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roll20-character-sheets/Serenity/serenity.html
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2014-09-20 13:11:17 +01:00

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<div class="sheet-serenity-charactersheet">
<input type="radio" name="attr_Tab" class="sheet-tab sheet-tab1" value="1" checked="checked"><span title="Stats"></span>
<input type="radio" name="attr_Tab" class="sheet-tab sheet-tab2" value="2"><span title="Equipment"></span>
<input type="radio" name="attr_Tab" class="sheet-tab sheet-tab3" value="3"><span title="Notes"></span>
<div class="sheet-tab-content sheet-tab1-content sheet-character-stats">
<!-- CHARACTER INFO -->
<div class="sheet-serenity-float-group">
<table class="sheet-character-info" border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td class="sheet-serenity-label">Name:</td>
<td>
<input type="text" name="attr_Name" title="Character name (both first and last)">
</td>
<td class="sheet-serenity-logo" rowspan="3">
<img src="https://bitbucket.org/nmarrero/serenity-char-sheet/raw/master/logo.png" width="185">
</td>
<td class="sheet-serenity-label">Concept:</td>
<td>
<textarea name="attr_Concept" title="(Optional) Character's concept"></textarea>
</td>
</tr>
<tr>
<td class="sheet-serenity-label">Age/Hgt/Wgt:</td>
<td>
<input type="text" name="attr_Characteristics" title="Age/Height/Weight">
</td>
<td class="sheet-serenity-label">Appearance:</td>
<td>
<textarea name="attr_Appearance" title="Character's appearance"></textarea>
</td>
</tr>
</tbody>
</table>
</div>
<!-- LIFE POINTS -->
<div class="sheet-character-life-points sheet-serenity-float-group"> <span class="sheet-serenity-stuns-taken"> <input type="radio" class="sheet-serenity-stun sheet-serenity-stun23"> <input type="radio" class="sheet-serenity-stun sheet-serenity-stun22" value="22" title="22 Stuns Taken" name="attr_stuns"><span number="22"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun21" value="21" title="21 Stuns Taken" name="attr_stuns"><span number="21"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun20" value="20" title="20 Stuns Taken" name="attr_stuns"><span number="20"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun19" value="19" title="19 Stuns Taken" name="attr_stuns"><span number="19"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun18" value="18" title="18 Stuns Taken" name="attr_stuns"><span number="18"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun17" value="17" title="17 Stuns Taken" name="attr_stuns"><span number="17"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun16" value="16" title="16 Stuns Taken" name="attr_stuns"><span number="16"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun15" value="15" title="15 Stuns Taken" name="attr_stuns"><span number="15"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun14" value="14" title="14 Stuns Taken" name="attr_stuns"><span number="14"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun13" value="13" title="13 Stuns Taken" name="attr_stuns"><span number="13"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun12" value="12" title="12 Stuns Taken" name="attr_stuns"><span number="12"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun11" value="11" title="11 Stuns Taken" name="attr_stuns"><span number="11"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun10" value="10" title="10 Stuns Taken" name="attr_stuns"><span number="10"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun9" value="9" title="9 Stuns Taken" name="attr_stuns"><span number="9"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun8" value="8" title="8 Stuns Taken" name="attr_stuns"><span number="8"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun7" value="7" title="7 Stuns Taken" name="attr_stuns"><span number="7"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun6" value="6" title="6 Stuns Taken" name="attr_stuns"><span number="6"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun5" value="5" title="5 Stuns Taken" name="attr_stuns"><span number="5"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun4" value="4" title="4 Stuns Taken" name="attr_stuns"><span number="4"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun3" value="3" title="3 Stuns Taken" name="attr_stuns"><span number="3"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun2" value="2" title="2 Stuns Taken" name="attr_stuns"><span number="2"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun1" value="1" title="1 Stuns Taken" name="attr_stuns"><span number="1"></span>
<input type="radio" class="sheet-serenity-stun sheet-serenity-stun0" value="0" title="No Stuns Taken (Click to clear)" name="attr_stuns"><span number="0"></span> </span> <span class="sheet-serenity-wounds-taken"> <input type="radio" class="sheet-serenity-wound sheet-serenity-wound23"> <input type="radio" class="sheet-serenity-wound sheet-serenity-wound22" value="22" title="22 Wounds Taken" name="attr_wounds"><span number="22"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound21" value="21" title="21 Wounds Taken" name="attr_wounds"><span number="21"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound20" value="20" title="20 Wounds Taken" name="attr_wounds"><span number="20"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound19" value="19" title="19 Wounds Taken" name="attr_wounds"><span number="19"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound18" value="18" title="18 Wounds Taken" name="attr_wounds"><span number="18"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound17" value="17" title="17 Wounds Taken" name="attr_wounds"><span number="17"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound16" value="16" title="16 Wounds Taken" name="attr_wounds"><span number="16"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound15" value="15" title="15 Wounds Taken" name="attr_wounds"><span number="15"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound14" value="14" title="14 Wounds Taken" name="attr_wounds"><span number="14"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound13" value="13" title="13 Wounds Taken" name="attr_wounds"><span number="13"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound12" value="12" title="12 Wounds Taken" name="attr_wounds"><span number="12"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound11" value="11" title="11 Wounds Taken" name="attr_wounds"><span number="11"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound10" value="10" title="10 Wounds Taken" name="attr_wounds"><span number="10"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound9" value="9" title="9 Wounds Taken" name="attr_wounds"><span number="9"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound8" value="8" title="8 Wounds Taken" name="attr_wounds"><span number="8"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound7" value="7" title="7 Wounds Taken" name="attr_wounds"><span number="7"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound6" value="6" title="6 Wounds Taken" name="attr_wounds"><span number="6"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound5" value="5" title="5 Wounds Taken" name="attr_wounds"><span number="5"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound4" value="4" title="4 Wounds Taken" name="attr_wounds"><span number="4"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound3" value="3" title="3 Wounds Taken" name="attr_wounds"><span number="3"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound2" value="2" title="2 Wounds Taken" name="attr_wounds"><span number="2"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound1" value="1" title="1 Wounds Taken" name="attr_wounds"><span number="1"></span>
<input type="radio" class="sheet-serenity-wound sheet-serenity-wound0" value="0" title="No Wounds Taken (Click to clear)" name="attr_wounds"><span number="0"></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 number="13"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock12" value="12" title="12 Shocks Taken" name="attr_shocks"><span number="12"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock11" value="11" title="11 Shocks Taken" name="attr_shocks"><span number="11"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock10" value="10" title="10 Shocks Taken" name="attr_shocks"><span number="10"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock9" value="9" title="9 Shocks Taken" name="attr_shocks"><span number="9"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock8" value="8" title="8 Shocks Taken" name="attr_shocks"><span number="8"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock7" value="7" title="7 Shocks Taken" name="attr_shocks"><span number="7"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock6" value="6" title="6 Shocks Taken" name="attr_shocks"><span number="6"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock5" value="5" title="5 Shocks Taken" name="attr_shocks"><span number="5"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock4" value="4" title="4 Shocks Taken" name="attr_shocks"><span number="4"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock3" value="3" title="3 Shocks Taken" name="attr_shocks"><span number="3"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock2" value="2" title="2 Shocks Taken" name="attr_shocks"><span number="2"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock1" value="1" title="1 Shocks Taken" name="attr_shocks"><span number="1"></span>
<input type="radio" class="sheet-serenity-shock sheet-serenity-shock0" value="0" title="No Shocks Taken (Click to clear)" name="attr_shocks"><span number="0"></span> </span> <span class="sheet-serenity-life-points"> Life Points: <input type="text" name="attr_LifePoints" disabled="true" value="@{Vitality}+@{Willpower}" title="Vitality + Willpower"> </span> <span class="sheet-serenity-life-penalty"> -2 Attribute Penalty: <input type="text" name="attr_LifePenalty" disabled="true" value="( @{Vitality}+@{Willpower} ) / 2" title="When you've taken half or more of your total LifePoints in Wounds, you suffer a -2 step penalty on all Attributes"> </span>
</div>
<div class="sheet-serenity-character-stats">
<div class="sheet-serenity-float-group">
<!-- ATTRIBUTES -->
<fieldset class="sheet-character-attributes">
<legend>Attributes</legend>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Strength:</td>
<td>
<select class="sheet-serenity-strength" name="attr_Strength">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Agility:</td>
<td>
<select class="sheet-serenity-agility" name="attr_Agility">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Vitality:</td>
<td>
<select class="sheet-serenity-vitality" name="attr_Vitality">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Alertness:</td>
<td>
<select class="sheet-serenity-alertness" name="attr_Alertness">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Intelligence:</td>
<td>
<select class="sheet-serenity-intelligence" name="attr_Intelligence">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
<tr>
<td>Willpower:</td>
<td>
<select class="sheet-serenity-willpower" name="attr_Willpower">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="14">d12 + 2</option>
<option value="16">d12 + 4</option>
<option value="18">d12 + 6</option>
<option value="20">d12 + 8</option>
<option value="22">d12 + 10</option>
<option value="24">d12 + 12</option>
</select>
</td>
</tr>
</tbody>
</table>
</fieldset>
<!-- DERIVED TRAITS -->
<fieldset class="sheet-character-derived-traits">
<legend>Derived Traits</legend>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Initiative:</td>
<td>
<input type="text" name="attr_Initiative" disabled="true" value="@{Agility}+@{Alertness}">
<br> <span class="sheet-character-derived-description">Agility + Alertness</span>
</td>
<td>Long
<br>&nbsp;&nbsp;Haul:</td>
<td>
<input type="text" name="attr_LongHaul" disabled="true" value="@{Strength}+@{Vitality}">
<br> <span class="sheet-character-derived-description">Strength + Vitality</span>
</td>
</tr>
<tr>
<td>Burst of
<br>&nbsp;&nbsp;Strength:</td>
<td>
<input type="text" name="attr_BurstOfStrength" disabled="true" value="2*@{Strength}">
<br> <span class="sheet-character-derived-description">Strength + Strength</span>
</td>
<td>Memorize:</td>
<td>
<input type="text" name="attr_Memorize" disabled="true" value="@{Intelligence}+@{Alertness}">
<br> <span class="sheet-character-derived-description">Intelligence + Alertness</span>
</td>
</tr>
<tr>
<td>Endurance:</td>
<td>
<input type="text" name="attr_Endurance" disabled="true" value="@{Vitality}+@{Willpower}">
<br> <span class="sheet-character-derived-description">Vitality + Willpower</span>
</td>
<td>Recall:</td>
<td>
<input type="text" name="attr_Recall" disabled="true" value="@{Intelligence}+@{Willpower}">
<br> <span class="sheet-character-derived-description">Intelligence + Willpower</span>
</td>
</tr>
<tr>
<td>Out of
<br>&nbsp;&nbsp;Harm:</td>
<td>
<input type="text" name="attr_OutOfHarm" disabled="true" value="@{Agility}+@{Alertness}">
<br> <span class="sheet-character-derived-description">Agility + Alertness</span>
</td>
<td>Resist:</td>
<td>
<input type="text" name="attr_Resist" disabled="true" value="2*@{Vitality}">
<br> <span class="sheet-character-derived-description">Vitality + Vitality</span>
</td>
</tr>
</tbody>
</table>
</fieldset>
<!-- PLOT POINTS -->
<fieldset class="sheet-serenity-plot-points">
<legend>Plot Points</legend>
<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 number="12"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint11" value="11" title="11 Plot Points" name="attr_plotpoints"><span number="11"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint10" value="10" title="10 Plot Points" name="attr_plotpoints"><span number="10"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint9" value="9" title="9 Plot Points" name="attr_plotpoints"><span number="9"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint8" value="8" title="8 Plot Points" name="attr_plotpoints"><span number="8"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint7" value="7" title="7 Plot Points" name="attr_plotpoints"><span number="7"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint6" value="6" title="6 Plot Points" name="attr_plotpoints"><span number="6"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint5" value="5" title="5 Plot Points" name="attr_plotpoints"><span number="5"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint4" value="4" title="4 Plot Points" name="attr_plotpoints"><span number="4"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint3" value="3" title="3 Plot Points" name="attr_plotpoints"><span number="3"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint2" value="2" title="2 Plot Points" name="attr_plotpoints"><span number="2"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint1" value="1" title="1 Plot Points" name="attr_plotpoints"><span number="1"></span>
<input type="radio" class="sheet-serenity-plotpoint sheet-serenity-plotpoint0" value="0" title="No Plot Points (Click to clear)" name="attr_plotpoints"><span number="0"></span>
</div>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>Reduce Damage</td>
<td>+1 Step per Point / +1 LP after</td>
</tr>
<tr>
<td>Add to Rolls</td>
<td>+1 Step per Point / +1 to roll after</td>
</tr>
<tr>
<td>Utilize Assets</td>
<td>See Asset description, 1-6 Points</td>
</tr>
<tr>
<td>Affect Plot</td>
<td>GM discretion, can use 1-12 Points</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<div class="sheet-serenity-float-group">
<!-- SKILLS -->
<fieldset class="sheet-character-skills">
<legend>Skills</legend>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Animal Handling</td>
<td>
<select class="sheet-serenity-animal-handling" name="attr_AnimalHandling">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Medical Expertise</td>
<td>
<select class="sheet-serenity-medical-expertise" name="attr_MedicalExpertise">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Artistry</td>
<td>
<select class="sheet-serenity-artistry" name="attr_Artistry">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Melee Weapons</td>
<td>
<select class="sheet-serenity-melee-weapons" name="attr_MeleeWeapons">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Athletics</td>
<td>
<select class="sheet-serenity-athletics" name="attr_Athletics">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Perception</td>
<td>
<select class="sheet-serenity-perception" name="attr_Perception">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Covert</td>
<td>
<select class="sheet-serenity-covert" name="attr_Covert">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Performance</td>
<td>
<select class="sheet-serenity-performance" name="attr_Performance">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Craft</td>
<td>
<select class="sheet-serenity-craft" name="attr_Craft">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Pilot</td>
<td>
<select class="sheet-serenity-pilot" name="attr_Pilot">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Discipline</td>
<td>
<select class="sheet-serenity-discipline" name="attr_Discipline">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Planetary Vehicles</td>
<td>
<select class="sheet-serenity-planetary-vehicles" name="attr_PlanetaryVehicles">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Guns</td>
<td>
<select class="sheet-serenity-guns" name="attr_Guns">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Ranged Weapons</td>
<td>
<select class="sheet-serenity-ranged-weapons" name="attr_RangedWeapons">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Heavy Weapons</td>
<td>
<select class="sheet-serenity-heavy-weapons" name="attr_HeavyWeapons">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Scientific Expertise</td>
<td>
<select class="sheet-serenity-scientific-expertise" name="attr_ScientificExpertise">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Influence</td>
<td>
<select class="sheet-serenity-influence" name="attr_Influence">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Survival</td>
<td>
<select class="sheet-serenity-survival" name="attr_Survival">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Knowledge</td>
<td>
<select class="sheet-serenity-knowledge" name="attr_Knowledge">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Technical Engineering</td>
<td>
<select class="sheet-serenity-technical-engineering" name="attr_TechnicalEngineering">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Linguist</td>
<td>
<select class="sheet-serenity-linguist" name="attr_Linguist">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
<td>Unarmed Combat</td>
<td>
<select class="sheet-serenity-unarmed-combat" name="attr_UnarmedCombat">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
<tr>
<td>Mechanical Engineering</td>
<td>
<select class="sheet-serenity-mechanical-engineering" name="attr_MechanicalEngineering">
<option value="0">d0</option>
<option value="2">d2</option>
<option value="4">d4</option>
<option value="6">d6</option>
</select>
</td>
</tr>
</tbody>
</table>
</fieldset>
<!-- SPECIALTIES -->
<fieldset class="sheet-serenity-character-specialties">
<legend>Skill Specialties</legend>
<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>
</fieldset>
</div>
<div class="sheet-serenity-float-group">
<!-- ASSETS -->
<fieldset class="sheet-serenity-character-assets">
<legend>Assets</legend>
<fieldset class="repeating_assets">
<select class="sheet-serenity-assets" name="attr_Asset">
<option value="Ain't Got Time to Bleed (minor) - -1 reduction in wound penalty" title="-1 reduction in wound penalty">Ain't Got Time to Bleed (minor) - Cost: 2</option>
<option value="Ain't Got Time to Bleed (major) - -2 reduction in wound penalty" title="-2 reduction in wound penalty">Ain't Got Time to Bleed (major) - Cost: 4</option>
<option value="Allure (minor) - +2 on any socializing skill rolls" title="+2 on any socializing skill rolls">Allure (minor) - Cost: 2</option>
<option value="Allure (major) - Related plot points spent increased by 2" title="Related plot points spent increased by 2">Allure (major) - Cost: 4</option>
<option value="Allure (major) - +4 on any socializing skill rolls" title="+4 on any socializing skill rolls">Allure (major) - Cost: 4</option>
<option value="Athlete (minor) - +2 to Athletic skill rolls" title="+2 to Athletic skill rolls">Athlete (minor) - Cost: 2</option>
<option value="Athlete (major) - Related plot points spent increased by 2" title="Related plot points spent increased by 2">Athlete (major) - Cost: 4</option>
<option value="Athlete (major) - +4 to Athletic skill rolls" title="+4 to Athletic skill rolls">Athlete (major) - Cost: 4</option>
<option value="Blue Blood (minor) - +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="Blue Blood (major) - +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="Born Behind the Wheel (minor) - +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="Born Behind the Wheel (major) - 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="Born Behind the Wheel (major) - +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="Born in the Black (major) - +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="Comp. Tech (minor) - +2 bonus to Comms Sensors Computers" title="+2 bonus to Comms Sensors Computers">Comp. Tech (minor) - Cost: 2</option>
<option value="Comp. Tech (major) - +4 bonus to Comms Sensors Computers" title="+4 bonus to Comms Sensors Computers">Comp. Tech (major) - Cost: 4</option>
<option value="Cortex Specter (minor) - 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="Cortex Specter (minor) - 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="Cortex Specter (major) - 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="Cortex Specter (major) - 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="Fast on Your Feet (minor) - 1.5x Movement Speed" title="1.5x Movement Speed">Fast on Your Feet (minor) - Cost: 2</option>
<option value="Fast on Your Feet (major) - 2x Movement Speed" title="2x Movement Speed">Fast on Your Feet (major) - Cost: 4</option>
<option value="Fightin' Type (major) - 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="Friends in High Places (minor) - 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="Friends in High Places (minor) - +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="Friends in High Places (major) - +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="Friends in Low Places (minor) - 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="Friends in Low Places (minor) - +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="Friends in Low Places (major) - +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="Good Name (minor) - +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="Good Name (major) - +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="Healthy as a Horse (minor) - +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="Healthy as a Horse (major) - +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="Heavy Tolerance (minor) - +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="Heavy Tolerance (minor) - +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="Highly Educated (minor) - +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="Highly Educated (minor) - +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="Home on the Range (minor) - +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="Home on the Range (major) - +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="In Plain Sight (minor) - +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="In Plain Sight (major) - +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="Influential Suitor (minor) - 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="Intimidatin' Manner (minor) - +2 bonus to intimidation interrogation bullying etc." title="+2 bonus to intimidation interrogation bullying etc.">Intimidatin' Manner (minor) - Cost: 2</option>
<option value="Intimidatin' Manner (major) - +4 bonus to intimidation interrogation bullying etc." title="+4 bonus to intimidation interrogation bullying etc.">Intimidatin' Manner (major) - Cost: 4</option>
<option value="Leadership (minor) - 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="Leadership (major) - 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="Leadership (major) - 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="Light Sleeper (minor) - +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="Lightnin' Reflexes (minor) - +2 bonus to Initiative" title="+2 bonus to Initiative">Lightnin' Reflexes (minor) - Cost: 2</option>
<option value="Lightnin' Reflexes (major) - +2 bonus to Initiative" title="+2 bonus to Initiative">Lightnin' Reflexes (major) - Cost: 4</option>
<option value="Lightnin' Reflexes (major) - +4 bonus to Initiative" title="+4 bonus to Initiative">Lightnin' Reflexes (major) - Cost: 4</option>
<option value="Math Whiz (minor) - +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="Math Whiz (major) - +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="Mean Left Hook (minor) - 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="Mean Left Hook (major) - 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="Mechanical Empathy (minor) - 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="Mechanical Empathy (minor) - +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="Mechanical Empathy (major) - +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="Middleman (minor) - 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="Middleman (major) - 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="Mighty Fine Hat (minor) - 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="Military Rank (minor) - 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="Moneyed Individual (major) - 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="Natural Linguist (minor) - +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="Nature Lover (minor) - +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="Nature Lover (major) - +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="Nose for Trouble (minor) - 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="Nose for Trouble (minor) - +2 bonus to rolls to determine surprise" title="+2 bonus to rolls to determine surprise">Nose for Trouble (minor) - Cost: 2</option>
<option value="Nose for Trouble (major) - 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="Nose for Trouble (major) - +4 bonus to rolls to determine surprise" title="+4 bonus to rolls to determine surprise">Nose for Trouble (major) - Cost: 4</option>
<option value="On Retainer (major) - 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="Reader (psionic > 8) (minor) - +2 bonus to psion talent rolls" title="+2 bonus to psion talent rolls">Reader (psionic &gt; 8) (minor) - Cost: 4</option>
<option value="Reader (psionic > 8) (major) - +4 bonus to psion talent rolls" title="+4 bonus to psion talent rolls">Reader (psionic &gt; 8) (major) - Cost: 8</option>
<option value="Reader (minor) - +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="Reader (major) - +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="Registered Companion (minor) - +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="Religiosity (minor) - (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="Religiosity (minor) - (follower) +2 Willpower skills in crisis" title="(follower) +2 Willpower skills in crisis">Religiosity (minor) - Cost: 2</option>
<option value="Religiosity (major) - (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="Religiosity (major) - (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="Renaissance Man (minor) - Jack of all Trades +1" title="Jack of all Trades +1">Renaissance Man (minor) - Cost: 2</option>
<option value="Renaissance Man (major) - Jack of all Trades +2" title="Jack of all Trades +2">Renaissance Man (major) - Cost: 4</option>
<option value="Sawbones (minor) - +2 bonus to medicine and medical skills" title="+2 bonus to medicine and medical skills">Sawbones (minor) - Cost: 2</option>
<option value="Sawbones (major) - +4 bonus to medicine and medical skills" title="+4 bonus to medicine and medical skills">Sawbones (major) - Cost: 4</option>
<option value="Sharp Sense (minor) - +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="Sharp Sense (major) - +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="Steady Calm (minor) - +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="Steady Calm (major) - 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="Sweet and Cheerful (minor) - +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="Talented (minor) - +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="Talented (minor) - +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="Talented (major) - 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="Talented (major) - +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="Teacher (minor) - Instruction +1" title="Instruction +1">Teacher (minor) - Cost: 2</option>
<option value="Teacher (major) - Instruction +2" title="Instruction +2">Teacher (major) - Cost: 4</option>
<option value="Things go Smooth (minor) - 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="Things go Smooth (major) - 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="Total Recall (major) - +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="Total Recall (major) - +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="Tough as Nails (minor) - You gain 2 extra life points" title="You gain 2 extra life points">Tough as Nails (minor) - Cost: 2</option>
<option value="Tough as Nails (minor) - Resist 1 melee dmg" title="Resist 1 melee dmg">Tough as Nails (minor) - Cost: 2</option>
<option value="Tough as Nails (major) - You gain 4 extra life points" title="You gain 4 extra life points">Tough as Nails (major) - Cost: 4</option>
<option value="Tough as Nails (major) - Resist 2 melee dmg" title="Resist 2 melee dmg">Tough as Nails (major) - Cost: 4</option>
<option value="Trustworthy Face (minor) - +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="Trustworthy Face (major) - +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="Trustworthy Gut (minor) - +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="Trustworthy Gut (major) - +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="Two-fisted (major) - Ambidextrous No off-hand penalty" title="Ambidextrous No off-hand penalty">Two-fisted (major) - Cost: 4</option>
<option value="Two-fisted (major) - 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="Walking Timepiece (minor) - 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="Walking Timepiece (minor) - 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="Wears a Badge (minor) - +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="Wears a Badge (minor) - +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="Wears a Badge (major) - Your authority covers most of the system" title="Your authority covers most of the system">Wears a Badge (major) - Cost: 4</option>
<option value="Wears a Badge (major) - +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> <span class="sheet-serenity-asset-specialization">Specialization (if applicable): <input type="text" name="attr_Specialization" title="Asset Specialization (if applicable)"></span>
</fieldset>
</fieldset>
<!-- COMPLICATIONS -->
<fieldset class="sheet-serenity-character-complications">
<legend>Complications</legend>
<fieldset class="repeating_complications">
<select class="sheet-serenity-complications" name="attr_Complication">
<option value="Absent Minded (minor) - 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="Allergy (minor) - -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="Allergy (major) - 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="Allergy (major) - -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="Amnesia (minor) - Block of time" title="Block of time">Amnesia (minor) - Cost: 2</option>
<option value="Amnesia (major) - Identity/past" title="Identity/past">Amnesia (major) - Cost: 4</option>
<option value="Amorous (over sexed) (minor) - -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="Amorous (over sexed) (minor) - -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="Amputee (minor) - -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="Amputee (minor) - -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="Bleeder (major) - 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="Blind (major) - -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="Branded (minor) - -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="Branded (major) - Everyone knows your reputation (some sympathize however)" title="Everyone knows your reputation (some sympathize however)">Branded (major) - Cost: 4</option>
<option value="Branded (major) - -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="Chip On Your Shoulder (minor) - 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="Chip On Your Shoulder (minor) - 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="Chip On Your Shoulder (major) - 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="Chip On Your Shoulder (major) - 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="Cold As the Black (minor) - 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="Combat Paralysis (minor) - 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="Combat Paralysis (major) - 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="Combat Paralysis (major) - 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="Compulsive Shopper (minor) - 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="Coward (minor) - -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="Coward (minor) - -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="Coward (major) - -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="Credo (minor) - 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="Credo (major) - 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="Crude (minor) - -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="Dark Secret (minor) - 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="Dark Secret (major) - 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="Dead Broke (minor) - 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="Deadly Enemy (minor) - GM tool plays into background" title="GM tool plays into background">Deadly Enemy (minor) - Cost: 2</option>
<option value="Deaf (major) - 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="Distractable (minor) - Willpower -2 to stay focused" title="Willpower -2 to stay focused">Distractable (minor) - Cost: 2</option>
<option value="Dull Sense (minor) - -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="Easy Mark (major) - -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="Ego Signature (minor) - 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="Ego Signature (minor) - 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="Filcher (minor) - 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="Forked Tongue (minor) - 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="Forked Tongue (minor) - 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="Glass Jaw (minor) - -2 to Endurance" title="-2 to Endurance">Glass Jaw (minor) - Cost: 2</option>
<option value="Glass Jaw (major) - -4 to Endurance" title="-4 to Endurance">Glass Jaw (major) - Cost: 4</option>
<option value="Glory Hound (minor) - -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="Good Samaritan (minor) - 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="Greedy (minor) - 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="Greedy (minor) - 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="Hero Worship (minor) - -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="Hooked (minor) - 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="Hooked (minor) - 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="Hooked (major) - 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="Hooked (major) - 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="Idealist (minor) - -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="Illiterate Backbirth (minor) - 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="Illiterate Backbirth (major) - Afraid of technology superstitious" title="Afraid of technology superstitious">Illiterate Backbirth (major) - Cost: 4</option>
<option value="Illness (incurable persistent) (minor) - Inconvenient -2 to physical skills" title="Inconvenient -2 to physical skills">Illness (incurable persistent) (minor) - Cost: 2</option>
<option value="Illness (incurable persistent) (major) - Crippling -4 to physical skills" title="Crippling -4 to physical skills">Illness (incurable persistent) (major) - Cost: 4</option>
<option value="Leaky Brainpan (minor) - -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="Leaky Brainpan (major) - -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="Lightweight (minor) - -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="Lily Soft Hands (minor) - -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="Little Person (minor) - +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="Little Person (minor) - +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="Loyal (minor) - 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="Memorable (minor) - +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="Memorable (minor) - +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="Mute (minor) - Must use non-verbal communications" title="Must use non-verbal communications">Mute (minor) - Cost: 2</option>
<option value="Mute (major) - Must use non-verbal communications" title="Must use non-verbal communications">Mute (major) - Cost: 4</option>
<option value="Neatfreak/OCD (minor) - 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="Neatfreak/OCD (major) - 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="Non-fightin' type (minor) - 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="Overconfident (minor) - 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="Paralyzed (major) - -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="Paralyzed (major) - -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="Phobia (minor) - -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="Phobia (minor) - -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="Portly (minor) - -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="Portly (minor) - -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="Portly (major) - -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="Portly (major) - -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="Prejudice (minor) - -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="Prejudice (minor) - -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="Rebellious (minor) - -2 to any interaction with authority" title="-2 to any interaction with authority">Rebellious (minor) - Cost: 2</option>
<option value="Sadistic (minor) - 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="Sadistic (major) - 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="Scrawny (minor) - -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="Second Class Citizen (minor) - Shunned -2 to any social action" title="Shunned -2 to any social action">Second Class Citizen (minor) - Cost: 2</option>
<option value="Second Class Citizen (major) - Untouchable -4 to any social action" title="Untouchable -4 to any social action">Second Class Citizen (major) - Cost: 4</option>
<option value="Shy (minor) - -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="Slow Learner (minor) - -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="Slow Learner (minor) - -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="Soft (minor) - 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="Soft (minor) - +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="Stingy (minor) - 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="Straight Shooter (minor) - -2 to any attempt to lie/deceive" title="-2 to any attempt to lie/deceive">Straight Shooter (minor) - Cost: 2</option>
<option value="Straight Shooter (minor) - -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="Superstitious (minor) - -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="Superstitious (minor) - -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="Things Don't Go So Smooth (minor) - 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="Things Don't Go So Smooth (major) - 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="Toes the Line (minor) - 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="Traumatic Flashes (minor) - 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="Traumatic Flashes (major) - 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="Traumatic Flashes (major) - 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="Twitchy (minor) - 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="Two Left Feet (minor) - -2 to all physical tasks" title="-2 to all physical tasks">Two Left Feet (minor) - Cost: 2</option>
<option value="Two Left Feet (major) - -4 to all physical tasks" title="-4 to all physical tasks">Two Left Feet (major) - Cost: 4</option>
<option value="Ugly as Sin (minor) - -2 to social skills interacting with others" title="-2 to social skills interacting with others">Ugly as Sin (minor) - Cost: 2</option>
<option value="Ugly as Sin (major) - 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="Weak Stomach (minor) - -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="Weak Stomach (major) - 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="Weak Stomach (major) - 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="Wisecraker/Smartass (minor) - -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="Young'un (minor) - Under 20 treated as a kid" title="Under 20 treated as a kid">Young'un (minor) - Cost: 2</option>
<option value="Young'un (major) - Under 16 underage restricted freedom" title="Under 16 underage restricted freedom">Young'un (major) - Cost: 4</option>
</select> <span class="sheet-serenity-complication-specialization">Specialization (if applicable): <input type="text" name="attr_Specialization" title="Complication Specialization (if applicable)"></span>
</fieldset>
</fieldset>
</div>
</div>
</div>
<div class="sheet-tab-content sheet-tab2-content">
<!-- CURRENCY -->
<div class="sheet-serenity-float-group">
<fieldset class="sheet-serenity-currency">
<legend>Currency</legend>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td><span class="sheet-serenity-credits">&euro; In Bank:</span>
</td>
<td>
<input type="text" name="attr_CreditsInBank" value="0" title="1cr = 2.5 plat = 5 gold = 250 silver">
</td>
</tr>
<tr>
<td><span class="sheet-serenity-credits">&euro; On Hand:</span>
</td>
<td>
<input type="text" name="attr_CreditsOnHand" value="0" title="1cr = 2.5 plat = 5 gold = 250 silver">
</td>
</tr>
<tr>
<td><span class="sheet-serenity-platinum">Platinum:</span>
</td>
<td>
<input type="text" name="attr_Platinum" value="0">
</td>
<td>
<input type="text" disabled="true" 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="true" 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="true" name="attr_SilverInCredits" value="@{Silver}/250" title="Value of your silver in credits">
</td>
</tr>
</tbody>
</table>
<div class="sheet-serenity-currency-conversions">&euro; 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)</div>
</fieldset>
<fieldset class="sheet-serenity-combat-actions">
<legend>Combat Actions</legend>
<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>
</fieldset>
</div>
<div class="sheet-serenity-float-group">
<!-- EQUIPMENT -->
<fieldset class="sheet-serenity-character-equipment">
<legend>Equipment</legend>Held Equipment &amp; Weapons:
<br>
<textarea type="text" name="attr_HeldEquipment"></textarea>
<br>Stored Equipment &amp; Weapons:
<br>
<textarea type="text" name="attr_StoredEquipment"></textarea>
</fieldset>
<!-- WEAPONS -->
<fieldset class="sheet-serenity-character-weapons">
<legend>Equipped Hand-to-Hand Weapons</legend> <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> d
<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_hand_to_hand_weapons">
<input type="text" name="attr_Name" class="sheet-serenity-weapon-name">d
<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>
</fieldset>
<fieldset class="sheet-serenity-character-weapons">
<legend>Equipped Ranged Weapons</legend> <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_ranged_weapons">
<input type="text" name="attr_Name" class="sheet-serenity-weapon-name">d
<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>
</fieldset>
<fieldset class="sheet-serenity-character-weapons">
<legend>Equipped Explosives</legend> <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">d
<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>
</fieldset>
<fieldset class="sheet-serenity-character-armor">
<legend>Equipped Armor</legend> <span class="sheet-serenity-armor-name-label">Name</span> <span class="sheet-serenity-armor-rating-label">Rating</span> <span class="sheet-serenity-armor-penalty-label">&nbsp;&nbsp;&nbsp;&nbsp;Penalties<br> Agility&nbsp;&nbsp;&nbsp;Alert.</span>
<span class="sheet-serenity-armor-weight-label">Weight</span>
<fieldset class="repeating_armor">
<input type="text" name="attr_Name" class="sheet-serenity-armor-name">
<input type="number" name="attr_Rating" class="sheet-serenity-armor-rating" min="0" max="99" step="1" value="1">
<select class="sheet-serenity-armor-rating-type" name="attr_RatingType">
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input type="number" name="attr_AgilityPenalty" class="sheet-serenity-armor-penalty" min="-99" max="0" value="0">
<input type="number" name="attr_AlertnessPenalty" class="sheet-serenity-armor-penalty" min="-99" max="0" value="0">
<input type="number" name="attr_Weight" class="sheet-serenity-armor-weight" min="0" value="1">
<div>Effects:&nbsp;
<input type="text" name="attr_Effects" class="sheet-serenity-armor-effects">
</div>
</fieldset>
</fieldset>
</div>
</div>
<div class="sheet-tab-content sheet-tab3-content">
<fieldset class="sheet-serenity-notes">
<legend>Notes</legend>
<textarea type="text" name="attr_Notes"></textarea>
</fieldset>
<fieldset class="sheet-serenity-description">
<legend>Description</legend>
<textarea type="text" name="attr_Description"></textarea>
</fieldset>
<fieldset class="sheet-serenity-history">
<legend>History</legend>
<textarea type="text" name="attr_History"></textarea>
</fieldset>
</div>
</div>