Files
roll20-character-sheets/ShadowrunAnarchy/ShadowrunAnarchy.html
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2018-10-27 13:50:43 -05:00

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HTML

<!-- ~~~~~~~~ Shadowrun Anarchy Character sheet ~~~~~~~~~ -->
<div class="container">
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" />
<img class="header" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/ShadowrunHeader.png" style="width:100%" "border:1px solid black;" alt="Shadowrun logo" />
<div class="pc">
<!-- The "Shadowrun" logo -->
<div class="row row-name">
<div class="col col-name">
<input type="text" name="attr_character_name" value="" placeholder="Name" />
</div>
<div class="col">
<div class="special"><input type="checkbox" name="attr_special" value="1" title="@{special}" title="@{special}" /><span data-i18n="awakened">Awakened</span></div>
<div class="special"><input type="checkbox" name="attr_special" value= "2" title="@{special}" title="@{special}" /><span data-i18n="emerged">Emerged</span></div>
</div>
<div class="col toggle">
<input type="checkbox" class="options-flag" name="attr_npc_toggle" value="npc" title="NPC toggle" /><span>NPC</span>
</div>
</div>
<!-- ~~~~~~~~ Attribute ~~~~~~~~ -->
<div class="tan attribute">
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Strength}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Strength Roll"><h1 data-i18n="strength">STRENGTH</h1></button>
<input type="number" name="attr_strength" value="1" title="@{strength}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Agility}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Agility Roll"><h1 data-i18n="agility">AGILITY</h1></button>
<input type="number" name="attr_agility" value="1" title="@{agility}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Willpower}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Willpower Roll"><h1 data-i18n="willpower">WILLPOWER</h1></button>
<input type="number" name="attr_willpower" value="1" title="@{willpower}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Logic}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{logic}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Logic Roll"><h1 data-i18n="logic">LOGIC</h1></button>
<input type="number" name="attr_logic" value="1" title="@{logic}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Charisma}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{charisma}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Charisma Roll"><h1 data-i18n="charisma">CHARISMA</h1></button>
<input type="number" name="attr_charisma" value="1" title="@{charisma}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Edge}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{edge}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Edge Roll"><h1 data-i18n="edge">EDGE</h1></button>
<input type="number" name="attr_edge" value="1" title="@{edge}" />
</div>
</div><!--End Attributes-->
<!-- ~~~~~~~~ Karma Input ~~~~~~~~ -->
<div class="karma">
<div class="karma-bubbles">
<label data-i18n="totalkarma">TOTAL KARMA</label>
<input type="number" name="attr_karma_total" placeholder="#" title="@{karma_total}" />
</div>
<div class="karma-bubbles">
<label data-i18n="karmabalance">KARMA BALANCE</label>
<input type="number" name="attr_karma" placeholder="#" title="@{karma}" />
</div>
</div><!-- End Karma Inputs -->
<!-- ~~~~~~~~ Dispositions ~~~~~~~~ -->
<div class="row dispositionsrow">
<div class="trapezoid"></div>
<div class="trapezoid-white"></div>
<h2 data-i18n="dispositions">DISPOSITIONS</h2>
<div class="textbox toggle">
<input type="checkbox" class="options-flag" name="attr_disposition_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="cues">
<textarea name="attr_disposition_1"></textarea>
</div>
<div class="cues">
<textarea name="attr_disposition_2"></textarea>
</div>
</div>
<div class="display">
<div class="cues">
<span name="attr_disposition_1"></span>
</div>
<div class="cues">
<span name="attr_disposition_2"></span>
</div>
</div>
</div>
</div><!--End Dispositions Row -->
<!-- ~~~~~~~~ Skills ~~~~~~~~ -->
<div class="roll-toggles">
<div class="toggle-buttons">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Perception}}{{attr=Wil+Log}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Perception Roll"><span class="pictos">E</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Defense}}{{attr=Agi+Log}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Defense Roll"><span class="pictosC">e</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Spell Defense}}{{attr=Str+Wil}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Spell Defense Roll"><span class="pictos3">b</span><span class="lightening">e</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Glitch Dice}}{{glitch=[[1d6cs6cs5cf1]]}}" title="Glitch Dice"><span class="glitch">L</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Dice Roll}}{{attr=?{D6s to roll|0}d6}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(?{D6s to roll|0}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="D6 Roll"><span class="d6">L</span></button>
</div>
<div class="toggle-toggles">
<input type="checkbox" class="whisper-flag" name="attr_gm_toggle" value="/w gm" title="GM Whisper Toggle" /><span class="whisper-flag">w</span>
<input type="checkbox" class="wound-flag" name="attr_wound_toggle" value="@{wounds}" title="Wounds Toggle" /><span class="wound-flag">k</span><span class="wound-line">Y</span>
<input type="checkbox" class="modifier-flag" name="attr_modifier_toggle" value="?{Modifiers +/-|0}" title="Modifier Toggle" /><span class="modifier-flag">?</span>
<input type="checkbox" class="edge-flag" name="attr_edge_toggle" value="1" title="Edge Toggle" /><span class="edge-flag">!</span>
<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_edge_threshold" value="5" />
</div>
</div>
<div class="tan bubblerow skillrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h2 data-i18n="skills">SKILLS</h2>
<fieldset class="repeating_skills">
<input type="hidden" name="attr_skill_spec_display">
<input type="hidden" name="attr_attribute_name" value="Strength">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_skill_toggle" checked="checked" /><span>i</span>
<div class="options">
<div class="skillbox">
<input type="text" name="attr_skill" placeholder="Skill Name">
<input type="number" name="attr_skill_rank" placeholder="0"><br />
<input type="text" name="attr_skill_specalization" placeholder="Specialization">
</div>
</div>
<div class="display">
<div class="skillbox">
<div class="skillheader">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=@{skill}}}{{attr=@{attribute_name}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{skill_rank}+@{skill_attribute}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Skill Name">
<span class="skillname" name="attr_skill_display"></span>
</button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=@{skill}}}{{spec=@{skill_specalization}}}{{attr=@{attribute_name}}}{{wound=[[@{wound_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{skill_rank}+@{skill_attribute}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Skill Specilization Roll">
<span class="skillname" name="attr_skill_spec_display"></span>
</button>
</div>
<div class="skillcontainer">
<span name="attr_skill_rank"></span>
<select name="attr_skill_attribute">
<option class="option" value="@{strength}" >+S</option>
<option class="option" value="@{agility}">+A</option>
<option class="option" value="@{willpower}">+W</option>
<option class="option" value="@{logic}">+L</option>
<option class="option" value="@{charisma}">+C</option>
<option class="option" value="@{edge}">+E</option>
<option class="option" value="0">(K)</option>
</select>
</div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Skills Row -->
<!-- ~~~~~~~~ Shadow Amps ~~~~~~~~ -->
<div class="tan bubblerow amprow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<div class="essence-box">
<h2 data-i18n="shadowamps">SHADOW AMPS</h2>
<h3 data-i18n="essence">ESSENCE</h3><span style="color:white">: </span>
<input class="essence-input" type="text" name="attr_essence" value="6" placeholder="6" title="@{essence}" />
<input class="essence-note" type="text" name="attr_essence_penalty" value="" placeholder="0 penalty to magic/healing tests" title="@{essence_penalty}" />
</div>
<fieldset class="repeating_amps">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_amp_toggle" checked="checked" /><span>i</span>
<div class="options">
<div class="ampbox">
<input type="number" name="attr_amp_rating" placeholder="0">
<input type="text" name="attr_amp" placeholder="Amp Name">
<textarea name="attr_amp_desc" placeholder="Amp Description"></textarea>
</div>
</div>
<div class="display">
<div class="skillbox">
<div class="amprating"><span name="attr_amp_rating"></span></div>
<div class="ampheader"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{amp}}}{{desc=@{amp_desc}}}"><span class="skillname" name="attr_amp"></span></button></div>
<div class="textcontainer"><span name="attr_amp_desc"></span></div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Shadow Amps -->
<!-- ~~~~~~~~ Cues ~~~~~~~~ -->
<div class="row cuerow">
<div class="trapezoid"></div>
<div class="trapezoid-white"></div>
<h2 data-i18n="cues">CUES</h2>
<div class="textbox toggle">
<input type="checkbox" class="options-flag" name="attr_cue_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="cues">
<textarea name="attr_cues_1"></textarea>
</div>
<div class="cues">
<textarea name="attr_cues_2"></textarea>
</div>
</div>
<div class="display">
<div class="cues">
<span name="attr_cues_1"></span>
</div>
<div class="cues">
<span name="attr_cues_2"></span>
</div>
</div>
</div>
</div><!--End Cues -->
<!-- ~~~~~~~~ Qualities ~~~~~~~~ -->
<div class="qualityrow bubblerow">
<h2 data-i18n="qualities">QUALITIES</h2>
<fieldset class="repeating_qualities">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_quality_toggle" checked="checked" /><span>i</span>
<div class="options">
<input type="radio" class="quality-pos" name="attr_quality_type" value="positive" title="Positive Quality" checked="checked" /><span>+</span>
<input type="radio" class="quality-neg" name="attr_quality_type" value="negative" title="Negative Quality" /><span>-</span>
<div class="ampbox">
<input type="text" name="attr_quality" placeholder="Quality" />
<textarea name="attr_quality_desc" value="" placeholder="Quality Description" /></textarea>
</div>
</div>
<div class="display">
<input type="hidden" class="quality-pos" name="attr_quality_type" value="positive" />
<input type="hidden" class="quality-neg" name="attr_quality_type" value="negative" />
<div class="skillbox">
<div class="ampheader"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{quality}}}{{desc=@{quality_desc}}}"><span class="skillname" name="attr_quality"></span></button></div>
<div class="textcontainer"><span name="attr_quality_desc"></span></div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Qualities -->
<!-- ~~~~~~~~ Weapons!! ~~~~~~~~ -->
<div class="tan weaponrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h2 data-i18n="weapons">WEAPONS</h2>
<div class="weaponsection">
<!-- Unarmed Boxs-->
<div class="unarmedbox toggle">
<div class="unarmedheader">
<h4 data-i18n="unarmed">UNARMED</h4>
</div>
<div class="unarmeddamagebox">
<div class="weaponlabels"><label>DAM</label></div>
<div class="weaponlabels"><label data-i18n="close">CLOSE</label></div>
<div class="weaponlabels"><label data-i18n="near">NEAR</label></div>
<div class="weaponlabels"><label data-i18n="far">FAR</label></div>
</div>
<input type="checkbox" class="options-flag" name="attr_unarmed_toggle" checked="checked" /><span>i</span>
<div class="options unarmeddamagebox">
<input type="text" name="attr_unarmed_dmg" value="" placeholder="#S" />
<input type="text" name="attr_unarmed_close" value="OK" placeholder="OK" />
<input type="text" name="attr_unarmed_near" value="-" placeholder="-"/>
<input type="text" name="attr_unarmed_far" value="-" placeholder="-" />
</div>
<div class="display unarmeddamagebox">
<div class="weaponlabels"><span name="attr_unarmed_dmg"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_close"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_near"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_far"></span></div>
</div>
</div>
<br />
<!-- Weapons box -->
<fieldset class="repeating_weapons">
<div class="weaponbox toggle ">
<input type="checkbox" class="options-flag" name="attr_weapon_toggle" checked="checked" /><span>y</span>
<div class="weaponsubtitlesbox">
<label>DAM</label>
<label data-i18n="close">CLOSE</label>
<label data-i18n="near">NEAR</label>
<label data-i18n="far">FAR</label>
</div>
<div class="options weapondamagebox">
<div class="weaponheader">
<input type="text" name="attr_weapon_name" value="" placeholder="Ares Predator V" /><br />
<input type="text" name="attr_weapon_type" value="" placeholder="Heavy Pistol" />
</div>
<div class="weaponbody">
<input type="text" name="attr_weapon_dmg" value="" placeholder="6P" />
<input type="text" name="attr_weapon_close" value="" placeholder="OK" />
<input type="text" name="attr_weapon_near" value="" placeholder="-2"/>
<input type="text" name="attr_weapon_far" value="" placeholder="-" />
</div>
</div>
<div class="display weapondamagebox">
<div class="weaponheader">
<span name="attr_weapon_name"></span><br />
<span name="attr_weapon_type"></span>
</div>
<div class="weaponbody">
<div class="weaponlabels"><span name="attr_weapon_dmg"></span></div>
<div class="weaponlabels"><span name="attr_weapon_close"></span></div>
<div class="weaponlabels"><span name="attr_weapon_near"></span></div>
<div class="weaponlabels"><span name="attr_weapon_far"></span></div>
</div>
</div>
</div>
</fieldset>
</div>
</div><!--End Weapons!! -->
<!-- ~~~~~~~~ Condition Monitor ~~~~~~~~ -->
<div class="tan conrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h1 data-i18n="condition">CONDITION MONITOR</h1>
<!-- ~~~~~~~~ Armor ~~~~~~~~ -->
<div class="armorbox">
<div class="armorsection">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_armor_toggle" checked="checked" /><span>y</span>
<div class="options">
<input type="number" name="attr_armor" value="" placeholder="12" />
<input type="text" name="attr_armor_name" value="" placeholder="Armor Jacket" />
</div>
<div class="display">
<div class="armor">
<span name="attr_armor_name"></span>
</div>
</div>
</div>
<input type="radio" class="radio-header-armor" name="attr_armor_damage" value="0" title="Armor Reset" checked="checked" />
<h1 data-i18n="armor">ARMOR</h1>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/CatalystLogo.png" alt="Catalyst & Anarchy Logo">
<div class="armorcircles">
<input type="hidden" name="attr_armor_1_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="1" /><span></span>
<input type="hidden" name="attr_armor_2_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="2" /><span></span>
<input type="hidden" name="attr_armor_3_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="3" /><span></span>
<input type="hidden" name="attr_armor_4_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="4" /><span></span>
<input type="hidden" name="attr_armor_5_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="5" /><span></span><br />
<input type="hidden" name="attr_armor_6_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_armor_damage" value="6" /><span></span>
<input type="hidden" name="attr_armor_7_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="7" /><span></span>
<input type="hidden" name="attr_armor_8_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="8" /><span></span>
<input type="hidden" name="attr_armor_9_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="9" /><span></span>
<input type="hidden" name="attr_armor_10_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="10" /><span></span><br />
<input type="hidden" name="attr_armor_11_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_armor_damage" value="11" /><span></span>
<input type="hidden" name="attr_armor_12_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="12" /><span></span>
<input type="hidden" name="attr_armor_13_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="13" /><span></span>
<input type="hidden" name="attr_armor_14_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="14" /><span></span>
<input type="hidden" name="attr_armor_15_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="15" /><span></span>
</div>
</div>
</div>
<!-- Middle area with condition monitor -->
<img class="conleftdec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/SideDecor.png" alt="Straight line with circle at the top facing left.">
<img class="conmiddec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/MidDecor.png" alt="Straight line with circle at both ends">
<img class="conrightdec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/SideDecor.png" alt="Straight line with circle at the top facing right.">
<div class="conditionbox">
<!-- Physical Damage Circles -->
<div class="conditionsection">
<input type="hidden" name="attr_physical_max" value="8">
<input type="radio" class="radio-header-physical" name="attr_physical" value="0" title="Physical Reset" checked="checked" />
<h2 data-i18n="physical">PHYSICAL</h2>
<div class="conditioncircles">
<input type="hidden" name="attr_physical_1_enabled" value="true"/>
<input type="radio" name="attr_physical" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_2_enabled" value="true"/>
<input type="radio" name="attr_physical" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_3_enabled" value="true"/>
<input type="radio" name="attr_physical" value="3" /><span></span><span class="condigit">-1</span><br />
<input type="hidden" name="attr_physical_4_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_physical" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_5_enabled" value="true"/>
<input type="radio" name="attr_physical" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_6_enabled" value="true"/>
<input type="radio" name="attr_physical" value="6" /><span></span><span class="condigit">-2</span><br />
<input type="hidden" name="attr_physical_7_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_physical" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_8_enabled" value="true"/>
<input type="radio" name="attr_physical" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_9_enabled" value="true"/>
<input type="radio" name="attr_physical" value="9" /><span></span><span class="condigit">-3</span><br />
<input type="hidden" name="attr_physical_10_enabled" value="true"/>
<input type="radio" class="circles25" name="attr_physical" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_11_enabled" value="true"/>
<input type="radio" name="attr_physical" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_12_enabled" value="true"/>
<input type="radio" name="attr_physical" value="12" /><span></span><span class="condigit">-4</span><br />
<input type="hidden" name="attr_physical_13_enabled" value="true"/>
<input type="radio" class="circles35" name="attr_physical" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_14_enabled" value="true"/>
<input type="radio" name="attr_physical" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_15_enabled" value="true"/>
<input type="radio" name="attr_physical" value="15" /><span></span><span class="condigit">-5</span><br />
</div>
</div>
<!-- Stun Damage Cirlces -->
<div class="conditionsection">
<input type="hidden" name="attr_stun_max" value="8">
<input type="radio" class="radio-header-small" name="attr_stun" value="0" title="Stun Reset" checked="checked" />
<h2 data-i18n="stun">STUN</h2>
<div class="conditioncircles">
<input type="hidden" name="attr_stun_1_enabled" value="true"/>
<input type="radio" name="attr_stun" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_2_enabled" value="true"/>
<input type="radio" name="attr_stun" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_3_enabled" value="true"/>
<input type="radio" name="attr_stun" value="3" /><span></span><span class="condigit">-1</span><br />
<input type="hidden" name="attr_stun_4_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_stun" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_5_enabled" value="true"/>
<input type="radio" name="attr_stun" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_6_enabled" value="true"/>
<input type="radio" name="attr_stun" value="6" /><span></span><span class="condigit">-2</span><br />
<input type="hidden" name="attr_stun_7_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_stun" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_8_enabled" value="true"/>
<input type="radio" name="attr_stun" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_9_enabled" value="true"/>
<input type="radio" name="attr_stun" value="9" /><span></span><span class="condigit">-3</span><br />
<input type="hidden" name="attr_stun_10_enabled" value="true"/>
<input type="radio" class="circles25" name="attr_stun" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_11_enabled" value="true"/>
<input type="radio" name="attr_stun" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_12_enabled" value="true"/>
<input type="radio" name="attr_stun" value="12" /><span></span><span class="condigit">-4</span><br />
<input type="hidden" name="attr_stun_13_enabled" value="true"/>
<input type="radio" class="circles35" name="attr_stun" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_14_enabled" value="true"/>
<input type="radio" name="attr_stun" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_15_enabled" value="true"/>
<input type="radio" name="attr_stun" value="15" /><span></span><span class="condigit">-5</span><br />
</div>
</div>
<!-- Edge & Plot Cirlces -->
<div class="edgesection">
<input type="radio" class="radio-header-small" name="attr_edge_pool" value="0" title="Edge Reset" checked="checked" />
<h2 data-i18n="edge">EDGE</h2>
<div class="edgecircles">
<input type="hidden" name="attr_edge_1_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="1" /><span></span>
<input type="hidden" name="attr_edge_2_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="2" /><span></span>
<input type="hidden" name="attr_edge_3_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="3" /><span></span>
<input type="hidden" name="attr_edge_4_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="4" /><span></span>
<input type="hidden" name="attr_edge_5_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="5" /><span></span>
<input type="hidden" name="attr_edge_6_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="6" /><span></span>
</div>
</div>
<div class="edgesection">
<input type="radio" class="radio-header-small" name="attr_plot" value="0" title="Plot Reset" checked="checked" />
<h2 data-i18n="plot">PLOT</h2>
<div class="edgecircles">
<input type="radio" name="attr_plot" value="1" /><span></span>
<input type="radio" name="attr_plot" value="2" /><span></span>
<input type="radio" name="attr_plot" value="3" /><span></span>
<input type="radio" name="attr_plot" value="4" /><span></span>
<input type="radio" name="attr_plot" value="5" /><span></span>
</div>
</div>
</div>
<!-- Gear & Contact section -->
<div class="gearbox">
<h1 data-i18n="gear">GEAR</h1>
<div class="textbox toggle geartoggle">
<input type="checkbox" class="options-flag" name="attr_gear_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="gear">
<textarea name="attr_gear" placeholder="Erika Elite Commlink, Crowbar, fake SIN, sister's necklace"></textarea>
</div>
</div>
<div class="display">
<div class="gear">
<span name="attr_gear"></span>
</div>
</div>
</div>
<h1 data-i18n="contacts">Contacts</h1>
<div class="textbox toggle contacttoggle">
<input type="checkbox" class="options-flag" name="attr_contact_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="gear contact">
<textarea name="attr_contacts" placeholder="Old Crow (informational anarchist, Raven shaman)"></textarea>
</div>
</div>
<div class="display">
<div class="gear contact">
<span name="attr_contacts"></span>
</div>
</div>
</div>
</div>
</div> <!--- End Condition Monitor area -->
</div><!--- End PC Sheet -->
<!-- ~~~~~~~~ Start of NPC sheet ~~~~~~~~ -->
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" />
<div class="npc">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_npc_options_toggle" checked="checked" /><span>y</span>
<div class="options">
<h1 data-i18n="npcoptions">NPC Options</h1>
<div class="row">
<span data-i18n="name">NAME</span><input type="text" name="attr_character_name" value="1" placeholder="Name" />
</div>
<div class="row"><label>Attributes</label></div>
<div class="row">
<span>STR </span><input type="number" name="attr_strength" value="1" placeholder="0" title="@{strength}"/>
<span>AGI </span><input type="number" name="attr_agility" value="1" placeholder="0" title="@{agility}" />
<span>WIL </span><input type="number" name="attr_willpower" value="1" placeholder="0" title="@{willpower}" />
<span>LOG </span><input type="number" name="attr_logic" value="1" title="@{logic}" />
<span>CHA </span><input type="number" name="attr_charisma" value="1" title="@{charisma}" />
<span>EDG </span><input type="number" name="attr_edge" value="1" placeholder="0" title="@{edge}" />
</div>
<div class="row"><label data-i18n="skills" style="font-weight: bolder">SKILLS</label></div>
<div class="col">
<div class="row"><span data-i18n="astralcombat">Astral Combat</span><input type="number" name="attr_astral_combat" value="0" placeholder="0" title="@{astral_combat}" /></div>
<div class="row"><span data-i18n="athletics">Athletics</span><input type="number" name="attr_athletics" value="0" placeholder="0" title="@{athletics}" /></div>
<div class="row"><span data-i18n="biotech">Biotech</span><input type="number" name="attr_biotech" value="0" placeholder="0" title="@{biotech}" /></div>
<div class="row"><span data-i18n="closecombat">Close Combat</span><input type="number" name="attr_close_combat" value="0" placeholder="0" title="@{close_combat}" /></div>
<div class="row"><span data-i18n="con">Con</span><input type="number" name="attr_con" value="0" placeholder="0" title="@{con}" /></div>
<div class="row"><span data-i18n="conjuring">Conjuring</span><input type="number" name="attr_conjuring" value="0" placeholder="0" title="@{conjuring}" /></div>
<div class="row"><span data-i18n="disguise">Disguise</span><input type="number" name="attr_disguise" value="0" placeholder="0" title="@{disguise}" /></div>
<div class="row"><span data-i18n="electronics">Electronics</span><input type="number" name="attr_electronics" value="0" placeholder="0" title="@{electronics}" /></div>
</div>
<div class="col">
<div class="row"><span data-i18n="engineering">Engineering</span><input type="number" name="attr_engineering" value="0" placeholder="0" title="@{engineering}" /></div>
<div class="row"><span data-i18n="escapeartist">Escape Artist</span><input type="number" name="attr_escape_artist" value="0" placeholder="0" title="@{escape_artist}" /></div>
<div class="row"><span data-i18n="firearms">Firearms</span><input type="number" name="attr_firearms" value="0" placeholder="0" title="@{firearms}" /></div>
<div class="row"><span data-i18n="hacking">Hacking</span><input type="number" name="attr_hacking" value="0" placeholder="0" title="@{hacking}" /></div>
<div class="row"><span data-i18n="heavyweapons">Heavy Weapons</span><input type="number" name="attr_heavy_weapons" value="0" placeholder="0" title="@{heavy_weapons}" /></div>
<div class="row"><span data-i18n="intimidation">Intimidation</span><input type="number" name="attr_intimidation" value="0" placeholder="0" title="@{intimidation}" /></div>
<div class="row"><span data-i18n="negotiation">Negotiation</span><input type="number" name="attr_negotiation" value="0" placeholder="0" title="@{negotiation}" /></div>
<div class="row"><span data-i18n="pilotground">Piloting (Ground)</span><input type="number" name="attr_piloting_ground" value="0" placeholder="0" title="@{piloting_ground}" /></div>
</div>
<div class="col">
<div class="row"><span data-i18n="pilotother">Piloting (Other)</span><input type="number" name="attr_piloting_other" value="0" placeholder="0" title="@{piloting_other}" /></div>
<div class="row"><span data-i18n="projectileweapons">Projectile Weapons</span><input type="number" name="attr_projectile_weapons" value="0" placeholder="0" title="@{projectile_weapons}" /></div>
<div class="row"><span data-i18n="sorcery">Sorcery</span><input type="number" name="attr_sorcery" value="0" placeholder="0" title="@{sorcery}" /></div>
<div class="row"><span data-i18n="stealth">Stealth</span><input type="number" name="attr_stealth" value="0" placeholder="0" title="@{stealth}" /></div>
<div class="row"><span data-i18n="survival">Survival</span><input type="number" name="attr_survival" value="0" placeholder="0" title="@{survival}" /></div>
<div class="row"><span data-i18n="tasking">Tasking</span><input type="number" name="attr_tasking" value="0" placeholder="0" title="@{tasking}" /></div>
<div class="row"><span data-i18n="tracking">Tracking</span><input type="number" name="attr_tracking" value="0" placeholder="0" title="@{tracking}" /></div>
<div class="row"><span data-i18n="vehicleweapons">Vehicle Weapons</span><input type="number" name="attr_vehicle_weapons" value="0" placeholder="0" title="@{vehicle_weapons}" /></div>
</div>
<br />
<label data-i18n="condition" style="font-weight: bolder">CONDITION MONITOR</label>
<div class="row">
<span data-i18n="armor">ARMOR</span>
<input type="number" name="attr_armor" value="9" placeholder="9"><input type="text" name="attr_armor_name" value="Natural Armor" placeholder="Natural Armor">
</div>
<br />
<div class="row">
<span data-i18n="physicalbonus">PHYSICAL BONUS</span><input type="number" name="attr_physical_bonus" value="0" placeholder="0"> /
<span data-i18n="stunbonus">STUN BONUS</span><input type="number" name="attr_stun_bonus" value="0" placeholder="0">
</div>
<br />
<span data-i18n="npctoggle">NPC Toggle</span><input class="npc-toggle" type="checkbox" name="attr_npc_toggle" value="npc" checked="checked" />
</div>
<div class="display">
<div class="npc-name"><span name="attr_character_name"></span></div>
<div class="roll-toggles">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Perception}}{{attr=Wil+Log}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Perception Roll"><span class="pictos">E</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Defense}}{{attr=Agi+Log}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Defense Roll"><span class="pictosC">e</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Spell Defense}}{{attr=Str+Wil}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Spell Defense Roll"><span class="pictos3">b</span><span class="lightening">e</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Glitch Dice}}{{glitch=[[1d6cs6cs5cf1]]}}" title="Glitch Dice"><span class="glitch">L</span></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Dice Roll}}{{attr=?{D6s to roll|0}d6}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(?{D6s to roll|0}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="D6 Roll"><span class="d6">L</span></button>
<div class="toggle-toggles">
<input type="checkbox" class="whisper-flag" name="attr_gm_toggle" value="/w gm" title="GM Whisper Toggle" /><span class="whisper-flag">w</span>
<input type="checkbox" class="wound-flag" name="attr_wound_toggle" value="@{wounds}" title="Wounds Toggle" /><span class="wound-flag">k</span><span class="wound-line">Y</span>
<input type="checkbox" class="modifier-flag" name="attr_modifier_toggle" value="?{Modifiers +/-|0}" title="Modifier Toggle" /><span class="modifier-flag">?</span>
<input type="checkbox" class="edge-flag" name="attr_edge_toggle" value="1" title="Edge Toggle" /><span class="edge-flag">!</span>
<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_edge_threshold" value="5" />
</div>
</div>
<div class="npc-attribute">
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Strength}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Strength Roll"><label>STR</label></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Agility}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Agility Roll"><label>AGI</label></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Willpower}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Willpower Roll"><label>WIL</label></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Logic}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Logic Roll"><label>LOG</label></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Charisma}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Charisma Roll"><label>CHA</label></button>
<button type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=Edge}}{{attr=Attribute}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Edge Roll"><label>EDG</label></button>
<div class="npc-attr-row">
<div class="npc-attr-num"><span name="attr_strength"></span></div>
<div class="npc-attr-num"><span name="attr_agility"></span></div>
<div class="npc-attr-num"><span name="attr_willpower"></span></div>
<div class="npc-attr-num"><span name="attr_logic"></span></div>
<div class="npc-attr-num"><span name="attr_charisma"></span></div>
<div class="npc-attr-num"><span name="attr_edge"></span></div>
</div>
</div>
<div class="npc-body">
<div class="indent-row"><span class="bolder caps" data-i18n="skills" style="font-weight: bolder">SKILLS</span><span>: </span>
<!-- ~~~~~~~~ astralcombat ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_astralcombat_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Astral Combat}}{{attr=Willpower}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{astral_combat}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}"><span data-i18n="astralcombat">Astral Combat</span><span> </span><span name="attr_astral_combat"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ Athletics ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_athletics_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Athletics}}{{attr=Agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{athletics}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="athletics">Athletics</span><span> </span><span name="attr_athletics"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ Biotech ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_biotech_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Biotech}}{{attr=Logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{biotech}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="biotech">Biotech</span><span> </span><span name="attr_biotech"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ close_combat ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_close_combat_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Close Combat}}{{attr=Agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{close_combat}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="closecombat">Close Combat</span><span> </span><span name="attr_close_combat"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ con ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_con_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=con}}{{attr=charisma}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{con}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="con">Con</span><span> </span><span name="attr_con"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ conjuring ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_conjuring_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=conjuring}}{{attr=willpower}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{conjuring}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="conjuring">Conjuring</span><span> </span><span name="attr_conjuring"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ disguise ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_disguise_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=disguise}}{{attr=charisma}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{disguise}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="disguise">Disguise</span><span> </span><span name="attr_disguise"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ electronics ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_electronics_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=electronics}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{electronics}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="electronics">Electronics</span><span> </span><span name="attr_electronics"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ engineering ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_engineering_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=engineering}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{engineering}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="engineering">Engineering</span><span> </span><span name="attr_engineering"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ escape_artist ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_escape_artist_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Escape Artist}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{escape_artist}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="escapeartist">Escape Artist</span><span> </span><span name="attr_escape_artist"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ firearms ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_firearms_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=firearms}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{firearms}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="firearms">Firearms</span><span> </span><span name="attr_firearms"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ hacking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_hacking_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=hacking}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{hacking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="hacking">Hacking</span><span> </span><span name="attr_hacking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ heavy weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_heavy_weapons_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Heavy Weapons}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{heavy_weapons}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="heavyweapons">Heavy Weapons</span><span> </span><span name="attr_heavy_weapons"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ intimidation ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_intimidation_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=intimidation}}{{attr=charisma}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{intimidation}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="intimidation">Intimidation</span><span> </span><span name="attr_intimidation"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ negotiation ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_negotiation_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=negotiation}}{{attr=charisma}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{negotiation}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="negotiation">Negotiation</span><span> </span><span name="attr_negotiation"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ piloting_ground ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_piloting_ground_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Piloting (Ground)}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{piloting_ground}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="pilotground">Piloting (Ground)</span><span> </span><span name="attr_piloting_ground"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ piloting_other ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_piloting_other_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Piloting (Other)}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{piloting_other}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="pilotother">Piloting (Other)</span><span> </span><span name="attr_piloting_other"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ projectile_weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_projectile_weapons_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Projectile Weapons}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{projectile_weapons}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="projectileweapons">Projectile Weapons</span><span> </span><span name="attr_projectile_weapons"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ sorcery ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_sorcery_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=sorcery}}{{attr=willpower}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{sorcery}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="sorcery">Sorcery</span><span> </span><span name="attr_sorcery"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ stealth ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_stealth_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=stealth}}{{attr=agility}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{stealth}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="stealth">Stealth</span><span> </span><span name="attr_stealth"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ survival ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_survival_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=survival}}{{attr=willpower}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{survival}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="survival">Survival</span><span> </span><span name="attr_survival"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ tasking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_tasking_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=tasking}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{tasking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="tasking">Tasking</span><span> </span><span name="attr_tasking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ tracking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_tracking_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=tracking}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{tracking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="tracking">Tracking</span><span> </span><span name="attr_tracking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ vehicle_weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_vehicle_weapons_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=Vehicle Weapons}}{{attr=logic}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{vehicle_weapons}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="vehicleweapons">Vehicle Weapons</span><span> </span><span name="attr_vehicle_weapons"></span><span>+A</span></button></span>
</div>
</div>
<div class="indent-row"><span class="caps" data-i18n="shadowamps" style="font-weight: bolder">SHADOW AMPS</span><span>: </span>
<span data-i18n="essence">Essence</span><span>: </span>
<input class="essence-input" type="text" name="attr_essence" value="6" placeholder="6" title="@{essence}" />
<input class="essence-note" type="text" name="attr_essence_penalty" value="" placeholder="0 penalty to magic/healing tests" title="@{essence_penalty}" />
</div>
<div class="npc-ampbox">
<fieldset class="repeating_amps">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_amp_toggle" checked="checked" /><span>i</span>
<div class="options">
<div class="npc-amps">
<input type="text" name="attr_amp" placeholder="Amp Name">
<input class="npc-long" type="text" name="attr_amp_desc" placeholder="Amp Description">
</div>
</div>
<div class="display">
<div class="npc-amps">
<button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{amp}}}{{desc=@{amp_desc}}}"><span name="attr_amp"></span></button><span>: </span><span name="attr_amp_desc"></span>
</div>
</div>
</div>
</fieldset>
</div>
<div class="npc-weapons">
<h2>Weapons</h2>
<div class="weaponsubtitlesbox">
<div class="weaponlabels"><span data-i18n="damage">Damage</span></div>
<div class="weaponlabels"><span data-i18n="close">Close</span></div>
<div class="weaponlabels"><span data-i18n="near">Near</span></div>
<div class="weaponlabels"><span data-i18n="far">Far</span></div>
</div>
<fieldset class="repeating_weapons">
<div class="weaponbox toggle">
<input type="checkbox" class="options-flag" name="attr_weapon_toggle" checked="checked" /><span>y</span>
<div class="options weapondamagebox">
<div class="weaponheader">
<input type="text" name="attr_weapon_name" value="" placeholder="Ares Predator V" /><br />
</div>
<div class="weaponbody">
<input type="text" name="attr_weapon_dmg" value="" placeholder="6P" />
<input type="text" name="attr_weapon_close" value="" placeholder="OK" />
<input type="text" name="attr_weapon_near" value="" placeholder="-2"/>
<input type="text" name="attr_weapon_far" value="" placeholder="-" />
</div>
</div>
<div class="display weapondamagebox">
<div class="weaponheader">
<div class="weaponlabels"><span name="attr_weapon_name"></span></div>
</div>
<div class="weaponbody">
<div class="weaponlabels"><span name="attr_weapon_dmg"></span></div>
<div class="weaponlabels"><span name="attr_weapon_close"></span></div>
<div class="weaponlabels"><span name="attr_weapon_near"></span></div>
<div class="weaponlabels"><span name="attr_weapon_far"></span></div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="npc-body">
<div class="indent">
<input type="radio" class="radio-header-armor" name="attr_npc_armor_damage" value="0" title="@{armor_damage}" checked="checked" />
<span class="bolder" data-i18n="armor" style="font-weight: bolder;">Armor</span><span>: </span><span name="attr_armor"></span> [<span name="attr_armor_name"></span>]
<div class="armorcircles">
<input type="hidden" name="attr_npc_armor_1_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="1" /><span></span>
<input type="hidden" name="attr_npc_armor_2_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="2" /><span></span>
<input type="hidden" name="attr_npc_armor_3_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="3" /><span></span>
<input type="hidden" name="attr_npc_armor_4_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="4" /><span></span>
<input type="hidden" name="attr_npc_armor_5_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="5" /><span></span>
<input type="hidden" name="attr_npc_armor_6_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="6" /><span></span>
<input type="hidden" name="attr_npc_armor_7_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="7" /><span></span>
<input type="hidden" name="attr_npc_armor_8_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="8" /><span></span>
<input type="hidden" name="attr_npc_armor_9_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="9" /><span></span>
<input type="hidden" name="attr_npc_armor_10_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="10" /><span></span>
<input type="hidden" name="attr_npc_armor_11_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="11" /><span></span>
<input type="hidden" name="attr_npc_armor_12_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="12" /><span></span>
<input type="hidden" name="attr_npc_armor_13_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="13" /><span></span>
<input type="hidden" name="attr_npc_armor_14_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="14" /><span></span>
<input type="hidden" name="attr_npc_armor_15_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="15" /><span></span>
</div>
</div>
<div class="indent"><span data-i18n="condition" style="font-weight: bolder;">Condition Monitors (P/S)</span><span>: </span><span name="attr_physical_max"></span>/<span name="attr_stun_max"></span>
<div class="npc-consection">
<input type="radio" class="radio-header-physical" name="attr_npc_physical" value="0" title="@{physical}" checked="checked" />
<span data-i18n="physical">Physical</span><span>: </span>
<div class="conditioncircles">
<input type="hidden" name="attr_npc_physical_1_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_2_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_3_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="3" /><span></span><span class="condigit">-1</span>
<input type="hidden" name="attr_npc_physical_4_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_5_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_6_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="6" /><span></span><span class="condigit">-2</span>
<input type="hidden" name="attr_npc_physical_7_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_8_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_9_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="9" /><span></span><span class="condigit">-3</span>
<input type="hidden" name="attr_npc_physical_10_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_11_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_12_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="12" /><span></span><span class="condigit">-4</span>
<input type="hidden" name="attr_npc_physical_13_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_14_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_15_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="15" /><span></span><span class="condigit">-5</span>
</div>
</div>
<div class="npc-consection">
<input type="radio" class="radio-header-small" name="attr_npc_stun" value="0" title="@{stun}" checked="checked" />
<span data-i18n="stun">Stun</span><span>: </span>
<div class="conditioncircles">
<input type="hidden" name="attr_npc_stun_1_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_2_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_3_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="3" /><span></span><span class="condigit">-1</span>
<input type="hidden" name="attr_npc_stun_4_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_5_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_6_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="6" /><span></span><span class="condigit">-2</span>
<input type="hidden" name="attr_npc_stun_7_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_8_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_9_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="9" /><span></span><span class="condigit">-3</span>
<input type="hidden" name="attr_npc_stun_10_enabled" value="true"/>
<input type="radio" name="attr_stun" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_11_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_12_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="12" /><span></span><span class="condigit">-4</span>
<input type="hidden" name="attr_npc_stun_13_enabled" value="true"/>
<input type="radio" name="attr_stun" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_14_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_15_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="15" /><span></span><span class="condigit">-5</span>
</div>
</div>
</div>
<div class="indent">
<input type="radio" class="radio-header-small" name="attr_npc_edge_pool" value="0" title="@{edge}" checked="checked" />
<span data-i18n="edge" style="font-weight: bolder;">Edge</span><span>: </span>
<div class="edgecircles">
<input type="hidden" name="attr_npc_edge_1_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="1" /><span></span>
<input type="hidden" name="attr_npc_edge_2_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="2" /><span></span>
<input type="hidden" name="attr_npc_edge_3_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="3" /><span></span>
<input type="hidden" name="attr_npc_edge_4_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="4" /><span></span>
<input type="hidden" name="attr_npc_edge_5_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="5" /><span></span>
<input type="hidden" name="attr_npc_edge_6_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="6" /><span></span>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" />
<div class="footer" data-i18n="topps">The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.<br />Sheet: Version 1.6</div>
<div class="rolltemplates">
<!--Roll Template for rolling without Focus-->
<rolltemplate class="sheet-rolltemplate-sAnarchy">
<div class="sheet-template-body">
<div class="sheet-template-header">
{{#header}}{{header}}{{/header}}{{#spec}}<br /> <span> ({{spec}})</span>{{/spec}}<br />
{{#attr}}<span>{{attr}}</span>{{/attr}}
{{#rollLess() wound 0}}<span> ♦ Wounds</span>{{/rollLess() wound 0}}
{{#rollLess() mod 0}}<span> ♦ Modifier</span>{{/rollLess() mod 0}}
{{#rollGreater() mod 0}}<span> ♦ Modifier</span>{{/rollGreater() mod 0}}
{{#rollGreater() edge 0}}<span> ♦ Edge</span>{{/rollGreater() edge 0}}
</div>
<div class="sheet-template-row">
{{#dice}}{{dice}}{{/dice}}
{{#rollTotal() glitch 1}}GLITCH! {{glitch}}{{/rollTotal() glitch 1}}
{{#rollBetween() glitch 2 4}}No consequence...{{glitch}}{{/rollBetween() glitch 2 4}}
{{#rollBetween() glitch 5 6}}EXPLOIT! {{glitch}}{{/rollBetween() glitch 5 6}}
{{#desc}}<span class="sheet-template-desc">{{desc}}</span>{{/desc}}
</div>
</div>
</rolltemplate>
</div>
<!--Sheet Worker-->
<script type="text/worker">
//Update Armor bubbles & NPC Armor bubbles
on("change:armor", function (){
getAttrs(["armor"], function (v) {
var attrs = {};
var armor = parseInt(v.armor) || 0;
for (i = 1; i <= armor; i += 1) {
attrs["armor_".concat(i, "_enabled")] = "true";
}
for (i = armor + 1; i <= 15; i += 1) {
attrs["armor_".concat(i)] = 0;
attrs["armor_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
on("change:armor", function (){
getAttrs(["armor"], function (v) {
var attrs = {};
var armor = parseInt(v.armor) || 0;
for (i = 1; i <= armor; i += 1) {
attrs["npc_armor_".concat(i, "_enabled")] = "true";
}
for (i = armor + 1; i <= 15; i += 1) {
attrs["npc_armor_".concat(i)] = 0;
attrs["npc_armor_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
//Update Edge Track
on("change:edge", function (){
getAttrs(["edge"], function (v) {
var attrs = {};
var edge = parseInt(v.edge) || 0;
for (i = 1; i <= edge; i += 1) {
attrs["edge_".concat(i, "_enabled")] = "true";
}
for (i = edge + 1; i <= 6; i += 1) {
attrs["edge_".concat(i)] = 0;
attrs["edge_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
//Configure Max Physical & Stun Track
on("change:strength", function() {
getAttrs(["strength"], function(v){
var str = parseInt(v.strength) || 0;
var tot = Math.floor(str/2) + 8;
setAttrs({
physical_max: tot
});
});
});
on("change:willpower", function() {
getAttrs(["willpower"], function(v){
var wil = parseInt(v.willpower) || 0;
var tot = Math.floor(wil/2) + 8;
setAttrs({
stun_max: tot
});
});
});
//Update physical & stun bubbles
on("change:physical_max", function (){
getAttrs(["physical_max"], function (v) {
var attrs = {};
var physical = parseInt(v.physical_max) || 0;
for (i = 1; i <= physical; i += 1) {
attrs["npc_physical_".concat(i, "_enabled")] = "true";
}
for (i = physical + 1; i <= 15; i += 1) {
attrs["npc_physical_".concat(i)] = 0;
attrs["npc_physical_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
on("change:stun_max", function (){
getAttrs(["stun_max"], function (v) {
var attrs = {};
var stun = parseInt(v.stun_max) || 0;
for (i = 1; i <= stun; i += 1) {
attrs["npc_stun_".concat(i, "_enabled")] = "true";
}
for (i = stun + 1; i <= 15; i += 1) {
attrs["npc_stun_".concat(i)] = 0;
attrs["npc_stun_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
//Update physical & stun bubbles for NPCs
on("change:physical_max", function (){
getAttrs(["physical_max"], function (v) {
var attrs = {};
var physical = parseInt(v.physical_max) || 0;
for (i = 1; i <= physical; i += 1) {
attrs["physical_".concat(i, "_enabled")] = "true";
}
for (i = physical + 1; i <= 15; i += 1) {
attrs["physical_".concat(i)] = 0;
attrs["physical_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
on("change:stun_max", function (){
getAttrs(["stun_max"], function (v) {
var attrs = {};
var stun = parseInt(v.stun_max) || 0;
for (i = 1; i <= stun; i += 1) {
attrs["stun_".concat(i, "_enabled")] = "true";
}
for (i = stun + 1; i <= 15; i += 1) {
attrs["stun_".concat(i)] = 0;
attrs["stun_".concat(i, "_enabled")] = "false";
}
setAttrs(attrs);
});
});
//Edge Toggle
on("change:edge_toggle", function() {
getAttrs(["edge_threshold", "edge_toggle"], function(v){
if (v.edge_toggle == 1 && v.edge_threshold == 5) {
var thres = 4;
} else {
var thres = 5; }
setAttrs({
edge_threshold: thres
});
});
});
//Wound Modifiers for PC & NPC
on("change:physical change:stun", function() {
getAttrs(["physical", "stun"], function(v){
var phy = parseInt(v.physical) || 0;
var stu = parseInt(v.stun) || 0;
var tot = Math.floor(phy/3) + Math.floor(stu/3);
var wou = "-" + tot;
setAttrs({
wounds: wou
});
});
});
on("change:npc_physical change:npc_stun", function() {
getAttrs(["npc_physical", "npc_stun"], function(v){
var phy = parseInt(v.npc_physical) || 0;
var stu = parseInt(v.npc_stun) || 0;
var tot = Math.floor(phy/3) + Math.floor(stu/3);
var wou = "-" + tot;
setAttrs({
wounds: wou
});
});
});
//Set the Attribute to a name for the Roll Template
on("change:repeating_skills:skill_attribute", function() {
getAttrs(["repeating_skills_skill_attribute"], function(v) {
console.log(v.repeating_skills_skill_attribute);
switch (v.repeating_skills_skill_attribute) {
case '@{strength}':
setAttrs({
repeating_skills_attribute_name: "Strength"
});
break;
case '@{agility}':
setAttrs({
repeating_skills_attribute_name: "Agility"
});
break;
case '@{willpower}':
setAttrs({
repeating_skills_attribute_name: "Willpower"
});
break;
case '@{logic}':
setAttrs({
repeating_skills_attribute_name: "Logic"
});
break;
case '@{charisma}':
setAttrs({
repeating_skills_attribute_name: "Charisma"
});
break;
case '@{edge}':
setAttrs({
repeating_skills_attribute_name: "Edge"
});
break;
case '0':
setAttrs({
repeating_skills_attribute_name: "Knowledge"
});
break;
default:
setAttrs({
repeating_skills_attribute_name: "Null Attribute"
});
}
});
});
//Put () around Skill specializations
on("change:repeating_skills:skill_specalization", function() {
getAttrs(["repeating_skills_skill_specalization"], function(v){
var ski = "(" + (v.repeating_skills_skill_specalization) + ")";
var emp = "";
if (v.repeating_skills_skill_specalization === '') {
setAttrs({repeating_skills_skill_spec_display: emp});
} else {setAttrs({repeating_skills_skill_spec_display: ski});
};
});
});
//NPC Skill Toggles
on("change:astral_combat", function() {
getAttrs(["astral_combat"], function(v){
var skl = parseInt(v.astral_combat) || 0;
if (skl > 0) {setAttrs({astralcombat_flag: 1});} else {
setAttrs({astralcombat_flag: 0});}});});
on("change:athletics", function() {
getAttrs(["athletics"], function(v){
var skl = parseInt(v.athletics) || 0;
if (skl > 0) {setAttrs({athletics_flag: 1});} else {
setAttrs({athletics_flag: 0});}});});
on("change:biotech", function() {
getAttrs(["biotech"], function(v){
var skl = parseInt(v.biotech) || 0;
if (skl > 0) {setAttrs({biotech_flag: 1});} else {
setAttrs({biotech_flag: 0});}});});
on("change:close_combat", function() {
getAttrs(["close_combat"], function(v){
var skl = parseInt(v.close_combat) || 0;
if (skl > 0) {setAttrs({close_combat_flag: 1});} else {
setAttrs({close_combat_flag: 0});}});});
on("change:con", function() {
getAttrs(["con"], function(v){
var skl = parseInt(v.con) || 0;
if (skl > 0) {setAttrs({con_flag: 1});} else {
setAttrs({con_flag: 0});}});});
on("change:conjuring", function() {
getAttrs(["conjuring"], function(v){
var skl = parseInt(v.conjuring) || 0;
if (skl > 0) {setAttrs({conjuring_flag: 1});} else {
setAttrs({conjuring_flag: 0});}});});
on("change:disguise", function() {
getAttrs(["disguise"], function(v){
var skl = parseInt(v.disguise) || 0;
if (skl > 0) {setAttrs({disguise_flag: 1});} else {
setAttrs({disguise_flag: 0});}});});
on("change:electronics", function() {
getAttrs(["electronics"], function(v){
var skl = parseInt(v.electronics) || 0;
if (skl > 0) {setAttrs({electronics_flag: 1});} else {
setAttrs({electronics_flag: 0});}});});
on("change:engineering", function() {
getAttrs(["engineering"], function(v){
var skl = parseInt(v.engineering) || 0;
if (skl > 0) {setAttrs({engineering_flag: 1});} else {
setAttrs({engineering_flag: 0});}});});
on("change:escape_artist", function() {
getAttrs(["escape_artist"], function(v){
var skl = parseInt(v.escape_artist) || 0;
if (skl > 0) {setAttrs({escape_artist_flag: 1});} else {
setAttrs({escape_artist_flag: 0});}});});
on("change:firearms", function() {
getAttrs(["firearms"], function(v){
var skl = parseInt(v.firearms) || 0;
if (skl > 0) {setAttrs({firearms_flag: 1});} else {
setAttrs({firearms_flag: 0});}});});
on("change:hacking", function() {
getAttrs(["hacking"], function(v){
var skl = parseInt(v.hacking) || 0;
if (skl > 0) {setAttrs({hacking_flag: 1});} else {
setAttrs({hacking_flag: 0});}});});
on("change:heavy_weapons", function() {
getAttrs(["heavy_weapons"], function(v){
var skl = parseInt(v.heavy_weapons) || 0;
if (skl > 0) {setAttrs({heavy_weapons_flag: 1});} else {
setAttrs({heavy_weapons_flag: 0});}});});
on("change:intimidation", function() {
getAttrs(["intimidation"], function(v){
var skl = parseInt(v.intimidation) || 0;
if (skl > 0) {setAttrs({intimidation_flag: 1});} else {
setAttrs({intimidation_flag: 0});}});});
on("change:negotiation", function() {
getAttrs(["negotiation"], function(v){
var skl = parseInt(v.negotiation) || 0;
if (skl > 0) {setAttrs({negotiation_flag: 1});} else {
setAttrs({negotiation_flag: 0});}});});
on("change:piloting_ground", function() {
getAttrs(["piloting_ground"], function(v){
var skl = parseInt(v.piloting_ground) || 0;
if (skl > 0) {setAttrs({piloting_ground_flag: 1});} else {
setAttrs({piloting_ground_flag: 0});}});});
on("change:piloting_other", function() {
getAttrs(["piloting_other"], function(v){
var skl = parseInt(v.piloting_other) || 0;
if (skl > 0) {setAttrs({piloting_other_flag: 1});} else {
setAttrs({piloting_other_flag: 0});}});});
on("change:projectile_weapons", function() {
getAttrs(["projectile_weapons"], function(v){
var skl = parseInt(v.projectile_weapons) || 0;
if (skl > 0) {setAttrs({projectile_weapons_flag: 1});} else {
setAttrs({projectile_weapons_flag: 0});}});});
on("change:sorcery", function() {
getAttrs(["sorcery"], function(v){
var skl = parseInt(v.sorcery) || 0;
if (skl > 0) {setAttrs({sorcery_flag: 1});} else {
setAttrs({sorcery_flag: 0});}});});
on("change:stealth", function() {
getAttrs(["stealth"], function(v){
var skl = parseInt(v.stealth) || 0;
if (skl > 0) {setAttrs({stealth_flag: 1});} else {
setAttrs({stealth_flag: 0});}});});
on("change:survival", function() {
getAttrs(["survival"], function(v){
var skl = parseInt(v.survival) || 0;
if (skl > 0) {setAttrs({survival_flag: 1});} else {
setAttrs({survival_flag: 0});}});});
on("change:tasking", function() {
getAttrs(["tasking"], function(v){
var skl = parseInt(v.tasking) || 0;
if (skl > 0) {setAttrs({tasking_flag: 1});} else {
setAttrs({tasking_flag: 0});}});});
on("change:tracking", function() {
getAttrs(["tracking"], function(v){
var skl = parseInt(v.tracking) || 0;
if (skl > 0) {setAttrs({tracking_flag: 1});} else {
setAttrs({tracking_flag: 0});}});});
on("change:vehicle_weapons", function() {
getAttrs(["vehicle_weapons"], function(v){
var skl = parseInt(v.vehicle_weapons) || 0;
if (skl > 0) {setAttrs({vehicle_weapons_flag: 1});} else {
setAttrs({vehicle_weapons_flag: 0});}});});
//Repeating active for PC sheet
on("change:repeating_skills", function() {
getAttrs(["repeating_skills_skill", "repeating_skills_skill_specalization"], function(v) {
const skill = (v.repeating_skills_skill);
const spec = (v.repeating_skills_skill_specalization);
console.log(skill.length + "skill");
console.log(spec.length + "spec");
if (spec === "") {
(skill.length > 0 && skill.length <= 24) ? setAttrs({repeating_skills_skill_display: skill}) :
(skill.length > 24 ) ? setAttrs({repeating_skills_skill_display: skill.slice(0, 24) + "..."}) :
setAttrs({repeating_skills_skill_display: " "});
} else {
(skill.length > 0 && skill.length <= 15) ? setAttrs({repeating_skills_skill_display: skill}) :
(skill.length > 12 ) ? setAttrs({repeating_skills_skill_display: skill.slice(0, 12) + "..."}) :
setAttrs({repeating_skills_skill_display: " "});
(spec.length > 0 && spec.length <= 12) ? setAttrs({repeating_skills_skill_spec_display: "(" + spec + ")"}) :
(spec.length > 12 ) ? setAttrs({repeating_skills_skill_spec_display: "(" + spec.slice(0, 12) + "..." + ")"}) :
setAttrs({repeating_skills_skill_spec_display: " "});
};
});
});
</script>