mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 19:52:29 +00:00
5623 lines
253 KiB
HTML
5623 lines
253 KiB
HTML
<div class="sheet-serenity-charactersheet">
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab1"
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value="1"
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checked="checked"
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/><span title="Stats"></span>
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab2"
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value="2"
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/><span title="Equipment"></span>
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<input
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type="radio"
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name="charactersheet-sheet"
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class="sheet-tab sheet-tab3"
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value="3"
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/><span title="Notes"></span>
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<div class="sheet-tab-content sheet-tab1-content sheet-character-stats">
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<!-- CHARACTER INFO -->
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<div class="sheet-serenity-float-group">
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<table
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class="sheet-character-info"
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border="0"
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cellpadding="0"
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cellspacing="0"
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>
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<tbody>
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<tr>
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<td class="sheet-serenity-label">Name:</td>
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<td>
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<input
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type="text"
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name="attr_character_name"
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title="Character name (both first and last)"
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/>
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</td>
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<td class="sheet-serenity-logo" rowspan="3">
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<img
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src="https://i.imgur.com/uXoEVJZ.png"
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alt="Serenity"
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title="v1.1.1"
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/>
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</td>
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<td class="sheet-serenity-label">Concept:</td>
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<td>
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<textarea
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name="attr_Concept"
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title="(Optional) Character's concept"
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></textarea>
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</td>
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</tr>
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<tr>
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<td class="sheet-serenity-label">Age/Hgt/Wgt:</td>
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<td>
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<input
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type="text"
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name="attr_Characteristics"
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title="Age/Height/Weight"
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/>
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</td>
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<td class="sheet-serenity-label">Appearance:</td>
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<td>
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<textarea
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name="attr_Appearance"
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title="Character's appearance"
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></textarea>
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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<!-- LIFE POINTS -->
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<div class="sheet-character-life-points sheet-serenity-float-group">
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<span class="sheet-serenity-stuns-taken">
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<div class="sheet-serenity-stun sheet-serenity-stun23"></div>
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<input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun22"
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value="22"
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title="22 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun21"
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value="21"
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title="21 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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type="radio"
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class="sheet-serenity-stun sheet-serenity-stun20"
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value="20"
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title="20 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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class="sheet-serenity-stun sheet-serenity-stun19"
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value="19"
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title="19 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
|
||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun18"
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value="18"
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||
title="18 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun17"
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value="17"
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title="17 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun16"
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value="16"
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title="16 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
|
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><input
|
||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun15"
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value="15"
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title="15 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun14"
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value="14"
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title="14 Stuns Taken"
|
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name="attr_stuns"
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||
/><span></span
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><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun13"
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value="13"
|
||
title="13 Stuns Taken"
|
||
name="attr_stuns"
|
||
/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun12"
|
||
value="12"
|
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title="12 Stuns Taken"
|
||
name="attr_stuns"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun11"
|
||
value="11"
|
||
title="11 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun10"
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||
value="10"
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||
title="10 Stuns Taken"
|
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name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun9"
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||
value="9"
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title="9 Stuns Taken"
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name="attr_stuns"
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/><span></span
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||
><input
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||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun8"
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value="8"
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title="8 Stuns Taken"
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||
name="attr_stuns"
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||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun7"
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||
value="7"
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title="7 Stuns Taken"
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name="attr_stuns"
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/><span></span
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||
><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun6"
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value="6"
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title="6 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun5"
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value="5"
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title="5 Stuns Taken"
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name="attr_stuns"
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/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun4"
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value="4"
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title="4 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun3"
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value="3"
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title="3 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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||
><input
|
||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun2"
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value="2"
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title="2 Stuns Taken"
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name="attr_stuns"
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||
/><span></span
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||
><input
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||
type="radio"
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||
class="sheet-serenity-stun sheet-serenity-stun1"
|
||
value="1"
|
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title="1 Stuns Taken"
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||
name="attr_stuns"
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/><span></span
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||
><input
|
||
type="radio"
|
||
class="sheet-serenity-stun sheet-serenity-stun0"
|
||
value="0"
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title="No Stuns Taken
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(Click to clear)"
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name="attr_stuns"
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/><span></span>
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</span>
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<span class="sheet-serenity-wounds-taken">
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<div class="sheet-serenity-wound sheet-serenity-wound23"></div>
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<input
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||
type="radio"
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class="sheet-serenity-wound sheet-serenity-wound22"
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value="22"
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title="22 Wounds Taken"
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||
name="attr_wounds"
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||
/><span></span
|
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><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound21"
|
||
value="21"
|
||
title="21 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound20"
|
||
value="20"
|
||
title="20 Wounds Taken"
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||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound19"
|
||
value="19"
|
||
title="19 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound18"
|
||
value="18"
|
||
title="18 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound17"
|
||
value="17"
|
||
title="17 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound16"
|
||
value="16"
|
||
title="16 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound15"
|
||
value="15"
|
||
title="15 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound14"
|
||
value="14"
|
||
title="14 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound13"
|
||
value="13"
|
||
title="13 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound12"
|
||
value="12"
|
||
title="12 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound11"
|
||
value="11"
|
||
title="11 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound10"
|
||
value="10"
|
||
title="10 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound9"
|
||
value="9"
|
||
title="9 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound8"
|
||
value="8"
|
||
title="8 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound7"
|
||
value="7"
|
||
title="7 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound6"
|
||
value="6"
|
||
title="6 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound5"
|
||
value="5"
|
||
title="5 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound4"
|
||
value="4"
|
||
title="4 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound3"
|
||
value="3"
|
||
title="3 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound2"
|
||
value="2"
|
||
title="2 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound1"
|
||
value="1"
|
||
title="1 Wounds Taken"
|
||
name="attr_wounds"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-wound sheet-serenity-wound0"
|
||
value="0"
|
||
title="No Wounds Taken
|
||
(Click to clear)"
|
||
name="attr_wounds"
|
||
/><span></span>
|
||
</span>
|
||
<span class="sheet-serenity-shocks-taken">
|
||
<input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock13"
|
||
value="13"
|
||
title="13 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock12"
|
||
value="12"
|
||
title="12 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock11"
|
||
value="11"
|
||
title="11 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock10"
|
||
value="10"
|
||
title="10 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock9"
|
||
value="9"
|
||
title="9 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock8"
|
||
value="8"
|
||
title="8 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock7"
|
||
value="7"
|
||
title="7 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock6"
|
||
value="6"
|
||
title="6 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock5"
|
||
value="5"
|
||
title="5 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock4"
|
||
value="4"
|
||
title="4 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock3"
|
||
value="3"
|
||
title="3 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock2"
|
||
value="2"
|
||
title="2 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock1"
|
||
value="1"
|
||
title="1 Shocks Taken"
|
||
name="attr_shocks"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-shock sheet-serenity-shock0"
|
||
value="0"
|
||
title="No Shocks Taken
|
||
(Click to clear)"
|
||
name="attr_shocks"
|
||
/><span></span>
|
||
</span>
|
||
<span class="sheet-serenity-life-points">
|
||
<span class="sheet-serenity-tooltip">
|
||
Life Points:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Life Points measure how much damage you can take before passing out
|
||
or dying. When your character is punched, stabbed, or shot, the
|
||
damage comes out of your total Life Points. If your damage is equal
|
||
or greater than your Life Points, you’re out of the action.
|
||
Calculate your total by adding the die types of your Vitality +
|
||
Willpower Attributes. For example, a character with a d8 Vitality
|
||
and a d6 Willpower has 14 Life Points.
|
||
</span>
|
||
</span>
|
||
<input
|
||
type="text"
|
||
name="attr_LifePoints"
|
||
disabled=""
|
||
value="@{Vitality}+@{Willpower}"
|
||
title="Vitality + Willpower"
|
||
/>
|
||
</span>
|
||
<span class="sheet-serenity-life-penalty">
|
||
<span class="sheet-serenity-tooltip">
|
||
-2 Attribute Penalty:
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
When you've taken half or more of your total LifePoints in Wounds,
|
||
you suffer a -2 step penalty on all Attributes
|
||
</span>
|
||
</span>
|
||
<input
|
||
type="text"
|
||
name="attr_LifePenalty"
|
||
disabled=""
|
||
value="( @{Vitality}+@{Willpower} ) / 2"
|
||
/>
|
||
</span>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-character-stats">
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- ATTRIBUTES -->
|
||
<div class="sheet-serenity-fieldset sheet-character-attributes">
|
||
<span class="sheet-serenity-fieldset-title">Attributes</span>
|
||
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Strength:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Strength tells you just how strong your character is. A
|
||
high Strength means you can kick down doors, win arm
|
||
wrestling contests, or break someone's jaw with a good
|
||
right hook. Low scores mean you have trouble carrying your
|
||
own luggage.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-strength" name="attr_Strength">
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Agility:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Agility represents quickness and physical coordination. A
|
||
high Agility could mean your character can twirl two
|
||
pistols and leap on the back of a moving horse without
|
||
screwing up either action. A low score might well mean you
|
||
have four left feet—two on the ends of your legs and two
|
||
at the ends of your arms.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-agility" name="attr_Agility">
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Vitality:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Vitality is a measure of toughness and general health.
|
||
High Vitality characters avoid catching the flu, can drink
|
||
their buddies under the table, and run from the law
|
||
without getting winded. Crew with low Vitality should stay
|
||
away from people with colds and never drink the local
|
||
water
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-vitality" name="attr_Vitality">
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Alertness:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Alertness represents intuition and observation. A
|
||
character with a high score might hear the stealthy
|
||
footsteps of an Alliance Operative sneaking up on the
|
||
group, notice an important clue caught in the bushes, or
|
||
know the instant a fellow is lying. Someone with a low
|
||
Alertness doesn’t notice that his fly is unzipped.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-alertness"
|
||
name="attr_Alertness"
|
||
>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Intelligence:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Intelligence is smarts—plain and simple. Crew with high
|
||
Intelligence are bright and inventive, able to think their
|
||
way through complex situations, or solve puzzles that
|
||
would confound lesser persons. Those with low scores might
|
||
have trouble understanding big words or experience
|
||
difficulty remembering complicated plans.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-intelligence"
|
||
name="attr_Intelligence"
|
||
>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Willpower:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Willpower is about determination and force of personality.
|
||
A high score means a character can resist intimidation
|
||
(and even torture), can convince a person to do his
|
||
bidding, and can push on even when his body is about to
|
||
give up. Those with low Willpower might be easily fooled,
|
||
back down at a threat, or take the easy way out.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-willpower"
|
||
name="attr_Willpower"
|
||
>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
|
||
<!-- DERIVED TRAITS -->
|
||
<div class="sheet-serenity-fieldset sheet-character-derived-traits">
|
||
<span class="sheet-serenity-fieldset-title">Derived Traits</span>
|
||
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Initiative:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Initiative: Agility + Alertness. Tells you who goes first
|
||
in a given situation. Do you draw first or does your enemy
|
||
have the drop on you? You’ll make Initiative rolls during
|
||
combat and other hairy situations where time is a major
|
||
factor. When the GM asks for an “Initiative Roll,” you
|
||
roll your Agility + Alertness dice and tell the GM the
|
||
result. Higher is better. Especially when a Reaver is
|
||
rushing at you with a machete
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Initiative"
|
||
disabled=""
|
||
value="@{Agility}+@{Alertness}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Agility + Alertness</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Long<br /> Haul:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Long Haul: Strength + Vitality. Made when trying to
|
||
perform an extended feat of strength that has to be
|
||
maintained more than a few seconds, such as carrying a
|
||
heavy load up a hill.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_LongHaul"
|
||
disabled=""
|
||
value="@{Strength}+@{Vitality}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Strength + Vitality</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Burst of<br /> Strength:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Burst of Strength: Strength + Strength. Made to see if you
|
||
can perform a brief feat of physical strength, such as
|
||
shoving a heavy object out of the way
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_BurstOfStrength"
|
||
disabled=""
|
||
value="2*@{Strength}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Strength + Strength</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Memorize:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Memorize: Intelligence + Alertness. Used to commit
|
||
important information to memory.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Memorize"
|
||
disabled=""
|
||
value="@{Intelligence}+@{Alertness}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Intelligence + Alertness</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Endurance:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Endurance: Vitality + Willpower. Rolled when you’re taken
|
||
more Wounds than Life Points to see if you stay alive.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Endurance"
|
||
disabled=""
|
||
value="@{Vitality}+@{Willpower}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Vitality + Willpower</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Recall:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Recall: Intelligence + Willpower. A check to remember an
|
||
important event or fact.
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Recall"
|
||
disabled=""
|
||
value="@{Intelligence}+@{Willpower}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Intelligence + Willpower</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Out of<br /> Harm:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Out of Harm: Agility + Alertness. Made when reacting to
|
||
sudden danger, such as diving away from a grenade that
|
||
lands at your feet
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_OutOfHarm"
|
||
disabled=""
|
||
value="@{Agility}+@{Alertness}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Agility + Alertness</span
|
||
>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip">
|
||
Resist:
|
||
<span class="sheet-serenity-tooltip-text">
|
||
Resist: Vitality + Vitality. Made to resist environmental
|
||
hazards, diseases, alcohol, and toxins
|
||
</span>
|
||
</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_Resist"
|
||
disabled=""
|
||
value="2*@{Vitality}"
|
||
/><br />
|
||
<span class="sheet-character-derived-explanation"
|
||
>Vitality + Vitality</span
|
||
>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
<!-- PLOT POINTS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-plot-points">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Plot Points
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
Plot Points are a way for major characters in the game to add a
|
||
little drama to the story. Plot Points can be used to improve the
|
||
odds for important actions, prevent someone from getting killed or
|
||
badly injured, or even used to alter the story.
|
||
<table>
|
||
<tbody>
|
||
<tr>
|
||
<td>Reduce Damage</td>
|
||
<td>+1 Step per Point / +1 LP after</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Add to Rolls</td>
|
||
<td>+1 Step per Point / +1 to roll after</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Utilize Assets</td>
|
||
<td>See Asset description, 1-6 Points</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Affect Plot</td>
|
||
<td>GM discretion, can use 1-12 Points</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
|
||
<div class="sheet-serenity-plot-points-input">
|
||
<input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint12"
|
||
value="12"
|
||
title="12 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint11"
|
||
value="11"
|
||
title="11 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint10"
|
||
value="10"
|
||
title="10 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint9"
|
||
value="9"
|
||
title="9 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint8"
|
||
value="8"
|
||
title="8 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint7"
|
||
value="7"
|
||
title="7 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint6"
|
||
value="6"
|
||
title="6 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint5"
|
||
value="5"
|
||
title="5 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint4"
|
||
value="4"
|
||
title="4 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint3"
|
||
value="3"
|
||
title="3 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint2"
|
||
value="2"
|
||
title="2 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint1"
|
||
value="1"
|
||
title="1 Plot Points"
|
||
name="attr_plotpoints"
|
||
/><span></span
|
||
><input
|
||
type="radio"
|
||
class="sheet-serenity-plotpoint sheet-serenity-plotpoint0"
|
||
value="0"
|
||
title="No Plot Points
|
||
(Click to clear)"
|
||
name="attr_plotpoints"
|
||
/><span></span>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-plot-points-notes">
|
||
Plot points above 6 are converted to Advancement points at the end
|
||
of each session.
|
||
</div>
|
||
</div>
|
||
<!-- ADVANCEMENT POINTS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-advancement-points">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Advancement Points
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
|
||
>
|
||
Advancement Points represent the accumulation of experience and
|
||
are the building blocks for improvement.
|
||
<table class="sheet-serenity-tooltip-table-center">
|
||
<tbody>
|
||
<tr>
|
||
<th>Die</th>
|
||
<th>Skill cost</th>
|
||
<th>Attribute cost</th>
|
||
</tr>
|
||
<tr>
|
||
<td>d2</td>
|
||
<td>2</td>
|
||
<td>–</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d4</td>
|
||
<td>4</td>
|
||
<td>–</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d6</td>
|
||
<td>6</td>
|
||
<td>24</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d8</td>
|
||
<td>8</td>
|
||
<td>32</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d10</td>
|
||
<td>10</td>
|
||
<td>40</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12</td>
|
||
<td>12</td>
|
||
<td>48</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12 + d2</td>
|
||
<td>14</td>
|
||
<td>56</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12 + d4</td>
|
||
<td>16</td>
|
||
<td>64</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
|
||
<div class="sheet-serenity-advancement-points-input">
|
||
<input type="number" name="attr_advancement_points" />
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- SKILLS -->
|
||
<div class="sheet-serenity-fieldset sheet-character-skills">
|
||
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
|
||
Skills
|
||
<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>
|
||
Skill Levels
|
||
<table class="sheet-serenity-tooltip-table-center-first-col">
|
||
<tbody>
|
||
<tr>
|
||
<th>Die</th>
|
||
<th>Proficiency</th>
|
||
<th>Comment</th>
|
||
</tr>
|
||
<tr>
|
||
<td>d2</td>
|
||
<td>Incompetent</td>
|
||
<td>“That ain’t the ‘on’ button, is it?”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d4</td>
|
||
<td>Novice</td>
|
||
<td>“Don’t pull the trigger, squeeze it.”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d6</td>
|
||
<td>Competent</td>
|
||
<td>“Believe I know this dance. Shall we?”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d8</td>
|
||
<td>Expert</td>
|
||
<td>
|
||
“I can reprogram this trash bin to go wherever we want.”
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d10</td>
|
||
<td>Professional</td>
|
||
<td>
|
||
“The dermal mender will keep that ear on fine. Just don’t
|
||
fiddle with it!”
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12</td>
|
||
<td>Master</td>
|
||
<td>“A Crazy Ivan? Right now? Okay.”</td>
|
||
</tr>
|
||
<tr>
|
||
<td>d12+</td>
|
||
<td>Supreme</td>
|
||
<td>
|
||
“You’re holding eights, low queen, jack, and ace. Your
|
||
eyes gave it away.”
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
|
||
Roll Difficulties
|
||
<table
|
||
class="sheet-serenity-tooltip-table-center sheet-serenity-tooltip-table-left-first-col"
|
||
>
|
||
<tbody>
|
||
<tr>
|
||
<th>Action</th>
|
||
<th>Ordinary Success</th>
|
||
<th>Extraordinary Success</th>
|
||
<th>Complex Task</th>
|
||
</tr>
|
||
<tr>
|
||
<td>Easy</td>
|
||
<td>3</td>
|
||
<td>10</td>
|
||
<td>15</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average</td>
|
||
<td>7</td>
|
||
<td>14</td>
|
||
<td>35</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard</td>
|
||
<td>11</td>
|
||
<td>18</td>
|
||
<td>55</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable</td>
|
||
<td>15</td>
|
||
<td>22</td>
|
||
<td>75</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic</td>
|
||
<td>19</td>
|
||
<td>26</td>
|
||
<td>95</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible</td>
|
||
<td>23</td>
|
||
<td>30</td>
|
||
<td>115</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous</td>
|
||
<td>27</td>
|
||
<td>34</td>
|
||
<td>135</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible</td>
|
||
<td>31</td>
|
||
<td>38</td>
|
||
<td>155</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</span>
|
||
</span>
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Animal Handling<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Animal Handling: You can make friends with any animal
|
||
using this Skill. Caring for, feeding, riding, teaching
|
||
the animal tricks, “whispering” to the animal—all things
|
||
you learned growing up on a farm or ranch. Well, city kids
|
||
can learn it, too, if they’ve got the heart for it.
|
||
Specialties: animal training, riding, veterinary, zoology.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Teach small domestic animals (cat, dog) simple
|
||
tricks (come, beg, roll over); herd livestock
|
||
(cattle, sheep); ride a pony at a trot; identify
|
||
basic breed of a common animal (collie, greyhound,
|
||
husky, Manx, Siamese).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Teach domestic animals moderate commands (attack,
|
||
guard, hunt, fetch); ride a horse at full gallop;
|
||
drive teams of creatures, train tamed beasts or
|
||
those born in captivity; diagnose common animal
|
||
ailments and administer proper treatments; recall
|
||
important creature facts and habits.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Teach domestic animals specific, complex commands
|
||
(swim to the opposite side, leap and grab the
|
||
sardine on the pole); ride through dense forest on
|
||
horseback; ride an unconventional creature (camel,
|
||
warthog) at top speed, approach a wild beast
|
||
(wolf, mountain lion) without being afraid;
|
||
determine and treat serious bestial ailments and
|
||
injuries.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Teach tamed beasts complex commands; calm a pack
|
||
of wolves; train domestic animals to do extreme
|
||
tricks (count to ten, acrobatics); charge over
|
||
dangerous terrain (quicksand, swamp) on horseback;
|
||
perform intricate veterinary surgery with proper
|
||
aftercare; identify behavior pattern of rare
|
||
species.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform experimental (or radical) veterinary
|
||
surgery or treatments; tame a rare species of
|
||
animal; jump a 50-foot chasm on horseback.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>Calm a cattle stampede on command.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Successfully perform emergency surgery on a
|
||
genetically altered or mutated animal.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Take the lead in the Prime Minister’s Derby riding
|
||
a sick, blind mule with three legs.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-animal-handling"
|
||
name="attr_AnimalHandling"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Medical Expertise<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Medical Expertise: You know what they say: “there are
|
||
always places to see, people to break”. And when folk do
|
||
break, you’ll be there to put ‘em back together with your
|
||
bag of modern medical wonders. You can slap an aid-strip
|
||
on a scratch and tell them to take two aspirins in the
|
||
morning without this Skill, but anything more serious
|
||
requires medical school, internships, residency, and
|
||
knowing when to holler “clear!” Specialties: dentistry,
|
||
forensics, general practice, genetics, internal medicine,
|
||
neurology, pharmaceuticals, physiology, psychiatry,
|
||
rehabilitation, surgery, toxicology, veterinary medicine.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Give physical exam; use basic medical instruments
|
||
(defibrillator, x-ray); administer treatment for
|
||
common ailments and injuries (fever, broken
|
||
ankle); perform CPR and handle minor emergencies
|
||
(concussion, minor burns).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Diagnose unusual ailments and injuries; recognize
|
||
uncommon medicines and medical practices; use
|
||
complex clinical instruments (CT scanner,
|
||
respirator); handle most emergency injuries
|
||
(bullet wounds, compound fractures, deep
|
||
lacerations); graft a man’s ear back on with a
|
||
dermal mender; create a time-delayed drug dose.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Diagnose complex injuries and diseases; identify
|
||
rare medicines; use specialized instruments
|
||
(Neural Imager, Blood Gas Imager); treat lethal
|
||
emergencies (bleeding out, toxic shock); reattach
|
||
a limb.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Treat unexpected, life-threatening complications;
|
||
recall obscure medical theories and therapies;
|
||
prescribe experimental treatment to alleviate
|
||
“incurable” diseases; perform organ transplant and
|
||
other intricate surgeries.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform a radical procedure to stave off fatal
|
||
injury or disease; perform open-heart surgery
|
||
without adequate equipment or benefit of a proper
|
||
medical facility.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Perform intricate micro-surgery with improvised
|
||
equipment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Restore a patient who has been clinically dead for
|
||
almost half an hour.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Cure a terminal disease with a radical,
|
||
experimental remedy (curing lung cancer with a
|
||
peanut-butter based treatment).
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-medical-expertise"
|
||
name="attr_MedicalExpertise"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Artistry<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Artistry: You make artsy pretties that folks admire.
|
||
Since aesthetic tastes vary quite a bit in the ‘Verse,
|
||
assume that the work is created to suit a target group or
|
||
audience. (Your painting of the blue-faced woman with
|
||
three heads and six arms is not likely to sell in the
|
||
souvenir shop on Jiangyin, even though the art critics on
|
||
Sihnon rave about it). Specialties: appraisal, cooking,
|
||
forgery, game designing, painting, photography, poetry,
|
||
sculpting, writing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Basic sketches and course projects for community
|
||
college art classes; imitate a familiar yet simple
|
||
signature; estimate worth of common art pieces;
|
||
write a story for local writer’s group.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Produce marketable artwork (illustrations, comic
|
||
books); elaborate on history and style of major
|
||
art movements (surrealism, cubism); detect amateur
|
||
forgeries of masterpieces; write a typical grant
|
||
proposal, self-publish a novel.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Create gallery/exhibition-worthy artwork;
|
||
authenticate obscure art; forge popular
|
||
masterpieces (Mona Lisa, statue of David); falsify
|
||
common documents (drivers licenses, diploma);
|
||
estimate worth of a good private collection;
|
||
photograph objects and scenes with excellent
|
||
artistic detail; write an enticing grant proposal
|
||
or business plan; sell work to major publisher.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Create critically acclaimed, universally
|
||
recognizable original artwork; forge masterpieces
|
||
of any style; photograph objects and scenes with
|
||
perfect artistic detail; estimate worth of a
|
||
historical collection; write novel that hits the
|
||
best-seller lists; counterfeit official documents
|
||
and files (state seal; identcard).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Produce an instant classic; estimate exact worth
|
||
of a national collection; photograph minute detail
|
||
of a secured compound with an ordinary camera.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Create a priceless masterpiece; create four-course
|
||
gourmet meal using only basic ingredients and
|
||
spices.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Construct a long-form poem with perfect rhythm and
|
||
meter on the first attempt; create a meal fit for
|
||
royalty with only a few ingredients and only one
|
||
available cooking method.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Sculpt a perfect replica of an individual from
|
||
only rough description; write a novel that tops
|
||
the best-seller’s lists for ten years running.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-artistry" name="attr_Artistry">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Melee Weapons<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Melee Weapons: Perhaps you swing a blade faster than the
|
||
other guy can draw his gun. This Skill allows you to use
|
||
weapons other than guns effectively in a fight. Note that
|
||
actions taken against other characters are usually opposed
|
||
rolls, so some of the examples might vary in actual use.
|
||
Specialties: clubs, knives, melee weaponsmithing,
|
||
nunchaku, pole arms, swords, whips.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Know how to grip a rapier; use a butterfly knife;
|
||
flail a pair of nunchaku slowly and without
|
||
cracking your own skull; crack a whip
|
||
impressively.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Spank a novice fencer in the butt cheek with the
|
||
flat of the blade; twirl open a butterfly knife;
|
||
bat away an under-hand pitch; hit a slow moving
|
||
target with a whip; gauge an opponent’s Skill
|
||
level with a given weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Disarm a proficient fencer; deflect a quick, aimed
|
||
strike; perform stunts and tricks (slice off the
|
||
suspenders holding up an opponent’s pants); feint;
|
||
snuff out candle flame with a whip; identify
|
||
exotic weapons; analyze opponent’s fighting style
|
||
with a given weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Disarm an excellent fencer; cut fruits tossed into
|
||
the air into even pieces; hit a fly with a whip.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Deflect arrows or crossbow bolts using your sword;
|
||
strike a target with amazing precision; detect the
|
||
weakness in a master fencer’s style; disarm/trip
|
||
multiple opponents with a whip.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Block attacks coming from behind or from an unseen
|
||
opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>Deflect a bullet with a hand-held weapon.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Cut off a section of a spaceship hull using a
|
||
bowie knife.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-melee-weapons"
|
||
name="attr_MeleeWeapons"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Athletics<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Athletics: Whenever you are moving, most likely you’re,
|
||
using athletics. This Skill allows you to run, jump,
|
||
throw, climb, swim, and play sports. Specialties:
|
||
climbing, contortion, dodge, juggling, jumping,
|
||
gymnastics, parachuting, parasailing, pole vaulting,
|
||
riding, running, swimming, weight lifting. (Note: An
|
||
individual sport can be its own Specialty, such as
|
||
baseball or soccer.)
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Complete a 50-yard dash; jump a kneehigh hurdle;
|
||
dive out of the way of a slow moving vehicle.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Put ball through a 10’-high basket from close
|
||
distance; complete a 100-yard dash; hurdle a
|
||
chest-high fence; perform common acrobatics
|
||
(somersault, handstand); balance on a narrow beam
|
||
or ledge; swing across a hall on the chandelier;
|
||
juggle 3 to 5 small, uniform objects; dive clear
|
||
of a moving vehicle (21-60 mph speed).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Lift twice your body weight; juggle up to 5
|
||
palm-sized objects or 3 larger ones; perform
|
||
complex acrobatics; land safely after a 15’ fall;
|
||
walk a tightrope; jump from one galloping horse to
|
||
another; avoid a fast moving vehicle (61-120 mph
|
||
speed).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Jump off a 10-story building and survive the fall;
|
||
dodge busy intersection traffic; bound over a
|
||
10’-tall wall; walk a tightrope in windy
|
||
conditions; juggle multiple large and dangerous
|
||
objects (knives, chain saws); complete a marathon
|
||
or triathlon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Parasail upside down while holding the rope in
|
||
your teeth; land safely after a 50’ fall; walk a
|
||
tightrope strung between two slow moving vehicles;
|
||
juggle multiple large and dangerous objects
|
||
blindfolded.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
score a hole-in-one; swim upstream against a
|
||
raging current; rush head-on through a cattle
|
||
stampede without a scratch.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Jury-rig a malfunctioning parachute while in
|
||
free-fall; pole vault from a rooftop across the
|
||
street into a small open window two stories up;
|
||
lift ten times your body weight in a military
|
||
press.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Free-climb a treacherous mountain while in
|
||
handcuffs; bowl a perfect game without looking at
|
||
the pins.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-athletics"
|
||
name="attr_Athletics"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Perception<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Perception: This Skill helps you pick up on subtleties in
|
||
your surroundings. You notice little things such as the
|
||
tiny crack on the marble floor that less attentive folk
|
||
could easily miss. Can’t slip a gnat past you, if you get
|
||
really good at it. Naturally, you can’t take certain
|
||
Specialties that rely on a particular sense if you are
|
||
partially or fully disabled in that sense—awfully hard to
|
||
justify takin’ “sight” when you’re blind, for
|
||
instance–although a blind person might take this Skill in
|
||
hearing. Note that Skill use against other characters is
|
||
opposed, so some of the following examples could vary in
|
||
actual play. Specialties: deduction, empathy, gambling,
|
||
hearing, intuition, investigation, read lips, search,
|
||
sight, smell, tactics, taste, tracking.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Solve low-grade vidshow mysteries; spot a roadside
|
||
billboard; eavesdrop on a conversation at the next
|
||
table; know when a little kid is lying to you;
|
||
follow footprints in light snow; detect a gas leak
|
||
by smell.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Collect fingerprints and gather other evidence;
|
||
read the numbers on a license plate of a fast car;
|
||
see someone hiding behind a bush; follow a muddy
|
||
track.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Spot inconspicuous clues; surmise a culprit’s
|
||
physical and mental stats (height, weight, gender,
|
||
hair color, level of education, etc.) from
|
||
available evidence; sense a hidden emotion; solve
|
||
a well-written mystery novel before final chapter;
|
||
determine the best places for an ambush; trace
|
||
faint or fading chemical scent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
See through the deceits of a trained Companion;
|
||
discern well-concealed emotions; decipher whispers
|
||
in the next room through a closed door.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Detect the lies of a master Companion; spot the
|
||
tip of a handkerchief sticking out of a man’s
|
||
pocket in a large crowd; react instinctively to a
|
||
battlefield maneuver.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Determine someone’s background and occupation from
|
||
a cursory analysis of visible evidence (stains on
|
||
a shirt, callus on a thumb, etc.); smell a burning
|
||
circuit from the other side of the ship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Run through a hedge maze without taking a single
|
||
wrong turn.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
See the tell-tale flash from a sniper’s scope just
|
||
before the shot is fired.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-perception"
|
||
name="attr_Perception"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Covert<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Covert: Sneaky maneuvers, usually illegal. You can use
|
||
this Skill to move silently, hide, blow a safe, or pick
|
||
someone’s pocket. Specialties: camouflage, disable
|
||
devices, forgery, infiltration, open locks, sabotage,
|
||
sleight of hand, stealth, streetwise, surveillance.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Hot wire civic ground transports; move silently
|
||
without waking up a sleeping person; pick a
|
||
drunk’s pocket; hide in full cover (behind
|
||
boulder, large furniture, huge machinery).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Pick common locks; deactivate normal home security
|
||
systems; hide with partial cover (shadow, shrub,
|
||
big crate); pick normal folks’ pockets; disable a
|
||
mid-size transport ship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Open professional locks; defeat sophisticated,
|
||
museum-level security systems; hide with limited
|
||
cover (laundry bin, under table).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Disable state-of-the-art security systems;
|
||
decipher multipad combinations; sneak into a
|
||
maximum security prison unnoticed; disable an
|
||
Alliance cruiser.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Crack the code to open Alliance treasury vault.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Steal a priceless masterpiece from a Core-world
|
||
art gallery.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Single-handedly take over an Alliance destroyer.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Break into a bank vault using only a butter knife.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-covert" name="attr_Covert">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Performance<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Performance: You can hum a few notes, dance a few steps,
|
||
or otherwise impress an audience with this Skill. Maybe
|
||
you’re even good enough to make a living. As with
|
||
Artistry, your performance should fit a target audience.
|
||
(Your rendition of the quartet from Rigoletto will not
|
||
garner much applause in the local Whitefall saloon. In
|
||
fact, it might get you lynched!) Note: con artists,
|
||
fugitives, and other folk who want or need to pass
|
||
themselves off as someone else will need to take this
|
||
Skill. Specialties: acting, dancing, costuming, keyboard
|
||
instruments, impersonation, mimicry, oratory, percussion
|
||
instruments, singing, stringed instruments, wind
|
||
instruments.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Star in primary school stage plays; sing backup at
|
||
the Abbey choir; strum basic guitar chords.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Perform amateur productions and minstrel shows;
|
||
sing lead vocal for a local band; win high school
|
||
talent contests; write original songs; mask
|
||
surface emotions.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Understudy in a professional production; write a
|
||
film score or long orchestral piece; dance to an
|
||
unfamiliar number; emulate popular characters and
|
||
recognizable voices on cue; disguise yourself as
|
||
someone far older or younger than yourself.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Headline a grand musical in a prestigious
|
||
Core-world theater; receive critical acclaim for
|
||
your performance in a major stage production;
|
||
create a dead-on impression of any character;
|
||
depict any emotion regardless of true feelings;
|
||
disguise yourself as someone of a different racial
|
||
background.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perfectly imitate the performance of an
|
||
award-winning singer or actor; effectively
|
||
disguise yourself as a member of the opposite sex;
|
||
pretend to be a native of a remote location (such
|
||
as the Triumph Settlement), though you’ve never
|
||
been there.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Portray perfectly two or more completely opposite
|
||
personas in an instant; compose a classic symphony
|
||
of true depth and beauty.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Disguise yourself well enough to fool a member of
|
||
your target’s own family.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Shatter spaceship porthole glass by blowing the
|
||
perfect note on your flute.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-performance"
|
||
name="attr_Performance"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Craft<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Craft: Involves creating or altering items, often for
|
||
commercial purposes—anything from the cheap china in a
|
||
Jiangyn tourist trap to the million-credit remodeling of a
|
||
mansion on Bellerophon. You must roll a Skill check to see
|
||
how close you come to making a craft to the desired
|
||
specifications. Note that most projects require complex
|
||
Skill checks (see Chapter Two: Traits and Skills).
|
||
Specialties: architecture, blacksmithing, carpentry,
|
||
cooking, leatherworking, metalworking, pottery, sewing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Create a souvenir rain-stick or quilt; renovate a
|
||
room in a modest house; tan leather; create a
|
||
makeshift hammer.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Make fresh bao; renovate a standard building;
|
||
temper and forge steel; customize the exterior
|
||
design of a sourcebox or datapad.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Forge a quality tool or weapon; cook a delicious
|
||
four-course meal; rebuild a large structure;
|
||
streamline a rifle or car; hand stitch a circus
|
||
tent; create a hovering chandelier.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Construct full medieval plate mail; rebuild a
|
||
complex structure; improve the design of a
|
||
starship or military installation; make or fix
|
||
advanced tools or armor; build hazardous
|
||
environment vehicles.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Create/repair exotic tools, armor, and weapons;
|
||
replicate a Ming-dynasty vase using only standard
|
||
clay, a potter’s wheel, and a few basic paints.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Create innovative tools, armor, and weapons; bake
|
||
a great-tasting chocolate cake using only protein
|
||
packs; build a functional flying ambulance using
|
||
only spare parts found in a junk yard.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Create a meal that impresses a food critic using
|
||
only canned vegetables and protein packs; forge a
|
||
perfectly balanced katana using only a wobbly
|
||
hammer and engine heat.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Repair a faulty terraforming station without a
|
||
schematic; draw reliable blueprints for the
|
||
‘Verse’s tallest skyscraper in half an hour.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-craft" name="attr_Craft">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Pilot<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Pilot: If it flies—either in atmo or out in the black—
|
||
you’re able to make the craft perform. In addition to
|
||
simply flying, the Skill also covers charting a course,
|
||
maintenance, and basic troubleshooting—though any serious
|
||
problem is covered by Mechanical Engineering. You need a
|
||
Skill roll to control the craft under adverse conditions,
|
||
evade pursuit, or perform difficult maneuvers. A Botch
|
||
roll does not mean you’ve instantly crashed your craft—but
|
||
it certainly means you’ve made the ride a helluva lot more
|
||
interesting! Specialties: aerial navigation, astrogation,
|
||
astronomy, astrophysics, space survival. (Note that
|
||
specific types of craft are also Specialties. Examples
|
||
include: gunships, hang gliders, helicopters, large
|
||
cruisers, mid-bulk transports, patrol vessels, rocket
|
||
shuttles, ultra-light aircraft, and short-range shuttles.)
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Takeoff/land a good craft under normal conditions
|
||
(fair to shiny weather, state-of-the-art port)
|
||
with excellent instructions; set a short, simple
|
||
course; switch autopilot on or off.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Fly a functional craft through moderate conditions
|
||
(fog, sensor static, turbulence), takeoff/ land
|
||
under typical condition (regular airfield,
|
||
competent tower staff); plot a long, unusual
|
||
course (one that avoids Alliance patrols, as an
|
||
example); recognize specialized air and space
|
||
vessels (Alliance gunship, medical ship).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Fly through harsh environment (deluge, dense
|
||
asteroid cluster, high turbulence); takeoff/ land
|
||
under crappy conditions (low visibility,
|
||
under-serviced strip, incompetent tower staff);
|
||
attempt an unusual maneuver (evasion, loop,
|
||
maintaining altitude in howling wind); control
|
||
craft under adverse conditions (ship damage,
|
||
stellar electromagnetic phenomenon).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Fly through very hazardous environment
|
||
(electrical/ice storm, blizzard, restricted
|
||
airspace) with a damaged craft; takeoff/ land
|
||
under extreme conditions (no visibility, short
|
||
field, low fuel); attempting risky maneuver
|
||
(rabbit through asteroid cluster at high speed,
|
||
hard banks through canyon, multiple loops);
|
||
perform a highly unconventional maneuver (“Crazy
|
||
Ivan”).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Fly through a dangerous environment (ion cloud,
|
||
tornado, relentless enemy air pursuit, flak);
|
||
takeoff/land with critical malfunction (blown
|
||
engine, stuck landing gear, out of fuel);
|
||
attempting suicidal maneuver (hard banks while
|
||
flying upside down, last-second vertical pull-up);
|
||
maintain control of vessel while going to
|
||
hard-burn in atmo.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Navigate in atmo using only stellar constellations
|
||
and magnetic compass to reach a precise
|
||
destination halfway around the world; glide a
|
||
powered-down ship from 6,000 miles away to
|
||
successfully dock with a skyplex.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Fly in atmo to a distant uncharted island without
|
||
the aid of any navigational instrument; perform a
|
||
“slingshot” maneuver using a planet’s gravity with
|
||
no computer calculations.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Intercept a space yacht leaving atmo at escape
|
||
velocity with a hang glider; outrun an Alliance
|
||
cruiser in a short-range shuttle.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-pilot" name="attr_Pilot">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Discipline<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Discipline: Usually obtained through some sort of
|
||
training, such as that gained in the military or when
|
||
learning martial arts—though the Discipline can be
|
||
selftaught or learned through other circumstances. This
|
||
Skill set allows you to resist interrogation, focus on the
|
||
job at hand in the face of distraction, or scare the hell
|
||
out of someone else. Specialties: concentration,
|
||
interrogation, intimidation, leadership, mental
|
||
resistance, morale.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Study an interesting book in a quiet, welllit
|
||
room; scare off an annoying child; question a
|
||
cooperative witness.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Keep fresh recruits in line after they only went
|
||
through one day of training; memorize medical
|
||
jargon with a full day to practice; resist
|
||
spilling the beans under the threat of violence.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Interrogate a hardened mercenary; memorize a
|
||
stream of numbers while in the middle of a noisy
|
||
party; lead a group of green recruits into battle
|
||
the first time.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Crack jokes while being tortured; stare down a
|
||
ruthless bounty hunter; keep up troops’ spirits in
|
||
the face of overwhelming defeat.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Stop a weaker friend from breaking under torture;
|
||
lead troops in a charge against overwhelming enemy
|
||
fire; memorize enemy positions with only a second
|
||
to look.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Intimidate a gang of thugs who have weapons
|
||
trained on you; resist torture even when you have
|
||
already died and been revived; perform complicated
|
||
problem-solving while playing Russian roulette.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Maintain morale on a corpse-laden battlefield
|
||
after your side has surrendered to the enemy;
|
||
memorize a full page of binary code with bombs
|
||
exploding all around you; successfully frighten a
|
||
hardened mercenary who fears neither death nor
|
||
pain.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Convince a group of unarmed farmers to charge
|
||
marauding Reavers; refuse to go along with an
|
||
enemy’s plan after he has just kicked your friend
|
||
through a jet intake; pick a set of handcuff locks
|
||
while falling from a 30-story building.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-discipline"
|
||
name="attr_Discipline"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Planetary Vehicles<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Planetary Vehicles: Your ability to drive, operate, and
|
||
maintain vehicles used planetside—on the ground, on or
|
||
under water. Most folks are capable of driving a car,
|
||
steering a boat, or riding a horse, but when things get a
|
||
mite tricky, you’ll need to roll the dice to see how well
|
||
you perform. Note that basic maintenance for vehicles is
|
||
covered under this Skill. Serious repairs must be
|
||
performed by those with Mechanical Engineering.
|
||
Specialties: aquatic navigation, cars, canoes, equestrian,
|
||
ground vehicle repair, horse-drawn conveyances,
|
||
hovercraft, industrial vehicles, land navigation, large
|
||
ground transports, military combat vehicles, powerboats,
|
||
sailing, scooters, scuba diving, skiffs, submarines,
|
||
yachts.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Take the vehicle for a spin around town up to
|
||
speed limit; parallel parking; fix a flat tire or
|
||
broken rudder; use global positioning systems to
|
||
find the shortest route.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Control the transport at high speed (hard turn at
|
||
50% max speed) under difficult conditions (slick
|
||
ground, hard rain, fog) or through rough 64
|
||
terrain (trees, gravel, choppy water); attempt
|
||
tricks (sideswipe another vehicle); repair minor
|
||
mechanical problems (replace timing belt,
|
||
reconnect brakes, change lube).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Perform high-speed stunts (fast 90-degree turn,
|
||
reverse); control the vehicle under adverse
|
||
conditions (hail, snow); compensate for
|
||
significant mechanical problems (failing breaks,
|
||
reduced turning capability).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Execute cinematic stunts (bootleg, ramp jump,
|
||
drive in reverse through highway traffic; drive on
|
||
two wheels); control the vehicle under hazardous
|
||
conditions (pitch darkness, ice-coated roads, oil
|
||
slick); compensate for major mechanical problems
|
||
(flat tires, near-frozen steering).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Perform daredevil stunts (drive off an overpass
|
||
into traffic); drive vehicle into open hangar on a
|
||
transport ship; compensate for disabling
|
||
mechanical problems (missing wheels, acceleration
|
||
jammed to full); steer a boat through a typhoon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Drive a car through a massive earthquake or meteor
|
||
storm; coax a vehicle into exceeding its normal
|
||
abilities; drive in reverse at top speed over
|
||
unusual terrain while using only the rearview
|
||
mirror; scuba dive to record depth.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Drive a car through traffic blindfolded while
|
||
relying only on audio cues from a passenger; roll
|
||
a vehicle at high speed to place it in perfect
|
||
position so that you can then drive off in it;
|
||
jump a cumbersome vehicle (such as a bus) over
|
||
ramp or bridge.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Stop on a dime while careening down a steep slope
|
||
covered in ice without benefit of the brakes; keep
|
||
leaky raft from capsizing during a hurricane.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-planetary-vehicles"
|
||
name="attr_PlanetaryVehicles"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Guns<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Guns: Anyone might be able to squeeze a trigger, but
|
||
that’s not the same thing as actually knowing how to
|
||
shoot. The ‘Verse is a dangerous place, and it’s best not
|
||
to strap on iron unless you have the know-how needed to
|
||
use it. Specialties: assault rifles, energy weapons,
|
||
grenade launchers, gunsmithing, machine guns, pistols,
|
||
rifles, shotguns.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Recognize ammo for different kinds of guns; hit an
|
||
unaware, stationary target (broad side of a barn,
|
||
man with his back to you) at close range; find the
|
||
safety on an unfamiliar weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Identify special ammo (armor piercing, “smart”
|
||
bullets, etc.); hit a smallish, stationary target
|
||
(garden gnome) at close range; clear a jammed
|
||
weapon.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Adjust the sight or make small modifications to a
|
||
weapon; hit a small, stationary target (such as a
|
||
Blue Sun Cola can) at close range; reload an
|
||
unfamiliar weapon quickly under stressful
|
||
conditions.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Shoot a tiny, stationary target (the button of a
|
||
coat) at close range; make significant
|
||
modifications to a weapon (collapsible components,
|
||
adding laser targeting).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Shoot a miniscule, stationary target (a sideways
|
||
poker card) at close range; make major changes to
|
||
a weapon (adapting it to fire specialized
|
||
ammunition), shoot at the guy who is holding your
|
||
friend hostage and hit him dead square in the
|
||
center of the forehead.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Hit a person behind a closed door while aiming
|
||
through the keyhole.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Set the gun to autofire and stitch a fellow’s
|
||
outline without one bullet hitting him.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Hit a buzzing bee several blocks away in the left
|
||
eye.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-guns" name="attr_Guns">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Ranged Weapons<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Ranged Weapons: Any weapon that can be thrown or shot and
|
||
is not a gun falls under this Skill. You make a Skill roll
|
||
when trying to hit a target from a distance with a ranged
|
||
weapon. There are places in the ‘Verse where they still
|
||
fire arrows from a bow or toss javelins at wild animals.
|
||
Both are a whole lot quieter than a rifle and just as
|
||
deadly between the eyes. Specialties: blowguns, bows,
|
||
crossbows, darts, grenade, javelin, ranged weaponsmithing,
|
||
slings, throwing axes, throwing knives.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Match ideal ammunition to the right kind of
|
||
weapon; hit a large, stationary target (such as
|
||
the broad side of a barn) at close range; keep a
|
||
bow pulled and aimed for a short length of time.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Hit a medium, stationary target (such as a person
|
||
standing still) at close range; make small
|
||
modifications (tauter bow string, sharper arrow
|
||
tips); identify origins and models of common
|
||
ranged weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Arm explosive or poisoned tips properly; hit a
|
||
small, stationary target (such as a Blue Sun Cola
|
||
can) at close range; recognize exotic ranged
|
||
weapons (atatl, boomerang) and historical ones
|
||
(Chief Shiny Oak’s throwing knife); create new
|
||
ranged weapons (razor-edged playing cards).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Create mastercraft bows and arrows; hit a tiny,
|
||
stationary target (the button of a coat) at close
|
||
range); make significant improvement to a ranged
|
||
weapon (infrared targeting, homing arrows).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Shoot two arrows at different targets in the same
|
||
shot; hit a miniscule target (a sideways poker
|
||
card) at close range.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Cut the ropes from around a man’s neck on the
|
||
gallows with one knife throw.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Sling a rock into a moving airship’s jet intake
|
||
from 100 yards away.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Split an arrow with another arrow fired from 300
|
||
yards away.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-ranged-weapons"
|
||
name="attr_RangedWeapons"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Heavy Weapons<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Heavy Weapons: This Skill makes it possible for you to
|
||
bring the biggest gun to a fight—and use it! Some weapons
|
||
require a crew of two or more to operate (see Chapter
|
||
Five: Keep Flyin’ for rules on Cooperative Skill use).
|
||
Specialties: artillery, catapults, demolitions, forward
|
||
observer, mounted guns, repair heavy weapons, rocket
|
||
launchers, ship’s cannons, siege weapons.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Hit the broad side of an Alliance cruiser 50 yards
|
||
away; set and time simple explosives (a few sticks
|
||
of dynamite).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Hit a slow moving vehicle; gauge and set charges
|
||
for routine demolitions (single building/
|
||
vehicle); make small modifications to heavy
|
||
weapons or a ship’s guns.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Hit a vehicle moving at fast speed; rig or disarm
|
||
uncommon explosives; make considerable
|
||
modifications to mounted weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Hit a vehicle moving at very fast speed; create or
|
||
disable intricate explosive devices; make major
|
||
alternations to mounted weapons.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Hit a space ship retreating at hard-burn speed;
|
||
neutralize a “tamper-proof ” explosive device.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Drill another ship right in the cockpit/ engine
|
||
room/specific vital part.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Split a tiny gap between space cruisers to hit a
|
||
nimble gunship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Launch shells to hit several distant, fast moving
|
||
targets simultaneously.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-heavy-weapons"
|
||
name="attr_HeavyWeapons"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Scientific Expertise<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Scientific Expertise: You either got plenty of schooling
|
||
or you were very well taught by your own self. This Skill
|
||
measures your knowledge in the scientific fields, with
|
||
each Specialty indicating a deeper understanding of that
|
||
subject. Anyone who made it through the basic school years
|
||
can recognize fundamental facts and theories without this
|
||
Skill, but has no chance understanding concepts that are
|
||
more complicated. Note the Specialties below represent
|
||
major areas of study (earth sciences include chemistry,
|
||
geology, as an example). Specialties: earth sciences,
|
||
historical sciences, life sciences, mathematical sciences.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Know who runs what renowned research institutions;
|
||
relate the Theory of Evolution; reenact famous
|
||
experiments and discoveries; repeat common
|
||
scientific formulae.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Remember names of the foremost authorities on
|
||
certain subjects and know where to find them;
|
||
translate complex scientific jargon into common
|
||
words; identify and operate advanced laboratory
|
||
equipment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Recall obscure discoveries and the parties
|
||
responsible; explain the Theory of Relativity in
|
||
detail and get it right; identify and operate
|
||
specialized laboratory equipment; create complex
|
||
chemical compounds in an inadequate facility;
|
||
calculate advanced equations; teach advanced
|
||
university classes.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Recollect suppressed discoveries and who made
|
||
them; produce complex chemical compounds in a
|
||
makeshift facility; find and correct flaws in a
|
||
popularly accepted equation.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Go through a religious text and annotate
|
||
scientific explanations for every inconsistency or
|
||
miracle; synthesize a specific chemical compound
|
||
using only household cleaners as base components.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Re-create an unusual natural phenomenon (such as
|
||
ball lightning) using only basic materials found
|
||
in the galley.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Use mathematical probability to predict the
|
||
winning numbers for a planetary lottery.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Calculate the precise location of Earth-That-Was
|
||
using only a grammar-school history book and a
|
||
crude telescope.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-scientific-expertise"
|
||
name="attr_ScientificExpertise"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Influence<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Influence: Sometimes words are more powerful than a gun.
|
||
This Skill can help you win friends and influence people,
|
||
or if the situation demands, sweet-talk them into giving
|
||
you what you need. (Note: Most uses of Influence can be
|
||
opposed by the target’s Attributes or Skills, so the
|
||
examples below may not always apply.) Specialties:
|
||
administration, barter, bureaucracy, conversation,
|
||
counseling, interrogation, intimidation, leadership,
|
||
marketing, persuasion, politics, seduction, streetwise.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Bluff landlubber yokels into thinking you’ll blow
|
||
a crater in their backwater moon when your
|
||
transport ship has no guns; grease the right palms
|
||
of local underworld or government; intimidate a
|
||
child; seduce someone who’s already smothering you
|
||
in kisses.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Administrate daily business for a small business
|
||
or town; promote products from a major
|
||
manufacturer; negotiate shuttle rentals; bribe
|
||
crime boss or state official you once crossed;
|
||
fool townsfolk into doing something they’re not
|
||
opposed to doing; book passengers on your ship;
|
||
dig up the latest scuttlebutt on a high-ranking
|
||
government official; intimidate a non-violent
|
||
person.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Run daily business for a large corporation,
|
||
province, or large colony; negotiate a large
|
||
purchase (property, vehicle); convince someone to
|
||
do you a big favor; intimidate a stubborn
|
||
individual; seduce an honorable person who is in a
|
||
committed relationship.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Handle an administrative crisis for a government
|
||
or corporation; keep two bloodthirsty rivals from
|
||
killing each other; work deceptive, but iron-clad
|
||
fine print into a contract; try to seduce a
|
||
trained Companion.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Hornswoggle wealthy passengers into paying
|
||
outrageous fares for standard passage on your fei
|
||
oo vessel; convince two bloodthirsty rivals to
|
||
kiss and make up; intimidate a hardened war
|
||
veteran or mercenary; seduce a religious figure
|
||
who has taken a vow of celibacy.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Convince a peaceable person to risk his life for
|
||
someone else’s cause; win over a hostile crowd
|
||
with a short, impromptu speech; find a tiny
|
||
loophole that gets you out of an otherwise
|
||
rocksolid contract.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Convince a terrified, unarmed person to stand and
|
||
fight oncoming Reavers; change the popular opinion
|
||
of an entire planet with a short statement.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Intimidate a Reaver; convince a village full of
|
||
zealous hill-folk not to burn your crazy sister as
|
||
a witch.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-influence"
|
||
name="attr_Influence"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Survival<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Survival: You never know when you’re going to find
|
||
yourself stranded buck-naked in the desert or drifting all
|
||
by your lonesome in space. Whenever you find yourself in
|
||
such a situation, you roll a Skill check to see how well
|
||
you handle it. Specialties: aerial survival, aquatic
|
||
survival, general navigation, land survival, nature, space
|
||
survival, specific environment (e.g., zero-G) or condition
|
||
survival (e.g., heat, cold, toxic), tracking, trapping.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Build a campfire; recognize prominent star
|
||
constellations; forage for food and water supplies
|
||
on camp ground.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Start fire with tindersticks; hunt deer or other
|
||
common wild game; identify signs of creatures
|
||
living nearby; perform minor first aid; find water
|
||
supply in most environments; identify poisonous
|
||
plants; set snares for squirrels and similar small
|
||
animals.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Hunt boar and other ferocious wild game; survive
|
||
quicksand or flash flood; find food and water
|
||
supplies in bad weather; bandage a serious wound;
|
||
apply a tourniquet correctly; treat frostbite and
|
||
other harsh environmental hazards; adapt to
|
||
temperature changes in a desert; set traps for
|
||
panthers or other large beasts.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Hunt polar bears on a glacier; evade killer sharks
|
||
in an ocean; treat hypothermia and other lethal
|
||
environmental hazards; neutralize deadly venoms;
|
||
adapt to an unpredicted, drastic climate/
|
||
temperature shift.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Find food, water, and shelter in barren
|
||
environment; locate trails on backwater planets
|
||
you’ve only heard stories about.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Survive for an extended period on the open ocean
|
||
with no food or drinkable water.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Track a jackrabbit through thick forest in a
|
||
hurricane.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Drift though deep space with low air reserves and
|
||
no heat source—and live.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-survival" name="attr_Survival">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Knowledge<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Knowledge: Some folk can tell you how many dimples are on
|
||
a golf ball. Others know how to wash protein stains off a
|
||
red flannel shirt. This Skill gives you a broad general
|
||
knowledge of everything and detailed knowledge for each
|
||
Specialty you take. Note that there is a difference
|
||
between applied knowledge and “book learning.” You can’t
|
||
have both. For instance, you can’t have “Gunsmithing”
|
||
because that’s a Specialization of Gun Combat and counts
|
||
as applied knowledge. (You might have once read a book on
|
||
guns, but that doesn’t mean you know how to manufacture a
|
||
gun.) Specialties: appraisal, cultures, history, law,
|
||
literature, philosophy, religion, sports.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Recognize names of important Alliance Parliament
|
||
senators; know common information about major
|
||
worlds like Londinum and locate them on a system
|
||
map; remember facts that are in primary school
|
||
textbooks.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Recognize names of local celebrities/ legendary
|
||
figures, and recount their deeds; know the origins
|
||
and history of major artifacts or antiques; recall
|
||
rules and etiquettes of culture in detail; quote
|
||
popular scripture passages out of a major
|
||
religious text (“The Lord is my shepherd…”);
|
||
recall facts found in high-school textbooks.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Know the origins and recent past of minor
|
||
artifacts/antiques; estimate the worth of a silk
|
||
tapestry made in Sihnon; find Bathgate Abbey;
|
||
recount the starting lineup for a champion sports
|
||
team; remember information found in a college
|
||
textbook (such as Mudder’s Milk being similar to
|
||
ancient Egypt’s “liquid bread”).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Understand what the badges and sashes indicate for
|
||
the nobility of Persephone; recall specific
|
||
passages from scholarly papers written by
|
||
distinguished professors.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Recognize the betrothal/marriage ritual of a
|
||
backwater settlement; remember the names of
|
||
individual soldiers in a large army regiment.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Recall facts of an absurd Earth-ThatWas fad (such
|
||
as pet rocks or disco music); recite verbatim
|
||
entire books of religious scripture.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Remember obscure figures from history with no
|
||
context to work from; recite a long string of
|
||
unrelated numbers in proper sequence.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Recite all the dialogue of a childhood vidshow
|
||
seen only once; recall exact survey statistics
|
||
from a fifteen-year-long terraforming project.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-knowledge"
|
||
name="attr_Knowledge"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Technical Engineering<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Technical Engineering: With this Skill you can use
|
||
machines that run on complicated electronics and
|
||
computerized components, as well as engage in computer
|
||
hacking and programming. You can wave-order deliveries and
|
||
open programs without this Skill, though anything more
|
||
complicated, and you’ll be staring at a screenful of error
|
||
logs. Specialties: communications systems, computer
|
||
programming, hacking, create/alter technical devices,
|
||
demolitions, electronics, technical repair, technical
|
||
security systems.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Repair a simple short-range wave comm; identify
|
||
and fix standard electric and electronic devices;
|
||
hook up a large computer network.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Build a decent short-range wave comm; identify and
|
||
operate advanced electric and electronic devices;
|
||
override standard computer encryptions; reprogram
|
||
a service drone or machine; repair moderate
|
||
automated system damage; break into an unprotected
|
||
computer system; pipe out comm static on all
|
||
frequencies.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Build a functional long-range wave comm or a
|
||
listening bug; identify and operate specialized
|
||
electric and electronic devices; override security
|
||
gate or airlock codes; repair heavy automated
|
||
system damage; reconfigure a large computer
|
||
network; identify hidden code embedded in a wave
|
||
broadcast; implement advanced technical
|
||
modifications such as photoelectric cells; hack
|
||
into a small company’s computer system.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Build advanced technical devices; identify and
|
||
operate innovative electric and electronic
|
||
systems; override encryptions and codes of
|
||
important government or corporate facilities;
|
||
repair severe automated system damage; reconfigure
|
||
a world-wide computer network; implement original
|
||
technical modification; hack into a well-protected
|
||
corporate security system.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Build a sophisticated technical device from
|
||
improvised components; override the encryptions of
|
||
a Blue Sun secret file; repair a totally fried
|
||
system with scavenged parts during battle;
|
||
deactivate an assassin droid in combat using a
|
||
remote.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Hack into a government or military computer
|
||
system; re-program a robot to fulfill a function
|
||
it was not designed for.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Send an overriding vid broadcast to every receiver
|
||
in the system; track an encrypted wave message
|
||
back to its origin terminal.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Hack into an Alliance cruiser’s controls and
|
||
control it remotely.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-technical-engineering"
|
||
name="attr_TechnicalEngineering"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Linguist<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Linguist: Talking won’t do any good if no one understands
|
||
what you’re saying. Just about everybody in the ‘Verse
|
||
speaks English and Chinese (to one degree or another). The
|
||
Linguist general Skill covers basic familiarity with
|
||
various languages, though its use won’t grant you
|
||
fluency—meaning you won’t be able to follow a fast moving
|
||
conversation in another language. Specialties represent
|
||
familiarity or training with a specific non-native tongue.
|
||
Note that you are automatically fluent in any language
|
||
that is a part of your background. Specialties: Arabic,
|
||
Armenian, French, German, Hindu, Japanese, Latin,
|
||
Portuguese, Russian, Tagalog, Swahili, Swedish, etc.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Essential words and phrases for a seasoned
|
||
traveler (“Food?” “Where restroom?” “How much?”
|
||
“No!”); basic grammar; simple everyday greetings.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Basic conversation (“How is the weather?” “What is
|
||
your wife’s name?”); interpret basic ideas of a
|
||
literature or film; identity one language from
|
||
another in a similar group (Danish from Norwegian,
|
||
Turkish from Hungarian).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Fluent conversation (“You must give me that
|
||
Neptune Colony recipe for the Crescent Sea Oyster
|
||
Graparon!”); translate foreign literature or
|
||
verbal communication in detail; identify one
|
||
dialect from another in the same language
|
||
(Cantonese from Taiwanese; Titan Colony from
|
||
Newbury Port).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Native conversation, including expressions and
|
||
colloquialisms; translate old, historical version
|
||
of a modern language (Medieval English); interpret
|
||
basic meaning of text recorded in an ancient
|
||
language (Latin, Hieroglyphics).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Comprehend full meaning of philosophical,
|
||
religious, or scientific treatises written in an
|
||
ancient language.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Translate incomplete text written in a forgotten
|
||
ancient dialect.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Summarize complete work of Shakespeare in Greek,
|
||
Chinese, and Apache simultaneously.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>Swear up a storm in Babylonian.</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select class="sheet-serenity-linguist" name="attr_Linguist">
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Unarmed Combat<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Unarmed Combat: They say never hit a man with a closed
|
||
fist, but it is—on occasion—necessary. And sometimes
|
||
nothing brings more satisfaction to one’s soul than
|
||
delivering a good old-fashioned punch to the jaw. For
|
||
those who relish those occasions, this is the skill to
|
||
use, whether it’s a knee to the groin, kick to the shin,
|
||
hook to the chin, chop to the throat or gouge to the eye.
|
||
Note that while Unarmed Combat doesn’t involve the use of
|
||
weapons, this and the Brawling specialty can allow you to
|
||
use weapons of opportunity (beer bottles, etc.).
|
||
Specialties: boxing, brawling, judo, karate, kung fu,
|
||
savate, wrestling.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Land a sucker punch; hit a head butt (“no one ever
|
||
expects a head butt!”); kick to the groin; twist
|
||
an arm; gouge eyes; elbow to the gut.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Identify major martial art styles and techniques;
|
||
hold average ranking (up to but not including
|
||
black belt) in martial arts; fight for prize money
|
||
in local contests, hold your own in a bar fight.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Analyze opponent’s fighting style, judging whether
|
||
or not he’s a better fighter; recognize exotic
|
||
martial arts; black belt in martial arts; fight
|
||
for prize money in Core world casinos, know
|
||
specialized kicks and punches that can quickly
|
||
disable an opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Break five thick boards with one strike; know
|
||
specialized techniques that can quickly and
|
||
silently kill an opponent; win a major boxing
|
||
championship; hold a third-degree black belt or
|
||
higher; disarm, disable, or kill an attacking,
|
||
armed opponent.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Break five cinder blocks with one strike; pick up
|
||
Jayne and toss him out a window.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Take on twenty Reavers unarmed and by yourself.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>Knock out a horse with a punch to the jaw.</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Kick a hole in the metal door of an Alliance
|
||
cruiser using your bare foot.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-unarmed-combat"
|
||
name="attr_UnarmedCombat"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-tooltip"
|
||
>Mechanical Engineering<span
|
||
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
|
||
>Mechanical Engineering: You know what they say: “there
|
||
are always places to see, things to break.” And with this
|
||
Skill, you’ll be there to fix ‘em, so long as the things
|
||
have nuts and bolts and don’t run on fancy computers. You
|
||
can handle very simple tasks such as changing a light bulb
|
||
or tightening a screw without this Skill, but you’ll need
|
||
it to deal with more complicated workings. Specialties:
|
||
create mechanical devices, machinery maintenance,
|
||
mechanical repairs, fix mechanical security systems,
|
||
plumbing.
|
||
<details>
|
||
<summary>Examples</summary>
|
||
<table>
|
||
<tr>
|
||
<td>Easy:</td>
|
||
<td>
|
||
Set up pulleys, conveyors, axles, and other simple
|
||
machines effectively; identify problems and make
|
||
simple repairs to standard mechanical devices.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Average:</td>
|
||
<td>
|
||
Build an irrigation system; operate more complex
|
||
mechanical devices such as a drill-press or
|
||
laser-welder; disable standard machines and
|
||
gadgets; fix moderate mechanical system damage;
|
||
make standard modifications (install a vacuum pump
|
||
system in an old engine).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Hard:</td>
|
||
<td>
|
||
Construct a Core ambulance from scrapheap parts;
|
||
operate/disable complex mechanical devices such as
|
||
a catalytic cracking unit in an oil refinery;
|
||
repair severe mechanical system damage; create a
|
||
non-standard use of existing machines (such as
|
||
setting up a Crazy Ivan maneuver).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Formidable:</td>
|
||
<td>
|
||
Reverse-engineer a mechanical innovation; boost
|
||
the performance of a mechanical device (such as
|
||
giving a short speed-boost to a Firefly Class
|
||
transport ship).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Heroic:</td>
|
||
<td>
|
||
Go beyond double the performance limit of a
|
||
mechanical system for a brief period of time;
|
||
implement permanent, significant mechanical
|
||
upgrades to a ship when you have limited
|
||
resources.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Incredible:</td>
|
||
<td>
|
||
Repair catastrophic mechanical damage with
|
||
scavenged parts; improvise a sophisticated
|
||
mechanical device from spare parts; identify
|
||
nonworking components on a ship while you are
|
||
recovering from a gun-shot wound that nearly
|
||
killed you.
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Ridiculous:</td>
|
||
<td>
|
||
Keep a mechanical system running despite a serious
|
||
problem or damaged part (such as a burnt-out
|
||
catalyzer); improvise a sophisticated mechanical
|
||
device using non-standard components (such as
|
||
chewing gum, tin foil, and a magnifying glass).
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Impossible:</td>
|
||
<td>
|
||
Re-start a fusion engine cold before a plummeting
|
||
ship hits the ground.
|
||
</td>
|
||
</tr>
|
||
</table>
|
||
</details></span
|
||
></span
|
||
>
|
||
</td>
|
||
<td>
|
||
<select
|
||
class="sheet-serenity-mechanical-engineering"
|
||
name="attr_MechanicalEngineering"
|
||
>
|
||
<option value="0">d0</option>
|
||
<option value="2">d2</option>
|
||
<option value="4">d4</option>
|
||
<option value="6">d6</option>
|
||
</select>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
|
||
<!-- SPECIALTIES -->
|
||
<div
|
||
class="sheet-serenity-fieldset sheet-serenity-character-specialties"
|
||
>
|
||
<span class="sheet-serenity-fieldset-title">Skill Specialties</span>
|
||
<fieldset class="repeating_specialties">
|
||
<select class="sheet-serenity-skills" name="attr_Skill">
|
||
<option value="Animal Handling">Animal Handling</option>
|
||
<option value="Artistry">Artistry</option>
|
||
<option value="Athletics">Athletics</option>
|
||
<option value="Covert">Covert</option>
|
||
<option value="Craft">Craft</option>
|
||
<option value="Discipline">Discipline</option>
|
||
<option value="Guns">Guns</option>
|
||
<option value="Heavy Weapons">Heavy Weapons</option>
|
||
<option value="Influence">Influence</option>
|
||
<option value="Knowledge">Knowledge</option>
|
||
<option value="Linguist">Linguist</option>
|
||
<option value="Mechanical Engineering">
|
||
Mechanical Engineering
|
||
</option>
|
||
<option value="Medical Expertise">Medical Expertise</option>
|
||
<option value="Melee Weapons">Melee Weapons</option>
|
||
<option value="Perception">Perception</option>
|
||
<option value="Performance">Performance</option>
|
||
<option value="Pilot">Pilot</option>
|
||
<option value="Planetary Vehicles">Planetary Vehicles</option>
|
||
<option value="Ranged Weapons">Ranged Weapons</option>
|
||
<option value="Scientific Expertise">Scientific Expertise</option>
|
||
<option value="Survival">Survival</option>
|
||
<option value="Technical Engineering">
|
||
Technical Engineering
|
||
</option>
|
||
<option value="Unarmed Combat">Unarmed Combat</option>
|
||
</select>
|
||
<input
|
||
type="text"
|
||
class="sheet-serenity-specialty"
|
||
name="attr_Specialty"
|
||
/>
|
||
<select class="sheet-serenity-specialty-level" name="attr_Level">
|
||
<option value="8">d8</option>
|
||
<option value="10">d10</option>
|
||
<option value="12">d12</option>
|
||
<option value="14">d12 + 2</option>
|
||
<option value="16">d12 + 4</option>
|
||
<option value="18">d12 + 6</option>
|
||
<option value="20">d12 + 8</option>
|
||
<option value="22">d12 + 10</option>
|
||
<option value="24">d12 + 12</option>
|
||
</select>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- ASSETS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-assets">
|
||
<span class="sheet-serenity-fieldset-title">Assets</span>
|
||
<fieldset class="repeating_assets">
|
||
<select class="sheet-serenity-assets" name="attr_Asset">
|
||
<option
|
||
value="-1 reduction in wound penalty"
|
||
title="-1 reduction in wound penalty"
|
||
>
|
||
Ain't Got Time to Bleed (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 reduction in wound penalty"
|
||
title="-2 reduction in wound penalty"
|
||
>
|
||
Ain't Got Time to Bleed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 on any socializing skill rolls"
|
||
title="+2 on any socializing skill rolls"
|
||
>
|
||
Allure (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2"
|
||
title="Related plot points spent increased by 2"
|
||
>
|
||
Allure (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 on any socializing skill rolls"
|
||
title="+4 on any socializing skill rolls"
|
||
>
|
||
Allure (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to Athletic skill rolls"
|
||
title="+2 to Athletic skill rolls"
|
||
>
|
||
Athlete (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2"
|
||
title="Related plot points spent increased by 2"
|
||
>
|
||
Athlete (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 to Athletic skill rolls"
|
||
title="+4 to Athletic skill rolls"
|
||
>
|
||
Athlete (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to influence to deal with red tape in a single chosen system"
|
||
title="+2 to influence to deal with red tape in a single chosen system"
|
||
>
|
||
Blue Blood (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to influence to deal with red tape 'Verse wide"
|
||
title="+2 to influence to deal with red tape 'Verse wide"
|
||
>
|
||
Blue Blood (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to pilot rolls for land or air/space"
|
||
title="+2 to pilot rolls for land or air/space"
|
||
>
|
||
Born Behind the Wheel (minor) - Cost: 2 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="Related plot points spent increased by 2"
|
||
title="Related plot points spent increased by 2"
|
||
>
|
||
Born Behind the Wheel (major) - Cost: 4 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="+4 to pilot rolls for land or air/space"
|
||
title="+4 to pilot rolls for land or air/space"
|
||
>
|
||
Born Behind the Wheel (major) - Cost: 4 - *Requires
|
||
Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 0g +2 vacc +1 steward -1 all dirtside activities"
|
||
title="+2 0g +2 vacc +1 steward -1 all dirtside activities"
|
||
>
|
||
Born in the Black (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Comms Sensors Computers"
|
||
title="+2 bonus to Comms Sensors Computers"
|
||
>
|
||
Comp. Tech (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Comms Sensors Computers"
|
||
title="+4 bonus to Comms Sensors Computers"
|
||
>
|
||
Comp. Tech (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Difficulty to find info on you in the Cortex is +8"
|
||
title="Difficulty to find info on you in the Cortex is +8"
|
||
>
|
||
Cortex Specter (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Difficulty to find info on you in the Cortex is +8"
|
||
title="Difficulty to find info on you in the Cortex is +8"
|
||
>
|
||
Cortex Specter (minor) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You don't exist in the Cortex at all"
|
||
title="You don't exist in the Cortex at all"
|
||
>
|
||
Cortex Specter (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You don't exist in the Cortex at all"
|
||
title="You don't exist in the Cortex at all"
|
||
>
|
||
Cortex Specter (major) - Cost: 8
|
||
</option>
|
||
<option value="1.5x Movement Speed" title="1.5x Movement Speed">
|
||
Fast on Your Feet (minor) - Cost: 2
|
||
</option>
|
||
<option value="2x Movement Speed" title="2x Movement Speed">
|
||
Fast on Your Feet (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You can take one non-combat action each turn without penalty"
|
||
title="You can take one non-combat action each turn without penalty"
|
||
>
|
||
Fightin' Type (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
|
||
title="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
|
||
>
|
||
Friends in High Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
title="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
>
|
||
Friends in High Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
title="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
|
||
>
|
||
Friends in High Places (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
|
||
title="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
|
||
>
|
||
Friends in Low Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
title="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
>
|
||
Friends in Low Places (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
title="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
|
||
>
|
||
Friends in Low Places (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 in social skills where your name/reputation is involved"
|
||
title="+2 in social skills where your name/reputation is involved"
|
||
>
|
||
Good Name (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 in social skills where your name/reputation is involved"
|
||
title="+4 in social skills where your name/reputation is involved"
|
||
>
|
||
Good Name (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to resist poison or disease"
|
||
title="+2 bonus to resist poison or disease"
|
||
>
|
||
Healthy as a Horse (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to resist poison or disease"
|
||
title="+4 bonus to resist poison or disease"
|
||
>
|
||
Healthy as a Horse (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to resist alcohol drugs gas or poison"
|
||
title="+2 bonus to resist alcohol drugs gas or poison"
|
||
>
|
||
Heavy Tolerance (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to resist alcohol drugs gas or poison"
|
||
title="+4 bonus to resist alcohol drugs gas or poison"
|
||
>
|
||
Heavy Tolerance (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge-based skill role"
|
||
title="+2 bonus to any knowledge-based skill role"
|
||
>
|
||
Highly Educated (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to any knowledge-based skill role"
|
||
title="+4 bonus to any knowledge-based skill role"
|
||
>
|
||
Highly Educated (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to riding vet anything with animals"
|
||
title="+2 bonus to riding vet anything with animals"
|
||
>
|
||
Home on the Range (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to riding vet anything with animals"
|
||
title="+4 bonus to riding vet anything with animals"
|
||
>
|
||
Home on the Range (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to hide stealth disguise avoid detection"
|
||
title="+2 bonus to hide stealth disguise avoid detection"
|
||
>
|
||
In Plain Sight (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to hide stealth disguise avoid detection"
|
||
title="+4 bonus to hide stealth disguise avoid detection"
|
||
>
|
||
In Plain Sight (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Someone of substance wants to marry you and is constantly pursuing you"
|
||
title="Someone of substance wants to marry you and is constantly pursuing you"
|
||
>
|
||
Influential Suitor (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to intimidation interrogation bullying etc."
|
||
title="+2 bonus to intimidation interrogation bullying etc."
|
||
>
|
||
Intimidatin' Manner (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to intimidation interrogation bullying etc."
|
||
title="+4 bonus to intimidation interrogation bullying etc."
|
||
>
|
||
Intimidatin' Manner (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
|
||
title="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
|
||
>
|
||
Leadership (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You may also apply plot points to improve team actions relating to the same goal"
|
||
title="You may also apply plot points to improve team actions relating to the same goal"
|
||
>
|
||
Leadership (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Once per session +4 bonus to team on any one action relating to a pre-designated goal"
|
||
title="Once per session +4 bonus to team on any one action relating to a pre-designated goal"
|
||
>
|
||
Leadership (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to detection if someone is sneaking up on you while asleep"
|
||
title="+2 bonus to detection if someone is sneaking up on you while asleep"
|
||
>
|
||
Light Sleeper (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Initiative"
|
||
title="+2 bonus to Initiative"
|
||
>
|
||
Lightnin' Reflexes (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Initiative"
|
||
title="+2 bonus to Initiative"
|
||
>
|
||
Lightnin' Reflexes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Initiative"
|
||
title="+4 bonus to Initiative"
|
||
>
|
||
Lightnin' Reflexes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to math accounting engineering science etc. Most math solved without roll"
|
||
title="+2 to math accounting engineering science etc. Most math solved without roll"
|
||
>
|
||
Math Whiz (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 to math accounting engineering science etc. Most math solved without roll"
|
||
title="+4 to math accounting engineering science etc. Most math solved without roll"
|
||
>
|
||
Math Whiz (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
|
||
title="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
|
||
>
|
||
Mean Left Hook (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Forces an endurance check on the target with a successful unarmed hit"
|
||
title="Forces an endurance check on the target with a successful unarmed hit"
|
||
>
|
||
Mean Left Hook (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix"
|
||
title="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix"
|
||
>
|
||
Mechanical Empathy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
title="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
>
|
||
Mechanical Empathy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
title="+4 bonus to diagnose problems (choose mechanical or electronic/computer"
|
||
>
|
||
Mechanical Empathy (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Skills in finding things/people for a single planet and resource"
|
||
title="Skills in finding things/people for a single planet and resource"
|
||
>
|
||
Middleman (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Skills in finding things/people system-wide and multiple resources"
|
||
title="Skills in finding things/people system-wide and multiple resources"
|
||
>
|
||
Middleman (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Known for an item that's always with you (hat gun jacket etc)"
|
||
title="Known for an item that's always with you (hat gun jacket etc)"
|
||
>
|
||
Mighty Fine Hat (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
|
||
title="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
|
||
>
|
||
Military Rank (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
|
||
title="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
|
||
>
|
||
Moneyed Individual (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half."
|
||
title="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half."
|
||
>
|
||
Natural Linguist (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
title="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
>
|
||
Nature Lover (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
title="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
|
||
>
|
||
Nature Lover (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
|
||
title="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
|
||
>
|
||
Nose for Trouble (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to rolls to determine surprise"
|
||
title="+2 bonus to rolls to determine surprise"
|
||
>
|
||
Nose for Trouble (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Can spend 1 plot point to negate all effects of surprise"
|
||
title="Can spend 1 plot point to negate all effects of surprise"
|
||
>
|
||
Nose for Trouble (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 bonus to rolls to determine surprise"
|
||
title="+4 bonus to rolls to determine surprise"
|
||
>
|
||
Nose for Trouble (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Your prior service pays you for the option to consult you in the future access to minor income GM tool"
|
||
title="Your prior service pays you for the option to consult you in the future access to minor income GM tool"
|
||
>
|
||
On Retainer (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to psion talent rolls"
|
||
title="+2 bonus to psion talent rolls"
|
||
>
|
||
Reader (psionic > 8) (minor) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 bonus to psion talent rolls"
|
||
title="+4 bonus to psion talent rolls"
|
||
>
|
||
Reader (psionic > 8) (major) - Cost: 8
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
|
||
title="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
|
||
>
|
||
Reader (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)"
|
||
title="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)"
|
||
>
|
||
Reader (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to Influence-based actions in dealing with those who respect your station"
|
||
title="+2 bonus to Influence-based actions in dealing with those who respect your station"
|
||
>
|
||
Registered Companion (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="(follower of chosen religion) +2 bonus to Willpower once per session"
|
||
title="(follower of chosen religion) +2 bonus to Willpower once per session"
|
||
>
|
||
Religiosity (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="(follower) +2 Willpower skills in crisis"
|
||
title="(follower) +2 Willpower skills in crisis"
|
||
>
|
||
Religiosity (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station"
|
||
title="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station"
|
||
>
|
||
Religiosity (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="(teacher) +4 +2 in social skills/influence involving the religion"
|
||
title="(teacher) +4 +2 in social skills/influence involving the religion"
|
||
>
|
||
Religiosity (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Jack of all Trades +1"
|
||
title="Jack of all Trades +1"
|
||
>
|
||
Renaissance Man (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Jack of all Trades +2"
|
||
title="Jack of all Trades +2"
|
||
>
|
||
Renaissance Man (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to medicine and medical skills"
|
||
title="+2 bonus to medicine and medical skills"
|
||
>
|
||
Sawbones (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus to medicine and medical skills"
|
||
title="+4 bonus to medicine and medical skills"
|
||
>
|
||
Sawbones (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to alertness/perception for chosen sense"
|
||
title="+2 bonus to alertness/perception for chosen sense"
|
||
>
|
||
Sharp Sense (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+4 bonus to alertness/perception for chosen sense"
|
||
title="+4 bonus to alertness/perception for chosen sense"
|
||
>
|
||
Sharp Sense (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 bonus to willpower check to avoid shaken/frighten"
|
||
title="+2 bonus to willpower check to avoid shaken/frighten"
|
||
>
|
||
Steady Calm (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Never startled rattled shaken or afraid (except under external circum like drugs)"
|
||
title="Never startled rattled shaken or afraid (except under external circum like drugs)"
|
||
>
|
||
Steady Calm (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 to positive social interactions (i.e. not intimidate)"
|
||
title="+2 to positive social interactions (i.e. not intimidate)"
|
||
>
|
||
Sweet and Cheerful (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 bonus to chosen skill specialty in all situations"
|
||
title="+2 bonus to chosen skill specialty in all situations"
|
||
>
|
||
Talented (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+1 bonus to chosen skill in all situations"
|
||
title="+1 bonus to chosen skill in all situations"
|
||
>
|
||
Talented (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Each progression to higher die costs 2 less than normal during advancement"
|
||
title="Each progression to higher die costs 2 less than normal during advancement"
|
||
>
|
||
Talented (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 bonus to chosen skill in all situations"
|
||
title="+2 bonus to chosen skill in all situations"
|
||
>
|
||
Talented (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option value="Instruction +1" title="Instruction +1">
|
||
Teacher (minor) - Cost: 2
|
||
</option>
|
||
<option value="Instruction +2" title="Instruction +2">
|
||
Teacher (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
|
||
title="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
|
||
>
|
||
Things go Smooth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)"
|
||
title="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)"
|
||
>
|
||
Things go Smooth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic calrity"
|
||
title="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic calrity"
|
||
>
|
||
Total Recall (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus to any knowledge skill (you never forget details you've experienced)"
|
||
title="+2 bonus to any knowledge skill (you never forget details you've experienced)"
|
||
>
|
||
Total Recall (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You gain 2 extra life points"
|
||
title="You gain 2 extra life points"
|
||
>
|
||
Tough as Nails (minor) - Cost: 2
|
||
</option>
|
||
<option value="Resist 1 melee dmg" title="Resist 1 melee dmg">
|
||
Tough as Nails (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You gain 4 extra life points"
|
||
title="You gain 4 extra life points"
|
||
>
|
||
Tough as Nails (major) - Cost: 4
|
||
</option>
|
||
<option value="Resist 2 melee dmg" title="Resist 2 melee dmg">
|
||
Tough as Nails (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus on rolls to convince someone to trust you"
|
||
title="+2 bonus on rolls to convince someone to trust you"
|
||
>
|
||
Trustworthy Face (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus on rolls to convince someone to trust you"
|
||
title="+4 bonus on rolls to convince someone to trust you"
|
||
>
|
||
Trustworthy Face (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
title="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
>
|
||
Trustworthy Gut (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
title="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
|
||
>
|
||
Trustworthy Gut (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Ambidextrous No off-hand penalty"
|
||
title="Ambidextrous No off-hand penalty"
|
||
>
|
||
Two-fisted (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty"
|
||
title="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty"
|
||
>
|
||
Two-fisted (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
|
||
title="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
|
||
>
|
||
Walking Timepiece (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Always knows time and elapsed time (human stopwatch)"
|
||
title="Always knows time and elapsed time (human stopwatch)"
|
||
>
|
||
Walking Timepiece (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
|
||
title="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
|
||
>
|
||
Wears a Badge (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to social influence in region (local law enforcement)"
|
||
title="+2 to social influence in region (local law enforcement)"
|
||
>
|
||
Wears a Badge (minor) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Your authority covers most of the system"
|
||
title="Your authority covers most of the system"
|
||
>
|
||
Wears a Badge (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="+4 to social influence in region (system law enforcement)"
|
||
title="+4 to social influence in region (system law enforcement)"
|
||
>
|
||
Wears a Badge (major) - Cost: 8
|
||
</option>
|
||
</select>
|
||
<div class="sheet-serenity-asset-specialization">
|
||
Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_Specialization"
|
||
title="Asset Specialization (if applicable)"
|
||
/>
|
||
</div>
|
||
<div class="sheet-serenity-asset-description">
|
||
<span name="attr_Asset"></span>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
<label class="sheet-serenity-character-custom-assets">
|
||
<input
|
||
type="checkbox"
|
||
class="sheet-serenity-custom-asset-enable"
|
||
name="attr_AllowCustomAssets"
|
||
/>
|
||
<span class="sheet-serenity-arrow">Custom</span>
|
||
<div class="sheet-serenity-custom-assets">
|
||
<fieldset class="repeating_customAssets">
|
||
<label class="sheet-serenity-custom-asset">
|
||
Asset:
|
||
<textarea
|
||
rows="1"
|
||
name="attr_CustomAssetTitle"
|
||
title="Custom asset title & description"
|
||
></textarea>
|
||
</label>
|
||
<div>
|
||
<label class="sheet-serenity-asset-specialization"
|
||
>Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_CustomAssetSpecialization"
|
||
title="Asset Specialization (if applicable)"
|
||
/>
|
||
</label>
|
||
<select name="attr_CustomAssetLevel">
|
||
<option value="Major">Major</option>
|
||
<option value="Minor">Minor</option>
|
||
</select>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
</div>
|
||
</label>
|
||
</div>
|
||
|
||
<!-- COMPLICATIONS -->
|
||
<div
|
||
class="sheet-serenity-fieldset sheet-serenity-character-complications"
|
||
>
|
||
<span class="sheet-serenity-fieldset-title">Complications</span>
|
||
<fieldset class="repeating_complications">
|
||
<select
|
||
class="sheet-serenity-complications"
|
||
name="attr_Complication"
|
||
>
|
||
<option
|
||
value="Easily distracted -2 to any activity when it's chaotic"
|
||
title="Easily distracted -2 to any activity when it's chaotic"
|
||
>
|
||
Absent Minded (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all physical skills in presence of chosen substance"
|
||
title="-2 to all physical skills in presence of chosen substance"
|
||
>
|
||
Allergy (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
|
||
title="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
|
||
>
|
||
Allergy (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock"
|
||
title="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock"
|
||
>
|
||
Allergy (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option value="Block of time" title="Block of time">
|
||
Amnesia (minor) - Cost: 2
|
||
</option>
|
||
<option value="Identity/past" title="Identity/past">
|
||
Amnesia (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to influence and -2 to willpower to resist wiles of your 'type'"
|
||
title="-2 to influence and -2 to willpower to resist wiles of your 'type'"
|
||
>
|
||
Amorous (over sexed) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to social skills vs opposite sex to influence"
|
||
title="-2 to social skills vs opposite sex to influence"
|
||
>
|
||
Amorous (over sexed) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
|
||
title="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
|
||
>
|
||
Amputee (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
|
||
title="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
|
||
>
|
||
Amputee (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn"
|
||
title="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn"
|
||
>
|
||
Bleeder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
|
||
title="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
|
||
>
|
||
Blind (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skills where your reputation comes into play"
|
||
title="-2 to social skills where your reputation comes into play"
|
||
>
|
||
Branded (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Everyone knows your reputation (some sympathize however)"
|
||
title="Everyone knows your reputation (some sympathize however)"
|
||
>
|
||
Branded (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to social skills where your reputation comes into play"
|
||
title="-4 to social skills where your reputation comes into play"
|
||
>
|
||
Branded (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Anger management issues -2 to peaceable social actions with tension"
|
||
title="Anger management issues -2 to peaceable social actions with tension"
|
||
>
|
||
Chip On Your Shoulder (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Anger Management Issues - Must make a willpower check when provoked or attack automatically. -2 to Willpower checks to avoid violence"
|
||
title="Anger Management Issues - Must make a willpower check when provoked or attack automatically. -2 to Willpower checks to avoid violence"
|
||
>
|
||
Chip On Your Shoulder (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Anger management issues Berserk when Wounded focusing only on the one who wounded you"
|
||
title="Anger management issues Berserk when Wounded focusing only on the one who wounded you"
|
||
>
|
||
Chip On Your Shoulder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded"
|
||
title="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded"
|
||
>
|
||
Chip On Your Shoulder (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="No emotions no connection with humanity -2 to social interactions"
|
||
title="No emotions no connection with humanity -2 to social interactions"
|
||
>
|
||
Cold As the Black (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
|
||
title="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
|
||
>
|
||
Combat Paralysis (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off"
|
||
title="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off"
|
||
>
|
||
Combat Paralysis (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic"
|
||
title="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic"
|
||
>
|
||
Combat Paralysis (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="If somewhere shopping is possible MUST spend money"
|
||
title="If somewhere shopping is possible MUST spend money"
|
||
>
|
||
Compulsive Shopper (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
|
||
title="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
|
||
>
|
||
Coward (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 on combat actions when you're in danger"
|
||
title="-2 on combat actions when you're in danger"
|
||
>
|
||
Coward (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head"
|
||
title="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head"
|
||
>
|
||
Coward (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Inflexible principles - Mild consequences for following chosen credo (e.g. Always defend a lady never run from a fight)"
|
||
title="Inflexible principles - Mild consequences for following chosen credo (e.g. Always defend a lady never run from a fight)"
|
||
>
|
||
Credo (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)"
|
||
title="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)"
|
||
>
|
||
Credo (major) - Cost: 4 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to social skills to influence in 'proper' settings"
|
||
title="-2 to social skills to influence in 'proper' settings"
|
||
>
|
||
Crude (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Humiliating secret from your past that haunts you"
|
||
title="Humiliating secret from your past that haunts you"
|
||
>
|
||
Dark Secret (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Criminal secret from your past that haunts you"
|
||
title="Criminal secret from your past that haunts you"
|
||
>
|
||
Dark Secret (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
|
||
title="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
|
||
>
|
||
Dead Broke (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="GM tool plays into background"
|
||
title="GM tool plays into background"
|
||
>
|
||
Deadly Enemy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips"
|
||
title="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips"
|
||
>
|
||
Deaf (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Willpower -2 to stay focused"
|
||
title="Willpower -2 to stay focused"
|
||
>
|
||
Distractable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to skill rolls involving the chosen sense"
|
||
title="-2 to skill rolls involving the chosen sense"
|
||
>
|
||
Dull Sense (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible"
|
||
title="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible"
|
||
>
|
||
Easy Mark (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You always leave a token or mark behind. Easily framed easier to track. GM tool."
|
||
title="You always leave a token or mark behind. Easily framed easier to track. GM tool."
|
||
>
|
||
Ego Signature (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You always leave a token or mark behind - +2 for others to track you easily framed"
|
||
title="You always leave a token or mark behind - +2 for others to track you easily framed"
|
||
>
|
||
Ego Signature (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Kleptomaniac - Compelled to steal anything that catches your eye"
|
||
title="Kleptomaniac - Compelled to steal anything that catches your eye"
|
||
>
|
||
Filcher (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
|
||
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
|
||
>
|
||
Forked Tongue (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
|
||
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
|
||
>
|
||
Forked Tongue (minor) - Cost: 2
|
||
</option>
|
||
<option value="-2 to Endurance" title="-2 to Endurance">
|
||
Glass Jaw (minor) - Cost: 2
|
||
</option>
|
||
<option value="-4 to Endurance" title="-4 to Endurance">
|
||
Glass Jaw (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to Willpower roll to resist volunteering or going for glory"
|
||
title="-2 to Willpower roll to resist volunteering or going for glory"
|
||
>
|
||
Glory Hound (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Always help the underdog won't oppress or kick a downed foe"
|
||
title="Always help the underdog won't oppress or kick a downed foe"
|
||
>
|
||
Good Samaritan (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You will take almost any opportunity to acquire money"
|
||
title="You will take almost any opportunity to acquire money"
|
||
>
|
||
Greedy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Willpower roll required to avoid making really bad decision for money"
|
||
title="Willpower roll required to avoid making really bad decision for money"
|
||
>
|
||
Greedy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to social skills involving people who dislike your chosen hero"
|
||
title="-2 to social skills involving people who dislike your chosen hero"
|
||
>
|
||
Hero Worship (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
|
||
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
|
||
>
|
||
Hooked (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
|
||
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
|
||
>
|
||
Hooked (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)"
|
||
title="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)"
|
||
>
|
||
Hooked (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily"
|
||
title="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily"
|
||
>
|
||
Hooked (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to rolls to draw conclusions counter to your idealism"
|
||
title="-2 to rolls to draw conclusions counter to your idealism"
|
||
>
|
||
Idealist (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Can't read/write -2 to any tech skill"
|
||
title="Can't read/write -2 to any tech skill"
|
||
>
|
||
Illiterate Backbirth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Afraid of technology superstitious"
|
||
title="Afraid of technology superstitious"
|
||
>
|
||
Illiterate Backbirth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Inconvenient -2 to physical skills"
|
||
title="Inconvenient -2 to physical skills"
|
||
>
|
||
Illness (incurable persistent) (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Crippling -4 to physical skills"
|
||
title="Crippling -4 to physical skills"
|
||
>
|
||
Illness (incurable persistent) (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skill rolls you're distracted"
|
||
title="-2 to social skill rolls you're distracted"
|
||
>
|
||
Leaky Brainpan (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to social skill rolls you're off your nut rarely normal"
|
||
title="-4 to social skill rolls you're off your nut rarely normal"
|
||
>
|
||
Leaky Brainpan (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 on rolls to resist alcohol disease poison etc"
|
||
title="-2 on rolls to resist alcohol disease poison etc"
|
||
>
|
||
Lightweight (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 in all interactions with 'real men' who work for a living"
|
||
title="-2 in all interactions with 'real men' who work for a living"
|
||
>
|
||
Lily Soft Hands (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
|
||
title="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
|
||
>
|
||
Little Person (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to ranged defenses -2 to movement actions and athletic skills"
|
||
title="+2 to ranged defenses -2 to movement actions and athletic skills"
|
||
>
|
||
Little Person (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
|
||
title="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
|
||
>
|
||
Loyal (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="+2 to rolls for others to spot or recognize you"
|
||
title="+2 to rolls for others to spot or recognize you"
|
||
>
|
||
Memorable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+2 to rolls for others to track you down -2 to attempts to disguise"
|
||
title="+2 to rolls for others to track you down -2 to attempts to disguise"
|
||
>
|
||
Memorable (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Must use non-verbal communications"
|
||
title="Must use non-verbal communications"
|
||
>
|
||
Mute (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Must use non-verbal communications"
|
||
title="Must use non-verbal communications"
|
||
>
|
||
Mute (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Need things organized -2 when things are messy"
|
||
title="Need things organized -2 when things are messy"
|
||
>
|
||
Neatfreak/OCD (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt"
|
||
title="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt"
|
||
>
|
||
Neatfreak/OCD (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Will only fight for your own survival -2 to combat rolls if forced to fight"
|
||
title="Will only fight for your own survival -2 to combat rolls if forced to fight"
|
||
>
|
||
Non-fightin' type (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
|
||
title="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
|
||
>
|
||
Overconfident (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement"
|
||
title="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement"
|
||
>
|
||
Paralyzed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to athletic and movement rolls -4 to melee combat"
|
||
title="-4 to athletic and movement rolls -4 to melee combat"
|
||
>
|
||
Paralyzed (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes in the presence of chosen phobia"
|
||
title="-2 to all attributes in the presence of chosen phobia"
|
||
>
|
||
Phobia (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
|
||
title="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
|
||
>
|
||
Phobia (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Portly (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Portly (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn"
|
||
title="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn"
|
||
>
|
||
Portly (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals"
|
||
title="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Portly (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all interaction rolls with the chosen demographic"
|
||
title="-2 to all interaction rolls with the chosen demographic"
|
||
>
|
||
Prejudice (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present"
|
||
title="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present"
|
||
>
|
||
Prejudice (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to any interaction with authority"
|
||
title="-2 to any interaction with authority"
|
||
>
|
||
Rebellious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
|
||
title="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
|
||
>
|
||
Sadistic (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You're cruel and don't pass up the chance to hurt people"
|
||
title="You're cruel and don't pass up the chance to hurt people"
|
||
>
|
||
Sadistic (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
title="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
|
||
>
|
||
Scrawny (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Shunned -2 to any social action"
|
||
title="Shunned -2 to any social action"
|
||
>
|
||
Second Class Citizen (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Untouchable -4 to any social action"
|
||
title="Untouchable -4 to any social action"
|
||
>
|
||
Second Class Citizen (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to any action with someone you don't know"
|
||
title="-2 to any action with someone you don't know"
|
||
>
|
||
Shy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
|
||
title="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
|
||
>
|
||
Slow Learner (minor) - Cost: 2 - *Requires Specialization*
|
||
</option>
|
||
<option
|
||
value="-2 to any Lore skill roll because you didn't learn it as well as you thought"
|
||
title="-2 to any Lore skill roll because you didn't learn it as well as you thought"
|
||
>
|
||
Slow Learner (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
|
||
title="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
|
||
>
|
||
Soft (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="+1 vulnerability when you take melee dmg you take 1 more pt"
|
||
title="+1 vulnerability when you take melee dmg you take 1 more pt"
|
||
>
|
||
Soft (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="You never part with your money buy off brand haggle for everything"
|
||
title="You never part with your money buy off brand haggle for everything"
|
||
>
|
||
Stingy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any attempt to lie/deceive"
|
||
title="-2 to any attempt to lie/deceive"
|
||
>
|
||
Straight Shooter (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any attempt to lie/deceive -1 to any group attempt if you are present"
|
||
title="-2 to any attempt to lie/deceive -1 to any group attempt if you are present"
|
||
>
|
||
Straight Shooter (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
|
||
title="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
|
||
>
|
||
Superstitious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to any roll if you feel you're having bad luck (bad omen happened)"
|
||
title="-2 to any roll if you feel you're having bad luck (bad omen happened)"
|
||
>
|
||
Superstitious (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Once per session GM can ask you to re-roll any roll and take lower result"
|
||
title="Once per session GM can ask you to re-roll any roll and take lower result"
|
||
>
|
||
Things Don't Go So Smooth (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can ask you to re-roll any roll and take lower result"
|
||
title="Twice per session GM can ask you to re-roll any roll and take lower result"
|
||
>
|
||
Things Don't Go So Smooth (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Always follows the rules - -2 on actions that are illegal or against orders"
|
||
title="Always follows the rules - -2 on actions that are illegal or against orders"
|
||
>
|
||
Toes the Line (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
title="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
>
|
||
Traumatic Flashes (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
title="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
|
||
>
|
||
Traumatic Flashes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Twice per session GM can trigger -4 to all attributes for 10 min"
|
||
title="Twice per session GM can trigger -4 to all attributes for 10 min"
|
||
>
|
||
Traumatic Flashes (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="You don't trust anyone -2 to skill rolls to influence"
|
||
title="You don't trust anyone -2 to skill rolls to influence"
|
||
>
|
||
Twitchy (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-2 to all physical tasks"
|
||
title="-2 to all physical tasks"
|
||
>
|
||
Two Left Feet (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="-4 to all physical tasks"
|
||
title="-4 to all physical tasks"
|
||
>
|
||
Two Left Feet (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to social skills interacting with others"
|
||
title="-2 to social skills interacting with others"
|
||
>
|
||
Ugly as Sin (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="All relevant plot points spent cost twice the usual amount"
|
||
title="All relevant plot points spent cost twice the usual amount"
|
||
>
|
||
Ugly as Sin (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to all attributes until the source of the discomfort is removed"
|
||
title="-2 to all attributes until the source of the discomfort is removed"
|
||
>
|
||
Weak Stomach (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes"
|
||
title="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes"
|
||
>
|
||
Weak Stomach (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting"
|
||
title="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting"
|
||
>
|
||
Weak Stomach (major) - Cost: 4
|
||
</option>
|
||
<option
|
||
value="-2 to willpower to resist mouthing off -2 to social interactions if failed"
|
||
title="-2 to willpower to resist mouthing off -2 to social interactions if failed"
|
||
>
|
||
Wisecraker/Smartass (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Under 20 treated as a kid"
|
||
title="Under 20 treated as a kid"
|
||
>
|
||
Young'un (minor) - Cost: 2
|
||
</option>
|
||
<option
|
||
value="Under 16 underage restricted freedom"
|
||
title="Under 16 underage restricted freedom"
|
||
>
|
||
Young'un (major) - Cost: 4
|
||
</option>
|
||
</select>
|
||
<div class="sheet-serenity-complication-specialization">
|
||
Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_Specialization"
|
||
title="Complication Specialization (if applicable)"
|
||
/>
|
||
</div>
|
||
<div class="sheet-serenity-complication-description">
|
||
<span name="attr_Complication"></span>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
<label class="sheet-serenity-character-custom-complications">
|
||
<input
|
||
type="checkbox"
|
||
class="sheet-serenity-custom-complication-enable"
|
||
name="attr_AllowCustomComplications"
|
||
/>
|
||
<span class="sheet-serenity-arrow">Custom</span>
|
||
<div class="sheet-serenity-custom-complications">
|
||
<fieldset class="repeating_customComplications">
|
||
<label class="sheet-serenity-custom-complication">
|
||
Complication:
|
||
<textarea
|
||
rows="1"
|
||
name="attr_CustomComplicationTitle"
|
||
title="Custom complication title & description"
|
||
></textarea>
|
||
</label>
|
||
<div>
|
||
<label class="sheet-serenity-complication-specialization"
|
||
>Specialization (if applicable):
|
||
<input
|
||
type="text"
|
||
name="attr_CustomComplicationSpecialization"
|
||
title="Complication Specialization (if applicable)"
|
||
/>
|
||
</label>
|
||
<select name="attr_CustomComplicationLevel">
|
||
<option value="Major">Major</option>
|
||
<option value="Minor">Minor</option>
|
||
</select>
|
||
</div>
|
||
<hr />
|
||
</fieldset>
|
||
</div>
|
||
</label>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-tab-content sheet-tab2-content">
|
||
<!-- CURRENCY -->
|
||
<div class="sheet-serenity-float-group">
|
||
<div class="sheet-serenity-fieldset sheet-serenity-currency">
|
||
<span class="sheet-serenity-fieldset-title">Currency</span>
|
||
<table border="0" cellspacing="0" cellpadding="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-credits">€ In Bank:</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_CreditsInBank"
|
||
value="0"
|
||
title="1cr = 2.5 plat = 5 gold = 250 silver"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td>
|
||
<span class="sheet-serenity-credits">€ On Hand:</span>
|
||
</td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
name="attr_CreditsOnHand"
|
||
value="0"
|
||
title="1cr = 2.5 plat = 5 gold = 250 silver"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-platinum">Platinum:</span></td>
|
||
<td><input type="text" name="attr_Platinum" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_PlatinumInCredits"
|
||
value="@{Platinum}/2.5"
|
||
title="Value of your platinum in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-gold">Gold:</span></td>
|
||
<td><input type="text" name="attr_Gold" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_GoldInCredits"
|
||
value="@{Gold}/5"
|
||
title="Value of your gold in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
<tr>
|
||
<td><span class="sheet-serenity-silver">Silver:</span></td>
|
||
<td><input type="text" name="attr_Silver" value="0" /></td>
|
||
<td>
|
||
<input
|
||
type="text"
|
||
disabled=""
|
||
name="attr_SilverInCredits"
|
||
value="@{Silver}/250"
|
||
title="Value of your silver in credits"
|
||
/>
|
||
</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
<div class="sheet-serenity-currency-conversions">
|
||
€ 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)
|
||
</div>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-combat-actions">
|
||
<span class="sheet-serenity-fieldset-title">Combat Actions</span>
|
||
<table border="0" cellpadding="0" cellspacing="0">
|
||
<tbody>
|
||
<tr>
|
||
<td>Free Actions</td>
|
||
<td>Talk, Walk, Innate Defense, Reactions</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Movements</td>
|
||
<td>Walk (0 acts), Hustle (1 acts), Run (2 acts)</td>
|
||
</tr>
|
||
<tr>
|
||
<td>(call or react) Defense</td>
|
||
<td>Block, Dodge, Take Cover</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Attack</td>
|
||
<td>Aim, Call Shot, Disarm, Feint, Grapple</td>
|
||
</tr>
|
||
<tr>
|
||
<td>All-Out Def. / Atk.</td>
|
||
<td>+2 Skill Step if all actions defend / attack</td>
|
||
</tr>
|
||
<tr>
|
||
<td>Multiple Actions</td>
|
||
<td>-1 Skill Step for all actions per extra act</td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div>
|
||
</div>
|
||
<div class="sheet-serenity-float-group">
|
||
<!-- EQUIPMENT -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-equipment">
|
||
<span class="sheet-serenity-fieldset-title">Equipment</span>
|
||
|
||
Held Equipment & Weapons:<br /><textarea
|
||
name="attr_HeldEquipment"
|
||
></textarea>
|
||
<br />Stored Equipment & Weapons:<br /><textarea
|
||
name="attr_StoredEquipment"
|
||
></textarea>
|
||
</div>
|
||
|
||
<!-- WEAPONS -->
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title"
|
||
>Equipped Hand-to-Hand Weapons</span
|
||
>
|
||
|
||
<span class="sheet-serenity-weapon-name-label"></span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-weight-label"></span>
|
||
|
||
<div class="sheet-serenity-unarmed">
|
||
<span class="sheet-serenity-weapon-name">Unarmed</span>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_UnarmedDamage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_UnarmedDamageType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
</div>
|
||
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_handToHandWeapons">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title"
|
||
>Equipped Ranged Weapons</span
|
||
>
|
||
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-range-label">Range</span>
|
||
<span class="sheet-serenity-weapon-rof-label">ROF</span>
|
||
<span class="sheet-serenity-weapon-magazine-label">Mag</span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_rangedWeapons">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
<input
|
||
type="number"
|
||
name="attr_Range"
|
||
class="sheet-serenity-weapon-range"
|
||
min="0"
|
||
max="9999"
|
||
step="5"
|
||
value="10"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_ROF"
|
||
class="sheet-serenity-weapon-rof"
|
||
min="1"
|
||
value="1"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Magazine"
|
||
class="sheet-serenity-weapon-magazine"
|
||
min="1"
|
||
value="1"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
|
||
<span class="sheet-serenity-fieldset-title">Equipped Explosives</span>
|
||
|
||
<span class="sheet-serenity-weapon-name-label">Name</span>
|
||
<span class="sheet-serenity-weapon-damage-label">Damage</span>
|
||
<span class="sheet-serenity-weapon-range-label">Range</span>
|
||
<span class="sheet-serenity-weapon-weight-label">Weight</span>
|
||
<fieldset class="repeating_explosives">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-weapon-name"
|
||
/>
|
||
<span>d</span>
|
||
<input
|
||
type="number"
|
||
name="attr_Damage"
|
||
class="sheet-serenity-weapon-damage"
|
||
min="2"
|
||
max="99"
|
||
step="2"
|
||
value="2"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-weapon-damage-type"
|
||
name="attr_DamageType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
<input
|
||
type="number"
|
||
name="attr_Range"
|
||
class="sheet-serenity-weapon-range"
|
||
min="0"
|
||
max="9999"
|
||
step="5"
|
||
value="10"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-weapon-weight"
|
||
min="0"
|
||
value="1"
|
||
/>
|
||
</fieldset>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-character-armor">
|
||
<span class="sheet-serenity-fieldset-title">Equipped Armor</span>
|
||
|
||
<span class="sheet-serenity-armor-name-label">Name</span>
|
||
<span class="sheet-serenity-armor-rating-label">Rating</span>
|
||
<span class="sheet-serenity-armor-penalty-label"
|
||
> Penalties<br />
|
||
Agility Alert.</span
|
||
>
|
||
<span class="sheet-serenity-armor-weight-label">Weight</span>
|
||
<fieldset class="repeating_armor">
|
||
<input
|
||
type="text"
|
||
name="attr_Name"
|
||
class="sheet-serenity-armor-name"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Rating"
|
||
class="sheet-serenity-armor-rating"
|
||
min="0"
|
||
max="99"
|
||
step="1"
|
||
value="1"
|
||
/>
|
||
<select
|
||
class="sheet-serenity-armor-rating-type"
|
||
name="attr_RatingType"
|
||
>
|
||
<option value="B">Basic</option>
|
||
<option value="S">Stun</option>
|
||
<option value="W">Wound</option>
|
||
</select>
|
||
<input
|
||
type="number"
|
||
name="attr_AgilityPenalty"
|
||
class="sheet-serenity-armor-penalty"
|
||
min="-99"
|
||
max="0"
|
||
value="0"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_AlertnessPenalty"
|
||
class="sheet-serenity-armor-penalty"
|
||
min="-99"
|
||
max="0"
|
||
value="0"
|
||
/>
|
||
<input
|
||
type="number"
|
||
name="attr_Weight"
|
||
class="sheet-serenity-armor-weight"
|
||
min="0"
|
||
value="1"
|
||
/>
|
||
<div>
|
||
Effects: <input
|
||
type="text"
|
||
name="attr_Effects"
|
||
class="sheet-serenity-armor-effects"
|
||
/>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="sheet-tab-content sheet-tab3-content">
|
||
<div class="sheet-serenity-fieldset sheet-serenity-notes">
|
||
<span class="sheet-serenity-fieldset-title">Notes</span>
|
||
|
||
<textarea name="attr_Notes"></textarea>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-explanation">
|
||
<span class="sheet-serenity-fieldset-title">Description</span>
|
||
|
||
<textarea name="attr_Description"></textarea>
|
||
</div>
|
||
<div class="sheet-serenity-fieldset sheet-serenity-history">
|
||
<span class="sheet-serenity-fieldset-title">History</span>
|
||
|
||
<textarea name="attr_History"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|