">No</option>
|
||
<option value="Yes">Yes</option>
|
||
</select></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<input style="width: 3%" type="checkbox" name="attr_sustainingpower1" value="1" title="Check this if you are Sustaining this Technique"></input>
|
||
<div class="item" style="width: 16%"><label>Damage:</label></div>
|
||
<div class="item" style="width: 13%"><input name="attr_PsyDamage1" type="text" value="0" style="text-align:center" title="Type here unmodified Damage die (if any) IF the Technique does No Damage Leave at 0"/></div>
|
||
<div class="item" style="width: 4%"><label style="font-weight:bold;font-size:22px">+</label></div>
|
||
<div class="item" style="width: 14%"><select name="attr_PsyDmgB1" type="number" title="Damage modifier based on Psy Rating Value may vary based on Technique Description Set -No Dmg- if Technique does no damage">
|
||
<option value="0" selected>No Dmg</option>
|
||
<option value="1">1 x EPR</option>
|
||
<option value="2">2 x EPR</option>
|
||
<option value="3">3 x EPR</option>
|
||
<option value="4">4 x EPR</option>
|
||
<option value="5">5 x EPR</option>
|
||
</select></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 19%"><label>Dmg Type:</label></div>
|
||
<div class="item" style="width: 16%"><input name="attr_PsyDamageType1" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 1%"></div> <!--Spacing-->
|
||
<div class="item" style="width: 8%"><label>Pen:</label></div>
|
||
<div class="item" style="width: 8%"><input name="attr_PsyPen1" type="number" value="0" style="text-align:center"/></div>
|
||
<div><textarea name="attr_PsyPowersEffect1" placeholder="Technique Information"></textarea></div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<h3>Navigator Powers 👁</h3>
|
||
<!--Navigator Powers Section -->
|
||
<div class="2colrow">
|
||
<!--Lineage and Mutations-->
|
||
<div class="col">
|
||
<div class="quickborder">
|
||
<div class="item" style="width:100%;height:35px"><input name="attr_NavLineage" style="height:30px; font-size:20px; font-weight:bold; text-align:center; width:100%" type="text" placeholder="Navigator Lineage"/></div>
|
||
<div class="item" style="width:85%"><input style="font-weight:bold" name="attr_NavLinBenefit" type="text" placeholder="Lineage Benefit"/></div>
|
||
<div class="item" style="width:11%"><button name="roll_NavLinDesc" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name}'s Lineage**}} {{Title=**@{NavLineage}**}} {{Benefit=**@{NavLinBenefit}**}} {{desc=@{NavLinDescription}}}"><label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideNavLinDescription" class="arrow" value="1" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavLinDescription" style="height: 65px" placeholder="Description"></textarea></div>
|
||
<fieldset class="repeating_navlinbenefits">
|
||
<div class="item" style="width:85%"><input style="font-weight:bold" name="attr_NavLinBenefit1" type="text" placeholder="Lineage Benefit"/></div>
|
||
<div class="item" style="width:11%"><button name="roll_NavLinDesc1" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name}'s Lineage**}} {{Title=**@{NavLineage}**}} {{Benefit=**@{NavLinBenefit1}**}} {{desc=@{NavLinDescription1}}}"><label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideNavLinDescription1" class="arrow" value="1" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavLinDescription1" style="height: 65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div> <!--quickborder -->
|
||
<h3>Navigator Mutations</h3>
|
||
<div class="quickborder">
|
||
<div class="item" style="width:45%"><button name="roll_NavMutationTest" type="roll" title="Rolls Toughness. Remember to add modifier based on Lineage."
|
||
value="&{template:custom} {{name=**Navigator @{character_name} tries to resist Mutation**}} {{result=[[(@{Toughness}+(@{navmutmod})-1d100cs1cf100)/10]]}}">
|
||
<label>Navigator Mutation Test</label></button></div>
|
||
<div class="item" style="width:10%"><input name="attr_navmutmod" style="text-align:center" type="text" value="0" title="Mod applied to Mutation Test based on Lineage Benefit"></input></div>
|
||
<div class="item" style="width:45%"><button name="roll_NavMutationTable" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name} rolls on** **The Navigator Mutation Table**}} {{navmutable= [[1d100]]}}">
|
||
<label>Navigator Mutation Table</label></button></div>
|
||
<h1>Mutations Gained</h1>
|
||
<fieldset class="repeating_navmutations">
|
||
<div class="item" style="width:85%"><input name="attr_NavMutationName" type="text" style="font-weight:bold" placeholder="Mutation Name"/></div>
|
||
<div class="item" style="width:11%"><button name="roll_NavMutDesc" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name}'s Mutation**}} {{Title=**@{NavMutationName}**}} {{desc=@{NavMutationDesc}}}"><label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideNavMutation" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavMutationDesc" style="height: 65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div> <!--quickborder-->
|
||
</div>
|
||
<!--Nav Powers column-->
|
||
<div class="col">
|
||
<div class="quickborder">
|
||
<div class="item" style="width:3%"></div><!--spacing-->
|
||
<div class="item" style="width:32%"><label>Perception Bonus:</label></div>
|
||
<div class="item brackets" style="width:9%"><input name="attr_NavPerBonus" style="text-align:center" value="@{PB}" disabled/></div>
|
||
<div class="item" style="width:13%"></div><!--spacing-->
|
||
<div class="item" style="width:32%"><label>Willpower Bonus:</label></div>
|
||
<div class="item brackets" style="width:9%"><input name="attr_NavWPBonus" style="text-align:center" value="@{WPB}" disabled/></div>
|
||
</div>
|
||
<div style="height:1px"></div><!--spacing-->
|
||
<h3 style="font-size:14px">Power List</h3>
|
||
<fieldset class="repeating_navpower">
|
||
<div class="quickborder">
|
||
<div class="skills">
|
||
<table style="width:100%">
|
||
<tr>
|
||
<th><label style="text-align: left; font-size: 13px;">     Power Name</label></th>
|
||
<th><label style="text-align: center; font-size: 9px;">Novice</label></th>
|
||
<th><label style="text-align: center; font-size: 9px;">Adept</label></th>
|
||
<th><label style="text-align: center; font-size: 9px;">Master</label></th>
|
||
<th><label style="text-align: center; font-size: 9px;">Mod</label></th>
|
||
<th><label style="text-align: center; font-size: 9px;">Roll</label></th>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<div class="item" style="width:79%"><input name="attr_NavPowerName" type="text"></input></div>
|
||
<select style="width:21%" name="attr_NavPowercharacteristic" type="text">
|
||
<option value="@{WeaponSkill}">WS</option>
|
||
<option value="@{BallisticSkill}">BS</option>
|
||
<option value="@{Strength}"> S</option>
|
||
<option value="@{Toughness}"> T</option>
|
||
<option value="@{Agility}">Ag</option>
|
||
<option value="@{Intelligence}">Int</option>
|
||
<option value="@{Perception}" selected>Per</option>
|
||
<option value="@{Willpower}">Wp</option>
|
||
<option value="@{Fellowship}">Fel</option>
|
||
</select>
|
||
</td>
|
||
<td><input style="width: 29px;" name="attr_NavPowerbox1" type="checkbox" value="1"></input></td>
|
||
<td><input style="width: 29px;" name="attr_NavPowerbox2" type="checkbox" value="10"></input></td>
|
||
<td><input style="width: 29px;" name="attr_NavPowerbox3" type="checkbox" value="10"></input></td>
|
||
<td><input style="text-align:center;width: 30px" name="attr_NavPowerMod" type="number" value="0"></input></td>
|
||
<td><button style="width: 25px;" name="roll_NavPower" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name} uses @{NavPowerName}**}} {{result=[[(@{NavPower}+?{Modifier|0}-1d100cs1cf100)/10]] }} {{Action=**@{NavPowerAction}**}} {{Range=**@{NavPowerRange}**}}">
|
||
<input disabled="true" name="attr_NavPower" type="number" value="(@{NavPowercharacteristic}*@{NavPowerbox1})+@{NavPowerbox2}+@{NavPowerbox3}+@{NavPowerMod}">
|
||
</input></button></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
<div class="item" style="width:13%"><label>Action:</label></div>
|
||
<select style="width:23%" name="attr_NavPowerAction" type="text">
|
||
<option value="Half">Half</option>
|
||
<option value="Full">Full</option>
|
||
<option value="Reaction">Reaction</option>
|
||
<option value="Shipboard">Shipboard</option>
|
||
<option value="Undefined">Undefined</option>
|
||
</select>
|
||
<div class="item" style="width:18%"><input name="attr_NavPowerRange" type="text" placeholder="Range" style="text-align:center"></input></div>
|
||
<div class="item" style="width:14%"><button name="roll_NavPowerDamage" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name}'s @{NavPowerName}**}} {{Inflicts=[[@{NavPowerDamage}]] **Energy Damage!**}}">
|
||
<label>Roll Dmg</label></button></div>
|
||
<div class="item" style="width:18%"><input name="attr_NavPowerDamage" type="text" placeholder="dmg die" style="text-align:center"></input></div>
|
||
<div class="item" style="width:10%"><button name="roll_NavPowDesc" type="roll"
|
||
value="&{template:custom} {{name=**Navigator @{character_name}'s @{NavPowerName}**}} {{Novice=@{NavPowerNovice}}} {{Adept=@{NavPowerAdept}}} {{Master=@{NavPowerMaster}}}">
|
||
<label>Show</label></button></div>
|
||
<input type="checkbox" name="attr_HideNavPowDesc" value="1" class="arrow" title="Hide Level Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavPowerNovice" style="height:65px" placeholder="Novice Level Description"></textarea></div>
|
||
<div class="hbody"><textarea name="attr_NavPowerAdept" style="height:65px" placeholder="Adept Level Description"></textarea></div>
|
||
<div class="hbody"><textarea name="attr_NavPowerMaster" style="height:65px" placeholder="Master Level Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Ship Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-ship">
|
||
<div class="sheet-wrapper">
|
||
<div style="width:100%"></div><!--Spacing-->
|
||
<div class="col" style="width:100%">
|
||
<input name="attr_ShipName" type="text" style="height:50px;font-size:30px;font-weight:bold;text-align:center;width:100%" placeholder="Ship Name"/>
|
||
</div>
|
||
<div style="height:4px"></div><!--Spacing-->
|
||
<!--Base Ship Stats -->
|
||
<div class="2colrow">
|
||
<!--Left Side Top-->
|
||
<div class="col quickborder" style="width:100%">
|
||
<div class="2colrow">
|
||
<!--Left Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="row">
|
||
<div class="item" style="width:22%;"><label>Class:</label></div>
|
||
<div class="item" style="width:78%;"><input name="attr_ShipClass" style="text-align:center" type="text" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 25%;"><label>Speed:</label></div>
|
||
<div class="item" style="width: 18%;"><input name="attr_ShipSpeed" style="text-align:center" type="text" /></div>
|
||
<div class="item" style="width: 34%;"><label>Turn Arc:</label></div>
|
||
<div class="item" style="width: 23%;"><select name="attr_ShipTurnArc" type="text" title="Frigate Size and smaller ships turn 90° Light Cruiser Size and larger ships turn 45°">
|
||
<option>90°</option>
|
||
<option>45°</option>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:30%;"><label>Shields:</label></div>
|
||
<div class="item" style="width:19%;"><input name="attr_ShipShields" style="text-align:center" type="text" /></div>
|
||
<div class="item" style="width:1%;"></div>
|
||
<div class="item" style="width:31%;"><label>Armour:</label></div>
|
||
<div class="item" style="width:19%;"><input name="attr_ShipArmour" style="text-align:center" type="text" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 40%;"><label>Detection:</label></div>
|
||
<div class="item" style="width: 60%;"><input name="attr_ShipDetection" style="text-align:center" type="number" value="0"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 41%;"><label>Power Max:</label></div>
|
||
<div class="item" style="width: 19%;"><input name="attr_ShipPowerMax" type="number" style="text-align:center" title="Provided by the Plasma Drive component"/></div>
|
||
<div class="item" style="width: 20%;"><label>Used:</label></div>
|
||
<div class="item" style="width: 20%;"><input disabled="true" name="attr_ShipPowerUsed" type="number" style="text-align:center" value="@{ShipSupplementalComponentsPowerTotal} + @{ShipEssentialComponentsPowerTotal}"/></div>
|
||
</div>
|
||
</div>
|
||
<!--Right Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="row">
|
||
<div class="item" style="width: 40%;"><label>Hull Type:</label></div>
|
||
<div class="item" style="width: 60%;"><input name="attr_ShipHull" style="text-align:center" type="text" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 62%;"><label>Manoeuvrability:</label></div>
|
||
<div class="item" style="width: 38%;"><input name="attr_ShipManoeuvrability" style="text-align:center" type="text" value="0"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:52%;"><label>Turret Rating:</label></div>
|
||
<div class="item" style="width:48%;"><input name="attr_ShipTurretRating" style="text-align:center" type="text" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 58%;"><label>Ship Points (SP):</label></div>
|
||
<div class="item" style="width: 42%;"><input name="attr_ShipSP" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:39%;"><label>Space Max:</label></div>
|
||
<div class="item" style="width:20%;"><input name="attr_ShipSpaceMax" type="number" style="text-align:center" title="Provided by Hull Type"/></div>
|
||
<div class="item" style="width:20%;"><label>Used:</label></div>
|
||
<div class="item" style="width:21%;"><input disabled="true" name="attr_ShipSpaceUsed" type="number" style="text-align:center" value="@{ShipSupplementalComponentsSpaceTotal} + @{ShipEssentialComponentsSpaceTotal}"/></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Right Side Top -->
|
||
<div class="col quickborder" style="width:100%">
|
||
<div class="2colrow">
|
||
<!--Left Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="row">
|
||
<div class="item" style="width:50%;"><label>Hull Integrity:</label></div>
|
||
<div class="item" style="width:23%;"><input name="attr_Hullintegrity" type="number" style="text-align:center" value="0" title="Current" /></div>
|
||
<div class="item" style="width:4%;"><label>|</label></div>
|
||
<div class="item" style="width:23%;"><input name="attr_Hullintegrity_max" type="number" style="text-align:center" value="0" title="Max" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width:50%;"><button name="roll_CrewTest" type="roll" value="&{template:custom} {{name=**@{ShipName}'s Crew Test**}} {{result= [[(@{ShipCrewRating}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label style="font-size:13px">Crew Test</label></button></div>
|
||
<div class="item" style="width:50%;"><input name="attr_ShipCrewRating" title="Incompetent(20) Competent(30) Crack(40) Veteran(50) Elite(60)" type="number" style="text-align:center" placeholder="Crew Rating"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<button style="width:49%" name="roll_ShipCritHit" type="roll" value="&{template:custom} {{name=**Critical Hit!**}} {{desc= @{ShipCritSelect} }}"><label style="font-size:13px">Critical Hit</label></button>
|
||
<div class="item" style="width:49%;"><select name="attr_ShipCritSelect" type="text">
|
||
<optgroup label="Critical Hits">
|
||
<option value="**Holed**: A lucky hit has wrenched open the ship’s hull, exposing it to space. The attacker selects **one Component** (only choosing ones he knows of ) *that is not the bridge or plasma/warp drives*. Emergency bulkheads slam into place to seal off the compartments, but this Component is **Depressurized (holed)**.">Critical 1</option>
|
||
<option value="**Internal Damage**: The force of the hit ruptures bulkheads and smashes machinery. The attacker selects **one Component** (only choosing ones he knows of ) *that is not the bridge or plasma/warp drives*. **This Component is Damaged**.">Critical 2</option>
|
||
<option value="**Sensors damaged**: The ship’s auspex arrays have been knocked out, leaving the vessel blind. *Until the damage is repaired*, **all shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate engagement range automatically fail**. Additionally, as the arrays are located outside the hull, *any repairs must be attempted in the void*.">Critical 3</option>
|
||
<option value="**Thrusters damaged**: The ship’s manoeuvring thrusters are smashed, venting randomly and leaking fuel. This roll [[1d10]] determines: On a **1-7**, the ship can still manoeuvre, albeit slowly. **Reduce the ship’s Manoeuvrability by –20**. On an **8–10**, the thrusters are completely damaged. **The ship cannot turn**. *This damage can be repaired*.">Critical 4</option>
|
||
<option value="**Fire!**: Alarms scream through the hull as hungry flames soar though passageways and compartments. **The blaze must be contained before it devours the entire ship!** The attacker selects **one Component** (only choosing ones he knows of ) *that is not the bridge or plasma/warp drive*, this Component is now **On Fire**. The fire follows all the rules for shipboard fires.">Critical 5</option>
|
||
<option value="**Engines Crippled**: Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void and leaving the vessel drifting in space. This roll [[1d10]] determines: on a **1-7**, the plasma drives are still usable, though heavily damaged. **Reduce the ship’s Speed by half**. On an **8–10**, the drives are completely wrecked. **Reduce the ship’s Speed to 1**. *This damage can be repaired*.">Critical 6</option>
|
||
<option value="**Surly Techsprites**: Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive electrical surges knock out systems across the ship. **Roll a d10 for every Component**. On a **4 or higher**, the Component now counts as **Unpowered**. Each Component *must be repaired individually before it can receive power again*. **Morale takes [[1d5]] damage from the spooky atmosphere**.">Critical 7</option>
|
||
<option value="**Decapitation**: A lucky hit strikes the ship’s **bridge**, sending shrapnel scything across the compartment and opening it to space! **All crew members on the bridge must pass a **Challenging (+0) Dodge Reaction or be hit by shrapnel doing [[2d10]] Explosive Damage**. If the damage result is **12 or higher**, the bridge Component is also **Depressurized (holed)**. If the damage result is **16 or higher**, the Component is **Damaged**.">Critical 8</option>
|
||
<option value="**Hull Breach**: The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and doing massive structural damage. **The attacker selects [[1d5]] Components** (only choosing ones he knows of, and not including the bridge). **Roll a d10 for each**; on a **1-7** the Component is **Damaged and Depressurized (holed)**. On an **8–10** the Component is **Destroyed**, *and all crew inside are killed*. Instead of rolling for Crew Population and Morale damage separately, **the ship reduces both of its current values by half**.">Critical 9-10</option>
|
||
<option value="**Catastrophic Damage**: A succession of powerful blows and explosions rip through the ship, causing horrendous damage. This roll [[1d10]] determines: On a **1-7**, the ship is **Hulked**. On a **8-9**, the ship’s **Plasma Drive explodes**. On a **10**, the ship’s **Warp Drive explodes instead** (if the ship does not have a warp drive, it suffers a plasma drive explosion).">Critical 11</option>
|
||
</optgroup>
|
||
<optgroup label="Catastrophic">
|
||
<option value="Catastrophic damage leaves the ship a drifting, smoldering wreck. Uncontrolled fires burn in some compartments, others are open to space, and the rest are choked with the dead and dying. **Roll a d10 for each Component**. On a **1–2**, it is miraculously untouched, but **Unpowered**. On a **3-7**, it is **Depressurized (holed) and Damaged**. On a **9–10**, it is completely **Destroyed**, *and all crew inside are killed*. **Reduce Crew Population to [[1d10]] total**.">Space Hulk</option>
|
||
<option value="The starship’s plasma drive explodes in a single, cataclysmic explosion. **All starships within [[1d10]] Void Units** of the stricken craft must pass a **Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test** or be struck by the flaming debris of the destroyed vessel. Treat this as [[1d5]] **macrobattery hits doing [[1d10+4]] damage each**, *that void shields and armour will protect against normally*.">Plasma D. Explosion</option>
|
||
<option value="The starship’s warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the realm of Chaos. **Any starship within [[2d10]] Void Units** of the stricken craft must pass a **Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test** or be struck by the chaos storm, taking the equivalent of **one lance strike doing [[1d10]] damage that void shields will not protect against**. Additionally, **every starship within [[1d5]] Void Units** of the stricken vessel must pass a second **Challenging (+0) Pilot (SpaceCraft) + Manoeuvrability Test or be sucked into the rift**. *What happens next is up to the GM*, but should be suitably horrible. Mass possessions and manifesting daemons are the norm, while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by no means be guaranteed.">Warp D. Explosion</option>
|
||
</optgroup>
|
||
<optgroup label="Other Effects">
|
||
<option value="**Depressurisation** deals [[1d10]] **damage to Crew Population**, and [[1d5]] **damage to Crew Morale**, but does **Not** make the Component damaged. ">Depressurisation</option>
|
||
<option value="**Shipboard Fire** If a Component catches fire, it immediately deals [[1d5]] **damage to Crew Population** and [[1d10]] **damage to Crew Morale**, and spreads through the entire Component. If the fire is not brought under control in one Strategic Turn, it consumes the Component (it now counts as **Damaged**), and moves on. *The GM selects a new Component, and treats it as catching fire* (including the Crew Population and Morale damage) see core rulebook for more info.">Fire</option>
|
||
<option value="**Ship is Cripped** Cripped ships suffer **–10 penalty to its Manoeuvrability and Detection**, also **reduces its Speed and the Strength of all Weapon Components by half** (round up).">Crippled</option>
|
||
</optgroup>
|
||
</select></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 1%;"></div>
|
||
<div class="item" style="width: 36%;"><label>Crew Pop:</label></div>
|
||
<div class="item" style="width: 30%;"><input name="attr_CrewPop" type="number" style="text-align:center" value="0" title="Current" /></div>
|
||
<div class="item" style="width: 3%;"><label>|</label></div>
|
||
<div class="item" style="width: 30%;"><input name="attr_CrewPop_max" type="number" style="text-align:center" value="0" title="Max" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<button style="width:49%" name="roll_ShipPopTable" type="roll" value="&{template:custom} {{name=**@{shipname} Crew Population Threshold**}} {{desc= @{ShipPopTable} }}"><label style="font-size:13px">Threshold</label></button>
|
||
<div class="item" style="width:49%;"><select name="attr_ShipPopTable" type="text">
|
||
<option value="**100%**: All decks fully manned, No negative effects.">100%</option>
|
||
<option value="**80%**: The ship increases **all travel times by [[1d5]] days**.">80%</option>
|
||
<option value="**60%**: All Tests involving *Boarding Actions, repulsing Hit and Run attacks, fighting fires, and making Emergency Repairs* **suffer a –5 penalty**.">60%</option>
|
||
<option value="**50%**: The ship suffers a **–10 penalty to its Manoeuvrability**.">50%</option>
|
||
<option value="**40%**: The ship **loses any bonus to Achievement Points** it would normally receive for its Components.">40%</option>
|
||
<option value="**20%**: *In combat*, **the ship counts as Crippled**. If the ship actually becomes Crippled, it may only take **a Strategic Turn on every other Strategic Round**.">20%</option>
|
||
<option value="**10%**: The ship may **not perform Boarding Actions or Hit and Run attacks**. Anyone attempting to repulse a Boarding Action or Hit and Run attack, fight fires, or make Emergency Repairs **suffers a –20 to his Test**.">10%</option>
|
||
<option value="**0%**: The ship becomes **an empty tomb, populated only by the dead**. If any still live within its bowels, their only hope is to escape the vessel before they slowly *suffocate or freeze*. **The ship cannot operate** again without at least some crew to run it.">0%</option>
|
||
</select></div>
|
||
</div>
|
||
</div>
|
||
<!--Right Side -->
|
||
<div class="col" style="width:100%">
|
||
<div class="row">
|
||
<div class="item" style="width:50%;"><label>Ship Ballistic:</label></div>
|
||
<div class="item" style="width:50%;"><input name="attr_ShipBallistic" title="Type here Gunner's BS value or copy Crew Rating value" type="number" style="text-align:center" placeholder="Ballistic Skill"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 50%;"><button name="roll_ShipMa" type="roll" title="Rolls Pilot's Skill + Manoeuvrability" value="&{template:custom} {{name=**@{ShipName}'s Manoeuvre Action**}} {{result= [[(@{ShipManoeuvre}+@{ShipManoeuvrability}+?{Modifier|0}-1d100cf100cs1)/10]] }}"><label>Manoeuvre Action</label></button></div>
|
||
<div class="item" style="width: 50%;"><input name="attr_ShipManoeuvre" title="Type here Pilot's Skill value or copy Crew Rating value" type="number" style="font-size:12px; text-align:center" placeholder="Pilot (Space Craft)"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 50%;"><button name="roll_ShipIni" title="Select your token first! Rolls 1d10 + Detection Bonus (detection bonus already added)" type="roll" value="&{template:custom} {{name=**@{selected|ShipName}'s Initiative**}} {{Initiative Roll= [[((@{ShipDetection}/10)floor)+1d10&{tracker}]] }}"><label style="font-size:13px">Initiative</label></button></div>
|
||
<div class="item" style="width: 50%;"><input name="attr_ShipSupplies" title="Ship Supplies (in days): Most Ships have up to 180 days of supplies Supply capacity can be increased with Cargo Hold Components." type="text" style="text-align:center" placeholder="Supplies"/></div>
|
||
</div>
|
||
<div class="row">
|
||
<div class="item" style="width: 5%;"></div>
|
||
<div class="item" style="width: 32%;"><label>Morale:</label></div>
|
||
<div class="item" style="width: 30%;"><input name="attr_CrewMorale" type="number" style="text-align:center" value="0" title="Current" /></div>
|
||
<div class="item" style="width: 3%;"><label>|</label></div>
|
||
<div class="item" style="width: 30%;"><input name="attr_CrewMorale_max" type="number" style="text-align:center" value="0" title="Max" /></div>
|
||
</div>
|
||
<div class="row">
|
||
<button style="width:49%" name="roll_ShipMoraleTable" type="roll" value="&{template:custom} {{name=**@{shipname} Crew Morale Threshold**}} {{desc= @{ShipMoraleTable} }}"><label style="font-size:13px">Threshold</label></button>
|
||
<div class="item" style="width:49%;"><select name="attr_ShipMoraleTable" type="text">
|
||
<option value="**100%**: The Crew is at ease and ready to serve. No negative effects.">100%</option>
|
||
<option value="**80%**: All **Command Tests** involving the ship or its crew **suffer a –5 penalty**.">80%</option>
|
||
<option value="**60%**: All **Ballistic Skill Tests** made to fire the ship’s weapons **suffer a –5 penalty**.">60%</option>
|
||
<option value="**50%**: All **Command Tests** involving the ship or its crew **suffer an additional –10 penalty** (–15 total).">50%</option>
|
||
<option value="**40%**: The ship **suffers a –10 penalty to Manoeuvrability**. All **Ballistic Skill Tests** made to fire the ship’s weapons **suffer an additional –5 penalty** (–10 total).">40%</option>
|
||
<option value="**20%**: The ship may **no longer perform Boarding Actions or Hit and Run attacks** (too few of the crew can be trusted to follow orders or wield weapons). The ship may still attempt to resist Boarding Actions as normal. *Whenever the ship reaches a port*, **lose [[1d5]] Crew Population to deserters**.">20%</option>
|
||
<option value="**10%**: All **Command Tests** involving the ship or its crew **suffer an additional –15 penalty** (–30 total). The ship also **suffers an additional –10 penalty to Speed, Manoeuvrability, and Detection**.">10%</option>
|
||
<option value="**0%**: The ship’s crew **rises up** like a single, enraged organism, **killing anybody in authority they can catch**. Unless every single crew member is *put to the sword*, they *will take control of the ship* and elect new officers from among *their* ranks.">0%</option>
|
||
</select></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--Weapon Capacity-->
|
||
<div class="quickborder" style="width:100%">
|
||
<h3>Weapon Capacity</h3>
|
||
<div class="row">
|
||
<div class="item" style="width: 1%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 7%;"><label>Dorsal:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponDorsal" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 6%;"><label>Prow:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponProw" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 5%;"><label>Keel:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponKeel" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 5%;"><label>Port:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponPort" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 10%;"><label>Starboard:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponStarboard" type="text" style="text-align:center"/></div>
|
||
<div class="item" style="width: 2%;"></div> <!--Spacing-->
|
||
<div class="item" style="width: 8%;"><label>Custom:</label></div>
|
||
<div class="item brackets" style="width: 8%;"><input name="attr_ShipWeaponCustom" type="text" style="text-align:center"/></div>
|
||
</div>
|
||
<div style="height:5px"></div> <!--Spacing-->
|
||
</div>
|
||
<!--Weapon Components-->
|
||
<div style="width:100%">
|
||
<h3>Weapon Components</h3>
|
||
<fieldset class="repeating_ShipWeapons" name="attr_repeating_ShipWeapons">
|
||
<div class="quickborder">
|
||
<div style="width:100%">
|
||
<div class="item" style="width: 14%;"></div><!--Spacing -->
|
||
<div class="item" style="width: 27%;"><label>Name</label></div>
|
||
<div class="item" style="width: 9%;"><label>Type</label></div>
|
||
<div class="item" style="width: 10%;"><label>Strength</label></div>
|
||
<div class="item" style="width: 13%;"><label>Damage</label></div>
|
||
<div class="item" style="width: 6%;"><label>Crit</label></div>
|
||
<div class="item" style="width: 8%;"><label>Range</label></div>
|
||
<div class="item" style="width: 9%;"><label>Location</label></div>
|
||
</div>
|
||
<div style="width:100%">
|
||
<div class="item" style="width:32%; text-align:center">
|
||
<input type="text" name="attr_ShipWeaponName" style="width:100%;text-align:center" value=""/>
|
||
</div>
|
||
<div class="item" style="width:4%">
|
||
<button type="roll" name="roll_shipballistic" title="Fire Weapon! Uses the value on the Ship Ballistic box"
|
||
value="&{template:custom} {{name=**@{ShipName} fires @{ShipWeaponLocation} @{ShipWeaponName}!**}} {{result=[[(@{ShipBallistic}+[[?{Range|In Range(+0),+0 |Half Range (+10),+10 |Twice Range (-10),-10}]]+?{Modifier|0}-1d100cf100cs1)/10]] }} {{Weapon Type=**@{ShipWeaponsType}**}} {{Strength=**@{ShipWeaponStrength}**}} {{Crit Rating=**@{ShipWeaponCrit}**}} {{Range=**@{ShipWeaponRange} Void Units**}}">
|
||
<label>R</label></button>
|
||
</div>
|
||
<div class="item" style="width:14%">
|
||
<select name="attr_ShipWeaponsType" type="text" class="input-selectbox">
|
||
<option value="Undefined" >Undefined</option>
|
||
<option value="Macrobattery" selected>Macrobattery</option>
|
||
<option value="Lance">Lance</option>
|
||
<option value="Landing Bay">Landing Bay</option>
|
||
<option value="Torpedoes">Torpedoes</option>
|
||
<option value="Nova Cannon">Nova Cannon</option>
|
||
</select>
|
||
</div>
|
||
<div class="item" style="width:8%">
|
||
<input type="number" name="attr_ShipWeaponStrength" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:11%">
|
||
<input type="text" name="attr_ShipWeaponDamage" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:4%">
|
||
<button type="roll" name="roll_shipdamage" title="Roll Damage"
|
||
value="&{template:custom} {{name=**@{ShipName}'s @{ShipWeaponName}**}} {{Inflicts= [[@{ShipWeaponDamage}]] **Damage!**}}">
|
||
<label>R</label></button>
|
||
</div>
|
||
<div class="item" style="width:5%">
|
||
<input type="number" name="attr_ShipWeaponCrit" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:8%">
|
||
<input type="number" name="attr_ShipWeaponRange" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:11%">
|
||
<select name="attr_ShipWeaponLocation" type="text" class="input-selectbox">
|
||
<option value="Custom">Custom</option>
|
||
<option value="Dorsal" selected>Dorsal</option>
|
||
<option value="Prow">Prow</option>
|
||
<option value="Keel">Keel</option>
|
||
<option value="Port">Port</option>
|
||
<option value="Starboard">Starboard</option>
|
||
</select>
|
||
</div>
|
||
<div class="item" style="width:1%"></div> <!--Spacing-->
|
||
<input type="checkbox" name="attr_HideShipWeapondesc" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_ShipWeapondesc" style="width:99%; height:65px" placeholder="Weapon Description"></textarea></div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Essential and supplemental Components-->
|
||
<div class="2colrow">
|
||
<!--Essential-->
|
||
<div class="col" style="width:100%">
|
||
<input type="hidden" name="attr_ShipEssentialComponentsPowerTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipEssentialComponentsSpaceTotal" value="0"></input>
|
||
<h3>Essential Components</h3>
|
||
<fieldset class="repeating_ShipEssentialComponents" name="attr_repeating_ShipEssentialComponents">
|
||
<div class="quickborder">
|
||
<div style="width:100%">
|
||
<div class="item" style="width: 30%"></div>
|
||
<div class="item" style="width: 38%"><label>Name</label></div>
|
||
<div class="item" style="width: 10%"><label style="font-size:10px">Power</label></div>
|
||
<div class="item" style="width: 12%"><label style="font-size:10px">Space</label></div>
|
||
<div class="item" style="width: 5%"><label style="font-size:10px">SP</label></div>
|
||
</div>
|
||
<div style="width:100%">
|
||
<div class="item" style="width:67%"><input type="text" name="attr_ShipEssentialComponentName" style="text-align:center" />
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="number" name="attr_ShipEssentialComponentPower" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="number" name="attr_ShipEssentialComponentSpace" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="number" name="attr_ShipEssentialComponentSP" style="text-align:center" value="0"/>
|
||
</div>
|
||
<input type="checkbox" name="attr_HideEssentialcomponent" value="1" class="arrow" title="Hide Description"></input>
|
||
|
||
<div class="item" style="width:2%"></div> <!--spacing-->
|
||
<div class="item" style="width:9%"><label style="font-size:11px">Holed</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipEssentialHoled" value="1" type="checkbox" title="Depressurized Vacuum Effect Still Functional"/></div>
|
||
<div class="item" style="width:16%"><label style="font-size: 11px">Unpowered</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipEssentialUnpowered" value="1" type="checkbox" title="Non-functional No Gravity No Lights Can be Repaired"/></div>
|
||
<div class="item" style="width:12%"><label style="font-size: 11px">On Fire!</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipEssentialOnFire" value="1" type="checkbox" title="If Fire is not contained it counts as Damaged Can be Vented but it becomes Holed"/></div>
|
||
<div class="item" style="width:13%"><label style="font-size: 11px">Damaged</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipEssentialDamaged" value="1" type="checkbox" title="Non-functional No Gravity No Lights Hazardous Can be Repaired"/></div>
|
||
<div class="item" style="width:14%"><label style="font-size: 11px">Destroyed</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipEssentialDestroyed" value="1" type="checkbox" title="Non-functional No Gravity No Lights Extremely Hazardous Cannot be Repaired"/></div>
|
||
|
||
<div class="hbody">
|
||
<textarea name="attr_ShipEssentialComponentdesc" style="height:65px; width:98%" placeholder="Component Description"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Supplemental-->
|
||
<div class="col">
|
||
<input type="hidden" name="attr_ShipSupplementalComponentsPowerTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipSupplementalComponentsSpaceTotal" value="0"></input>
|
||
<h3>Supplemental Components</h3>
|
||
<fieldset class="repeating_ShipSupplementalComponents" name="attr_repeating_ShipSupplementalComponents">
|
||
<div class="quickborder">
|
||
<div style="width:100%">
|
||
<div class="item" style="width: 30%;"></div>
|
||
<div class="item" style="width: 38%;"><label>Name</label></div>
|
||
<div class="item" style="width: 10%;"><label style="font-size:10px">Power</label></div>
|
||
<div class="item" style="width: 12%;"><label style="font-size:10px">Space</label></div>
|
||
<div class="item" style="width: 5%;"><label style="font-size:10px">SP</label></div>
|
||
</div>
|
||
<div style="width:100%">
|
||
<div class="item" style="width:67%">
|
||
<input type="text" name="attr_ShipSupplementalComponentName" style="text-align:center"/>
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="number" name="attr_ShipSupplementalComponentPower" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="number" name="attr_ShipSupplementalComponentSpace" style="text-align:center" value="0"/>
|
||
</div>
|
||
<div class="item" style="width:10%">
|
||
<input type="text" name="attr_ShipSupplementalComponentSP" style="text-align:center" value="0"/>
|
||
</div>
|
||
<input type="checkbox" name="attr_HideSupplementalcomponent" value="1" class="arrow" title="Hide Description"></input>
|
||
|
||
<div class="item" style="width:2%"></div> <!--spacing-->
|
||
<div class="item" style="width:9%"><label style="font-size:11px">Holed</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipSupplementalHoled" value="1" type="checkbox" title="Depressurized Vacuum Effect Still Functional"/></div>
|
||
<div class="item" style="width:16%"><label style="font-size: 11px">Unpowered</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipSupplementalUnpowered" value="1" type="checkbox" title="Non-functional No Gravity No Lights Can be Repaired"/></div>
|
||
<div class="item" style="width:12%"><label style="font-size: 11px">On Fire!</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipSupplementalOnFire" value="1" type="checkbox" title="If Fire is not contained it counts as Damaged Can be Vented but it becomes Holed"/></div>
|
||
<div class="item" style="width:13%"><label style="font-size: 11px">Damaged</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipSupplementalDamaged" value="1" type="checkbox" title="Non-functional No Gravity No Lights Hazardous Can be Repaired"/></div>
|
||
<div class="item" style="width:14%"><label style="font-size: 11px">Destroyed</label></div>
|
||
<div class="item" style="width:7%"><input input name="attr_ShipSupplementalDestroyed" value="1" type="checkbox" title="Non-functional No Gravity No Lights Extremely Hazardous Cannot be Repaired"/></div>
|
||
|
||
<div class="hbody">
|
||
<textarea name="attr_ShipSupplementalComponentdesc"style="width:98%; height:65px" placeholder="Component Description"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!--Complications and Special-->
|
||
<div class="2colrow">
|
||
<div class="col" style="width:100%">
|
||
<h3>Complications</h3>
|
||
<textarea name="attr_ShipComplications" style="width:98%" placeholder="Past Histories, Machine Spirit Oddities and Background description" ></textarea>
|
||
</div>
|
||
<div class="col" style="width:100%">
|
||
<h3>Special Actions & Notes</h3>
|
||
<textarea name="attr_ShipSpecialActions" style="width:99%" placeholder="Description"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Journal Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="sheet-section-journal">
|
||
<div class="sheet-wrapper">
|
||
<div class="2colrow">
|
||
<h3>Origin Path</h3>
|
||
<div class="quickborder">
|
||
<!--Origin Right Side-->
|
||
<div class="col">
|
||
<label style="width:25%" class="item">Homeworld:</label>
|
||
<div style="width:75%" class="item"><input name="attr_Homeworld" type="text" placeholder="Homeworld" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Birthright:</label>
|
||
<div style="width:75%" class="item"><input name="attr_Birthright" type="text" placeholder="Birthright" style="text-align:center"></input></div>
|
||
<label style="width:30%" class="item">Lure of The Void:</label>
|
||
<div style="width:70%" class="item"><input name="attr_lureotvoid" type="text" placeholder="Lure of The Void" style="text-align:center"></input></div>
|
||
<label style="width:35%" class="item">Trials and Travails:</label>
|
||
<div style="width:65%" class="item"><input name="attr_Trials" type="text" placeholder="Trials and Travails" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Motivation:</label>
|
||
<div style="width:75%" class="item"><input name="attr_Motivation" type="text" placeholder="Motivation" style="text-align:center"></input></div>
|
||
<label style="width:20%" class="item">Lineage:</label>
|
||
<div style="width:80%" class="item"><input name="attr_CharLineage" type="text" placeholder="Lineage" style="text-align:center"></input></div>
|
||
</div>
|
||
<!--Origin Left Side-->
|
||
<div class="col">
|
||
<label style="width:25%" class="item">Career Path:</label>
|
||
<div style="width:60%" class="item"><input name="attr_career_path" type="text" placeholder="Career Path" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_Rank" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Alt. Career 1:</label>
|
||
<div style="width:60%" class="item"><input name="attr_altcareer1" type="text" placeholder="Alternate Career 1" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_AltRank1" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Alt. Career 2:</label>
|
||
<div style="width:60%" class="item"><input name="attr_altcareer2" type="text" placeholder="Alternate Career 2" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_AltRank2" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Alt. Career 3:</label>
|
||
<div style="width:60%" class="item"><input name="attr_altcareer3" type="text" placeholder="Alternate Career 3" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_AltRank3" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Alt. Career 4:</label>
|
||
<div style="width:60%" class="item"><input name="attr_altcareer4" type="text" placeholder="Alternate Career 4" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_AltRank4" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
<label style="width:25%" class="item">Alt. Career 5:</label>
|
||
<div style="width:60%" class="item"><input name="attr_altcareer5" type="text" placeholder="Alternate Career 5" style="text-align:center"></input></div>
|
||
<div style="width:15%" class="item"><input name="attr_AltRank5" type="text" placeholder="Rank" style="text-align:center"></input></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="2colrow">
|
||
<!--Acquisitions-->
|
||
<div class="col quickborder">
|
||
<h3>Acquisitions</h3>
|
||
<fieldset class="repeating_acquisitions">
|
||
<div class="item" style="width:81%"><input name="attr_acquisitionsname" type="text" placeholder="Acquisition Name"></input></div>
|
||
<div class="item" style="width:15%"><button name="roll_acquisitiondesc" type="roll"
|
||
value="&{template:custom} {{name=**@{acquisitionsname}**}} {{desc=@{acquisitiondesc}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_hideacquisitiondesc" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_acquisitiondesc" placeholder="Acquisition Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Misfortunes-->
|
||
<div class="col quickborder">
|
||
<h3>Misfortunes</h3>
|
||
<fieldset class="repeating_misfortunes">
|
||
<div class="item" style="width:81%"><input name="attr_misfortunename" type="text" placeholder="Misfortune Name"></input></div>
|
||
<div class="item" style="width:15%"><button name="roll_misfortunedesc" type="roll"
|
||
value="&{template:custom} {{name=**@{misfortunename}**}} {{desc=@{misfortunedesc}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_hidemisfortunedesc" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_misfortunedesc" placeholder="Misfortune Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="2colrow">
|
||
<!--Endeavours-->
|
||
<div class="col quickborder">
|
||
<h3>Endeavours</h3>
|
||
<fieldset class="repeating_Endeavours">
|
||
<div style="width:81%" class="item"><input name="attr_EndeavoursName" type="text" placeholder="Endeavour Name"></input></div>
|
||
<div style="width:15%" class="item"><button name="roll_Endeavours" type="roll"
|
||
value="&{template:custom} {{name=**@{character_name}'s @{EndeavoursName} Endeavour**}} {{desc=@{EndeavoursNotes}}}">
|
||
<label>Show</label></button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_HideEndeavours" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_EndeavoursNotes" placeholder="Endeavour Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Special Notes-->
|
||
<div class="col quickborder">
|
||
<h3>Special Notes</h3>
|
||
<fieldset class="repeating_specialnotes">
|
||
<div class="item" style="width:81%"><input name="attr_specialnotesname" type="text" placeholder="Note Name"></input></div>
|
||
<div class="item" style="width:15%"><button name="roll_specialnotesdesc" type="roll"
|
||
value="&{template:custom} {{name=**@{specialnotesname}**}} {{desc=@{specialnotesdesc}}}"><label>Show</label>
|
||
</button></div>
|
||
<input style="width:4%" type="checkbox" name="attr_hidespecialnotes" value="1" class="arrow" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_specialnotesdesc" placeholder="Note Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="col" style="width:100%">
|
||
<h3>Character Description</h3>
|
||
<textarea name="attr_CharacterDescription" style="width:99%" placeholder="Physical Description, Personality, Backstory..." ></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Script Section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<script type="text/worker">
|
||
/* ---- BEGIN: TheAaronSheet.js ---- */
|
||
// Github: https://github.com/shdwjk/TheAaronSheet/blob/master/TheAaronSheet.js
|
||
// By: The Aaron, Arcane Scriptomancer
|
||
// Contact: https://app.roll20.net/users/104025/the-aaron
|
||
var TAS = TAS || (function(){
|
||
'use strict';
|
||
var version = '0.2.3',
|
||
lastUpdate = 1457098056,
|
||
loggingSettings = {
|
||
debug: {
|
||
key: 'debug',
|
||
title: 'DEBUG',
|
||
color: {
|
||
bgLabel: '#7732A2',
|
||
label: '#F2EF40',
|
||
bgText: '#FFFEB7',
|
||
text: '#7732A2'
|
||
}
|
||
},
|
||
error: {
|
||
key: 'error',
|
||
title: 'Error',
|
||
color: {
|
||
bgLabel: '#C11713',
|
||
label: 'white',
|
||
bgText: '#C11713',
|
||
text: 'white'
|
||
}
|
||
},
|
||
warn: {
|
||
key: 'warn',
|
||
title: 'Warning',
|
||
color: {
|
||
bgLabel: '#F29140',
|
||
label: 'white',
|
||
bgText: '#FFD8B7',
|
||
text: 'black'
|
||
}
|
||
},
|
||
info: {
|
||
key: 'info',
|
||
title: 'Info',
|
||
color: {
|
||
bgLabel: '#413FA9',
|
||
label: 'white',
|
||
bgText: '#B3B2EB',
|
||
text: 'black'
|
||
}
|
||
},
|
||
notice: {
|
||
key: 'notice',
|
||
title: 'Notice',
|
||
color: {
|
||
bgLabel: '#33C133',
|
||
label: 'white',
|
||
bgText: '#ADF1AD',
|
||
text: 'black'
|
||
}
|
||
},
|
||
log: {
|
||
key: 'log',
|
||
title: 'Log',
|
||
color: {
|
||
bgLabel: '#f2f240',
|
||
label: 'black',
|
||
bgText: '#ffff90',
|
||
text: 'black'
|
||
}
|
||
},
|
||
callstack: {
|
||
key: 'TAS',
|
||
title: 'function',
|
||
color: {
|
||
bgLabel: '#413FA9',
|
||
label: 'white',
|
||
bgText: '#B3B2EB',
|
||
text: 'black'
|
||
}
|
||
},
|
||
callstack_async: {
|
||
key: 'TAS',
|
||
title: 'ASYNC CALL',
|
||
color: {
|
||
bgLabel: '#413FA9',
|
||
label: 'white',
|
||
bgText: '#413FA9',
|
||
text: 'white'
|
||
}
|
||
},
|
||
TAS: {
|
||
key: 'TAS',
|
||
title: 'TAS',
|
||
color: {
|
||
bgLabel: 'grey',
|
||
label: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)',
|
||
bgText: 'grey',
|
||
text: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)'
|
||
}
|
||
}
|
||
},
|
||
config = {
|
||
debugMode: false,
|
||
logging: {
|
||
log: true,
|
||
notice: true,
|
||
info: true,
|
||
warn: true,
|
||
error: true,
|
||
debug: false
|
||
}
|
||
},
|
||
callstackRegistry = [],
|
||
queuedUpdates = {}, //< Used for delaying saves till the last momment.
|
||
complexType = function(o){
|
||
switch(typeof o){
|
||
case 'string':
|
||
return 'string';
|
||
case 'boolean':
|
||
return 'boolean';
|
||
case 'number':
|
||
return (_.isNaN(o) ? 'NaN' : (o.toString().match(/\./) ? 'decimal' : 'integer'));
|
||
case 'function':
|
||
return 'function: '+(o.name ? o.name+'()' : '(anonymous)');
|
||
case 'object':
|
||
return (_.isArray(o) ? 'array' : (_.isArguments(o) ? 'arguments' : ( _.isNull(o) ? 'null' : 'object')));
|
||
default:
|
||
return typeof o;
|
||
}
|
||
},
|
||
dataLogger = function(primaryLogger,secondaryLogger,data){
|
||
_.each(data,function(m){
|
||
var type = complexType(m);
|
||
switch(type){
|
||
case 'string':
|
||
primaryLogger(m);
|
||
break;
|
||
case 'undefined':
|
||
case 'null':
|
||
case 'NaN':
|
||
primaryLogger('['+type+']');
|
||
break;
|
||
case 'number':
|
||
case 'not a number':
|
||
case 'integer':
|
||
case 'decimal':
|
||
case 'boolean':
|
||
primaryLogger('['+type+']: '+m);
|
||
break;
|
||
default:
|
||
primaryLogger('['+type+']:=========================================');
|
||
secondaryLogger(m);
|
||
primaryLogger('=========================================================');
|
||
break;
|
||
}
|
||
});
|
||
},
|
||
colorLog = function(options){
|
||
var coloredLoggerFunction,
|
||
key = options.key,
|
||
label = options.title || 'TAS',
|
||
lBGColor = (options.color && options.color.bgLabel) || 'blue',
|
||
lTxtColor = (options.color && options.color.label) || 'white',
|
||
mBGColor = (options.color && options.color.bgText) || 'blue',
|
||
mTxtColor = (options.color && options.color.text) || 'white';
|
||
coloredLoggerFunction = function(message){
|
||
console.log(
|
||
'%c '+label+': %c '+message + ' ',
|
||
'background-color: '+lBGColor+';color: '+lTxtColor+'; font-weight:bold;',
|
||
'background-color: '+mBGColor+';color: '+mTxtColor+';'
|
||
);
|
||
};
|
||
return function(){
|
||
if('TAS'===key || config.logging[key]){
|
||
dataLogger(coloredLoggerFunction,function(m){console.log(m);},_.toArray(arguments));
|
||
}
|
||
};
|
||
},
|
||
logDebug = colorLog(loggingSettings.debug),
|
||
logError = colorLog(loggingSettings.error),
|
||
logWarn = colorLog(loggingSettings.warn),
|
||
logInfo = colorLog(loggingSettings.info),
|
||
logNotice = colorLog(loggingSettings.notice),
|
||
logLog = colorLog(loggingSettings.log),
|
||
log = colorLog(loggingSettings.TAS),
|
||
logCS = colorLog(loggingSettings.callstack),
|
||
logCSA = colorLog(loggingSettings.callstack_async),
|
||
registerCallstack = function(callstack,label){
|
||
var idx=_.findIndex(callstackRegistry,function(o){
|
||
return (_.difference(o.stack,callstack).length === _.difference(callstack,o.stack).length) &&
|
||
_.difference(o.stack,callstack).length === 0 &&
|
||
o.label === label;
|
||
});
|
||
if(-1 === idx){
|
||
idx=callstackRegistry.length;
|
||
callstackRegistry.push({
|
||
stack: callstack,
|
||
label: label
|
||
});
|
||
}
|
||
return idx;
|
||
},
|
||
setConfigOption = function(options){
|
||
var newconf =_.defaults(options,config);
|
||
newconf.logging=_.defaults(
|
||
(options && options.logging)||{},
|
||
config.logging
|
||
);
|
||
config=newconf;
|
||
},
|
||
|
||
debugMode = function(){
|
||
config.logging.debug=true;
|
||
config.debugMode = true;
|
||
},
|
||
getCallstack = function(){
|
||
var e = new Error('dummy'),
|
||
stack = _.map(_.rest(e.stack.replace(/^[^\(]+?[\n$]/gm, '')
|
||
.replace(/^\s+at\s+/gm, '')
|
||
.replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@')
|
||
.split('\n')),function(l){
|
||
return l.replace(/\s+.*$/,'');
|
||
});
|
||
return stack;
|
||
},
|
||
logCallstackSub = function(cs){
|
||
var matches, csa;
|
||
_.find(cs,function(line){
|
||
matches = line.match(/TAS_CALLSTACK_(\d+)/);
|
||
if(matches){
|
||
csa=callstackRegistry[matches[1]];
|
||
logCSA( '===================='+(csa.label ? '> '+csa.label+' <' : '')+'====================');
|
||
logCallstackSub(csa.stack);
|
||
return true;
|
||
}
|
||
logCS(line);
|
||
return false;
|
||
});
|
||
},
|
||
logCallstack = function(){
|
||
var cs;
|
||
if(config.debugMode){
|
||
cs = getCallstack();
|
||
cs.shift();
|
||
log('==============================> CALLSTACK <==============================');
|
||
logCallstackSub(cs);
|
||
log('=========================================================================');
|
||
}
|
||
},
|
||
wrapCallback = function (label, callback, context){
|
||
var callstack;
|
||
if('function' === typeof label){
|
||
context=callback;
|
||
callback=label;
|
||
label=undefined;
|
||
}
|
||
if(!config.debugMode){
|
||
return (function(cb,ctx){
|
||
return function(){
|
||
cb.apply(ctx||{},arguments);
|
||
};
|
||
}(callback,context));
|
||
}
|
||
|
||
callstack = getCallstack();
|
||
callstack.shift();
|
||
|
||
return (function(cb,ctx,cs,lbl){
|
||
var ctxref=registerCallstack(cs,lbl);
|
||
/*jshint -W054 */
|
||
return new Function('cb','ctx','TASlog',
|
||
"return function TAS_CALLSTACK_"+ctxref+"(){"+
|
||
"TASlog('Entering: '+(cb.name||'(anonymous function)'));"+
|
||
"cb.apply(ctx||{},arguments);"+
|
||
"TASlog('Exiting: '+(cb.name||'(anonymous function)'));"+
|
||
"};")(cb,ctx,log);
|
||
/*jshint +W054 */
|
||
}(callback,context,callstack,label));
|
||
},
|
||
prepareUpdate = function( attribute, value ){
|
||
queuedUpdates[attribute]=value;
|
||
},
|
||
applyQueuedUpdates = function() {
|
||
setAttrs(queuedUpdates);
|
||
queuedUpdates = {};
|
||
},
|
||
namesFromArgs = function(args,base){
|
||
return _.chain(args)
|
||
.reduce(function(memo,attr){
|
||
if('string' === typeof attr) {
|
||
memo.push(attr);
|
||
} else if(_.isArray(args) || _.isArguments(args)){
|
||
memo = namesFromArgs(attr,memo);
|
||
}
|
||
return memo;
|
||
},(_.isArray(base) && base) || [])
|
||
.uniq()
|
||
.value();
|
||
},
|
||
addId = function(obj,value){
|
||
Object.defineProperty(obj,'id',{
|
||
value: value,
|
||
writeable: false,
|
||
enumerable: false
|
||
});
|
||
},
|
||
addProp = function(obj,prop,value,fullname){
|
||
(function(){
|
||
var pname=(_.contains(['S','F','I','D'],prop) ? '_'+prop : prop),
|
||
full_pname = fullname || prop,
|
||
pvalue=value;
|
||
_.each(['S','I','F'],function(p){
|
||
if( !_.has(obj,p)){
|
||
Object.defineProperty(obj, p, {
|
||
value: {},
|
||
enumerable: false,
|
||
readonly: true
|
||
});
|
||
}
|
||
});
|
||
if( !_.has(obj,'D')){
|
||
Object.defineProperty(obj, 'D', {
|
||
value: _.reduce(_.range(10),function(m,d){
|
||
Object.defineProperty(m, d, {
|
||
value: {},
|
||
enumerable: true,
|
||
readonly: true
|
||
});
|
||
return m;
|
||
},{}),
|
||
enumerable: false,
|
||
readonly: true
|
||
});
|
||
}
|
||
// Raw value
|
||
Object.defineProperty(obj, pname, {
|
||
enumerable: true,
|
||
set: function(v){
|
||
if(v!==pvalue) {
|
||
pvalue=v;
|
||
prepareUpdate(full_pname,v);
|
||
}
|
||
},
|
||
get: function(){
|
||
return pvalue;
|
||
}
|
||
});
|
||
|
||
// string value
|
||
Object.defineProperty(obj.S, pname, {
|
||
enumerable: true,
|
||
set: function(v){
|
||
var val=v.toString();
|
||
if(val !== pvalue) {
|
||
pvalue=val;
|
||
prepareUpdate(full_pname,val);
|
||
}
|
||
},
|
||
get: function(){
|
||
return pvalue.toString();
|
||
}
|
||
});
|
||
// int value
|
||
Object.defineProperty(obj.I, pname, {
|
||
enumerable: true,
|
||
set: function(v){
|
||
var val=parseInt(v,10) || 0;
|
||
if(val !== pvalue){
|
||
pvalue=val;
|
||
prepareUpdate(full_pname,val);
|
||
}
|
||
},
|
||
get: function(){
|
||
return parseInt(pvalue,10) || 0;
|
||
}
|
||
});
|
||
// float value
|
||
Object.defineProperty(obj.F, pname, {
|
||
enumerable: true,
|
||
set: function(v){
|
||
var val=parseFloat(v) || 0;
|
||
if(val !== pvalue) {
|
||
pvalue=val;
|
||
prepareUpdate(full_pname,val);
|
||
}
|
||
},
|
||
get: function(){
|
||
return parseFloat(pvalue) || 0;
|
||
}
|
||
});
|
||
_.each(_.range(10),function(d){
|
||
Object.defineProperty(obj.D[d], pname, {
|
||
enumerable: true,
|
||
set: function(v){
|
||
var val=(parseFloat(v) || 0).toFixed(d);
|
||
if(val !== pvalue){
|
||
pvalue=val;
|
||
prepareUpdate(full_pname,val);
|
||
}
|
||
},
|
||
get: function(){
|
||
return (parseFloat(pvalue) || 0).toFixed(d);
|
||
}
|
||
});
|
||
});
|
||
}());
|
||
},
|
||
|
||
repeating = function( section ) {
|
||
return (function(s){
|
||
var sectionName = s,
|
||
attrNames = [],
|
||
fieldNames = [],
|
||
operations = [],
|
||
after = [],
|
||
|
||
repAttrs = function TAS_Repeating_Attrs(){
|
||
attrNames = namesFromArgs(arguments,attrNames);
|
||
return this;
|
||
},
|
||
repFields = function TAS_Repeating_Fields(){
|
||
fieldNames = namesFromArgs(arguments,fieldNames);
|
||
return this;
|
||
},
|
||
repReduce = function TAS_Repeating_Reduce(func, initial, final, context) {
|
||
operations.push({
|
||
type: 'reduce',
|
||
func: (func && _.isFunction(func) && func) || _.noop,
|
||
memo: (_.isUndefined(initial) && 0) || initial,
|
||
final: (final && _.isFunction(final) && final) || _.noop,
|
||
context: context || {}
|
||
});
|
||
return this;
|
||
},
|
||
repMap = function TAS_Repeating_Map(func, final, context) {
|
||
operations.push({
|
||
type: 'map',
|
||
func: (func && _.isFunction(func) && func) || _.noop,
|
||
final: (final && _.isFunction(final) && final) || _.noop,
|
||
context: context || {}
|
||
});
|
||
return this;
|
||
},
|
||
repEach = function TAS_Repeating_Each(func, final, context) {
|
||
operations.push({
|
||
type: 'each',
|
||
func: (func && _.isFunction(func) && func) || _.noop,
|
||
final: (final && _.isFunction(final) && final) || _.noop,
|
||
context: context || {}
|
||
});
|
||
return this;
|
||
},
|
||
repTap = function TAS_Repeating_Tap(final, context) {
|
||
operations.push({
|
||
type: 'tap',
|
||
final: (final && _.isFunction(final) && final) || _.noop,
|
||
context: context || {}
|
||
});
|
||
return this;
|
||
},
|
||
repAfter = function TAS_Repeating_After(callback,context) {
|
||
after.push({
|
||
callback: (callback && _.isFunction(callback) && callback) || _.noop,
|
||
context: context || {}
|
||
});
|
||
return this;
|
||
},
|
||
repExecute = function TAS_Repeating_Execute(callback,context){
|
||
var rowSet = {},
|
||
attrSet = {},
|
||
fieldIds = [],
|
||
fullFieldNames = [];
|
||
repAfter(callback,context);
|
||
// call each operation per row.
|
||
// call each operation's final
|
||
getSectionIDs("repeating_"+sectionName,function(ids){
|
||
fieldIds = ids;
|
||
fullFieldNames = _.reduce(fieldIds,function(memo,id){
|
||
return memo.concat(_.map(fieldNames,function(name){
|
||
return 'repeating_'+sectionName+'_'+id+'_'+name;
|
||
}));
|
||
},[]);
|
||
getAttrs( _.uniq(attrNames.concat(fullFieldNames)), function(values){
|
||
_.each(attrNames,function(aname){
|
||
if(values.hasOwnProperty(aname)){
|
||
addProp(attrSet,aname,values[aname]);
|
||
}
|
||
});
|
||
rowSet = _.reduce(fieldIds,function(memo,id){
|
||
var r={};
|
||
addId(r,id);
|
||
_.each(fieldNames,function(name){
|
||
var fn = 'repeating_'+sectionName+'_'+id+'_'+name;
|
||
addProp(r,name,values[fn],fn);
|
||
});
|
||
memo[id]=r;
|
||
return memo;
|
||
},{});
|
||
_.each(operations,function(op){
|
||
var res;
|
||
switch(op.type){
|
||
case 'tap':
|
||
_.bind(op.final,op.context,rowSet,attrSet)();
|
||
break;
|
||
case 'each':
|
||
_.each(rowSet,function(r){
|
||
_.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
|
||
});
|
||
_.bind(op.final,op.context,rowSet,attrSet)();
|
||
break;
|
||
case 'map':
|
||
res = _.map(rowSet,function(r){
|
||
return _.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
|
||
});
|
||
_.bind(op.final,op.context,res,rowSet,attrSet)();
|
||
break;
|
||
case 'reduce':
|
||
res = op.memo;
|
||
_.each(rowSet,function(r){
|
||
res = _.bind(op.func,op.context,res,r,attrSet,r.id,rowSet)();
|
||
});
|
||
_.bind(op.final,op.context,res,rowSet,attrSet)();
|
||
break;
|
||
}
|
||
});
|
||
// finalize attrs
|
||
applyQueuedUpdates();
|
||
_.each(after,function(op){
|
||
_.bind(op.callback,op.context)();
|
||
});
|
||
});
|
||
});
|
||
};
|
||
|
||
return {
|
||
attrs: repAttrs,
|
||
attr: repAttrs,
|
||
column: repFields,
|
||
columns: repFields,
|
||
field: repFields,
|
||
fields: repFields,
|
||
reduce: repReduce,
|
||
inject: repReduce,
|
||
foldl: repReduce,
|
||
map: repMap,
|
||
collect: repMap,
|
||
each: repEach,
|
||
forEach: repEach,
|
||
tap: repTap,
|
||
'do': repTap,
|
||
after: repAfter,
|
||
last: repAfter,
|
||
done: repAfter,
|
||
execute: repExecute,
|
||
go: repExecute,
|
||
run: repExecute
|
||
};
|
||
}(section));
|
||
},
|
||
repeatingSimpleSum = function(section, field, destination){
|
||
repeating(section)
|
||
.attr(destination)
|
||
.field(field)
|
||
.reduce(function(m,r){
|
||
return m + (r.F[field]);
|
||
},0,function(t,r,a){
|
||
a.S[destination]=t;
|
||
})
|
||
.execute();
|
||
};
|
||
console.log('%c•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸ The Aaron Sheet v'+version+' ¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•','background: linear-gradient(to right,green,white,white,green); color:black;text-shadow: 0 0 8px white;');
|
||
console.log('%c•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸ Last update: '+(new Date(lastUpdate*1000))+' ¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•','background: linear-gradient(to right,green,white,white,green); color:black;text-shadow: 0 0 8px white;');
|
||
return {
|
||
/* Repeating Sections */
|
||
repeatingSimpleSum: repeatingSimpleSum,
|
||
repeating: repeating,
|
||
/* Configuration */
|
||
config: setConfigOption,
|
||
/* Debugging */
|
||
callback: wrapCallback,
|
||
callstack: logCallstack,
|
||
debugMode: debugMode,
|
||
_fn: wrapCallback,
|
||
/* Logging */
|
||
debug: logDebug,
|
||
error: logError,
|
||
warn: logWarn,
|
||
info: logInfo,
|
||
notice: logNotice,
|
||
log: logLog
|
||
};
|
||
}());
|
||
/* ---- END: TheAaronSheet.js ---- */
|
||
|
||
/* ---- script worker for plus and minus buttons---- */
|
||
on('clicked:plusfatigue', function() {
|
||
getAttrs(['fatiguecurrent'], function(values) {
|
||
const fatiguecurrent = +values.fatiguecurrent || 0;
|
||
const newfatiguecurrent = fatiguecurrent +1;
|
||
setAttrs({
|
||
fatiguecurrent: newfatiguecurrent
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:minusfatigue', function() {
|
||
getAttrs(['fatiguecurrent'], function(values) {
|
||
const fatiguecurrent = +values.fatiguecurrent || 0;
|
||
const newfatiguecurrent = fatiguecurrent -1;
|
||
setAttrs({
|
||
fatiguecurrent: newfatiguecurrent
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:pluspsy', function() {
|
||
getAttrs(['PsyRating'], function(values) {
|
||
const PsyRating = +values.PsyRating || 0;
|
||
const newPsyRating = PsyRating +1;
|
||
setAttrs({
|
||
PsyRating: newPsyRating
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:minuspsy', function() {
|
||
getAttrs(['PsyRating'], function(values) {
|
||
const PsyRating = +values.PsyRating || 0;
|
||
const newPsyRating = PsyRating -1;
|
||
setAttrs({
|
||
PsyRating: newPsyRating
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:plusprofit', function() {
|
||
getAttrs(['profitfactor'], function(values) {
|
||
const profitfactor = +values.profitfactor || 0;
|
||
const newprofitfactor = profitfactor +1;
|
||
setAttrs({
|
||
profitfactor: newprofitfactor
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:minusprofit', function() {
|
||
getAttrs(['profitfactor'], function(values) {
|
||
const profitfactor = +values.profitfactor || 0;
|
||
const newprofitfactor = profitfactor -1;
|
||
setAttrs({
|
||
profitfactor: newprofitfactor
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:plusfate', function() {
|
||
getAttrs(['fate'], function(values) {
|
||
const fate = +values.fate || 0;
|
||
const newfate = fate +1;
|
||
setAttrs({
|
||
fate: newfate
|
||
});
|
||
});
|
||
});
|
||
|
||
on('clicked:minusfate', function() {
|
||
getAttrs(['fate'], function(values) {
|
||
const fate = +values.fate || 0;
|
||
const newfate = fate -1;
|
||
setAttrs({
|
||
fate: newfate
|
||
});
|
||
});
|
||
});
|
||
/* ---- script worker for add and reduce buttons END ---- */
|
||
|
||
on('change:repeating_advancements', function(){
|
||
TAS.repeating('advancements')
|
||
.attrs('XPSpent')
|
||
.fields('advancementRe1xp','advancementRe2xp', 'advancementRe3xp')
|
||
.reduce(function(memo, row)
|
||
{
|
||
memo += (row.I.advancementRe1xp);
|
||
memo += (row.I.advancementRe2xp);
|
||
memo += (row.I.advancementRe3xp);
|
||
return memo;
|
||
},0,function(memo, row, attrSet)
|
||
{
|
||
attrSet.I.XPSpent = memo;
|
||
})
|
||
.execute();
|
||
});
|
||
/* ---- script worker for advancements END---- */
|
||
|
||
on('change:repeating_gears',function(){
|
||
TAS.repeatingSimpleSum('Gears','gearwt','GearCarryCurrent');
|
||
});
|
||
on('change:repeating_ShipEssentialComponents',function(){
|
||
TAS.repeatingSimpleSum('ShipEssentialComponents','ShipEssentialComponentPower','ShipEssentialComponentsPowerTotal');
|
||
});
|
||
on('change:repeating_ShipSupplementalComponents',function(){
|
||
TAS.repeatingSimpleSum('ShipSupplementalComponents','ShipSupplementalComponentPower','ShipSupplementalComponentsPowerTotal');
|
||
});
|
||
on('change:repeating_ShipEssentialComponents',function(){
|
||
TAS.repeatingSimpleSum('ShipEssentialComponents','ShipEssentialComponentSpace','ShipEssentialComponentsSpaceTotal');
|
||
});
|
||
on('change:repeating_ShipSupplementalComponents',function(){
|
||
TAS.repeatingSimpleSum('ShipSupplementalComponents','ShipSupplementalComponentSpace','ShipSupplementalComponentsSpaceTotal');
|
||
});
|
||
on('change:repeating_psypowers1',function(){
|
||
TAS.repeatingSimpleSum('psypowers1','sustainingpower','sustainingpowertotal',);
|
||
});
|
||
on('change:repeating_psypowers2',function(){
|
||
TAS.repeatingSimpleSum("psypowers2","sustainingpower1","sustainingpowertotal1",);
|
||
});
|
||
|
||
/* ---- script worker for characteristics---- */
|
||
on("change:startingWS change:AdvancedWS1 change:AdvancedWS2 change:AdvancedWS3 change:AdvancedWS4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingWS","AdvancedWS1","AdvancedWS2","AdvancedWS3","AdvancedWS4","fatiguepenalty"], function(values) {
|
||
var startingWS = parseInt(values["startingWS"])||0;
|
||
var AdvancedWS1 = parseInt(values["AdvancedWS1"])||0;
|
||
var AdvancedWS2 = parseInt(values["AdvancedWS2"])||0;
|
||
var AdvancedWS3 = parseInt(values["AdvancedWS3"])||0;
|
||
var AdvancedWS4 = parseInt(values["AdvancedWS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingWS + AdvancedWS1 + AdvancedWS2 + AdvancedWS3 + AdvancedWS4 - fatiguepenalty
|
||
setAttrs({
|
||
"WeaponSKill": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingBS change:AdvancedBS1 change:AdvancedBS2 change:AdvancedBS3 change:AdvancedBS4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingBS","AdvancedBS1","AdvancedBS2","AdvancedBS3","AdvancedBS4","fatiguepenalty"], function(values) {
|
||
var startingBS = parseInt(values["startingBS"])||0;
|
||
var AdvancedBS1 = parseInt(values["AdvancedBS1"])||0;
|
||
var AdvancedBS2 = parseInt(values["AdvancedBS2"])||0;
|
||
var AdvancedBS3 = parseInt(values["AdvancedBS3"])||0;
|
||
var AdvancedBS4 = parseInt(values["AdvancedBS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingBS + AdvancedBS1 + AdvancedBS2 + AdvancedBS3 + AdvancedBS4 - fatiguepenalty
|
||
setAttrs({
|
||
"BallisticSKill": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingS change:AdvancedS1 change:AdvancedS2 change:AdvancedS3 change:AdvancedS4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingS","AdvancedS1","AdvancedS2","AdvancedS3","AdvancedS4","fatiguepenalty"], function(values) {
|
||
var startingS = parseInt(values["startingS"])||0;
|
||
var AdvancedS1 = parseInt(values["AdvancedS1"])||0;
|
||
var AdvancedS2 = parseInt(values["AdvancedS2"])||0;
|
||
var AdvancedS3 = parseInt(values["AdvancedS3"])||0;
|
||
var AdvancedS4 = parseInt(values["AdvancedS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingS + AdvancedS1 + AdvancedS2 + AdvancedS3 + AdvancedS4 - fatiguepenalty
|
||
setAttrs({
|
||
"Strength": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingT change:AdvancedT1 change:AdvancedT2 change:AdvancedT3 change:AdvancedT4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingT","AdvancedT1","AdvancedT2","AdvancedT3","AdvancedT4","fatiguepenalty"], function(values) {
|
||
var startingT = parseInt(values["startingT"])||0;
|
||
var AdvancedT1 = parseInt(values["AdvancedT1"])||0;
|
||
var AdvancedT2 = parseInt(values["AdvancedT2"])||0;
|
||
var AdvancedT3 = parseInt(values["AdvancedT3"])||0;
|
||
var AdvancedT4 = parseInt(values["AdvancedT4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingT + AdvancedT1 + AdvancedT2 + AdvancedT3 + AdvancedT4 - fatiguepenalty
|
||
setAttrs({
|
||
"Toughness": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingAG change:AdvancedAG1 change:AdvancedAG2 change:AdvancedAG3 change:AdvancedAG4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingAG","AdvancedAG1","AdvancedAG2","AdvancedAG3","AdvancedAG4","fatiguepenalty"], function(values) {
|
||
var startingAG = parseInt(values["startingAG"])||0;
|
||
var AdvancedAG1 = parseInt(values["AdvancedAG1"])||0;
|
||
var AdvancedAG2 = parseInt(values["AdvancedAG2"])||0;
|
||
var AdvancedAG3 = parseInt(values["AdvancedAG3"])||0;
|
||
var AdvancedAG4 = parseInt(values["AdvancedAG4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingAG + AdvancedAG1 + AdvancedAG2 + AdvancedAG3 + AdvancedAG4 - fatiguepenalty
|
||
setAttrs({
|
||
"Agility": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingINT change:AdvancedINT1 change:AdvancedINT2 change:AdvancedINT3 change:AdvancedINT4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingINT","AdvancedINT1","AdvancedINT2","AdvancedINT3","AdvancedINT4","fatiguepenalty"], function(values) {
|
||
var startingINT = parseInt(values["startingINT"])||0;
|
||
var AdvancedINT1 = parseInt(values["AdvancedINT1"])||0;
|
||
var AdvancedINT2 = parseInt(values["AdvancedINT2"])||0;
|
||
var AdvancedINT3 = parseInt(values["AdvancedINT3"])||0;
|
||
var AdvancedINT4 = parseInt(values["AdvancedINT4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingINT + AdvancedINT1 + AdvancedINT2 + AdvancedINT3 + AdvancedINT4 - fatiguepenalty
|
||
setAttrs({
|
||
"Intelligence": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingPER change:AdvancedPER1 change:AdvancedPER2 change:AdvancedPER3 change:AdvancedPER4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingPER","AdvancedPER1","AdvancedPER2","AdvancedPER3","AdvancedPER4","fatiguepenalty"], function(values) {
|
||
var startingPER = parseInt(values["startingPER"])||0;
|
||
var AdvancedPER1 = parseInt(values["AdvancedPER1"])||0;
|
||
var AdvancedPER2 = parseInt(values["AdvancedPER2"])||0;
|
||
var AdvancedPER3 = parseInt(values["AdvancedPER3"])||0;
|
||
var AdvancedPER4 = parseInt(values["AdvancedPER4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingPER + AdvancedPER1 + AdvancedPER2 + AdvancedPER3 + AdvancedPER4 - fatiguepenalty
|
||
setAttrs({
|
||
"Perception": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingWP change:AdvancedWP1 change:AdvancedWP2 change:AdvancedWP3 change:AdvancedWP4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingWP","AdvancedWP1","AdvancedWP2","AdvancedWP3","AdvancedWP4","fatiguepenalty"], function(values) {
|
||
var startingWP = parseInt(values["startingWP"])||0;
|
||
var AdvancedWP1 = parseInt(values["AdvancedWP1"])||0;
|
||
var AdvancedWP2 = parseInt(values["AdvancedWP2"])||0;
|
||
var AdvancedWP3 = parseInt(values["AdvancedWP3"])||0;
|
||
var AdvancedWP4 = parseInt(values["AdvancedWP4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingWP + AdvancedWP1 + AdvancedWP2 + AdvancedWP3 + AdvancedWP4 - fatiguepenalty
|
||
setAttrs({
|
||
"Willpower": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingFEL change:AdvancedFEL1 change:AdvancedFEL2 change:AdvancedFEL3 change:AdvancedFEL4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingFEL","AdvancedFEL1","AdvancedFEL2","AdvancedFEL3","AdvancedFEL4","fatiguepenalty"], function(values) {
|
||
var startingFEL = parseInt(values["startingFEL"])||0;
|
||
var AdvancedFEL1 = parseInt(values["AdvancedFEL1"])||0;
|
||
var AdvancedFEL2 = parseInt(values["AdvancedFEL2"])||0;
|
||
var AdvancedFEL3 = parseInt(values["AdvancedFEL3"])||0;
|
||
var AdvancedFEL4 = parseInt(values["AdvancedFEL4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingFEL + AdvancedFEL1 + AdvancedFEL2 + AdvancedFEL3 + AdvancedFEL4 - fatiguepenalty
|
||
setAttrs({
|
||
"Fellowship": output
|
||
});
|
||
});
|
||
});
|
||
</script>
|
||
<!-- ROLL TEMPLATE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<rolltemplate class="sheet-rolltemplate-custom">
|
||
<div class="sheet-header"></div>
|
||
<div class="sheet-content">
|
||
<!--section for the first line, that usually contains titles and names -->
|
||
{{#name}}
|
||
<div class="sheet-name">{{name}}</div>
|
||
{{/name}}
|
||
<!--section that allows the 2 columns to show key and value side by side -->
|
||
{{#allprops() psydesc psyresult psypen psydmg desc result name attack hitloc fallhitloc bloodloss parry fury furydice navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
|
||
<div class="sheet-key">{{key}}</div>
|
||
<div class="sheet-value">{{value}}</div>
|
||
{{/allprops() psydesc psyresult psypen psydmg desc result name attack hitloc fallhitloc bloodloss parry fury furydice navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
|
||
<!--section for regular rolls that show DoS and DoF -->
|
||
{{#result}}
|
||
<div class="sheet-result" style="font-weight:bold">{{result}}
|
||
{{#^rollLess() result 0 }} Degree(s) of Success{{/^rollLess() result 0 }}
|
||
{{#rollLess() result 0 }} Degree(s) of Failure{{/rollLess() result 0 }}
|
||
</div>
|
||
{{/result}}
|
||
<!--section for psy powers rolls that show DoS and DoF -->
|
||
{{#psyresult}}
|
||
<div class="sheet-result" style="font-weight:bold">{{psyresult}}
|
||
{{#^rollLess() psyresult 0 }} (DoS) Technique Manifests!{{/^rollLess() psyresult 0 }}
|
||
{{#rollLess() psyresult 0 }} (DoF) Technique Fails!{{/rollLess() psyresult 0 }}
|
||
</div>
|
||
<div class="sheet-result" style="font-weight:bold;color:#e30000">
|
||
{{#rollWasFumble() psyresult }}Technique Fails due to Limit! (91+){{/rollWasFumble() psyresult }}
|
||
</div>
|
||
<div class="sheet-result" style="font-weight:bold;color:#9307d2">
|
||
{{#rollWasCrit() psyresult }}Psychic Phenomena Manifesting!{{/rollWasCrit() psyresult }}
|
||
</div>
|
||
{{/psyresult}}
|
||
<!--section for Psy damage, section is hidden if value of roll is 0, template arrangement is diferent -->
|
||
{{#psydmg}}
|
||
{{#rollGreater() psydmg 0 }}
|
||
<div class="sheet-result" style="font-weight:bold">{{psydmg}}</div>
|
||
{{/rollGreater() psydmg 0 }}
|
||
{{/psydmg}}
|
||
<!--section for Psy Penetration, section is hidden if value of roll is 0, template arrangement is different -->
|
||
{{#psypen}}
|
||
{{#rollGreater() psypen 0 }}
|
||
<div class="sheet-result" style="font-weight:bold">{{psypen}}</div>
|
||
{{/rollGreater() psypen 0 }}
|
||
{{/psypen}}
|
||
<!--section for parry rolls -->
|
||
{{#parry}}
|
||
<div class="sheet-result" style="font-weight:bold">{{parry}}
|
||
{{#^rollLess() parry 0 }} Parried!{{/^rollLess() parry 0 }}
|
||
{{#rollLess() parry 0 }} Failed!{{/rollLess() parry 0 }}
|
||
</div>
|
||
{{/parry}}
|
||
<!--section for righteous fury -->
|
||
{{#fury}}
|
||
<div class="sheet-result" style="font-weight:bold">{{fury}}
|
||
{{#^rollLess() fury 0 }} Unleashes a Righteous Fury!!!
|
||
<div class="sheet-result" style="font-weight:bold">{{furydice}}</div>
|
||
{{/^rollLess() fury 0 }}
|
||
{{#rollLess() fury 0 }} contains its anger...{{/rollLess() fury 0 }}
|
||
</div>
|
||
{{/fury}}
|
||
<!--section for attacks and hit location -->
|
||
{{#attack}}
|
||
<div class="sheet-result" style="font-weight:bold">{{attack}}
|
||
{{#^rollLess() attack 0 }} (DoS) Attack Hits!
|
||
<div class="sheet-result" style="font-weight:bold">{{hitloc}}
|
||
{{#rollBetween() hitloc 1 10}} HEAD{{/rollBetween() hitloc 1 10}}
|
||
{{#rollBetween() hitloc 11 20}} RIGHT ARM{{/rollBetween() hitloc 11 20}}
|
||
{{#rollBetween() hitloc 21 30}} LEFT ARM{{/rollBetween() hitloc 21 30}}
|
||
{{#rollBetween() hitloc 31 70}} BODY{{/rollBetween() hitloc 31 70}}
|
||
{{#rollBetween() hitloc 71 85}} RIGHT LEG{{/rollBetween() hitloc 71 85}}
|
||
{{#rollBetween() hitloc 86 100}} LEFT LEG{{/rollBetween() hitloc 86 100}}
|
||
</div>
|
||
{{/^rollLess() attack 0 }}
|
||
{{#rollLess() attack 0 }} (DoF) Attack Misses!{{/rollLess() attack 0 }}
|
||
{{#rollWasFumble() attack }}also the weapon Malfunctions...{{/rollWasFumble() attack }}
|
||
</div>
|
||
{{/attack}}
|
||
<!--section for fall damage hit location -->
|
||
{{#fallhitloc}}
|
||
<div class="sheet-result" style="font-weight:bold">{{fallhitloc}}
|
||
{{#rollBetween() fallhitloc 1 10}} HEAD{{/rollBetween() fallhitloc 1 10}}
|
||
{{#rollBetween() fallhitloc 11 20}} RIGHT ARM{{/rollBetween() fallhitloc 11 20}}
|
||
{{#rollBetween() fallhitloc 21 30}} LEFT ARM{{/rollBetween() fallhitloc 21 30}}
|
||
{{#rollBetween() fallhitloc 31 70}} BODY{{/rollBetween() fallhitloc 31 70}}
|
||
{{#rollBetween() fallhitloc 71 85}} RIGHT LEG{{/rollBetween() fallhitloc 71 85}}
|
||
{{#rollBetween() fallhitloc 86 100}} LEFT LEG{{/rollBetween() fallhitloc 86 100}}
|
||
</div>
|
||
{{/fallhitloc}}
|
||
<!--section for bloodloss -->
|
||
{{#bloodloss}}
|
||
<div class="sheet-result" style="font-weight:bold">{{bloodloss}}
|
||
{{#rollWasCrit() bloodloss }} Survives this Round{{/rollWasCrit() bloodloss }}
|
||
{{#rollWasFumble() bloodloss }} Bleeds to Death ☠{{/rollWasFumble() bloodloss }}
|
||
</div>
|
||
{{/bloodloss}}
|
||
<!--section for nav mutation table -->
|
||
{{#navmutable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{navmutable}}
|
||
{{#rollBetween() navmutable 1 15}} Strangely Jointed Limbs<label>Your limbs have extra joints that articulate differently to a normal human. You gain the **Contortionist Skill as a trained Basic Skill**. If you already possess the Contortionist Skill, you gain the **Talented (Contortionist) Talent instead**.</label>{{/rollBetween() navmutable 1 15}}
|
||
{{#rollBetween() navmutable 16 30}} Elongated Form<label>You are extremely tall and painfully thin, and lose **1d5 Toughness permanently**. *Re-roll this mutation if you already have the Bloated Form mutation*.</label>{{/rollBetween() navmutable 16 30}}
|
||
{{#rollBetween() navmutable 31 45}} Pale and Hairless Flesh<label>Your skin is pale, marbled with veins and completely without hair.</label>{{/rollBetween() navmutable 31 45}}
|
||
{{#rollBetween() navmutable 46 55}} Eyes as Dark as the Void<label>Your eyes are completely black and without iris; you gain the **Dark Sight Trait**.</label>{{/rollBetween() navmutable 46 55}}
|
||
{{#rollBetween() navmutable 56 60}} Withered Form<label>Your body is withered, your flesh hanging loosely from your bones. **Reduce your Strength Characteristic by 10 permanently and halve your movement rates**. *Re-roll this mutation if you already have the Bloated Form mutation*.</label>{{/rollBetween() navmutable 56 60}}
|
||
{{#rollBetween() navmutable 61 65}} Bloated Form<label>Your body is grossly bloated and your limbs thick with flesh. **You gain 5 wounds and the Sturdy trait but may no longer run**. *Re-roll this mutation if you already have the Elongated Form or Withered Form mutations*.</label>{{/rollBetween() navmutable 61 65}}
|
||
{{#rollBetween() navmutable 66 70}} Membranous Growths<label>You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh; **You suffer –5 Fellowship permanently**.</label>{{/rollBetween() navmutable 66 70}}
|
||
{{#rollBetween() navmutable 71 75}} Inhuman Visage<label>Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. **You gain the Fear (1) Trait**.</label>{{/rollBetween() navmutable 71 75}}
|
||
{{#rollBetween() navmutable 76 80}} Fingers like Talons<label>The bones of your fingers have grown and hardened into talons. You gain the **Natural Weapon Trait**.</label>{{/rollBetween() navmutable 76 80}}
|
||
{{#rollBetween() navmutable 81 85}} Teeth as Sharp as Needles<label>Your mouth is filled with hundreds of fine, pointed teeth. You gain the **Natural Weapon Trait and suffer –1d5 Fellowship**.</label>{{/rollBetween() navmutable 81 85}}
|
||
{{#rollBetween() navmutable 86 90}} Disturbing Grace<label>You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. **You gain the Unnatural Agility (x2) Trait**.</label>{{/rollBetween() navmutable 86 90}}
|
||
{{#rollBetween() navmutable 91 95}} Strange Vitality<label>You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and lose quickly, bones knit together after being horrifically broken. **You gain the Regeneration Trait**.</label>{{/rollBetween() navmutable 91 95}}
|
||
{{#rollBetween() navmutable 96 100}} Unnatural Presence<label>In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. **All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10**.</label>{{/rollBetween() navmutable 96 100}}
|
||
</div>
|
||
{{/navmutable}}
|
||
<!--section for perils of the warp table -->
|
||
{{#perilstable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{perilstable}}
|
||
{{#rollBetween() perilstable 1 5}} The Gibbering<label>The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must pass a **Challenging (+0) Willpower Test or suffer 1d5+1 Insanity Points and is Stunned for 1d5 rounds**.</label>{{/rollBetween() perilstable 1 5}}
|
||
{{#rollBetween() perilstable 6 9}} Warp Burn<label>A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers **1d5 Wounds and is Stunned for 1d5 Rounds**.</label>{{/rollBetween() perilstable 6 9}}
|
||
{{#rollBetween() perilstable 10 13}} Psychic Concussion<label>With a crack of energy, the psyker is **knocked unconscious for 1d5 Rounds**, and everyone within **3d10 metres** must pass a **Routine (+10) Willpower Test or be Stunned for one Round**.</label>{{/rollBetween() perilstable 10 13}}
|
||
{{#rollBetween() perilstable 14 18}} Psy-Blast<label>There is an explosion of power, and the psyker is thrown **1d10 metres** into the air, falling to the ground and taking **Fall Damage**</label>{{/rollBetween() perilstable 14 18}}
|
||
{{#rollBetween() perilstable 19 24}} Soul Sear<label>Warp power courses through the psyker’s body, scorching his soul. The psyker **cannot use any powers for one hour and suffers 5 Corruption Points**.</label>{{/rollBetween() perilstable 19 24}}
|
||
{{#rollBetween() perilstable 25 30}} Locked In<label>The power cages the psyker’s mind in an ethereal prison. The psyker **falls to the ground in a catatonic state**. Each Round thereafter, he must spend a **Full Action** to make a **Challenging (+0) Willpower Test**. On a success, his mind is freed and **restored to his body**.</label>{{/rollBetween() perilstable 25 30}}
|
||
{{#rollBetween() perilstable 31 38}} Chronological Incontinence<label>Time warps around the psyker. He **winks out of existence and reappears in 1d10 Rounds** (or 1 minute in narrative time) and suffers **1d5 Insanity Points and 1d5 permanent Toughness damage**.</label>{{/rollBetween() perilstable 31 38}}
|
||
{{#rollBetween() perilstable 39 46}} Psychic Mirror<label>The psyker’s power is turned back on him. Resolve the power’s effects as normal, **but the power targets the psyker instead**. If the power is beneficial, it instead deals **1d10+5 Energy Damage** to the psyker and the beneficial effect is cancelled. *Armour is ignored by the Damage unless warded*.</label>{{/rollBetween() perilstable 39 46}}
|
||
{{#rollBetween() perilstable 47 55}} Warp Whispers<label>The voices of daemons fill the air within **4d10 metres of the Psyker**, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must pass a **Hard (–20) Willpower Test or suffer 1d10 Corruption Points**.</label>{{/rollBetween() perilstable 47 55}}
|
||
{{#rollBetween() perilstable 56 58}} Vice Versa<label>The psyker’s mind is **thrown out of his body and into another nearby creature or person**. The psyker and a random being (Note this cannot be a daemon, untouchable, or other 'soulless' creature) within **50 metres** swap consciousnesses for **1d10 Rounds**. This may include allies or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are of the new host body. If either body is slain, the effect ends immediately. Both suffer **1d5 Insanity Points** from the experience. If there are no creatures within range, the Psyker must pass a **Challenging (+0) Willpower Test or become catatonic for 1d5 Rounds** while his mind wanders the warp. This journey gains him **2d10 Insanity Points**.</label>{{/rollBetween() perilstable 56 58}}
|
||
{{#rollBetween() perilstable 59 67}} Dark Summoning<label>A **Warp Predator** rips into existence within **3d10 metres** of the psyker for **1d10 rounds or until it is slain**. It detests the psyker, and trains its attacks on the fool that unwittingly summoned it.</label>{{/rollBetween() perilstable 59 67}}
|
||
{{#rollBetween() perilstable 68 72}} Rending the Veil<label>The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered visible. **All sentient creatures** (including the psyker) within **1d100 metres** must test against **Fear (3) Warp Shock**. This effect lasts for **1d5 rounds**.</label>{{/rollBetween() perilstable 68 72}}
|
||
{{#rollBetween() perilstable 73 78}} Blood Rain<label>A psychic storm erupts, covering an area of **5d10 metres** in which everyone must pass a **Challenging (+0) Strength Test or be knocked to the ground**. In addition to howling winds and the skies raining blood, **any psychic powers used in the area automatically invoke a Perils of the Warp check for 1d5 Rounds**.</label>{{/rollBetween() perilstable 73 78}}
|
||
{{#rollBetween() perilstable 79 82}} Cataclysmic Blast<label>The psyker’s power overloads, arcing out in great bolts of warp energy. **Anyone within 1d10 metres** (including the psyker) takes **1d10+5 Energy Damage**, and all of the psyker’s clothing and gear are **destroyed**, leaving him naked and smoking on the ground. The psyker may use **no further powers for 1d5 hours after this event**.</label>{{/rollBetween() perilstable 79 82}}
|
||
{{#rollBetween() perilstable 83 86}} Mass Possession<label>Daemons ravage the minds of every living thing within **1d100 metres**. Every character in the area must resist as if attacked by the **Puppet Master technique** (the attacker’s Int, Fel and WP are all equal to 60). This possession, if successful, will last for **2d10 rounds**.</label>{{/rollBetween() perilstable 83 86}}
|
||
{{#rollBetween() perilstable 87 90}} Reality Quake<label>Reality buckles around the psyker, radiating out **3d10 metres** from him is sundered: solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes **2d10 Rending damage**. Warded objects and Untouchables halve the damage rolled.</label>{{/rollBetween() perilstable 87 90}}
|
||
{{#rollBetween() perilstable 91 99}} Lost to the Warp<label>The psyker must make an immediate pass a **Very Hard (–30) Willpower Test or he is dragged into the warp by a daemon immediately for purposes unknown**. The psyker appears on an inhabited planet **1d10 weeks** later with dim memories of horrific act. He suffers **4d10 Corruption Points**, as well as any other possible complications from his actions while possessed, including a potential visit from the Inquisition. In the future, **he must adjust all Perils of the Warp checks by +10** due to his body serving as conduit for fell forces.</label>{{/rollBetween() perilstable 91 99}}
|
||
{{#rollTotal() perilstable 100}} Destruction<label>The psyker is immediately and irrevocably **destroyed**. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a **50% chance**, that a **daemonic entity appears in the psyker’s place**.</label>{{/rollTotal() perilstable 100}}
|
||
{{#rollGreater() perilstable 100}} Destruction<label>The psyker is immediately and irrevocably **destroyed**. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a **50% chance**, that a **daemonic entity appears in the psyker’s place**.</label>{{/rollGreater() perilstable 100}}
|
||
</div>
|
||
{{/perilstable}}
|
||
<!--section for psychic phenomena table -->
|
||
{{#psytable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{psytable}}
|
||
{{#rollBetween() psytable 1 3}} Dark Foreboding<label>A faint breeze blows past the psyker and those near him, and everyone gets the feeling that *somewhere in the galaxy*, something unfortunate just happened.</label>{{/rollBetween() psytable 1 3}}
|
||
{{#rollBetween() psytable 4 5}} Warp Echo<label>For a few seconds, *all noises cause echoes*, regardless of the surroundings.</label>{{/rollBetween() psytable 4 5}}
|
||
{{#rollBetween() psytable 6 8}} Unholy Stench<label>The air around the psyker becomes permeated with a *bizarre and foul smell*.</label>{{/rollBetween() psytable 6 8}}
|
||
{{#rollBetween() psytable 9 11}} Mind Warp<label>The psyker suffers **1 Insanity Point** as his own inherent phobias, suspicions, and hatreds surge to the surface of his mind in a wave of negative emotion.</label>{{/rollBetween() psytable 9 11}}
|
||
{{#rollBetween() psytable 12 14}} Hoarfrost<label>The temperature plummets for an instant, and a *thin coating of frost covers everything within* **3d10 metres**.</label>{{/rollBetween() psytable 12 14}}
|
||
{{#rollBetween() psytable 15 17}} Aura of Taint<label>All animals within **1d100 metres** become spooked and agitated; *Characters with Psyniscience can pinpoint the psyker as the cause*.</label>{{/rollBetween() psytable 15 17}}
|
||
{{#rollBetween() psytable 18 20}} Memory Worm<label>All people within line of sight of the psyker *forget something trivial*.</label>{{/rollBetween() psytable 18 20}}
|
||
{{#rollBetween() psytable 21 23}} Spoilage<label>*Food and drinks go bad* in a **5d10 metre radius**.</label>{{/rollBetween() psytable 21 23}}
|
||
{{#rollBetween() psytable 24 26}} Haunting Breeze<label>Winds whip up around the psyker for a few seconds, *blowing light objects about and guttering fires* within **3d10 metres**.</label>{{/rollBetween() psytable 24 26}}
|
||
{{#rollBetween() psytable 27 29}} Veil of Darkness<label>For the remainder of the round, the area within **3d10 metres** is plunged into **immediate darkness**.</label>{{/rollBetween() psytable 27 29}}
|
||
{{#rollBetween() psytable 30 32}} Distorted Reflections<label>Mirrors and other reflective surfaces within a radius of **5d10 metres** *distort or shatter*.</label>{{/rollBetween() psytable 30 32}}
|
||
{{#rollBetween() psytable 33 35}} Breath Leech<label>Everyone (including the psyker) becomes **short of breath** for one round and **cannot make any Run or Charge actions**.</label>{{/rollBetween() psytable 33 35}}
|
||
{{#rollBetween() psytable 36 38}} Daemonic Mask<label>For a fleeting moment, the psyker takes on a **daemonic appearance** and gains the **Fear (1) trait for the rest of the round**. However, he also suffers **1 Corruption Point**.</label>{{/rollBetween() psytable 36 38}}
|
||
{{#rollBetween() psytable 39 41}} Unnatural Decay<label>All plant life within **3d10 metres** of the psyker *withers and dies*.</label>{{/rollBetween() psytable 39 41}}
|
||
{{#rollBetween() psytable 42 44}} Spectral Gale<label>Howling winds erupt around the psyker, requiring **him and anyone within 4d10 metres** to pass an **Easy (+30) Agility or Strength Test to avoid being knocked to the ground**.</label>{{/rollBetween() psytable 42 44}}
|
||
{{#rollBetween() psytable 45 47}} Bloody Tears<label>Blood weeps from stone and wood within **3d10 metres of the psyker**. If there are any pictures or statues of people inside this area, *they appear to be crying blood*.</label>{{/rollBetween() psytable 45 47}}
|
||
{{#rollBetween() psytable 48 50}} The Earth Protests<label>The ground suddenly shakes, and everyone (including the psyker) within a **5d10 metre radius** must pass a **Routine (+10) Agility Test or be knocked down**.</label>{{/rollBetween() psytable 48 50}}
|
||
{{#rollBetween() psytable 51 53}} Psy Discharge<label>Static Electricity fills the air for **5d10 metres** causing hair to stand on end and unprotected electronics to *short out*, whilst the psyker is illuminated by eldritch light.</label>{{/rollBetween() psytable 51 53}}
|
||
{{#rollBetween() psytable 54 56}} Warp Ghosts<label>Ghostly apparitions fill the air for **3d10 metres around the psyker**, flying about and howling in pain for a few brief moments. **Everyone in the radius** (except the psyker himself) must test against **Fear (1)**.</label>{{/rollBetween() psytable 54 56}}
|
||
{{#rollBetween() psytable 57 59}} Falling Upwards<label>Everything within **2d10 metres of the psyker** (and including the psyker himself) rises **1d10 metres** into the air as gravity briefly cease. After a second or two, everything **crashes back to earth**, taking **Fall Damage**.</label>{{/rollBetween() psytable 57 59}}
|
||
{{#rollBetween() psytable 60 62}} Banshee Howl<label>A shrill keening rings out across the immediate area, shattering glass and forcing **every mortal creature able to hear it** (including the psyker) to pass a **Challenging (+0) Toughness Test or be deafened for 1d10 rounds**.</label>{{/rollBetween() psytable 60 62}}
|
||
{{#rollBetween() psytable 63 65}} The Furies<label>The Psyker is assailed by unseen horrors. He is **slammed to the ground and suffers 1d5 Wounds in Damage** (Toughness protects but armour does not, unless warded.) and he must test against **Fear (2)**.</label>{{/rollBetween() psytable 63 65}}
|
||
{{#rollBetween() psytable 66 68}} Shadow of the Warp<label>For a split second, *the world changes in appearance*, and everyone within **1d100 metres** has a mercifully brief glimpse of the *shadow of the warp*. **Everyone in the area** (including the psyker) must pass a **Difficult (–10) Willpower Test or gain 1d5 Insanity points**.</label>{{/rollBetween() psytable 66 68}}
|
||
{{#rollBetween() psytable 69 71}} Tech Scorn<label>The Machine spirits reject your unnatural ways. **All non-warded tech devices within 5d10 metres malfunction** momentarily, and all **ranged weapons Jam/Overheats**, whilst characters with **cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 Damage**.</label>{{/rollBetween() psytable 69 71}}
|
||
{{#rollBetween() psytable 72 74}} Warp Madness<label>A violent ripple of tainted discord causes **all creatures within 2d10 metres** (with the exception of the Psyker) to become **Frenzied** for 1 Round and suffer **1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test**.</label>{{/rollBetween() psytable 72 74}}
|
||
{{#rollTotal() psytable 75}} Perils of the Warp<label>The warp opens in a maelstrom of energy... **Roll Perils of the Warp**.</label>{{/rollTotal() psytable 75}}
|
||
{{#rollGreater() psytable 75}} Perils of the Warp<label>The warp opens in a maelstrom of energy... **Roll Perils of the Warp**.</label>{{/rollGreater() psytable 75}}
|
||
</div>
|
||
{{/psytable}}
|
||
<!--section for shock table -->
|
||
{{#shocktable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{shocktable}}
|
||
{{#rollBetween() shocktable 1 20}}<label>The character is badly startled. He may only take a **single Half Action** in his next Turn, but afterwards he may act normally</label>{{/rollBetween() shocktable 1 20}}
|
||
{{#rollBetween() shocktable 21 40}}<label>Fear grips the character and he begins to shake and tremble. He takes a **–10 penalty on all Tests for the rest of the encounter unless he can snap out of it**.</label>{{/rollBetween() shocktable 21 40}}
|
||
{{#rollBetween() shocktable 41 60}}<label>Reeling with shock, the character backs away from the thing that confronts them. The character **cannot willingly approach the object of his fear**, but may otherwise act normally, with a **–10 penalty on all Tests** until the end of the encounter. The character gains **1 Insanity Point**.</label>{{/rollBetween() shocktable 41 60}}
|
||
{{#rollBetween() shocktable 61 80}}<label>The character is frozen by terror. The character may make **no Actions until he snaps out of it**. After snapping out of it, the character will make **all Tests with a –10 penalty for the rest of the encounter**. The character gains **1d5 Insanity Points**.</label>{{/rollBetween() shocktable 61 80}}
|
||
{{#rollBetween() shocktable 81 100}}<label>Panic grips the character. He must **flee the source of his fear**, if able, as fast as he can, and if prevented from doing so, he may only take **Half Actions** and takes a **–20 penalty to all Tests**. The character gains **1d5 Insanity Points**. Once away from the danger, he must successfully **snap out of it** to regain control.</label>{{/rollBetween() shocktable 81 100}}
|
||
{{#rollBetween() shocktable 101 120}}<label>Fainting dead away, the character keels over and remains **unconscious for 1d5 Rounds**. Once he regain consciousness, he is still shaken and takes **all Tests with a –10 penalty until the end of the encounter**. The character gains **1d5 Insanity Points**.</label>{{/rollBetween() shocktable 101 120}}
|
||
{{#rollBetween() shocktable 121 130}}<label>Totally overcome, the character screams and vomits uncontrollably for **1d5 Rounds**. During this time he is **helpless**, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a **single Half Action each Turn until he can rest**. The character gains **1d5 Insanity Points**.</label>{{/rollBetween() shocktable 121 130}}
|
||
{{#rollBetween() shocktable 131 140}}<label>The character laughs hysterically and **randomly attacks anything near him** in a manic frenzy, firing wildly or using whatever weapon he has in hand. This effect lasts until the character **snaps out of it**, or until he is knocked unconscious. The character gains **1d5 Insanity Points**.</label>{{/rollBetween() shocktable 131 140}}
|
||
{{#rollBetween() shocktable 141 160}}<label>The character **falls to the ground for 1d5+1 Rounds** sobbing, babbling, and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and takes a **–20 penalty on all Tests until the end of the encounter**. The character gains **1d5+1 Insanity Points**.</label>{{/rollBetween() shocktable 141 160}}
|
||
{{#rollBetween() shocktable 161 170}}<label>The character’s mind snaps and he becomes **catatonic for 1d5 hours** and may not be roused. The character gains **1d10 Insanity Points**.</label>{{/rollBetween() shocktable 161 170}}
|
||
{{#rollTotal() shocktable 171}}<label>The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of **“acute hallucinations”** for **2d10 Rounds**. After the hallucinations fade, the character will make **all Tests with a –20 penalty while the encounter lasts**. The character gains **2d10 Insanity Points and takes 1d10 points of permanent Willpower damage**.</label>{{/rollTotal() shocktable 171}}
|
||
{{#rollGreater() shocktable 171}}<label>The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of **“acute hallucinations”** for **2d10 Rounds**. After the hallucinations fade, the character will make **all Tests with a –20 penalty while the encounter lasts**. The character gains **2d10 Insanity Points and takes 1d10 points of permanent Willpower damage**.</label>{{/rollGreater() shocktable 171}}
|
||
</div>
|
||
{{/shocktable}}
|
||
<!--section for shock table -->
|
||
{{#traumatable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{traumatable}}
|
||
{{#rollBetween() traumatable 1 40}}<label>The character becomes withdrawn and quiet. The character is at **–10 to all Fellowship-based Tests**. This lasts for **3d10 hours**.</label>{{/rollBetween() traumatable 1 40}}
|
||
{{#rollBetween() traumatable 41 70}}<label>The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little attention to anything else. **All Tests that are based on Intelligence, Fellowship, or Perception suffer a –10 penalty**. This effect lasts for **3d10 hours**.</label>{{/rollBetween() traumatable 41 70}}
|
||
{{#rollBetween() traumatable 71 100}}<label>The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a **+10 bonus to all Perception based Tests and is at a –10 penalty to his Willpower for the next 1d5 days**.</label>{{/rollBetween() traumatable 71 100}}
|
||
{{#rollBetween() traumatable 101 120}}<label>The character suffers from a temporary **severe phobia**. This effect lasts for **1d5 days**.</label>{{/rollBetween() traumatable 101 120}}
|
||
{{#rollBetween() traumatable 121 130}}<label>The character reacts to the slightest stress or pressure by becoming extremely agitated. **When performing any task that involves a Test, the character must first pass a Challenging (+0) Willpower Test or suffer a –10 modifier to the test**. If the character gets into combat, **all Tests during combat automatically suffer a –10 modifier**. This effect lasts for **1d5 days**.</label>{{/rollBetween() traumatable 121 130}}
|
||
{{#rollBetween() traumatable 131 140}}<label>The character suffers vivid and extreme nightmares whenever he tries to sleep. **The next day and for the next 1d10 days**, the character will be exhausted by lack of sleep and gains **1 level of fatigue**. This effect lasts for **1d5 days**.</label>{{/rollBetween() traumatable 131 140}}
|
||
{{#rollBetween() traumatable 141 150}}<label>The character is struck dumb and is **unable to speak**. This lasts for **1d5 days**.</label>{{/rollBetween() traumatable 141 150}}
|
||
{{#rollBetween() traumatable 151 160}}<label>Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. **The character takes a –10 penalty to all Characteristics** (no Characteristic can be reduced below 1) for **1d10 days**.</label>{{/rollBetween() traumatable 151 160}}
|
||
{{#rollBetween() traumatable 161 170}}<label>The character temporarily becomes hysterically **blind or deaf**. This effect lasts for **1d10 days**.</label>{{/rollBetween() traumatable 161 170}}
|
||
{{#rollTotal() traumatable 171}}<label>The character becomes completely traumatised and virtually unresponsive. **He can’t initiate actions but may be gently led**. This effect lasts for **1d10 days**.</label>{{/rollTotal() traumatable 171}}
|
||
{{#rollGreater() traumatable 171}}<label>The character becomes completely traumatised and virtually unresponsive. **He can’t initiate actions but may be gently led**. This effect lasts for **1d10 days**.</label>{{/rollGreater() traumatable 171}}
|
||
</div>
|
||
{{/traumatable}}
|
||
<!--section for mutation table-->
|
||
{{#maligtable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{maligtable}}
|
||
{{#rollBetween() maligtable 1 10}} Palsy<label>The character suffers from numerous minor tics, shakes, and tremors with no medical cause. **Reduce his Agility by 1d10**.</label>{{/rollBetween() maligtable 1 10}}
|
||
{{#rollBetween() maligtable 11 15}} Dark-hearted<label>The character grows increasingly cruel, callous, and vindictive. **Reduce his Fellowship by 1d10**.</label>{{/rollBetween() maligtable 11 15}}
|
||
{{#rollBetween() maligtable 16 20}} Ill-fortuned<label>Whenever the character uses a **Fate Point roll, a 1d10**. On a score of **7, 8, 9 or 10 it has no effect but is lost anyway**.</label>{{/rollBetween() maligtable 16 20}}
|
||
{{#rollBetween() maligtable 21 22}} Skin Afflictions<label>The character is plagued by boils, scabs, weeping sores, and the like. He takes a **–20 penalty to all Charm Tests**.</label>{{/rollBetween() maligtable 21 22}}
|
||
{{#rollBetween() maligtable 23 25}} Night Eyes<label>Light pains the character, and unless he shields his eyes, he suffers a **–10 penalty on all Tests when in an area of bright light**.</label>{{/rollBetween() maligtable 23 25}}
|
||
{{#rollBetween() maligtable 26 30}} Morbid<label>The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The character’s **Intelligence is reduced by 1d10**.</label>{{/rollBetween() maligtable 26 30}}
|
||
{{#rollBetween() maligtable 31 33}} Witch-mark<label>The character develops some **minor physical deformity or easily concealable mutation**. It is small, but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. **He must hide it well!**.</label>{{/rollBetween() maligtable 31 33}}
|
||
{{#rollBetween() maligtable 34 45}} Fell Obsession<label>This is the same as the **Obsession Disorder**. However, in this case the character is obsessed by a **sinister or malign focus**, such as collecting finger-bone trophies, ritual scarification, carrying out meaningless vivisections, etc.</label>{{/rollBetween() maligtable 34 45}}
|
||
{{#rollBetween() maligtable 46 50}} Hatred<label>The character develops an implacable **hatred** of a single group, individual, or social class. The character will **never** side with or aid them without explicit orders or other vital cause, and even then grudgingly.</label>{{/rollBetween() maligtable 46 50}}
|
||
{{#rollBetween() maligtable 51 55}} Irrational Nausea<label>The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters the object of his revulsion, he pass a **Challenging (+0) Toughness Test or suffer a –10 penalty to all Tests** as long as he remains in its presence.</label>{{/rollBetween() maligtable 51 55}}
|
||
{{#rollBetween() maligtable 56 60}} Wasted Frame<label>The character’s pallor becomes corpse-like and his muscles waste away. The character’s **Strength is reduced by 1d10**.</label>{{/rollBetween() maligtable 56 60}}
|
||
{{#rollBetween() maligtable 61 63}} Night Terrors<label>The character is plagued by daemonic visions in his sleep. The character now has the **Horrific Nightmares Disorder**.</label>{{/rollBetween() maligtable 61 63}}
|
||
{{#rollBetween() maligtable 64 70}} Poor Health<label>The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The character’s **Toughness is reduced by 1d10**.</label>{{/rollBetween() maligtable 64 70}}
|
||
{{#rollBetween() maligtable 71 75}} Distrustful<label>The character cannot conceal the distrust and antipathy he has for others. He must take a **–10 penalty to Fellowship Tests when dealing with strangers**.</label>{{/rollBetween() maligtable 71 75}}
|
||
{{#rollBetween() maligtable 76 80}} Malign Sight<label>The world seems to darken, tarnish, and rot if the character looks too long at anything. The character’s **Perception is reduced by 1d10**.</label>{{/rollBetween() maligtable 76 80}}
|
||
{{#rollBetween() maligtable 81 83}} Ashen Taste<label>Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely stomach eating. The character **doubles the negative effects for levels of Fatigue**.</label>{{/rollBetween() maligtable 81 83}}
|
||
{{#rollBetween() maligtable 84 90}} Bloodlust<label>Murderous rage is never far from the character’s mind. *After being wounded in combat*, he must pass a **Challenging (+0) Willpower Test to incapacitate or allow his enemies to flee, rather than kill them outright**, even if his intent is otherwise.</label>{{/rollBetween() maligtable 84 90}}
|
||
{{#rollBetween() maligtable 91 93}} Blackouts<label>The character suffers from inexplicable **blackouts**. *When they occur and what happens during them is up to the GM*.</label>{{/rollBetween() maligtable 91 93}}
|
||
{{#rollBetween() maligtable 94 100}} Strange Addiction<label>The character is addicted to some bizarre and unnatural substance, such as eating rose petals, drinking blood, the taste of widows’ tears, etc. This acts like a **Minor Compulsion**, but is freakish enough to cause serious suspicion if found out.</label>{{/rollBetween() maligtable 94 100}}
|
||
</div>
|
||
{{/maligtable}}
|
||
<!--section for mutation table-->
|
||
{{#mutable}}
|
||
<div class="sheet-result" style="font-weight:bold">{{mutable}}
|
||
{{#rollBetween() mutable 1 5}} Grotesque<label>The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a **–20 penalty on Fellowship Tests made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests**.</label>{{/rollBetween() mutable 1 5}}
|
||
{{#rollBetween() mutable 6 10}} Tough Hide<label>The mutant gains the **Natural Armour (2) Trait** from dense skin and thick scar tissue.</label>{{/rollBetween() mutable 6 10}}
|
||
{{#rollBetween() mutable 11 15}} Misshapen<label>The mutant’s spine and limbs are horribly twisted. The mutant may **no longer run and reduces its Agility by 2d10**.</label>{{/rollBetween() mutable 11 15}}
|
||
{{#rollBetween() mutable 16 20}} Feels No Pain<label>The mutant cares little for injury or harm. It gains **+5 Wounds and the Iron Jaw talent**.</label>{{/rollBetween() mutable 16 20}}
|
||
{{#rollBetween() mutable 21 25}} Brute<label>The mutant is physically powerful, with deformed masses of slab-like muscle. **Increase its Strength and Toughness Characteristics by 10 each**.</label>{{/rollBetween() mutable 21 25}}
|
||
{{#rollBetween() mutable 26 30}} Nightsider<label>The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the **Dark Sight Trait, but takes a –10 penalty to all tests when in the area of bright light**, unless its eyes are shielded and skin covered.</label>{{/rollBetween() mutable 26 30}}
|
||
{{#rollBetween() mutable 31 35}} Mental Regressive<label>The mutant has regressed mentally. Roll 1d10 for **Intelligence, Perception, Willpower, and Fellowship separately**. On a **1–5**, **reduce the Characteristic by 1d10**; on a **6–7**, **halve the Characteristic**; on an **8–9**, **there is no change**; **on a 10**, **reduce the Characteristic to 5 total**. The mutant also gains **1d10 Insanity Points**.</label>{{/rollBetween() mutable 31 35}}
|
||
{{#rollBetween() mutable 36 40}} Malformed Hands<label>The mutant’s hands fuse into slab-like appendages. **Reduce its Weapon Skill and Ballistic Skill by 10**. Furthermore, the mutant takes a **–20 penalty to any test requiring fine physical manipulation**.</label>{{/rollBetween() mutable 36 40}}
|
||
{{#rollBetween() mutable 41 45}} Tox Blood<label>The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a **+20 bonus to Toughness Tests made to resist poison**, but **reduces its Toughness and Intelligence Characteristics by 1d10**. Should the mutant’s blood come into contact with a living creature, that creature must succeed on a **Difficult (–10) Toughness Test or take 1d10 Energy Damage that ignores Armour and Toughness**.</label>{{/rollBetween() mutable 41 45}}
|
||
{{#rollBetween() mutable 46 50}} Hulking<label>The mutant grows in stature and bodymass. It gains the **Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds**.</label>{{/rollBetween() mutable 46 50}}
|
||
{{#rollBetween() mutable 51 55}} Wyrdling<label>The mutant has **minor psychic powers** that it has so far been able to conceal. The mutant gains the **Psy Rating 2 talent**. If it already has this talent, it gains the next highest Psy Rating talent that it doesn’t have. The Mutant gains **2 Psychic Techniques of his choice from a single discipline of his choice**. He needs to meet the requirements for both disciplines.</label>{{/rollBetween() mutable 51 55}}
|
||
{{#rollBetween() mutable 56 59}} Vile Deformity<label>The mutant is marked by some terrible deformity that shows the touch of the Warp and should not exist in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged facial features, or thousands of restless eyes studding the body, to name a few. The mutant gains the **Fear (1) Trait**.</label>{{/rollBetween() mutable 56 59}}
|
||
{{#rollBetween() mutable 60 63}} Aberration<label>The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant **increases its Strength and Agility by +10, reduces its Intelligence by –1d10, its Fellowship by –10**.</label>{{/rollBetween() mutable 60 63}}
|
||
{{#rollBetween() mutable 64 67}} Degenerate Mind<label>The mutant’s mind is Warped and inhuman. **Reduce its Intelligence and Fellowship each by –1d10**. Also, **roll 1d10**. On a **1–3**, it gains the **Frenzy talent**; on a **4–7**, it gains the **Fearless talent**; on an **8–0**, it gains the **From Beyond Trait**.</label>{{/rollBetween() mutable 64 67}}
|
||
{{#rollBetween() mutable 68 71}} Ravaged Body<label>The mutant’s body has been entirely remade by the Warp. **Roll 1d5 times on this table**. Such mutations, regardless of their nature, still show the obvious touch of **Chaos**.</label>{{/rollBetween() mutable 68 71}}
|
||
{{#rollBetween() mutable 72 74}} Clawed/Fanged<label>The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the **Natural Weapon Trait** (either Impact or Rending damage).</label>{{/rollBetween() mutable 72 74}}
|
||
{{#rollBetween() mutable 75 78}} Necrophage<label>The mutant gains **+10 to Toughness and the Regeneration Trait**, but must sustain itself on *copious quantities of raw meat or starve*.</label>{{/rollBetween() mutable 75 78}}
|
||
{{#rollBetween() mutable 79 81}} Corrupted Flesh<label>Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for ichorous, maggot-ridden filth. Whenever the mutant takes *critical damage*, it gains **Fear (2) Trait for that round**.</label>{{/rollBetween() mutable 79 81}}
|
||
{{#rollBetween() mutable 82 85}} Venomous<label>The mutant’s natural attacks are toxic. It gains the **Toxic Trait**.</label>{{/rollBetween() mutable 82 85}}
|
||
{{#rollBetween() mutable 86 89}} Hideous Strength<label>The mutant gains the **Unnatural Strength Trait**.</label>{{/rollBetween() mutable 86 89}}
|
||
{{#rollBetween() mutable 90 91}} Multiple Appendages<label>The mutant has sprouted *additional functioning limbs* in the shape of arms, tentacles or a prehensile tail (or tails). It gains the **Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks**.</label>{{/rollBetween() mutable 90 91}}
|
||
{{#rollBetween() mutable 92 93}} Worm<label>The mutant’s lower limbs have *fused together to form a worm or snake-like tail*. The mutant gains **+5 Wounds and the Crawler Trait**.</label>{{/rollBetween() mutable 92 93}}
|
||
{{#rollTotal() mutable 94}} Nightmarish<label>So warped and horrific is the mutant’s appearance it can cause enemies to flee in fear. It gains the **Fear (3) Trait**.</label>{{/rollTotal() mutable 94}}
|
||
{{#rollTotal() mutable 95}} Malleable<label>The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. **Increase its Agility by 10. It gains a +20 bonus on Climb Tests and grappling attacks**. Also, it may fit through spaces as small as one quarter its usual body dimensions.</label>{{/rollTotal() mutable 95}}
|
||
{{#rollTotal() mutable 96}} Winged<label>The mutant’s body has warped to accommodate a pair of leathery wings or the like. It gains the **Flyer Trait at a rate equal to its AB×2**.</label>{{/rollTotal() mutable 96}}
|
||
{{#rollTotal() mutable 97}} Corpulent<label>The mutant’s huge and bloated frame gives it **+5 Wounds and the Unnatural Toughness Trait**. It may **no longer take the Run action**.</label>{{/rollTotal() mutable 97}}
|
||
{{#rollTotal() mutable 98}} Shadow Kin<label>The mutant has only a tenuous grip on our reality and, though wasted and gaunt, it can *slip partly into the Warp at will*. It gains the **Phase Trait and decreases its Strength and Toughness Characteristics by 10**.</label>{{/rollTotal() mutable 98}}
|
||
{{#rollTotal() mutable 99}} Corrosive Bile<label>The mutant may *vomit burning bile, flesh-eating grubs, or some other horrific substance* instead of attacking normally in close combat. The mutant must test **Ballistic Skill** to use this mutation. Using it is a **full action**. It can be dodged, but not parried. On a successful test, the attack deals **1d10+2 Rending (or Energy) Damage with the Tearing Quality**.</label>{{/rollTotal() mutable 99}}
|
||
{{#rollTotal() mutable 100}} Hellspawn<label>Saturated with the energies of the Warp, the mutant is *more than part daemon*, gaining the **Daemonic, Fear (2), and From Beyond Traits**.</label>{{/rollTotal() mutable 100}}
|
||
</div>
|
||
{{/mutable}}
|
||
<!--section for scatter diagram-->
|
||
{{#scatter}}
|
||
<div class="sheet-result">{{scatter}}
|
||
{{#rollTotal() scatter 1}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡔</label>{{/rollTotal() scatter 1}}
|
||
{{#rollTotal() scatter 2}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡑</label>{{/rollTotal() scatter 2}}
|
||
{{#rollTotal() scatter 3}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡕</label>{{/rollTotal() scatter 3}}
|
||
{{#rollTotal() scatter 4}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡐</label>{{/rollTotal() scatter 4}}
|
||
{{#rollTotal() scatter 5}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡒</label>{{/rollTotal() scatter 5}}
|
||
{{#rollTotal() scatter 6}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡗</label>{{/rollTotal() scatter 6}}
|
||
{{#rollTotal() scatter 7}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡓</label>{{/rollTotal() scatter 7}}
|
||
{{#rollTotal() scatter 8}}<label style="font-weight:bold;font-size:40px;margin-top:10px">🡖</label>{{/rollTotal() scatter 8}}
|
||
</div>
|
||
{{/scatter}}
|
||
<!--section for multi hits table-->
|
||
{{#multihit}}
|
||
<div class="sheet-result">{{multihit}}
|
||
{{#rollTotal() multihit 1}}<label>**2nd Hit Head**</label>{{/rollTotal() multihit 1}}
|
||
{{#rollTotal() multihit 2}}<label>**2nd Hit Head** ~ **3rd Hit Left Arm**</label>{{/rollTotal() multihit 2}}
|
||
{{#rollTotal() multihit 3}}<label>**2nd Hit Head** ~ **3rd Hit Left Arm** ~ **4th Hit Body**</label>{{/rollTotal() multihit 3}}
|
||
{{#rollTotal() multihit 4}}<label>**2nd Hit Head** ~ **3rd Hit Left Arm** ~ **4th Hit Body** ~ **5th Hit Right Arm**</label>{{/rollTotal() multihit 4}}
|
||
{{#rollBetween() multihit 5 10}}<label>**2nd Hit Head** ~ **3rd Hit Left Arm** ~ **4th Hit Body** ~ **5th Hit Right Arm** ~ **6+ additional Hits Body**</label>{{/rollBetween() multihit 5 10}}
|
||
{{#rollTotal() multihit 12}}<label>**2nd Hit Opposite Arm**</label>{{/rollTotal() multihit 12}}
|
||
{{#rollTotal() multihit 13}}<label>**2nd Hit Opposite Arm** ~ **3rd Hit Body**</label>{{/rollTotal() multihit 13}}
|
||
{{#rollTotal() multihit 14}}<label>**2nd Hit Opposite Arm** ~ **3rd Hit Body** ~ **4th Hit Head**</label>{{/rollTotal() multihit 14}}
|
||
{{#rollTotal() multihit 15}}<label>**2nd Hit Opposite Arm** ~ **3rd Hit Body** ~ **4th Hit Head** ~ **5th Hit Body**</label>{{/rollTotal() multihit 15}}
|
||
{{#rollBetween() multihit 16 21}}<label>**2nd Hit Opposite Arm** ~ **3rd Hit Body** ~ **4th Hit Head** ~ **5th Hit Body** ~ **6+ additional Hits Left/Right Arm**</label>{{/rollBetween() multihit 16 21}}
|
||
{{#rollTotal() multihit 23}}<label>**2nd Hit Body**</label>{{/rollTotal() multihit 23}}
|
||
{{#rollTotal() multihit 24}}<label>**2nd Hit Body** ~ **3rd Hit Left Arm**</label>{{/rollTotal() multihit 24}}
|
||
{{#rollTotal() multihit 25}}<label>**2nd Hit Body** ~ **3rd Hit Left Arm** ~ **4th Hit Head**</label>{{/rollTotal() multihit 25}}
|
||
{{#rollTotal() multihit 26}}<label>**2nd Hit Body** ~ **3rd Hit Left Arm** ~ **4th Hit Head** ~ **5th Hit Right Arm**</label>{{/rollTotal() multihit 26}}
|
||
{{#rollBetween() multihit 27 32}}<label>**2nd Hit Body** ~ **3rd Hit Left Arm** ~ **4th Hit Head** ~ **5th Hit Right Arm** ~ **6+ additional Hits Body**</label>{{/rollBetween() multihit 27 32}}
|
||
{{#rollTotal() multihit 34}}<label>**2nd Opposite Leg**</label>{{/rollTotal() multihit 34}}
|
||
{{#rollTotal() multihit 35}}<label>**2nd Opposite Leg** ~ **3rd Hit Body**</label>{{/rollTotal() multihit 35}}
|
||
{{#rollTotal() multihit 36}}<label>**2nd Opposite Leg** ~ **3rd Hit Body** ~ **4th Hit Left Arm**</label>{{/rollTotal() multihit 36}}
|
||
{{#rollTotal() multihit 37}}<label>**2nd Opposite Leg** ~ **3rd Hit Body** ~ **4th Hit Left Arm** ~ **5th Hit Head**</label>{{/rollTotal() multihit 37}}
|
||
{{#rollBetween() multihit 38 43}}<label>**2nd Opposite Leg** ~ **3rd Hit Body** ~ **4th Hit Left Arm** ~ **5th Hit Head** ~ **6+ additional Hits Body**</label>{{/rollBetween() multihit 38 43}}
|
||
</div>
|
||
{{/multihit}}
|
||
<!--section that allows single column description field -->
|
||
{{#desc}}
|
||
<div class="sheet-desc">{{desc}}</div>
|
||
{{/desc}}
|
||
<!--description field for psy phenomena-->
|
||
{{#psydesc}}
|
||
<div class="sheet-desc" style="color:#9307d2">{{psydesc}}</div>
|
||
{{/psydesc}}
|
||
</div>
|
||
<div class="sheet-footer"></div>
|
||
</rolltemplate> |