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roll20-character-sheets/Runequest_6/Runequest_6_api.html
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2024-06-03 13:15:14 -04:00

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236 KiB
HTML

<div class="wrapper">
<div class="column-1of1">
<div class='column-1n2of3'>
<div class="section">
<table class="full">
<tr>
<td class="info-label">Name: </td>
<td><input type="text" class="full" name="attr_name"></td>
<td class="info-label">Species: </td>
<td><input type="text" class="full" name="attr_species"></td>
<td class="info-label">Homeland: </td>
<td><input type="text" class="full" name="attr_homeland"></td>
<td class="info-label">Age: </td>
<td><input type="text" class="info-number" name="attr_age"></td>
</tr>
</table>
<table class="full">
<tr>
<td class="info-label">Culture: </td>
<td><input type="text" class="full" name="attr_culture"></td>
<td class="info-label">Career: </td>
<td><input type="text" class="full" name="attr_career"></td>
<td class="info-label">Social Class: </td>
<td><input type="text" class="full" name="attr_social_class"></td>
<td class="info-label">Gender: </td>
<td><input type="text" class="full" name="attr_gender"></td>
</tr>
</table>
<table class="full">
<tr>
<td class="info-label">Handedness: </td>
<td><input type="text" class="full" name="attr_handedness"></td>
<td class="info-label">Frame: </td>
<td><input type="text" class="full" name="attr_frame"></td>
<td class="info-label">Weight: </td>
<td><input type="text" class="info-number" name="attr_weight"></td>
<td class="info-label">Height: </td>
<td><input type="text" class="info-number" name="attr_height"></td>
<td class="info-label">XP Rolls: </td>
<td><input type="text" class="info-number" name="attr_xp_rolls" value="0"></td>
</tr>
</table>
</div>
</div>
<div class='column-3of3'>
<img src="http://i.imgur.com/0JbUZFo.png">
<span style="display: block; margin-bottom: 2px;"></span>
</div>
</div>
<div>
<input type="radio" class="tab vitals-tab" name="attr_tab" value="vitals" checked="checked"><span class="tab vitals-tab">Vitals</span>
<input type="radio" class="tab combat-tab" name="attr_tab" value="combat"><span class="tab combat-tab">Combat</span>
<input type="radio" class="tab skills-tab" name="attr_tab" value="skills"><span class="tab skills-tab">Skills/Passions</span>
<input type="radio" class="tab equipment-tab" name="attr_tab" value="equipment"><span class="tab equipment-tab">Equipment/Wealth</span>
<input type="radio" class="tab notes-tab" name="attr_tab" value="notes"><span class="tab notes-tab">Cults/Effects/Notes</span>
<span style="display: block; margin: 3px;"></span>
<input type="radio" class="tab folk_magic-tab" name="attr_tab" value="folk_magic"><span class="tab folk_magic-tab">Folk Magic</span>
<input type="radio" class="tab animism-tab" name="attr_tab" value="animism"><span class="tab animism-tab">Animism</span>
<input type="radio" class="tab mysticism-tab" name="attr_tab" value="mysticism"><span class="tab mysticism-tab">Mysticism</span>
<input type="radio" class="tab sorcery-tab" name="attr_tab" value="sorcery"><span class="tab sorcery-tab">Sorcery</span>
<input type="radio" class="tab theism-tab" name="attr_tab" value="theism"><span class="tab theism-tab">Theism</span>
<span style="display: block; margin-bottom: 1%;"></span>
<div class="page vitals-page">
<div class="column-1of1">
<div class="section">
<h3>Characteristics</h3>
<div class="characteristic-column">
<table class="char">
<tr>
<td></td>
<td><h5>Std</h5></td>
<td><h5>+</h5></td>
<td><h5>Temp</h5></td>
<td><h5>=</h5></td>
<td><h5>Total</h5></td>
</tr>
<tr>
<td class="char-label">STR: </td>
<td><input type="text" class="value" name="attr_str_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_str_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_str" value="(@{str_std}+@{str_temp})" disabled></td>
</tr>
<tr>
<td class="char-label">INT: </td>
<td><input type="text" class="value" name="attr_int_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_int_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_int" value="(@{int_std}+@{int_temp})" disabled></td>
</tr>
</table>
</div>
<div class="characteristic-column">
<table class="char">
<tr>
<td></td>
<td><h5>Std</h5></td>
<td><h5>+</h5></td>
<td><h5>Temp</h5></td>
<td><h5>=</h5></td>
<td><h5>Total</h5></td>
</tr>
<tr>
<td class="char-label">CON: </td>
<td><input type="text" class="value" name="attr_con_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_con_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_con" value="(@{con_std}+@{con_temp})" disabled></td>
</tr>
<tr>
<td class="char-label">POW: </td>
<td><input type="text" class="value" name="attr_pow_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_pow_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_pow" value="(@{pow_std}+@{pow_temp})" disabled></td>
</tr>
</table>
</div>
<div class="characteristic-column">
<table class="char">
<tr>
<td></td>
<td><h5>Std</h5></td>
<td><h5>+</h5></td>
<td><h5>Temp</h5></td>
<td><h5>=</h5></td>
<td><h5>Total</h5></td>
</tr>
<tr>
<td class="char-label">SIZ: </td>
<td><input type="text" class="value" name="attr_siz_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_siz_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_siz" value="(@{siz_std}+@{siz_temp})" disabled></td>
</tr>
<tr>
<td class="char-label">CHA: </td>
<td><input type="text" class="value" name="attr_cha_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_cha_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_cha" value="(@{cha_std}+@{cha_temp})" disabled></td>
</tr>
</table>
</div>
<div class="characteristic-column">
<table class="char">
<tr>
<td></td>
<td><h5>Std</h5></td>
<td><h5>+</h5></td>
<td><h5>Temp</h5></td>
<td><h5>=</h5></td>
<td><h5>Total</h5></td>
</tr>
<tr>
<td class="char-label">DEX: </td>
<td><input type="text" class="value" name="attr_dex_std" value="10"></td>
<td>+</td>
<td><input type="text" class="value" name="attr_dex_temp" value="0"></td>
<td>=</td>
<td><input type="number" class="total" name="attr_dex" value="(@{dex_std}+@{dex_temp})" disabled></td>
</tr>
</table>
</div>
<br style="clear:both;"/>
</div>
</div>
<div class="column-1n2of3">
<div class="section">
<table class="full">
<tr>
<td style="white-space: nowrap"><h3>Hit Locations & Armor</h3></td>
<td style="width: 100%; text-align: right;"><h4 style="display: inline">Armor Penalty: </h4><input type="number" class="value" name="attr_armor_penalty" value="-ceil((@{hitloc1_enc}+@{hitloc2_enc}+@{hitloc3_enc}+@{hitloc4_enc}+@{hitloc5_enc}+@{hitloc6_enc}+@{hitloc7_enc}+@{hitloc8_enc}+@{hitloc9_enc}+@{hitloc10_enc}+@{hitloc11_enc})/5)" disabled/></td>
</tr>
</table>
<table class="full">
<tr class="head">
<td class="hit_locations_roll"><h5>1d20</h5></td>
<td><h5>Location</h5></td>
<td><h5>Armor Worn</h5></td>
<td><h5>ENC</h5></td>
<td colspan="3"><h5>AP</h5></td>
<td colspan="3"><h5>HP</h5></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc1_roll" value="1-3"/></td>
<td><input class="full" type="text" name="attr_hitloc1" value="Right Leg"/></td>
<td><input class="full" type="text" name="attr_hitloc1_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc1_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc1_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc1_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc1_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc1_hp_max" value="ceil((@{con}+@{siz})/5)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc2_roll" value="4-6"/></td>
<td><input class="full" type="text" name="attr_hitloc2" value="Left Leg"/></td>
<td><input class="full" type="text" name="attr_hitloc2_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc2_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc2_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc2_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc2_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc2_hp_max" value="ceil((@{con}+@{siz})/5)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc3_roll" value="7-9"/></td>
<td><input class="full" type="text" name="attr_hitloc3" value="Abdomen"/></td>
<td><input class="full" type="text" name="attr_hitloc3_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc3_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc3_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc3_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc3_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc3_hp_max" value="(ceil((@{con}+@{siz})/5)+1)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc4_roll" value="10-12"/></td>
<td><input class="full" type="text" name="attr_hitloc4" value="Chest"/></td>
<td><input class="full" type="text" name="attr_hitloc4_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc4_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc4_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc4_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc4_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc4_hp_max" value="(ceil((@{con}+@{siz})/5)+2)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc5_roll" value="13-15"/></td>
<td><input class="full" type="text" name="attr_hitloc5" value="Right Arm"/></td>
<td><input class="full" type="text" name="attr_hitloc5_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc5_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc5_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc5_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc5_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc5_hp_max" value="ceil((@{con}+@{siz}-5)/5)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc6_roll" value="16-18"/></td>
<td><input class="full" type="text" name="attr_hitloc6" value="Left Arm"/></td>
<td><input class="full" type="text" name="attr_hitloc6_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc6_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc6_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc6_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc6_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc6_hp_max" value="ceil((@{con}+@{siz}-5)/5)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc7_roll" value="19-20"/></td>
<td><input class="full" type="text" name="attr_hitloc7" value="Head"/></td>
<td><input class="full" type="text" name="attr_hitloc7_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc7_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc7_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc7_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc7_hp"/></td>
<td>/</td>
<td><input class="value" type="number" name="attr_hitloc7_hp_max" value="ceil((@{con}+@{siz})/5)" disabled/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc8_roll"/></td>
<td><input class="full" type="text" name="attr_hitloc8"/></td>
<td><input class="full" type="text" name="attr_hitloc8_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc8_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc8_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc8_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc8_hp"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc8_hp_max"/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc9_roll"/></td>
<td><input class="full" type="text" name="attr_hitloc9"/></td>
<td><input class="full" type="text" name="attr_hitloc9_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc9_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc9_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc9_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc9_hp"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc9_hp_max"/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc10_roll"/></td>
<td><input class="full" type="text" name="attr_hitloc10"/></td>
<td><input class="full" type="text" name="attr_hitloc10_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc10_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc10_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc10_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc10_hp"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc10_hp_max"/></td>
</tr>
<tr>
<td><input class="value_full" type="text" name="attr_hitloc11_roll"/></td>
<td><input class="full" type="text" name="attr_hitloc11"/></td>
<td><input class="full" type="text" name="attr_hitloc11_armor"/></td>
<td><input class="value" type="text" name="attr_hitloc11_enc" value="0"/></td>
<td><input class="value" type="text" name="attr_hitloc11_ap"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc11_ap_max"/>
<td><input class="value" type="text" name="attr_hitloc11_hp"/></td>
<td>/</td>
<td><input class="value" type="text" name="attr_hitloc11_hp_max"/></td>
</tr>
</table>
</div>
</div>
<div class="column-3of3">
<div class="section">
<h3>Attributes</h3>
<table class="full">
<tr class="head">
<td><h5>Attribute</h5></td>
<td><h5>Std</h5></td>
<td><h5>+</h5></td>
<td><h5>Temp</h5></td>
<td><h5>=</h5></td>
<td colspan="3"><h5>Total</h5></td>
</tr>
<tr>
<td class="attribute-label">Action Points: </td>
<td><input type="number" class="value" name="attr_action_points_std" value="ceil((@{int}+@{dex})/12)" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_action_points_temp" value="0"/></td>
<td>=</td>
<td><input type="text" class="attribute-current" name="attr_action_points"/></td>
<td>/</td>
<td><input type="number" class="total" name="attr_action_points_max" value="((@{action_points_std}+@{action_points_temp})@{fatigue_action_points})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Exp. Mod: </td>
<td><input type="number" class="value" name="attr_experience_mod_std" value="(ceil(@{cha}/6)-2)" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_experience_mod_temp" value="0"/></td>
<td>=</td>
<td colspan="2"></td>
<td><input type="number" class="total" name="attr_experience_mod" value="(@{experience_mod_std}+@{experience_mod_temp})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Healing Rate: </td>
<td><input type="number" class="value" name="attr_healing_rate_std" value="ceil(@{con}/6)" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_healing_rate_temp" value="0"/></td>
<td>=</td>
<td colspan="2"></td>
<td><input type="number" class="total" name="attr_healing_rate" value="(@{healing_rate_std}+@{healing_rate_temp})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Luck Points: </td>
<td><input type="number" class="value" name="attr_luck_points_std" value="ceil(@{pow}/6)" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_luck_points_temp" value="0"/></td>
<td>=</td>
<td><input type="text" class="attribute-current" name="attr_luck_points"/></td>
<td>/</td>
<td><input type="number" class="total" name="attr_luck_points_max" value="(@{luck_points_std}+@{luck_points_temp})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Magic Points: </td>
<td><input type="number" class="value" name="attr_magic_points_std" value="@{pow}" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_magic_points_temp" value="0"/></td>
<td>=</td>
<td><input type="text" class="attribute-current" name="attr_magic_points"/></td>
<td>/</td>
<td><input type="number" class="total" name="attr_magic_points_max" value="(@{magic_points_std}+@{magic_points_temp})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Move Rate: </td>
<td><input type="text" class="value" name="attr_movement_rate_std" value="6"/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_movement_rate_temp" value="0"/></td>
<td>=</td>
<td colspan="2"></td>
<td><input type="number" class="total" name="attr_movement_rate" value="ceil(((@{movement_rate_std}+@{movement_rate_temp})@{enc_move_rate_mod})@{fatigue_movement})" disabled/></td>
</tr>
<tr>
<td class="attribute-label">Strike Rank: </td>
<td><input type="number" class="value" name="attr_strike_rank_std" value="ceil((@{int}+@{dex})/2)" disabled/></td>
<td>+</td>
<td><input type="text" class="value" name="attr_strike_rank_temp" value="0"/></td>
<td>=</td>
<td colspan="2"></td>
<td><input type="number" class="total" name="attr_strike_rank" value="(((@{strike_rank_std}+@{strike_rank_temp})+@{armor_penalty})+@{fatigue_strike_rank})" disabled/></td>
</tr>
</table>
<table class="full">
<tr class="head">
<td><h5>Attribute</h5></td>
<td><h5>Standard</h5></td>
<td><h5>Current</h5></td>
</tr>
<tr>
<td class="attribute-label">Damage Mod: </td>
<td class="attribute_value">
<select class="full autocalc" name="attr_damage_mod_std">
<option value="-1d8">-1d8</option>
<option value="-1d6">-1d6</option>
<option value="-1d4">-1d4</option>
<option value="-1d2">-1d2</option>
<option value="0" selected>+0</option>
<option value="1d2">+1d2</option>
<option value="1d4">+1d4</option>
<option value="1d6">+1d6</option>
<option value="1d8">+1d8</option>
<option value="1d10">+1d10</option>
<option value="1d12">+1d12</option>
<option value="2d6">+2d6</option>
<option value="1d8+1d6">+1d8+1d6</option>
<option value="2d8">+2d8</option>
<option value="1d10+1d8">+1d10+1d8</option>
<option value="2d10">+2d10</option>
<option value="2d10+1d2">+2d10+1d2</option>
<option value="2d10+1d4">+2d10+1d4</option>
<option value="2d10+1d6">+2d10+1d6</option>
<option value="2d10+1d8">+2d10+1d8</option>
<option value="3d10">+3d10</option>
<option value="2d10+1d12">+2d10+1d12</option>
<option value="2d10+2d6">+2d10+2d6</option>
</select>
</td>
<td class="attribute_value">
<select class="full" name="attr_damage_mod">
<option value="@{damage_mod_std}" selected>Same</option>
<option value="-1d8">-1d8</option>
<option value="-1d6">-1d6</option>
<option value="-1d4">-1d4</option>
<option value="-1d2">-1d2</option>
<option value="0">+0</option>
<option value="1d2">+1d2</option>
<option value="1d4">+1d4</option>
<option value="1d6">+1d6</option>
<option value="1d8">+1d8</option>
<option value="1d10">+1d10</option>
<option value="1d12">+1d12</option>
<option value="2d6">+2d6</option>
<option value="1d8+1d6">+1d8+1d6</option>
<option value="2d8">+2d8</option>
<option value="1d10+1d8">+1d10+1d8</option>
<option value="2d10">+2d10</option>
<option value="2d10+1d2">+2d10+1d2</option>
<option value="2d10+1d4">+2d10+1d4</option>
<option value="2d10+1d6">+2d10+1d6</option>
<option value="2d10+1d8">+2d10+1d8</option>
<option value="3d10">+3d10</option>
<option value="2d10+1d4">+2d10+1d12</option>
<option value="2d10+1d4">+2d10+2d6</option>
</select>
</td>
</tr>
</table>
</div>
<span style="display:block;margin-bottom: 3%;"></span>
<div class="section">
<h3>Fatigue</h3>
<table class="full">
<tr>
<td class="fatigue-label">Current Level: </td>
<td class="fatigue-select">
<select class="fatigue-select" name="attr_fatigue">
<option value="Fresh" selected>Fresh</option>
<option value="Winded">Winded</option>
<option value="Tired">Tired</option>
<option value="Wearied">Wearied</option>
<option value="Exhausted">Exhausted</option>
<option value="Debilitated">Debilitated</option>
<option value="Incapacitated">Incapacitated</option>
<option value="Semi-Conscious">Semi-Conscious</option>
<option value="Comatose">Comatose</option>
<option value="Dead">Dead</option>
</select>
</td>
</tr>
</table>
</div>
</div>
<br style="clear:both;"/>
<div class="column-1of1">
<div class="section">
<h4>Fatigue Effects</h4>
<table class="full">
<tr class="head">
<td class="fatigue_skillgrade"><h5>Skill Grade</h5></td>
<td class="fatigue_movement"><h5>Movement</h5></td>
<td class="fatigue_strike_rank"><h5>Strike Rank</h5></td>
<td class="fatigue_action_points"><h5>Action Points</h5></td>
<td class="fatigue_recovery_period"><h5>Recovery Period</h5></td>
<td class="fatigue_recovery_time" colspan="2"><h5>Recovery/Healing Rate</h5></td>
</tr>
<tr>
<td>
<select class="full autocalc" name="attr_fatigue_skillgrade">
<option value="Standard" selected>Standard</option>
<option value="Hard">Hard</option>
<option value="Formidable">Formidable</option>
<option value="Herculean">Herculean</option>
<option value="Hopeless">Hopeless</option>
<option value="No activity possible">No activity possible</option>
<option value="Dead">Dead</option>
</select>
</td>
<td>
<select class="full autocalc" name="attr_fatigue_movement">
<option value="+0" selected>No penalties</option>
<option value="-1">-1 metres</option>
<option value="-2">-2 metres</option>
<option value="*.5">Halved</option>
<option value="*0">Immobile</option>
</select>
</td>
<td>
<select class="full autocalc" name="attr_fatigue_strike_rank">
<option value="0" selected>No penalties</option>
<option value="-2">-2</option>
<option value="-4">-4</option>
<option value="-6">-6</option>
<option value="-8">-8</option>
<option value="-99">No activity possible</option>
</select>
</td>
<td>
<select class="full autocalc" name="attr_fatigue_action_points">
<option value="+0" selected>No penalties</option>
<option value="-1">-1</option>
<option value="-2">-2</option>
<option value="-3">-3</option>
<option value="*0">No activity possible</option>
</select>
</td>
<td>
<select class="full autocalc" name="attr_fatigue_recovery_period">
<option value="0" selected>N/A</option>
<option value=".25">15 minutes</option>
<option value="3">3 hours</option>
<option value="6">6 hours</option>
<option value="12">12 hours</option>
<option value="18">18 hours</option>
<option value="24">24 hours</option>
<option value="36">36 hours</option>
<option value="48">48 hours</option>
<option value="Never">Never</option>
</select>
</td>
<td><input class="value_full" type="number" name="attr_fatigue_recovery_time" value="@{fatigue_recovery_period}/@{healing_rate}" disabled/></td>
<td> hours</td>
</tr>
</table>
</div>
</div>
</div>
<div class="page combat-page">
<div class="section">
<h3>Combat Styles</h3>
<table class="full_fixed">
<tr class="head">
<td class="cs_style"><h5>Style</h5></td>
<td class="cs_calc"><h5>Base+Points+Augment</h5></td>
<td class="cs_symbol"><h5>=</h5></td>
<td class="cs_number"><h5>%</h5></td>
<td class="cs_roll"></td>
<td class="cs_weapons"><h5>Weapons</h5></td>
<td class="cs_benefits"><h5>Benefits</h5></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="cs_style"><input class="full" type="text" name="attr_combat_style1_name"></td>
<td class="cs_calc">STR+DEX+<input class="value" type="text" name="attr_combat_style1_points" value="0">+<input class="value" type="text" name="attr_combat_style1_temp" value="0"></td>
<td class="cs_symbol">=</td>
<td class="cs_number"><input class="total" type="number" name="attr_combat_style1_total" value="(@{str}+@{dex}+@{combat_style1_points}+@{combat_style1_temp})" disabled="true"></td>
<td class="cs_roll"><button type='roll' name="roll_combat_style1_check" value="&{template:runequest} {{name=@{combat_style1_name}}} {{very_easy=[[@{combat_style1_total}*2]]}} {{very_easy_crit=[[ceil((@{combat_style1_total}*2)*.1)]]}} {{easy=[[ ceil(@{combat_style1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{combat_style1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{combat_style1_total} ]]}} {{standard_crit=[[ ceil( @{combat_style1_total} *.1 ) ]]}} {{hard=[[ ceil(@{combat_style1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{combat_style1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{combat_style1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{combat_style1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_combat_style1_check_penalized" value="&{template:runequest} {{name=@{combat_style1_name}}} {{very_easy=[[ (@{combat_style1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{combat_style1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{combat_style1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{combat_style1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{combat_style1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{combat_style1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{combat_style1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{combat_style1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{combat_style1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{combat_style1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="cs_weapons"><input class="full" type="text" name="attr_combat_style1_weapons"></td>
<td class="cs_benefits"><input class="full" type="text" name="attr_combat_style1_benefits"></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="cs_style"><input class="full" type="text" name="attr_combat_style2_name"></td>
<td class="cs_calc">STR+DEX+<input class="value" type="text" name="attr_combat_style2_points" value="0">+<input class="value" type="text" name="attr_combat_style2_temp" value="0"></td>
<td class="cs_symbol">=</td>
<td class="cs_number"><input class="total" type="number" name="attr_combat_style2_total" value="(@{str}+@{dex}+@{combat_style2_points}+@{combat_style2_temp})" disabled="true"></td>
<td class="cs_roll"><button type='roll' name="roll_combat_style2_check" value="&{template:runequest} {{name=@{combat_style2_name}}} {{very_easy=[[@{combat_style2_total}*2]]}} {{very_easy_crit=[[ceil((@{combat_style2_total}*2)*.1)]]}} {{easy=[[ ceil(@{combat_style2_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{combat_style2_total}*1.5) *.1 ) ]]}} {{standard=[[ @{combat_style2_total} ]]}} {{standard_crit=[[ ceil( @{combat_style2_total} *.1 ) ]]}} {{hard=[[ ceil(@{combat_style2_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{combat_style2_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style2_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{combat_style2_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style2_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{combat_style2_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_combat_style2_check_penalized" value="&{template:runequest} {{name=@{combat_style2_name}}} {{very_easy=[[ (@{combat_style2_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{combat_style2_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{combat_style2_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{combat_style2_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{combat_style2_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{combat_style2_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{combat_style2_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{combat_style2_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style2_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{combat_style2_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style2_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{combat_style2_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="cs_weapons"><input class="full" type="text" name="attr_combat_style2_weapons"></td>
<td class="cs_benefits"><input class="full" type="text" name="attr_combat_style2_benefits"></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="cs_style"><input class="full" type="text" name="attr_combat_style3_name"></td>
<td class="cs_calc">STR+DEX+<input class="value" type="text" name="attr_combat_style3_points" value="0">+<input class="value" type="text" name="attr_combat_style3_temp" value="0"></td>
<td class="cs_symbol">=</td>
<td class="cs_number"><input class="total" type="number" name="attr_combat_style3_total" value="(@{str}+@{dex}+@{combat_style3_points}+@{combat_style3_temp})" disabled="true"></td>
<td class="cs_roll"><button type='roll' name="roll_combat_style3_check" value="&{template:runequest} {{name=@{combat_style3_name}}} {{very_easy=[[@{combat_style3_total}*2]]}} {{very_easy_crit=[[ceil((@{combat_style3_total}*2)*.1)]]}} {{easy=[[ ceil(@{combat_style3_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{combat_style3_total}*1.5) *.1 ) ]]}} {{standard=[[ @{combat_style3_total} ]]}} {{standard_crit=[[ ceil( @{combat_style3_total} *.1 ) ]]}} {{hard=[[ ceil(@{combat_style3_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{combat_style3_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style3_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{combat_style3_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style3_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{combat_style3_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_combat_style3_check_penalized" value="&{template:runequest} {{name=@{combat_style3_name}}} {{very_easy=[[ (@{combat_style3_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{combat_style3_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{combat_style3_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{combat_style3_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{combat_style3_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{combat_style3_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{combat_style3_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{combat_style3_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{combat_style3_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{combat_style3_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{combat_style3_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{combat_style3_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="cs_weapons"><input class="full" type="text" name="attr_combat_style3_weapons"></td>
<td class="cs_benefits"><input class="full" type="text" name="attr_combat_style3_benefits"></td>
</tr>
</table>
<fieldset class="repeating_combatstyles">
<table class="full_fixed">
<tr>
<td class="cs_style"><input class="full" type="text" name="attr_stylename"></td>
<td class="cs_calc">STR+DEX+<input class="value" type="text" name="attr_points" value="0">+<input class="value" type="text" name="attr_temp" value="0"></td>
<td class="cs_symbol">=</td>
<td class="cs_number"><input class="total" type="number" name="attr_total" value="(@{str}+@{dex}+@{points}+@{temp})" disabled="true"></td>
<td class="cs_roll"><button type='roll' name="roll_check" value="&{template:runequest} {{name=@{stylename}}} {{very_easy=[[@{total}*2]]}} {{very_easy_crit=[[ceil((@{total}*2)*.1)]]}} {{easy=[[ ceil(@{total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{total}*1.5) *.1 ) ]]}} {{standard=[[ @{total} ]]}} {{standard_crit=[[ ceil( @{total} *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_check_penalized" value="&{template:runequest} {{name=@{stylename}}} {{very_easy=[[ (@{total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="cs_weapons"><input class="full" type="text" name="attr_weapons"></td>
<td class="cs_benefits"><input class="full" type="text" name="attr_benefits"></td>
</tr>
</table>
</fieldset>
</div>
<span style="display:block;margin-bottom:1%;"></span>
<div class="section">
<h3>Shields & Weapons</h3>
<table class="full_fixed">
<tr class="head">
<td class="shield"><h5>Shield</h5></td>
<td class="shield_damage"><h5>Damage</h5></td>
<td class="shield_size"><h5>Size</h5></td>
<td class="shield_reach"><h5>Reach</h5></td>
<td class="shield_enc"><h5>ENC</h5></td>
<td class="shield_ap"><h5>AP</h5></td>
<td class="shield_hp"><h5>HP</h5></td>
<td class="shield_effects"><h5>Effects</h5></td>
<td class="shield_blocks"><h5>Blocks</h5></td>
</tr>
<tr>
<td class="shield"><input class="full" type="text" name="attr_shield"/></td>
<td class="shield_damage"><input class="damage" type="text" name="attr_shield_damage"/><select class="db" disabled><option selected>+db</option></select><button type="roll" name="roll_shield_damage_check" value="&{template:runequest} {{name=@{shield}}} {{damage=@{shield_damage}+@{damage_mod}}} {{rolled=[[@{shield_damage}+@{damage_mod}]]}} {{size=@{shield_size}}} {{effects=@{shield_effects}}}"/></td>
<td class="shield_size"><input class="value_full" type="text" name="attr_shield_size"/></td>
<td class="shield_reach"><input class="value_full" type="text" name="attr_shield_reach"/></td>
<td class="shield_enc"><input class="value_full" type="number" name="attr_shield_enc" value="0"/></td>
<td class="shield_ap"><input class="value_full" type="number" name="attr_shield_ap"/></td>
<td class="shield_hp"><input class="value" type="number" name="attr_shield_hp"/>/<input class="value" type="number" name="attr_shield_hp_max"/></td>
<td class="shield_effects"><input class="full" type="text" name="attr_shield_effects"/></td>
<td class="shield_blocks"><input class="value_full" type="number" name="attr_shieldblocks"/></td>
</tr>
</table>
<table class="full_fixed">
<tr class="head">
<td class="weapon"><h5>Weapon</h5></td>
<td class="weapon_damage"><h5>Damage</h5></td>
<td class="weapon_size"><h5>Size/Force</h5></td>
<td class="weapon_reach"><h5>Reach/Range</h5></td>
<td class="weapon_enc"><h5>ENC</h5></td>
<td class="weapon_ap"><h5>AP</h5></td>
<td class="weapon_hp"><h5>HP</h5></td>
<td class="weapon_impalesize"><h5>Impale Size</h5></td>
<td class="weapon_effects"><h5>Effects</h5></td>
<td class="weapon_load"><h5>Load</h5></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon1_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon1_damage"/><select name="attr_weapon1_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon1_damage_check" value="&{template:runequest-weapon} {{name=@{weapon1_name}}} {{damage=[[@{weapon1_damage}+@{weapon1_db}]]}} {{size=@{weapon1_size}}} {{impale_size=@{weapon1_impale_size}}} {{effects=@{weapon1_effects}}}}"/></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon1_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon1_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon1_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon1_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon1_hp"/>/<input class="value" type="number" name="attr_weapon1_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon1_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon1_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon1_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon2_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon2_damage"/><select name="attr_weapon2_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon2_damage_check" value="&{template:runequest-weapon} {{name=@{weapon2_name}}} {{damage=[[@{weapon2_damage}+@{weapon2_db}]]}} {{size=@{weapon2_size}}} {{impale_size=@{weapon2_impale_size}}} {{effects=@{weapon2_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon2_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon2_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon2_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon2_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon2_hp"/>/<input class="value" type="number" name="attr_weapon2_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon2_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon2_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon2_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon3_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon3_damage"/><select name="attr_weapon3_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon3_damage_check" value="&{template:runequest-weapon} {{name=@{weapon3_name}}} {{damage=[[@{weapon3_damage}+@{weapon3_db}]]}} {{size=@{weapon3_size}}} {{impale_size=@{weapon3_impale_size}}} {{effects=@{weapon3_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon3_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon3_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon3_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon3_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon3_hp"/>/<input class="value" type="number" name="attr_weapon3_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon3_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon3_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon3_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon4_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon4_damage"/><select name="attr_weapon4_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon4_damage_check" value="&{template:runequest-weapon} {{name=@{weapon4_name}}} {{damage=[[@{weapon4_damage}+@{weapon4_db}]]}} {{size=@{weapon4_size}}} {{impale_size=@{weapon4_impale_size}}} {{effects=@{weapon4_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon4_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon4_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon4_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon4_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon4_hp"/>/<input class="value" type="number" name="attr_weapon4_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon4_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon4_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon4_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon5_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon5_damage"/><select name="attr_weapon5_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon5_damage_check" value="&{template:runequest-weapon} {{name=@{weapon5_name}}} {{damage=[[@{weapon5_damage}+@{weapon5_db}]]}} {{size=@{weapon5_size}}} {{impale_size=@{weapon5_impale_size}}} {{effects=@{weapon5_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon5_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon5_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon5_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon5_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon5_hp"/>/<input class="value" type="number" name="attr_weapon5_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon5_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon5_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon5_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon6_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon6_damage"/><select name="attr_weapon6_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon6_damage_check" value="&{template:runequest-weapon} {{name=@{weapon6_name}}} {{damage=[[@{weapon6_damage}+@{weapon6_db}]]}} {{size=@{weapon6_size}}} {{impale_size=@{weapon6_impale_size}}} {{effects=@{weapon6_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon6_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon6_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon6_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon6_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon6_hp"/>/<input class="value" type="number" name="attr_weapon6_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon6_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon6_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon6_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon7_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon7_damage"/><select name="attr_weapon7_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon7_damage_check" value="&{template:runequest-weapon} {{name=@{weapon7_name}}} {{damage=[[@{weapon7_damage}+@{weapon7_db}]]}} {{size=@{weapon7_size}}} {{impale_size=@{weapon7_impale_size}}} {{effects=@{weapon7_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon7_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon7_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon7_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon7_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon7_hp"/>/<input class="value" type="number" name="attr_weapon7_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon7_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon7_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon7_load"/></td>
</tr>
<tr>
<td class="weapon"><input class="full" type="text" name="attr_weapon8_name"/></td>
<td class="weapon_damage"><input class="damage" type="text" name="attr_weapon8_damage"/><select name="attr_weapon8_db" class="db"><option value="0" selected>+0</option><option value="@{damage_mod}">+db</option></select><button type="roll" name="roll_weapon8_damage_check" value="&{template:runequest-weapon} {{name=@{weapon8_name}}} {{damage=[[@{weapon8_damage}+@{weapon8_db}]]}} {{size=@{weapon8_size}}} {{impale_size=@{weapon8_impale_size}}} {{effects=@{weapon8_effects}}}" /></td>
<td class="weapon_size"><input class="value_full" type="text" name="attr_weapon8_size"/></td>
<td class="weapon_reach"><input class="value_full" type="text" name="attr_weapon8_reach"/></td>
<td class="weapon_enc"><input class="value_full" type="number" name="attr_weapon8_enc" value="0"/></td>
<td class="weapon_ap"><input class="value_full" type="number" name="attr_weapon8_ap"/></td>
<td class="weapon_hp"><input class="value" type="number" name="attr_weapon8_hp"/>/<input class="value" type="number" name="attr_weapon8_hp_max"/></td>
<td class="weapon_impalesize"><input class="value_full" type="text" name="attr_weapon8_impale_size"/></td>
<td class="weapon_effects"><input class="full" type="text" name="attr_weapon8_effects"/></td>
<td class="weapon_load"><input class="value_full" type="number" name="attr_weapon8_load"/></td>
</tr>
</table>
</div>
</div>
<div class="page skills-page">
<div class="column-1of2">
<div class="section">
<h3>Standard Skills</h3>
<table class="full_fixed">
<tr class="head">
<td class="skill"><h5>Skill</h5></td>
<td class="skill_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="skill_symbol"><h5>=</h5></td>
<td class="skill_total"><h5>%</h5></td>
<td class="skill_roll"></td>
</tr>
<tr>
<td class="skill">Athletics</td>
<td class="skill_calc">STR+DEX+<input type="text" class="value" name="attr_athletics_points" value="0"/>+<input type="text" class="value" name="attr_athletics_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_athletics_total" value="(@{str}+@{dex}+@{athletics_points}+@{athletics_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_athletics_check" value="&{template:runequest} {{name=Athletics}} {{very_easy=[[@{athletics_total}*2]]}} {{very_easy_crit=[[ceil((@{athletics_total}*2)*.1)]]}} {{easy=[[ ceil(@{athletics_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{athletics_total}*1.5) *.1 ) ]]}} {{standard=[[ @{athletics_total} ]]}} {{standard_crit=[[ ceil( @{athletics_total} *.1 ) ]]}} {{hard=[[ ceil(@{athletics_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{athletics_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{athletics_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{athletics_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{athletics_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{athletics_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_athletics_check_penalized" value="&{template:runequest} {{name=Athletics}} {{very_easy=[[ (@{athletics_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{athletics_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{athletics_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{athletics_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{athletics_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{athletics_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{athletics_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{athletics_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{athletics_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{athletics_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{athletics_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{athletics_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Boating</td>
<td class="skill_calc">STR+CON+<input type="text" class="value" name="attr_boating_points" value="0"/>+<input type="text" class="value" name="attr_boating_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_boating_total" value="(@{str}+@{con}+@{boating_points}+@{boating_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_boating_check" value="&{template:runequest} {{name=Boating}} {{very_easy=[[@{boating_total}*2]]}} {{very_easy_crit=[[ceil((@{boating_total}*2)*.1)]]}} {{easy=[[ ceil(@{boating_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{boating_total}*1.5) *.1 ) ]]}} {{standard=[[ @{boating_total} ]]}} {{standard_crit=[[ ceil( @{boating_total} *.1 ) ]]}} {{hard=[[ ceil(@{boating_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{boating_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{boating_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{boating_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{boating_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{boating_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_boating_check_penalized" value="&{template:runequest} {{name=Boating}} {{very_easy=[[ (@{boating_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{boating_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{boating_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{boating_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{boating_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{boating_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{boating_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{boating_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{boating_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{boating_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{boating_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{boating_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Brawn</td>
<td class="skill_calc">STR+SIZ+<input type="text" class="value" name="attr_brawn_points" value="0"/>+<input type="text" class="value" name="attr_brawn_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_brawn_total" value="(@{str}+@{siz}+@{brawn_points}+@{brawn_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_brawn_check" value="&{template:runequest} {{name=Brawn}} {{very_easy=[[@{brawn_total}*2]]}} {{very_easy_crit=[[ceil((@{brawn_total}*2)*.1)]]}} {{easy=[[ ceil(@{brawn_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{brawn_total}*1.5) *.1 ) ]]}} {{standard=[[ @{brawn_total} ]]}} {{standard_crit=[[ ceil( @{brawn_total} *.1 ) ]]}} {{hard=[[ ceil(@{brawn_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{brawn_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{brawn_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{brawn_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{brawn_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{brawn_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_brawn_check_penalized" value="&{template:runequest} {{name=Brawn}} {{very_easy=[[ (@{brawn_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{brawn_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{brawn_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{brawn_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{brawn_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{brawn_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{brawn_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{brawn_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{brawn_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{brawn_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{brawn_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{brawn_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Conceal</td>
<td class="skill_calc">DEX+POW+<input type="text" class="value" name="attr_conceal_points" value="0"/>+<input type="text" class="value" name="attr_conceal_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_conceal_total" value="(@{dex}+@{pow}+@{conceal_points}+@{conceal_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_conceal_check" value="&{template:runequest} {{name=Conceal}} {{very_easy=[[@{conceal_total}*2]]}} {{very_easy_crit=[[ceil((@{conceal_total}*2)*.1)]]}} {{easy=[[ ceil(@{conceal_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{conceal_total}*1.5) *.1 ) ]]}} {{standard=[[ @{conceal_total} ]]}} {{standard_crit=[[ ceil( @{conceal_total} *.1 ) ]]}} {{hard=[[ ceil(@{conceal_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{conceal_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{conceal_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{conceal_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{conceal_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{conceal_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_conceal_check_penalized" value="&{template:runequest} {{name=Conceal}} {{very_easy=[[ (@{conceal_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{conceal_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{conceal_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{conceal_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{conceal_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{conceal_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{conceal_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{conceal_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{conceal_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{conceal_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{conceal_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{conceal_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Customs</td>
<td class="skill_calc">INTx2+<input type="text" class="value" name="attr_customs_points" value="0"/>+<input type="text" class="value" name="attr_customs_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_customs_total" value="(@{int}+@{int}+@{customs_points}+@{customs_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_customs_check" value="&{template:runequest} {{name=Customs}} {{very_easy=[[@{customs_total}*2]]}} {{very_easy_crit=[[ceil((@{customs_total}*2)*.1)]]}} {{easy=[[ ceil(@{customs_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{customs_total}*1.5) *.1 ) ]]}} {{standard=[[ @{customs_total} ]]}} {{standard_crit=[[ ceil( @{customs_total} *.1 ) ]]}} {{hard=[[ ceil(@{customs_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{customs_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{customs_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{customs_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{customs_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{customs_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_customs_check_penalized" value="&{template:runequest} {{name=Customs}} {{very_easy=[[ (@{customs_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{customs_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{customs_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{customs_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{customs_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{customs_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{customs_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{customs_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{customs_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{customs_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{customs_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{customs_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Dance</td>
<td class="skill_calc">DEX+CHA+<input type="text" class="value" name="attr_dance_points" value="0"/>+<input type="text" class="value" name="attr_dance_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_dance_total" value="(@{dex}+@{cha}+@{dance_points}+@{dance_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_dance_check" value="&{template:runequest} {{name=Dance}} {{very_easy=[[@{dance_total}*2]]}} {{very_easy_crit=[[ceil((@{dance_total}*2)*.1)]]}} {{easy=[[ ceil(@{dance_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{dance_total}*1.5) *.1 ) ]]}} {{standard=[[ @{dance_total} ]]}} {{standard_crit=[[ ceil( @{dance_total} *.1 ) ]]}} {{hard=[[ ceil(@{dance_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{dance_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{dance_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{dance_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{dance_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{dance_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_dance_check_penalized" value="&{template:runequest} {{name=Dance}} {{very_easy=[[ (@{dance_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{dance_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{dance_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{dance_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{dance_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{dance_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{dance_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{dance_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{dance_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{dance_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{dance_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{dance_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Deceit</td>
<td class="skill_calc">INT+CHA+<input type="text" class="value" name="attr_deceit_points" value="0"/>+<input type="text" class="value" name="attr_deceit_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_deceit_total" value="(@{int}+@{cha}+@{deceit_points}+@{deceit_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_deceit_check" value="&{template:runequest} {{name=Deceit}} {{very_easy=[[@{deceit_total}*2]]}} {{very_easy_crit=[[ceil((@{deceit_total}*2)*.1)]]}} {{easy=[[ ceil(@{deceit_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{deceit_total}*1.5) *.1 ) ]]}} {{standard=[[ @{deceit_total} ]]}} {{standard_crit=[[ ceil( @{deceit_total} *.1 ) ]]}} {{hard=[[ ceil(@{deceit_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{deceit_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{deceit_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{deceit_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{deceit_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{deceit_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_deceit_check_penalized" value="&{template:runequest} {{name=Deceit}} {{very_easy=[[ (@{deceit_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{deceit_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{deceit_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{deceit_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{deceit_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{deceit_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{deceit_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{deceit_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{deceit_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{deceit_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{deceit_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{deceit_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Drive</td>
<td class="skill_calc">DEX+POW+<input type="text" class="value" name="attr_drive_points" value="0"/>+<input type="text" class="value" name="attr_drive_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_drive_total" value="(@{dex}+@{pow}+@{drive_points}+@{drive_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_drive_check" value="&{template:runequest} {{name=Drive}} {{very_easy=[[@{drive_total}*2]]}} {{very_easy_crit=[[ceil((@{drive_total}*2)*.1)]]}} {{easy=[[ ceil(@{drive_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{drive_total}*1.5) *.1 ) ]]}} {{standard=[[ @{drive_total} ]]}} {{standard_crit=[[ ceil( @{drive_total} *.1 ) ]]}} {{hard=[[ ceil(@{drive_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{drive_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{drive_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{drive_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{drive_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{drive_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_drive_check_penalized" value="&{template:runequest} {{name=Drive}} {{very_easy=[[ (@{drive_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{drive_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{drive_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{drive_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{drive_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{drive_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{drive_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{drive_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{drive_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{drive_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{drive_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{drive_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Endurance</td>
<td class="skill_calc">CONx2+<input type="text" class="value" name="attr_endurance_points" value="0"/>+<input type="text" class="value" name="attr_endurance_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_endurance_total" value="(@{con}+@{con}+@{endurance_points}+@{endurance_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_endurance_check" value="&{template:runequest} {{name=Endurance}} {{very_easy=[[@{endurance_total}*2]]}} {{very_easy_crit=[[ceil((@{endurance_total}*2)*.1)]]}} {{easy=[[ ceil(@{endurance_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{endurance_total}*1.5) *.1 ) ]]}} {{standard=[[ @{endurance_total} ]]}} {{standard_crit=[[ ceil( @{endurance_total} *.1 ) ]]}} {{hard=[[ ceil(@{endurance_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{endurance_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{endurance_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{endurance_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{endurance_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{endurance_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_endurance_check_penalized" value="&{template:runequest} {{name=Endurance}} {{very_easy=[[ (@{endurance_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{endurance_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{endurance_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{endurance_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{endurance_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{endurance_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{endurance_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{endurance_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{endurance_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{endurance_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{endurance_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{endurance_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Evade</td>
<td class="skill_calc">DEXx2+<input type="text" class="value" name="attr_evade_points" value="0"/>+<input type="text" class="value" name="attr_evade_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_evade_total" value="(@{dex}+@{dex}+@{evade_points}+@{evade_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_evade_check" value="&{template:runequest} {{name=Evade}} {{very_easy=[[@{evade_total}*2]]}} {{very_easy_crit=[[ceil((@{evade_total}*2)*.1)]]}} {{easy=[[ ceil(@{evade_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{evade_total}*1.5) *.1 ) ]]}} {{standard=[[ @{evade_total} ]]}} {{standard_crit=[[ ceil( @{evade_total} *.1 ) ]]}} {{hard=[[ ceil(@{evade_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{evade_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{evade_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{evade_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{evade_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{evade_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_evade_check_penalized" value="&{template:runequest} {{name=Evade}} {{very_easy=[[ (@{evade_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{evade_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{evade_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{evade_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{evade_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{evade_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{evade_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{evade_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{evade_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{evade_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{evade_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{evade_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">First Aid</td>
<td class="skill_calc">INT+DEX+<input type="text" class="value" name="attr_first_aid_points" value="0"/>+<input type="text" class="value" name="attr_first_aid_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_first_aid_total" value="(@{int}+@{dex}+@{first_aid_points}+@{first_aid_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_first_aid_check" value="&{template:runequest} {{name=First Aid}} {{very_easy=[[@{first_aid_total}*2]]}} {{very_easy_crit=[[ceil((@{first_aid_total}*2)*.1)]]}} {{easy=[[ ceil(@{first_aid_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{first_aid_total}*1.5) *.1 ) ]]}} {{standard=[[ @{first_aid_total} ]]}} {{standard_crit=[[ ceil( @{first_aid_total} *.1 ) ]]}} {{hard=[[ ceil(@{first_aid_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{first_aid_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{first_aid_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{first_aid_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{first_aid_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{first_aid_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_first_aid_check_penalized" value="&{template:runequest} {{name=First Aid}} {{very_easy=[[ (@{first_aid_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{first_aid_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{first_aid_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{first_aid_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{first_aid_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{first_aid_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{first_aid_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{first_aid_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{first_aid_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{first_aid_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{first_aid_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{first_aid_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Influence</td>
<td class="skill_calc">CHAx2+<input type="text" class="value" name="attr_influence_points" value="0"/>+<input type="text" class="value" name="attr_influence_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_influence_total" value="(@{cha}+@{cha}+@{influence_points}+@{influence_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_influence_check" value="&{template:runequest} {{name=Influence}} {{very_easy=[[@{influence_total}*2]]}} {{very_easy_crit=[[ceil((@{influence_total}*2)*.1)]]}} {{easy=[[ ceil(@{influence_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{influence_total}*1.5) *.1 ) ]]}} {{standard=[[ @{influence_total} ]]}} {{standard_crit=[[ ceil( @{influence_total} *.1 ) ]]}} {{hard=[[ ceil(@{influence_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{influence_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{influence_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{influence_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{influence_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{influence_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_influence_check_penalized" value="&{template:runequest} {{name=Influence}} {{very_easy=[[ (@{influence_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{influence_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{influence_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{influence_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{influence_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{influence_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{influence_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{influence_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{influence_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{influence_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{influence_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{influence_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Insight</td>
<td class="skill_calc">INT+POW+<input type="text" class="value" name="attr_insight_points" value="0"/>+<input type="text" class="value" name="attr_insight_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_insight_total" value="(@{int}+@{pow}+@{insight_points}+@{insight_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_insight_check" value="&{template:runequest} {{name=Insight}} {{very_easy=[[@{insight_total}*2]]}} {{very_easy_crit=[[ceil((@{insight_total}*2)*.1)]]}} {{easy=[[ ceil(@{insight_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{insight_total}*1.5) *.1 ) ]]}} {{standard=[[ @{insight_total} ]]}} {{standard_crit=[[ ceil( @{insight_total} *.1 ) ]]}} {{hard=[[ ceil(@{insight_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{insight_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{insight_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{insight_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{insight_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{insight_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_insight_check_penalized" value="&{template:runequest} {{name=Insight}} {{very_easy=[[ (@{insight_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{insight_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{insight_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{insight_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{insight_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{insight_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{insight_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{insight_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{insight_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{insight_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{insight_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{insight_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Locale</td>
<td class="skill_calc">INTx2+<input type="text" class="value" name="attr_locale_points" value="0"/>+<input type="text" class="value" name="attr_locale_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_locale_total" value="(@{int}+@{int}+@{locale_points}+@{locale_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_locale_check" value="&{template:runequest} {{name=Locale}} {{very_easy=[[@{locale_total}*2]]}} {{very_easy_crit=[[ceil((@{locale_total}*2)*.1)]]}} {{easy=[[ ceil(@{locale_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{locale_total}*1.5) *.1 ) ]]}} {{standard=[[ @{locale_total} ]]}} {{standard_crit=[[ ceil( @{locale_total} *.1 ) ]]}} {{hard=[[ ceil(@{locale_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{locale_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{locale_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{locale_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{locale_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{locale_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_locale_check_penalized" value="&{template:runequest} {{name=Locale}} {{very_easy=[[ (@{locale_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{locale_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{locale_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{locale_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{locale_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{locale_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{locale_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{locale_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{locale_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{locale_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{locale_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{locale_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Perception</td>
<td class="skill_calc">INT+POW+<input type="text" class="value" name="attr_perception_points" value="0"/>+<input type="text" class="value" name="attr_perception_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_perception_total" value="(@{int}+@{pow}+@{perception_points}+@{perception_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_perception_check" value="&{template:runequest} {{name=Perception}} {{very_easy=[[@{perception_total}*2]]}} {{very_easy_crit=[[ceil((@{perception_total}*2)*.1)]]}} {{easy=[[ ceil(@{perception_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{perception_total}*1.5) *.1 ) ]]}} {{standard=[[ @{perception_total} ]]}} {{standard_crit=[[ ceil( @{perception_total} *.1 ) ]]}} {{hard=[[ ceil(@{perception_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{perception_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{perception_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{perception_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{perception_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{perception_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_perception_check_penalized" value="&{template:runequest} {{name=Perception}} {{very_easy=[[ (@{perception_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{perception_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{perception_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{perception_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{perception_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{perception_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{perception_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{perception_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{perception_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{perception_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{perception_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{perception_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Ride</td>
<td class="skill_calc">DEX+POW+<input type="text" class="value" name="attr_ride_points" value="0"/>+<input type="text" class="value" name="attr_ride_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_ride_total" value="(@{dex}+@{pow}+@{ride_points}+@{ride_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_ride_check" value="&{template:runequest} {{name=Ride}} {{very_easy=[[@{ride_total}*2]]}} {{very_easy_crit=[[ceil((@{ride_total}*2)*.1)]]}} {{easy=[[ ceil(@{ride_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{ride_total}*1.5) *.1 ) ]]}} {{standard=[[ @{ride_total} ]]}} {{standard_crit=[[ ceil( @{ride_total} *.1 ) ]]}} {{hard=[[ ceil(@{ride_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{ride_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{ride_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{ride_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{ride_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{ride_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_ride_check_penalized" value="&{template:runequest} {{name=Ride}} {{very_easy=[[ (@{ride_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{ride_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{ride_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{ride_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{ride_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{ride_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{ride_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{ride_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{ride_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{ride_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{ride_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{ride_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Sing</td>
<td class="skill_calc">POW+CHA+<input type="text" class="value" name="attr_sing_points" value="0"/>+<input type="text" class="value" name="attr_sing_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_sing_total" value="(@{pow}+@{cha}+@{sing_points}+@{sing_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_sing_check" value="&{template:runequest} {{name=Sing}} {{very_easy=[[@{sing_total}*2]]}} {{very_easy_crit=[[ceil((@{sing_total}*2)*.1)]]}} {{easy=[[ ceil(@{sing_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{sing_total}*1.5) *.1 ) ]]}} {{standard=[[ @{sing_total} ]]}} {{standard_crit=[[ ceil( @{sing_total} *.1 ) ]]}} {{hard=[[ ceil(@{sing_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{sing_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{sing_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{sing_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{sing_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{sing_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_sing_check_penalized" value="&{template:runequest} {{name=Sing}} {{very_easy=[[ (@{sing_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{sing_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{sing_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{sing_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{sing_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{sing_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{sing_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{sing_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{sing_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{sing_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{sing_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{sing_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Stealth</td>
<td class="skill_calc">INT+DEX+<input type="text" class="value" name="attr_stealth_points" value="0"/>+<input type="text" class="value" name="attr_stealth_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_stealth_total" value="(@{int}+@{dex}+@{stealth_points}+@{stealth_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_stealth_check" value="&{template:runequest} {{name=Stealth}} {{very_easy=[[@{stealth_total}*2]]}} {{very_easy_crit=[[ceil((@{stealth_total}*2)*.1)]]}} {{easy=[[ ceil(@{stealth_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{stealth_total}*1.5) *.1 ) ]]}} {{standard=[[ @{stealth_total} ]]}} {{standard_crit=[[ ceil( @{stealth_total} *.1 ) ]]}} {{hard=[[ ceil(@{stealth_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{stealth_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{stealth_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{stealth_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{stealth_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{stealth_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_stealth_check_penalized" value="&{template:runequest} {{name=Stealth}} {{very_easy=[[ (@{stealth_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{stealth_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{stealth_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{stealth_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{stealth_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{stealth_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{stealth_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{stealth_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{stealth_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{stealth_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{stealth_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{stealth_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Swim</td>
<td class="skill_calc">STR+CON+<input type="text" class="value" name="attr_swim_points" value="0"/>+<input type="text" class="value" name="attr_swim_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_swim_total" value="(@{str}+@{con}+@{swim_points}+@{swim_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_swim_check" value="&{template:runequest} {{name=Swim}} {{very_easy=[[@{swim_total}*2]]}} {{very_easy_crit=[[ceil((@{swim_total}*2)*.1)]]}} {{easy=[[ ceil(@{swim_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{swim_total}*1.5) *.1 ) ]]}} {{standard=[[ @{swim_total} ]]}} {{standard_crit=[[ ceil( @{swim_total} *.1 ) ]]}} {{hard=[[ ceil(@{swim_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{swim_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{swim_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{swim_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{swim_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{swim_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_swim_check_penalized" value="&{template:runequest} {{name=Swim}} {{very_easy=[[ (@{swim_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{swim_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{swim_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{swim_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{swim_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{swim_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{swim_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{swim_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{swim_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{swim_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{swim_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{swim_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Unarmed</td>
<td class="skill_calc">STR+DEX+<input type="text" class="value" name="attr_unarmed_points" value="0"/>+<input type="text" class="value" name="attr_unarmed_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_unarmed_total" value="(@{str}+@{dex}+@{unarmed_points}+@{unarmed_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_unarmed_check" value="&{template:runequest} {{name=Unarmed}} {{very_easy=[[@{unarmed_total}*2]]}} {{very_easy_crit=[[ceil((@{unarmed_total}*2)*.1)]]}} {{easy=[[ ceil(@{unarmed_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{unarmed_total}*1.5) *.1 ) ]]}} {{standard=[[ @{unarmed_total} ]]}} {{standard_crit=[[ ceil( @{unarmed_total} *.1 ) ]]}} {{hard=[[ ceil(@{unarmed_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{unarmed_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{unarmed_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{unarmed_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{unarmed_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{unarmed_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_unarmed_check_penalized" value="&{template:runequest} {{name=Unarmed}} {{very_easy=[[ (@{unarmed_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{unarmed_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{unarmed_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{unarmed_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{unarmed_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{unarmed_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{unarmed_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{unarmed_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{unarmed_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{unarmed_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{unarmed_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{unarmed_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
<tr>
<td class="skill">Willpower</td>
<td class="skill_calc">POWx2+<input type="text" class="value" name="attr_willpower_points" value="0"/>+<input type="text" class="value" name="attr_willpower_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_willpower_total" value="(@{pow}+@{pow}+@{willpower_points}+@{willpower_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_willpower_check" value="&{template:runequest} {{name=Willpower}} {{very_easy=[[@{willpower_total}*2]]}} {{very_easy_crit=[[ceil((@{willpower_total}*2)*.1)]]}} {{easy=[[ ceil(@{willpower_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{willpower_total}*1.5) *.1 ) ]]}} {{standard=[[ @{willpower_total} ]]}} {{standard_crit=[[ ceil( @{willpower_total} *.1 ) ]]}} {{hard=[[ ceil(@{willpower_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{willpower_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{willpower_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{willpower_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{willpower_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{willpower_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_willpower_check_penalized" value="&{template:runequest} {{name=Willpower}} {{very_easy=[[ (@{willpower_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{willpower_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{willpower_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{willpower_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{willpower_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{willpower_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{willpower_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{willpower_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{willpower_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{willpower_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{willpower_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{willpower_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</div>
</div>
<div class="column-2of2">
<div class="section">
<h3>Professional Skills</h3>
<table class="full_fixed">
<tr class="head">
<td class="profskill"><h5>Skill</h5></td>
<td class="profskill_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="skill_symbol"><h5>=</h5></td>
<td class="skill_total"><h5>%</h5></td>
<td class="skill_roll"></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill1_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill1_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill1_points" value="0"/>+<input type="text" class="value" name="attr_profskill1_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill1_total" value="(@{profskill1_base}+@{profskill1_points}+@{profskill1_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill1_check" value="&{template:runequest} {{name=@{profskill1_name}}} {{very_easy=[[@{profskill1_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill1_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill1_total} ]]}} {{standard_crit=[[ ceil( @{profskill1_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill1_check_penalized" value="&{template:runequest} {{name=@{profskill1_name}}} {{very_easy=[[ (@{profskill1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill2_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill2_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill2_points" value="0"/>+<input type="text" class="value" name="attr_profskill2_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill2_total" value="(@{profskill2_base}+@{profskill2_points}+@{profskill2_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill2_check" value="&{template:runequest} {{name=@{profskill2_name}}} {{very_easy=[[@{profskill2_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill2_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill2_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill2_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill2_total} ]]}} {{standard_crit=[[ ceil( @{profskill2_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill2_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill2_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill2_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill2_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill2_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill2_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill2_check_penalized" value="&{template:runequest} {{name=@{profskill2_name}}} {{very_easy=[[ (@{profskill2_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill2_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill2_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill2_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill2_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill2_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill2_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill2_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill2_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill2_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill2_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill2_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill3_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill3_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill3_points" value="0"/>+<input type="text" class="value" name="attr_profskill3_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill3_total" value="(@{profskill3_base}+@{profskill3_points}+@{profskill3_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill3_check" value="&{template:runequest} {{name=@{profskill3_name}}} {{very_easy=[[@{profskill3_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill3_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill3_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill3_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill3_total} ]]}} {{standard_crit=[[ ceil( @{profskill3_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill3_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill3_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill3_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill3_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill3_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill3_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill3_check_penalized" value="&{template:runequest} {{name=@{profskill3_name}}} {{very_easy=[[ (@{profskill3_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill3_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill3_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill3_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill3_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill3_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill3_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill3_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill3_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill3_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill3_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill3_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill4_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill4_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill4_points" value="0"/>+<input type="text" class="value" name="attr_profskill4_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill4_total" value="(@{profskill4_base}+@{profskill4_points}+@{profskill4_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill4_check" value="&{template:runequest} {{name=@{profskill4_name}}} {{very_easy=[[@{profskill4_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill4_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill4_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill4_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill4_total} ]]}} {{standard_crit=[[ ceil( @{profskill4_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill4_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill4_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill4_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill4_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill4_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill4_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill4_check_penalized" value="&{template:runequest} {{name=@{profskill4_name}}} {{very_easy=[[ (@{profskill4_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill4_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill4_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill4_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill4_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill4_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill4_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill4_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill4_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill4_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill4_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill4_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill5_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill5_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill5_points" value="0"/>+<input type="text" class="value" name="attr_profskill5_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill5_total" value="(@{profskill5_base}+@{profskill5_points}+@{profskill5_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill5_check" value="&{template:runequest} {{name=@{profskill5_name}}} {{very_easy=[[@{profskill5_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill5_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill5_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill5_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill5_total} ]]}} {{standard_crit=[[ ceil( @{profskill5_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill5_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill5_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill5_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill5_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill5_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill5_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill5_check_penalized" value="&{template:runequest} {{name=@{profskill5_name}}} {{very_easy=[[ (@{profskill5_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill5_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill5_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill5_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill5_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill5_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill5_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill5_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill5_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill5_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill5_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill5_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill6_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill6_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill6_points" value="0"/>+<input type="text" class="value" name="attr_profskill6_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill6_total" value="(@{profskill6_base}+@{profskill6_points}+@{profskill6_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill6_check" value="&{template:runequest} {{name=@{profskill6_name}}} {{very_easy=[[@{profskill6_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill6_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill6_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill6_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill6_total} ]]}} {{standard_crit=[[ ceil( @{profskill6_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill6_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill6_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill6_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill6_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill6_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill6_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill6_check_penalized" value="&{template:runequest} {{name=@{profskill6_name}}} {{very_easy=[[ (@{profskill6_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill6_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill6_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill6_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill6_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill6_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill6_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill6_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill6_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill6_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill6_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill6_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill7_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill7_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill7_points" value="0"/>+<input type="text" class="value" name="attr_profskill7_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill7_total" value="(@{profskill7_base}+@{profskill7_points}+@{profskill7_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill7_check" value="&{template:runequest} {{name=@{profskill7_name}}} {{very_easy=[[@{profskill7_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill7_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill7_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill7_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill7_total} ]]}} {{standard_crit=[[ ceil( @{profskill7_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill7_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill7_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill7_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill7_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill7_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill7_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill7_check_penalized" value="&{template:runequest} {{name=@{profskill7_name}}} {{very_easy=[[ (@{profskill7_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill7_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill7_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill7_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill7_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill7_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill7_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill7_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill7_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill7_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill7_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill7_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill8_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill8_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill8_points" value="0"/>+<input type="text" class="value" name="attr_profskill8_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill8_total" value="(@{profskill8_base}+@{profskill8_points}+@{profskill8_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill8_check" value="&{template:runequest} {{name=@{profskill8_name}}} {{very_easy=[[@{profskill8_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill8_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill8_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill8_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill8_total} ]]}} {{standard_crit=[[ ceil( @{profskill8_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill8_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill8_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill8_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill8_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill8_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill8_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill8_check_penalized" value="&{template:runequest} {{name=@{profskill8_name}}} {{very_easy=[[ (@{profskill8_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill8_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill8_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill8_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill8_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill8_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill8_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill8_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill8_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill8_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill8_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill8_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_profskill9_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_profskill9_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_profskill9_points" value="0"/>+<input type="text" class="value" name="attr_profskill9_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_profskill9_total" value="(@{profskill9_base}+@{profskill9_points}+@{profskill9_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_profskill9_check" value="&{template:runequest} {{name=@{profskill9_name}}} {{very_easy=[[@{profskill9_total}*2]]}} {{very_easy_crit=[[ceil((@{profskill9_total}*2)*.1)]]}} {{easy=[[ ceil(@{profskill9_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{profskill9_total}*1.5) *.1 ) ]]}} {{standard=[[ @{profskill9_total} ]]}} {{standard_crit=[[ ceil( @{profskill9_total} *.1 ) ]]}} {{hard=[[ ceil(@{profskill9_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{profskill9_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill9_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{profskill9_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill9_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{profskill9_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_profskill9_check_penalized" value="&{template:runequest} {{name=@{profskill9_name}}} {{very_easy=[[ (@{profskill9_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{profskill9_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{profskill9_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{profskill9_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{profskill9_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{profskill9_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{profskill9_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{profskill9_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{profskill9_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{profskill9_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{profskill9_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{profskill9_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<fieldset class="repeating_profskills">
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_skillname"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_base" placeholder="@{char1}+@{char2}">+<input type="text" class="value" name="attr_points" value="0"/>+<input type="text" class="value" name="attr_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_total" value="(@{base}+@{points}+@{temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_check" value="&{template:runequest} {{name=@{skillname}}} {{very_easy=[[@{total}*2]]}} {{very_easy_crit=[[ceil((@{total}*2)*.1)]]}} {{easy=[[ ceil(@{total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{total}*1.5) *.1 ) ]]}} {{standard=[[ @{total} ]]}} {{standard_crit=[[ ceil( @{total} *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_check_penalized" value="&{template:runequest} {{name=@{skillname}}} {{very_easy=[[ (@{total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</fieldset>
<table class="full_fixed">
<tr class="head">
<td class="profskill"><h5>Language</h5></td>
<td class="profskill_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="skill_symbol"><h5>=</h5></td>
<td class="skill_total"><h5>%</h5></td>
<td class="skill_roll"></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_language1_name" value="Native Tongue"/></td>
<td class="profskill_calc">INT+CHA+<input type="text" class="value" name="attr_language1_points" value="0"/>+<input type="text" class="value" name="attr_language1_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_language1_total" value="(@{int}+@{cha}+@{language1_points}+@{language1_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_language1_check" value="&{template:runequest} {{name=@{language1_name}}} {{very_easy=[[@{language1_total}*2]]}} {{very_easy_crit=[[ceil((@{language1_total}*2)*.1)]]}} {{easy=[[ ceil(@{language1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{language1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{language1_total} ]]}} {{standard_crit=[[ ceil( @{language1_total} *.1 ) ]]}} {{hard=[[ ceil(@{language1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{language1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{language1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{language1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{language1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{language1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_language1_check_penalized" value="&{template:runequest} {{name=@{language1_name}}} {{very_easy=[[ (@{language1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{language1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{language1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{language1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{language1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{language1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{language1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{language1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{language1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{language1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{language1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{language1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<fieldset class="repeating_languages">
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_languagename" value="Native Tongue"/></td>
<td class="profskill_calc">INT+CHA+<input type="text" class="value" name="attr_points" value="0"/>+<input type="text" class="value" name="attr_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_total" value="(@{int}+@{cha}+@{points}+@{temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_check" value="&{template:runequest} {{name=@{languagename}}} {{very_easy=[[@{total}*2]]}} {{very_easy_crit=[[ceil((@{total}*2)*.1)]]}} {{easy=[[ ceil(@{total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{total}*1.5) *.1 ) ]]}} {{standard=[[ @{total} ]]}} {{standard_crit=[[ ceil( @{total} *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_check_penalized" value="&{template:runequest} {{name=@{languagename}}} {{very_easy=[[ (@{total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</fieldset>
</div>
<span style="display:block;margin-bottom:2%;"></span>
<div class="section">
<h3>Passions</h3>
<table class="full_fixed">
<tr class="head">
<td class="profskill"><h5>Passion</h5></td>
<td class="profskill_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="skill_symbol"><h5>=</h5></td>
<td class="skill_total"><h5>%</h5></td>
<td class="skill_roll"></td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passion1_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_passion1_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_passion1_points" value="0"/>+<input type="text" class="value" name="attr_passion1_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_passion1_total" value="(@{passion1_base}+@{passion1_points}+@{passion1_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_passion1_check" value="&{template:runequest} {{name=@{passion1_name}}} {{very_easy=[[ @{passion1_total}*2 ]]}} {{very_easy_crit=[[ ceil( (@{passion1_total}*2) *.1) ]]}} {{easy=[[ ceil(@{passion1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{passion1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{passion1_total} ]]}} {{standard_crit=[[ ceil( @{passion1_total} *.1 ) ]]}} {{hard=[[ ceil(@{passion1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{passion1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{passion1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{passion1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{passion1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{passion1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_passion1_check_penalized" value="&{template:runequest} {{name=@{passion1_name}}} {{very_easy=[[ (@{passion1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{passion1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{passion1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{passion1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{passion1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{passion1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{passion1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{passion1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{passion1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{passion1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{passion1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{passion1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passion2_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_passion2_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_passion2_points" value="0"/>+<input type="text" class="value" name="attr_passion2_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_passion2_total" value="(@{passion2_base}+@{passion2_points}+@{passion2_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_passion2_check" value="&{template:runequest} {{name=@{passion2_name}}} {{very_easy=[[@{passion2_total}*2]]}} {{very_easy_crit=[[ceil((@{passion2_total}*2)*.1)]]}} {{easy=[[ ceil(@{passion2_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{passion2_total}*1.5) *.1 ) ]]}} {{standard=[[ @{passion2_total} ]]}} {{standard_crit=[[ ceil( @{passion2_total} *.1 ) ]]}} {{hard=[[ ceil(@{passion2_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{passion2_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{passion2_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{passion2_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{passion2_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{passion2_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_passion2_check_penalized" value="&{template:runequest} {{name=@{passion2_name}}} {{very_easy=[[ (@{passion2_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{passion2_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{passion2_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{passion2_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{passion2_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{passion2_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{passion2_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{passion2_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{passion2_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{passion2_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{passion2_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{passion2_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passion3_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_passion3_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_passion3_points" value="0"/>+<input type="text" class="value" name="attr_passion3_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_passion3_total" value="(@{passion3_base}+@{passion3_points}+@{passion3_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_passion3_check" value="&{template:runequest} {{name=@{passion3_name}}} {{very_easy=[[@{passion3_total}*2]]}} {{very_easy_crit=[[ceil((@{passion3_total}*2)*.1)]]}} {{easy=[[ ceil(@{passion3_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{passion3_total}*1.5) *.1 ) ]]}} {{standard=[[ @{passion3_total} ]]}} {{standard_crit=[[ ceil( @{passion3_total} *.1 ) ]]}} {{hard=[[ ceil(@{passion3_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{passion3_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{passion3_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{passion3_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{passion3_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{passion3_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_passion3_check_penalized" value="&{template:runequest} {{name=@{passion3_name}}} {{very_easy=[[ (@{passion3_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{passion3_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{passion3_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{passion3_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{passion3_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{passion3_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{passion3_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{passion3_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{passion3_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{passion3_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{passion3_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{passion3_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passion4_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_passion4_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_passion4_points" value="0"/>+<input type="text" class="value" name="attr_passion4_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_passion4_total" value="(@{passion4_base}+@{passion4_points}+@{passion4_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_passion4_check" value="&{template:runequest} {{name=@{passion4_name}}} {{very_easy=[[@{passion4_total}*2]]}} {{very_easy_crit=[[ceil((@{passion4_total}*2)*.1)]]}} {{easy=[[ ceil(@{passion4_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{passion4_total}*1.5) *.1 ) ]]}} {{standard=[[ @{passion4_total} ]]}} {{standard_crit=[[ ceil( @{passion4_total} *.1 ) ]]}} {{hard=[[ ceil(@{passion4_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{passion4_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{passion4_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{passion4_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{passion4_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{passion4_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_passion4_check_penalized" value="&{template:runequest} {{name=@{passion4_name}}} {{very_easy=[[ (@{passion4_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{passion4_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{passion4_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{passion4_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{passion4_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{passion4_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{passion4_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{passion4_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{passion4_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{passion4_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{passion4_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{passion4_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passion5_name"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_passion5_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_passion5_points" value="0"/>+<input type="text" class="value" name="attr_passion5_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_passion5_total" value="(@{passion5_base}+@{passion5_points}+@{passion5_temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_passion5_check" value="&{template:runequest} {{name=@{passion5_name}}} {{very_easy=[[@{passion5_total}*2]]}} {{very_easy_crit=[[ceil((@{passion5_total}*2)*.1)]]}} {{easy=[[ ceil(@{passion5_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{passion5_total}*1.5) *.1 ) ]]}} {{standard=[[ @{passion5_total} ]]}} {{standard_crit=[[ ceil( @{passion5_total} *.1 ) ]]}} {{hard=[[ ceil(@{passion5_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{passion5_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{passion5_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{passion5_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{passion5_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{passion5_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_passion5_check_penalized" value="&{template:runequest} {{name=@{passion5_name}}} {{very_easy=[[ (@{passion5_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{passion5_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{passion5_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{passion5_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{passion5_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{passion5_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{passion5_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{passion5_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{passion5_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{passion5_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{passion5_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{passion5_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<fieldset class="repeating_passions">
<table class="full_fixed">
<tr>
<td class="profskill"><input type="text" class="full" name="attr_passionname"/></td>
<td class="profskill_calc"><input type="text" class="skill_base" name="attr_base" placeholder="30+@{char1}+@{char2}">+<input type="text" class="value" name="attr_points" value="0"/>+<input type="text" class="value" name="attr_temp" value="0"/></td>
<td class="skill_symbol">=</td>
<td class="skill_total"><input type="number" class="total" name="attr_total" value="(@{base}+@{points}+@{temp})" disabled="true"/></td>
<td class="skill_roll"><button type='roll' name="roll_check" value="&{template:runequest} {{name=@{passionname}}} {{very_easy=[[@{total}*2]]}} {{very_easy_crit=[[ceil((@{total}*2)*.1)]]}} {{easy=[[ ceil(@{total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{total}*1.5) *.1 ) ]]}} {{standard=[[ @{total} ]]}} {{standard_crit=[[ ceil( @{total} *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_check_penalized" value="&{template:runequest} {{name=@{passionname}}} {{very_easy=[[ (@{total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</fieldset>
</div>
</div>
</div>
<div class="page equipment-page">
<div class="column-1of2">
<div class="section">
<h3>Equipment</h3>
<table class="full">
<tr class="head">
<td class="item"><h5>Item</h5></td>
<td class="item_qnty"><h5>Qnty</h5></td>
<td class="item_enc"><h5>ENC per</h5></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item1"/></td>
<td><input type="text" class="value_full" name="attr_item1_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item1_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item2"/></td>
<td><input type="text" class="value_full" name="attr_item2_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item2_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item3"/></td>
<td><input type="text" class="value_full" name="attr_item3_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item3_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item4"/></td>
<td><input type="text" class="value_full" name="attr_item4_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item4_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item5"/></td>
<td><input type="text" class="value_full" name="attr_item5_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item5_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item6"/></td>
<td><input type="text" class="value_full" name="attr_item6_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item6_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item7"/></td>
<td><input type="text" class="value_full" name="attr_item7_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item7_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item8"/></td>
<td><input type="text" class="value_full" name="attr_item8_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item8_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item9"/></td>
<td><input type="text" class="value_full" name="attr_item9_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item9_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item10"/></td>
<td><input type="text" class="value_full" name="attr_item10_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item10_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item11"/></td>
<td><input type="text" class="value_full" name="attr_item11_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item11_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item12"/></td>
<td><input type="text" class="value_full" name="attr_item12_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item12_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item13"/></td>
<td><input type="text" class="value_full" name="attr_item13_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item13_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item14"/></td>
<td><input type="text" class="value_full" name="attr_item14_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item14_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item15"/></td>
<td><input type="text" class="value_full" name="attr_item15_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item15_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item16"/></td>
<td><input type="text" class="value_full" name="attr_item16_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item16_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item17"/></td>
<td><input type="text" class="value_full" name="attr_item17_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item17_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item18"/></td>
<td><input type="text" class="value_full" name="attr_item18_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item18_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item19"/></td>
<td><input type="text" class="value_full" name="attr_item19_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item19_enc" value="0"/></td>
</tr>
<tr>
<td><input type="text" class="full" name="attr_item20"/></td>
<td><input type="text" class="value_full" name="attr_item20_qnty" value="0"/></td>
<td><input type="text" class="value_full" name="attr_item20_enc" value="0"/></td>
</tr>
</table>
</div>
</div>
<div class="column-2of2">
<div class="section">
<h3>Money & Wealth</h3>
<textarea class="wealth" name="attr_wealth"></textarea>
<table class="full">
<tr class="head">
<td></td>
<td><h5>Day</h5></td>
<td>/</td>
<td><h5>Week</h5></td>
<td>/</td>
<td><h5>Month</h5></td>
<td>/</td>
<td><h5>Year</h5></td>
</tr>
<tr>
<td><h4>Income: </h4></td>
<td><input class="value_full" type="text" name="attr_income_daily"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_income_weekly"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_income_monthly"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_income_yearly"/></td>
</tr>
<tr>
<td><h4>Expenses: </h4></td>
<td><input class="value_full" type="text" name="attr_expenses_daily"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_expenses_weekly"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_expenses_monthly"/></td>
<td>/</td>
<td><input class="value_full" type="text" name="attr_expenses_yearly"/></td>
</tr>
<tr>
<td><h4>Net: </h4></td>
<td><input class="value_full" type="number" name="attr_net_daily" value="(@{income_daily}-@{expenses_daily})" disabled/></td>
<td>/</td>
<td><input class="value_full" type="number" name="attr_net_weekly" value="(@{income_weekly}-@{expenses_weekly})" disabled/></td>
<td>/</td>
<td><input class="value_full" type="number" name="attr_net_monthly" value="(@{income_monthly}-@{expenses_monthly})" disabled/></td>
<td>/</td>
<td><input class="value_full" type="number" name="attr_net_yearly" value="(@{income_yearly}-@{expenses_yearly})" disabled/></td>
</tr>
</table>
</div>
<span style="display: block; margin-bottom: 2%;"></span>
<div class="section">
<table class="full">
<tr>
<td style="white-space: nowrap"><h3>Load</h3></td>
<td style="width: 100%; text-align: right;"><h4 style="display: inline">Avg. Species SIZ: </h4><input type="number" class="value" name="attr_avg_species_siz" value="13"/></td>
</tr>
</table>
<table class="full">
<tr class="head">
<td class="load_label"><h5>Current</h5></td>
<td class="load_label"><h5>Burdened</h5></td>
<td class="load_label"><h5>Overloaded</h5></td>
<td class="load_label"><h5>Max</h5></td>
</tr>
<tr>
<td class="load_value"><input type="number" class="value_full" name="attr_enc_total" value="(@{hitloc1_enc}+@{hitloc2_enc}+@{hitloc3_enc}+@{hitloc4_enc}+@{hitloc5_enc}+@{hitloc6_enc}+@{hitloc7_enc}+@{hitloc8_enc}+@{hitloc9_enc}+@{hitloc10_enc}+@{hitloc11_enc}+@{shield_enc}+@{weapon1_enc}+@{weapon2_enc}+@{weapon3_enc}+@{weapon4_enc}+@{weapon5_enc}+@{weapon6_enc}+@{weapon7_enc}+@{weapon8_enc}+(@{item1_enc}*@{item1_qnty})+(@{item2_enc}*@{item2_qnty})+(@{item3_enc}*@{item3_qnty})+(@{item4_enc}*@{item4_qnty})+(@{item5_enc}*@{item5_qnty})+(@{item6_enc}*@{item6_qnty})+(@{item7_enc}*@{item7_qnty})+(@{item8_enc}*@{item8_qnty})+(@{item9_enc}*@{item9_qnty})+(@{item10_enc}*@{item10_qnty})+(@{item11_enc}*@{item11_qnty})+(@{item12_enc}*@{item12_qnty})+(@{item13_enc}*@{item13_qnty})+(@{item14_enc}*@{item14_qnty})+(@{item15_enc}*@{item15_qnty})+(@{item16_enc}*@{item16_qnty})+(@{item17_enc}*@{item17_qnty})+(@{item18_enc}*@{item18_qnty})+(@{item19_enc}*@{item19_qnty})+(@{item20_enc}*@{item20_qnty}))*(@{avg_species_siz}/13)" disabled="true"/></td>
<td class="load_value"><input type="number" class="value_full" name="attr_enc_burdened" value="(@{str}*2)" disabled="true"/></td>
<td class="load_value"><input type="number" class="value_full" name="attr_enc_overloaded" value="(@{str}*3)" disabled="true"/></td>
<td class="load_value"><input type="number" class="value_full" name="attr_enc_max" value="(@{str}*4)" disabled="true"/></td>
</tr>
</table>
<table class="full">
<tr>
<td><h5>Str & Dex Skills:</h5></td>
<td>
<select class="full autocalc" name="attr_enc_skill_mod">
<option value="Standard">Standard</option>
<option value="1 Grade Harder">1 Grade Harder</option>
<option value="2 Grades Harder">2 Grades Harder</option>
<option value="Impossible">Impossible</option>
</select>
</td>
</tr>
<tr>
<td><h5>Movement Rate:</h5></td>
<td>
<select class="full autocalc" name="attr_enc_move_rate_mod">
<option value="-0">Standard</option>
<option value="-2">-2 Metres*</option>
<option value="*.5">Halved*</option>
<option value="*0">Immobile</option>
</select>
</td>
</tr>
<tr>
<td><h5>Carrying load is:</h5></td>
<td>
<select class="full autocalc" name="attr_enc_carrying_load">
<option value="Light">Light</option>
<option value="Medium">Medium</option>
<option value="Strenuous">Strenuous</option>
<option value="Too Much">Too Much</option>
</select>
</td>
</tr>
</table>
<p style="margin:0px;font-size:75%">Current load includes worn armor, shield, weapons & equipment
<p style="margin:0px;font-size:75%">* No sprinting</p>
</div>
</div>
</div>
<div class="page notes-page">
<div class="column-1of1">
<div class="section">
<h3>Cults, Orders & Brotherhoods</h3>
<table class="full_fixed">
<tr class="head">
<td class="cult"><h5>Cult/Order/Brotherhood</h5></td>
<td class="cult_rank"><h5>Rank</h5></td>
<td class="cult_notes"><h5>Gifts/Notes</h5></td>
</tr>
</table>
<fieldset class="repeating_cults">
<table class="full_fixed">
<tr class="head">
<td class="cult"><input class="full" type="text" name="attr_name"/></th>
<td class="cult_rank">
<select class="full" name="attr_devotionspirit_limit">
<option disabled="true">--Theist Cult--</option>
<option value="0">Lay Member</option>
<option value="ceil(@{pow}*.25)">Initiate</option>
<option value="ceil(@{pow}*.5)">Acolyte</option>
<option value="ceil(@{pow}*.75)">Priest</option>
<option value="@{pow}">High Priest</option>
<option disabled="true">--Animist Cult--</option>
<option value="ceil(@{cha}*.25)">Follower</option>
<option value="ceil(@{cha}*.5)">Spirit Worshipper</option>
<option value="ceil(@{cha}*.75)">Shaman</option>
<option value="@{cha}">High Shaman</option>
<option value="@{cha}">Spirt Lord</option>
<option disabled="true">--Sorcery Order--</option>
<option value="0">Novice</option>
<option value="0">Apprentice</option>
<option value="0">Adept</option>
<option value="0">Mage</option>
<option value="0">Arch Mage</option>
<option disabled="true">--Mystical Order--</option>
<option value="0">Aspirant</option>
<option value="0">Student</option>
<option value="0">Disciple</option>
<option value="0">Master</option>
<option value="0">Sage</option>
<option disabled="true">--Brotherhood--</option>
<option value="0">Associate</option>
<option value="0">Apprentice</option>
<option value="0">Journeyman</option>
<option value="0">Master</option>
<option value="0">Grand Master</option>
</select>
</td>
<td class="cult_notes"><input class="full" type="text" name="attr_notes"/></td>
</tr>
</table>
</fieldset>
</div>
</div>
<div class="column-1of1">
<div class="section">
<h3>Active Effects</h3>
<table class="full_fixed">
<tr class="head">
<td class="effect_label"><h5>Effect</h5></td>
<td class="effect_duration"><h5>Duration</h5></td>
<td class="effect_magnitude"><h5>Magnitude</h5></td>
<td class="effect_intensity"><h5>Intensity</h5></td>
<td class="effect_range"><h5>Range</h5></td>
<td class="effect_targets"><h5>Targets</h5></td>
<td class="effect_desc"><h5>Description</h5></td>
<td class="effect_mp_cost"><h5>MP Cost</h5></td>
</tr>
</table>
<fieldset class="repeating_activeeffects">
<table class="full_fixed">
<tr>
<td class="effect_label"><input class="full" type="text" name="attr_effect"/></td>
<td class="effect_duration"><input class="value_full" type="text" name="attr_duration"/></td>
<td class="effect_magnitude"><input class="value_full" type="text" name="attr_magnitude"/></td>
<td class="effect_intensity"><input class="value_full" type="text" name="attr_intensity"/></td>
<td class="effect_range"><input class="value_full" type="text" name="attr_range"/></td>
<td class="effect_targets"><input class="value_full" type="text" name="attr_targets"/></td>
<td class="effect_desc"><input class="full" type="text" name="attr_description"/></td>
<td class="effect_mp_cost"><input class="value_full" type="text" name="attr_mp_cost"/></td>
</tr>
</table>
</fieldset>
</div>
</div>
<div class="section">
<h3>Notes</h3>
<div class="column-1of3">
<h4>Community & Family</h4>
<textarea class="notes" name="attr_notes_communityfamily"></textarea>
</div>
<div class="column-1of3">
<h4>Allies & Enemies</h4>
<textarea class="notes" name="attr_notes_alliesenemies"></textarea>
</div>
<div class="column-1of3">
<h4>Character & Other</h4>
<textarea class="notes" name="attr_notes_characterother"></textarea>
</div>
<br style="clear:both;"/>
</div>
</div>
<div class="page folk_magic-page">
<div class="section">
<h3>Folk Magic</h3>
<table>
<tr class="head">
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
</tr>
<tr>
<td>POW+CHA+<input type="text" class="value" name="attr_folk_magic_points" value="0"/>+<input type="text" class="value" name="attr_folk_magic_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_folk_magic_total" value="(@{pow}+@{cha}+@{folk_magic_points}+@{folk_magic_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_folk_magic_check" value="&{template:runequest} {{name=Folk Magic}} {{very_easy=[[@{folk_magic_total}*2]]}} {{very_easy_crit=[[ceil((@{folk_magic_total}*2)*.1)]]}} {{easy=[[ ceil(@{folk_magic_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{folk_magic_total}*1.5) *.1 ) ]]}} {{standard=[[ @{folk_magic_total} ]]}} {{standard_crit=[[ ceil( @{folk_magic_total} *.1 ) ]]}} {{hard=[[ ceil(@{folk_magic_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{folk_magic_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{folk_magic_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{folk_magic_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{folk_magic_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{folk_magic_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_folk_magic_check_penalized" value="&{template:runequest} {{name=Folk Magic}} {{very_easy=[[ (@{folk_magic_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{folk_magic_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{folk_magic_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{folk_magic_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{folk_magic_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{folk_magic_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{folk_magic_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{folk_magic_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{folk_magic_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{folk_magic_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{folk_magic_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{folk_magic_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<h4>Spells Known</h4>
<textarea class="folk_magic_spells" name="attr_folk_magic_spells"></textarea>
</div>
</div>
<div class="page animism-page">
<div class="section">
<h3>Animism</h3>
<div class="column-1of2">
<table class="animism_table">
<tr class="head">
<td></td>
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
</tr>
<tr>
<td><h4>Trance&nbsp;</h4></td>
<td>CON+POW+<input type="text" class="value" name="attr_trance_points" value="0"/>+<input type="text" class="value" name="attr_trance_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_trance_total" value="(@{con}+@{pow}+@{trance_points}+@{trance_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_trance_check" value="&{template:runequest} {{name=Trance}} {{very_easy=[[@{trance_total}*2]]}} {{very_easy_crit=[[ceil((@{trance_total}*2)*.1)]]}} {{easy=[[ ceil(@{trance_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{trance_total}*1.5) *.1 ) ]]}} {{standard=[[ @{trance_total} ]]}} {{standard_crit=[[ ceil( @{trance_total} *.1 ) ]]}} {{hard=[[ ceil(@{trance_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{trance_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{trance_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{trance_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{trance_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{trance_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_trance_check_penalized" value="&{template:runequest} {{name=Trance}} {{very_easy=[[ (@{trance_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{trance_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{trance_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{trance_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{trance_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{trance_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{trance_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{trance_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{trance_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{trance_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{trance_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{trance_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</div>
<div class="column-2of2">
<table class="animism_table">
<tr class="head">
<td></td>
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
</tr>
<tr>
<td><h4>Binding&nbsp;</h4></td>
<td>POW+CHA+<input type="text" class="value" name="attr_binding_points" value="0"/>+<input type="text" class="value" name="attr_binding_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_binding_total" value="(@{pow}+@{cha}+@{binding_points}+@{binding_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_binding_check" value="&{template:runequest} {{name=Binding}} {{very_easy=[[@{binding_total}*2]]}} {{very_easy_crit=[[ceil((@{binding_total}*2)*.1)]]}} {{easy=[[ ceil(@{binding_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{binding_total}*1.5) *.1 ) ]]}} {{standard=[[ @{binding_total} ]]}} {{standard_crit=[[ ceil( @{binding_total} *.1 ) ]]}} {{hard=[[ ceil(@{binding_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{binding_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{binding_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{binding_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{binding_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{binding_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_binding_check_penalized" value="&{template:runequest} {{name=Binding}} {{very_easy=[[ (@{binding_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{binding_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{binding_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{binding_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{binding_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{binding_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{binding_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{binding_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{binding_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{binding_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{binding_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{binding_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
</div>
<br style="clear:both;"/>
<table class="full">
<tr class="head">
<td class="animism_cult"><h4>Cult</h4></td>
<td class="animism_max_spirits"><h4>Max # of Spirits</h4></td>
<td class="animism_max_spirit_pow"><h4>Max POW of Spirits</h4></td>
<td class="animism_ap" colspan="3"><h4>Spirit AP</h4></td>
<td class="animism_sr"><h4>Spirit SR</h4></td>
<td class="animism_spirit_damage" colspan="2"><h4>Spirit Damage</h4></td>
<td class="animism_tenacity" colspan="3"><h4>Tenacity</h4></td>
</tr>
<tr>
<td>
<select class="full" name="attr_animism_cult_spirit_limit">
<option value="@{repeating_cults_0_devotionspirit_limit}">Cult #1</option>
<option value="@{repeating_cults_1_devotionspirit_limit}">Cult #2</option>
<option value="@{repeating_cults_2_devotionspirit_limit}">Cult #3</option>
<option value="@{repeating_cults_3_devotionspirit_limit}">Cult #4</option>
<option value="@{repeating_cults_4_devotionspirit_limit}">Cult #5</option>
<option value="@{repeating_cults_5_devotionspirit_limit}">Cult #6</option>
<option value="@{repeating_cults_6_devotionspirit_limit}">Cult #7</option>
<option value="@{repeating_cults_7_devotionspirit_limit}">Cult #8</option>
<option value="@{repeating_cults_8_devotionspirit_limit}">Cult #9</option>
<option value="@{repeating_cults_9_devotionspirit_limit}">Cult #10</option>
</select>
</td>
<td><input type="number" class="value_full" name="attr_max_spirits" value="@{animism_cult_spirit_limit}" disabled="true"/></td>
<td><input type="number" class="value_full" name="attr_max_spirit_pow" value="ceil(@{binding_total}/10)*3" disabled="true"/></td>
<td><input type="text" class="value_full" name="attr_spirit_action_points" /></td>
<td>/</td>
<td><input type="number" class="value_full" name="attr_spirit_action_points_max" value="ceil((@{int}+@{pow})/12)+@{action_points_temp}" disabled="true"/></td>
<td><input type="number" class="value_full" name="attr_spirit_strike_rank" value="ceil((@{int}+@{cha})/2)+@{strike_rank_temp}" disabled="true"/></td>
<td>
<select class="full autocalc" name="attr_spirit_damage">
<option value="1d2" selected>1d2</option>
<option value="1d4">1d4</option>
<option value="1d6">1d6</option>
<option value="1d8">1d8</option>
<option value="1d10">1d10</option>
<option value="2d6">2d6</option>
<option value="1d8+1d6">1d8+1d6</option>
<option value="2d8">2d8</option>
<option value="1d10+1d8">1d10+1d8</option>
<option value="2d10">2d10</option>
<option value="2d10+1d2">2d10+1d2</option>
<option value="2d10+1d4">2d10+1d4</option>
<option value="2d10+1d6">2d10+1d6</option>
<option value="2d10+1d8">2d10+1d8</option>
<option value="3d10">3d10</option>
<option value="2d10+2d6">2d10+2d6</option>
</select>
</td>
<td><button type='roll' name="roll_spirit_damage_check" value="/roll @{spirit_damage} for Spirit Damage"></td>
<td><input type="text" class="value_full" name="attr_tenacity" /></td>
<td>/</td>
<td><input type="number" class="value_full" name="attr_tenacity_max" value="@{pow}" disabled="true"/></td>
</tr>
</table>
<span style="display:block;margin-bottom: 1%;"></span>
<h4>Bound Spirits/Fetishes</h4>
<textarea class="animism_fetishes" name="attr_animism_bound_spirits"></textarea>
</div>
</div>
<div class="page mysticism-page">
<div class="section">
<h3>Mysticism</h3>
<table>
<tr class="head">
<td></td>
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
<td><h4>Max Cumulative Intensity</h4></td>
<td><h4>Max Practiced Talents</h4></td>
</tr>
<tr>
<td><h4>Meditation&nbsp;</h4></td>
<td>INT+CON+<input type="text" class="value" name="attr_meditation_points" value="0"/>+<input type="text" class="value" name="attr_meditation_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_meditation_total" value="(@{int}+@{con}+@{meditation_points}+@{meditation_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_meditation_check" value="&{template:runequest} {{name=Meditation}} {{very_easy=[[@{meditation_total}*2]]}} {{very_easy_crit=[[ceil((@{meditation_total}*2)*.1)]]}} {{easy=[[ ceil(@{meditation_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{meditation_total}*1.5) *.1 ) ]]}} {{standard=[[ @{meditation_total} ]]}} {{standard_crit=[[ ceil( @{meditation_total} *.1 ) ]]}} {{hard=[[ ceil(@{meditation_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{meditation_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{meditation_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{meditation_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{meditation_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{meditation_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_meditation_check_penalized" value="&{template:runequest} {{name=Meditation}} {{very_easy=[[ (@{meditation_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{meditation_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{meditation_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{meditation_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{meditation_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{meditation_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{meditation_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{meditation_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{meditation_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{meditation_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{meditation_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{meditation_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td><input type="number" class="value_full" name="attr_cumulative_mysticism_intensity_max" value="ceil(@{meditation_total}/10)" disabled="true"/></td>
<td><input type="number" class="value_full" name="attr_practiced_talents_max" value="ceil(@{pow}/2)" disabled="true"/></td>
</tr>
</table>
<span style="display:block;margin-bottom: 1%;"></span>
<table class="full_fixed">
<tr class="head">
<td class="mysticism_label"><h4>Path</h4></td>
<td class="mysticism_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="mysticism_symbol"><h5>=</h5></td>
<td class="mysticism_total"><h5>%</h5></td>
<td class="mysticism_roll"></td>
<td class="mysticism_intensity"><h5>Max Int</h5></td>
<td class="mysticism_talents"><h5>Talents</h5></td>
</tr>
</table>
<table class="full_fixed">
<tr class="head">
<td class="mysticism_label"><input type="text" class="full" name="attr_mysticism1_name" /></td>
<td class="mysticism_calc">POW+CON+<input type="text" class="value" name="attr_mysticism1_points" value="0"/>+<input type="text" class="value" name="attr_mysticism1_temp" value="0"/></td>
<td class="mysticism_symbol">=</td>
<td class="mysticism_total"><input type="number" class="total" name="attr_mysticism1_total" value="(@{pow}+@{con}+@{mysticism1_points}+@{mysticism1_temp})" disabled="true"/></td>
<td class="mysticism_roll"><button type='roll' name="roll_mysticism1_check" value="&{template:runequest} {{name=@{mysticism1_name}}} {{very_easy=[[@{mysticism1_total}*2]]}} {{very_easy_crit=[[ceil((@{mysticism1_total}*2)*.1)]]}} {{easy=[[ ceil(@{mysticism1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{mysticism1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{mysticism1_total} ]]}} {{standard_crit=[[ ceil( @{mysticism1_total} *.1 ) ]]}} {{hard=[[ ceil(@{mysticism1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{mysticism1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{mysticism1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{mysticism1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{mysticism1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{mysticism1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_mysticism1_check_penalized" value="&{template:runequest} {{name=@{mysticism1_name}}} {{very_easy=[[ (@{mysticism1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{mysticism1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{mysticism1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{mysticism1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{mysticism1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{mysticism1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{mysticism1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{mysticism1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{mysticism1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{mysticism1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{mysticism1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{mysticism1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="mysticism_intensity"><input type="number" class="value_full" name="attr_mysticism1_intensity_max" value="ceil(@{mysticism1_total}/20)" disabled="true"/></td>
<td class="mysticism_talents"><input type="text" class="full" name="attr_mysticism1_talents" /></td>
</tr>
</table>
<fieldset class="repeating_mysticism">
<table class="full_fixed">
<tr class="head">
<td class="mysticism_label"><input type="text" class="full" name="attr_mysticism_name" /></td>
<td class="mysticism_calc">POW+CON+<input type="text" class="value" name="attr_mysticism_points" value="0"/>+<input type="text" class="value" name="attr_mysticism_temp" value="0"/></td>
<td class="mysticism_symbol">=</td>
<td class="mysticism_total"><input type="number" class="total" name="attr_mysticism_total" value="(@{pow}+@{con}+@{mysticism_points}+@{mysticism_temp})" disabled="true"/></td>
<td class="mysticism_roll"><button type='roll' name="roll_mysticism_check" value="&{template:runequest} {{name=@{mysticism_name}}} {{very_easy=[[@{mysticism_total}*2]]}} {{very_easy_crit=[[ceil((@{mysticism_total}*2)*.1)]]}} {{easy=[[ ceil(@{mysticism_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{mysticism_total}*1.5) *.1 ) ]]}} {{standard=[[ @{mysticism_total} ]]}} {{standard_crit=[[ ceil( @{mysticism_total} *.1 ) ]]}} {{hard=[[ ceil(@{mysticism_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{mysticism_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{mysticism_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{mysticism_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{mysticism_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{mysticism_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_mysticism_check_penalized" value="&{template:runequest} {{name=@{mysticism_name}}} {{very_easy=[[ (@{mysticism_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{mysticism_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{mysticism_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{mysticism_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{mysticism_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{mysticism_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{mysticism_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{mysticism_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{mysticism_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{mysticism_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{mysticism_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{mysticism_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="mysticism_intensity"><input type="number" class="value_full" name="attr_intensity_max" value="ceil(@{mysticism_total}/20)" disabled="true"/></td>
<td class="mysticism_talents"><input type="text" class="full" name="attr_talents" /></td>
</tr>
</table>
</fieldset>
<span style="display:block;margin-bottom: 1%;"></span>
<h4>Practiced Talents</h4>
<textarea class="mysticism_practiced_talents" name="attr_practiced_talents"></textarea>
</div>
</div>
<div class="page sorcery-page">
<div class="section">
<h3>Sorcery</h3>
<table>
<tr class="head">
<td></td>
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
<td><h4>Shaping Points</h4></td>
<td><h4>Max Memorized Spells</h4></td>
</tr>
<tr>
<td><h4>Shaping&nbsp;</h4></td>
<td>INT+POW+<input type="text" class="value" name="attr_shaping_points" value="0"/>+<input type="text" class="value" name="attr_shaping_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_shaping_total" value="(@{int}+@{pow}+@{shaping_points}+@{shaping_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_shaping_check" value="&{template:runequest} {{name=Shaping}} {{very_easy=[[@{shaping_total}*2]]}} {{very_easy_crit=[[ceil((@{shaping_total}*2)*.1)]]}} {{easy=[[ ceil(@{shaping_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{shaping_total}*1.5) *.1 ) ]]}} {{standard=[[ @{shaping_total} ]]}} {{standard_crit=[[ ceil( @{shaping_total} *.1 ) ]]}} {{hard=[[ ceil(@{shaping_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{shaping_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{shaping_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{shaping_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{shaping_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{shaping_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_shaping_check_penalized" value="&{template:runequest} {{name=Shaping}} {{very_easy=[[ (@{shaping_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{shaping_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{shaping_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{shaping_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{shaping_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{shaping_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{shaping_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{shaping_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{shaping_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{shaping_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{shaping_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{shaping_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td><input type="number" class="value_full" name="attr_shaping_effect_points" value="ceil(@{shaping_total}/10)" disabled="true"/></td>
<td><input type="number" class="value_full" name="attr_memorized_sorcery_spells_max" value="@{int}" disabled="true"/></td>
</tr>
</table>
<span style="display:block;margin-bottom: 1%;"></span>
<table class="full_fixed">
<tr class="head">
<td class="sorcery_label"><h4>School/Grimoire</h4></td>
<td class="sorcery_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="sorcery_symbol"><h5>=</h5></td>
<td class="sorcery_total"><h5>%</h5></td>
<td class="sorcery_roll"></td>
<td class="sorcery_intensity"><h5>Intensity</h5></td>
<td class="sorcery_spells"><h5>Spells</h5></td>
</tr>
</table>
<table class="full_fixed">
<tr class="head">
<td class="sorcery_label"><input type="text" class="full" name="attr_invocation1_name" /></td>
<td class="sorcery_calc">INTx2+<input type="text" class="value" name="attr_invocation1_points" value="0"/>+<input type="text" class="value" name="attr_invocation1_temp" value="0"/></td>
<td class="sorcery_symbol">=</td>
<td class="sorcery_total"><input type="number" class="total" name="attr_invocation1_total" value="(@{int}+@{int}+@{invocation1_points}+@{invocation1_temp})" disabled="true"/></td>
<td class="sorcery_roll"><button type='roll' name="roll_invocation1_check" value="&{template:runequest} {{name=@{invocation1_name}}} {{very_easy=[[@{invocation1_total}*2]]}} {{very_easy_crit=[[ceil((@{invocation1_total}*2)*.1)]]}} {{easy=[[ ceil(@{invocation1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{invocation1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{invocation1_total} ]]}} {{standard_crit=[[ ceil( @{invocation1_total} *.1 ) ]]}} {{hard=[[ ceil(@{invocation1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{invocation1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{invocation1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{invocation1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{invocation1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{invocation1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_invocation1_check_penalized" value="&{template:runequest} {{name=@{invocation1_name}}} {{very_easy=[[ (@{invocation1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{invocation1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{invocation1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{invocation1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{invocation1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{invocation1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{invocation1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{invocation1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{invocation1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{invocation1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{invocation1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{invocation1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="sorcery_intensity"><input type="number" class="value_full" name="attr_invocation1_intensity1_max" value="ceil(@{invocation1_total}/10)" disabled="true"/></td>
<td class="sorcery_spells"><input type="text" class="full" name="attr_invocation1_spells" /></td>
</tr>
</table>
<fieldset class="repeating_invocation">
<table class="full_fixed">
<tr class="head">
<td class="sorcery_label"><input type="text" class="full" name="attr_invocation_name" /></td>
<td class="sorcery_calc">INTx2+<input type="text" class="value" name="attr_invocation_points" value="0"/>+<input type="text" class="value" name="attr_invocation_temp" value="0"/></td>
<td class="sorcery_symbol">=</td>
<td class="sorcery_total"><input type="number" class="total" name="attr_invocation_total" value="(@{int}+@{int}+@{invocation_points}+@{invocation_temp})" disabled="true"/></td>
<td class="sorcery_roll"><button type='roll' name="roll_invocation_check" value="&{template:runequest} {{name=@{invocation_name}}} {{very_easy=[[@{invocation_total}*2]]}} {{very_easy_crit=[[ceil((@{invocation_total}*2)*.1)]]}} {{easy=[[ ceil(@{invocation_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{invocation_total}*1.5) *.1 ) ]]}} {{standard=[[ @{invocation_total} ]]}} {{standard_crit=[[ ceil( @{invocation_total} *.1 ) ]]}} {{hard=[[ ceil(@{invocation_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{invocation_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{invocation_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{invocation_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{invocation_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{invocation_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_invocation_check_penalized" value="&{template:runequest} {{name=@{invocation_name}}} {{very_easy=[[ (@{invocation_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{invocation_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{invocation_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{invocation_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{invocation_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{invocation_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{invocation_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{invocation_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{invocation_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{invocation_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{invocation_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{invocation_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="sorcery_intensity"><input type="number" class="value_full" name="attr_intensity_max" value="ceil(@{invocation_total}/10)" disabled="true"/></td>
<td class="sorcery_spells"><input type="text" class="full" name="attr_spells" /></td>
</tr>
</table>
</fieldset>
<span style="display:block;margin-bottom: 1%;"></span>
<h4>Memorized Spells</h4>
<textarea class="sorcery_memorized_spells" name="attr_memorized_sorcery_spells"></textarea>
</div>
</div>
<div class="page theism-page">
<div class="section">
<h3>Theism</h3>
<table>
<tr class="head">
<td></td>
<td><h5>Base+Points+Augment</h5></td>
<td><h5>=</h5></td>
<td><h5>%</h5></td>
<td></td>
</tr>
<tr>
<td><h4>Exhort&nbsp;</h4></td>
<td>INT+CHA+<input type="text" class="value" name="attr_exhort_points" value="0"/>+<input type="text" class="value" name="attr_exhort_temp" value="0"/></td>
<td>=</td>
<td><input type="number" class="total" name="attr_exhort_total" value="(@{int}+@{cha}+@{exhort_points}+@{exhort_temp})" disabled="true"/></td>
<td><button type='roll' name="roll_exhort_check" value="&{template:runequest} {{name=Exhort}} {{very_easy=[[@{exhort_total}*2]]}} {{very_easy_crit=[[ceil((@{exhort_total}*2)*.1)]]}} {{easy=[[ ceil(@{exhort_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{exhort_total}*1.5) *.1 ) ]]}} {{standard=[[ @{exhort_total} ]]}} {{standard_crit=[[ ceil( @{exhort_total} *.1 ) ]]}} {{hard=[[ ceil(@{exhort_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{exhort_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{exhort_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{exhort_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{exhort_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{exhort_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_exhort_check_penalized" value="&{template:runequest} {{name=Exhort}} {{very_easy=[[ (@{exhort_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{exhort_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{exhort_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{exhort_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{exhort_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{exhort_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{exhort_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{exhort_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{exhort_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{exhort_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{exhort_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{exhort_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
</tr>
</table>
<span style="display:block;margin-bottom: 1%;"></span>
<table class="full_fixed">
<tr class="head">
<td class="theism_label"><h4>Devotion</h4></td>
<td class="theism_calc_label"><h5>Base+Points+Augment</h5></td>
<td class="theism_symbol"><h5>=</h5></td>
<td class="theism_total"><h5>%</h5></td>
<td class="theism_roll"></td>
<td class="theism_intensity"><h5>Intensity</h5></td>
<td class="theism_magnitude"><h5>Magnitude</h5></td>
<td class="theism_cult"><h5>Cult</h5></td>
<td class="theism_pool" colspan="3"><h5>Devotional Pool</h5></td>
</tr>
</table>
<table class="full_fixed">
<tr class="head">
<td class="theism_label"><input type="text" class="full" name="attr_devotion1_name" /></td>
<td class="theism_calc">POW+CHA+<input type="text" class="value" name="attr_devotion1_points" value="0"/>+<input type="text" class="value" name="attr_devotion1_temp" value="0"/></td>
<td class="theism_symbol">=</td>
<td class="theism_total"><input type="number" class="total" name="attr_devotion1_total" value="(@{pow}+@{cha}+@{devotion1_points}+@{devotion1_temp})" disabled="true"/></td>
<td class="theism_roll"><button type='roll' name="roll_devotion1_check" value="&{template:runequest} {{name=@{devotion1_name}}} {{very_easy=[[@{devotion1_total}*2]]}} {{very_easy_crit=[[ceil((@{devotion1_total}*2)*.1)]]}} {{easy=[[ ceil(@{devotion1_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{devotion1_total}*1.5) *.1 ) ]]}} {{standard=[[ @{devotion1_total} ]]}} {{standard_crit=[[ ceil( @{devotion1_total} *.1 ) ]]}} {{hard=[[ ceil(@{devotion1_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{devotion1_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{devotion1_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{devotion1_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{devotion1_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{devotion1_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_devotion1_check_penalized" value="&{template:runequest} {{name=@{devotion1_name}}} {{very_easy=[[ (@{devotion1_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{devotion1_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{devotion1_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{devotion1_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{devotion1_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{devotion1_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{devotion1_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{devotion1_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{devotion1_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{devotion1_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{devotion1_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{devotion1_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="theism_intensity"><input type="number" class="value_full" name="attr_devotion1_intensity" value="ceil(@{devotion1_total}/10)" disabled="true"/></td>
<td class="theism_magnitude"><input type="number" class="value_full" name="attr_devotion1_magnitude" value="ceil(@{devotion1_total}/10)" disabled="true"/></td>
<td class="theism_cult">
<select class="full" name="attr_devotion1_cult_devotional_pool">
<option value="@{repeating_cults_0_devotionspirit_limit}">Cult #1</option>
<option value="@{repeating_cults_1_devotionspirit_limit}">Cult #2</option>
<option value="@{repeating_cults_2_devotionspirit_limit}">Cult #3</option>
<option value="@{repeating_cults_3_devotionspirit_limit}">Cult #4</option>
<option value="@{repeating_cults_4_devotionspirit_limit}">Cult #5</option>
<option value="@{repeating_cults_5_devotionspirit_limit}">Cult #6</option>
<option value="@{repeating_cults_6_devotionspirit_limit}">Cult #7</option>
<option value="@{repeating_cults_7_devotionspirit_limit}">Cult #8</option>
<option value="@{repeating_cults_8_devotionspirit_limit}">Cult #9</option>
<option value="@{repeating_cults_9_devotionspirit_limit}">Cult #10</option>
</select>
</td>
<td class="theism_pool_value"><input type="text" class="value_full" name="attr_devotion1_devotional_pool" /></td>
<td class="theism_pool_symbol">/</td>
<td class="theism_pool_value"><input type="number" class="value_full" name="attr_devotion1_devotional_pool_max" value="@{devotion1_cult_devotional_pool}" disabled="true"/></td>
</tr>
</table>
<fieldset class="repeating_devotion">
<table class="full_fixed">
<tr class="head">
<td class="theism_label"><input type="text" class="full" name="attr_devotion_name" /></td>
<td class="theism_calc">POW+CON+<input type="text" class="value" name="attr_devotion_points" value="0"/>+<input type="text" class="value" name="attr_devotion_temp" value="0"/></td>
<td class="theism_symbol">=</td>
<td class="theism_total"><input type="number" class="total" name="attr_devotion_total" value="(@{pow}+@{con}+@{devotion_points}+@{devotion_temp})" disabled="true"/></td>
<td class="theism_roll"><button type='roll' name="roll_devotion_check" value="&{template:runequest} {{name=@{devotion_name}}} {{very_easy=[[@{devotion_total}*2]]}} {{very_easy_crit=[[ceil((@{devotion_total}*2)*.1)]]}} {{easy=[[ ceil(@{devotion_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{devotion_total}*1.5) *.1 ) ]]}} {{standard=[[ @{devotion_total} ]]}} {{standard_crit=[[ ceil( @{devotion_total} *.1 ) ]]}} {{hard=[[ ceil(@{devotion_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{devotion_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{devotion_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{devotion_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{devotion_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{devotion_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">
<button type='roll' name="roll_devotion_check_penalized" value="&{template:runequest} {{name=@{devotion_name}}} {{very_easy=[[ (@{devotion_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{devotion_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{devotion_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{devotion_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{devotion_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{devotion_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{devotion_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{devotion_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{devotion_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{devotion_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{devotion_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{devotion_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}">-?</td>
<td class="theism_intensity"><input type="number" class="value_full" name="attr_intensity" value="ceil(@{devotion_total}/10)" disabled="true"/></td>
<td class="theism_magnitude"><input type="number" class="value_full" name="attr_magnitude" value="ceil(@{devotion_total}/10)" disabled="true"/></td>
<td class="theism_cult">
<select class="full" name="attr_cult_devotional_pool">
<option value="@{repeating_cults_0_devotionspirit_limit}">Cult #1</option>
<option value="@{repeating_cults_1_devotionspirit_limit}">Cult #2</option>
<option value="@{repeating_cults_2_devotionspirit_limit}">Cult #3</option>
<option value="@{repeating_cults_3_devotionspirit_limit}">Cult #4</option>
<option value="@{repeating_cults_4_devotionspirit_limit}">Cult #5</option>
<option value="@{repeating_cults_5_devotionspirit_limit}">Cult #6</option>
<option value="@{repeating_cults_6_devotionspirit_limit}">Cult #7</option>
<option value="@{repeating_cults_7_devotionspirit_limit}">Cult #8</option>
<option value="@{repeating_cults_8_devotionspirit_limit}">Cult #9</option>
<option value="@{repeating_cults_9_devotionspirit_limit}">Cult #10</option>
</select>
</td>
<td class="theism_pool_value"><input type="text" class="value_full" name="attr_devotional_pool" /></td>
<td class="theism_pool_symbol">/</td>
<td class="theism_pool_value"><input type="number" class="value_full" name="attr_devotional_pool_max" value="@{cult_devotional_pool}" disabled="true"/></td>
</tr>
</table>
</fieldset>
<span style="display:block;margin-bottom: 1%;"></span>
<h4>Known Miracles</h4>
<textarea class="theism_miracles" name="attr_miracles"></textarea>
</div>
</div>
</div>
<div>
<p style="font-size: 75%">'RuneQuest' is a registered trademark (2014) of Moon Design Publications LLC and used under license by The Design Mechanism. All rights reserved. - www.thedesignmechanism.com</p>
</div>
</div>
<rolltemplate class="sheet-rolltemplate-runequest-old">
<table>
<caption>{{name}}</caption>
{{#allprops()}}
<tr><td class="template_label">{{key}}:</td><td class="template_value">{{value}}</td></tr>
{{/allprops()}}
</table>
</rolltemplate>
<!--
&{template:runequest} {{name=@{skill_name}}} {{very_easy=[[@{skill_total}*2]]}} {{very_easy_crit=[[ceil((@{skill_total}*2)*.1)]]}} {{easy=[[ ceil(@{skill_total}*1.5) ]]}} {{easy_crit=[[ ceil( ceil(@{skill_total}*1.5) *.1 ) ]]}} {{standard=[[ @{skill_total} ]]}} {{standard_crit=[[ ceil( @{skill_total} *.1 ) ]]}} {{hard=[[ ceil(@{skill_total}*.67) ]]}} {{hard_crit=[[ ceil( ceil(@{skill_total}*.67) *.1 ) ]]}} {{formidable=[[ ceil(@{skill_total}*.5) ]]}} {{formidable_crit=[[ ceil( ceil(@{skill_total}*.5) *.1 ) ]]}} {{herculean=[[ ceil(@{skill_total}*.1) ]]}} {{herculean_crit=[[ ceil( ceil(@{skill_total}*.1) *.1) ]]}} {{rolled=[[ 1d100 ]]}}
&{template:runequest} {{name=@{skill_name}}} {{very_easy=[[ (@{skill_total}*2)-?{Penalty|0} ]]}} {{very_easy_crit=[[ ceil( ((@{skill_total}*2)-?{Penalty|0}) *.1 ) ]]}} {{easy=[[ ceil(@{skill_total}*1.5)-?{Penalty|0} ]]}} {{easy_crit=[[ ceil( (ceil(@{skill_total}*1.5)-?{Penalty|0}) *.1 ) ]]}} {{standard=[[ @{skill_total}-?{Penalty|0} ]]}} {{standard_crit=[[ ceil( (@{skill_total}-?{Penalty|0}) *.1 ) ]]}} {{hard=[[ ceil(@{skill_total}*.67)-?{Penalty|0} ]]}} {{hard_crit=[[ ceil( (ceil(@{skill_total}*.67)-?{Penalty|0}) *.1 ) ]]}} {{formidable=[[ ceil(@{skill_total}*.5)-?{Penalty|0} ]]}} {{formidable_crit=[[ ceil( (ceil(@{skill_total}*.5)-?{Penalty|0}) *.1 ) ]]}} {{herculean=[[ ceil(@{skill_total}*.1)-?{Penalty|0} ]]}} {{herculean_crit=[[ ceil( (ceil(@{skill_total}*.1)-?{Penalty|0}) *.1) ]]}} {{rolled=[[ 1d100 ]]}}
-->
<rolltemplate class="sheet-rolltemplate-runequest">
<table>
<caption>{{name}}</caption>
<tr style="background:#DFF0D8;">
<td class="template_label">Very Easy:</td>
<td class="template_value">{{rolled}}&le;{{very_easy}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 very_easy_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 very_easy_crit}}
{{#rollGreater() rolled very_easy_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled very_easy_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 very_easy_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 very_easy_crit}}
{{#rollGreater() rolled very_easy_crit}}
{{#rollBetween() rolled very_easy_crit very_easy}}
<td>&#10003;</td>
{{/rollBetween() rolled very_easy_crit very_easy}}
{{#rollGreater() rolled very_easy}}
<td>&#10005;</td>
{{/rollGreater() rolled very_easy}}
{{/rollGreater() rolled very_easy_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() very_easy 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() very_easy 100}}
{{#rollLess() very_easy 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() very_easy 101}}
{{/rollGreater() rolled 95}}
</tr>
<tr style="background:#D9EDF7;">
<td class="template_label">Easy:</td>
<td class="template_value">{{rolled}}&le;{{easy}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 easy_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 easy_crit}}
{{#rollGreater() rolled easy_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled easy_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 easy_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 easy_crit}}
{{#rollGreater() rolled easy_crit}}
{{#rollBetween() rolled easy_crit easy}}
<td>&#10003;</td>
{{/rollBetween() rolled easy_crit easy}}
{{#rollGreater() rolled easy}}
<td>&#10005;</td>
{{/rollGreater() rolled easy}}
{{/rollGreater() rolled easy_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() easy 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() easy 100}}
{{#rollLess() easy 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() easy 101}}
{{/rollGreater() rolled 95}}
</tr>
<tr style="background:#D3D3D3;">
<td class="template_label">Standard:</td>
<td class="template_value">{{rolled}}&le;{{standard}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 standard_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 standard_crit}}
{{#rollGreater() rolled standard_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled standard_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 standard_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 standard_crit}}
{{#rollGreater() rolled standard_crit}}
{{#rollBetween() rolled standard_crit standard}}
<td>&#10003;</td>
{{/rollBetween() rolled standard_crit standard}}
{{#rollGreater() rolled standard}}
<td>&#10005;</td>
{{/rollGreater() rolled standard}}
{{/rollGreater() rolled standard_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() standard 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() standard 100}}
{{#rollLess() standard 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() standard 101}}
{{/rollGreater() rolled 95}}
</tr>
<tr style="background:#FCF8E3;">
<td class="template_label">Hard:</td>
<td class="template_value">{{rolled}}&le;{{hard}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 hard_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 hard_crit}}
{{#rollGreater() rolled hard_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled hard_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 hard_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 hard_crit}}
{{#rollGreater() rolled hard_crit}}
{{#rollBetween() rolled hard_crit hard}}
<td>&#10003;</td>
{{/rollBetween() rolled hard_crit hard}}
{{#rollGreater() rolled hard}}
<td>&#10005;</td>
{{/rollGreater() rolled hard}}
{{/rollGreater() rolled hard_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() hard 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() hard 100}}
{{#rollLess() hard 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() hard 101}}
{{/rollGreater() rolled 95}}
</tr>
<tr style="background:#FFEBCC;">
<td class="template_label">Formidable:</td>
<td class="template_value">{{rolled}}&le;{{formidable}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 formidable_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 formidable_crit}}
{{#rollGreater() rolled formidable_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled formidable_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 formidable_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 formidable_crit}}
{{#rollGreater() rolled formidable_crit}}
{{#rollBetween() rolled formidable_crit formidable}}
<td>&#10003;</td>
{{/rollBetween() rolled formidable_crit formidable}}
{{#rollGreater() rolled formidable}}
<td>&#10005;</td>
{{/rollGreater() rolled formidable}}
{{/rollGreater() rolled formidable_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() formidable 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() formidable 100}}
{{#rollLess() formidable 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() formidable 101}}
{{/rollGreater() rolled 95}}
</tr>
<tr style="background:#F2DEDE;">
<td class="template_label">Herculean:</td>
<td class="template_value">{{rolled}}&le;{{herculean}}</td>
<!-- Auto Succeed -->
{{#rollLess() rolled 6}}
{{#rollBetween() rolled 1 herculean_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 herculean_crit}}
{{#rollGreater() rolled herculean_crit}}
<td>&#10003;</td>
{{/rollGreater() rolled herculean_crit}}
{{/rollLess() rolled 6}}
<!-- Not Fumble -->
{{#rollBetween() rolled 6 95}}
{{#rollBetween() rolled 1 herculean_crit}}
<td>&#10004;</td>
{{/rollBetween() rolled 1 herculean_crit}}
{{#rollGreater() rolled herculean_crit}}
{{#rollBetween() rolled herculean_crit herculean}}
<td>&#10003;</td>
{{/rollBetween() rolled herculean_crit herculean}}
{{#rollGreater() rolled herculean}}
<td>&#10005;</td>
{{/rollGreater() rolled herculean}}
{{/rollGreater() rolled herculean_crit}}
{{/rollBetween() rolled 6 95}}
<!-- Auto Fail -->
{{#rollGreater() rolled 95}}
{{#rollGreater() herculean 100}}
{{#rollLess() rolled 100}}
<td>&#10005;</td>
{{/rollLess() rolled 100}}
{{#rollTotal() rolled 100}}
<td>&#10006;</td>
{{/rollTotal() rolled 100}}
{{/rollGreater() herculean 100}}
{{#rollLess() herculean 101}}
{{#rollLess() rolled 99}}
<td>&#10005;</td>
{{/rollLess() rolled 99}}
{{#rollGreater() rolled 98}}
<td>&#10006;</td>
{{/rollGreater() rolled 98}}
{{/rollLess() herculean 101}}
{{/rollGreater() rolled 95}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-runequest-weapon">
<table>
<caption>{{name}}</caption>
<tr><td class="template_label">Damage:</td><td class="template_value">{{damage}}</td></tr>
{{#size}}
<tr><td class="template_label">Size:</td><td class="template_value">{{size}}</td></tr>
{{/size}}
{{#impale_size}}
<tr><td class="template_label">Impale Size:</td><td class="template_value">{{impale_size}}</td></tr>
{{/impale_size}}
{{#effects}}
<tr><td class="template_label">Effects:</td>:</td><td class="template_value">{{effects}}</td></tr>
{{/effects}}
</table>
</rolltemplate>