mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-31 20:22:29 +00:00
***Minor Visual adjustments *Font Weight Bold for all input fields, improves readability ***Ship Tab Visual Update *Ship Weapon fields displayed in a two column layout *Added many labels to avoid confusion *Crew Population / Morale effects are now automatically applied *Advanced maneuvers have their own menu section with buttons ***Psykana tab fixes *Fixed minor bug in Sustained Powers Total *Added intelligence to focus power, to accommodate Sorcery Powers
5815 lines
655 KiB
HTML
5815 lines
655 KiB
HTML
<main class="rti"><!-- minimize everything except rolltemplate and scripts -->
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<!-- Universal Header %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
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<div>
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<!-- Basic Player Character Information -->
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<div>
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<input name="attr_character_name" type="text" style="width:34%; font-weight:bold" placeholder="Character Name"></input>
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<div class="spacing" style="width:2%"></div>
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<div class="logo" style="width:28%"><img src="https://raw.githubusercontent.com/roguetradermago/Rogue-Trader-improved-assets/main/rt-tsr-logo.png"></div>
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<div class="spacing" style="width:2%"></div>
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<input name="attr_player" type="text" style="width:34%; font-weight:bold" placeholder="Player Name"></input>
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</div>
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<!--Characteristics-->
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<div>
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<h3>❖ Characteristics ❖</h3>
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<div class="CharGrid">
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Weapon Skill (WS)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Ballistic Skill (BS)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Strength (S)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Toughness (T)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Agility (Ag)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Intelligence (Int)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Perception (Per)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Willpower (WP)</label>
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<label style="text-align:center; line-height:16px; white-space:pre; height:35px">Fellowship (Fel)</label>
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</div>
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<div class="CharGrid">
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingWS" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingBS" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingS" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingT" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingAG" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingINT" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingPER" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingWP" type="number" value="0" style="width:55%"/>
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</div>
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<div>
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<label style="text-align:center; font-size:9px; width:45%">Starting</label>
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<input name="attr_startingFEL" type="number" value="0" style="width:55%"/>
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</div>
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</div>
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<div class="CharGrid">
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<div>
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<button name="roll_WS" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Weapon Skill**}} {{dosdof=[[((( ([[(@{WeaponSkill}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_WeaponSkill" style="text-align:center; padding:0" type="text" id="CharBtnIn" readonly></input></button>
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<!--<input name="attr_WSB" title="Weapon Skill Bonus" id="unnatural" type="number" value="0"></input>-->
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</div>
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<div>
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<button name="roll_BS" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Ballistic Skill**}} {{dosdof=[[((( ([[(@{BallisticSkill}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_BallisticSkill" style="text-align:center; padding:0" type="text" id="CharBtnIn" readonly></input></button>
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<!--<input name="attr_BSB" title="Ballistic Skill Bonus" id="unnatural" type="number" value="0"></input>-->
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</div>
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<div>
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<button name="roll_S" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Strength**}} {{dosdof=[[((( ([[(@{Strength}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Strength" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_SB" title="Strength Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_T" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Toughness**}} {{dosdof=[[((( ([[(@{Toughness}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Toughness" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_TB" title="Toughness Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_Ag" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Agility**}} {{dosdof=[[((( ([[(@{Agility}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Agility" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_AB" title="Agility Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_Int" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Intelligence**}} {{dosdof=[[((( ([[(@{Intelligence}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Intelligence" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_IB" title="Intelligence Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_Per" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Perception**}} {{dosdof=[[((( ([[(@{Perception}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Perception" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_PB" title="Perception Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_WP" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Willpower**}} {{dosdof=[[((( ([[(@{Willpower}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Willpower" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_WPB" title="Willpower Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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<div>
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<button name="roll_Fel" type="roll" style="height: 60px;"
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value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Fellowship**}} {{dosdof=[[((( ([[(@{Fellowship}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
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<input name="attr_Fellowship" type="text" id="CharBtnIn" readonly></input></button>
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<input name="attr_FB" title="Fellowship Bonus" id="unnatural" type="number" value="0"></input>
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</div>
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</div>
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<div class="CharGrid">
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0">Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedWS1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWS2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWS3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWS4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedBS1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedBS2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedBS3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedBS4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedS1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedS2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedS3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedS4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedT1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedT2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedT3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedT4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedAG1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedAG2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedAG3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedAG4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedINT1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedINT2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedINT3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedINT4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedPER1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedPER2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedPER3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedPER4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedWP1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWP2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWP3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedWP4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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<div>
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<div class="spacing" style="width:8%"></div>
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<span style="width:32%; margin:0" >Adv.</span>
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<input style="width:13%; height:10px" name="attr_AdvancedFEL1" type="checkbox" value="5" title="Simple"/>
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<input style="width:13%; height:10px" name="attr_AdvancedFEL2" type="checkbox" value="5" title="Intermediate"/>
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<input style="width:13%; height:10px" name="attr_AdvancedFEL3" type="checkbox" value="5" title="Trained"/>
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<input style="width:13%; height:10px" name="attr_AdvancedFEL4" type="checkbox" value="5" title="Expert"/>
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<div class="spacing" style="width:8%"></div>
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</div>
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</div>
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</div>
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<!-- Fate, Fatigue and GM Rolls -->
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<div style="margin: 5px 0 5px 0;">
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<div class="spacing" style="width:1%"></div>
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<span style="width:4%">Pool</span>
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<input style="width:4%" name="attr_fate_max" type="number" value="0"></input>
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<label style="width:15%; text-align:center" class="help"
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title="--Using Fate Points-- As a Free Action (or Reaction) the Explorer can Spend FP in several effects: *Re-roll a failed test once. The results of the re-roll are final. *Gain a +10 bonus to a test. This must be chosen before dice are rolled. *Add an extra degree of success to a test. This can be done after dice are rolled. (test must be successful for this effect to apply.) *Count as having rolled a 10 for Initiative Roll. *Instantly remove 1d5 Damage (this does not remove Critical Damage). *Instantly recover from being Stunned. Tipically Spent FPs are restored by the end of the gaming season, at GMs discretion. --Burning Fate Points-- The explorer may choose to burn a FP and permanently reduce his Fate Points pool by one. The result is that the character survives whatever it was that would have killed him, but only barely. A Fate Point may be burnt even if it has already been spent for that gaming session.">⏴ Fate Points 🛈 ⏵</label>
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<input style="width:4%" name="attr_fate" type="number" value="0"></input>
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<span style="width:6%">Current</span>
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<div class="spacing" style="width:3%"></div>
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<button name="roll_simpledice" type="roll" style="width:3%" value="@{gmroll}&{template:custom} {{name=Simple Dice Roll}} {{d1= ?{Roll|1d5,[[1d5]]|1d10,[[1d10]]|1d100,[[1d100]]} }}"><span id="tinyroll" title="Roll simple Dice">0</span></button>
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<div class="spacing" style="width:1%"></div>
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<label class="fancyButton" style="width:10%" title="Sets all macro rolls to be visible only to the GM.">
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<input type="checkbox" name="attr_gmroll" value="/w gm" hidden="true" />
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<div>GM Roll 🛈</div>
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</label>
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<div class="spacing" style="width:1%"></div>
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<!--w16-->
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<button name="roll_RighteousFury" type="roll" style="width:15%"
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value="@{gmroll}&{template:custom} {{testtarget=[[?{Threshold|0}]] }} {{d100=[[1d100cs1cf100]] }} {{fury=@{character_name} }} {{xd10= ?{Target is?|On Foot,**Dealing [[1d10!]] Bonus Damage!**|Vehicle,**Dealing a Critical Hit! [[1d5]]**} }}">
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<label>Righteous Fury!</label></button>
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<!--w15-->
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<div class="spacing" style="width:3%"></div>
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<span style="width:5%; cursor:help" title="Toughness Bonus">Limit:</span>
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<span name="attr_TB" style="width:1%; cursor:help" title="Toughness Bonus"></span>
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<span style="width:2%">⏴</span>
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||
<label class="fancyButton" style="width:10%"
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title="Any level of Fatigue adds a -10 Penalty to all Tests. Click here to apply this Penalty This will be seen in the Characteristic Scores above Uncheck to remove Penalty. Fatigue Limit equals Toughness Bonus. If the Character excedes its Fatigue Limit it falls Unconcious for 10 min -TB.">
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||
<input type="checkbox" name="attr_fatiguepenalty" value="10" hidden="true" />
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||
<div>Fatigue 🛈</div>
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||
</label>
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<span style="width:2%">⏵</span>
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||
<input style="width:4%" name="attr_fatiguecurrent" type="number" value="0"></input>
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<span style="width:6%">Level</span>
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||
<div class="spacing" style="width:1%"></div>
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||
</div>
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||
</div>
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<!-- Tabs %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
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<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="skill"/>
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||
<div>
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||
<label class="fancyButton titleButton" title="Basic, Advanced and Custom Skills">
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||
<input type="checkbox" name="attr_sheetTab" value="skill" hidden="true" />
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||
<div>Skills</div>
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||
</label>
|
||
<div class="spacing" style="width:1%"></div>
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||
<label class="fancyButton titleButton" title="Armour, Weapons, Initiative and more">
|
||
<input type="checkbox" name="attr_sheetTab" value="combat" hidden="true" />
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||
<div>Combat</div>
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||
</label>
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||
<div class="spacing" style="width:1%"></div>
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||
<label class="fancyButton titleButton" title="Talents, Traits and more">
|
||
<input type="checkbox" name="attr_sheetTab" value="talent" hidden="true" />
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||
<div>Talents</div>
|
||
</label>
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||
<div class="spacing" style="width:1%"></div>
|
||
<label class="fancyButton titleButton" title="Psychic Techniques and Navigator Powers">
|
||
<input type="checkbox" name="attr_sheetTab" value="psykana" hidden="true" />
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||
<div>Psykana</div>
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||
</label>
|
||
<div class="spacing" style="width:1%"></div>
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||
<label class="fancyButton titleButton" title="Origin Path, Advances and more">
|
||
<input type="checkbox" name="attr_sheetTab" value="journal" hidden="true" />
|
||
<div>Journal</div>
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||
</label>
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||
<div class="spacing" style="width:1%"></div>
|
||
<label class="fancyButton titleButton" title="Ship Sheet and Naval Combat">
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||
<input type="checkbox" name="attr_sheetTab" value="ship" hidden="true" />
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||
<div>Ship</div>
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||
</label>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label class="fancyButton titleButton" title="NPCs and Companions mini sheet">
|
||
<input type="checkbox" name="attr_sheetTab" value="npcs" hidden="true" />
|
||
<div>NPCs</div>
|
||
</label>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label class="fancyButton titleButton" style="width:9%" title="Extras">
|
||
<input type="checkbox" name="attr_sheetTab" value="config" hidden="true" />
|
||
<div style="font-size:14px">Extras</div>
|
||
</label>
|
||
</div>
|
||
<!-- Skills Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="skill">
|
||
<!--Basic & Advanced skills-->
|
||
<div class="grid2">
|
||
<!--Basic Skills-->
|
||
<div class="leftbox">
|
||
<h2>🞚 Basic Skills 🞚</h2>
|
||
<div class="grid8b">
|
||
<label class="label1">Roll Test</label>
|
||
<label class="label1">Info</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Total</label>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Awareness" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Awareness**}} {{dosdof=[[((( ([[(@{Awareness}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Awareness</label></button>
|
||
<span id="gridspan" title="Awareness encompasses the Explorer’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats, such as ambushes, traps, or cleverly hidden objects—or slight changes in the environment, such as a faint vibration in the deck plating or the smell of the air recyclers. When using Awareness against an opponent, the test is always Opposed. This use includes noticing ambushes, spotting traps, and other things involving another’s actions. -Skill Use: Free Action made in reaction to something. -Category: Exploration.">(Per) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Awareness1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Awareness2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Awareness3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus1" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus1" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Awareness" type="text" disabled value="(floor((0.5+@{Awareness1})*@{Perception})+@{Awareness2}+@{Awareness3}+@{TalentBonus1}+@{OtherBonus1})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Barter" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Barter**}} {{dosdof=[[((( ([[(@{Barter}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Barter</label></button>
|
||
<span id="gridspan" title="The Barter skill allows the Explorer to negotiate better prices or exchange for goods and services. This can modify the Acquisition Modifier for items where the price is not set, but rather the result of negotiation. All Barter Tests are Opposed, as they involve interaction by their very nature. Barter may sometimes be used to assist with Acquisition Tests (see page 271). -Skill Use: A typical Barter Test takes about five minutes, but delicate dealings and intricate negotiations may involve Extended Tests. -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Barter1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Barter2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Barter3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus2" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus2" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Barter" type="text" disabled value="(floor((0.5+@{Barter1})*@{Fellowship})+@{Barter2}+@{Barter3}+@{TalentBonus2}+@{OtherBonus2})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Carouse" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Carouse**}} {{dosdof=[[((( ([[(@{Carouse}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Carouse</label></button>
|
||
<span id="gridspan" title="The Carouse Skill is used to resist the effects of alcohol and narcotics. The Explorer makes a Skill Test whenever he suffers the effects of alcohol or similar intoxicants. Each time he would otherwise suffer from the effects of an intoxicant, make a Carouse Test. Failure indicates he has gained a level of Fatigue or suffers the side effects of the substance. Should he lose conscious, the Explorer will remain passed out for a number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour). -Skill Use: Free Action taken whenever the Explorer imbibes.">(T) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Carouse1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Carouse2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Carouse3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus3" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus3" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Carouse" type="text" disabled value="(floor((0.5+@{Carouse1})*@{Toughness})+@{Carouse2}+@{Carouse3}+@{TalentBonus3}+@{OtherBonus3})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Charm" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Charm**}} {{dosdof=[[((( ([[(@{Charm}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Charm</label></button>
|
||
<span id="gridspan" title="The Explorer can use the Charm Skill to improve the disposition of others towards him, making a Charm Test whenever he wishes to change the minds of an individual or small group. He need not make a Charm Test each time he speaks with others in a pleasant manner, but only when he wishes to change their opinion, disposition, or convince them to do something. All Charm Tests are Opposed by Willpower and can affect a number of targets equal to the Explorer’s Fellowship Bonus. His targets must be able to see and hear clearly, and share a common language. -Skill Use: 1 minute. -Special Use: Inspire Those in positions of authority can use Charm to inspire a group. Success provides a +10 bonus to the next Skill Test of the motivated group. Characters can also use this skill as an Extended Test for purposes on improving morale on board their vessel. (Page 226). -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Charm1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Charm2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Charm3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus4" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus4" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Charm" type="text" disabled value="(floor((0.5+@{Charm1})*@{Fellowship})+@{Charm2}+@{Charm3}+@{TalentBonus4}+@{OtherBonus4})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Climb" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Climb**}} {{dosdof=[[((( ([[(@{Climb}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Climb</label></button>
|
||
<span id="gridspan" title="With the Climb skill the Explorer can ascend or descend ropes, pipes, and both natural and man-made walls. The condition of the surface or item and the environmental conditions can impose additional bonuses or penalties. A successful Test allows the character to ascend or descend at one-half his half move rate. -Skill Use: Half Action. -Category: Movement.">(S) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Climb1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Climb2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Climb3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus5" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus5" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Climb" type="text" disabled value="(floor((0.5+@{Climb1})*@{Strength})+@{Climb2}+@{Climb3}+@{TalentBonus5}+@{OtherBonus5})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Command" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Command**}} {{dosdof=[[((( ([[(@{Command}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Command</label></button>
|
||
<span id="gridspan" title="The Explorer utilizes the Command skill to both direct those under his authority and establish actions for groups to execute on command. This skill is only effective upon those under the Explorer’s authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual, means that he ignores the orders. Additional Degrees of Failure indicate that the individual reject or intentionally contradicts the given commands. For directing groups, Degrees of Success or Failure will increase or decrease the time necessary to execute the orders, with 3 or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the Explorer’s Fellowship Bonus. They must be able to see and hear him, though this could be done remotely, and use speak a common language. -Skill Use: Half Action for simple commands, Full Action for more involved direction. -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Command1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Command2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Command3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus6" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus6" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Command" type="text" disabled value="(floor((0.5+@{Command1})*@{Fellowship})+@{Command2}+@{Command3}+@{TalentBonus6}+@{OtherBonus6})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Concealment" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Concealment**}} {{dosdof=[[((( ([[(@{Concealment}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Concealment</label></button>
|
||
<span id="gridspan" title="The Concealment Skill is used to hide things, from small objects to vehicles to starships, or objects on the character’s person. Use of the Skill requires an appropriate environment to mask the item in question: buildings and trees for a small shuttle or an asteroid field and space anomaly for a starship. Concealment is always an Opposed Test, pitting the Explorer’s Concealment against his opponent’s Awareness or Scrutiny. If the character or the object being hidden remains perfectly still, he gains a +10 bonus to the Skill Test. -Skill Use: Half Action.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Concealment1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Concealment2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Concealment3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus7" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus7" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Concealment" type="text" disabled value="(floor((0.5+@{Concealment1})*@{Agility})+@{Concealment2}+@{Concealment3}+@{TalentBonus7}+@{OtherBonus7})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Contortionist" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Contortionist**}} {{dosdof=[[((( ([[(@{Contortionist}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Contortionist</label></button>
|
||
<span id="gridspan" title="Explorers with Contortionist Skill can use their innate flexibility to allow them to: -Escape Bonds: The Explorer can Test to slip free of bonds. This is an Opposed Test, against his opponent’s Intelligence Characteristic. The quality of the bonds and time to employ them will affect the difficulty of the Test. This requires 1 min. with each Degree of Success reducing this time by 10 sec. -Escape Grapple: The Explorer may escape a grapple by making an Opposed Test against the grappler’s Strength Characteristic. Success frees the Explorer. Failure means he remains grappled. -Squeeze Through: The Explorer can Test to squeeze through a tight space or to cram himself into a space too small to fit a human body. 4 or more Degrees of Failure mean he has become stuck until he succeeds in another Contortionist Test or someone else pulls him free. This takes one minute, with each Degree of Success reducing this time by 10 sec. -Skill Use: Full Action unless otherwise noted. -Category: Movement, Combat.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Contortionist1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Contortionist2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Contortionist3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus8" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus8" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Contortionist" type="text" disabled value="(floor((0.5+@{Contortionist1})*@{Agility})+@{Contortionist2}+@{Contortionist3}+@{TalentBonus8}+@{OtherBonus8})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Deceive" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Deceive**}} {{dosdof=[[((( ([[(@{Deceive}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Deceive</label></button>
|
||
<span id="gridspan" title="The Deceive skill enables the Explorer to mislead others as to his true intent. Any time he tells a lie, reveal only part of the truth or spin information to his advantage with the intent to mislead someone, the character must make a Deceive Test. He need not make a Deceive Test for every lie, but only when that deception would change someone’s mind, opinion, or actions. Deceive is always an Opposed Test, using your Deceive Skill against the opponent’s Scrutiny. A Deceive Test affects a number of targets equal to the Explorer’s Fellowship Bonus. They must also speak a common language. -Skill Use: 1 minute, or more for complex deceptions. -Special Use: Con The ship’s master or officers can use deception to temporarily increase the crew’s morale during combat. Outside of combat, the Explorer can use this skill to reduce the effect of long warp passages on the crew’s morale. Each failure imposes a cumulative –10 penalty upon subsequent attempts. -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Deceive1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Deceive2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Deceive3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus9" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus9" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Deceive" type="text" disabled value="(floor((0.5+@{Deceive1})*@{Fellowship})+@{Deceive2}+@{Deceive3}+@{TalentBonus9}+@{OtherBonus9})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Disguise" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Disguise**}} {{dosdof=[[((( ([[(@{Disguise}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Disguise</label></button>
|
||
<span id="gridspan" title="The Disguise skill allows the Explorer to mask his features and even assume another’s appearance. The difficulty of the test depends upon the materials available, the differences between the character and the desired appearance, and any other elements that would affect the deception. Disguise is an Opposed Skill Test against a foe’s Scrutiny. The application of the most elementary of disguises takes one minute. The more elaborate the deception, the more time required, up to weeks or months in the case of impersonations involving prosthetics, surgery, or xeno mannerisms. -Skill Use: 1 minute or more depending on complexity.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Disguise1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Disguise2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Disguise3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus10" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus10" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Disguise" type="text" disabled value="(floor((0.5+@{Disguise1})*@{Fellowship})+@{Disguise2}+@{Disguise3}+@{TalentBonus10}+@{OtherBonus10})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Dodge" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Dodge**}} {{dosdof=[[((( ([[(@{Dodge}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Dodge</label></button>
|
||
<span id="gridspan" title="Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack. After a character is hit, but before Damage is rolled, the character can make a Dodge Test. A character must be aware of the attack in order to make the test. If succeessful, the character dogges at the last moment and the attack is considered to have missed (No Damage). If he fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks. When Dodging an area effect weapon (such as flamers), a successful Dodge moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack then the Dodge Test automatically fails. When Dodging Fully-Auto or Semi-Auto Bursts, each degree of success on the Dodge Test negates one additional hit. -Skill Use: Reaction. -Category: Combat, Movement, Reaction.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Dodge1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Dodge2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Dodge3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus11" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus11" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Dodge" type="text" disabled value="(floor((0.5+@{Dodge1})*@{Agility})+@{Dodge2}+@{Dodge3}+@{TalentBonus11}+@{OtherBonus11})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Evaluate" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Evaluate**}} {{dosdof=[[((( ([[(@{Evaluate}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Evaluate</label></button>
|
||
<span id="gridspan" title="The Explorer can use Evaluate to determine the approximate value of an object or group of items. Success reveals the item’s Availability Modifier. Additional Degrees of Success will give additional information about the objects. A failure results in the miscalculation of an item’s true value, with the degree of error increasing with each Degree of Failure. The difficulty of the Test should be adjusted for the Explorer’s access to the item and the time allowed by the seller. Using Evaluate on large cargoes requires an Extended Test, though the Explorer can appraise single items in about a minute. Also, Evaluate can be used at the GM’s discretion to assist with determining the requirements for Endeavours. -Skill Use: 1 minute or more. -Category: Investigation.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Evaluate1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Evaluate2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Evaluate3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus12" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus12" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Evaluate" type="text" disabled value="(floor((0.5+@{Evaluate1})*@{Intelligence})+@{Evaluate2}+@{Evaluate3}+@{TalentBonus12}+@{OtherBonus12})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Gamble" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Gamble**}} {{dosdof=[[((( ([[(@{Gamble}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Gamble</label></button>
|
||
<span id="gridspan" title="The Explorer uses Gamble when participating in games of chance. Each participant wagers an amount, though these are typically the same, and makes an Opposed Test with the Gamble Skill. The player with the most Degrees of Success or fewest Degrees of Failure wins the pot. The Explorer may choose to lose against any player with a worse result as part of a Deceive attempt. Those with both Skills may use Sleight of Hand instead of Gamble to hide cards or alter dice rolls. Success gives the character a +20 bonus to his tests, but four or more Degrees of Failure indicates he has been caught in the act. -Skill Use: Full Action for an entire day of gaming.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Gamble1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Gamble2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Gamble3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus13" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus13" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Gamble" type="text" disabled value="(floor((0.5+@{Gamble1})*@{Intelligence})+@{Gamble2}+@{Gamble3}+@{TalentBonus13}+@{OtherBonus13})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Inquiry" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Inquiry**}} {{dosdof=[[((( ([[(@{Inquiry}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Inquiry</label></button>
|
||
<span id="gridspan" title="The Explorer can use Inquiry to gain information by asking questions, through conversation or simple eavesdropping. Inquiry allows him to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill, allowing the Explorer to hunt after a particular item of information from either individuals or resources, such as the ship’s librarium. This use is virtually always an Extended Test, with Difficulty and Duration set by the GM. -Skill Use: 1 hour or more. -Special Use: Hunt for Sedition A character may use his skills of inquiry among members of the crew to plumb for malcontents, malingerers and mutineers. Success means improves Morale by 1d5 but for every point the ship’s Morale improves, the Population is reduced by 1 in turn as the seditious elements are purged. -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Inquiry1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Inquiry2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Inquiry3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus14" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus14" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Inquiry" type="text" disabled value="(floor((0.5+@{Inquiry1})*@{Fellowship})+@{Inquiry2}+@{Inquiry3}+@{TalentBonus14}+@{OtherBonus14})"/>
|
||
</div>
|
||
<div class="gridinputbasic9">
|
||
<button name="roll_Intimidate" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Intimidate**}} {{dosdof=[[((( ([[(@{Intimidate}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Intimidate</label></button>
|
||
<select name="attr_Intimidate" id="subitem2">
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Strength})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">S</option>
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Intelligence})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">Int</option>
|
||
<option value="(floor((0.5+@{Intimidate1})*@{Fellowship})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})">Fel</option>
|
||
</select>
|
||
<span id="gridspansp" title="The Explorer uses Intimidate to pressure an individual to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated characteristic, the Explorer may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects a number of targets equal to the Explorer’s Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. His targets must be able to see and hear him clearly, either in person or via pict- or vox-caster, and speak a common language. -Skill Use: Full Action. -Category: Interaction.">🛈</span>
|
||
<div id="cbitem"><input name="attr_Intimidate1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Intimidate2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Intimidate3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus15" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus15" type="number" value="0"/>
|
||
<input id="subitem" name="attr_IntimidateDisplay" type="text" disabled value="@{Intimidate}"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Logic" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Logic**}} {{dosdof=[[((( ([[(@{Logic}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Logic</label></button>
|
||
<span id="gridspan" title="The Explorer uses Logic to solve problems, decipher puzzles, and deal with other situations involving demonstration and inference. A Logic Test might infer the missing symbol in a series or to solve a particularly troublesome mathematical equation. He can also use the Skill to prepare a reasoned argument for debate or philosophical exchange. The preparations of complex reasoning or complicated problems are Extended Tests. -Skill Use: 1 minute, or longer for particularly complex problems. -Category: Investigation.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Logic1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Logic2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Logic3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus16" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus16" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Logic" type="text" disabled value="(floor((0.5+@{Logic1})*@{Intelligence})+@{Logic2}+@{Logic3}+@{TalentBonus16}+@{OtherBonus16})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Scrutiny" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Scrutiny**}} {{dosdof=[[((( ([[(@{Scrutiny}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Scrutiny</label></button>
|
||
<span id="gridspan" title="The Scrutiny Skill helps assess the people or objects the Explorer encounters. The character uses it to determine an individual’s truthfulness, his motives and generally appraise his personality and temperament. It can also be used to examine an object in detail, noticing small details and characteristics that might pass unseen in a casual inspection. For starship auspex returns, it allows determination of a vessel’s mass, velocity, and more. Scrutiny is an Opposed Test against the target’s Deceive Skill when trying to perceive falsehoods or deceptions. However, Scrutiny does not reveal hidden secrets or a target’s carefully concealed intent, and should never replace good roleplaying in an interactive situation. This Skill counters the Opposed Tests of many manipulative Interaction skills, such as Charm, Deceive, and Intimidate. -Skill Use: Full Action, though special uses may require more time.">(Per) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Scrutiny1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Scrutiny2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Scrutiny3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus17" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus17" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Scrutiny" type="text" disabled value="(floor((0.5+@{Scrutiny1})*@{Perception})+@{Scrutiny2}+@{Scrutiny3}+@{TalentBonus17}+@{OtherBonus17})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Search" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Search**}} {{dosdof=[[((( ([[(@{Search}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Search</label></button>
|
||
<span id="gridspan" title="The Explorer uses the Search Skill to discover things that are physically hidden, from a hidden holdout pistol to a shuttle code. Search involves active investigation, whereas Awareness deals with passive or subconscious detection. Each Search Test covers a small room or area. When an object or individual has been deliberately hidden, the Search Test is an Opposed Test against the target’s Concealment. -Skill Use: 1 minute. -Special Use: Inspection The Search skill can also be used to find hidden stores, contraband, stowaways, and even evidence of sabotage on vehicles and starships. Depending on the size of the vehicle, the GM may designate this as an Extended Test with an appropriate Duration. -Category: Exploration.">(Per) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Search1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Search2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Search3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus18" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus18" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Search" type="text" disabled value="(floor((0.5+@{Search1})*@{Perception})+@{Search2}+@{Search3}+@{TalentBonus18}+@{OtherBonus18})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_SilentMove" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Silent Move**}} {{dosdof=[[((( ([[(@{SilentMove}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Silent Move</label></button>
|
||
<span id="gridspan" title="Use the Silent Move Skill anytime silence and secrecy is essential in the Explorer’s activities. The GM sets the Difficulty of the Test depending on the environment, where the echoing steel halls of a cargo bay yields a greater Difficulty than the wood-panelled, carpeted environs of the officers’ quarters. Silent Move Tests are always Opposed Tests against the opponent’s Awareness or Scrutiny Skill. -Skill Use: Free Action as part of Movement. -Category: Movement.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_SilentMove1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_SilentMove2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_SilentMove3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus19" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus19" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SilentMove" type="text" disabled value="(floor((0.5+@{SilentMove1})*@{Agility})+@{SilentMove2}+@{SilentMove3}+@{TalentBonus19}+@{OtherBonus19})"/>
|
||
</div>
|
||
<div class="grid8b">
|
||
<button name="roll_Swim" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Swim**}} {{dosdof=[[((( ([[(@{Swim}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Swim</label></button>
|
||
<span id="gridspan" title="Swim allows the Explorer to swim through various liquid mediums. Under normal conditions swimming does not require a Test. More difficult waters, unusual circumstances, or long distances call for a Skill Test. -Skill Use: Full Action. -Category: Movement.">(S) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Swim1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Swim2" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Swim3" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TalentBonus20" type="number" value="0"/>
|
||
<input id="subitem" name="attr_OtherBonus20" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Swim" type="text" disabled value="(floor((0.5+@{Swim1})*@{Strength})+@{Swim2}+@{Swim3}+@{TalentBonus20}+@{OtherBonus20})"/>
|
||
</div>
|
||
</div>
|
||
<!--Advanced Skills-->
|
||
<div class="rightbox">
|
||
<h2>🞛 Advanced Skills 🞛</h2>
|
||
<div class="grid9">
|
||
<label class="label1">Roll Test</label>
|
||
<label class="label1">Info</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Total</label>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Acrobatics" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Acrobatics**}} {{dosdof=[[((( ([[(@{Acrobatics}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Acrobatics</label></button>
|
||
<span id="gridspan" title="Acrobatics training supplements the Explorer’s natural agility to perform feats the less athletic would not even consider. -Skill Use: Full Action unless otherwise noted. -Special Use: When taking the Disengage Action in combat, the Explorer may make an Acrobatics Test to reduce it to a Half Action. -Special Use: An Acrobatics Test may substitute for an Agility Test when jumping or a Strength Test when leaping. -Category: Movement.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Acrobatics1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Acrobatics2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Acrobatics3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Acrobatics4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_AcrobaticsTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_AcrobaticsOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Acrobatics" type="text" disabled value="floor((@{Acrobatics1}+@{Acrobatics2})*@{agility})+@{Acrobatics3}+@{Acrobatics4}+@{AcrobaticsTalentBonus}+@{AcrobaticsOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Blather" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Blather**}} {{dosdof=[[((( ([[(@{Blather}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Blather</label></button>
|
||
<span id="gridspan" title="Blather allows the Explorer to stall for time with a confusing or distracting stream of conversation. Blather Tests are always Opposed by the target’s Willpower, or Scrutiny if the target actively suspects the tactic. Winning the Opposed Test results in the opponent’s bemused inaction for his entire round. For every degree of success, the Explorer has dumbfounded the target for an additional round. Loosing the Opposed Test means that everyone involved may act normally. Some Talents allow the Explorer to use Blather against many opponents. However, even without these Talents, he can affect a number of targets equal to his Fellowship Bonus if he is able to win the Opposed Test. -Skill Use: Full Action. -Category: Interaction.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Blather1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Blather2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Blather3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Blather4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_BlatherTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_BlatherOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Blather" type="text" disabled value="floor((@{Blather1}+@{Blather2})*@{fellowship})+@{Blather3}+@{Blather4}+@{BlatherTalentBonus}+@{BlatherOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Chem-Use" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Chem-Use**}} {{dosdof=[[((( ([[(@{Chem-Use}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Chem-Use</label></button>
|
||
<span id="gridspan" title="The Chem-Use skill allows the Explorer to safely identify, handle and prepare a variety of chemicals, toxins, poisons, and drugs. Success in a Chem-Use Test indicates it has been applied correctly for the desired results. Failure indicates the dose was wasted without effect. When using a medicae injector the Skill Test to administer a drug or antidote is reduced to a Half Action. Employing Chem-Use to apply particularly complex combinations of substances or toxins uses an Extended Test. -Skill Use: Full Action. -Category: Crafting, Investigation.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Chem-Use1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Chem-Use2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Chem-Use3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Chem-Use4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_Chem-UseTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Chem-UseOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Chem-Use" type="text" disabled value="floor((@{Chem-Use1}+@{Chem-Use2})*@{intelligence})+@{Chem-Use3}+@{Chem-Use4}+@{Chem-UseTalentBonus}+@{Chem-UseOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Commerce" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Commerce**}} {{dosdof=[[((( ([[(@{Commerce}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Commerce</label></button>
|
||
<span id="gridspan" title="An Explorer may use the Commerce Skill to improve his Profit Factor prior to making an Acquisition Test. This is a contest of the Explorer’s Commerce Skill versus the Commerce Skill or Scrutiny Skill of the person or organization he is trading with. For each degree the Explorer beats his opponent, he may increase his Profit Factor by 2 points. For each degree his opponent beats him, however, he must decrease his Profit Factor by 2. Both increases and decreases to Profit Factor only apply to a single Acquisition Test made immediately with that trader. This use of Skills works both ways, and when the Explorers deal with canny merchants, the GM may force them to make a contest of Commerce Skills even if they don’t want to. -Skill Use: Variable.">(Fel) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Commerce1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Commerce2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Commerce3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Commerce4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_CommerceTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_CommerceOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Commerce" type="text" disabled value="floor((@{Commerce1}+@{Commerce2})*@{fellowship})+@{Commerce3}+@{Commerce4}+@{CommerceTalentBonus}+@{CommerceOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Demolition" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Demolition**}} {{dosdof=[[((( ([[(@{Demolition}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Demolition</label></button>
|
||
<span id="gridspan" title="The Explorer can use the Demolition Skill for several effects: -Manufacture Explosives (Extended Test unless otherwise noted): The Demolition Skill allows the Explorer to make explosive materials from basic components. -Place Explosives (Full Action unless otherwise noted): Success indicates the Explorer has successfully planted the explosive charge. Failure indicates that the explosives will fail to go off when triggered, though the character will not know this till the time of activation. Four or more Degrees of Failure indicates the Explorer has detonated the device on himself!. -Defuse Explosives (Full Action unless otherwise noted): Make an Opposed Test against the Demolition Skill Test of the individual who set the explosives. Winning the Test indicates that the bomb has been defused. Simple failure means that the charge has not been disarmed. Four or more Degrees of Failure indicates the Explorer has set off the device! -Category: Crafting.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Demolition1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Demolition2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Demolition3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Demolition4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_DemolitionTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_DemolitionOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Demolition" type="text" disabled value="floor((@{Demolition1}+@{Demolition2})*@{intelligence})+@{Demolition3}+@{Demolition4}+@{DemolitionTalentBonus}+@{DemolitionOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Interrogation" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Interrogation**}} {{dosdof=[[((( ([[(@{Interrogation}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Interrogation</label></button>
|
||
<span id="gridspan" title="Interrogation allows the Explorer to extract information from an unwilling subject. Make an Opposed Test, pitting the Explorer’s Interrogation Skill against an opponent’s Willpower. If he wins, the Explorer gets one answer, plus one answer for each Degree of Success. If the opponent wins, the Explorer gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus the character’s Willpower Bonus in Damage to the target, and prevents any further interrogation for 1d5 days. If the Explorer suffers four or more Degrees of Failure, he deals 1d10 Damage and his subject gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the Explorer or his allies. Each Interrogation Test inflicts one level of Fatigue on the target. -Skill Use: 1d5 hours. -Category: Investigation.">(WP) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Interrogation1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Interrogation2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Interrogation3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Interrogation4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_InterrogationTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_InterrogationOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Interrogation" type="text" disabled value="floor((@{Interrogation1}+@{Interrogation2})*@{willpower})+@{Interrogation3}+@{Interrogation4}+@{InterrogationTalentBonus}+@{InterrogationOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Invocation" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Invocation**}} {{dosdof=[[((( ([[(@{Invocation}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Invocation</label></button>
|
||
<span id="gridspan" title="For the duration of the round, the Explorer clears his mind of external influence and focuses his will more intently. A successful test indicates that his mind is ready to channel the warp more intensely. On the next round, the Explorer adds +1 to the final Psy Rating of any Fettered Power Test. Failure indicates that the Explorer’s attempts to focus have backfired, and he suffers a –1 penalty to the final Psy Rating of a Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate. -Skill Use: Full Action.">(WP) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Invocation1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Invocation2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Invocation3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Invocation4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_InvocationTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_InvocationOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Invocation" type="text" disabled value="floor((@{Invocation1}+@{Invocation2})*@{willpower})+@{Invocation3}+@{Invocation4}+@{InvocationTalentBonus}+@{InvocationOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Literacy" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Literacy**}} {{dosdof=[[((( ([[(@{Literacy}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Literacy</label></button>
|
||
<span id="gridspan" title="Literacy allows the Explorer to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases necessitate a Test. -Skill Use: 1 minute for 1 page of text, roughly 750 words.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Literacy1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Literacy2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Literacy3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Literacy4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_LiteracyTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_LiteracyOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Literacy" type="text" disabled value="floor((@{Literacy1}+@{Literacy2})*@{intelligence})+@{Literacy3}+@{Literacy4}+@{LiteracyTalentBonus}+@{LiteracyOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Medicae" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Medicae**}} {{dosdof=[[((( ([[(@{Medicae}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=?{Special Use|None,**No Special Action**|First Aid,**First Aid**: If successful it restores [[@{IB}]] (**Int** Bonus) for the lightly wounded. [[1]] for the heavily wounded or critical damage.|Extended Care,**Extended Care**: Heal at twice the Normal rate + Degrees of Success|Diagnosis,**Diagnosis**: Success yields the name of the ailment and basic treatments. Prevents Crew Pop. Damage due to disease or malnutrition on extended voyages.} }}"><label>Medicae</label></button>
|
||
<span id="gridspan" title="The Medicae Skill helps diagnose and treat injuries by suturing wounds, applying counterseptic, and use of medical devices such as the Narthecium. On individual patients Medicae provides First Aid and Extended Care for short or long term treatment. This macro contains all available options. Additional rules can be found on page 83.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Medicae1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Medicae2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Medicae3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Medicae4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_MedicaeTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_MedicaeOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Medicae" type="text" disabled value="floor((@{Medicae1}+@{Medicae2})*@{intelligence})+@{Medicae3}+@{Medicae4}+@{MedicaeTalentBonus}+@{MedicaeOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Psyniscience" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Psyniscience**}} {{dosdof=[[((( ([[(@{Psyniscience}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Psyniscience</label></button>
|
||
<span id="gridspan" title="The Explorer can use the Skill to detect the presence or absence of daemons and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids or other areas where the flow of the immaterium has been unsettled or disrupted. *Success: Awareness of immaterium disruption or number of entities present. *1 DoS: Approximate direction of the phenomena or creatures. *2 DoS: Rough location of the warp creatures or beings affecting the immaterium. *3+ DoS: Exact position of the creatures or psykers present. -Skill Use: Full Action. -Special Use: Astropaths can also use the Psyniscience skill to block the communications of other Astropaths. This is an Opposed Test, with the interfering Astropath suffering a –10 penalty for each Void Unit between himself and the target. If successful, the blocking Astropath stops the blocked Astropath’s ship from sending or receiving Astropathic transmissions.">(Per) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Psyniscience1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Psyniscience2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Psyniscience3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Psyniscience4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_PsyniscienceTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_PsyniscienceOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Psyniscience" type="text" disabled value="floor((@{Psyniscience1}+@{Psyniscience2})*@{perception})+@{Psyniscience3}+@{Psyniscience4}+@{PsyniscienceTalentBonus}+@{PsyniscienceOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Security" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Security**}} {{dosdof=[[((( ([[(@{Security}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Security</label></button>
|
||
<span id="gridspan" title="Security is used to bypass mechanical locks and other physical security systems. This differs from many systems that employ codes or cogitators that are more suited to the Tech-Use Skill. Using this Skill without proper tools or equipment is extremely challenging, and any attempt to bypass a lock or other security system without using a multikey or other set of appropriate tools suffers from a –20 penalty. -Skill Use: 1 minute, reduced by 10 seconds for each Degree of Success. -Category: Exploration">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Security1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Security2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Security3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Security4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_SecurityTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SecurityOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Security" type="text" disabled value="floor((@{Security1}+@{Security2})*@{agility})+@{Security3}+@{Security4}+@{SecurityTalentBonus}+@{SecurityOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Shadowing" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Shadowing**}} {{dosdof=[[((( ([[(@{Shadowing}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Shadowing</label></button>
|
||
<span id="gridspan" title="Shadowing allows the Explorer to follow others on foot or using vehicles or starships. It contrasts with Concealment because it involves movement and blending into one’s surroundings. Shadowing Tests are always Opposed Tests against the opponent’s Awareness or Scrutiny Skill. A single Shadowing Test is sufficient to follow an opponent unseen for a minute. -Skill Use: 1 minute.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Shadowing1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Shadowing2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Shadowing3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Shadowing4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_ShadowingTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_ShadowingOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Shadowing" type="text" disabled value="floor((@{Shadowing1}+@{Shadowing2})*@{agility})+@{Shadowing3}+@{Shadowing4}+@{ShadowingTalentBonus}+@{ShadowingOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_SleightofHand" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Sleight of Hand**}} {{dosdof=[[((( ([[(@{SleightofHand}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Sleight of Hand</label></button>
|
||
<span id="gridspan" title="Explorers use Sleight of Hand for any task requiring a combination of deception and dexterity. Examples include: palming small objects, picking pockets, or performing tricks. The GM sets the Difficulty for the Test according to the size of the object and the intensity of observation. Sleight of Hand is always an Opposed Test against the opponent’s Awareness or Scrutiny. The Explorer can use Sleight of Hand instead of Gamble to employ deception and alter the odds in games of chance. Though Sleight of Hand usually requires a Half Action, the Explorer may make a Test as a Free Action with a –10 penalty. -Skill Use: Half Action.">(Ag) 🛈</span>
|
||
<div id="cbitem"><input name="attr_SleightofHand1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_SleightofHand2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_SleightofHand3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_SleightofHand4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_SleightofHandTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SleightofHandOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SleightofHand" type="text" disabled value="floor((@{SleightofHand1}+@{SleightofHand2})*@{agility})+@{SleightofHand3}+@{SleightofHand4}+@{SleightofHandTalentBonus}+@{SleightofHandOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Survival" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Survival**}} {{dosdof=[[((( ([[(@{Survival}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Survival</label></button>
|
||
<span id="gridspan" title="Survival allows the Explorer to endure for prolonged periods in unusual or alien environments. The Difficulty of these Tests depends on the location: barren deserts provide much greater challenge than verdant tropical forests. This Skill can also apply to man-made environments, such as artificial worlds, the depths of the Underhive, or the belly of massive starships. -Skill Use: Full Action. -Category: Exploration">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Survival1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Survival2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Survival3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Survival4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_SurvivalTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SurvivalOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Survival" type="text" disabled value="floor((@{Survival1}+@{Survival2})*@{intelligence})+@{Survival3}+@{Survival4}+@{SurvivalTalentBonus}+@{SurvivalOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Tech-Use" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Tech-Use**}} {{dosdof=[[((( ([[(@{Tech-Use}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Tech-Use</label></button>
|
||
<span id="gridspan" title="Tech-Use allows the Explorer to use or repair complex mechanical items or fathom the workings of unknown technical artefacts. The Explorer can also use Tech-Use to repair damaged or defective items, using an Extended Test. Tech-Use can be used to direct the actions of Servitors. -Skill Use: 1 minute, or more for more complex systems. -Special Use: Security Systems Security covers mechanical security systems, but many systems may have both physical and electronic components, and certain examples may be entirely controlled by cogitators and machine spirits. -Category: Exploration.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Tech-Use1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Tech-Use2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Tech-Use3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Tech-Use4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_Tech-UseTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Tech-UseOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Tech-Use" type="text" disabled value="floor((@{Tech-Use1}+@{Tech-Use2})*@{intelligence})+@{Tech-Use3}+@{Tech-Use4}+@{Tech-UseTalentBonus}+@{Tech-UseOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Tracking" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Tracking**}} {{dosdof=[[((( ([[(@{Tracking}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Tracking</label></button>
|
||
<span id="gridspan" title="The Explorer can follow the signs left by his quarry. The Difficulty depends on the condition of the traces and the tracker’s surroundings. When following any tracks where the Difficulty of the Test is more than Challenging (+0) the tracker’s Movement rate drops to half. In the case where an opponent has attempted to Conceal or erase their tracks, make an Opposed Test made against the prey’s Concealment. The Explorer can use this Skill with the Investigation and Exploration rules on page 263 to determine information about the quarry, including time since they passed, numbers and their race. -Skill Use: Free Action made as part of Movement. -Category: Exploration.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Tracking1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Tracking2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Tracking3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Tracking4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TrackingTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_TrackingOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Tracking" type="text" disabled value="floor((@{Tracking1}+@{Tracking2})*@{intelligence})+@{Tracking3}+@{Tracking4}+@{TrackingTalentBonus}+@{TrackingOtherBonus}"/>
|
||
</div>
|
||
<div class="grid9">
|
||
<button name="roll_Wrangling" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Wrangling**}} {{dosdof=[[((( ([[(@{Wrangling}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Wrangling</label></button>
|
||
<span id="gridspan" title="The Explorer can tame, train, and potentially ride animals encountered in his travels, from spine-hounds to the noble warhorse breeds. Both taming and training beasts are Extended Tests, the Duration of which is determined by the nature and temper of the creature involved. Once an animal has been broken to its master’s will or at least formed a partnership for particularly strong-willed beasts—directing it or issuing commands is a Half Action. Wild animals, or those trained for hostility and aggression, can have their Disposition changed by one level for every 2 Degrees of Success, up to a maximum of three levels by a Full Action use of this Skill. Wrangling is of no use against cyber-animals, psy-bonded animals, or against any creature with true sentience. -Skill Use: Variable depending on task and complexity.">(Int) 🛈</span>
|
||
<div id="cbitem"><input name="attr_Wrangling1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Wrangling2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Wrangling3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Wrangling4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_WranglingTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_WranglingOtherBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_Wrangling" type="text" disabled value="floor((@{Wrangling1}+@{Wrangling2})*@{intelligence})+@{Wrangling3}+@{Wrangling4}+@{WranglingTalentBonus}+@{WranglingOtherBonus}"/>
|
||
</div>
|
||
<div class="quickborder" style="padding: 23px 2px 20px 2px;">
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:29%; font-size:19px">Profit Factor:</label>
|
||
<input name="attr_profitfactor" style="width:12%; font-weight:bold" type="number" value="0"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<button name="roll_acquisition" type="roll" style="width:25%" title="Rolls Profit Factor +/- Modifiers Modifiers apply to Items and Resources."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} makes an Acquisition Test**}} {{dosdof=[[((( ([[@{profitfactor} + (?{Availability|Ubiquitous +70 'Ration Pack',70|Abundant +50 'Knife',50|Plentiful +30 'Void Suit',30|Common +20 'Lasgun',20|Average +10 'Micro-bead',10|Scarce +0 'Demolition Charge',0|Rare -10 'Krak Grenade',-10|Very Rare -20 'Heavy Bolter',-20|Extremely Rare -30 'Digital Weapon',-30|Near Unique -50 'Tempest Bolt Shells',-50|Unique -70 'Archeotech Power Armour',-70}+?{Scale|Negligible +30 'Single Man',30|Trivial +20 'Squad 3–5',20
|
||
|Minor +10 'Platoon(10–30)',10|Standard +0 'Company 50–100',0|Major -10 'Regiment 500–1000',-10|Significan -20 Division 2000–5000',-20|Vast -30 'Army 10000+',-30}+?{Craftmanship|Poor +10 'Corpse Starch Ration Pack',10|Common +0 'Typical Clothing',0|Good -10 'Finely Crafted Forge World Bolter',-10|Best -30 'Exquisite Power Sword with Noble Family Crest',-30}) + (?{Other Modifiers|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label style="font-size:14px">Acquisition Test</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_starshipacq" type="roll" style="width:25%" title="Rolls Profit Factor +/- Modifiers Modifiers set for Ship Components If attempting to acquire a Ship Select: Scarce + Structure + Common Craft and Other Modifiers to Ships Hull SP value."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} makes a Ship Acquisition Test**}} {{dosdof=[[((( ([[@{profitfactor} + (?{Availability|Ubiquitous +70,70|Abundant +50,50|Plentiful +30,30|Common +20,20|Average +10,10|Scarce +0 (Supplemental),0|Rare -10 (Essentials),-10|Very Rare -20 (SP Cost 2+),-20|Extremely Rare -30 (Archeotech),-30|Near Unique -50 (Xenotech),-50|Unique -70 (1 per Galaxy),-70}+?{Category|War -30 'Weapons',-30|Etheric -20 'Auspex',-20
|
||
|Power -10 'Warp-Drive',-10|Structure +0 'Cargo Hold',0}+?{Craftmanship|Poor +10 'Ill Functioning',10|Common +0 'Functioning',0|Good -10 'Finely Crafted',-10|Best -30 'Exquisite creation worthy of a Noble',-30}) + (?{Other Modifiers|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label style="font-size:14px">Ship Acquisition</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
</div><!-- quickborder -->
|
||
</div>
|
||
</div><!-- grid2 basic -->
|
||
<div>
|
||
<div class="spacing" style="width:36%"></div>
|
||
<label style="width:25%">SKILL NOTES AND MODIFIERS</label>
|
||
<input type="checkbox" name="attr_hideskillmods" value="1" class="arrow icon" title="Hide this section" style="width:3%; margin-bottom:5px"/>
|
||
<div class="spacing" style="width:36%"></div>
|
||
<div class="hbody">
|
||
<fieldset class="repeating_skillnotes">
|
||
<textarea style="width:100%; height:85px" name="attr_skillnotesdesc" placeholder="Skill Name and related Mods These notes do NOT affect the Tests"></textarea>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<h2>🞜 Skill Groups 🞜</h2>
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help" title="Speak Language is used to communicate with others using the same language. However, communication with those using obscure dialects or cryptic, complex concepts will require a Test at an appropriate Difficulty Skill Groups: -Eldar -Explorator Binary -High Gothic -Low Gothic -Ork -Techna-Lingua -Trader’s Cant. -Skill Use: Free Action.">Speak Language (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_speaklanguage">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_languagename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_language1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_language2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_language3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_language4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_languageTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_languageOtherBonus" type="number" value="0"/>
|
||
<button name="roll_SpeakLanguage" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Speak Language: @{languagename}**}} {{dosdof=[[((( ([[(@{language}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_language" type="text" disabled value="(floor((@{language1}+@{language2})*@{Intelligence}))+@{language3}+@{language4}+@{languageTalentBonus}+@{languageOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Scholastic Lore grants the Explorer knowledge of particularly complex or esoteric subject. A successful Skill Test allows him to recall necessary information or research a particular subject should appropriate reference material be readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain. Success Results: Success = Reveals basic information known to scholars on the topic. 1 DoS = Reveals uncommon information, known to few dedicated academics. 2 DoS = Reveals obscure information, known to only serious scholars. 3+ DoS = Reveals extremely rare information, known only to true experts in the field. Skill Groups: -Archaic -Astromancy -Beasts -Bureaucracy -Chymistry -Cryptology -Heraldry -Imperial Warrants -Imperial Creed -Judgement -Legend -Navis Nobilite -Numerology -Occult -Philosophy -Tactica Imperialis -Skill Use: Free Action. -Category: Investigation.">Scholastic Lore (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_scholasticlore">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Slorename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Slore1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Slore2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Slore3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Slore4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_SloreTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_SloreOtherBonus" type="number" value="0"/>
|
||
<button name="roll_ScholasticLore" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Scholastic Lore: @{Slorename}**}} {{dosdof=[[((( ([[(@{Slore}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Slore" type="text" disabled value="(floor((@{Slore1}+@{Slore2})*@{Intelligence}))+@{Slore3}+@{Slore4}+@{SloreTalentBonus}+@{SloreOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="The Drive Skill allows the Explorer to control land-based vehicles. Normal driving does not require a Skill Test, but one is required for hazardous conditions, excessive speed, or dangerous manoeuvres. Skill Groups: -Ground Vehicle -Skimmer/Hover -Walker -Skill Use: Half Action. -Category: Operator.">Drive (Ag) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_drive">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Drivename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Drive1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Drive2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Drive3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Drive4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_DriveTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_DriveOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Drive" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Drive: @{Drivename}**}} {{dosdof=[[((( ([[(@{Drive}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Drive" type="text" disabled value="(floor((@{Drive1}+@{Drive2})*@{Agility}))+@{Drive3}+@{Drive4}+@{DriveTalentBonus}+@{DriveOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="The Explorer uses the Performer Skill to entertain and enthrall groups of spectators. Performer Tests take an amount of time dependent on the art form involved. Skill Groups: -Dancer -Musician -Singer -Storyteller -Skill Use: Variable. -Special Use: Charming Performance The Explorer may make a Difficult (–10) Performer (Storyteller) or (Singer) Test instead of Charm, to win round the audience, causing their disposition to improve by one level, or to temporarily improve the Morale of the crew. When used to improve Morale, a successful Test adds +5 to the ship’s Morale, with an additional +10 for every two Degrees of Success. -Special Use: Enthralling Performance The Explorer may make a Difficult (–10) Performer (Musician) or (Singer) Test instead of a Blather Test, utterly enthralling and distracting the audience for a moment. When used in place of Blather, it is subject to the same rules and conditions.">Performer (Fel) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_performer">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Performername" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Performer1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Performer2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Performer3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Performer4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_PerformerTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_PerformerOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Performer" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Performer: @{Performername}**}} {{dosdof=[[((( ([[(@{Performer}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Performer" type="text" disabled value="(floor((@{Performer1}+@{Performer2})*@{Fellowship}))+@{Performer3}+@{Performer4}+@{PerformerTalentBonus}+@{PerformerOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Secret Tongue represents comprehension of a particularly obscure and arcane language known to only those of a specific class or organisation. Skill Tests are unnecessary so long as all speakers know the secret language. Situations involving adverse conditions, such as speaking over a poor vox link or communicating complex concepts, require a Skill Test. Skill Groups: -Administratum -Ecclesiarchy -Military -Navigator -Rogue Trader -Tech -Underdeck -Skill Use: Free Action.">Secret Tongue (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_secrettongue">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_STonguename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_STongue1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_STongue2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_STongue3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_STongue4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_STongueTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_STongueOtherBonus" type="number" value="0"/>
|
||
<button name="roll_SecretTongue" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Secret Tongue: @{STonguename}**}} {{dosdof=[[((( ([[(@{STongue}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_STongue" type="text" disabled value="(floor((@{STongue1}+@{STongue2})*@{Intelligence}))+@{STongue3}+@{STongue4}+@{STongueTalentBonus}+@{STongueOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Many groups and organizations employ ciphers as a secret, shorthand code to communicate basic ideas, warnings, or information rapidly. The Explorer can use and understand the hand signals, physical markings, or other subtle signs employed to express these concepts. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time. Skill Groups: -Rogue Trader -Mercenary Cant -Nobilite Family -Astropath Sign -Underworld -Skill Use: Full Action.">Ciphers (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_ciphers">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Ciphersname" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Ciphers1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Ciphers2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Ciphers3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Ciphers4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_CiphersTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_CiphersOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Ciphers" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Ciphers: @{Ciphersname}**}} {{dosdof=[[((( ([[(@{Ciphers}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Ciphers" type="text" disabled value="(floor((@{Ciphers1}+@{Ciphers2})*@{Intelligence}))+@{Ciphers3}+@{Ciphers4}+@{CiphersTalentBonus}+@{CiphersOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!-- Right Side -->
|
||
<div class="rightbox">
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help" title="The Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. The GM will determine what extra information to provide for additional Degrees of Success. Skill Group: -Adeptus Arbites -Adeptus Astra Telepathica -Adeptus Mechanicus -Administratum -Ecclesiarchy -Imperial Creed -Imperial Guard -Imperial Navy -Imperium -Koronous Expanse -Navis Nobilite -Rogue Traders -Tech -War -Skill Use: Free Action. -Category: Investigation.">Common Lore (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_commonlore">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Clorename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Clore1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Clore2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Clore3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Clore4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_CloreTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_CloreOtherBonus" type="number" value="0"/>
|
||
<button name="roll_CommonLore" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Common Lore: @{Clorename}**}} {{dosdof=[[((( ([[(@{Clore}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Clore" type="text" disabled value="(floor((@{Clore1}+@{Clore2})*@{Intelligence}))+@{Clore3}+@{Clore4}+@{CloreTalentBonus}+@{CloreOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Forbidden Lore represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. A successful Forbidden Lore Test indicates the Explorer can recall basic information about the subject. The GM will reveal additional information as appropriate to the Degree of Success on the roll. Skill Groups: -Adeptus Mechanicus -Archeotech -Daemonology -Heresy -The Inquisition -Mutants -Navigators -Pirates -Psykers -The Warp -Xenos -Skill Use: Free Action... although the consequences of knowing such things can last a lifetime. -Category: Investigation.">Forbidden Lore (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_forbiddenlore">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Florename" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Flore1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Flore2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Flore3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Flore4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_FloreTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_FloreOtherBonus" type="number" value="0"/>
|
||
<button name="roll_ForbiddenLore" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Forbidden Lore: @{Florename}**}} {{dosdof=[[((( ([[(@{Flore}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Flore" type="text" disabled value="(floor((@{Flore1}+@{Flore2})*@{Intelligence}))+@{Flore3}+@{Flore4}+@{FloreTalentBonus}+@{FloreOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="The Explorer uses the Navigation Skill to plot a course between two points. A successful Test also provides an estimated travel time based on geography, cosmography, prevailing conditions, weather, warp tides and the like. Surface Navigation is used to navigate across a planet’s surface, using logi-compasses,map readouts, and geographical knowledge. Stellar Navigation is used to navigate in space between planets, using star-charts, and carto-mantic rituals. Warp Navigation reflects the Navigator’s ability to steer a starship through the tides of the empyrean, using the beacon of the Astronomicon as a reference. It determines how quickly a ship reaches its destination. When conditions are particularly challenging, the Skill also determines if the ship reaches its destination at all. Skill Group: -Surface -Stellar -Warp -Skill Use: 1 minute for simple location; 1d5 hours for plotting courses or routes. -Category: Exploration.">Navigation (Int) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_navigation">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Navigationname" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Navigation1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Navigation2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Navigation3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Navigation4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NavigationTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NavigationOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Navigation" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Navigation: @{Navigationname}**}} {{dosdof=[[((( ([[(@{Navigation}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Navigation" type="text" disabled value="(floor((@{Navigation1}+@{Navigation2})*@{Intelligence}))+@{Navigation3}+@{Navigation4}+@{NavigationTalentBonus}+@{NavigationOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Explorers use the Pilot Skill to fly anything from personal jump packs to small atmospheric craft—such as landers or gun-cutters—to void-faring fighter , bombers, and capital vessels. Under normal conditions, piloting does not require a Test, but unusual or difficult conditions such as storms, obstacles, or dangerous manoeuvres do require a Skill Test. When chasing another vehicle or ship or contesting for position, the Explorer make an Opposed Pilot Test against his opponent. Skill Groups: -Personal -Flyers -Space Craft -Skill Use: Half Action. -Category: Operator.">Pilot (Ag) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_pilot">
|
||
<div class="grid8">
|
||
<input id="subitem" name="attr_Pilotname" type="text" placeholder="Skill Name"/>
|
||
<div id="cbitem"><input name="attr_Pilot1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Pilot2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Pilot3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Pilot4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_PilotTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_PilotOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Navigation" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Pilot: @{Pilotname}**}} {{dosdof=[[((( ([[(@{Pilot}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Pilot" type="text" disabled value="(floor((@{Pilot1}+@{Pilot2})*@{Agility}))+@{Pilot3}+@{Pilot4}+@{PilotTalentBonus}+@{PilotOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Trade Skills allow the Explorer to create things, from contracts to starships. At the GM’s discretion, Explorers with this Skill can earn additional Profit Factor plying a trade. They can identify the work of particularly famous or infamous craftsmen, or recall information concerning items of their trade. Trade Tests can represent the work of hours, weeks, or months depending on the complexity of the task at hand. However, Tests that involve the examination of an item to recall information require a Full Action. Skill Groups: -Archaeologist (Int) -Armourer (Ag) -Astrographer (Ag) -Chymist (Int) -Cryptographer (Int) -Explorator (Int) -Linguist (Int) -Remembrancer (Ag or Int) -Shipwright (Int) -Soothsayer (Fel) -Technomat (Int) -Trader (Fel) -Voidfarer (Ag) -Skill Use: Variable depending on task and complexity. -Category: Crafting, Exploration.">Trade (Varies) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_trade">
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_Tradename" type="text" placeholder="Skill Name"/>
|
||
<select name="attr_Tradecharacteristic" id="subitem" style="font-weight:bold">
|
||
<option value="@{Strength}">(S)</option>
|
||
<option value="@{Toughness}">(T)</option>
|
||
<option value="@{Agility}">(Ag)</option>
|
||
<option value="@{Intelligence}">(Int)</option>
|
||
<option value="@{Perception}">(Per)</option>
|
||
<option value="@{Willpower}">(WP)</option>
|
||
<option value="@{Fellowship}">(Fel)</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_Trade1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Trade2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_Trade3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_Trade4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_TradeTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_TradeOtherBonus" type="number" value="0"/>
|
||
<button name="roll_Trade" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Trade: @{Tradename}**}} {{dosdof=[[((( ([[(@{Trade}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_Trade" type="text" disabled value="(floor((@{Trade1}+@{Trade2})*@{Tradecharacteristic}))+@{Trade3}+@{Trade4}+@{TradeTalentBonus}+@{TradeOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="quickborder">
|
||
<div class="grid8">
|
||
<label class="label1 help"
|
||
title="Custom Skill Field: You can add here Customs Skills not present in the Rules. Remember to select the appropiate Characteristic to be used for these Skills -Skill Use: Variable. -Category: Custom.">Custom Skills (Varies) 🛈</label>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<fieldset class="repeating_customskill">
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_CustomSkillname" type="text" placeholder="Skill Name"/>
|
||
<select name="attr_CustomSkillcharacteristic" id="subitem" style="font-weight:bold">
|
||
<option value="@{WeaponSkill}">(WS)</option>
|
||
<option value="@{BallisticSkill}">(BS)</option>
|
||
<option value="@{Strength}">(S)</option>
|
||
<option value="@{Toughness}">(T)</option>
|
||
<option value="@{Agility}">(Ag)</option>
|
||
<option value="@{Intelligence}">(Int)</option>
|
||
<option value="@{Perception}">(Per)</option>
|
||
<option value="@{Willpower}">(WP)</option>
|
||
<option value="@{Fellowship}">(Fel)</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_CustomSkill1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_CustomSkill2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_CustomSkill3" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_CustomSkill4" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_CustomSkillTalentBonus" type="number" value="0"/>
|
||
<input id="subitem" name="attr_CustomSkillOtherBonus" type="number" value="0"/>
|
||
<button name="roll_CustomSkill" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Test Custom Skill: @{CustomSkillName}**}} {{dosdof=[[((( ([[(@{CustomSkill}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input name="attr_CustomSkill" type="text" disabled value="(floor((@{CustomSkill1}+@{CustomSkill2})*@{CustomSkillcharacteristic}))+@{CustomSkill3}+@{CustomSkill4}+@{CustomSkillTalentBonus}+@{CustomSkillOtherBonus}"></input></button>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div><!-- adv kill rightbox -->
|
||
</div><!-- grid2 groups -->
|
||
</div>
|
||
<!-- Combat Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="combat">
|
||
<div class="grid2">
|
||
<!-- Left Side Weapons and Tools -->
|
||
<div class="leftbox">
|
||
<h2>Ranged Weapons ⯐</h2>
|
||
<fieldset class="repeating_rangedweapons">
|
||
<div class="quickborder">
|
||
<input name="attr_Rangedweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_Rangedattack" type="roll" style="width:14%" title="Rolls Ballistic Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attacks with @{Rangedweaponname}}} {{dosdof=[[((( ([[(@{BallisticSkill} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{rangedweaponmod}) + (@{gunactionbonus}) + (?{Modifier|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<!-- CRP testing kept here for testing -->
|
||
<!--<button style="width:14%" type="action" name="act_guncrp" title="Rolls Ballistic Skill + Modifiers">Attack!</button>
|
||
<input type="hidden" name="attr_gunroll" value="@{gmroll}&{template:custom} {{name=@{character_name} attacks with @{repeating_rangedweapons_Rangedweaponname}}} {{dosdof=[[((( ([[(@{BallisticSkill} + (@{repeating_rangedweapons_gunaimbonus}) + (@{repeating_rangedweapons_gunrangebonus}) + (@{repeating_rangedweapons_rangedweaponmod}) + (@{repeating_rangedweapons_gunactionbonus}) + (?{Modifier|0}))]] - [[@{repeating_rangedweapons_gundice}]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}"/>-->
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_RangedDamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{Rangedweaponname} deals}} @{gunquality} {{t1=@{Rangedweapontype} Damage!}} {{p1=Pen @{Rangedweaponpen} vs AP}} {{xd10=[[1d10!]]}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_rangedweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=**@{Rangedweaponname}**}} {{d1=Rng: **@{Rangedweaponrange}** RoF: **@{Rangedweaponsingle}/@{Rangedweaponsemi}/@{Rangedweaponfull}** Rld: **@{Rangedweaponreload}**}} {{desc=@{rangedweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line -->
|
||
<!-- Ranged Attack Macro selectors 2024 version -->
|
||
<select name="attr_gunaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" selected >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
<option value="20" >Accurate Half (+20)</option>
|
||
<option value="30" >Accurate Full (+30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunrangebonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
|
||
<option value="30" >P.Blank (+30)</option>
|
||
<option value="10" >Short (+10)</option>
|
||
<option value="0" selected >Normal (+0)</option>
|
||
<option value="-10" >Long (-10)</option>
|
||
<option value="-30" >Extreme (-30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
|
||
<option value="0" selected >Single Shot (+0)</option>
|
||
<option value="10" >Semi Auto (+10)</option>
|
||
<option value="20" >Full Auto (+20)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
<option value="-20" >Suppressing (-20)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
|
||
<option value="0" >Semi Auto (+0)</option>
|
||
<option value="-10" >Full Auto (-10)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack </option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gundice" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
|
||
<option value="1d100cs1cf>96" selected >Single/Called Shot (96+)</option>
|
||
<option value="1d100cs1cf>94" >Semi/Full Auto (94+)</option>
|
||
<option value="1d100cs1cf>91" >Overheats (91+)</option>
|
||
<option value="1d100cs1cf>91" >Unreliable (91+)</option>
|
||
<option value="1d100cs1cf101" >Best Craft (No Jam)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on jam </option>
|
||
</select>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:7%">Clip</label>
|
||
<input name="attr_Rangedweaponclip" style="width:8%" type="number" value="0" title="Current"/>
|
||
<input name="attr_Rangedweaponclip_max" style="width:8%" type="number" value="0" title="Maximum"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_hiderangedweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line -->
|
||
<div class="hbody">
|
||
<input name="attr_Rangedweaponrange" style="width:16%" type="text" placeholder="Range" title="Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%" title="Rate of Fire">RoF</label>
|
||
<input name="attr_Rangedweaponsingle" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_Rangedweaponsemi" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_Rangedweaponfull" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_rangedweapondamage" style="width:25%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<select name="attr_Rangedweapontype" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<select name="attr_Rangedweaponreload" style="width:18%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
|
||
<option value="Free">Free</option>
|
||
<option value="Half" selected>Half</option>
|
||
<option value="Full">Full</option>
|
||
<option value="2 Full">2 Full</option>
|
||
<option value="3 Full">3 Full</option>
|
||
<option value="4 Full">4 Full</option>
|
||
<option value="5 Full">5 Full</option>
|
||
<option value="Undefined">Undefined</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_Rangedweaponpen" style="width:7%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Red-Dot Sight (+10)">Mod 🛈</label>
|
||
<input name="attr_Rangedweaponmod" style="width:9%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<select name="attr_Rangedweaponcraft" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_Rangedweaponclass" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Class</option>
|
||
<option value="Thrown">Thrown</option>
|
||
<option value="Pistol">Pistol</option>
|
||
<option value="Basic" selected>Basic</option>
|
||
<option value="Heavy">Heavy</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunquality" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=?{Hits|1,[[@{rangedweapondamage}]]|2,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|3,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|4,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|5,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]|6,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|7,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|8,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|9,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]
|
||
|10,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]}}}"
|
||
>No Special Quality</option>
|
||
<option value="{{d1= ?{Tearing Hits|1,[[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|2,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]|3,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|4,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|5,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|6,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|7,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|8,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|9,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]
|
||
|10,[[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]] [[{@{rangedweapondamage}+1d10&#125;d1]]} }}"
|
||
>Tearing</option>
|
||
<option value="{{flame=[[@{rangedweapondamage}]] }}">Flame</option>
|
||
<option value="{{d1= Smokescreen Range [[3d10]]m diameter Screen lasts [[2d10]] Rounds}}">Smoke</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<textarea style="height:65px" name="attr_rangedweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing-->
|
||
</div>
|
||
</fieldset>
|
||
<div class="spacing" style="width:100%"></div>
|
||
<h2>Melee Weapons ⚔</h2>
|
||
<fieldset class="repeating_meleeweapons">
|
||
<div class="quickborder">
|
||
<input name="attr_meleeweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_meleeweaponattack" type="roll" style="width:14%" title="Rolls Weapon Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attacks with @{meleeweaponname}}} {{dosdof=[[((( ([[(@{WeaponSkill} + (@{meleeaimbonus}) + (@{meleeactionbonus}) + (@{meleeweaponmod}) + (?{Modifier|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_meleeweapondamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{meleeweaponname} deals}} @{meleeweaponquality} {{p1=Pen @{meleeweaponpen} vs AP}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_meleeweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}}} {{desc=@{meleeweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line-->
|
||
<!-- Melee Attack Macro selectors 2024 version -->
|
||
<select name="attr_meleeaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_meleeactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
|
||
<option value="0" selected >Standard A. (+0)</option>
|
||
<option value="10" >Charge! (+10)</option>
|
||
<option value="20" >All Out A. (+20)</option>
|
||
<option value="-10" >Guarded A. (-10)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Best Craftsmanship (+10)">Mod 🛈</label>
|
||
<input name="attr_meleeweaponmod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_meleeweaponstun" type="roll" style="width:10%" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Strikes to Stun with @{meleeweaponname}**}} {{dosdof=[[((( ([[(@{WeaponSkill}+@{meleeaimbonus}+@{meleeactionbonus}+(@{meleeweaponmod}) - 20 + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{stun= }} {{hitloc= [[(1d10 + @{SB})]] Attacker Stun Damage vs Defender's Head 1d10 + TB + AP (Head)}}">
|
||
<label>Stun</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_meleeweaponparry" type="roll" style="width:10%" title="Rolls Weapon Skill +/- Parry Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to Parry with @{meleeweaponname}**}} {{testtarget=[[(@{WeaponSkill}) + (@{meleeparrymod}) + (?{Other Modifiers|0}) ]] }} {{d100=[[1d100cs1cf100]] }} {{parry= }} {{d100h=@{meleeweaponpf}}}">
|
||
<label>Parry</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_meleeweaponpf" value="[[1d100cf<25cs>26]]" title="Check if this weapon has an active Power Field (Quality)"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Parry roll Example: Balanced Quality (+10)">Mod 🛈</label>
|
||
<input name="attr_meleeparrymod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hidemeleeweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line-->
|
||
<div class="hbody">
|
||
<input name="attr_meleerangext" style="width:10%" type="text" placeholder="Range" title="Melee Extended Range Mostly used by Whips"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_meleeweapondamage" style="width:18%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<label style="width:7.5%" title="Strength Bonus is already added to this weapon's Damage Roll">+SB</label>
|
||
<select name="attr_meleeweapontype" style="width:10%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy">(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending" selected>(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_meleeweaponpen" style="width:6%" type="number" value="0" title="Penetration"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_meleeweaponcraft" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_meleeweaponquality" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=[[@{meleeweapondamage}+@{SB}]] @{meleeweapontype} Damage!}}">No Special Quality</option>
|
||
<option value="{{d1=[[{@{meleeweapondamage}+@{SB}+1d10}dl1]] Tearing @{meleeweapontype} Damage!}}">Tearing</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line-->
|
||
<textarea style="height:65px" name="attr_meleeweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing div -->
|
||
</div>
|
||
</fieldset>
|
||
<div>
|
||
<div class="spacing" style="width:28%"></div>
|
||
<label style="width:40%">IMPROVISED WEAPONS</label>
|
||
<input type="checkbox" name="attr_hideimprovised" value="1" class="arrow icon" title="Hide these weapons" style="margin-bottom:5px"/>
|
||
<div class="spacing" style="width:28%"></div>
|
||
<div class="hbody">
|
||
<span style="width:5%" class="info" title="Unarmed attacks are Melee only, they are considered Primitive All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality.">🛈</span>
|
||
<label style="width:28%">Unarmed:</label>
|
||
<input name="attr_Unarmeddmg" style="width:13%" type="text" value="1d5-3"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%; cursor:help" title="Strength Bonus already added to Unarmed Damage roll Damage Type: Impact">+SB (I)</label>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<button name="roll_unarmedattack" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attacks Unarmed!**}} {{dosdof=[[((( ([[(@{WeaponSkill} + ?{is defender armed?|Yes (-20),-20|No (+0),0} + ?{Aim Bonus|No,0|Half,+10|Full,+20} + ?{Modifier|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_unarmedgrapple" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to Grapple the opponent!**}} {{dosdof=[[((( ([[(@{WeaponSkill}+?{Action|Standard(+0),0|Charge!(+10),+10}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Grapple</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_unarmeddamage" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Unarmed Attack deals**}} {{d1=[[@{Unarmeddmg}+@{SB}]] **Impact Damage**}} {{desc=**Primitive**}}">
|
||
<label>Damage</label></button>
|
||
<!-- end of line-->
|
||
<span style="width:5%" class="info" title="Improv. Melee weapons are considered Primitive and Unbalanced All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality. Unbalanced(quality): -10 penalty to Parry">🛈</span>
|
||
<label style="width:28%">Improv.(melee):</label>
|
||
<input name="attr_improvdmg" style="width:13%" type="text" value="1d10-2"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%; cursor:help" title="Strength Bonus already added to Improv. Damage macro Damage Type: Impact">+SB (I)</label>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<button name="roll_improvattack" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attacks with an Improvised Weapon!**}} {{dosdof=[[((( ([[(@{WeaponSkill} + ?{Aim Bonus|No,0|Half,+10|Full,+20} + ?{Modifier|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_meleeparry" type="roll" style="width: 12%" title="Rolls Weapon Skill -10 (Unbalanced) + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to Parry with Improvised Weapon**}} {{testtarget=[[(@{WeaponSkill}) + (-10) + (?{Other Modifiers|0}) ]] }} {{d100=[[1d100cs1]] }} {{parry= }}">
|
||
<label>Parry</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_improvdamage" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s Improvised Weapon deals**}} {{d1=[[@{improvdmg}+@{SB}]] **Impact Damage**}} {{desc=**Primitive**}}">
|
||
<label>Damage</label></button>
|
||
<!-- end of line-->
|
||
<span style="width:5%" class="info"
|
||
title="Range equals Strenght Bonus For each degree of success, this distance increases by a factor of one, so one degree means that the character throws the object a number of metres equal to twice his SB, two degrees means that the object is thrown a number of metres equal to three times his SB, and so forth. On a failed test, the object flies a number of metres equal to half his Strength Bonus (round down) a result of 0 means it fell at his feet.">🛈</span>
|
||
<label style="width:28%">Improv.(thrown):</label>
|
||
<input name="attr_improvdmgt" style="width:13%; text-align:center" type="text" value="1d10-2"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%; cursor:help" title="Strength Bonus already added to Improv. Damage macro Damage Type: Impact">+SB (I)</label>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<button name="roll_improvattackt" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} throws an Improvised Weapon!**}} {{dosdof=[[((( ([[(@{BallisticSkill} + ?{Aim Bonus|No,0|Half,+10|Full,+20} + ?{Modifier|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_improvdamaget" type="roll" style="width:12%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s Improvised Weapon deals**}} {{d1=[[@{improvdmgt}+@{SB}]] **Impact Damage**}} {{desc=**Primitive**}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<span name="attr_SB" style="text-align:center;font-weight:bold" title="Range = SB"></span>
|
||
<span style="text-align:center;font-weight:bold" title="Range = SB">m</span>
|
||
</div>
|
||
</div>
|
||
<div>
|
||
<div class="spacing" style="width:30%"></div>
|
||
<label style="width:36%">ARMOUR EQUIPPED</label>
|
||
<input type="checkbox" name="attr_hidearmour" value="1" class="arrow icon" title="Hide this section" style="margin-bottom:5px"/>
|
||
<div class="spacing" style="width:30%"></div>
|
||
<div class="hbody">
|
||
<input name="attr_armourname" style="width:69%" type="text" placeholder="Armour Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_armourcraft" style="width:18%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
|
||
<option value="1d100cf<20">Poor</option>
|
||
<option value="1d100cf<10" selected>Common</option>
|
||
<option value="1d100cf<5">Good</option>
|
||
<option value="1d100cf1">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_armourdesc" type="roll" style="width:12%" value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{armourname}}} {{desc=@{armournotes} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<!-- end of line-->
|
||
<label style="width:11%" class="help" title="Armour based Characteristic Modifiers To apply Modifiers, check the box to the right These modifiers will change the Characteristics Scores above Mainly provided by Power Armour or Xenotech"
|
||
>Mod 🛈</label>
|
||
<input style="margin-bottom:5px" name="attr_patoggle" type="checkbox" value="1" title="Toggle Characteristic Modifiers"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:7%">WS:</label>
|
||
<input style="width:7%" name="attr_pamws" type="number" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:7%">BS:</label>
|
||
<input style="width:7%" name="attr_pambs" type="number" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:5%">S:</label>
|
||
<input style="width:7%" name="attr_pams" type="number" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:7%">Ag:</label>
|
||
<input style="width:7%" name="attr_pamag" type="number" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:7%">Per:</label>
|
||
<input style="width:7%" name="attr_pamper" type="number" value="0"/>
|
||
<input type="checkbox" name="attr_hidearmourdesc" style="width:6%" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_armournotes" placeholder="Description"></textarea></div>
|
||
</div>
|
||
</div>
|
||
<h2>Force Fields 🗲</h2>
|
||
<fieldset class="repeating_forcefields">
|
||
<div class="quickborder">
|
||
<input name="attr_FieldName" style="width:50%" type="text" placeholder="Field Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_fieldrating" style="width:10%" type="number" placeholder="Rating" title="Field Rating"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_fieldcraft" style="width:18%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
|
||
<option value="1d100cf<20" selected>Poor (20%)</option>
|
||
<option value="1d100cf<10">Common (10%)</option>
|
||
<option value="1d100cf<5">Good (5%)</option>
|
||
<option value="1d100cf1">Best (1%)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Overload Chance (%) </option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_forcefield" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{FieldName}...**}} {{testtarget=[[@{fieldrating}]] Rating}} {{d100=[[@{fieldcraft}]] }} {{field= }}">
|
||
<span id="tinyroll" title="Rolls Force Field deflection chance">0</span></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_fielddesc" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{FieldName}**}} {{desc=@{FieldNotes} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input type="checkbox" name="attr_HideFieldNotes" style="width:4%" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_FieldNotes" placeholder="Field Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<!-- Right Side Armour, Movement, initiative-->
|
||
<div class="rightbox">
|
||
<div class="spacing" style="width:30%"></div>
|
||
<label class="fancyButton" style="width:40%">
|
||
<input type="checkbox" class="arrow arrow2" name="attr_vehtoggle" value="1" hidden="true" />
|
||
<div class="hbody" style="background-color: rgba(252, 0, 0, 0.64);">Switch to Vehicle</div>
|
||
<div class="hbody2" style="background-color: rgba(0, 181, 252, 0.64)">Switch to Character</div>
|
||
</label>
|
||
<input name="attr_vehtoggle" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true" />
|
||
<div class="spacing" style="width:30%"></div>
|
||
<div class="hbody"><!-- character info-->
|
||
<button name="roll_Initiative" type="roll" style="width:20%" title="Select your token first! Rolls 1d10 + Initiative Modifier Selector to the Right ---> Contains available options."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} rolls Initiative**}} {{d1=**Initiative Modifier** [[@{inimod}]] }} {{Initiative Result= [[1d10+@{inimod}&{tracker}]] }}">
|
||
<label>Roll Initiative</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_inimod" style="width:21%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Select Initiative Modifier</option>
|
||
<option value="@{AB}[AB]" selected>Agility Bonus (Default)</option>
|
||
<option value="@{IB}[IB]">Combat Formation (Int Bonus)</option>
|
||
<option value="@{PB}[PB]">Combat Sense (Per Bonus)</option>
|
||
<option value="(@{AB}*2)[ABx2]">Lightning Reflexes (Ag Bonus x2)</option>
|
||
<option value="(?{Custom Initiative Mod|0})">Custom</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Paranoia Talent (+2)</option>
|
||
<option value="(@{AB}+2)[AB]">Agility Bonus (Default)</option>
|
||
<option value="(@{IB}+2)[IB]">Combat Formation (Int Bonus)</option>
|
||
<option value="(@{PB}+2)[PB]">Combat Sense (Per Bonus)</option>
|
||
<option value="((@{AB}*2)+2)[ABx2]">Lightning Reflexes (Ag Bonus x2)</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_FateInitiative" type="roll" style="width:20%" title="Select your token first! Use a Fate Point to get a 10 on the initiative roll + Initiative Modifier"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} spends Fate Point for Initiative**}} {{d1=**Initiative Modifier** [[@{inimod}]] }} {{Initiative Result= [[10+@{inimod}&{tracker}]] }}">
|
||
<label>FP Initiative</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_DamageCalc" type="roll" style="width:18%" title="Damage Calculator Allows to input Raw Damage, TB, AP and PEN numbers Final result is Damage inflicted."
|
||
value="@{gmroll}&{template:custom} {{name=**Damage Calculator**}} {{Damage Taken=[[?{Damage|0}[DMG] - (?{Toughness Bonus|0}[TB] + {?{Armour Points?|0}[AP]-?{Penetration?|0}[PEN],0}k1)]] }}">
|
||
<label>Calculator</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_RangedMulti" type="roll" style="width:17%" title="Allows you to determine multiple hit locations from ranged weapons"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} lands multiple hits!**}} {{multihit= [[?{1st Hit Location| Head, 0|Arms,11|Body,22|Legs,33} + ?{Additional Hits|1|2|3|4|5|6|7|8|9|10}]] }}">
|
||
<label>Multi-Hits</label></button>
|
||
<!--Armour Locations-->
|
||
<div class="grid2">
|
||
<div class="leftbox trask">
|
||
<br></br>
|
||
<div class="armourblock"> </div>
|
||
<div class="quickborder armourblock"><label>Head</label><input name="attr_headAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold"/><label>(1-10)</label><button name="roll_calchead" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Head!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + {@{headAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
<br></br>
|
||
<div class="quickborder armourblock"><label>Arm R.</label><input name="attr_armrightAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold; width:75%"/><input style="width:25%" type="checkbox" name="attr_BionicArmR" value="2" title="Bionic Limb? (+2 TB)"/><label>(11-20)</label><button name="roll_calcarmr" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Right Arm!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + @{BionicArmR} + {@{armrightAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
<div class="quickborder armourblock"><label>Body</label><input name="attr_bodyAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold"/><label>(31-70)</label><button name="roll_calcbody" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Body!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + {@{bodyAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
<div class="quickborder armourblock"><label>Arm L.</label><input style="width:25%" type="checkbox" name="attr_BionicArmL" value="2" title="Bionic Limb? (+2 TB)"/><input name="attr_armrleftAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold; width:75%"/><label>(21-30)</label><button name="roll_calcarml" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Left Arm!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + @{BionicArmL} + {@{armrleftAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>Leg R.</label><input name="attr_legrightAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold; width:75%"/><input style="width:25%" type="checkbox" name="attr_BionicLegR" value="2" title="Bionic Limb? (+2 TB)"/><label>(71-85)</label><button name="roll_calclegr" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Right Leg!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + @{BionicLegR} + {@{legrightAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>Leg L.</label><input style="width:25%" type="checkbox" name="attr_BionicLegL" value="2" title="Bionic Limb? (+2 TB)"/><input name="attr_legleftAP" type="number" placeholder="AP" title="Armour Points (AP)" style="font-weight:bold; width:75%"/><label>(86-100)</label><button name="roll_calclegl" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{character_name} was hit in the Left Leg!}} {{d10= [[((( ([[@{wounds}]] - [[{?{Damage Taken|0} - (@{TB} + @{BionicLegL} + {@{legleftAP} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>💢</label></button></div>
|
||
</div>
|
||
<div class="rightbox">
|
||
<h2>Wounds 🞧</h2>
|
||
<label style="width:26%; font-size:13px">Starting:</label>
|
||
<button name="roll_startingwounds" type="roll" style="width:20%" value="@{gmroll}&{template:custom} {{name=@{character_name}}} {{d1=Starting Wounds [[1d5+?{Modifier|0}]]}}"><label>1d5+?</label></button>
|
||
<input name="attr_startingwoundsmod" type="number" style="width:13%" title="Type Roll result here."/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:26%; font-size:13px">+ TBx2 =</label>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_woundstb" type="number" style="width:13%"/>
|
||
<!--end of line-->
|
||
<label style="width:75%">Sound Constitution:  X</label>
|
||
<input name="attr_woundssc" type="number" style="width:25%"/>
|
||
<!--end of line-->
|
||
<label style="width:29%">Current:</label>
|
||
<input name="attr_Wounds" type="number" style="width:25%"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:19%">Total:</label>
|
||
<input name="attr_Wounds_max" type="number" value="(@{startingwoundsmod} + @{woundstb} + @{woundssc})" disabled style="width:25%"/>
|
||
<!--end of line-->
|
||
<label style="width:75%">Critical Damage Level:</label>
|
||
<input name="attr_criticaldamage" type="number" style="width:25%"/>
|
||
<!--end of line-->
|
||
<h2>Critical Hits ⚠</h2>
|
||
<div>
|
||
<button name="roll_energycrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name=**@{character_name} suffers an Energy Critical Hit!**}} {{desc=@{energycrit} }}">
|
||
<label>Energy (E)</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_energycrit" style="width:49.5%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Arms</option>
|
||
<option value="**Arm 1**: A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at **–30 for 1 Round**."> Arm 1</option>
|
||
<option value="**Arm 2**: The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is **useless for [[1d5]] Rounds** and the character takes **1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The attack burns the target’s arm leaving him **Stunned for 1 Round** and inflicts **2 levels of Fatigue**. The arm is **useless for [[1d5]] Rounds**."> Arm 3</option>
|
||
<option value="**Arm 4**: The shock of the attack makes the target vomit. He is **Stunned for 1 Round** and takes **3 levels of Fatigue**. The arm is **useless for [[1d10]] Rounds**."> Arm 4</option>
|
||
<option value="**Arm 5**: The arm suffers superficial burns inflicting no small amount of pain on the target. The target’s **(WS)** and **(BS) are halved** (round down) for **1 Round** and the target takes [[1d5]] **levels of Fatigue**."> Arm 5</option>
|
||
<option value="**Arm 6**: The attack wreathes the arm in flames, scorching clothing and armour, and temporarily fusing together the target’s fingers. The target **halves (WS)** and **(BS)** for [[1d10]] **Rounds**, takes [[1d5]] **levels of Fatigue**, and must successfully pass a **Challenging (+0) Toughness Test** or lose the use of the hand **permanently**."> Arm 6</option>
|
||
<option value="**Arm 7**: With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The target’s arm is broken and until it is healed, that arm is **useless**. The target is **Stunned for 1 Round** and also takes [[1d5]] **levels of Fatigue**."> Arm 7</option>
|
||
<option value="**Arm 8**: Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must pass a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target takes [[1d10]] **levels of Fatigue** and is suffering from **Blood Loss**. The target **loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate **Challenging (+0) Toughness Test or die from shock**. If he survives, however, the target takes [[1d10]] **levels of Fatigue** and is **Stunned for 1 Round**. The target **loses that arm**."> Arm 9</option>
|
||
<option value="**Arm 10+**: The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately **dies from shock, clutching his smoking stump**."> Arm 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Body</option>
|
||
<option value="**Body 1**: A blow to the target’s body steals a breath from his lungs. The target can take only **a Half Action** on his next Turn."> Body 1</option>
|
||
<option value="**Body 2**: The blast punches the air from the target’s body, inflicting **1 level of Fatigue** upon him."> Body 2</option>
|
||
<option value="**Body 3**: The attack cooks the flesh at the chest and abdomen, inflicting **2 levels of Fatigue** and leaving the target **Stunned for 1 Round**."> Body 3</option>
|
||
<option value="**Body 4**: The energy ripples all over the character, scorching his body and inflicting [[1d10]] **levels of Fatigue**."> Body 4</option>
|
||
<option value="**Body 5**: The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is knocked to the ground and must pass a **Challenging (+0) Agility Test or catch fire**. The target takes [[1d5]] **levels of Fatigue** and must take the **Stand Action** to regain his feet."> Body 5</option>
|
||
<option value="**Body 6**: Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiraling out of the wound. The target is knocked to the ground, **Stunned for [[1d10]] Rounds**, and takes [[1d5]] **levels of Fatigue**. In addition, he must pass a **Challenging (+0) Agility Test or catch fire**."> Body 6</option>
|
||
<option value="**Body 7**: The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The target is **Stunned for [[2d10]] Rounds** and reduces his **Toughness by half** (round down)."> Body 7</option>
|
||
<option value="**Body 8**: As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and armour. The target is **Stunned for [[2d10]] Rounds** and the attack **halves his Strength, Toughness and Agility**. The extensive scarring **permanently halves the target’s Fellowship characteristic**."> Body 8</option>
|
||
<option value="**Body 9**: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a **blackened corpse**."> Body 9</option>
|
||
<option value="**Body 10+**: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a **blackened corpse**. If the target is carrying any ammunition, there is a 50% chance [[1d100cf>50]] it explodes. Unless they can make a successful **Challenging (+0) Dodge Test**, all creatures within [[1d5]] metres take [[1d10+5]] **Explosive Damage**. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the normal effects."> Body 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Head</option>
|
||
<option value="**Head 1**: A grazing blow to the head frazzles the target’s senses, imposing a **–10 penalty to all Tests** (except Toughness) for **1 Round**."> Head 1</option>
|
||
<option value="**Head 2**: The blast of energy dazzles the target, leaving him **blinded for 1 Round**."> Head 2</option>
|
||
<option value="**Head 3**: The attack cooks off the target’s ear, leaving him **Stunned for 1 Round** and inflicting **1 level of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The attack deals **2 levels of Fatigue** and the target is **blinded for [[1d5]] Rounds**."> Head 4</option>
|
||
<option value="**Head 5**: A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair, he is **blinded for [[1d10]] Rounds** and takes **3 levels of Fatigue**."> Head 5</option>
|
||
<option value="**Head 6**: The attack cooks the target’s face, melting his features and damaging his eyes. The target is **blinded** for the next [[1d10]] **hours** and **permanently reduces his Fellowship characteristic by [[1d10]] points**. The target also takes [[1d5]] **levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: In a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle underneath. The target is **blinded permanently** and takes [[1d10]] **levels of Fatigue**. Also, this is the target’s new **Fellowship score** [[1d10]]. Unless their Fellowship is already 10 or less, in which case nobody really notices the difference."> Head 7</option>
|
||
<option value="**Head 8**: The target’s head is **destroyed** in a convocation of fiery death. **The target does not survive**."> Head 8</option>
|
||
<option value="**Head 9**: Superheated by the attack, **the target’s brain explodes**, tearing apart his skull and sending flaming hunks of meat flying at those nearby. **The target is no more**."> Head 9</option>
|
||
<option value="**Head 10+**: Superheated by the attack, **the target’s entire body** catches fire and runs off headless [[2d10]] metres in a random direction (use the Scatter Diagram). Anything flammable it passes, including characters, must pass a **Challenging (+0) Agility Test or catch fire**."> Head 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Legs</option>
|
||
<option value="**Leg 1**: A blow to the leg leaves the target gasping for air. The target gains **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: A grazing strike against the leg slows the target for a bit. The target **halves all movement for 1 Round**."> Leg 2</option>
|
||
<option value="**Leg 3**: The blast breaks the target’s leg leaving him **Stunned for 1 Round** and **halving all movement for [[1d5]] Rounds**."> Leg 3</option>
|
||
<option value="**Leg 4**: A solid blow to the leg sends electric currents of agony coursing through the target. The target takes [[1d5]] **levels of Fatigue** and **halves all movement for [[1d5]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: The target’s leg endures a horrific burn, fusing clothing and armour with flesh and bone. The target takes **1 level of Fatigue** and moves at **half speed for [[2d10]] Rounds**."> Leg 5</option>
|
||
<option value="**Leg 6**: The attack burns the target’s foot, charring the flesh and emitting a foul stench. The target must successfully pass a **Challenging (+0) Toughness Test or lose that foot**. *On a success*, the target’s **movement rates are halved** until he receives medical attention. In addition, the target takes **2 levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until healed, the target counts as having lost the leg. The target must pass a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target gains [[1d5]] **levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: Energy sears through the bone, causing the leg to be severed. The target must take a **Challenging (+0) Toughness Test** or become **Stunned for 1 Round**. In addition the target gains [[1d10]] **levels of Fatigue** and is suffering from **Blood Loss**. The target **loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target must pass a **Challenging (+0) Toughness Test or die from shock**. The leg is utterly **lost**."> Leg 9</option>
|
||
<option value="**Leg 10+**: In a terrifying display of power, the leg immolates and fire consumes the target completely. **The target dies in a matter of agonizing seconds**."> Leg 10+</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<button name="roll_explosivecrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name=**@{character_name} suffers an Explosive Critical Hit!**}} {{desc=@{explosivecrit} }}">
|
||
<label>Explosive (X)</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_explosivecrit" style="width:49.5%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Arms</option>
|
||
<option value="**Arm 1**: The attack throws the limb backwards, painfully jerking it away from the body, inflicting **1 level of Fatigue**."> Arm 1</option>
|
||
<option value="**Arm 2**: The attack sends a fracture through the limb. The target drops anything held in the hand and takes **2 levels of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The explosion takes [[1d5]] **fingers from the target’s hand**. The target takes **3 levels of Fatigue** and anything carried in the hand is **destroyed**. If this is an explosive, it goes off. Very messy."> Arm 3</option>
|
||
<option value="**Arm 4**: The blast causes the target to howl in agony. He takes [[1d5]] **levels of Fatigue, is Stunned for 1 Round**, and the limb is **useless** until medical attention is received."> Arm 4</option>
|
||
<option value="**Arm 5**: Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately pass a **Challenging (+0) Toughness Test or lose the hand**. *Even on a success*, the hand is **useless** until medical attention is received. The target takes [[1d5]] **levels of Fatigue**."> Arm 5</option>
|
||
<option value="**Arm 6**: The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting [[1d5]] **levels of Fatigue**. The target’s arm is broken and, until healed, the target's arm is **useless**. In addition, the horrendous nature of the wound means that he now suffers from **Blood Loss**."> Arm 6</option>
|
||
<option value="**Arm 7**: In a violent hail of flesh, the arm is blown apart. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a success, the target is **Stunned for [[1d10]] rounds**, takes [[1d10]] **levels of Fatigue**, and suffers **Blood Loss**. The target **loses that arm**."> Arm 7</option>
|
||
<option value="**Arm 8**: The arm **disintegrates** under the force of the explosion taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, where he **dies in a pool of his own blood and organs**."> Arm 8</option>
|
||
<option value="**Arm 9**: With a mighty bang the arm is blasted from the target’s body, **killing the target instantly in a rain of blood droplets**. In addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then **it explodes**, dealing [[1d10+5]] **Impact Damage** to anyone within 2 metres."> Arm 9</option>
|
||
<option value="**Arm 10+**: With a mighty bang the arm is blasted from the target’s body, **killing the target instantly in a rain of blood droplets**. In addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then **it explodes**, dealing [[1d10+5]] **Impact Damage** to anyone within 2 metres. If the target is carrying any ammunition **it also explodes** dealing [[1d10+5]] **Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on his person."> Arm 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Body</option>
|
||
<option value="**Body 1**: The target is blown backwards [[1d5]] metres and takes **1 level of Fatigue per metre traveled**. He is **Prone** when he lands."> Body 1</option>
|
||
<option value="**Body 2**: The target is blown backwards [[1d10]] metres, taking **1 level of Fatigue per metre traveled**. *If he strikes a solid object*, he takes [[1d5]] **additional levels of Fatigue**."> Body 2</option>
|
||
<option value="**Body 3**: The explosion **destroys** whatever **armour** protected the body. If the target wore none, the target is blown backwards [[1d10]] metres, as above but the target takes **2 levels of Fatigue for every metre traveled**."> Body 3</option>
|
||
<option value="**Body 4**: The explosion sends the target sprawling to the ground. He takes [[1d5]] **levels of Fatigue**, is **Stunned for 1 Round**, and must spend a **Full Action** to regain his feet."> Body 4</option>
|
||
<option value="**Body 5**: Concussion from the explosion knocks the target to the ground and tenderizes his innards. The target **falls down Stunned for 1 Round** and takes [[1d10]] **levels of Fatigue**."> Body 5</option>
|
||
<option value="**Body 6**: Chunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is **Stunned for 1 Round**, takes [[1d10]] **levels of Fatigue** and is now suffering **Blood Loss**."> Body 6</option>
|
||
<option value="**Body 7**: The explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking him to the ground. The target **falls down, is Stunned for [[1d10]] Rounds** and takes [[1d10]] **levels of Fatigue**. In addition, he now suffers **Blood Loss** and can only take **Half Actions** for the next [[1d10]] **hours** as he tries to regain control of his body."> Body 7</option>
|
||
<option value="**Body 8**: The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, **killing him instantly**."> Body 8</option>
|
||
<option value="**Body 9**: Pieces of the target’s body **fly in all directions as he is torn into bloody gobbets** by the attack. In addition, if the target is carrying any ammunition, it explodes dealing [[1d10+5 ]]**Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person."> Body 9</option>
|
||
<option value="**Body 10+**: Pieces of the target’s body **fly in all directions as he is torn into bloody gobbets** by the attack. In addition, if the target is carrying any ammunition, it explodes dealing [[1d10+5 ]]**Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person. Also anyone within [[1d10]] metres of the target is drenched in gore and must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round** as blood fouls their sight."> Body 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Head</option>
|
||
<option value="**Head 1**: The explosion leaves the target confused. He can take only a **Half Action** on his next Turn and takes **1 level of Fatigue**."> Head 1</option>
|
||
<option value="**Head 2**: The flash and noise leaves the target **blind and deaf for 1 Round**. The target takes **2 levels of Fatigue**."> Head 2</option>
|
||
<option value="**Head 3**: The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes **2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The force of the burst knocks the target to the ground and **Stuns him for 1 Round**. The target takes **2 levels of Fatigue**."> Head 4</option>
|
||
<option value="**Head 5**: The explosion flays the flesh on the target’s face and bursts his eardrums with its force. The target is **Stunned for [[1d10]] Rounds and is permanently deafened**. The target takes [[1d5]] **levels of Fatigue** and can only take **Half Actions** for [[1d5]] **hours**. Finally, the target’s **Fellowship drops by** [[1d10]] due to hideous scarring."> Head 5</option>
|
||
<option value="**Head 6**: The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for the next few minutes. **Needless to say this is instantly fatal**."> Head 6</option>
|
||
<option value="**Head 7**: Both head and body are **blown into a mangled mess, instantly killing the target**. In addition, if the target is carrying any ammunition it explodes dealing [[1d10+5]] **Impact Damage** to any creatures within [[1d5]] metres. If the target was carrying grenades or missiles, **these too explode** on the target’s person."> Head 7</option>
|
||
<option value="**Head 8**: In a series of unpleasant explosions the target’s **head and torso peel apart, leaving a gory mess on the ground**. For the rest of the fight, anyone moving over this spot must pass a **Challenging (+0) Agility Test or fall prone**."> Head 8</option>
|
||
<option value="**Head 9**: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. **You don’t get much deader than this...**"> Head 9</option>
|
||
<option value="**Head 10+**: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. **You don’t get much deader than this...**, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies who are within **two metres** of where the target stood, must pass an immediate **Challenging (+0) Willpower Test** or spend their next Turn **fleeing from the attacker**."> Head 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Legs</option>
|
||
<option value="**Leg 1**: A glancing blast sends the character backwards **one metre**."> Leg 1</option>
|
||
<option value="**Leg 2**: The force of the explosion takes the target’s feet out from under him. He lands **Prone** and takes **1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The concussion cracks the target’s leg, leaving him **Stunned for 1 Round and halving all movement for [[1d5]] Rounds**. The target takes **1 level of Fatigue**."> Leg 3</option>
|
||
<option value="**Leg 4**: The explosion sends the target spinning through the air. The target travels [[1d5]] metres away from the explosion and takes **1 level of Fatigue per metre traveled**. It takes the target a **Full Action** to regain his feet and he **halves all movement for [[1d10]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: Explosive force removes part of the target’s foot and scatters it over a wide area. The target must pass an immediate **Challenging (+0) Toughness Test or permanently lose that foot**, inflicting [[1d5]] **levels of Fatigue**. On a success, the target takes [[1d5]] **levels of Fatigue** and **halves his movement** until he receives medical attention."> Leg 5</option>
|
||
<option value="**Leg 6**: The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting [[1d10]] **levels of Fatigue**. The leg is broken and, until healed, the target counts that leg as **useless**. In addition, the horrendous nature of the wound means that he now suffers from **Blood Loss**."> Leg 6</option>
|
||
<option value="**Leg 7**: The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a successful Test, the target is *still* **Stunned for [[1d10]] Rounds**, takes [[1d10]] **levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 7</option>
|
||
<option value="**Leg 8**: The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump, **instantly fatal**."> Leg 8</option>
|
||
<option value="**Leg 9**: The leg **explodes in an eruption of blood, killing the target immediately** and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within **two metres** of the target takes [[1d10+2]] **Impact Damage**."> Leg 9</option>
|
||
<option value="**Leg 10+**: The leg **explodes in an eruption of blood, killing the target immediately** and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within **two metres** of the target takes [[1d10+2]] **Impact Damage**. In addition, if the target is carrying any ammunition, **it explodes** dealing [[1d10+5]] **Impact Damage** to anyone within [[1d10]] metres. If the target is carrying any grenades or missiles, **these too detonate** on the target’s person."> Leg 10+</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<button name="roll_impactcrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name=**@{character_name} suffers an Impact Critical Hit!**}} {{desc=@{impactcrit} }}">
|
||
<label>Impact (I)</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_impactcrit" style="width:49.5%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Arms</option>
|
||
<option value="**Arm 1**: The attack numbs the target’s limb causing him to **drop anything held in that hand**."> Arm 1</option>
|
||
<option value="**Arm 2**: The strike leaves a deep bruise. The target takes **1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The impact inflicts crushing pain and the target takes **1 level of Fatigue and drops whatever was held in that hand**."> Arm 3</option>
|
||
<option value="**Arm 4**: The impact leaves the target reeling from pain. The target is **Stunned for 1 Round**. The limb is **useless** for [[1d5]] **Rounds** and the target takes **1 level of Fatigue**."> Arm 4</option>
|
||
<option value="**Arm 5**: Muscle and bone take a pounding as the attack rips into the arm. The target’s **(WS) and (BS) are both halved** (round down) for [[1d10]] **Rounds**. In addition, the target takes **1 level of Fatigue** and must pass a **Challenging (+0) Agility Test or drop anything held in that hand**."> Arm 5</option>
|
||
<option value="**Arm 6**: The attack pulverizes the target’s hand, crushing and breaking [[1d5]] fingers (for the purposes of this Critical, a thumb counts a finger). The target takes **1 level of Fatigue** and must immediately pass a **Challenging (+0) Toughness Test or lose the use of his hand**."> Arm 6</option>
|
||
<option value="**Arm 7**: With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the ground. The arm is broken and, until healed, the target's arm is **useless** and takes **2 levels of Fatigue**."> Arm 7</option>
|
||
<option value="**Arm 8**: The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. If he passes the Test, *he is still* **Stunned for [[1d10]] Rounds**, takes [[1d5]] **levels of Fatigue** and suffers **Blood Loss**. **The target loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: In a rain of blood, gore and meat, the target’s arm is removed from his body. **Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying**."> Arm 9</option>
|
||
<option value="**Arm 10+**: In a rain of blood, gore and meat, the target’s arm is removed from his body. **Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying**. As the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour fragments fly bout like shrapnel. Anyone within **2 metres** of the target suffers [[1d5]] **Impact Damage** to a random location (Use The Scatter Diagram)."> Arm 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Body</option>
|
||
<option value="**Body 1**: A blow to the target’s body steals the breath from his lungs. The target can take only a **Half Action** on his next Turn."> Body 1</option>
|
||
<option value="**Body 2**: The impact punches the air from the target’s body, inflicting **1 level of Fatigue**."> Body 2</option>
|
||
<option value="**Body 3**: The attack breaks a rib and inflicts **2 levels of Fatigue**. The target is also **Stunned for 1 Round**."> Body 3</option>
|
||
<option value="**Body 4**: The blow batters the target, shattering ribs. The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 1 Round**."> Body 4</option>
|
||
<option value="**Body 5**: A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in agony. The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 2 Rounds**."> Body 5</option>
|
||
<option value="**Body 6**: The attack knocks the target sprawling on the ground. The target flies [[1d5]] metres away from the attacker and falls **Prone** (if the target strikes a wall of other solid object, he stops). The target takes [[1d5]] **levels of Fatigue** and is **Stunned for 2 Rounds**."> Body 6</option>
|
||
<option value="**Body 7**: With an audible crack, [[1d5]] of the target’s ribs break . The target can either lay down and stay still awaiting medical attention (a successful Medicae Test sets the ribs right) or continue to take Actions, though each Round there is a **20% chance that a jagged rib pierces a vital organ and kills the character instantly**. The target takes [[1d5]] **levels of Fatigue**."> Body 7</option>
|
||
<option value="**Body 8**: The force of the attack ruptures several of the target’s organs and **knocks him down**, gasping in wretched pain. The target suffers **Blood Loss** and takes [[1d10]] **levels of Fatigue**."> Body 8</option>
|
||
<option value="**Body 9**: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before **crumpling to the ground dead**."> Body 9</option>
|
||
<option value="**Body 10+**: The target's body is thrown [[1d10]] metres away from the attack, **spewing out a jet of blood before crumpling to the ground dead.**. Anyone in the target’s path must pass a **Challenging (+0) Agility Test or be Knocked Down**."> Body 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Head</option>
|
||
<option value="**Head 1**: The impact fills the target’s head with a terrible ringing noise. The target must make a **Challenging (+0) Toughness Test or suffer 1 level of Fatigue**."> Head 1</option>
|
||
<option value="**Head 2**: The attack causes the target to see stars. The target takes **1 level of Fatigue** and suffers a **–10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round**."> Head 2</option>
|
||
<option value="**Head 3**: The target’s nose explodes in a torrent of blood, **blinding him for 1 Round and dealing 2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The concussive strike staggers the target, dealing [[1d5]] **levels of Fatigue**."> Head 4</option>
|
||
<option value="**Head 5**: The force of the blow sends the target reeling in pain. The target is **Stunned for 1 Round**."> Head 5</option>
|
||
<option value="**Head 6**: The target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. The target is **Stunned for [[1d5]] Rounds and takes 2 levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is **Stunned for [[1d10]] Rounds and halves all movement for [[1d10]] hours**."> Head 7</option>
|
||
<option value="**Head 8**: Blood pours from the target’s nose, mouth, ears and eyes as the attack pulverizes his brain. **He does not survive the experience**."> Head 8</option>
|
||
<option value="**Head 9**: The target’s head **bursts like an overripe fruit and sprays blood, bone and brains in all directions**. Anyone within **4 metres** of the target must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to their (WS) and (BS)** on their next Turn as gore gets in their eyes and/or visors."> Head 9</option>
|
||
<option value="**Head 10+**: The target’s head **bursts like an overripe fruit and sprays blood, bone and brains in all directions**. Anyone within **4 metres** of the target must pass a **Challenging (+0) Agility Test** or suffer a **–10 penalty to their (WS) and (BS)** on their next Turn as gore gets in their eyes and/or visors. The attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, **the attacker may immediately make another attack** (with the same weapon) against any other target they can reach **without moving**. If the hit was from a ranged weapon they may immediately **make another attack** (with the same weapon) against any target standing **directly behind** the original target and still within range of their weapon."> Head 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Legs</option>
|
||
<option value="**Leg 1**: A light blow to the leg leaves the target gasping for air. The target takes **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: A grazing strike against the leg slows the target. The target **halves all movement for 1 Round and takes 1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The blow breaks the target’s leg leaving him **Stunned for 1 Round and halving all movement for [[1d5]] Rounds**. The target takes **1 level of Fatigue**."> Leg 3</option>
|
||
<option value="**Leg 4**: A solid blow to the leg sends lightning agony coursing through the target. The target takes [[1d5]] **levels of Fatigue and halves all movement for [[1d5]] Rounds**."> Leg 4</option>
|
||
<option value="**Leg 5**: A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s **Agility** is reduced by **–20 for [[1d10]] Rounds** and he takes [[1d5]] **levels of Fatigue**."> Leg 5</option>
|
||
<option value="**Leg 6**: Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an immediate **Challenging (+0) Toughness Test or permanently lose the use of his foot**. *On a success*, **halve all movement** until medical attention is received. The target takes **2 levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target **falls to the ground** with a broken leg and, until it is healed, that leg is **useless**. The target takes **2 levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. *On a success*, the target is **Stunned for [[1d10]] rounds, takes [[1d5]] levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, **he falls to ground and dies in a spreading pool of gore**."> Leg 9</option>
|
||
<option value="**Leg 10+**: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, **he falls to ground and dies in a spreading pool of gore**. Such is the agony of the target’s death that his piteous screams drowns out all conversation within [[2d10]] metres for the rest of the Round."> Leg 10+</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<button name="roll_rendingcrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name=**@{character_name} suffers a Rending Critical Hit!**}} {{desc=@{rendingcrit} }}">
|
||
<label>Rending (R)</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_rendingcrit" style="width:49.5%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Arms</option>
|
||
<option value="**Arm 1**: The slashing attack tears anything free that was **held in that hand**."> Arm 1</option>
|
||
<option value="**Arm 2**: Deep cuts cause the target to **drop whatever was held in that hand and inflicts 1 level of Fatigue**."> Arm 2</option>
|
||
<option value="**Arm 3**: The shredding attack sends the target screaming in pain. He takes **2 levels of Fatigue and drops whatever was held in that hand**."> Arm 3</option>
|
||
<option value="**Arm 4**: The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls **Prone** from the agony and takes **2 levels of Fatigue. The limb is useless for [[1d10]] Rounds**."> Arm 4</option>
|
||
<option value="**Arm 5**: A bloody and very painful looking furrow is opened up in the target’s arm. The target takes [[1d5]] **levels of Fatigue** and vomits all over the place in agony. He **drops whatever was held and the limb is useless **until medical attention is received. The target also suffers **Blood Loss**."> Arm 5</option>
|
||
<option value="**Arm 6**: The blow mangles flesh and muscle as it hacks into the target’s hand, cutting [[1d5]] **fingers** in the process (a roll of a 5 means that the thumb has been sheared off ). The target takes **3 levels of Fatigue** and must immediately pass a **Challenging (+0) Toughness Test or lose the use of his hand**."> Arm 6</option>
|
||
<option value="**Arm 7**: The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting [[1d5]] **levels of Fatigue**. The arm is broken and, until healed, the target's arm is **useless**. In addition, numerous veins have been severed and the target is now suffering from **Blood Loss**."> Arm 7</option>
|
||
<option value="**Arm 8**: With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. If he passes the test, he is **Stunned for [[1d10]] Rounds** and suffers **Blood Loss**. He also takes [[1d10]] **levels of Fatigue and loses that arm**."> Arm 8</option>
|
||
<option value="**Arm 9**: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, **killing the target instantly**."> Arm 9</option>
|
||
<option value="**Arm 10+**: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, **killing the target instantly**. As the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held weapon. If the target was carrying a ranged weapon there is a 5% chance [[1d100cf>96]] that a single randomly determined target within [[2d10]] metres will be hit by these shots, in which case resolve a **single hit** from the target’s weapon as normal."> Arm 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Body</option>
|
||
<option value="**Body 1**: If the target *is not wearing armour* on this location, he takes **1 level of Fatigue** from a painful laceration. If he is *wearing armour*, there is no effect. **Phew!**"> Body 1</option>
|
||
<option value="**Body 2**: The attack damages the target’s armour, **reducing its AP by 1**. In addition, the target takes **1 level of Fatigue**. If not armoured, the target is also **Stunned for 1 Round**."> Body 2</option>
|
||
<option value="**Body 3**: The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is **Stunned for 1 Round** and takes **2 levels of Fatigue**."> Body 3</option>
|
||
<option value="**Body 4**: A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on a **Challenging (+0) Agility Test or fall Prone**. The target takes [[1d5]] **levels of Fatigue**."> Body 4</option>
|
||
<option value="**Body 5**: The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes [[1d5]] **levels of Fatigue**."> Body 5</option>
|
||
<option value="**Body 6**: The mighty attack takes a sizable chunk out of the target and knocks him to the ground as he clutches the oozing wound, shrieking in pain. The target is **Prone** and takes [[1d10]] **levels of Fatigue**."> Body 6</option>
|
||
<option value="**Body 7**: The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a medic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance [[1d100cf>80]] each turn that his middle splits open, spilling his intestines all over the ground, causing an additional [[2d10]] **Rending damage** (ignoring armour). In either case, the target takes [[1d5]] **levels of Fatigue** and is now suffering **Blood Loss**."> Body 7</option>
|
||
<option value="**Body 8**: With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must pass a **Challenging (+0) Toughness Test or die from shock**. If he passes, **he permanently loses [[1d10]] Toughness Characteristic**, takes [[1d10]] **levels of Fatigue**, and now suffers **Blood Loss**."> Body 8</option>
|
||
<option value="**Body 9**: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. **The target is now quite dead**."> Body 9</option>
|
||
<option value="**Body 10+**: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. **The target is now quite dead**. The area where the target stood is awash with gore. For the rest of the fight, anyone moving within **four metres** of the target’s corpse must pass a **Challenging (+0) Agility Test or fall prone**."> Body 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Head</option>
|
||
<option value="**Head 1**: The attack tears skin from the target’s face dealing **1 level of Fatigue**. If the target is wearing a **helmet**, there is no effect."> Head 1</option>
|
||
<option value="**Head 2**: The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the target’s eyes, he suffers a **–10 penalty to both (WS) and (BS) for the next [[1d10]] Rounds**. The target takes **1 level of Fatigue**."> Head 2</option>
|
||
<option value="**Head 3**: The attack tears the target’s **helmet** from his head. If wearing no helmet, the target loses an ear instead and inflicts **2 levels of Fatigue**."> Head 3</option>
|
||
<option value="**Head 4**: The attack scoops out one of the target’s eyes, inflicting [[1d5]] **levels of Fatigue** and leaving the target **Stunned for 1 Round**. **The target loses an eye**."> Head 4</option>
|
||
<option value="**Head 5**: The attack opens up the target’s face, leaving him **Stunned for [[1d5]] Rounds** and inflicting [[1d5]] **levels of Fatigue**. If the target is wearing a helmet, the **helmet comes off**."> Head 5</option>
|
||
<option value="**Head 6**: As the blow rips violently across the target’s face, it takes with it an important feature. This roll [[1d10]] determines what the target has lost. 1–3: Eye **(missing eye)**, 4–7: Nose **(permanently halve Fellowship)**, 8–10: Ear (**permanently reduce Fellowship by [[1d10]]**; the wound can always be hidden with hair.) In addition, the target is now suffering **Blood Loss** and takes [[1d5]] **levels of Fatigue**."> Head 6</option>
|
||
<option value="**Head 7**: In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently **blinded** and has his **Fellowship permanently reduced to** [[1d10]], and also now has trouble speaking without slurring his words. In addition, the target is suffering from **Blood Loss** and takes [[1d10]] **levels of Fatigue**."> Head 7</option>
|
||
<option value="**Head 8**: The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like spilled jelly. **He’s dead before he hits the ground**."> Head 8</option>
|
||
<option value="**Head 9**: With a sound not unlike a wet sponge being torn in half, **the target’s head flies free of its body** and sails through the air, landing harmlessly [[2d10]] metres away with a soggy thud. **The target is instantly slain**."> Head 9</option>
|
||
<option value="**Head 10+**: With a sound not unlike a wet sponge being torn in half, **the target’s head flies free of its body** and sails through the air, landing harmlessly [[2d10]] metres away with a soggy thud. **The target is instantly slain**. The target’s neck spews blood in a torrent, drenching all those within [[1d5]] metres and forcing them to pass a **Challenging (+0) Agility Test**. Anyone who fails the Test, suffers a **–10 penalty to their (WS) and (BS) Tests for 1 Round** as gore fills their eyes/visor."> Head 10+</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Legs</option>
|
||
<option value="**Leg 1**: The attack knocks the limb backwards, painfully jerking it away from the body. The target takes **1 level of Fatigue**."> Leg 1</option>
|
||
<option value="**Leg 2**: The target’s kneecap splits open. He must pass a **Challenging (+0) Agility Test or fall prone**. Regardless, he takes **1 level of Fatigue**."> Leg 2</option>
|
||
<option value="**Leg 3**: The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes **1 level of Fatigue** and suffers **Blood Loss**."> Leg 3</option>
|
||
<option value="**Leg 4**: The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. **The target movement is halved** until medical attention is received. In addition, he takes **2 levels of Fatigue**."> Leg 4</option>
|
||
<option value="**Leg 5**: In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes [[1d5]] **levels of Fatigue and halves his movement for [[1d10]] hours**."> Leg 5</option>
|
||
<option value="**Leg 6**: The blow slices a couple of centimetres off the end of the target’s foot. The target must pass an immediate **Challenging (+0) Toughness Test or permanently lose the use of his foot**. On a success, **movement is halved** until he receives medical attention. In either case, the target takes [[1d5]] **levels of Fatigue**."> Leg 6</option>
|
||
<option value="**Leg 7**: The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until healed, the target's leg is **useless**. In addition, the level of maiming is such that the target is now suffering from **Blood Loss**. He also takes [[1d10]] **levels of Fatigue**."> Leg 7</option>
|
||
<option value="**Leg 8**: In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately pass a **Challenging (+0) Toughness Test or die from shock**. On a success, the target is **Stunned for [[1d10]] Rounds, takes [[1d10]] levels of Fatigue** and suffers **Blood Loss**. **The target loses that leg**."> Leg 8</option>
|
||
<option value="**Leg 9**: With a meaty chop, the leg comes away at the hip. The target pitches to the ground **howling in agony, before dying moments later**."> Leg 9</option>
|
||
<option value="**Leg 10+**: With a meaty chop, the leg comes away at the hip. The target pitches to the ground **howling in agony, before dying moments later**. The tide of blood is so intense that, for the remainder of the battle, anyone making a **Run or Charge Action within six metres** of the target's body must pass a **Challenging (+0) Agility Test or fall Prone**."> Leg 10+</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<button name="roll_bloodloss" type="roll" style="width:49.5%" value="@{othereffects}" title="Roll other detrimental effects"><label>Other Effects 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_othereffects" style="width:49.5%">
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is Bleeding Out!}} {{bloodloss=[[1d100cf>91cs<90]] }}"> Blood-Loss</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is Burning!}} {{d1=Suffering [[1d10]] Energy Damage!}} {{t1=+1 Fatigue}} {{desc=This Damage ignores AP only}}"> On Fire</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} fell!}} {{d1=Suffering [[1d10 + ?{Metres Fallen|1}]] Impact Damage!}} {{fallhitloc= [[1d100]] }} {{desc=This Damage ignores AP only}}"> Fall Damage</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is Hallucinating!}} {{hallu=[[1d100]] }} {{desc=**Effect lasts** [[1d10]] **Rounds** }}"> Hallucinogen</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is exposed to Toxins!}} {{d1=Suffering [[1d10]] Impact Damage!}} {{desc=This Damage ignores TB and AP}}"> Toxic</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is Shocked!}} {{d1= becoming Stunned for [[ceil((?{Damage Taken after reduction (TB+AP)|1})/2)]] Round(s)}}"> Shocking</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=@{character_name} is exposed to Vacuum!}} {{d1=Sudden Exposition [[1d10+3]]}} {{t1=Gradually Worsening [[1d5]] or [[1d10]]}} {{p1= Explosive Damage!}} {{desc=This damage ignores AP only See Details on page RTCR 261}}"> Vacuum</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<button name="roll_scatter" type="roll" style="width:100%"
|
||
value="@{gmroll}&{template:custom} {{name=**Scatter Diagram**}} {{scatter=[[1d8cf10cs9]]}} {{desc=[[1d5]] **1d5**}}"><label>Scatter Diagram ✳</label></button>
|
||
<!--Size Select-->
|
||
<select name="attr_CharSize" style="width:100%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Size Modifier</option>
|
||
<option value="-3">Miniscule (-30) to Hit (-3) Movement</option>
|
||
<option value="-2">Puny (-20) to Hit (-2) Movement</option>
|
||
<option value="-1">Scrawny (-10) to Hit (-1) Movement</option>
|
||
<option value="0" selected>Average (+0) to Hit (+0) Movement</option>
|
||
<option value="1">Hulking (+10) to Hit (+1) Movement</option>
|
||
<option value="2">Enormous (+20) to Hit (+2) Movement</option>
|
||
<option value="3">Massive (+30) to Hit (+3) Movement</option>
|
||
<option value="4">Immense (+40) to Hit (+4) Movement</option>
|
||
<option value="5">Monumental (+50) to Hit (+5) Movement</option>
|
||
<option value="6">Titanic (+60) to Hit (+6) Movement</option>
|
||
</select>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- movement section-->
|
||
<div>
|
||
<div class="spacing" style="width:10%"></div>
|
||
<label style="width:50%">MOVEMENT SCORE</label>
|
||
<label style="width:30%">movement halved?</label>
|
||
<select name="attr_movementhalved" style="width:10%">
|
||
<option value="1">No</option>
|
||
<option value="0.5">Yes</option>
|
||
</select>
|
||
<!-- end of line-->
|
||
<label style="width:23%">Normal Move</label>
|
||
<label style="width:8%">Half:</label>
|
||
<input name="attr_HalfMove" type="text" style="width:8%" title="Agility Bonus" value="ceil( (floor(@{Agility}/10) + (@{CharSize})) * @{movementhalved} )" disabled />
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Full:</label>
|
||
<input name="attr_FullMove" type="text" style="width:8%" title="Agility Bonus x2" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}))*2) * @{movementhalved} )" disabled />
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:12%">Charge:</label>
|
||
<input name="attr_ChargeMove" type="text" style="width:8%" title="Agility Bonus x3" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}))*3) * @{movementhalved} )" disabled />
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Run:</label>
|
||
<input name="attr_RunMove" type="text" style="width:8%" title="Agility Bonus x6" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}))*6) * @{movementhalved} )" disabled />
|
||
<!-- end of line-->
|
||
<label style="width:23%">Custom Move</label>
|
||
<label style="width:8%">Half:</label>
|
||
<input name="attr_CustomHalfMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Full:</label>
|
||
<input name="attr_CustomFullMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:12%">Charge:</label>
|
||
<input name="attr_CustomChargeMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Run:</label>
|
||
<input name="attr_CustomRunMove" type="number" style="width:8%"/>
|
||
<!-- end of line-->
|
||
<label style="width:23%">Flyer Trait</label>
|
||
<label style="width:8%">Half:</label>
|
||
<input name="attr_FlyerHalfMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Full:</label>
|
||
<input name="attr_FlyerFullMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:12%">Charge:</label>
|
||
<input name="attr_FlyerChargeMove" type="number" style="width:8%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Run:</label>
|
||
<input name="attr_FlyerRunMove" type="number" style="width:8%"/>
|
||
</div>
|
||
<div>
|
||
<label style="width:14%" class="help" title="Base Leap distance equals SB x 1m">🛈 Leap:</label>
|
||
<input name="attr_BaseLeap" type="text" style="width:8%" disabled value="@{SB}"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:14%" class="help" title="Base Jump height equals SB x 20cm">🛈 Jump:</label>
|
||
<input name="attr_BaseJump" type="text" style="width:8%" disabled value="(@{SB}*20)"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Lift:</label>
|
||
<input name="attr_LiftCapacity" type="text" style="width:13%" disabled value="(@{GearCarry}+@{LiftCapacityMod})*2"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:9%">Push:</label>
|
||
<input name="attr_PushCapacity" type="text" style="width:13%" disabled value="(@{GearCarry}+@{PushCapacityMod})*4"/>
|
||
<input type="checkbox" name="attr_hidecustomjump" style="width:5.5%" value="1" checked="true" class="arrow icon" title="Show Custom Leap/Jump"></input>
|
||
<div class="hbody">
|
||
<label style="width:10%">Leap:</label>
|
||
<input name="attr_CustomLeap" type="number" style="width:8%" title="Base Leap distance equals SB x 1m"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:10%">Jump:</label>
|
||
<input name="attr_CustomJump" type="number" style="width:8%" title="Base Jump height equals SB x 20cm"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:15%">Lift Mod:</label>
|
||
<input name="attr_LiftCapacityMod" type="number" style="width:13%" value="0" title="Mod value is multiplied x2"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:17%">Push Mod:</label>
|
||
<input name="attr_PushCapacityMod" type="number" style="width:13%" value="0" title="Mod value is multiplied x4"/>
|
||
</div>
|
||
</div>
|
||
<!-- end of line-->
|
||
<input type="hidden" name="attr_GearCarry" value=""/><!-- hidden input needed for script -->
|
||
<label style="width:20%">Carry Max:</label>
|
||
<input name="attr_GearCarryMax" style="width:16%" type="text" disabled value="@{GearCarry}+@{GearCarryMod}"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:16%">Available:</label>
|
||
<input name="attr_GearCarryAvailable" style="width:16%" type="text" disabled value="(@{GearCarryMax}-(@{GearCarryCurrent}))"/>
|
||
<input type="hidden" name="attr_GearCarryCurrent" value="@{gearwt}"/><!-- hidden input needed for repeatingsum -->
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:9%">Mod:</label>
|
||
<input name="attr_GearCarryMod" style="width:16%" type="number" value="0" title="Mod value has No multiplier"/>
|
||
<!-- end of line-->
|
||
<div class="quickborder">
|
||
<div class="spacing" style="width:30%"></div>
|
||
<label style="width:37%; font-size: 16px;">GEAR AND TOOLS</label>
|
||
<input type="checkbox" name="attr_hidegearlist" value="1" class="arrow icon" title="Hide Gear List" style="width: 3%; margin-bottom:5px"/>
|
||
<div class="spacing" style="width:30%"></div>
|
||
<div class="hbody">
|
||
<fieldset class="repeating_gears">
|
||
<input name="attr_GearName" style="width:63%" type="text" placeholder="Gear Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_gearqty" style="width:10%" type="number" placeholder="Qty." title="Quantity"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_gearwt" style="width:10%" type="number" placeholder="Wgt." title="Weight (Kg)"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_geardesc" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=**@{character_name} @{GearName}**}} {{d1= **Weight: @{gearwt} Kg**}} {{t1= **Quantity: @{gearqty}** }} {{desc= @{GearNotes} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input type="checkbox" name="attr_HideGear" style="width:5.5%" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_GearNotes" placeholder="Gear Description"></textarea></div>
|
||
</fieldset>
|
||
</div><!--hbody closing div-->
|
||
</div><!-- quickborder -->
|
||
</div><!--hbody-->
|
||
<div class="hbody2"><!-- vehicle info-->
|
||
<fieldset class="repeating_vehicles">
|
||
<div>
|
||
<input name="attr_Veh_name" type="text" style="width:100%; font-size:19px; font-weight:bold" placeholder="Vehicle Name"></input>
|
||
<label style="width:12%">Type:</label>
|
||
<select name="attr_VehType" style="width:23%">
|
||
<option value="0">Ground</option>
|
||
<option value="1">Walker</option>
|
||
<option value="2">Skimmer</option>
|
||
<option value="3">Flyer</option>
|
||
<option value="4">Spacecraft</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:23%">Size Modifier:</label>
|
||
<select name="attr_VehSize" style="width:40%">
|
||
<option value="10">Hulking (+10 to Hit)</option>
|
||
<option value="20">Enormous (+20 to Hit)</option>
|
||
<option value="30">Massive (+30 to Hit)</option>
|
||
<option value="40">Immense (+40) to Hit</option>
|
||
<option value="50">Monumental (+50) to Hit</option>
|
||
<option value="60">Titanic (+60) to Hit</option>
|
||
</select>
|
||
<label style="width:12%">Crew:</label>
|
||
<input name="attr_VehCrew" type="text" style="width:88%"></input>
|
||
<label style="width:30%">Carrying Capacity:</label>
|
||
<input name="attr_VehCapacity" type="text" style="width:70%"></input>
|
||
<h1>Defenses & Movement</h1>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_calcfront" style ="width:18%" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{Veh_name} was hit on the Front!}} {{d10= [[((( ([[@{VehIntegrity}]] - [[{?{Damage Taken|0} - ({@{VehFront} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>Front 🛈</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_calcsides" style ="width:18%" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{Veh_name} was hit on the Side!}} {{d10= [[((( ([[@{VehIntegrity}]] - [[{?{Damage Taken|0} - ({@{VehSides} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>Sides 🛈</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_calcrear" style ="width:18%" type="roll" title="Calculate Damage to this Location" value="@{gmroll}&{template:custom} {{name=@{Veh_name} was hit on the Rear!}} {{d10= [[((( ([[@{VehIntegrity}]] - [[{?{Damage Taken|0} - ({@{VehRear} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label>Rear 🛈</label></button>
|
||
<div class="spacing" style="width:15%"></div>
|
||
<label style="width:13%">Integrity</label>
|
||
<div class="spacing" style="width:13%"></div>
|
||
<!-- input fields -->
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:18%" name="attr_VehFront" type="number" placeholder="AP"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:18%" name="attr_VehSides" type="number" placeholder="AP"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:18%" name="attr_VehRear" type="number" placeholder="AP"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:18%" name="attr_VehIntegrity" type="number" placeholder="Current"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:18%" name="attr_VehIntegrity_max" type="number" placeholder="Total"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<!-- input fields -->
|
||
<label style="width:15%">Tactical:</label>
|
||
<input name="attr_VehTactical" type="text" style="width:38%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:19%">Availability:</label>
|
||
<select name="attr_VehAvailability" style="width:26%">
|
||
<option value="Ubiquitous">Ubiquitous</option>
|
||
<option value="Abundant">Abundant</option>
|
||
<option value="Plentiful">Plentiful</option>
|
||
<option value="Common">Common</option>
|
||
<option value="Average" selected>Average</option>
|
||
<option value="Scarce">Scarce</option>
|
||
<option value="Rare">Rare</option>
|
||
<option value="Very Rare">Very Rare</option>
|
||
<option value="Extremely Rare">Extremely Rare</option>
|
||
<option value="Near Unique">Near Unique</option>
|
||
<option value="Unique">Unique</option>
|
||
</select>
|
||
<label style="width:15%">Cruising:</label>
|
||
<input name="attr_VehCruising" type="text" style="width:48%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:26%">Manoeuvrability:</label>
|
||
<input name="attr_VehManoeuvrability" type="number" style="width:9%"></input>
|
||
<label style="width:30%" class="help" title="If the Vehicle is driven/piloted by NPCs use the Skills tab to add NPC Pilot/Drive skill Use the skill Mod box to set the correct skill value For Vehicle weapons/gunners use the Weapon Mod box to set the correct BS value">NPC Crew Info 🛈</label>
|
||
<button name="roll_VehCrit2" type="roll" style="width:70%" title="Shows Critical hit effects"
|
||
value="@{gmroll}&{template:custom} {{name=**@{Veh_name} suffers a Critical Hit!**}} {{desc= ?{Select|Critical 1 or 2, **Jarring Blow** The Impact tosses the vehicle around throwing anything inside about the interior compartments. Any Crew or passengers who are not strapped in or otherwise secured must make an **Ordinary (+10) Toughness Test or be Stunned for [[1d5]] Rounds**. All Shooting from the vehicle during the next Round suffers **-20 to hit**|
|
||
Critical 3,**Staggered** A direct hit on the armour surrounding the driver compartment leaves the pilot stunned and reeling. The Pilot or Driver must pass a **Challenging (+0) Toughness Test or be Stunned for [[1d5]] Rounds**. A ground vehicle comes to a screeching halt a skimmer will drift in the direction it last moved at its acceleration while a flyer will slowly tip over and begin a terminal dive unless the pilot comes to its senses and rights the aircraft|
|
||
Critical 4,**Weapon Destroyed** A randomly selected weapon on the vehicle is hit by the blast its twisted and melted beyond repair. The Weapon **no longer functions** and there is a 25% chance [[1d100cf>75]] of the weapon ammo cooking off. If it does so roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them **halving all damage rolled**|
|
||
Critical 5,**Drive Damaged** The hit tears off a tread or penetrates an air intake or tears into the grav generator housing doing severe damage. **Reduce the vehicle's tactical speed by [[2d10]] and Cruising Speed by half**. If this brings the tactical speed to **0** (or less) the vehicle is **immobilized**. Ground vehicles shudder to a halt while skimmers and flyers crash into the ground.|
|
||
Critical 6,**Penetrating Hit** The hit tears through the vehicle's armour leaving only useless shards of metal. **Reduce the vehicle's AP facing the hit by half**. If the hit was by a ranged weapon the shot rips through the interior of the vehicle as well. Each passenger and Crew has a **20% chance of being hit** [[1d100cf>80]] by the same shot and taking half the damage rolled. Also the vehicle is now open to the outside *which could be a problem if the vehicle is in a poisonous atmosphere or underwater or in a vacuum*|
|
||
Critical 7,**Fire** The vehicle catches fire as its fuel stores ignite or power reserves overload. Anyone inside must pass a **Difficult (-10) Agility Test or catch fire on every round they are inside the vehicle**. In addition each round there is a **20% chance** [[1d100cf>80]] the vehicle will **explode** (critical 11+)|
|
||
Critical 8 to 10,**Destroyed** The Hit wrecks the vehicle turning it into a shattered hulk. **Anyone inside** the vehicle takes [[2d10]] **Explosive Damage** and must pass a **Difficult (-10) Toughness Test or be Stunned for** [[1d10]] **Rounds**. Skimmers and Flyers crash to the ground.|
|
||
Critical 11+,**Explodes** A direct hit to ammo stores and or fuel tanks turns the vehicle into a raging fireball. **Anyone inside** takes [[5d10]] **Explosive Damage**. **Anyone within** [[2d10]] **meters** of the vehicle suffer [[2d10]] **Explosive Damage** as well. *If the vehicle has an open top or sides or hatches* then passengers and crew may take a **Challenging (+0) Dodge Test** to bail out at the last second. If they succeed they only take [[2d10]] **Explosive Damage**.} }}">
|
||
<label>Critical Hit 🛈</label></button>
|
||
<h1>Special Rules</h1>
|
||
<textarea style="height:200px" name="attr_VehSpecialRules"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div><!--hbody2-->
|
||
</div><!-- rightbox -->
|
||
</div><!-- grid2 -->
|
||
</div>
|
||
<!-- Talents Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="talent">
|
||
<h3>Talents</h3>
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<fieldset class="repeating_talents1">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_TalentName1" type="text" placeholder="Talent Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Talent1" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{TalentName1} Talent**}} {{desc=@{TalentNotes1}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_Hidetalent1" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_TalentNotes1" placeholder="Talent Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="rightbox">
|
||
<fieldset class="repeating_talents2">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_TalentName2" type="text" placeholder="Talent Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Talent2" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{TalentName2} Talent**}} {{desc=@{TalentNotes2}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_Hidetalent2" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_TalentNotes2" placeholder="Talent Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<h3>Traits</h3>
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<fieldset class="repeating_traits1">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_TraitName1" type="text" placeholder="Trait Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Trait1" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{TraitName1} Trait**}} {{desc=@{TraitNotes1}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_Hidetrait1" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_TraitNotes1" placeholder="Trait Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="rightbox">
|
||
<fieldset class="repeating_traits2">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_TraitName2" type="text" placeholder="Trait Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Trait2" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{TraitName2} Trait**}} {{desc=@{TraitNotes2}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_Hidetrait2" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_TraitNotes2" placeholder="Trait Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<h3>Cybernetics and Implants</h3>
|
||
<div class="grid2">
|
||
<div class="lefttbox">
|
||
<fieldset class="repeating_cybernetics1">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_CyberName1" type="text" placeholder="Implant Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Cyber1" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{CyberName1} Implant**}} {{desc=@{CyberNotes1}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_HideCyber1" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes1" placeholder="Implant Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="rightbox">
|
||
<fieldset class="repeating_cybernetics2">
|
||
<div class="quickborder">
|
||
<input style="width:85%" name="attr_CyberName2" type="text" placeholder="Implant Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Cyber2" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{CyberName2} Implant**}} {{desc=@{CyberNotes2}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_HideCyber2" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes2" placeholder="Implant Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!--Insanity and Corruption-->
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<h3>Insanity Points (IP)</h3>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button type="roll" name="roll_feartest" style="width:20%" title="Tests Willpower minus Fear Rating If failed, roll the Shock Table"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} tries to resist Fear}} {{dosdof=[[((( ([[(@{Willpower} + (?{Fear Rating|Fear 1 Disturbing (-0),+0|Fear 2 Frightening (-10),-10|Fear 3 Horrifying (-20),-20|Fear 4 Terrifying (-30),-30}) + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Fear Test</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button type="roll" name="roll_shocktable" style="width:20%" title="Rolls the Shock Table"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} rolls on The Shock Table}} {{shocktable=[[1d100cs1cf100 + (?{Degrees of Failure?|0}*10) ]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d5=[[1d5]]}} {{xd5=[[1d5+1]]}}">
|
||
<label>Shock Table</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_insanity" type="number" value="0" min="0" max="100" style="width:10%; font-weight:bold" title="Total Insanity Points"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button type="roll" name="roll_traumatest" style="width:20%" title="Tests Willpower +/- Trauma Modifier"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} tries to resist Mental Trauma}} {{dosdof=[[((( ([[(@{Willpower} + (@{traumamod}) + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Trauma Test</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button type="roll" name="roll_traumatable" style="width:20%" title="Rolls the Trauma Table"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} rolls on The Trauma Table}} {{traumatable=[[1d100cs1cf100 + (?{Degrees of Failure?|0}*10) ]]}} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d5=[[1d5]]}}">
|
||
<label>Trauma Table</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<!--end of line-->
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:32%" class="help" title="Each time the character gains 10 Insanity Points he must make a Trauma Test. The Trauma modifier is automatically applied to the test. If failed, roll the Trauma Table."
|
||
>Degree of Madness 🛈</label>
|
||
<input style="width:66%" name="attr_madnessdegree" type="text" value="" readonly/>
|
||
<input name="attr_traumamod" type="hidden" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<!--end of line-->
|
||
<h1 class="help" title="A character automatically gains a new disorder each time he gets a number of IP. 40 Insanity Points = Minor Disorder 60 Insanity Points = Severe Disorder 80 Insanity Points = Acute Disorder"
|
||
>Mental Disorders 🛈</h1>
|
||
<fieldset class="repeating_disorders">
|
||
<input name="attr_DisorderName" type="text" style="width:70%" placeholder="Disorder Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_disorderseverity" style="width:14%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Severity</option>
|
||
<option value="Minor" selected>Minor</option>
|
||
<option value="Severe">Severe</option>
|
||
<option value="Acute">Acute</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Disorder" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{disordername}**}} {{Severity=**@{disorderseverity}**}} {{desc=@{disorderdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_HideDisorder" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_disorderdesc" style="height:65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="rightbox">
|
||
<h3>Corruption Points (CP)</h3>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_Malignancy" type="roll" style="width:40%" title="Tests Willpower minus Malignancy Modifier"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} tries to resist a Malignancy}} {{dosdof=[[((( ([[(@{Willpower} + (@{MaligMod}) + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Malignancy Test</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_Corruption" type="number" value="0" min="0" max="100" style="width:12%; font-weight:bold" title="Total Corruption Points"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_MaligTable" type="roll" style="width:40%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} rolls on The Malignancy Table}} {{maligtable=[[1d100]]}} {{d10=[[1d10]]}}"><label>Malignancy Table</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<!--end of line-->
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:35%" class="help" title="Each time the character gains 30 Corruption Points he must make a Malignancy Test. The Malignancy modifier is automatically applied to the test. If failed, roll the Malignancy Table."
|
||
>Degree of Corruption 🛈</label>
|
||
<input style="width:63%" name="attr_corruptiondegree" type="text" value="" readonly/>
|
||
<input name="attr_MaligMod" type="hidden" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<!--end of line-->
|
||
<h1 class="help" title="Each time the character gains 30 Corruption Points he must also make a Mutation Test. The Character must successfully test against two characteristics If either test fails, roll on the Mutation Table NOTE: The character may not Test against the same Characteristics twice Use the checkboxes to note which characteristics have been used Navigators roll on the Navigator Mutation Table."
|
||
>Mutation Tests 🛈</h1>
|
||
<button name="roll_MutationS" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Strength**}} {{dosdof=[[((( ([[(@{Strength}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>S</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationT" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Toughness**}} {{dosdof=[[((( ([[(@{Toughness}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>T</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationAg" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Agility**}} {{dosdof=[[((( ([[(@{Agility}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Ag</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationInt" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Intelligence**}} {{dosdof=[[((( ([[(@{Intelligence}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Int</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationPer" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Perception**}} {{dosdof=[[((( ([[(@{Perception}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Per</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationWP" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Willpower**}} {{dosdof=[[((( ([[(@{Willpower}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Wp</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationFel" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation using Fellowship**}} {{dosdof=[[((( ([[(@{Fellowship}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Fel</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_MutationTable" type="roll" style="width:23%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} rolls on** **The Mutation Table**}} {{mutable=[[1d100]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d5=[[1d5]]}}"><label>Mutation Table</label></button>
|
||
<!--end of line-->
|
||
<div class="spacing" style="width:4%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBS" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBT" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBA" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBI" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBP" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBW" value="1"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_MutCBF" value="1"/>
|
||
<div class="spacing" style="width:27%"></div>
|
||
<!--end of line-->
|
||
<h1>Malignancies</h1>
|
||
<fieldset class="repeating_malignancies">
|
||
<input style="width:85%" name="attr_MaligName" type="text" placeholder="Malignancy Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_malignancydesc" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{maligname}**}} {{desc=@{maligdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_HideMalig" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_Maligdesc" style="height:65px" placeholder="Malignancy Description"></textarea></div>
|
||
</fieldset>
|
||
<h1>Mutations</h1>
|
||
<fieldset class="repeating_mutations">
|
||
<input style="width:85%" name="attr_MutationName" type="text" placeholder="Mutation Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_mutationdesc" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{MutationName}**}} {{desc=@{mutationdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hidemutationdesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_mutationdesc" style="height:65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Npcs and Companions Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="npcs">
|
||
<h1>Add NPC</h1>
|
||
<fieldset class="repeating_npc">
|
||
<div class="quickborder" style="width:96%; display:inline-block">
|
||
<!-- NPC info lines -->
|
||
<div>
|
||
<label style="width:6%">Name</label>
|
||
<input name="attr_NPC_Name" type="text" style="width:24%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:9%">Template</label>
|
||
<input name="attr_NPCTemplate" type="text" style="width:24%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:13%">Craftsmanship</label>
|
||
<input name="attr_NPCcraft" type="text" style="width:20%"></input>
|
||
</div>
|
||
<div>
|
||
<label style="width:6%">Type</label>
|
||
<input name="attr_NPCtype" type="text" style="width:24%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:13%">Temperament</label>
|
||
<input name="attr_NPCtemperament" type="text" style="width:20%"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:13%">Availabililty</label>
|
||
<input name="attr_NPCAvailabililty" type="text" style="width:20%"></input>
|
||
</div>
|
||
</div>
|
||
<input name="attr_NPChidedetails" type="checkbox" class="arrow icon" style="width:4%; top:-32px; font-size:40px" value="1" title="Hide NPC details"/>
|
||
<!-- hiddable section containing everything -->
|
||
<div class="hbody">
|
||
<div class="grid2">
|
||
<!--Left Side includes, characteristics, movement, fatigue, initiative, armor, ranged weapons-->
|
||
<div class="leftbox">
|
||
<div>
|
||
<button name="roll_NPCWSR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Weapon Skill**}} {{dosdof=[[((( ([[(@{NPCWS}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>WS</label></button>
|
||
<button name="roll_NPCBSR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Ballistic Skill**}} {{dosdof=[[((( ([[(@{NPCBS}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>BS</label></button>
|
||
<button name="roll_NPCSR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Strength**}} {{dosdof=[[((( ([[(@{NPCS}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>S</label></button>
|
||
<button name="roll_NPCTR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Toughness**}} {{dosdof=[[((( ([[(@{NPCT}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>T</label></button>
|
||
<button name="roll_NPCAgR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Agility**}} {{dosdof=[[((( ([[(@{NPCAg}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Ag</label></button>
|
||
<button name="roll_NPCInR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Intelligence**}} {{dosdof=[[((( ([[(@{NPCInt}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Int</label></button>
|
||
<button name="roll_NPCPeR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Perception**}} {{dosdof=[[((( ([[(@{NPCPer}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Per</label></button>
|
||
<button name="roll_NPCWPR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Willpower**}} {{dosdof=[[((( ([[(@{NPCWP}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>WP</label></button>
|
||
<button name="roll_NPCFeR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Test Fellowship**}} {{dosdof=[[((( ([[(@{NPCFel}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label>Fel</label></button>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCWS" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCBS" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCS" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCT" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCAg" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCInt" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCPer" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCWP" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
<input name="attr_NPCFel" type="number" value="0" style="width:11%; font-weight:bold"/>
|
||
</div>
|
||
<div>
|
||
<div class="spacing" style="width:24.5%"></div>
|
||
<input name="attr_NPCSB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCTB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCAB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCIB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCPB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCWPB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<input name="attr_NPCFB" type="number" style="width:6%; font-weight:bold" value="0"/>
|
||
</div>
|
||
<!--movement-->
|
||
<div style="margin-top:3px">
|
||
<label style="width:17%">Half Move:</label>
|
||
<input name="attr_NPCHalfMove" type="number" placeholder="AB" style="width:9%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:17%">Full Move:</label>
|
||
<input name="attr_NPCFullMove" type="number" placeholder="ABx2" style="width:9%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:13%">Charge:</label>
|
||
<input name="attr_NPCchargeMove" type="number" placeholder="ABx3" style="width:9%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Run:</label>
|
||
<input name="attr_NPCRunMove" type="number" placeholder="ABx6" style="width:9%"/>
|
||
</div>
|
||
<div>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<label style="width:12%">Jump:</label>
|
||
<input name="attr_NPCBaseJump" type="number" title="SB x 1m" style="width:9%"/>
|
||
<div class="spacing" style="width:8%"></div>
|
||
<label style="width:12%">Leap:</label>
|
||
<input name="attr_NPCCBaseLeap" type="number" title="SB x 20cm" style="width:9%"/>
|
||
<div class="spacing" style="width:9%"></div>
|
||
<label style="width:27%">Custom Initiative:</label>
|
||
<input name="attr_NPCCusIni" type="number" value="0" style="width:9%"/>
|
||
</div>
|
||
<!--fatigue and initiative-->
|
||
<div>
|
||
<label class="fancyButton" style="width:20%"
|
||
title="Any level of Fatigue adds a -10 Penalty to all Tests. Click here to apply this Penalty This will affect skill tests and Weapon attack rolls Uncheck to remove Penalty. Fatigue Limit equals Toughness Bonus. If the Character excedes its Fatigue Limit it falls Unconcious for 10 min -TB.">
|
||
<input type="checkbox" name="attr_NPCfat" value="10" hidden="true" />
|
||
<div>Fatigue 🛈</div>
|
||
</label>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:10%">Level:</label>
|
||
<input name="attr_NPCFatigue" type="number" style="width:5%"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_calcnpc" style="width:20%" type="roll" title="Calculate Damage to NPC Most NPCs have a single AP value This macro uses the BODY AP and TB If AP value is different Adjust BODY AP value before rolling"
|
||
value="@{gmroll}&{template:custom} {{d10= [[((( ([[@{NPCWounds}]] - [[{?{Damage Taken|0} - (@{NPCTB} + {@{NPCBArmour} - ?{Penetration?|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
|
||
<label>Calculator 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NPCInitiative" type="roll" style="width:20%" title="Select NPC token first! Rolls 1d10 + Initiative Modifier"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} rolls Initiative**}} {{d1=**Initiative Modifier** [[@{NPCinimod}]] }} {{t1=**Agility Bonus** [[@{NPCAB}]] }} {{Initiative Result=[[1d10+@{NPCinimod}&{tracker}]] }}">
|
||
<label>Initiative 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_NPCinimod" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Select Initiative Modifier</option>
|
||
<option value="@{NPCAB}[AB]" selected>Agility Bonus (Default)</option>
|
||
<option value="@{NPCIB}[IB]">Combat Formation (Int Bonus)</option>
|
||
<option value="@{NPCPB}[PB]">Combat Sense (Per Bonus)</option>
|
||
<option value="(@{NPCAB}*2)[ABx2]">Lightning Reflexes (Ag Bonus x2)</option>
|
||
<option value="@{NPCCusIni}">Custom Initiative</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Paranoia Talent (+2)</option>
|
||
<option value="(@{NPCAB}+2)[AB]">Agility Bonus (Default)</option>
|
||
<option value="(@{NPCIB}+2)[IB]">Combat Formation (Int Bonus)</option>
|
||
<option value="(@{NPCPB}+2)[PB]">Combat Sense (Per Bonus)</option>
|
||
<option value="((@{NPCAB}*2)+2)[ABx2]">Lightning Reflexes (Ag Bonus x2)</option>
|
||
</select>
|
||
</div>
|
||
<div class="grid2" style="margin-top:2px">
|
||
<div class="leftbox">
|
||
<div class="armourblock"> </div>
|
||
<div class="quickborder armourblock"><label>Head</label><input name="attr_NPCHArmour" type="number" placeholder="AP"/><label>(1-10)</label></div>
|
||
<br></br>
|
||
<div class="quickborder armourblock"><label>ARM R</label><input name="attr_NPCArArmour" type="number" placeholder="AP"/><label>(11-20)</label></div>
|
||
<div class="quickborder armourblock"><label>BODY</label><input name="attr_NPCBArmour" type="number" placeholder="AP"/><label>(31-70)</label></div>
|
||
<div class="quickborder armourblock"><label>ARM L</label><input name="attr_NPCAlArmour" type="number" placeholder="AP"/><label>(21-30)</label></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>LEG R</label><input name="attr_NPCLrArmour" type="number" placeholder="AP"/><label>(71-85)</label></div>
|
||
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label>LEG L</label><input name="attr_NPCLlArmour" type="number" placeholder="AP"/><label>(86-00)</label></div>
|
||
</div>
|
||
<div class="rightbox">
|
||
<h2>Wounds</h2>
|
||
<label style="width:35%">Total</label>
|
||
<label style="width:40%">Current</label>
|
||
<label style="width:25%">Critical</label>
|
||
<input name="attr_NPCWounds_max" type="number" style="width:15%"></input>
|
||
<div class="spacing" style="width:25%"></div>
|
||
<input name="attr_NPCWounds" type="number" style="width:15%"></input>
|
||
<div class="spacing" style="width:25%"></div>
|
||
<input name="attr_NPCCritical" type="number" style="width:15%"></input>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<h2>Conditions</h2>
|
||
<input name="attr_NPC2ndCondition" type="text" style="width:100%"/>
|
||
<input name="attr_NPC3rdCondition" type="text" style="width:100%"/>
|
||
<input name="attr_NPC4thCondition" type="text" style="width:100%"/>
|
||
<input name="attr_NPC5thCondition" type="text" style="width:100%"/>
|
||
<input name="attr_NPC6thCondition" type="text" style="width:100%"/>
|
||
<select name="attr_NPCSize" style="width:100%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Size Modifier </option>
|
||
<option value="-3">Miniscule (-30) to Hit</option>
|
||
<option value="-2">Puny (-20) to Hit</option>
|
||
<option value="-1">Scrawny (-10) to Hit</option>
|
||
<option value="0"selected>Average (+0) to Hit</option>
|
||
<option value="1">Hulking (+10) to Hit</option>
|
||
<option value="2">Enormous (+20) to Hit</option>
|
||
<option value="3">Massive (+30) to Hit</option>
|
||
<option value="4">Immense (+40) to Hit</option>
|
||
<option value="5">Monumental (+50) to Hit</option>
|
||
<option value="6">Titanic (+60) to Hit</option>
|
||
</select>
|
||
</div>
|
||
</div>
|
||
<!--misc and gear--->
|
||
<div style="margin-top:3px">
|
||
<input name="attr_NPCMiscNotes" type="text" style="width:85%" placeholder="NPC Notes List"></input>
|
||
<button name="roll_NPCnotes" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} Details**}} {{desc=@{NPCNotesDesc} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input type="checkbox" name="attr_NPCHideNotes" style="width:5%" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NPCNotesDesc" style="height:74px" placeholder="Notes Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCGearName" type="text" style="width:75%" placeholder="Gear Item 1"></input>
|
||
<input name="attr_NPCgearwt" type="number" style="width:10%" title="Quantity" placeholder="Qty."></input>
|
||
<button name="roll_NPCgear" type="roll" style="width:10%"value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} @{NPCGearName}**}} {{desc=@{NPCGearNotes} }} {{Quantity=[[@{NPCgearwt}]]}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input type="checkbox" style="width:5%" name="attr_NPCHideGear" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:73px" name="attr_NPCGearNotes" placeholder="Gear Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCGearName2" type="text" style="width:75%" placeholder="Gear Item 2"></input>
|
||
<input name="attr_NPCgearwt2" type="number" style="width:10%" title="Quantity" placeholder="Qty."></input>
|
||
<button name="roll_NPCgear2" type="roll" style="width:10%"value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} @{NPCGearName2}**}} {{desc=@{NPCGearNotes2} }} {{Quantity=[[@{NPCgearwt2}]]}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input type="checkbox" style="width:5%" name="attr_NPCHideGear2" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:73px" name="attr_NPCGearNotes2" placeholder="Gear Description"></textarea></div>
|
||
</div>
|
||
</div><!--leftbox -->
|
||
<!--Skills ,talents, traits-->
|
||
<div class="rightbox">
|
||
<div class="grid9">
|
||
<label class="label1">Skill Name</label>
|
||
<div class="spacing"></div>
|
||
<label class="label2">Basic</label>
|
||
<label class="label2">Trained</label>
|
||
<label class="label2">+10</label>
|
||
<label class="label2">+20</label>
|
||
<label class="label2">Talent</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<!--skill 0-->
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_NPCSkillName" type="text"/>
|
||
<select id="subitem" name="attr_NPCSkillcharacteristic">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+10" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+20" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod" type="number" value="0"/>
|
||
<button name="roll_NPCSkill" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName}**}} {{dosdof=[[((( ([[(@{NPCSkill}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill" type="text" value="floor((@{NPCSkillboxBa}+@{NPCSkillboxTr})*@{NPCSkillcharacteristic})+@{NPCSkillbox+10}+@{NPCSkillbox+20}+@{NPCSkillTalent}+@{NPCSkillMod}"></input></button>
|
||
</div>
|
||
<!--skill 1-->
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_NPCSkillName1" type="text"/>
|
||
<select id="subitem" name="attr_NPCSkillcharacteristic1">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr1" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+101" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+201" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent1" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod1" type="number" value="0"/>
|
||
<button name="roll_NPCSkill1" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName1}**}} {{dosdof=[[((( ([[(@{NPCSkill1}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill1" type="text" value="floor((@{NPCSkillboxBa1}+@{NPCSkillboxTr1})*@{NPCSkillcharacteristic1})+@{NPCSkillbox+101}+@{NPCSkillbox+201}+@{NPCSkillTalent1}+@{NPCSkillMod1}"></input></button>
|
||
</div>
|
||
<!--skill 2-->
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_NPCSkillName2" type="text"/>
|
||
<select id="subitem" name="attr_NPCSkillcharacteristic2">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr2" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+102" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+202" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent2" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod2" type="number" value="0"/>
|
||
<button name="roll_NPCSkill2" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName2}**}} {{dosdof=[[((( ([[(@{NPCSkill2}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill2" type="text" value="floor((@{NPCSkillboxBa2}+@{NPCSkillboxTr2})*@{NPCSkillcharacteristic2})+@{NPCSkillbox+102}+@{NPCSkillbox+202}+@{NPCSkillTalent2}+@{NPCSkillMod2}"></input></button>
|
||
</div>
|
||
<!--skill 3-->
|
||
<div class="grid9">
|
||
<input id="subitem" name="attr_NPCSkillName3" type="text"/>
|
||
<select id="subitem" name="attr_NPCSkillcharacteristic3">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa3" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr3" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+103" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+203" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent3" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod3" type="number" value="0"/>
|
||
<button name="roll_NPCSkill3" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName3}**}} {{dosdof=[[((( ([[(@{NPCSkill3}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill3" type="text" value="floor((@{NPCSkillboxBa3}+@{NPCSkillboxTr3})*@{NPCSkillcharacteristic3})+@{NPCSkillbox+103}+@{NPCSkillbox+203}+@{NPCSkillTalent3}+@{NPCSkillMod3}"></input></button>
|
||
</div>
|
||
<!--skill 4-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName4" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic4" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa4" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr4" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+104" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+204" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent4" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod4" type="number" value="0"/>
|
||
<button name="roll_NPCSkill4" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName4}**}} {{dosdof=[[((( ([[(@{NPCSkill4}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill4" type="text" value="floor((@{NPCSkillboxBa4}+@{NPCSkillboxTr4})*@{NPCSkillcharacteristic4})+@{NPCSkillbox+104}+@{NPCSkillbox+204}+@{NPCSkillTalent4}+@{NPCSkillMod4}"></input></button>
|
||
</div>
|
||
<!--skill 5-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName5" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic5" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa5" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr5" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+105" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+205" type="checkbox" value="10"/></div>
|
||
<input id="subitem" name="attr_NPCSkillTalent5" type="number" value="0"/>
|
||
<input id="subitem" name="attr_NPCSkillMod5" type="number" value="0"/>
|
||
<button name="roll_NPCSkill5" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName5}**}} {{dosdof=[[((( ([[(@{NPCSkill5}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill5" type="text" value="floor((@{NPCSkillboxBa5}+@{NPCSkillboxTr5})*@{NPCSkillcharacteristic5})+@{NPCSkillbox+105}+@{NPCSkillbox+205}+@{NPCSkillTalent5}+@{NPCSkillMod5}"></input></button>
|
||
</div>
|
||
<!--skill 6-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName6" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic6" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa6" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr6" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+106" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+206" type="checkbox" value="10"/></div>
|
||
<input name="attr_NPCSkillTalent6" type="number" value="0" id="subitem"/>
|
||
<input name="attr_NPCSkillMod6" type="number" value="0" id="subitem"/>
|
||
<button name="roll_NPCSkill6" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName6}**}} {{dosdof=[[((( ([[(@{NPCSkill6}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill6" type="text" value="floor((@{NPCSkillboxBa6}+@{NPCSkillboxTr6})*@{NPCSkillcharacteristic6})+@{NPCSkillbox+106}+@{NPCSkillbox+206}+@{NPCSkillTalent6}+@{NPCSkillMod6}"></input></button>
|
||
</div>
|
||
<!--skill 7-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName7" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic7" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa7" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr7" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+107" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+207" type="checkbox" value="10"/></div>
|
||
<input name="attr_NPCSkillTalent7" type="number" value="0" id="subitem"/>
|
||
<input name="attr_NPCSkillMod7" type="number" value="0" id="subitem"/>
|
||
<button name="roll_NPCSkill7" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName7}**}} {{dosdof=[[((( ([[(@{NPCSkill7}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill7" type="text" value="floor((@{NPCSkillboxBa7}+@{NPCSkillboxTr7})*@{NPCSkillcharacteristic7})+@{NPCSkillbox+107}+@{NPCSkillbox+207}+@{NPCSkillTalent7}+@{NPCSkillMod7}"></input></button>
|
||
</div>
|
||
<!--skill 8-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName8" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic8" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa8" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr8" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+108" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+208" type="checkbox" value="10"/></div>
|
||
<input name="attr_NPCSkillTalent8" type="number" value="0" id="subitem"/>
|
||
<input name="attr_NPCSkillMod8" type="number" value="0" id="subitem"/>
|
||
<button name="roll_NPCSkill8" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName8}**}} {{dosdof=[[((( ([[(@{NPCSkill8}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill8" type="text" value="floor((@{NPCSkillboxBa8}+@{NPCSkillboxTr8})*@{NPCSkillcharacteristic8})+@{NPCSkillbox+108}+@{NPCSkillbox+208}+@{NPCSkillTalent8}+@{NPCSkillMod8}"></input></button>
|
||
</div>
|
||
<!--skill 9-->
|
||
<div class="grid9">
|
||
<input name="attr_NPCSkillName9" type="text" id="subitem"/>
|
||
<select name="attr_NPCSkillcharacteristic9" id="subitem">
|
||
<option value="@{NPCWS}">WS</option>
|
||
<option value="@{NPCBS}">BS</option>
|
||
<option value="@{NPCS}">S</option>
|
||
<option value="@{NPCT}">T</option>
|
||
<option value="@{NPCAg}">Ag</option>
|
||
<option value="@{NPCInt}">Int</option>
|
||
<option value="@{NPCPer}">Per</option>
|
||
<option value="@{NPCWp}">Wp</option>
|
||
<option value="@{NPCFel}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxBa9" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillboxTr9" type="checkbox" value="0.5"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+109" type="checkbox" value="10"/></div>
|
||
<div id="cbitem"><input name="attr_NPCSkillbox+209" type="checkbox" value="10"/></div>
|
||
<input name="attr_NPCSkillTalent9" type="number" value="0" id="subitem"/>
|
||
<input name="attr_NPCSkillMod9" type="number" value="0" id="subitem"/>
|
||
<button name="roll_NPCSkill9" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name} uses @{NPCSkillName9}**}} {{dosdof=[[((( ([[(@{NPCSkill9}-@{NPCfat}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NPCSkill9" type="text" value="floor((@{NPCSkillboxBa9}+@{NPCSkillboxTr9})*@{NPCSkillcharacteristic9})+@{NPCSkillbox+109}+@{NPCSkillbox+209}+@{NPCSkillTalent9}+@{NPCSkillMod9}"></input></button>
|
||
</div>
|
||
<h2>Talents & Traits</h2>
|
||
<div>
|
||
<input name="attr_NPCTalentName" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName}**}} {{desc=@{NPCTalentNotes}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName1" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent1" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName1}**}} {{desc=@{NPCTalentNotes1}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent1" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes1" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName2" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent2" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName2}**}} {{desc=@{NPCTalentNotes2}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent2" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes2" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName3" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent3" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName3}**}} {{desc=@{NPCTalentNotes3}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent3" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes3" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName4" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent4" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName4}**}} {{desc=@{NPCTalentNotes4}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent4" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes4" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName5" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent5" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName5}**}} {{desc=@{NPCTalentNotes5}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent5" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes5" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName6" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent6" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName6}**}} {{desc=@{NPCTalentNotes6}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent6" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes6" placeholder="Description"></textarea></div>
|
||
</div>
|
||
<div>
|
||
<input name="attr_NPCTalentName7" style="width:85%" type="text" placeholder="Name"></input>
|
||
<button name="roll_NPCTalent7" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC_Name}'s @{NPCTalentName7}**}} {{desc=@{NPCTalentNotes7}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent7" value="1" class="arrow icon" checked="true" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes7" placeholder="Description"></textarea></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!--NPC Weapons-->
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<h2>Ranged Weapons</h2>
|
||
<div class="quickborder">
|
||
<input name="attr_NPCrangedweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCrangedattack" type="roll" style="width:14%" title="Rolls Ballistic Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attacks with @{NPCrangedweaponname}**}} {{dosdof=[[((( ([[(@{NPCBS} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{NPCrangedweaponmod}) + (@{gunactionbonus}) - @{NPCfat} + (?{Modifier|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCrangedDamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{NPCrangedweaponname} deals}} @{gunquality} {{t1=@{NPCrangedweapontype} Damage!}} {{p1=Pen @{NPCrangedweaponpen} vs AP}} {{xd10=[[1d10!]]}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCrangedweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPCrangedweaponname}**}} {{d1=Rng: **@{NPCrangedweaponrange}** RoF: **@{NPCrangedweaponsingle}/@{NPCrangedweaponsemi}/@{NPCrangedweaponfull}** Rld: **@{NPCrangedweaponreload}**}} {{desc=@{NPCrangedweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line -->
|
||
<!-- NPCranged Attack Macro selectors 2024 version -->
|
||
<select name="attr_gunaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" selected >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
<option value="20" >Accurate Half (+20)</option>
|
||
<option value="30" >Accurate Full (+30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunrangebonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
|
||
<option value="30" >P.Blank (+30)</option>
|
||
<option value="10" >Short (+10)</option>
|
||
<option value="0" selected >Normal (+0)</option>
|
||
<option value="-10" >Long (-10)</option>
|
||
<option value="-30" >Extreme (-30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
|
||
<option value="0" selected >Single Shot (+0)</option>
|
||
<option value="10" >Semi Auto (+10)</option>
|
||
<option value="20" >Full Auto (+20)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
<option value="-20" >Suppressing (-20)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
|
||
<option value="0" >Semi Auto (+0)</option>
|
||
<option value="-10" >Full Auto (-10)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack </option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gundice" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
|
||
<option value="1d100cs1cf>96" selected >Single/Called Shot (96+)</option>
|
||
<option value="1d100cs1cf>94" >Semi/Full Auto (94+)</option>
|
||
<option value="1d100cs1cf>91" >Overheats (91+)</option>
|
||
<option value="1d100cs1cf>91" >Unreliable (91+)</option>
|
||
<option value="1d100cs1cf101" >Best Craft (No Jam)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on jam </option>
|
||
</select>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:7%">Clip</label>
|
||
<input name="attr_NPCrangedweaponclip" style="width:8%" type="number" value="0" title="Current"/>
|
||
<input name="attr_NPCrangedweaponclip_max" style="width:8%" type="number" value="0" title="Maximum"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_hideNPCrangedweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line -->
|
||
<div class="hbody">
|
||
<input name="attr_NPCrangedweaponrange" style="width:16%" type="text" placeholder="Range" title="Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%" title="Rate of Fire">RoF</label>
|
||
<input name="attr_NPCrangedweaponsingle" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_NPCrangedweaponsemi" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_NPCrangedweaponfull" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_NPCrangedweapondamage" style="width:25%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<select name="attr_NPCrangedweapontype" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<select name="attr_NPCrangedweaponreload" style="width:18%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
|
||
<option value="Free">Free</option>
|
||
<option value="Half" selected>Half</option>
|
||
<option value="Full">Full</option>
|
||
<option value="2 Full">2 Full</option>
|
||
<option value="3 Full">3 Full</option>
|
||
<option value="4 Full">4 Full</option>
|
||
<option value="5 Full">5 Full</option>
|
||
<option value="Undefined">Undefined</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_NPCrangedweaponpen" style="width:7%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Red-Dot Sight (+10)">Mod 🛈</label>
|
||
<input name="attr_NPCrangedweaponmod" style="width:9%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<select name="attr_NPCrangedweaponcraft" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_NPCrangedweaponclass" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Class</option>
|
||
<option value="Thrown">Thrown</option>
|
||
<option value="Pistol">Pistol</option>
|
||
<option value="Basic" selected>Basic</option>
|
||
<option value="Heavy">Heavy</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_gunquality" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=?{Hits|1,[[@{NPCrangedweapondamage}]]|2,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|3,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]|4,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|5,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]|6,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|7,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|8,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|9,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|
||
|10,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]}}}"
|
||
>No Special Quality</option>
|
||
<option value="{{d1= ?{Tearing Hits|1,[[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|2,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]|3,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|4,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|5,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|6,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|7,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|8,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|9,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]
|
||
|10,[[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]] [[{@{NPCrangedweapondamage}+1d10&#125;d1]]} }}"
|
||
>Tearing</option>
|
||
<option value="{{flame=[[@{NPCrangedweapondamage}]] }}">Flame</option>
|
||
<option value="{{d1= Smokescreen Range [[3d10]]m diameter Screen lasts [[2d10]] Rounds}}">Smoke</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<textarea style="height:65px" name="attr_NPCrangedweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing-->
|
||
</div>
|
||
<div class="quickborder">
|
||
<input name="attr_NPC1rangedweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1rangedattack" type="roll" style="width:14%" title="Rolls Ballistic Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attacks with @{NPC1rangedweaponname}**}} {{dosdof=[[((( ([[(@{NPCBS} + (@{1gunaimbonus}) + (@{1gunrangebonus}) + (@{NPC1rangedweaponmod}) + (@{1gunactionbonus}) - @{NPCfat} + (?{Modifier|0}))]] - [[@{1gundice}]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1rangedDamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{NPC1rangedweaponname} deals}} @{1gunquality} {{t1=@{NPC1rangedweapontype} Damage!}} {{p1=Pen @{NPC1rangedweaponpen} vs AP}} {{xd10=[[1d10!]]}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1rangedweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=**@{NPC1rangedweaponname}**}} {{d1=Rng: **@{NPC1rangedweaponrange}** RoF: **@{NPC1rangedweaponsingle}/@{NPC1rangedweaponsemi}/@{NPC1rangedweaponfull}** Rld: **@{NPC1rangedweaponreload}**}} {{desc=@{NPC1rangedweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line -->
|
||
<!-- NPC1ranged Attack Macro selectors 2024 version -->
|
||
<select name="attr_1gunaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" selected >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
<option value="20" >Accurate Half (+20)</option>
|
||
<option value="30" >Accurate Full (+30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_1gunrangebonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
|
||
<option value="30" >P.Blank (+30)</option>
|
||
<option value="10" >Short (+10)</option>
|
||
<option value="0" selected >Normal (+0)</option>
|
||
<option value="-10" >Long (-10)</option>
|
||
<option value="-30" >Extreme (-30)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_1gunactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
|
||
<option value="0" selected >Single Shot (+0)</option>
|
||
<option value="10" >Semi Auto (+10)</option>
|
||
<option value="20" >Full Auto (+20)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
<option value="-20" >Suppressing (-20)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
|
||
<option value="0" >Semi Auto (+0)</option>
|
||
<option value="-10" >Full Auto (-10)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack </option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_1gundice" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
|
||
<option value="1d100cs1cf>96" selected >Single/Called Shot (96+)</option>
|
||
<option value="1d100cs1cf>94" >Semi/Full Auto (94+)</option>
|
||
<option value="1d100cs1cf>91" >Overheats (91+)</option>
|
||
<option value="1d100cs1cf>91" >Unreliable (91+)</option>
|
||
<option value="1d100cs1cf101" >Best Craft (No Jam)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on jam </option>
|
||
</select>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:7%">Clip</label>
|
||
<input name="attr_NPC1rangedweaponclip" style="width:8%" type="number" value="0" title="Current"/>
|
||
<input name="attr_NPC1rangedweaponclip_max" style="width:8%" type="number" value="0" title="Maximum"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="checkbox" style="width:3%" name="attr_hideNPC1rangedweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line -->
|
||
<div class="hbody">
|
||
<input name="attr_NPC1rangedweaponrange" style="width:16%" type="text" placeholder="Range" title="Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%" title="Rate of Fire">RoF</label>
|
||
<input name="attr_NPC1rangedweaponsingle" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_NPC1rangedweaponsemi" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_NPC1rangedweaponfull" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_NPC1rangedweapondamage" style="width:25%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<select name="attr_NPC1rangedweapontype" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<select name="attr_NPC1rangedweaponreload" style="width:18%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
|
||
<option value="Free">Free</option>
|
||
<option value="Half" selected>Half</option>
|
||
<option value="Full">Full</option>
|
||
<option value="2 Full">2 Full</option>
|
||
<option value="3 Full">3 Full</option>
|
||
<option value="4 Full">4 Full</option>
|
||
<option value="5 Full">5 Full</option>
|
||
<option value="Undefined">Undefined</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_NPC1rangedweaponpen" style="width:7%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Red-Dot Sight (+10)">Mod 🛈</label>
|
||
<input name="attr_NPC1rangedweaponmod" style="width:9%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<select name="attr_NPC1rangedweaponcraft" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_NPC1rangedweaponclass" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Class</option>
|
||
<option value="Thrown">Thrown</option>
|
||
<option value="Pistol">Pistol</option>
|
||
<option value="Basic" selected>Basic</option>
|
||
<option value="Heavy">Heavy</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_1gunquality" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=?{Hits|1,[[@{NPC1rangedweapondamage}]]|2,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|3,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]|4,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|5,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]|6,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|7,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|8,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|9,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|
||
|10,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]}}}"
|
||
>No Special Quality</option>
|
||
<option value="{{d1= ?{Tearing Hits|1,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|2,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]|3,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|4,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|5,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|6,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|7,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|8,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|9,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]
|
||
|10,[[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&#125;d1]]} }}"
|
||
>Tearing</option>
|
||
<option value="{{flame=[[@{NPC1rangedweapondamage}]] }}">Flame</option>
|
||
<option value="{{d1= Smokescreen Range [[3d10]]m diameter Screen lasts [[2d10]] Rounds}}">Smoke</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<textarea style="height:65px" name="attr_NPC1rangedweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing-->
|
||
</div><!--quickborder-->
|
||
</div><!--leftbox-->
|
||
<div class="rightbox">
|
||
<h2>Melee Weapons</h2>
|
||
<div class="quickborder">
|
||
<input name="attr_NPCmeleeweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCmeleeweaponattack" type="roll" style="width:14%" title="Rolls Weapon Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attacks with @{NPCmeleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPCmeleeaimbonus}) + (@{NPCmeleeactionbonus}) + (@{NPCmeleeweaponmod}) - @{NPCfat} + (?{Modifier|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCmeleeweapondamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{NPCmeleeweaponname} deals}} @{NPCmeleeweaponquality} {{p1=Pen @{NPCmeleeweaponpen} vs AP}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCmeleeweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=@{NPCmeleeweaponname}}} {{desc=@{NPCmeleeweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line-->
|
||
<!-- Melee Attack Macro selectors 2024 version -->
|
||
<select name="attr_NPCmeleeaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_NPCmeleeactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
|
||
<option value="0" selected >Standard A. (+0)</option>
|
||
<option value="10" >Charge! (+10)</option>
|
||
<option value="20" >All Out A. (+20)</option>
|
||
<option value="-10" >Guarded A. (-10)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Best Craftsmanship (+10)">Mod 🛈</label>
|
||
<input name="attr_NPCmeleeweaponmod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NPCmeleeweaponstun" type="roll" style="width:10%" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Strikes to Stun with @{NPCmeleeweaponname}**}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPCmeleeaimbonus}) + (@{NPCmeleeactionbonus}) + (@{NPCmeleeweaponmod}) - @{NPCfat} - 20 + (?{Modifier|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{stun= }} {{hitloc= [[(1d10 + @{SB})]] Attacker Stun Damage vs Defender's Head 1d10 + TB + AP (Head)}}">
|
||
<label>Stun</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPCmeleeweaponparry" type="roll" style="width:10%" title="Rolls Weapon Skill +/- Parry Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to Parry with @{NPCmeleeweaponname}**}} {{testtarget=[[(@{NPCWS}) + (@{NPCmeleeparrymod}) + (?{Other Modifiers|0}) - @{NPCfat}]] }} {{d100=[[1d100cs1cf100]] }} {{parry= }} {{d100h=@{NPCmeleeweaponpf}}}">
|
||
<label>Parry</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_NPCmeleeweaponpf" value="[[1d100cf<25cs>26]]" title="Check if this weapon has an active Power Field (Quality)"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Parry roll Example: Balanced Quality (+10)">Mod 🛈</label>
|
||
<input name="attr_NPCmeleeparrymod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hideNPCmeleeweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line-->
|
||
<div class="hbody">
|
||
<input name="attr_NPCmeleerangext" style="width:10%" type="text" placeholder="Range" title="Melee Extended Range Mostly used by Whips"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_NPCmeleeweapondamage" style="width:18%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<label style="width:7.5%" title="Strength Bonus is already added to this weapon's Damage Roll">+SB</label>
|
||
<select name="attr_NPCmeleeweapontype" style="width:10%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy">(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending" selected>(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_NPCmeleeweaponpen" style="width:6%" type="number" value="0" title="Penetration"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_NPCmeleeweaponcraft" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_NPCmeleeweaponquality" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=[[@{NPCmeleeweapondamage}+@{SB}]] @{NPCmeleeweapontype} Damage!}}">No Special Quality</option>
|
||
<option value="{{d1=[[{@{NPCmeleeweapondamage}+@{SB}+1d10}dl1]] Tearing @{NPCmeleeweapontype} Damage!}}">Tearing</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line-->
|
||
<textarea style="height:65px" name="attr_NPCmeleeweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing div -->
|
||
</div>
|
||
<div class="quickborder">
|
||
<input name="attr_NPC1meleeweaponname" style="width:61.5%" type="text" placeholder="Weapon Name" title="Weapon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1meleeweaponattack" type="roll" style="width:14%" title="Rolls Weapon Skill + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attacks with @{NPC1meleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPC1meleeaimbonus}) + (@{NPC1meleeactionbonus}) + (@{NPC1meleeweaponmod}) + (@{NPC1meleeweaponmod}) - @{NPCfat} + (?{Modifier|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
|
||
<label>Attack!</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1meleeweapondamage" type="roll" style="width:14%" title="Rolls Weapon Damage"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s @{NPC1meleeweaponname} deals}} @{NPC1meleeweaponquality} {{p1=Pen @{NPC1meleeweaponpen} vs AP}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1meleeweaponspecial" type="roll" style="width:9%" title="Show Weapon Qualities in Chat"
|
||
value="@{gmroll}&{template:custom} {{name=@{NPC1meleeweaponname}}} {{desc=@{NPC1meleeweaponspecial} }}">
|
||
<label class="shct">R</label></button>
|
||
<!-- end of line-->
|
||
<!-- Melee Attack Macro selectors 2024 version -->
|
||
<select name="attr_NPC1meleeaimbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
|
||
<option value="0" >No Aim (+0)</option>
|
||
<option value="10" >Half Aim (+10)</option>
|
||
<option value="20" >Full Aim (+20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_NPC1meleeactionbonus" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
|
||
<option value="0" selected >Standard A. (+0)</option>
|
||
<option value="10" >Charge! (+10)</option>
|
||
<option value="20" >All Out A. (+20)</option>
|
||
<option value="-10" >Guarded A. (-10)</option>
|
||
<option value="-20" >Called Shot (-20)</option>
|
||
</select>
|
||
<div class="spacing" style="width:1.5%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Attack roll Example: Best Craftsmanship (+10)">Mod 🛈</label>
|
||
<input name="attr_NPC1meleeweaponmod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NPC1meleeweaponstun" type="roll" style="width:10%" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} Strikes to Stun with @{NPC1meleeweaponname}**}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPC1meleeaimbonus}) + (@{NPC1meleeactionbonus}) + (@{NP1Cmeleeweaponmod}) + (@{NPC1meleeweaponmod}) - @{NPCfat} - 20 + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{stun= }} {{hitloc= [[(1d10 + @{SB})]] Attacker Stun Damage vs Defender's Head 1d10 + TB + AP (Head)}}">
|
||
<label>Stun</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NPC1meleeweaponparry" type="roll" style="width:10%" title="Rolls Weapon Skill +/- Parry Modifiers"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to Parry with @{NPC1meleeweaponname}**}} {{testtarget=[[(@{NPCWS}) + (@{NPC1meleeparrymod}) + (?{Other Modifiers|0}) - @{NPCfat}]] }} {{d100=[[1d100cs1cf100]] }} {{parry= }} {{d100h=@{NPC1meleeweaponpf}}}">
|
||
<label>Parry</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_NPC1meleeweaponpf" value="[[1d100cf<25cs>26]]" title="Check if this weapon has an active Power Field (Quality)"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%" class="help" title="Fixed Test modifiers for Parry roll Example: Balanced Quality (+10)">Mod 🛈</label>
|
||
<input name="attr_NPC1meleeparrymod" style="width:6%" type="number" value="0"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hideNPC1meleeweaponspecial" value="1" class="arrow icon" title="Hide Special Qualities"></input>
|
||
<!-- end of line-->
|
||
<div class="hbody">
|
||
<input name="attr_NPC1meleerangext" style="width:10%" type="text" placeholder="Range" title="Melee Extended Range Mostly used by Whips"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_NPC1meleeweapondamage" style="width:18%" type="text" placeholder="Damage" title="Damage Dice"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<label style="width:7.5%" title="Strength Bonus is already added to this weapon's Damage Roll">+SB</label>
|
||
<select name="attr_NPC1meleeweapontype" style="width:10%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy">(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending" selected>(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen</label>
|
||
<input name="attr_NPC1meleeweaponpen" style="width:6%" type="number" value="0" title="Penetration"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_NPC1meleeweaponcraft" style="width:17%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Craftsmanship </option>
|
||
<option value="Poor">Poor</option>
|
||
<option value="Common" selected>Common</option>
|
||
<option value="Good">Good</option>
|
||
<option value="Best">Best</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_NPC1meleeweaponquality" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
|
||
<option selected value="{{d1=[[@{NPC1meleeweapondamage}+@{SB}]] @{NPC1meleeweapontype} Damage!}}">No Special Quality</option>
|
||
<option value="{{d1=[[{@{NPC1meleeweapondamage}+@{SB}+1d10}dl1]] Tearing @{NPC1meleeweapontype} Damage!}}">Tearing</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
|
||
</select>
|
||
<!-- end of line-->
|
||
<textarea style="height:65px" name="attr_NPC1meleeweaponspecial" placeholder="Special Qualities"></textarea>
|
||
</div><!--hbody closing div -->
|
||
</div><!--quickborder-->
|
||
</div><!--rightbox-->
|
||
</div><!-- grid2 weapons -->
|
||
</div><!-- hbody closing div-->
|
||
<div style="height:10px"></div><!--vertical spacing-->
|
||
</fieldset>
|
||
</div>
|
||
<!-- Psykana Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="psykana">
|
||
<div class="spacing" style="width:35%"></div>
|
||
<label class="fancyButton" style="width:30%">
|
||
<input type="checkbox" class="arrow arrow2" name="attr_pysswitch" value="1" hidden="true" />
|
||
<div class="hbody" style="background-color: rgba(252, 0, 0, 0.64)">Switch to Navigator</div>
|
||
<div class="hbody2" style="background-color: rgba(111, 30, 209, 0.68)">Switch to Psyker</div>
|
||
</label>
|
||
<input name="attr_pysswitch" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true" />
|
||
<div class="spacing" style="width:35%"></div>
|
||
<div class="hbody">
|
||
<h3>Psychic Powers Ψ</h3>
|
||
<div>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input type="checkbox" style="width:2%" name="attr_Mastery1" value="1"></input>
|
||
<input name="attr_Discipline1" type="text" style="width:14%; font-weight:bold" placeholder="1st Discipline" title="1st Discipline Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<input type="checkbox" style="width:2%" name="attr_Mastery2" value="1"></input>
|
||
<input name="attr_Discipline2" type="text" style="width:14%; font-weight:bold" placeholder="2nd Discipline" title="2nd Discipline Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<input type="checkbox" style="width:2%" name="attr_Mastery3" value="1"></input>
|
||
<input name="attr_Discipline3" type="text" style="width:14%; font-weight:bold" placeholder="3rd Discipline" title="3rd Discipline Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<input type="checkbox" style="width:2%" name="attr_Mastery4" value="1"></input>
|
||
<input name="attr_Discipline4" type="text" style="width:14%; font-weight:bold" placeholder="4th Discipline" title="4th Discipline Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<input type="checkbox" style="width:2%" name="attr_Mastery5" value="1"></input>
|
||
<input name="attr_Discipline5" type="text" style="width:14%; font-weight:bold" placeholder="5th Discipline" title="5th Discipline Check this if you have Mastered this Discipline Discipline Mastery Grants +1 PR to Fettered Powers"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
</div>
|
||
<div>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_PsyPhe" type="roll" style="width:19%" title="Rolls 1d100 + Powers Sustained Remember to add Modifier based on Push Level (if pushing)"
|
||
value="@{gmroll}&{template:custom} {{name=Psychic Phenomena}} {{psytable= [[{1d100cs1cf100 + ?{Modifier|0} + (@{Sustaining}*10),1d1}dl1]] }} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d5=[[1d5]]}} {{xd5=[[5d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[2d10]]}}">
|
||
<label>Roll Psychic Phenomena</label></button>
|
||
<div class="spacing" style="width:10.5%"></div>
|
||
<label style="width:9%">Psy Rating:</label>
|
||
<input style="width:5%; font-weight:bold" name="attr_PsyRating" type="number" title="Base Psy Rating Only" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:14%">Powers Sustained:</label>
|
||
<input style="width:5%; font-weight:bold" name="attr_Sustaining" type="text" disabled value="(@{sustainingpowertotal}) + (@{sustainingpowertotal1})" title="For every power sustained: +10 to all rolls on the Psychic Phenomena Table -1 Psy Rating per Sustained power"></input>
|
||
<div class="spacing" style="width:6%"></div>
|
||
<button name="roll_PotW" type="roll" style="width:16%"
|
||
value="@{gmroll}&{template:custom} {{name=Perils of the Warp}} {{d1=Roll Result ?{Soul Bound?|Yes, [[1d10cf10cs1]] [[1d10cf10cs1]] [[1d10cf10cs1]] Select desired number combination and type result in the Perils Table Button|No, [[1d100cs1cf100]] Type result in the Perils Table Button}}}">
|
||
<label>Roll Perils of the Warp</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_PotWT" type="roll" style="width:9%" value="@{gmroll}&{template:custom} {{name=**Perils of the Warp**}} {{perilstable= [[?{Roll Result|1}]] }} {{xd5=[[5d10]]}} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[1d10+5]]}} {{psypen=[[2d10]]}} {{hitloc=[[4d10]]}}">
|
||
<label>Perils Table</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
</div>
|
||
<input type="hidden" name="attr_sustainingpowertotal" type="number" value="0"></input>
|
||
<input type="hidden" name="attr_sustainingpowertotal1" type="number" value="0"></input>
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<fieldset class="repeating_psypowers1" name="attr_psypowers1">
|
||
<div class="quickborder">
|
||
<input name="attr_PsyName" type="text" style="width:50%" placeholder="Technique Name" title="Technique Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyStrength" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Psy Strength</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Sanctioned</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Fettered**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[(ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier} + @{PsyMastery} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}}">Fettered</option>
|
||
<option selected value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Unfettered**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( @{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) ) )]] - [[1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( @{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( @{PsyRating} + @{PsyRatingModifier} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}}">Unfettered</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Push +1**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( @{PsyRating} + 1 + @{PsyRatingModifier} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( @{PsyRating} + 1 + @{PsyRatingModifier} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 1 + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( @{PsyRating} + 1 + @{PsyRatingModifier} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+1) this Power triggers Psychic Phenomena automatically** **Add +5 to the Psychic Phenomena roll**}}">Push +1</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Push +2**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( @{PsyRating} + 2 + @{PsyRatingModifier} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( @{PsyRating} + 2 + @{PsyRatingModifier} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 2 + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( @{PsyRating} + 2 + @{PsyRatingModifier} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+2) this Power triggers Psychic Phenomena automatically** **Add +10 to the Psychic Phenomena roll**}}">Push +2</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Push +3**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( @{PsyRating} + 3 + @{PsyRatingModifier} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( @{PsyRating} + 3 + @{PsyRatingModifier} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 3 + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( @{PsyRating} + 3 + @{PsyRatingModifier} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+3) this Power triggers Psychic Phenomena automatically** **Add +15 to the Psychic Phenomena roll**}}">Push +3</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Renegade</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName}**}} {{Psy Strength=**Push +4**}} {{dosdof=[[((( ([[@{PsyFocusPower} + ?{Modifier|0} + (5 * ( @{PsyRating} + 4 + @{PsyRatingModifier} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange} * ( @{PsyRating} + 4 + @{PsyRatingModifier} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 4 + @{PsyRatingModifier} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage} + (@{PsyDmgB} * ( @{PsyRating} + 4 + @{PsyRatingModifier} - (@{Sustaining}) )) ]] **@{PsyDamageType} Damage!**}} {{psypen=**Pen** [[@{PsyPen}]] **vs AP**}} {{psydesc=**Pushing (+4) this Power triggers Psychic Phenomena automatically** **Add +20 to the Psychic Phenomena roll**}}">Push +4</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_PsyHit" type="roll" style="width:15%" value="@{PsyStrength}"><label>Manifest</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_PsyInfo" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=**@{PsyName}**}} {{d1=**Cast Time: @{PsyAction}**}} {{t1=**Range @{PsyRange}m x EPR**}} {{p1=**Sustainable? @{PsySustained}**}} {{desc=@{PsyPowersEffect} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input class="arrow icon" style="width:3%" name="attr_hidepsypower1" type="checkbox" value="1" title="Show/Hide Details"></input>
|
||
<!-- end of line -->
|
||
<div class="hbody">
|
||
<input name="attr_PsyAction" type="text" style="width:33%" placeholder="Activation Time" title="Activation Time / Focus Power Time"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyMastery" style="width:33%">
|
||
<option value="@{Mastery1}">1st Discipline</option>
|
||
<option value="@{Mastery2}">2nd Discipline</option>
|
||
<option value="@{Mastery3}">3rd Discipline</option>
|
||
<option value="@{Mastery4}">4th Discipline</option>
|
||
<option value="@{Mastery5}">5th Discipline</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyFocusPower" style="width:33%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Focus Power Test</option>
|
||
<option value="@{Willpower}" selected>Willpower</option>
|
||
<option value="@{Psyniscience}">Psyniscience</option>
|
||
<option value="@{Intelligence}">Intelligence</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:25%">Psy Rating Mod:</label>
|
||
<input name="attr_PsyRatingModifier" type="number" value="0" style="width:9%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:11%">Range:</label>
|
||
<input name="attr_PsyRange" type="number" value="0" style="width:15%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:16%">Sustained:</label>
|
||
<select name="attr_PsySustained" style="width:12%">
|
||
<option value="No">No</option>
|
||
<option value="Yes">Yes</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_sustainingpower" value="1" title="Check this if you are Sustaining this Technique"></input>
|
||
<!-- end of line -->
|
||
<label style="width:14%">Damage:</label>
|
||
<input name="attr_PsyDamage" type="text" value="0" style="width:16%" title="Type here unmodified Damage die (if any) If the Technique does No Damage Leave value at 0"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<label style="width:3%; font-weight:bold; font-size:22px">+</label>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyDmgB" style="width:21%" title="Damage modifier based on Psy Rating Value may vary based on Technique Description Set -No Dmg- if Technique does No Damage">
|
||
<option value="0" selected>No Dmg</option>
|
||
<option value="1">1 x EPR</option>
|
||
<option value="2">2 x EPR</option>
|
||
<option value="3">3 x EPR</option>
|
||
<option value="4">4 x EPR</option>
|
||
<option value="5">5 x EPR</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_PsyDamageType" style="width:23%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>Energy</option>
|
||
<option value="Explosive">Explosive</option>
|
||
<option value="Impact">Impact</option>
|
||
<option value="Rending">Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Pen:</label>
|
||
<input name="attr_PsyPen" type="number" value="0" style="width:10%" title="If the Technique has No Penetration Leave value at 0"/>
|
||
<textarea name="attr_PsyPowersEffect" style="height:55px" placeholder="Technique Information"></textarea>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="rightbox">
|
||
<fieldset class="repeating_psypowers2" name="attr_psypowers2">
|
||
<div class="quickborder">
|
||
<input name="attr_PsyName1" type="text" style="width:50%" placeholder="Technique Name" title="Technique Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyStrength1" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Psy Strength</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Sanctioned</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Fettered**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[(ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( (ceil(@{PsyRating}/2)) + @{PsyRatingModifier1} + @{PsyMastery1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}}">Fettered</option>
|
||
<option selected value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Unfettered**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( @{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) ) )]] - [[1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( @{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( @{PsyRating} + @{PsyRatingModifier1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}}">Unfettered</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Push +1**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( @{PsyRating} + 1 + @{PsyRatingModifier1} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( @{PsyRating} + 1 + @{PsyRatingModifier1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 1 + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( @{PsyRating} + 1 + @{PsyRatingModifier1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+1) this Power triggers Psychic Phenomena automatically** **Add +5 to the Psychic Phenomena roll**}}">Push +1</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Push +2**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( @{PsyRating} + 2 + @{PsyRatingModifier1} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( @{PsyRating} + 2 + @{PsyRatingModifier1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 2 + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( @{PsyRating} + 2 + @{PsyRatingModifier1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+2) this Power triggers Psychic Phenomena automatically** **Add +10 to the Psychic Phenomena roll**}}">Push +2</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Push +3**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( @{PsyRating} + 3 + @{PsyRatingModifier1} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( @{PsyRating} + 3 + @{PsyRatingModifier1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 3 + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( @{PsyRating} + 3 + @{PsyRatingModifier1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+3) this Power triggers Psychic Phenomena automatically** **Add +15 to the Psychic Phenomena roll**}}">Push +3</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Renegade</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to manifest** **@{PsyName1}**}} {{Psy Strength=**Push +4**}} {{dosdof=[[((( ([[@{PsyFocusPower1} + ?{Modifier|0} + (5 * ( @{PsyRating} + 4 + @{PsyRatingModifier1} - (@{Sustaining}) ) )]] - [[1d100cs101cf>91]] ) * 100 % 999 % 100 )))]] **Degrees**}} {{Range=[[@{PsyRange1} * ( @{PsyRating} + 4 + @{PsyRatingModifier1} - (@{Sustaining}) ) ]]**m**}} {{Effective PR=[[@{PsyRating} + 4 + @{PsyRatingModifier1} - (@{Sustaining}) ]]}} {{testtarget=$[[1]]}} {{d100p=$[[2]]}} {{psyres= }} {{psydmg=**Deals** [[ @{PsyDamage1} + (@{PsyDmgB1} * ( @{PsyRating} + 4 + @{PsyRatingModifier1} - (@{Sustaining}) )) ]] **@{PsyDamageType1} Damage!**}} {{psypen=**Pen** [[@{PsyPen1}]] **vs AP**}} {{psydesc=**Pushing (+4) this Power triggers Psychic Phenomena automatically** **Add +20 to the Psychic Phenomena roll**}}">Push +4</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_PsyHit1" type="roll" style="width:15%" value="@{PsyStrength1}"><label>Manifest</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_PsyInfo1" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=**@{PsyName1}**}} {{d1=**Cast Time: @{PsyAction1}**}} {{t1=**Range @{PsyRange1}m x EPR**}} {{p1=**Sustainable? @{PsySustained1}**}} {{desc=@{PsyPowersEffect1} }}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input class="arrow icon" style="width:3%" name="attr_hidepsypower2" type="checkbox" value="1" title="Show/Hide Details"></input>
|
||
<!-- end of line -->
|
||
<div class="hbody">
|
||
<input name="attr_PsyAction1" type="text" style="width:33%" placeholder="Activation Time" title="Activation Time / Focus Power Time" />
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyMastery1" style="width:33%">
|
||
<option value="@{Mastery1}">1st Discipline</option>
|
||
<option value="@{Mastery2}">2nd Discipline</option>
|
||
<option value="@{Mastery3}">3rd Discipline</option>
|
||
<option value="@{Mastery4}">4th Discipline</option>
|
||
<option value="@{Mastery5}">5th Discipline</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyFocusPower1" style="width:33%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Focus Power Test</option>
|
||
<option value="@{Willpower}" selected>Willpower</option>
|
||
<option value="@{Psyniscience}">Psyniscience</option>
|
||
<option value="@{Intelligence}">Intelligence</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:25%">Psy Rating Mod:</label>
|
||
<input name="attr_PsyRatingModifier1" type="number" value="0" style="width:9%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:11%">Range:</label>
|
||
<input name="attr_PsyRange1" type="number" value="0" style="width:15%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:16%">Sustained:</label>
|
||
<select name="attr_PsySustained1" style="width:12%">
|
||
<option value="No">No</option>
|
||
<option value="Yes">Yes</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_sustainingpower1" value="1" title="Check this if you are Sustaining this Technique"></input>
|
||
<!-- end of line -->
|
||
<label style="width:14%">Damage:</label>
|
||
<input name="attr_PsyDamage1" type="text" value="0" style="width:16%" title="Type here unmodified Damage die (if any) If the Technique does No Damage Leave value at 0"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<label style="width:3%; font-weight:bold; font-size:22px">+</label>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_PsyDmgB1" style="width:21%" title="Damage modifier based on Psy Rating Value may vary based on Technique Description Set -No Dmg- if Technique does No Damage">
|
||
<option value="0" selected>No Dmg</option>
|
||
<option value="1">1 x EPR</option>
|
||
<option value="2">2 x EPR</option>
|
||
<option value="3">3 x EPR</option>
|
||
<option value="4">4 x EPR</option>
|
||
<option value="5">5 x EPR</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_PsyDamageType1" style="width:23%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>Energy</option>
|
||
<option value="Explosive">Explosive</option>
|
||
<option value="Impact">Impact</option>
|
||
<option value="Rending">Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:8%">Pen:</label>
|
||
<input name="attr_PsyPen1" type="number" value="0" style="width: 10%" title="If the Technique has No Penetration Leave value at 0"/>
|
||
<textarea name="attr_PsyPowersEffect1" style="height:55px" placeholder="Technique Information"></textarea>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div><!--hbody-->
|
||
<div class="hbody2">
|
||
<h3>Navigator Powers 👁</h3>
|
||
<!--Navigator Powers Section -->
|
||
<div class="grid2">
|
||
<!--Lineage and Mutations-->
|
||
<div class="leftbox">
|
||
<input name="attr_NavLineage" style="height:30px; font-size:20px; font-weight:bold; width:100%" type="text" placeholder="Navigator Lineage"/>
|
||
<input style="width:85%" name="attr_NavLinBenefit" type="text" placeholder="Lineage Benefit"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NavLinDesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s Lineage**}} {{Title=**@{NavLineage}**}} {{Benefit=**@{NavLinBenefit}**}} {{desc=@{NavLinDescription}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_HideNavLinDescription" style="width:3%" type="checkbox" class="arrow icon" value="1" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavLinDescription" style="height: 65px" placeholder="Description"></textarea></div>
|
||
<fieldset class="repeating_navlinbenefits">
|
||
<input style="width:85%" name="attr_NavLinBenefit1" type="text" placeholder="Lineage Benefit"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NavLinDesc1" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s Lineage**}} {{Title=**@{NavLineage}**}} {{Benefit=**@{NavLinBenefit1}**}} {{desc=@{NavLinDescription1}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_HideNavLinDescription1" style="width:3%" type="checkbox" class="arrow icon" value="1" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavLinDescription1" style="height: 65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
<h3>Navigator Mutations ♨</h3>
|
||
<button name="roll_NavMutationTest" type="roll" style="width:44%" title="Rolls Toughness. Remember to add modifier based on Lineage."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} tries to resist Mutation**}} {{dosdof=[[((( ([[(@{Toughness}+(@{navmutmod}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Navigator Mutation Test</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_navmutmod" style="width:10%" type="number" value="0" title="Mod applied to Mutation Test based on Lineage Benefit"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NavMutationTable" type="roll" style="width:44%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} rolls on** **The Navigator Mutation Table**}} {{navmutable= [[1d100]]}} {{d5=[[1d5]]}}">
|
||
<label>Navigator Mutation Table</label></button>
|
||
<h1>Mutations Gained</h1>
|
||
<fieldset class="repeating_navmutations">
|
||
<input name="attr_NavMutationName" type="text" style="width:85%" placeholder="Mutation Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_NavMutDesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s Mutation**}} {{Title=**@{NavMutationName}**}} {{desc=@{NavMutationDesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_HideNavMutation" style="width:3%" type="checkbox" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_NavMutationDesc" style="height: 65px" placeholder="Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Nav Powers column-->
|
||
<div class="rightbox">
|
||
<fieldset class="repeating_navpower">
|
||
<div class="quickborder">
|
||
<div class="gridnav">
|
||
<label class="label1">Power Name</label>
|
||
<div class="spacing"></div>
|
||
<label class="label2">Novice</label>
|
||
<label class="label2">Adept</label>
|
||
<label class="label2">Master</label>
|
||
<label class="label2">Mod</label>
|
||
<label class="label2">Roll</label>
|
||
</div>
|
||
<div class="gridnav">
|
||
<input id="subitem" name="attr_NavPowerName" type="text"/>
|
||
<select id="subitem"name="attr_NavPowercharacteristic">
|
||
<option value="@{Strength}">S</option>
|
||
<option value="@{Toughness}">T</option>
|
||
<option value="@{Agility}">Ag</option>
|
||
<option value="@{Intelligence}">Int</option>
|
||
<option value="@{Perception}" selected>Per</option>
|
||
<option value="@{Willpower}">Wp</option>
|
||
<option value="@{Fellowship}">Fel</option>
|
||
</select>
|
||
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox1" value="1"/></div>
|
||
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox2" value="10"/></div>
|
||
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox3" value="10"/></div>
|
||
<input id="subitem" name="attr_NavPowerMod" type="number" value="0"/>
|
||
<button name="roll_NavPower" type="roll" id="subitem"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to use @{NavPowerName}**}} {{Action=**@{NavPowerAction}**}} {{Range=**@{NavPowerRange}**}} {{dosdof=[[((( ([[(@{NavPower}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<input disabled name="attr_NavPower" type="text" value="(@{NavPowercharacteristic}*@{NavPowerbox1})+@{NavPowerbox2}+@{NavPowerbox3}+@{NavPowerMod}"/></button>
|
||
</div>
|
||
<div class="spacing" style="width:100%; height:3px"></div>
|
||
<!--end of line-->
|
||
<select name="attr_NavPowerAction" style="width:22%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Action Time</option>
|
||
<option value="Half">Half</option>
|
||
<option value="Full" selected>Full</option>
|
||
<option value="Reaction">Reaction</option>
|
||
<option value="Shipboard">Shipboard</option>
|
||
<option value="Undefined">Undefined</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_NavPowerRange" type="text" placeholder="Range" style="width:18%" title="Range"></input>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_NavPowerDamage" type="text" placeholder="Damage" style="width:18%" title="Damage Dice"></input>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_NavPowerDamageType" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type</option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NavPowerDamage" type="roll" title="Rolls Power Damage" style="width:15%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{NavPowerName} deals**}} {{d1=[[@{NavPowerDamage}]] **@{NavPowerDamageType} Damage!**}}">
|
||
<label>Damage</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button name="roll_NavPowDesc" type="roll" title="Show Description in Chat" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name}'s @{NavPowerName}**}} {{Novice=@{NavPowerNovice} }} {{Adept=@{NavPowerAdept} }} {{Master=@{NavPowerMaster} }}">
|
||
<label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input name="attr_HideNavPowDesc" style="width:3%" type="checkbox" value="1" class="arrow icon" title="Hide Level Description"></input>
|
||
<div class="hbody">
|
||
<textarea name="attr_NavPowerNovice" style="height:65px" placeholder="Novice Level Description"></textarea>
|
||
<textarea name="attr_NavPowerAdept" style="height:65px" placeholder="Adept Level Description"></textarea>
|
||
<textarea name="attr_NavPowerMaster" style="height:65px" placeholder="Master Level Description"></textarea>
|
||
</div>
|
||
</div><!--quickborder-->
|
||
</fieldset>
|
||
</div><!--rightbox nav powers-->
|
||
</div><!--grid2 nav powers-->
|
||
</div><!--hbody2-->
|
||
</div>
|
||
<!-- Ship Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="ship">
|
||
<input name="attr_ShipName" type="text" style="height:45px; font-size:30px; font-weight:bold; width:100%" placeholder="Ship Name"/>
|
||
<!--Base Ship Stats -->
|
||
<div class="grid4">
|
||
<div class="gridbox1">
|
||
<input name="attr_ShipClass" style="width:100%" type="text" placeholder="Class and Hull Type" title="Class and Hull Type"/>
|
||
<!-- end of line -->
|
||
<label style="width:22%">Speed:</label>
|
||
<input name="attr_ShipSpeed" style="width:21%" type="text"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:32%" class="help" title="Frigate Size and smaller ships turn 90° Light Cruiser Size and larger ships turn 45°">Turn Arc:</label>
|
||
<select name="attr_ShipTurnArc" style="width:21%">
|
||
<option>90°</option>
|
||
<option>45°</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<label style="width:25%" class="help" title="Void Shields or equivalent">Shields:</label>
|
||
<input name="attr_ShipShields" style="width:13%" type="number" min="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<label style="width:28%" class="help" title="Ships Armour value The smaller field is for Armored Prows or similar.">Armour:</label>
|
||
<input name="attr_ShipArmour" style="width:13%" type="number"/>
|
||
<label style="width:6%; font-size:20px; text-align:center">+</label>
|
||
<input name="attr_ShipArmourProw" style="width:10%" type="number" value="0"/>
|
||
<!-- end of line -->
|
||
<label style="width:32%">Detection:</label>
|
||
<input name="attr_ShipDetection" style="width:23%" type="text" value="0"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<label style="width:23%" class="help" title="Ship Detection Bonus The tens digit in the Ship's Detection Characteristic Value used in Ship's Initiative Roll">Bonus:</label>
|
||
<input name="attr_ShipDetectionBonus" style="width:17%" type="text" value="floor(@{ShipDetection}/10)" disabled/>
|
||
<!-- end of line -->
|
||
<label style="width:37%" class="help" title="Input here the Plasma Drive component, power generation value">Power Max:</label>
|
||
<input name="attr_ShipPowerMax" type="number" style="width:17%"/>
|
||
<div class="spacing" style="width:10%"></div>
|
||
<label style="width:19%" class="help" title="Total Power used by all components">Used:</label>
|
||
<input style="width:17%" name="attr_ShipPowerUsed" type="text" disabled value="@{ShipSupplementalComponentsPowerTotal} + @{ShipEssentialComponentsPowerTotal}"/>
|
||
</div>
|
||
<div class="gridbox2">
|
||
<input name="attr_Hullintegrity" type="number" min="0" class="cur" style="width:18%"/>
|
||
<label style="width:64%; text-align:center" class="help" title="(Left: Current value - Right: Maximun Value)">⏴ Hull Integrity 🛈 ⏵</label>
|
||
<input name="attr_Hullintegrity_max" type="number" min="0" style="width:18%"/>
|
||
<!-- end of line -->
|
||
<button name="roll_ShipMa" type="roll" style="width:75%" title="Ship Manoeuvrability This Button performs the Ship's Default Manoeuvre If the ship is Crippled, Speed will be halved."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} performs Default Manoeuvre**}} {{d1=**Ship's** ?{Select Speed|Full Speed,**Full Speed** [[@{ShipSpeed}/@{ShipCrippled2}]]|Half Speed,**Half Speed** [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] } }} {{t1=**Turn Arc: @{ShipTurnArc} **}}">
|
||
<label>Manoeuvrability 🛈</label></button>
|
||
<input name="attr_ShipManoeuvrability" style="width:25%" type="text" value="0"/>
|
||
<!-- end of line -->
|
||
<button style="width:75%" name="roll_ShipTurret" type="roll" title="Ship Turret Rating This button Rolls Shooting Action Score + Turret Rating x5 Use Before attacker rolls Torpedoes or Attack Craft If the Ship does not have Turret Rating then this action is not possible."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} uses defensive Turrets**}} {{dosdof=[[((( ([[(@{ShipBallistic} + (@{ShipTurretRating}*5) + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=Success equals [[1]] Torpedo or Squadron destroyed **+1** for every two Degrees of Success}}">
|
||
<label>Turret Rating 🛈</label></button>
|
||
<input name="attr_ShipTurretRating" style="width:25%" type="number"/>
|
||
<!-- end of line -->
|
||
<label style="width:55%">Ship Points (SP):</label>
|
||
<input name="attr_ShipSP" style="width:20%" type="number"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_ShipTotalSP" style="width:24%" type="text" title="Ship SP + Components SP" disabled value="@{ShipSupplementalComponentsSPTotal} + @{ShipEssentialComponentsSPTotal} + @{ShipSP}"/>
|
||
<!-- end of line -->
|
||
<label style="width:37%" class="help" title="Input here Space value provided by Hull Type">Space Max:</label>
|
||
<input name="attr_ShipSpaceMax" type="number" style="width:17%"/>
|
||
<div class="spacing" style="width:10%"></div>
|
||
<label style="width:19%" class="help" title="Total Space used by all components">Used:</label>
|
||
<input disabled name="attr_ShipSpaceUsed" type="text" style="width:17%" value="@{ShipSupplementalComponentsSpaceTotal} + @{ShipEssentialComponentsSpaceTotal}"/>
|
||
</div>
|
||
<div class="gridbox3">
|
||
<button name="roll_CrewTest" type="roll" style="width:32%" value="@{gmroll}&{template:custom} {{name=@{ShipName}'s Crew Test}} {{dosdof=[[((( ([[(@{ShipCrewRating}+?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Crew Test</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:17%; text-align:center" class="help" title="Crew Rating Incompetent(20) Competent(30) Crack(40) Veteran(50) Elite(60) Score required for Crew Test rolls."
|
||
>🛈⏵</label>
|
||
<input name="attr_ShipCrewRating" type="number" style="width:15%" min="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:17%; text-align:center" class="help" title="Crew Ballistic Skill Used by Ship Weapons Shooting Action rolls when Crew Ballistic is selected Tipically the Crew BS score is equal to Crew Rating However some ship upgrades and actions may modify the Crew Ballistic Skill score."
|
||
>🛈⏵</label>
|
||
<input name="attr_CrewBallistic" type="number" style="width:15%" min="0"/>
|
||
<!-- end of line -->
|
||
<button style="width:49%" name="roll_ShipCritHit" type="roll" title="Shows in chat the selected Critical Hit >>>" value="@{gmroll}&{template:custom} {{name=**Critical Hit!**}} {{desc=@{ShipCritSelect} }}"><label>Critical Hit 🛈</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<select name="attr_ShipCritSelect" style="width:49%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Critical Hits</option>
|
||
<option value="**Holed** A lucky hit has wrenched open the ship’s hull, exposing it to space. **The attacker selects One Component** (only one he knows of) **that is not the bridge or plasma/warp drive**. This Component is now **Depressurized**, inflicting [[1d10]] **Damage to Crew Population**, and [[1d5]] **Damage to Crew Morale**.">Critical 1 (Holed)</option>
|
||
<option value="**Internal Damage** The force of the hit ruptures bulkheads and smashes machinery. The attacker selects **One Component** (only choosing ones he knows of ) *that is not the bridge or plasma/warp drives*. **This Component is now Damaged**.">Critical 2 (Internal Dmg)</option>
|
||
<option value="**Sensors Damaged** The ship’s Auger Arrays have been knocked out, leaving the vessel blind. *Until the damage is repaired*, **all shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate engagement range automatically fail**. Additionally, as the arrays are located outside the hull, *any repairs must be attempted in the void*.">Critical 3 (Sensors Dmg)</option>
|
||
<option value="**Thrusters Damaged** The ship’s manoeuvring thrusters are smashed, venting randomly and leaking fuel. This roll [[1d10]] determines: On a **1-7**, the ship can still manoeuvre, albeit slowly. **Reduce the ship’s Manoeuvrability by –20**. On an **8–10**, the thrusters are completely damaged. **The ship cannot turn**. *This damage can be repaired*.">Critical 4 (Thrusters Dmg)</option>
|
||
<option value="**Fire!** Alarms scream through the hull as hungry flames soar though passageways and compartments. *The blaze must be contained before it devours the entire ship!* **The attacker selects One Component** (only one he knows of) **that is not the bridge or plasma/warp drive**, this Component is now **On Fire**, inflicting [[1d5]] **Damage to Crew Population** and [[1d10]] **Damage to Crew Morale**, see shipboard fire for more details.">Critical 5 (Fire!)</option>
|
||
<option value="**Engines Crippled** Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void and leaving the vessel drifting in space. This roll [[1d10]] determines: on a **1-7**, the plasma drives are still usable, though heavily damaged. **Reduce the ship’s Speed by half**. On an **8–10**, the drives are completely wrecked. **Reduce the ship’s Speed to 1**. *This damage can be repaired*.">Critical 6 (Engines Dmg)</option>
|
||
<option value="**Surly Techsprites** Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive electrical surges knock out systems across the ship. **Roll a 1d10 for every Component**. On a **4 or higher**, the Component now counts as **Unpowered**. Each Component *must be repaired individually before it can receive power again*. **Morale takes [[1d5]] damage from the spooky atmosphere**.">Critical 7 (Surly Tech)</option>
|
||
<option value="**Decapitation** A lucky hit strikes the ship’s **Bridge**, sending shrapnel scything across the compartment and opening it to space! **All crew members on the bridge must pass a **Challenging (+0) Dodge Test or be hit by shrapnel doing [[2d10]] Explosive Damage**. If the damage result is **12 or higher**, the bridge Component is also **Depressurized (holed)**. If the damage result is **16 or higher**, the Component is **Damaged**.">Critical 8 (Decap.)</option>
|
||
<option value="**Hull Breach** The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and doing massive structural damage. **The attacker selects [[1d5]] Components** (only choosing ones he knows of, and not including the bridge). **Roll a 1d10 for each**: on a **1-7** the Component is **Damaged and Depressurized (holed)**. On an **8–10** the Component is **Destroyed**, *and all crew inside are killed*. Instead of rolling for Crew Population and Morale damage separately, **the ship reduces both of its current values by half**.">Critical 9-10 (Hull Breach)</option>
|
||
<option value="**Catastrophic Damage** A succession of powerful blows and explosions rip through the ship, causing horrendous damage. This roll [[1d10]] determines: On a **1-7**, the ship is **Hulked**. On a **8-9**, the ship’s **Plasma Drive explodes**. On a **10**, the ship’s **Warp Drive explodes instead** (if the ship does not have a warp drive, it suffers a plasma drive explosion).">Critical 11 (Cat.)</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Catastrophic</option>
|
||
<option value="Catastrophic damage leaves the ship a drifting, smoldering wreck. Uncontrolled fires burn in some compartments, others are open to space, and the rest are choked with the dead and dying. **Roll a 1d10 for each Component**. On a **1–2**, it is miraculously untouched, but **Unpowered**. On a **3-7**, its **Depressurized (holed) and Damaged**. On a **9–10**, its completely **Destroyed**, *and all crew inside are killed*. **Reduce Crew Population to [[1d10]] total**.">Space Hulk</option>
|
||
<option value="The ship’s plasma drive detonates in a single, cataclysmic explosion. **All starships within [[1d10]] Void Units** of the stricken craft must pass a **Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test** or be struck by the flaming debris of the destroyed vessel. Treat this as [[1d5]] **macrobattery hits doing [[1d10+4]] damage each**, *that void shields and armour will protect against normally*.">Plasma Drive Explosion</option>
|
||
<option value="The ship’s warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the realm of Chaos. **Any starship within [[2d10]] Void Units** of the stricken craft must pass a **Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test** or be struck by the chaos storm, taking the equivalent of **one lance strike doing [[1d10]] damage that void shields will not protect against**. Additionally, **every starship within [[1d5]] Void Units** of the stricken vessel must pass a second **Challenging (+0) Pilot (SpaceCraft) + Manoeuvrability Test or be sucked into the rift**. *What happens next is up to the GM*, but should be suitably horrible. Mass possessions and manifesting daemons are the norm, while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by no means be guaranteed.">Warp Drive Explosion</option>
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Other Effects</option>
|
||
<option value="**Vent Burning Component** The fire is immediately extinguished, however the burning Component now counts as **Depressurized** *(still functional, Not Damaged)*. Replace losses due to Fire with [[1d5]] **Damage to Crew Population**, and [[2d10]] **Damage to Crew Morale**, *nobody likes seeing their comrades vented into the void deliberately*">Vent Burning Component</option>
|
||
<option value="**Shipboard Fire** If a Component catches fire, it immediately deals [[1d5]] **Damage to Crew Population** and [[1d10]] **Damage to Crew Morale**, and spreads through the entire Component. If the fire is not brought under control in one Strategic Turn, it consumes the Component (it now counts as **Damaged**), and moves on. *The GM selects a new Component, and treats it as catching fire* (including the Crew Population and Morale damage) see pag. 223 for details.">Shipboard Fire</option>
|
||
</select>
|
||
<!-- end of line -->
|
||
<input name="attr_CrewPop" type="number" min="0" class="cur" style="width:17%"/>
|
||
<label style="width:66%; text-align:center" class="help" title="Crew Population % penalties. (Left: Current value - Right: Maximun Value) As the Population % decreases, the penalties below are automatically applied, these penalties stack. The field below shows the lowest penalty only. Click on the field to Expand."
|
||
>⏴ Crew Pop. 🛈 ⏵</label>
|
||
<input name="attr_CrewPop_max" type="number" min="0" style="width:17%"/>
|
||
<textarea name="attr_crewpopeffect" class="crewef" value="" readonly="true"></textarea>
|
||
<input name="attr_crewmod" type="hidden" value="0"/><!--hidden attr for script-->
|
||
<input name="attr_crewmanu" type="hidden" value="0"/><!--hidden attr for script-->
|
||
</div>
|
||
<div class="gridbox4">
|
||
<select name="attr_ShipBallistic" style="width:49%" title="The selected score is used by the Ship Weapons Shooting Action roll. Explorer BS Score is the Ballistic Skill Characteristic Crew BS is the field to the left Characters performing the Shooting Action Cannot perform Extended Actions.">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Shooting Action Score </option>
|
||
<option value="(@{BallisticSkill}-@{bsmoralmod})">Explorer Ballistic Skill</option>
|
||
<option value="(@{CrewBallistic}-@{bsmoralmod})" selected>Crew Ballistic Skill</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_ejump" type="roll" style="width:49%" title="Emergency Warp Jump - Very Hard (–30) Navigation (Warp) Test - In hopeless situations, the Navigator can try to quickly plot an escape route into the Warp During the ship's strategic turn, If the test Succeeds, the ship escapes into the Warp. It can also be used to escape during Narrative Time. However most crew members are horrified of what could happen and as such after the action is taken the Crew suffers 1d10 to Morale (regardless of the result) This Action is not possible if the Warp or Plasma Drive is Damaged Unpowered or Destroyed. What happens after, is up to the GM (but it should be suitably horrible) WARNING: For this macro to work properly, the skill -Navigation (Warp)- Must be the FIRST (top of the list) skill in the NAVIGATION SKILL GROUP (Skills Tab)"
|
||
value="@{gmroll}&{template:custom} {{name=@{ShipName} Emergency Warp Jump Engaged!}} {{dosdof=[[((( ([[(@{repeating_navigation_$0_navigation} -30 + (?{Other Modifiers|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=**Crew Morale Damage** [[1d10]]}}">
|
||
<label>Warp E-Jump 🛈</label></button>
|
||
<!-- end of line -->
|
||
<label class="fancyButton" style="width:49%; font-size:13px"
|
||
title="Check Here if the Ship is Crippled Crippled ships suffer –10 penalty to its Manoeuvrability and Detection This penalty affects Extended Actions that require Detection or Manoeuvrability. Also Reduces the Ships Speed and the Strength of all Weapons by half. (rounding up)">
|
||
<input type="checkbox" name="attr_ShipCrippled" value="10" hidden="true" />
|
||
<div>Crippled 🛈</div>
|
||
</label>
|
||
<input name="attr_ShipCrippled2" type="hidden" value="0"/><!--hidden attr for script-->
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_ShipIni" style="width:49%" title="Select Ship Token First! Rolls Ship Initiative 1d10 + Detection Bonus" type="roll" value="@{gmroll}&{template:custom} {{name=**@{ShipName}'s Initiative**}} {{t1=**Ship's Detection** [[@{ShipDetection}]] }} {{d1=**Initiative Result** [[(floor(@{ShipDetection}/10))+1d10&{tracker}]] }}">
|
||
<label>Initiative 🛈</label></button>
|
||
<!-- end of line -->
|
||
<input name="attr_CrewMorale" type="number" min="0" class="cur" style="width:17%"/>
|
||
<label style="width:66%; text-align:center" class="help" title="Crew Morale % penalties. (Left: Current value - Right: Maximun Value) As Morale % decreases, the penalties below are automatically applied, these penalties stack. The field below shows the lowest penalty only. Click on the field to Expand."
|
||
>⏴ Crew Morale 🛈 ⏵</label>
|
||
<input name="attr_CrewMorale_max" type="number" min="0" style="width:17%"/>
|
||
<textarea name="attr_crewmoreffect" class="crewef" value="" readonly="true"></textarea>
|
||
<input name="attr_moralemod" type="hidden" value="0"/><!--hidden attr for script-->
|
||
<input name="attr_bsmoralmod" type="hidden" value="0"/><!--hidden attr for script-->
|
||
<input name="attr_manumoralmod" type="hidden" value="0"/><!--hidden attr for script-->
|
||
<input name="attr_detmoralmod" type="hidden" value="0"/><!--hidden attr for script-->
|
||
</div>
|
||
</div>
|
||
<label style="width:24%" class="help" title="Explorers can attempt to perform an Advanced Manoeuvre. If the test fails, the Ship performs its Default Manoeuvre. If Successful, the test modifies the Ships movement (but does not replace it) WARNING: For these macros to work properly, the skill -Pilot (Space Craft)- Must be the FIRST (top of the list) skill in the PILOT SKILL GROUP (Skills Tab)"
|
||
>ADVANCED MANOEUVRES 🛈</label>
|
||
<input type="radio" name="attr_shipradio" value="3" style="margin:0; width:2%" class="torpedo"/>
|
||
<div class="spacing" style="width:13%"></div>
|
||
<label style="width:19%" class="help" title="Extended Shipboard actions use Skill scores taken from the Skills Tab Intended to be used by players from their own Character Sheets. Extented Actions listed difficulty is already added to the rolls. Some actions do require Detection and Manoeuvrability scores."
|
||
>EXTENDED ACTIONS 🛈</label>
|
||
<input type="radio" name="attr_shipradio" value="1" style="margin:0; width:2%" class="macro" checked="true"/>
|
||
<div class="spacing" style="width:20%"></div>
|
||
<label style="width:18%" class="help" title="NPC Shipboard actions and Critical table Intended to be used by the GM to control multiple smaller enemy vessels NPC vessels may perform 1 order per round these orders do not require a test. The NPC Critical Hit table is meant to simplify Critical Hits, and thus is focused only on effects that matter in starship combat."
|
||
>NPC SHIP ACTIONS 🛈</label>
|
||
<input type="radio" name="attr_shipradio" value="2" style="margin:0; width:2%" class="lance"/>
|
||
<!--end of line-->
|
||
<div id="shipwp1">
|
||
<div class="grid4">
|
||
<div class="gridbox1">
|
||
<button style="width:100%" name="roll_PutYourBacks" type="roll" title="Challenging (+0) Intimidate or Charm Test If he succeeds, he can choose to add +5 to a Ballistic Skill Test to fire 1 Weapon Component an Emergency Repairs Action, or an attempt to Put Out a Fire made during this turn. He may aid an additional Ballistic Skill Test, Emergency Repairs Action, or firefighting, for every three degrees of success."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to Put Your Backs Into It!**}} {{dosdof=[[((( ([[( ?{Choose Skill|Intimidate,@{intimidate}|Charm,@{Charm}} + ?{Modifier|0} )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Put Your Backs Into It! 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_ActiveAugury" type="roll" title="Challenging (+0) Scrutiny + Detection Test The character test to scan the area surrounding the ship. If the scan is successful, the GM should reveal relevant information about celestial bodies, phenomena, and ships within 20 VUs of the vessel. If there is a vessel on Silent Running within scan range, it is immediately detected. For every degree of success, the character can extend the range of his scan by 5 VUs"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts Active Augury}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Active Augury 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_FlankSpeed" type="roll" title="Challenging (+0) Tech-Use Test The character test to nurse the ship’s engines and push them to their limits. Success means the ship may move an additional VU this turn. Every degree of success allows an additional VU of movement. Failure by 2 or more degrees means the ship immediately suffers an Engines Crippled critical hit as the engines are strained too hard."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to push Flank Speed**}} {{dosdof=[[((( ([[(@{tech-use} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Flank Speed 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_LockTarget" type="roll" title="Challenging (+0) Scrutiny + Detection Test The character test to use the ship’s augers to calculate firing solutions on an enemy vessel. If successful, he adds a +5 bonus to the Ballistic Skill Test to fire 1 Weapon Component during this turn. Every 2 additional degrees of success adds +5 more to the same Test."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to Lock on Target**}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Lock on Target 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox2">
|
||
<button style="width:100%" name="roll_AidMachine" type="roll" title="Challenging (+0) Tech-Use Test The character test to commune with the ship’s machine spirit and aid it. On success, the character may add +5 to the ship’s Manoeuvrability or Detection for the remainder of the turn. For every 2 additional degrees of success, the character may add an additional +5 to the same system."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Aid the Machine Spirit}} {{dosdof=[[((( ([[(@{tech-use} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Aid the Machine Spirit 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_FocusedAugury" type="roll" title="Challenging (+0) Scrutiny + Detection Test The character test to scan a particular ship within 20 VUs of his vessel. A successful scan reveals a number of Components aboard the target ship. -Basic Success: All Essential Components except Auger Arrays and Void Shields. -1 Degree of Success: All Weapon Components -2 Degrees of Success: Auger Arrays, Void Shields, and any combat related Components -3 Degrees of Success: All Components aboard the target ship."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts Focused Augury}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Focused Augury 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_PutOutFire" type="roll" title="Difficult (–10) Command Test The character test to organise firefighting teams and attempt to put the fire out. Multiple characters may organise but only one needs to succeed. Alternatively, the ship’s captain can choose to vent the burning compartments into the void. See Vent Burning Component in Critical Hits selector."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Put Out a Fire}} {{dosdof=[[((( ([[(@{Command} - 10 - @{crewmod} - @{moralemod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Put Out Fire 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_RepelBorders" type="roll" title="Challenging (+0) Command Test The character test to organise and arm a portion of the crew. If he succeeds, he may add +10 to any opposed Command Test he performs against enemy borders during subsequent turns of combat, plus an additional +5 for every degree of success. Although the character is not required to make additional tests on subsequent turns, he will be occupied rallying the defenders for as long as he wants to maintain the bonus. (Tip) this roll can also be used when actually repelling borders Just add the appropriate Modifier."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Prepare to Repel Borders!}} {{dosdof=[[((( ([[(@{Command} - @{crewmod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Prepare to Repel Borders! 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox3">
|
||
<button style="width:100%" name="roll_Disinformation" type="roll" title="Difficult (–10) Deceive or Blather Test If the character succeeds, he can increase the crew’s Morale by 1d5. for every degree of success for the duration of the combat."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to spread Disinformation**}} {{dosdof=[[((( ([[( ?{Choose Skill|Deceive,@{Deceive}|Blather,@{Deceive}} - 10 + ?{Modifier|0} )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Disinformation 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_HoldFast" type="roll" title="*The character must have Air of Authority (or similar Talent at GM’s discretion) Challenging (+0) Willpower Test If he succeeds, he inspires the crew and reduces any damage to Morale by 1 plus 1 for every degree of success to a minimum of 1. Hold Fast! may only cancel out Morale damage suffered during the previous turn."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} order the Crew to Hold Fast!**}} {{dosdof=[[((( ([[(@{Willpower} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Hold Fast! 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_HitRun1" type="roll" title="Challenging (+0) Pilot (Space Craft) - Enemy Ship's Turret Rating (if any) Test Part 1 of the Hit & Run action. The character attemps to approach an Enemy Ship within 5 VUs In a boarding craft, along a team of raiders. If Successful then the character can start the (Raid) action. If Failed, he is forced to retreat back to his ship If Failed by 4 or more Degrees, the character either survives stranded or Dies (at GMs discretion) This action can be replaced by: *Using a Teleportarium component (Enemy Void Shields must be down) *Boarding Torpedoes (Salvo must score at least 1 Hit) *Assault Boats (Squadron must score at least 1 Hit) WARNING: For this macro to work properly, the skill -Pilot (Space Craft)- Must be the FIRST (top of the list) skill in the PILOT SKILL GROUP (Skills Tab)"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to approach the Enemy Ship! (H&R)**}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot} - ((?{Enemy Turret Rating|0})*10) + ?{Other Modifiers|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Hit & Run (Approach) 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_HitRun2" type="roll" title="Opposed Ordinary (+10) Command Test Part 2 of the Hit and Run action. Test against the commander of the troops aboard the Enemy Ship. If the character succeeds, he deals a 1d5 Critical Hit on the Enemy Ship Plus 1 point of Damage to Hull Integrity for every Degree of Success If he Fails, he is forced to retreat dealing No damage or Criticals. (optional rule) If the character Fails by 4 or more degrees, the character is either captured (and possibly tortured) or Killed during the Raid. (at GMs discretion)"
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to Sabotage the Enemy Ship! (H&R)**}} {{dosdof=[[((( ([[(@{Command} + 10 - @{moralemod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=**On Success H&R deals a [[1d5]] Critical Hit **Degrees of Success = 1 Hull Int. Damage**}}">
|
||
<label>Hit & Run (Raid) 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox4">
|
||
<button style="width:100%" name="roll_EmRepairs" type="roll" title="Difficult (–10) Tech-Use Test The character test to direct and aid repair crews. If Successful, he repairs one Unpowered, Damaged, or Depressurized Component. Repairs normally take 1d5 turns, however, this can be reduced by one turn per Degree of Success, to a minimum of one turn. Emergency Repairs cannot fix Destroyed Components."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to do Emergency Repairs}} {{dosdof=[[((( ([[(@{tech-use} - 10 - @{crewmod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Emergency Repairs 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_JamComm" type="roll" title="Difficult (–10) Tech-Use Test The character targets a ship within 10 VUs of his vessel. If he succeeds, that ship is unable to use vox-transmitters or other technologies to communicate with other ships. Psychic (Astropathic) communications are unaffected. For every degree of success, the range of Jam Communications is extended by 1 VU."
|
||
value="@{gmroll}&{template:custom} {{name=**@{character_name} attempts to Jam Communications**}} {{dosdof=[[((( ([[(@{tech-use} - 10 + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Jam Communications 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_Triage" type="roll" title="Difficult (–10) Medicae Test If he succeeds, he reduces any damage to Crew Population by 1 plus 1 for every degree of success to a minimum of 1. Triage may only cancel Crew Population damage suffered during the previous Turn."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Triage}} {{dosdof=[[((( ([[(@{Medicae} - 10 + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Triage 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:49.5%" name="roll_RTubes" type="roll" title="Difficult (–10) Command or Tech-Use Test Normally, it takes a full Strategic Turn in combat to reload any empty tubes on a vessel, at which point the torpedoes may be fired in subsequent turns. However, performing this extended action successfully reloads all empty torpedo tubes and may be fired during the same Strategic Turn."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Reload Torpedo Tubes}} {{dosdof=[[((( ([[( ?{Choose Skill|Command,@{Command} - @{moralemod}|Tech-Use,@{tech-use}} - 10 + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Reload Tubes 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:49.5%" name="roll_RSquad" type="roll" title="Ordinary (+10) Command Test In the midst of battle, things are a little more hectic and preflight preparations are afforded much less time. Success on the test make new squadrons ready for operations. The maximum number of squadrons that may be made ready is equal to the Strength value of the Launch Bay Component being used. Multiple Launch Bay Components may be made ready with a single Extended Action."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Ready Attack Crafts}} {{dosdof=[[((( ([[(@{Command} + 10 - @{moralemod} + (?{Modifier|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
|
||
<label>Ready Craft 🛈</label></button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div id="shipwp2">
|
||
<button style="width:16%" name="roll_NPCShipCritHit" type="roll" title="Shows NPC Ship Critical Hit effect"
|
||
value="@{gmroll}&{template:custom} {{name=@{ShipName} suffers a Critical Hit!}} {{desc= ?{Select|Crit 1 (Hull Damaged),**Hull Damaged** Bulkheads rupture and the hull implodes dealing an additional +2 Hull Integrity damage to the vessel. If damaged by a weapon that affects multiple Components it deals +4 Hull Integrity damage instead.|
|
||
Crit 2 (Weapon Disabled),**Weapon Disabled** A lucky strike Disables one Weapon Component of the attacker’s choice.|
|
||
Crit 3 (Sensors Damaged),**Sensors Damaged** The ship’s sensor systems are damaged by enemy fire. The ship suffers a –10 penalty to Ballistic Skill Tests until the damage is repaired.|
|
||
Crit 4 (Thrusters Damaged),**Thrusters Damaged** Thruster assemblies are torn away or rendered inoperable. The ship suffers a –20 penalty to Manoeuvrability until the damage is repaired.|
|
||
Crit 5 (Fire!),**Fire!** Alarms scream through the ship as an inferno rages through passageways and compartments and must be contained and extinguished as soon as possible before it will destroy the ship. Each turn the ship suffers [[1d10]] damage to both Crew Population and Morale and one Component of the GM choice is Disabled.|
|
||
Crit 6 (Void Shield Disabled),**Void Shield Disabled** An extremely powerful blow strips away the target’s Void Shields. The Void Shields are inoperative until the damage is repaired.} }}">
|
||
<label>Critical Hit 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:12%" name="roll_NPCShipOrder1" type="roll" title="The ship’s speed this Strategic Turn is increased by a distance determined by Crew Rating, so long as it only moved in a straight line."
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs All Ahead Full order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=Incompetent (20): +1 VU Competent (30): +[[1d5]] VU Crack (40): +[[1d5+1]] VU Veteran (50): +[[1d5+2]] VU Elite (60): +[[2d5]] VU}}">
|
||
<label>All Ahead Full 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:13%" name="roll_NPCShipOrder2" type="roll" title="Components equal to Crew Rating BONUS are returned to full function or a number of fires are immediately extinguished. Turns required are determined by Crew Rating."
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs Damage Control order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=Incompetent (20): 4 Turns Competent (30): 4 Turns Crack (40): 3 Turns Veteran (50): 2 Turns Elite (60): 1 Turn}}">
|
||
<label>Damage Control 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:12%" name="roll_NPCShipOrder3" type="roll" title="The ship’s launch bays unleash the active attack craft. This can be used to start multiple attack craft operations as determined by the ship’s Crew Rating"
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs Launch Attack Craft order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=Incompetent (20): 1 operation Competent (30): 1 operation Crack (40): 2 operations Veteran (50): 3 operations Elite (60): 4 operations}}">
|
||
<label>Launch Craft 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:15%" name="roll_NPCShipOrder4" type="roll" title="The ship gains a bonus to its Manoeuvrability characteristic as determined by the ship’s Crew Rating"
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs Prepare to Manoeuvre order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=Incompetent (20): +5 Manoeuvrability Competent (30): +5 Manoeuvrability Crack (40): +10 Manoeuvrability Veteran (50): +10 Manoeuvrability Elite (60): +15 Manoeuvrability}}">
|
||
<label>Prep to Manoeuvre 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:14%" name="roll_NPCShipOrder5" type="roll" title="Torpedoes are loaded into their tubes and attack craft are armed and fuelled for an operation."
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs Reload Ordnance order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=The ship’s torpedo tubes are loaded, and a number of attack craft squadrons equal to the total Strength rating of the ship’s launch bays are made active.}}">
|
||
<label>Reload Ordnance 🛈</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button style="width:12%" name="roll_NPCShipOrder6" type="roll" title="The ship gains a bonus to its Detection characteristic and to all attack rolls as determined by the ship’s Crew Rating."
|
||
value="@{gmroll}&{template:custom} {{name=Crew performs Target Lock order}} {{d1=Crew Rating @{ShipCrewRating}}} {{t1=Incompetent (20): +5 Detection +5 to Hit Competent (30): +5 Detection +10 to Hit Crack (40): +10 Detection +15 to Hit Veteran (50): +10 Detection +20 to Hit Elite (60): +15 Detection +20 to Hit}}">
|
||
<label>Target Lock 🛈</label></button>
|
||
</div>
|
||
<div id="shipwp3">
|
||
<div class="grid4">
|
||
<div class="gridbox1">
|
||
<button style="width:50%" name="roll_AdjBear" type="roll" title="Adjust Bearing Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test On a success, the starship may turn after moving one VU less than its Speed value.(Half or Full) For every degree of success, it may turn after moving one less VU. A starship must move at least one VU before turning. Once the starship has turned, it must move the remaining distance so its complete movement is equal to its half or full Speed value."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Adjust Bearing}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1=Ship's Base ?{Select Speed|Full Speed,Full Speed [[@{ShipSpeed}/@{ShipCrippled2}]]|Half Speed,Half Speed [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=Turn Arc: @{ShipTurnArc}}}">
|
||
<label>Adjust Bearing 🛈</label></button>
|
||
<button style="width:50%" name="roll_AdjSpeed" type="roll" title="Adjust Speed Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test On a success, he may increase or decrease the number of VUs his ship moves by one. For every degree of success, he may increase or decrease that number by an additional one. The starship may not move less than 0 VUs The starship may not move double or more its Speed value using this Manoeuvre (use Flank Speed ext. Action)"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Adjust Speed}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1=Ship's Base ?{Select Speed|Full Speed,Full Speed [[@{ShipSpeed}/@{ShipCrippled2}]]|Half Speed,Half Speed [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=Turn Arc: @{ShipTurnArc}}}">
|
||
<label>Adjust Speed 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_EvManu" type="roll" title="Evasive Manoeuvres Difficult (-10) Pilot (Space Craft) + Manoeuvrability Test This move imposes a -10 penalty on all Shooting Actions against this Ship on a Success plus an additional -10 for every Degree of Success Until the beginning of its Next Turn. This Ship also suffers the same penalty during its own Shooting Action."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to do Evasive Manoeuvres}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-10-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
|
||
<label>Evasive Manoeuvres 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox2">
|
||
<button style="width:100%" name="roll_AdjSpeBear" type="roll" title="Adjust Speed and Bearing Hard (–20) Pilot (Space Craft) + Manoeuvrability Test Combines the effects of Adjust Speed and Adjust Bearing in a single manoeuvre, the limitations of both still apply."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Adjust Speed & Bearing}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1=Ship's Base ?{Select Speed|Full Speed,Full Speed [[@{ShipSpeed}/@{ShipCrippled2}]]|Half Speed,Half Speed [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=Turn Arc: @{ShipTurnArc}}}">
|
||
<label>Adjust Speed and Bearing 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_RamManu" type="roll" title="Ramming Manoeuvre Hard (–20) Pilot (Space Craft) + Manoeuvrability Test If a ship ends its Manoeuvre Action within 1 VU of an enemy vessel and its Prow is facing said vessel, the ship may give up its Shooting Action this turn and Ram the ship instead. If succeessful, the ship crashes and does damage based on Hull Size + Prow Armour + Armored Prow Component (if any) The ramming ship then takes damage equal to the defending ship’s Armour plus 1d5 to their Prow armour Damage Inflicted is rolled along the test."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts a Ramming Manoeuvre!}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{desc=**If Hit ~ Damage dealt** [[( ?{Hull Size|Transport or Raider,1d5|Frigate,1d10|Light Cruiser,2d5|Cruiser,2d10|Larger vessels,3d10} + @{ShipArmour} + @{ShipArmourProw} + ?{Prow is?|Standard (+0),0|Reinforced (+1d5),1d5|Armoured (+1d10),1d10} )]]}}">
|
||
<label>Ramming Manoeuvre 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox3">
|
||
<button style="width:100%" name="roll_ComeNewHead" type="roll" title="Come to New Heading Difficult (–10) Pilot (Space Craft) + Manoeuvrability Test Success means the starship may turn when it has moved half its Speed value, then turn again when it has moved its full Speed value. The ship suffers –20 to any Ballistic Skill Tests to fire, during this turn."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Come to New Heading}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-10-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1=Ship's Full Speed [[@{ShipSpeed}/@{ShipCrippled2}]] Ship's Half Speed [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }} {{t1=Turn Arc: @{ShipTurnArc}}}">
|
||
<label>Come to New Heading 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_BoardingManu" type="roll" title="Boarding Action Hard (–20) Pilot (Space Craft) + Manoeuvrability Test If a starship ends its Manoeuvre Action within 1 VU of its target it may give up its shooting action to Board the target. If he succeeds, the two ships crash together and the boarding action begins. See Page 215 for rules on Boarding enemy ships."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts a Boarding Action!}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
|
||
<label>Boarding Action 🛈</label></button>
|
||
</div>
|
||
<div class="gridbox4">
|
||
<button style="width:100%" name="roll_DisManu" type="roll" title="Disengage Opposed Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test vs Challenging (+0) Detection + Scrutiny (within 20 VUs.) This gives the starship a chance to flee the battle. Disengage may not be done if the ship is within 8 VUs of any enemy If the number of successes is greater than the successes of each enemy ship, the ship leaves combat, and may not renter it. Whether it succeeds or fails, the ship may not fire any of its Weapons during this turn."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts to Disengage}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{desc=**Opposed test vs Enemy Detection + Scrutiny (+0)**}}">
|
||
<label>Disengage 🛈</label></button>
|
||
<!-- end of line -->
|
||
<button style="width:100%" name="roll_OtherManu" type="roll" title="Other Advanced Manoeuvres Pilot (Space Craft) + Manoeuvrability + Test Difficulty Used to traverse difficult terrain such as Ice Rings, Asteroid Fields, Gravity Wells, ect. This macro does not have any integrated modifiers."
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name} attempts an Advanced Manoeuvre}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{Other Modifiers|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] Degrees}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
|
||
<label>Other Manoeuvres 🛈</label></button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div style="margin-bottom: 5px"><!-- Weapon Capacity section -->
|
||
<div class="spacing" style="width:6%"></div>
|
||
<label style="width:25%;font-size: 16px;">WEAPON CAPACITY</label>
|
||
<label style="width:6%">Dorsal:</label>
|
||
<input name="attr_ShipWeaponDorsal" type="number" style="width:3%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:6%">Prow:</label>
|
||
<input name="attr_ShipWeaponProw" type="number" style="width:3%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:6%">Port:</label>
|
||
<input name="attr_ShipWeaponPort" type="number" style="width:3%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:9%">Starboard:</label>
|
||
<input name="attr_ShipWeaponStarboard" type="number" style="width:3%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:6%">Keel:</label>
|
||
<input name="attr_ShipWeaponKeel" type="number" style="width:3%"/>
|
||
<div class="spacing" style="width:12%"></div>
|
||
</div>
|
||
<fieldset class="repeating_shipweapons">
|
||
<span class="shipl">Macro Bat.</span>
|
||
<input type="radio" name="attr_shipradio" value="1" class="macro" checked/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<span class="shipl">Lance Bat.</span>
|
||
<input type="radio" name="attr_shipradio" value="2" class="lance"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<span class="shipl">Torpedo</span>
|
||
<input type="radio" name="attr_shipradio" value="3" class="torpedo"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<span class="shipl">Att.Craft</span>
|
||
<input type="radio" name="attr_shipradio" value="4" class="acraft"/>
|
||
<div class="spacing" style="width:5%"></div>
|
||
<span class="shipl">Nova Cannon</span>
|
||
<input type="radio" name="attr_shipradio" value="5" class="novac"/>
|
||
<div id="shipwp1">
|
||
<input name="attr_ShipWeaponName" style="width:60%" type="text" placeholder="Macrobattery Name" title="Macrobattery Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipballistic" style="width:19.5%" title="Shooting Action: Fire Macrobattery Uses the selected Shooting Action Score Deals 1 hit on success +1 hit per degree of success Up to the weapons Strength value."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} fires @{ShipWeaponName}**}} {{spmac=[[((( ([[(@{ShipBallistic} + ?{Range|In Range(+0),0 |Half Range (+10),10 |Twice Range (-10),-10} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{xd5=[[(ceil(@{ShipWeaponStrength}/@{ShipCrippled2}))]] }} {{xd10=[[@{ShipWeaponCrit}]] }} {{d5=[[1d5]] }}">
|
||
<label>Fire! 🛈</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipdamage" style="width:19.5%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{ShipWeaponName}** **Total Macrobattery Damage**}} {{t1=[[ ?{Number of Hits|1,@{ShipWeaponDamage}|2,@{ShipWeaponDamage}+@{ShipWeaponDamage}|3,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|4,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|5,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}
|
||
|6,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|7?,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|8?,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage} }]] }}">
|
||
<label>Damage</label></button>
|
||
<!--end of line-->
|
||
<label style="width:10%" class="help" title="Weapon Strength If the ship is Crippled This value will be halved (rounding up) when rolling the Shooting Action.">Str 🛈:</label>
|
||
<input type="number" name="attr_ShipWeaponStrength" style="width:5%"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input type="text" name="attr_ShipWeaponDamage" style="width:15%" placeholder="Damage" title="Damage Dice"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:8%" class="help" title="Critical Rating">Crit:</label>
|
||
<input type="number" name="attr_ShipWeaponCrit" style="width:5%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%">Range:</label>
|
||
<input name="attr_ShipWeaponRange" style="width:10%" type="text"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_ShipWeaponLocation" style="width:28%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Firing Arc</option>
|
||
<option value="Dorsal" selected>F+P+S (🟂)</option>
|
||
<option value="Fore">Fore (⮝)</option>
|
||
<option value="Port">Port (⮜)</option>
|
||
<option value="Starboard">Starboard (⮞)</option>
|
||
<option value="Broad">Broadside (⮜ ⮞)</option>
|
||
<option value="Aft">Aft (⮟)</option>
|
||
<option value="Any">Any (🟆)</option>
|
||
</select>
|
||
<input type="checkbox" style="width:4%" name="attr_HideShipWeapondesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_ShipWeapondesc" style="height:65px" placeholder="Macrobattery Description"></textarea></div>
|
||
</div>
|
||
<div id="shipwp2">
|
||
<input name="attr_ShipWeaponName2" style="width:60%" type="text" placeholder="Lance Name" title="Lance Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipballistic2" style="width:19.5%" title="Shooting Action: Fire Lance Uses the selected Shooting Action Score Deals 1 hit on success +1 hit per 3 degrees of success Up to the weapons Strength value."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} fires @{ShipWeaponName2}**}} {{splan=[[((( ([[(@{ShipBallistic} + ?{Range|In Range(+0),0 |Half Range (+10),10 |Twice Range (-10),-10} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{xd5=[[(ceil(@{ShipWeaponStrength2}/@{ShipCrippled2}))]] }} {{xd10=[[@{ShipWeaponCrit2}]]}} {{d5=[[1d5]]}}">
|
||
<label>Fire! 🛈</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipdamage2" style="width:19.5%"
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{ShipWeaponName2}** **Lance Damage per Hit**}} {{d1= ?{Number of Hits|1,[[@{ShipWeaponDamage2}]]|2,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]]|3,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]]|4,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] }}} {{t1=Lance damage ignores target's Armour}}">
|
||
<label>Damage</label></button>
|
||
<!--end of line-->
|
||
<label style="width:10%" class="help" title="Weapon Strength If the ship is Crippled This value will be halved (rounding up) when rolling the Shooting Action.">Str 🛈:</label>
|
||
<input type="number" name="attr_ShipWeaponStrength2" style="width:5%" placeholder="Str"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input type="text" name="attr_ShipWeaponDamage2" style="width:15%" placeholder="Damage" title="Damage Dice"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:8%" class="help" title="Critical Rating">Crit:</label>
|
||
<input type="number" name="attr_ShipWeaponCrit2" style="width:5%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:11%">Range:</label>
|
||
<input name="attr_ShipWeaponRange2" style="width:10%" type="text"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_ShipWeaponLocation2" style="width:28%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Firing Arc</option>
|
||
<option value="Dorsal" selected>F+P+S (🟂)</option>
|
||
<option value="Fore">Fore (⮝)</option>
|
||
<option value="Port">Port (⮜)</option>
|
||
<option value="Starboard">Starboard (⮞)</option>
|
||
<option value="Broad">Broadside (⮜ ⮞)</option>
|
||
<option value="Aft">Aft (⮟)</option>
|
||
<option value="Any">Any (🟆)</option>
|
||
</select>
|
||
<input type="checkbox" style="width:4%" name="attr_HideShipWeapondesc2" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea name="attr_ShipWeapondesc2" style="height:65px" placeholder="Lance Description"></textarea></div>
|
||
</div>
|
||
<div id="shipwp3">
|
||
<input name="attr_TorpedoName" style="width:60%" type="text" placeholder="Torpedo Name" title="Torpedo Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipballistic3" style="width:19.5%" title="Rolls Torpedo salvo Hit Uses the Shooting Action Score + Torpedo Rating Deals 1 hit on success +1 hit per degree of success Up to the weapons Salvo Strength value."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{TorpedoName} Salvo...**}} {{d1=**Salvo Strength: @{TorpedoStrength}**}} {{sptor=[[((( ([[(@{ShipBallistic} + @{TorpedoRating} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{xd5=[[@{TorpedoStrength}]] }}">
|
||
<label>Hit! 🛈</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_shipdamage3" style="width:19.5%" title="Roll Damage Includes Terminal Pen Rerolls"
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{TorpedoName} Damage per Hit**}} {{tordmg= ?{Number of Hits|1,[[@{TorpedoDamage}]]|2,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|3,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|4,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
|
||
5,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
|
||
6,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
|
||
7?,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
|
||
8??,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] }}} {{d5=[[1d5]]}}">
|
||
<label>Damage 🛈</label></button>
|
||
<!--end of line-->
|
||
<label style="width:19%" class="help" title="Salvo Strength Determined by how many torpedo tubes are used. Tubes can fire Half or Full Salvos Adjust number before rolling.">Salvo Str 🛈:</label>
|
||
<input type="number" name="attr_TorpedoStrength" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:12%">Rating:</label>
|
||
<input type="number" name="attr_TorpedoRating" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:11%">Speed:</label>
|
||
<input type="number" name="attr_TorpedoSpeed" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<select name="attr_TorpedoDamage" style="width:17%;font-weight:bold;text-align:center" title="Select Damage Dice Since Roll formula is complex this needed to be a selector">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Damage Dice</option>
|
||
<option value="1d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">1d10</option>
|
||
<option value="2d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}" selected>2d10</option>
|
||
<option value="3d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">3d10</option>
|
||
<option value="4d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">4d10 ?</option>
|
||
<option value="5d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">5d10 ??</option>
|
||
</select>
|
||
<label style="width:4%; font-size:18px; text-align:center; font-weight:bold">+</label>
|
||
<input type="number" name="attr_TorpDamageBonus" style="width:7%" placeholder="Bonus" title="Damage Dice Bonus Eg: 2d10 (+14)"/>
|
||
<!--end of line-->
|
||
<label style="width:8%" class="help" title="Critical Rating">Crit:</label>
|
||
<input type="number" min="0" value="0" name="attr_TorpedoCrit" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:11%">Range:</label>
|
||
<input type="number" name="attr_TorpedoRange" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:12%" class="help" title="Terminal Penetration Rerolls for TP are already integrated in the Damage Roll.">Pen 🛈:</label>
|
||
<input type="number" name="attr_TorpedoPen" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:17%" class="help" title="Every ship has a finite supply of torpedoes. Each Torpedo Tube Component lists how many torpedoes it is able to hold.">Reserve 🛈:</label>
|
||
<input type="number" name="attr_TorpedoReserve" style="width:7%"/>
|
||
<div class="spacing" style="width:11%"></div>
|
||
<input type="checkbox" style="width:4%" name="attr_HideTorpedoDesc" value="1" class="arrow icon" title="Hide Description"/>
|
||
<div class="hbody"><textarea name="attr_Torpedodesc" style="height:65px" placeholder="Torpedo Description"></textarea></div>
|
||
</div>
|
||
<div id="shipwp4">
|
||
<input name="attr_SquadName" style="width:60%" type="text" placeholder="Attack Craft Name" title="Attack Craft Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_squadattack" style="width:19.5%" title="Rolls Squadron Engagement test this is a Challenging (+0) Command + Craft Rating This test has many variables not included. See Battlefleet Koronus supplement page 11."
|
||
value="@{SquadType}"><label>Engage 🛈</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<select name="attr_SquadStrength" style="width:19.5%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Squadron Strength</option>
|
||
<option value="Full" selected>Full Strength</option>
|
||
<option value="Half" >Half Strength</option>
|
||
<option value="Eliminated" >Eliminated</option>
|
||
</select>
|
||
<!--end of line-->
|
||
<select name="attr_SquadType" style="width:20%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white;">Squadron Type</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{SquadName} attempt to engage**}} {{Squadron Strength=  **@{SquadStrength}**}} {{dosdof=[[((( ([[(@{Command} + @{SquadRating} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"
|
||
selected>Fighters</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{SquadName} attemp a bombing run**}} {{Squadron Strength=  **@{SquadStrength}**}} {{dosdof=[[((( ([[(@{Command} + @{SquadRating} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=**Bomber Damage** [[1d10+4]]}}"
|
||
>Bombers</option>
|
||
<option value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{SquadName} attempt to reach the target vessel**}} {{Squadron Strength=  **@{SquadStrength}**}} {{dosdof=[[((( ([[(@{Command} + @{SquadRating} + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] **Degrees**}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"
|
||
>Assault Boats</option>
|
||
</select>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:12%">Rating:</label>
|
||
<input type="number" name="attr_SquadRating" style="width:7%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:11%">Speed:</label>
|
||
<input type="number" name="attr_SquadSpeed" style="width:7%"/>
|
||
<div class="spacing" style="width:4%"></div>
|
||
<label style="width:9%">Size:</label>
|
||
<input name="attr_SquadSize" style="width:7%" type="number"/>
|
||
<div class="spacing" style="width:11%"></div>
|
||
<input type="checkbox" style="width:4%" name="attr_HideSquadDesc" value="1" class="arrow icon" title="Hide Description"/>
|
||
<div class="hbody"><textarea name="attr_Squaddesc" style="height:65px" placeholder="Attack Craft Description"></textarea></div>
|
||
</div>
|
||
<div id="shipwp5">
|
||
<input name="attr_NovaName" style="width:60%" type="text" placeholder="Nova Cannon Name" title="Nova Cannon Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_novacannon" style="width:19.5%" title="Shooting Action: Fire Nova Cannon Uses the selected Shooting Action Score -20 (Nova Cannon penalty) If a ship performs a Manoeuvre Action with a total modifier of greater than Challenging(+0), it may not fire its Nova Cannon on the same turn. Crippled ships cannot fire. Low Accuracy: Failed test. Average Accuracy: Success on test High Accuracy: 2 or more Degrees of Success"
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} fires its @{NovaName}!!!**}} {{nova1=[[((( ([[(@{ShipBallistic} + ?{Range|In Range(+0),0 |Half Range (+10),10 |Twice Range (-10),-10} -20 + ?{Modifier|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{d5=[[1d5]]}} {{xd5=[[1d5+2]]}}">
|
||
<label>Fire!!! 🛈</label></button>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<button type="roll" name="roll_novadmg" style="width:19.5%" title="Roll Damage Any Natural 10 roll, scores One Critical Hit If the rolls have more than One Natural 10 Roll additional 1d5 as needed."
|
||
value="@{gmroll}&{template:custom} {{name=**@{ShipName} @{NovaName} Damage per Hit**}} {{nova2= ?{Number of Hits|1,[[@{NovaDamage}]]|2,[[@{NovaDamage}]] [[@{NovaDamage}]]|3,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|4,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
|
||
5,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
|
||
6,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
|
||
7,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]} }} {{d5=[[1d5]]}} {{desc=**Damage ignores ship's Armour**}}">
|
||
<label>Damage 🛈</label></button>
|
||
<!--end of line-->
|
||
<label style="width:14%">Damage:</label>
|
||
<input name="attr_NovaDamage" style="width:12%" type="text"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:17%" class="help" title="Available Ammunition Nova Cannons can typically store up to 20 Rounds">Reserve 🛈:</label>
|
||
<input type="number" name="attr_NovaAmmo" style="width:7%"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:24%">Range: 6 VU ⏵</label>
|
||
<input type="number" name="attr_NovaRange" style="width:7%" placeholder="Max" title="Maximun Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_novasimpledice" type="roll" style="width:7%" value="@{gmroll}&{template:custom} {{name=Nova Cannon Crit d5}} {{d1= ?{Roll|1 Crit,[[1d5]]|2 Crits,[[1d5]][[1d5]]|3 Crits,[[1d5]][[1d5]][[1d5]]} }}"><span id="tinyroll" title="Roll Crit 1d5">0</span></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input type="checkbox" style="width:4%" name="attr_HideNovaDesc" value="1" class="arrow icon" title="Hide Description"/>
|
||
<div class="hbody"><textarea name="attr_Novadesc" style="height:65px" placeholder="Nova Cannon Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
<!--Essential and supplemental Components-->
|
||
<div class="grid2">
|
||
<!--Essential-->
|
||
<div class="leftbox">
|
||
<input type="hidden" name="attr_ShipEssentialComponentsPowerTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipEssentialComponentsSpaceTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipEssentialComponentsSPTotal" value="0"></input>
|
||
<h3>Essential Components</h3>
|
||
<fieldset class="repeating_shipessentialcomponents" name="attr_repeating_shipessentialcomponents">
|
||
<input type="text" name="attr_ShipEssentialComponentName" style="width:71%" placeholder="Component Name" title="Component Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipEssentialComponentPower" style="width:8%" value="0" title="Power Used If this is the Plasma Drive Leave Value at 0 Type value in Power Max Field"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipEssentialComponentSpace" style="width:8%" value="0" title="Space Used"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipEssentialComponentSP" style="width:8%" value="0" title="SP"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="checkbox" name="attr_HideEssentialcomponent" style="width:3%" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:10%; font-size:11px" class="help" title="Depressurized Vacuum Effect Still Functional">Holed 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipEssentialHoled" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:16%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Can be Repaired">Unpowered 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipEssentialUnpowered" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:13%; font-size: 11px" class="help" title="If Fire is not contained it counts as Damaged Can be Vented but it becomes Holed">On Fire! 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipEssentialOnFire" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:14%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Hazardous Can be Repaired">Damaged 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipEssentialDamaged" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:15%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Extremely Hazardous Cannot be Repaired">Destroyed 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipEssentialDestroyed" value="1" type="checkbox"/>
|
||
</div>
|
||
<div class="hbody"><textarea name="attr_ShipEssentialComponentdesc" style="height:65px" placeholder="Component Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
<!--Supplemental-->
|
||
<div class="rightbox">
|
||
<input type="hidden" name="attr_ShipSupplementalComponentsPowerTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipSupplementalComponentsSpaceTotal" value="0"></input>
|
||
<input type="hidden" name="attr_ShipSupplementalComponentsSPTotal" value="0"></input>
|
||
<h3>Supplemental Components</h3>
|
||
<fieldset class="repeating_shipsupplementalcomponents" name="attr_repeating_shipsupplementalcomponents">
|
||
<input type="text" name="attr_ShipSupplementalComponentName" style="width:71%" placeholder="Component Name" title="Component Name"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipSupplementalComponentPower" style="width:8%" value="0" title="Power Used"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipSupplementalComponentSpace" style="width:8%" value="0" title="Space Used"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="number" name="attr_ShipSupplementalComponentSP" style="width:8%" value="0" title="SP"/>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<input type="checkbox" class="arrow icon" style="width:3%" name="attr_HideSupplementalcomponent" value="1" title="Hide Description"></input>
|
||
<div>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:10%; font-size:11px" class="help" title="Depressurized Vacuum Effect Still Functional">Holed 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipSupplementalHoled" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:16%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Can be Repaired">Unpowered 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipSupplementalUnpowered" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:13%; font-size: 11px" class="help" title="If Fire is not contained it counts as Damaged Can be Vented but it becomes Holed">On Fire! 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipSupplementalOnFire" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:14%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Hazardous Can be Repaired">Damaged 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipSupplementalDamaged" value="1" type="checkbox"/>
|
||
<div class="spacing" style="width:3%"></div>
|
||
<label style="width:15%; font-size: 11px" class="help" title="Non-functional No Gravity No Lights Extremely Hazardous Cannot be Repaired">Destroyed 🛈</label>
|
||
<input style="width:3%; margin-bottom:4px" name="attr_ShipSupplementalDestroyed" value="1" type="checkbox"/>
|
||
</div>
|
||
<div class="hbody"><textarea name="attr_ShipSupplementalComponentdesc"style="height:65px" placeholder="Component Description"></textarea></div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<!--Complications and Special-->
|
||
<div class="grid2">
|
||
<div class="leftbox">
|
||
<h3>Complications</h3>
|
||
<textarea name="attr_ShipComplications" style="height:70px" placeholder="Past Histories, Machine Spirit Oddities and Background description"></textarea>
|
||
</div>
|
||
<div class="rightbox">
|
||
<h3>Special Actions and Notes</h3>
|
||
<textarea name="attr_ShipSpecialActions" style="height:70px" placeholder="Description"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Journal Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="journal">
|
||
<h3>Experience and Advances ☆</h3>
|
||
<div>
|
||
<label style="width:11%" class="help" title="Remaining XP to spend on Advances">XP to Spend 🛈</label>
|
||
<input name="attr_XPtoSpend" type="text" style="width:7%" value="(@{XPTotal}) - (@{XPSpent})" disabled></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:13%" class="help" title="Total XP Spent determines your character's Rank Rank 1: 5,000 - 6,999 Rank 2: 7,000 - 9,999 Rank 3: 10,000 – 12,999 Rank 4: 13,000 – 16,999 Rank 5: 17,000 – 20,999 Rank 6: 21,000 – 24,999 Rank 7: 25,000 – 29,999 Rank 8: 30,000 - 34,999+">Total XP Spent 🛈</label>
|
||
<input name="attr_XPSpent" type="text" style="width:7%" value="(@{advtotal1} + @{advtotal2} + @{advtotal3})" disabled></input>
|
||
<input name="attr_advtotal1" type="hidden" value="0"/>
|
||
<input name="attr_advtotal2" type="hidden" value="0"/>
|
||
<input name="attr_advtotal3" type="hidden" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:10%" class="help" title="XP Earned during play Characters start with 4500 XP spent on character creation +500 XP for customizing Add a *Character Creation* advance costing 4500 XP for an accurate Rank determination A starting Rogue Trader character is near equivalent to a Rank 5 Dark Heresy character">Earned XP 🛈</label>
|
||
<input name="attr_XPTotal" type="number" style="width:7%" value="5000"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_career_path" type="text" placeholder="Career Path" style="width:25%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:5%" >Rank:</label>
|
||
<input name="attr_rank" type="text" style="width:3%; font-weight:bold" readonly></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_HideAdvancements" class="arrow icon" type="checkbox" style="width:3%; margin-bottom:5px; font-size: 17px" value="1" title="Toggle view Advances list"></input>
|
||
<div class="hbody">
|
||
<fieldset class="repeating_advancements">
|
||
<input style="width:27%" name="attr_advancementRe1" type="text" placeholder="Advance Name"></input>
|
||
<input style="width: 5%" name="attr_advancementRe1xp" type="number" value="0" title="XP Cost"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:27%" name="attr_advancementRe2" type="text" placeholder="Advance Name"></input>
|
||
<input style="width: 5%" name="attr_advancementRe2xp" type="number" value="0" title="XP Cost"></input>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input style="width:27%" name="attr_advancementRe3" type="text" placeholder="Advance Name"></input>
|
||
<input style="width: 5%" name="attr_advancementRe3xp" type="number" value="0" title="XP Cost"></input>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<h3>Origin Path ⎋</h3>
|
||
<div class="grid3">
|
||
<div class="gridbox1st">
|
||
<div>
|
||
<input name="attr_Homeworld" type="text" placeholder="Homeworld" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_homedesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Homeworld}} {{desc=**@{Homeworld}** @{homedesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hidehomedesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_homedesc" placeholder="Homeworld description and effects"></textarea></div>
|
||
</div>
|
||
<!--end of line-->
|
||
<div>
|
||
<input name="attr_Trials" type="text" placeholder="Trials and Travails" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_trialsdesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Trials and Travails}} {{desc=**@{trials}** @{trialsdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hidetrialsdesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_trialsdesc" placeholder="Trials and Travails description and effects"></textarea></div>
|
||
</div>
|
||
</div>
|
||
<div class="gridbox2nd">
|
||
<div>
|
||
<input name="attr_Birthright" type="text" placeholder="Birthright" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Birthrightdesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Birthright}} {{desc=**@{Birthright}** @{Birthrightdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hideBirthrightdesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_Birthrightdesc" placeholder="Birthright description and effects"></textarea></div>
|
||
</div>
|
||
<!--end of line-->
|
||
<div>
|
||
<input name="attr_Motivation" type="text" placeholder="Motivation" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Motivationdesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Motivation}} {{desc=**@{Motivation}** @{Motivationdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hideMotivationdesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_Motivationdesc" placeholder="Motivation description and effects"></textarea></div>
|
||
</div>
|
||
</div>
|
||
<div class="gridbox3rd">
|
||
<div>
|
||
<input name="attr_lureotvoid" type="text" placeholder="Lure of The Void" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_luredesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Lure of The Void}} {{desc=**@{lureotvoid}** @{luredesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hideluredesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_luredesc" placeholder="Lure of The Void description and effects"></textarea></div>
|
||
</div>
|
||
<!--end of line-->
|
||
<div>
|
||
<input name="attr_CharLineage" type="text" placeholder="Lineage" style="width:85%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_CharLineagedesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Lineage}} {{desc=**@{CharLineage}** @{CharLineagedesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hideCharLineagedesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_CharLineagedesc" placeholder="Lineage description and effects"></textarea></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="grid3">
|
||
<div class="gridbox1st">
|
||
<h2>Acquisitions</h2>
|
||
<fieldset class="repeating_acquisitions">
|
||
<div class="quickborder">
|
||
<input name="attr_acquisitionsname" style="width:85%" type="text" placeholder="Acquisition Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_acquisitiondesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{acquisitionsname}}} {{desc=@{acquisitiondesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hideacquisitiondesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_acquisitiondesc" placeholder="Acquisition Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="gridbox2nd">
|
||
<h2>Misfortunes</h2>
|
||
<fieldset class="repeating_misfortunes">
|
||
<div class="quickborder">
|
||
<input name="attr_misfortunename" style="width:85%" type="text" placeholder="Misfortune Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_misfortunedesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{misfortunename}}} {{desc=@{misfortunedesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_hidemisfortunedesc" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_misfortunedesc" placeholder="Misfortune Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="gridbox3rd">
|
||
<h2>Endeavours</h2>
|
||
<fieldset class="repeating_endeavours">
|
||
<div class="quickborder">
|
||
<input name="attr_EndeavoursName" style="width:85%" type="text" placeholder="Endeavour Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_Endeavours" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{EndeavoursName}}} {{desc=@{EndeavoursNotes}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<input style="width:4%" type="checkbox" name="attr_HideEndeavours" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height: 65px" name="attr_EndeavoursNotes" placeholder="Endeavour Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="grid3">
|
||
<div class="gridbox1st">
|
||
<h2>Alternate Career Ranks</h2>
|
||
<fieldset class="repeating_altcareer">
|
||
<div class="quickborder">
|
||
<input name="attr_altcareername" style="width:85%" type="text" placeholder="Alternate Career Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_altcareerdesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{character_name}'s Alternate Career}} {{desc=**@{altcareername}** @{altcareerdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hidealtcareer" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_altcareerdesc" placeholder="Alternate Career description and notes Original fields can be found in the EXTRAS tab"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="gridbox2nd">
|
||
<h2>Character Description</h2>
|
||
<textarea name="attr_CharacterDescription" style="height:100px" placeholder="Physical Description, Personality, Backstory..." ></textarea>
|
||
</div>
|
||
<div class="gridbox3rd">
|
||
<h2>Special Notes</h2>
|
||
<fieldset class="repeating_specialnotes">
|
||
<div class="quickborder">
|
||
<input name="attr_specialnotesname" style="width:85%" type="text" placeholder="Note Name"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<button name="roll_specialnotesdesc" type="roll" style="width:10%"
|
||
value="@{gmroll}&{template:custom} {{name=@{specialnotesname}}} {{desc=@{specialnotesdesc}}}"><label class="shct" title="Send to Chat">R</label></button>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input style="width:3%" type="checkbox" name="attr_hidespecialnotes" value="1" class="arrow icon" title="Hide Description"></input>
|
||
<div class="hbody"><textarea style="height:65px" name="attr_specialnotesdesc" placeholder="Note Description"></textarea></div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- Config Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<div class="config">
|
||
<div>
|
||
<h3>Extras</h3>
|
||
<input style="width:100%; font-size:10px" class="arrow icon" type="checkbox" name="attr_HideExtras" value="1" title="Hide Extras"></input>
|
||
<div class="hbody">
|
||
<input name="attr_altcareer1" type="text" placeholder="Alternate Career 1" style="width:15%"></input>
|
||
<input name="attr_AltRank1" type="text" placeholder="Rank" style="width:4%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_altcareer2" type="text" placeholder="Alternate Career 2" style="width:15%"></input>
|
||
<input name="attr_AltRank2" type="text" placeholder="Rank" style="width:4%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_altcareer3" type="text" placeholder="Alternate Career 3" style="width:15%"></input>
|
||
<input name="attr_AltRank3" type="text" placeholder="Rank" style="width:4%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_altcareer4" type="text" placeholder="Alternate Career 4" style="width:15%"></input>
|
||
<input name="attr_AltRank4" type="text" placeholder="Rank" style="width:4%"></input>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_altcareer5" type="text" placeholder="Alternate Career 5" style="width:15%"></input>
|
||
<input name="attr_AltRank5" type="text" placeholder="Rank" style="width:4%"></input>
|
||
<!--end of line-->
|
||
<h3>DO NOT DELETE THE REPEATING FIELD, THESE FIELDS WILL BE REMOVED LATER</h3>
|
||
<fieldset class="repeating_vehicles">
|
||
<!--weapon 1-->
|
||
<div style="width:33%; display:inline-block">
|
||
<input type="checkbox" name="attr_VehMeleeSelect1" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" title="Check here, if this is a Melee weapon"></input>
|
||
<div class="hbody">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehWeaponName1" style="width:56%" type="text" placeholder="Weapon Name" title="Ranged Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponClass1" style="width:16%" type="text" placeholder="Class" title="Weapon Class"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponFacing1" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<label style="width:8%" title="Rate of Fire">RoF:</label>
|
||
<input name="attr_Vehweaponsingle1" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponsemi1" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponfull1" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_VehWeaponDamage1" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehWeaponType1" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:8%">Clip:</label>
|
||
<input name="attr_Vehweaponclip1" style="width:8%" type="number" value="0" title="Clip Current"/>
|
||
<input name="attr_Vehweaponclip1_max" style="width:8%" type="number" value="0" title="Clip Maximum"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen:</label>
|
||
<input name="attr_VehWeaponPen1" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<!-- end of line -->
|
||
<textarea style="height:55px" name="attr_VehWeaponDesc1" placeholder="Range, Reload & Special Qualities"></textarea>
|
||
</div><!--hbody-->
|
||
<div class="hbody2">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehMeleeName1" style="width:56%" type="text" placeholder="Weapon Name" title="Melee Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeClass1" style="width:16%" type="text" value="Melee" title="Weapon Class" readonly/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeFacing1" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<input name="attr_VehMeleeRange1" style="width:15%" type="text" placeholder="Range" title="Extended Melee Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeDamage1" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehMeleeType1" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:8%">Pen:</label>
|
||
<input name="attr_VehMeleePen1" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<textarea style="height:55px" name="attr_VehMeleeDesc1" placeholder="Special Qualities" ></textarea>
|
||
</div><!--hbody2-->
|
||
</div>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<!--weapon 2-->
|
||
<div style="width:33%; display:inline-block">
|
||
<input type="checkbox" name="attr_VehMeleeSelect2" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" title="Check here, if this is a Melee weapon"></input>
|
||
<div class="hbody">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehWeaponName2" style="width:56%" type="text" placeholder="Weapon Name" title="Ranged Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponClass2" style="width:16%" type="text" placeholder="Class" title="Weapon Class"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponFacing2" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<label style="width:8%" title="Rate of Fire">RoF:</label>
|
||
<input name="attr_Vehweaponsingle2" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponsemi2" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponfull2" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_VehWeaponDamage2" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehWeaponType2" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:8%">Clip:</label>
|
||
<input name="attr_Vehweaponclip2" style="width:8%" type="number" value="0" title="Clip Current"/>
|
||
<input name="attr_Vehweaponclip2_max" style="width:8%" type="number" value="0" title="Clip Maximum"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen:</label>
|
||
<input name="attr_VehWeaponPen2" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<!-- end of line -->
|
||
<textarea style="height:55px" name="attr_VehWeaponDesc2" placeholder="Range, Reload & Special Qualities"></textarea>
|
||
</div><!--hbody-->
|
||
<div class="hbody2">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehMeleeName2" style="width:56%" type="text" placeholder="Weapon Name" title="Melee Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeClass2" style="width:16%" type="text" value="Melee" title="Weapon Class" readonly/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeFacing2" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<input name="attr_VehMeleeRange2" style="width:15%" type="text" placeholder="Range" title="Extended Melee Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeDamage2" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehMeleeType2" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:8%">Pen:</label>
|
||
<input name="attr_VehMeleePen2" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<textarea style="width:100%; height:55px" name="attr_VehMeleeDesc2" placeholder="Special Qualities" ></textarea>
|
||
</div><!--hbody2-->
|
||
</div>
|
||
<div class="spacing" style="width:0.5%"></div>
|
||
<!--weapon 3-->
|
||
<div style="width:33%; display:inline-block">
|
||
<input type="checkbox" name="attr_VehMeleeSelect3" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" title="Check here, if this is a Melee weapon"></input>
|
||
<div class="hbody">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehWeaponName3" style="width:56%" type="text" placeholder="Weapon Name" title="Ranged Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponClass3" style="width:16%" type="text" placeholder="Class" title="Weapon Class"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehWeaponFacing3" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<label style="width:8%" title="Rate of Fire">RoF:</label>
|
||
<input name="attr_Vehweaponsingle3" style="width:6%" type="text" value="S" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponsemi3" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<input name="attr_Vehweaponfull3" style="width:6%" type="text" value="-" title="Rate of Fire"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<input name="attr_VehWeaponDamage3" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehWeaponType3" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:8%">Clip:</label>
|
||
<input name="attr_Vehweaponclip3" style="width:8%" type="number" value="0" title="Clip Current"/>
|
||
<input name="attr_Vehweaponclip3_max" style="width:8%" type="number" value="0" title="Clip Maximum"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<label style="width:7%">Pen:</label>
|
||
<input name="attr_VehWeaponPen3" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<!-- end of line -->
|
||
<textarea style="height:55px" name="attr_VehWeaponDesc3" placeholder="Range, Reload & Special Qualities"></textarea>
|
||
</div><!--hbody-->
|
||
<div class="hbody2">
|
||
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
|
||
<input name="attr_VehMeleeName3" style="width:56%" type="text" placeholder="Weapon Name" title="Melee Weapon Name"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeClass3" style="width:16%" type="text" value="Melee" title="Weapon Class" readonly/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeFacing3" style="width:22%" type="text" placeholder="Facing" title="Weapon Facing"/>
|
||
<!-- end of line -->
|
||
<input name="attr_VehMeleeRange3" style="width:15%" type="text" placeholder="Range" title="Extended Melee Range"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<input name="attr_VehMeleeDamage3" style="width:20%" type="text" placeholder="Damage" title="Weapon Damage"/>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<select name="attr_VehMeleeType3" style="width:11%">
|
||
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type </option>
|
||
<option value="Energy" selected>(E) Energy</option>
|
||
<option value="Explosive">(X) Explosive</option>
|
||
<option value="Impact">(I) Impact</option>
|
||
<option value="Rending">(R) Rending</option>
|
||
</select>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:8%">Pen:</label>
|
||
<input name="attr_VehMeleePen3" style="width:7%" type="number" value="0" title="Weapon Penetration"/>
|
||
<textarea style="width:100%; height:55px" name="attr_VehMeleeDesc3" placeholder="Special Qualities" ></textarea>
|
||
</div><!--hbody3-->
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<h1>Homebrew Content</h1>
|
||
<span style="width:50%">Warp Travel Revised (click to expand)</span>
|
||
<span style="width:50%">Cover Rules Revised (click to expand)</span>
|
||
<!--end of line-->
|
||
<textarea class="rulesbox" readonly
|
||
>**Stage 1 Pre-Travel preparations:
|
||
The ship will spend 10 days (or 2d10) to reach the jump point
|
||
outside the system's gravity well (unless the ship is in open space)
|
||
Then the Navigator takes an Awareness Test (Difficulty set by GM)
|
||
in order to locate the Holy Astronomican and chart a route.
|
||
Other characters may assist this test by praying or giving speeches
|
||
(these may require other tests at GMs discretion)
|
||
Each Degree of Success Reduces travel time by 5 days,
|
||
Failure Increases travel time by 30 days with each Degree adding 10 days.
|
||
Then the GM determines Travel Time in Days (see Travel Time below).
|
||
Be mindful that the ships supplies are limited (see Ship Supplies below)
|
||
**Stage 2 The Journey:
|
||
Based on travel time the GM determines the number of Warp Travel
|
||
Encounters the ship will face (one encounter every 10 days is reasonable)
|
||
(if the Journey lasts less than 10 days, the ship should face at least one)
|
||
Then the GM (in secret) will Roll the Warp Travel Encounters button
|
||
The Gellar Field provides +15 to every roll for as long as its functional
|
||
*The Chaos Cult plot is optional* if undesired, replace all related
|
||
results with the Alls Well encounter.(makes the journey easier)
|
||
**Stage 3 The Arrival:
|
||
To re-enter realspace, the navigator must take a Challenging (+0)
|
||
Navigation (Warp) Test and again, other characters may assist this test.
|
||
Success means the ship arrived at its correct destination on time.
|
||
Each Degree of Success restores Crew Morale by 1 (up to limit)
|
||
Failure means the ship is off-course by 30 days, with each Degree
|
||
of Failure adding 10 days each, and reducing Crew Morale by 1d5+1.
|
||
4 or more Degrees of Failure also throws the ship off-time...
|
||
Backward? Forward? Still? (GM discretion advised)</textarea>
|
||
<div class="spacing" style="width:1%"></div>
|
||
<textarea class="rulesbox" readonly
|
||
>*Cover is any object that can be used to hide behind it, classified as:
|
||
*Half Cover will block any Ranged Attack hit to the LEGS location.
|
||
If the character goes Prone behind it, then its considered Full Cover.
|
||
*Full Cover will block any Ranged Attack hit to ALL locations.
|
||
Any ranged attack that would have Hit the character,
|
||
hits the cover instead, Roll the weapon Damage + Pen
|
||
(if any) the total is dealt to the cover's "Durability" points
|
||
*Durability is similar "wounds", this list provides some examples:
|
||
-Soft materials: plastic, furniture and thin metal (20 DP)
|
||
-Semi-durable: wood, storage crates, metal doors (100 DP)
|
||
-Durable: sandbags, barricades, metal structures (250 DP)
|
||
-Very Durable: bulkheads, solid rockcrete, stone (600 DP)
|
||
-Reinforced: Plasteel structures, Armaplas structures (1500 DP)
|
||
**Exceptions:
|
||
*Flanking happens when the attack comes from an angle the cover does
|
||
not protect against, such as been hit from behind (at GMs discretion)
|
||
*Weapons with the Blast Quality ignore cover.
|
||
*Pyschic/Warp attacks that DO NOT have a physical projectile
|
||
also ignore cover. (e.g. psychic scream)
|
||
Characters behind cover are still visible to attackers.
|
||
Characters larger than Hulking do not benefit from (most) cover.
|
||
The Overwatch action can be used to attack a character "As they come
|
||
out of cover" to attack or move. Cover is ignored but the test is at -20</textarea>
|
||
<!--end of line-->
|
||
<input type="radio" style="width:2%; margin-bottom: 3px;" name="attr_geller" value="15" checked/>
|
||
<label style="width:17%">⏴✅ Gellar Field ❌⏵</label>
|
||
<input type="radio" style="width:2%; margin-bottom: 3px;" name="attr_geller" value="0"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<button name="roll_warptravel" type="roll" style="width:22%" title="Rolls a 1d100 on the Warp Travel Encounters table The Gellar Field provides a +15 modifier If its Damaged, Unpowered or Destroyed it is considered Offline, set Gellar Field to ( X ) (no bonus) Over 80 unique encounters! There is a 25% chance for Alls Well (good) Results in between 86 to 60 are not too bad but results of 59 or under... The Emperor Protects... GMs discretion advised."
|
||
value="@{gmroll}&{template:custom} {{name=**The Warp is calling...**}} {{warpt=[[(1d100 + @{geller} + ?{Modifier|0} )]]}} {{xd5=[[1d5+2]]}} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[1d10+6]]}} {{psypen=[[3d10]]}} {{hitloc=[[4d10]]}}">
|
||
<label>Warp Travel Encounters 🛈</label></button>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:12%" class="help" title="Travel Time (in days) The GM determines total travel time as described above taking into consideration several factors such as: Is the route charted?, is the Astronomican obscured?, how far is the destination? See Navis Primer page 38 for details and estimates. In RT a *Week* is 5 days (as opposed to 7) and a *Month* is 30 days Some Warp Drive models modify travel time substantially GMs TIP: assign atribute TravelTime to a hidden token bubble for easier addition/substraction.">Travel Time 🛈⏵</label>
|
||
<input name="attr_TravelTime" style="width:4%" type="number" placeholder="days"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:13%" class="help" title="Ship Supplies (in days) Most Ships have up to 180 days of supplies (6 months) Supply capacity can be increased with some Ship Components or rationing Every 30 days spent beyond the supply limit deals -2 Crew Morale Other events may happen after supplies run out See page 227 for details. GMs TIP: assign atribute ShipSupplies to a hidden token bubble for easier addition/substraction.">Ship Supplies 🛈⏵</label>
|
||
<input name="attr_ShipSupplies" style="width:4%" type="number" placeholder="days"/>
|
||
<div class="spacing" style="width:2%"></div>
|
||
<label style="width:12%" class="help" title="Expected Warp Travel Encounters The number of encounters is determined by the GM taking into consideration travel time, route and destination Some Gellar Field models and some special Ship Components affect how many encounters are expected and their severity. Too many encounters may bore players, GM discretion advised GMs TIP: assign atribute WarpEncounter to a hidden token bubble for easier addition/substraction.">Encounters 🛈⏵</label>
|
||
<input name="attr_WarpEncounter" style="width:4%" type="number" placeholder="?"/>
|
||
<!--end of line-->
|
||
<label style="width:100%; text-align:center" class="help"
|
||
title="The Chaos Cult will manifest and grow in Strength during certain encounters These encounters will *Increase Cult Strenght by (X) Steps* Cult Strength starts at *Crushed* and advances to the right When a step is reached, apply the corresponding effect below Some encounters provide ways to reduce Cult Strength If the Cult *Reduces Strength* (step back) the effects below are ignored The finer details on how to deal with the cult are up to the GM"
|
||
>Chaos Cult Strenght 🛈</label>
|
||
<!--end of line-->
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="0" checked/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="1"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="2"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="3"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="4"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="5"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="6"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="7"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="8"/>
|
||
<input type="radio" style="width:10%" name="attr_chaoscult" value="9"/>
|
||
<!--end of line-->
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="It is said that heresy is like a tree Its roots lie in darkness You can prune off its branches even cut the tree to the ground but it will grow again... ever stronger... When dealing with heresy no sacrifice is too great no trechery too small.">Crushed 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult spreads lies and rumors to get the weak minded to join the Crew suffers 1 Morale Damage.">Demoralization 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult attemps to obtain the favor of their dark gods, by sacrificing several crew members already inducted. the Crew suffers 1 Crew Pop Damage.">Human Sacrifice 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult has infiltrated several key positions amongs the ranks Any Crew Test or Command Test that involves the crew, gets a -15 penalty">Infiltration 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult attempts to start a crisis by sabotaging the ships supplies Ship Supplies are reduced by *Half* of their current value Explorers can mitigate this loss at GMs discretion">Supplies Sabotaged 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult conspires to sabotage the Gellar Field! The Gellar Field Component is Destroyed">Gellar Field Sabotaged 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult figures they need to keep the ship in the Warp for as long as possible The ship suffers an *Engines Crippled* Critical Hit (#6) If the Ships Speed is reduced by half Double the current travel time If the Ships Speed is reduced to 1 Quadruple the current Travel Time The Engines cannot be repaired until the vessel exits the Warp">Engines Sabotaged 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult attempts to destabilize leadership by killing important crew members such as deck officers, enforcers and even the Top Brass the GM chooses an important NPC (or PC) to be assasinated details about this plot or how to prevent it are up to the GM.">Assasination 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached The Cult attempts to take over the ship! A mutiny starts, about half of the remaining Crew joins it See rules on mutiny on page 225 RTC The Cult leaders have 65 score in all skills involved If the Mutiny is suppresed the Cult looses a lot of power Reduce Cult Strenght by 5 Steps">Cult Mutiny 🛈</label>
|
||
<label style="width:10%; height:35px; text-align:center; cursor:help" title="When this step is reached... The Cult attempts to bring their dark masters onboard The Cult summons a Greater Daemon and/or a legion of lesser daemons to ravage the crew Many cultists also join in the fight Combat Encounter at GMs discretion If the Daemons and cultist are defeated then the Cult is Crushed.... for now">Daemon Summoning 🛈</label>
|
||
<div class="spacing" style="width:100%;height:20px"></div>
|
||
<!--end of line-->
|
||
<h1>Roll20 Wiki Link</h1>
|
||
<span class="hpl" style="width:100%" title="Click to select all > Right click > Open link in new tab Roll20 does not allow hyperlinks :(">https://wiki.roll20.net/Rogue_trader_improved</span>
|
||
<h1>Credits</h1>
|
||
<span style="width:100%">Redesigned and improved by author Mago with support from Andy</span>
|
||
<span style="width:100%">Original sheet layout based on Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.</span>
|
||
<h1>Special Thanks</h1>
|
||
<span style="width:100%">RainbowEncoder for providing vital support with macros using reused rolls and decimal removal</span>
|
||
<span style="width:100%">GiGs and Scott C. for providing advice with this sheet layout, including resolution to the infamous "input inside a button" problem</span>
|
||
<span style="width:100%">Oosh for assisting with the Damage Calculator macro</span>
|
||
<span style="width:100%">Andreas j. for providing support on this sheet wiki page</span>
|
||
<span style="width:100%">Baleini for providing many ideas for sheet streamlining</span>
|
||
<div class="logo" style="width:100%"><img style="display:block; margin-left:auto; margin-right:auto" src="https://raw.githubusercontent.com/roguetradermago/Rogue-Trader-improved-assets/main/rogue-trader-logo-lg.png"></div>
|
||
<span style="width:100%; margin-bottom:10px">Rogue Trader Improved Rev.7 May 2025</span>
|
||
</div>
|
||
</div>
|
||
</main>
|
||
<!-- Script Section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<script type="text/worker">
|
||
/* --- script for the crp attack macro unfinished---
|
||
on("clicked:repeating_rangedweapons:guncrp", function(eventInfo) {
|
||
getAttrs(["repeating_rangedweapons_gunroll"], function(values) {
|
||
let diceRoll = values["repeating_rangedweapons_gunroll"] || "[[1d100]]";
|
||
startRoll(diceRoll, (r) => {
|
||
finishRoll(r.rollId);
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
/* --- script for crew morale--- */
|
||
on("change:crewmorale sheet:opened", function() {
|
||
getAttrs(["crewmorale"], function(values) {
|
||
const cwm = parseInt(values["crewmorale"], 10) || 0;
|
||
let crewmorale = "";
|
||
let moralemod = 0; /* --- command penalty--- */
|
||
let bsmoralmod = 0; /* --- ballistic penalty--- */
|
||
let manumoralmod = 0; /* --- manu penalty--- */
|
||
let detmoralmod = 0; /* --- detection penalty--- */
|
||
|
||
if (cwm === 0) {
|
||
crewmorale = "0%: The ship’s crew rises up like a single, enraged organism, Killing Anybody in Authority they can catch. Unless every single crew member is put to the sword, they will take control of the ship and elect new officers from among Their ranks.";
|
||
moralemod = 200;
|
||
bsmoralmod = 200;
|
||
manumoralmod = 200;
|
||
detmoralmod = 200;
|
||
} else if (cwm <= 10) {
|
||
crewmorale = "10%: All Command Tests involving the ship or its crew suffer an additional –15 penalty (–30 total). The ship also suffers an additional –10 penalty to Speed, Manoeuvrability, and Detection.";
|
||
moralemod = 30;
|
||
bsmoralmod = 10;
|
||
manumoralmod = 20;
|
||
detmoralmod = 10;
|
||
} else if (cwm <= 20) {
|
||
crewmorale = "20%: The ship may no longer perform Boarding Actions or Hit and Run attacks. The ship may still attempt to resist Boarding Actions as normal. Whenever the ship reaches a port, lose 1d5 Crew Population to deserters.";
|
||
moralemod = 15;
|
||
bsmoralmod = 10;
|
||
manumoralmod = 10;
|
||
detmoralmod = 0;
|
||
} else if (cwm <= 40) {
|
||
crewmorale = "40%: The ship suffers a –10 penalty to Manoeuvrability. All Ballistic Skill Tests made to fire the ship’s weapons suffer an additional –5 penalty (–10 total).";
|
||
moralemod = 15;
|
||
bsmoralmod = 10;
|
||
manumoralmod = 10;
|
||
detmoralmod = 0;
|
||
} else if (cwm <= 50) {
|
||
crewmorale = "50%: All Command Tests involving the ship or its crew suffer an additional –10 penalty (–15 total)";
|
||
moralemod = 15;
|
||
bsmoralmod = 0;
|
||
manumoralmod = 0;
|
||
detmoralmod = 0;
|
||
} else if (cwm <= 60) {
|
||
crewmorale = "60%: All Ballistic Skill Tests made to fire the ship’s weapons suffer a –5 penalty.";
|
||
moralemod = 5;
|
||
bsmoralmod = 5;
|
||
manumoralmod = 0;
|
||
detmoralmod = 0;
|
||
} else if (cwm <= 80) {
|
||
crewmorale = "80%: All Command Tests involving the ship or its crew suffer a –5 penalty.";
|
||
moralemod = 5;
|
||
bsmoralmod = 0;
|
||
manumoralmod = 0;
|
||
detmoralmod = 0;
|
||
} else {
|
||
crewmorale = "100%: The Crew is motivated and ready to serve. No negative effects.";
|
||
moralemod = 0;
|
||
bsmoralmod = 0;
|
||
manumoralmod = 0;
|
||
detmoralmod = 0;
|
||
}
|
||
|
||
setAttrs({
|
||
"crewmoreffect": crewmorale,
|
||
"moralemod": moralemod,
|
||
"bsmoralmod": bsmoralmod,
|
||
"manumoralmod": manumoralmod,
|
||
"detmoralmod": detmoralmod
|
||
});
|
||
});
|
||
});
|
||
|
||
/* --- script for crew pop--- */
|
||
on("change:crewpop sheet:opened", function() {
|
||
getAttrs(["crewpop"], function(values) {
|
||
const cwp = parseInt(values["crewpop"], 10) || 0;
|
||
let crewpop = "";
|
||
let crewmod = 0;
|
||
let crewmanu = 0;
|
||
|
||
if (cwp === 0) {
|
||
crewpop = "0%: The ship becomes an empty tomb, populated only by the dead. The ship cannot operate again without at least some crew to run it.";
|
||
crewmod = 99;
|
||
crewmanu = 99;
|
||
} else if (cwp <= 10) {
|
||
crewpop = "10%: The ship may not perform Boarding Actions or Hit and Run attacks. Anyone attempting to repulse a Boarding Action or Hit and Run attack, fight fires, or make Emergency Repairs suffers a –20 penalty.";
|
||
crewmod = 20;
|
||
crewmanu = 10;
|
||
} else if (cwp <= 20) {
|
||
crewpop = "20%: In combat the ship counts as Crippled. If the ship actually becomes Crippled, it may only take a Strategic Turn on every other Strategic Round.";
|
||
crewmod = 5;
|
||
crewmanu = 10;
|
||
} else if (cwp <= 40) {
|
||
crewpop = "40%: The ship loses any bonus to Achievement Points it would normally receive for its Components.";
|
||
crewmod = 5;
|
||
crewmanu = 10;
|
||
} else if (cwp <= 50) {
|
||
crewpop = "50%: The ship suffers a –10 penalty to its Manoeuvrability.";
|
||
crewmod = 5;
|
||
crewmanu = 10;
|
||
} else if (cwp <= 60) {
|
||
crewpop = "60%: All Tests involving Boarding Actions, repulsing Hit and Run attacks, fighting fires, and making Emergency Repairs suffer a –5 penalty.";
|
||
crewmod = 5;
|
||
crewmanu = 0;
|
||
} else if (cwp <= 80) {
|
||
crewpop = "80%: The ship increases all travel times by 1d5 days.";
|
||
crewmod = 0;
|
||
crewmanu = 0;
|
||
} else {
|
||
crewpop = "100%: All decks fully manned. No negative effects.";
|
||
crewmod = 0;
|
||
crewmanu = 0;
|
||
}
|
||
|
||
setAttrs({
|
||
"crewpopeffect": crewpop,
|
||
"crewmod": crewmod,
|
||
"crewmanu": crewmanu
|
||
});
|
||
});
|
||
});
|
||
|
||
/* --- script for corruption points--- */
|
||
on("change:corruption sheet:opened", function() {
|
||
getAttrs(["corruption"], function(values) {
|
||
const cp = parseInt(values["corruption"]) || 0;
|
||
let corruptionDegree = "";
|
||
let maligMod = 0;
|
||
|
||
if (cp === 0) {
|
||
corruptionDegree = "Pure (0 CP)";
|
||
maligMod = 0;
|
||
} else if (cp >= 1 && cp <= 30) {
|
||
corruptionDegree = "Tainted (1-30 CP) - Malignancy Mod +0";
|
||
maligMod = 0;
|
||
} else if (cp >= 31 && cp <= 60) {
|
||
corruptionDegree = "Soiled (31-60 CP) - Malignancy Mod -10";
|
||
maligMod = 10;
|
||
} else if (cp >= 61 && cp <= 90) {
|
||
corruptionDegree = "Debased (61-90 CP) - Malignancy Mod -20";
|
||
maligMod = -20;
|
||
} else if (cp >= 91 && cp <= 99) {
|
||
corruptionDegree = "Profaned (91-99 CP) - Malignancy Mod -30";
|
||
maligMod = -30;
|
||
} else {
|
||
corruptionDegree = "Damned (100+ CP)";
|
||
maligMod = -99;
|
||
}
|
||
|
||
setAttrs({
|
||
"corruptiondegree": corruptionDegree,
|
||
"MaligMod": maligMod
|
||
});
|
||
});
|
||
});
|
||
|
||
/* --- script for insanity points--- */
|
||
on("change:insanity sheet:opened", function() {
|
||
getAttrs(["insanity"], function(values) {
|
||
const ip = parseInt(values["insanity"]) || 0;
|
||
var mod = "";
|
||
var desc = "";
|
||
console.log(ip, desc);
|
||
|
||
if (ip >= 0 && ip <= 9) {
|
||
mod = 10;
|
||
desc = "Stable (0-9 IP) - Trauma Mod +10";
|
||
} else if (ip >= 10 && ip <= 39) {
|
||
mod = 10;
|
||
desc = "Unsettled (10-39 IP) - Trauma Mod +10";
|
||
} else if (ip >= 40 && ip <= 59) {
|
||
mod = 0;
|
||
desc = "Disturbed (40-59 IP) - Trauma Mod +0";
|
||
} else if (ip >= 60 && ip <= 79) {
|
||
mod = -10;
|
||
desc = "Unhinged (60-79 IP) - Trauma Mod -10";
|
||
} else if (ip >= 80 && ip <= 99) {
|
||
mod = -20;
|
||
desc = "Deranged (80-99 IP) - Trauma Mod -20";
|
||
} else if (ip >= 100) {
|
||
mod = -99;
|
||
desc = "Terminally Insane (100+ IP)";
|
||
}
|
||
|
||
setAttrs({
|
||
"traumamod": mod,
|
||
"madnessdegree": desc
|
||
});
|
||
});
|
||
});
|
||
|
||
/* --- script for SB + TB carry capacity--- */
|
||
on("change:SB change:TB sheet:opened", () => {
|
||
getAttrs(["SB", "TB"], values => {
|
||
const SB = parseInt(values["SB"]) || 0;
|
||
const TB = parseInt(values["TB"]) || 0;
|
||
const sumofsbtb = SB + TB;
|
||
|
||
const gearcarryValues = [
|
||
1.125, 2.25, 4.5, 9, 18, 27, 36, 45, 56, 67, 78, 90, 112,
|
||
225, 337, 450, 675, 900, 1350, 1800, 2250, 2700, 3150, 3600, 4050
|
||
];
|
||
|
||
const gearcarry = sumofsbtb >= 25 ? 4500 : gearcarryValues[sumofsbtb] || 1.125;
|
||
|
||
setAttrs({ "GearCarry": gearcarry });
|
||
});
|
||
});
|
||
|
||
/* --- script for auto-calc rank--- */
|
||
on("change:advtotal1 change:advtotal2 change:advtotal3 sheet:opened", function() {
|
||
getAttrs(["advtotal1", "advtotal2", "advtotal3"], function(values) {
|
||
var xp1 = parseInt(values["advtotal1"]) || 0;
|
||
var xp2 = parseInt(values["advtotal2"]) || 0;
|
||
var xp3 = parseInt(values["advtotal3"]) || 0;
|
||
var xp = xp1 + xp2 + xp3;
|
||
var rank = "";
|
||
|
||
console.log("Total XP:", xp); // Debugging output
|
||
|
||
if (xp < 7000) {
|
||
rank = 1;
|
||
} else if (xp < 10000) {
|
||
rank = 2;
|
||
} else if (xp < 13000) {
|
||
rank = 3;
|
||
} else if (xp < 17000) {
|
||
rank = 4;
|
||
} else if (xp < 21000) {
|
||
rank = 5;
|
||
} else if (xp < 25000) {
|
||
rank = 6;
|
||
} else if (xp < 30000) {
|
||
rank = 7;
|
||
} else {
|
||
rank = 8;
|
||
}
|
||
|
||
setAttrs({ "rank": rank });
|
||
});
|
||
});
|
||
|
||
/* ---- script for ship crippled ---- */
|
||
on("change:shipcrippled sheet:opened", function() {
|
||
getAttrs(["shipcrippled"], function(values) {
|
||
var shipcrippled = parseInt(values["shipcrippled"]) || 0;
|
||
var output = "";
|
||
if (shipcrippled == 0) {
|
||
output = 1;
|
||
} else {
|
||
output = 2;
|
||
}
|
||
setAttrs({"shipcrippled2":output});
|
||
});
|
||
});
|
||
|
||
/*Repeating Sum setup -- including psypowers, advancements and gear weight*/
|
||
const repeatingSum = (destinations, section, fields) => {
|
||
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
|
||
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
|
||
getSectionIDs(`repeating_${section}`, idArray => {
|
||
const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${field}`))], []);
|
||
getAttrs([...attrArray], v => {
|
||
const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0;
|
||
const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length);
|
||
const output = {};
|
||
destinations.forEach((destination, index) => {
|
||
output[destination] = idArray.reduce((total, id) => total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0);
|
||
});
|
||
setAttrs(output);
|
||
});
|
||
});
|
||
};
|
||
|
||
on('change:repeating_gears:gearwt remove:repeating_gears',function(){
|
||
repeatingSum("GearCarryCurrent","gears","gearwt");
|
||
});
|
||
on('change:repeating_psypowers1:sustainingpower remove:repeating_psypowers1',function(){
|
||
repeatingSum("sustainingpowertotal","psypowers1","sustainingpower");
|
||
});
|
||
on('change:repeating_psypowers2:sustainingpower1 remove:repeating_psypowers2',function(){
|
||
repeatingSum("sustainingpowertotal1","psypowers2","sustainingpower1");
|
||
});
|
||
on('change:repeating_advancements:advancementRe1xp remove:repeating_advancements',function(){
|
||
repeatingSum("advtotal1","advancements","advancementRe1xp");
|
||
});
|
||
on('change:repeating_advancements:advancementRe2xp remove:repeating_advancements',function(){
|
||
repeatingSum("advtotal2","advancements","advancementRe2xp");
|
||
});
|
||
on('change:repeating_advancements:advancementRe3xp remove:repeating_advancements',function(){
|
||
repeatingSum("advtotal3","advancements","advancementRe3xp");
|
||
});
|
||
/* ---- ship essentials ---- */
|
||
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
|
||
repeatingSum("ShipEssentialComponentsPowerTotal","ShipEssentialComponents","ShipEssentialComponentPower");
|
||
});
|
||
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
|
||
repeatingSum("ShipEssentialComponentsSpaceTotal","ShipEssentialComponents","ShipEssentialComponentSpace");
|
||
});
|
||
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
|
||
repeatingSum("ShipEssentialComponentsSPTotal","ShipEssentialComponents","ShipEssentialComponentSP");
|
||
});
|
||
/* ---- ship supplemental ---- */
|
||
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
|
||
repeatingSum("ShipSupplementalComponentsPowerTotal","ShipSupplementalComponents","ShipSupplementalComponentPower");
|
||
});
|
||
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
|
||
repeatingSum("ShipSupplementalComponentsSpaceTotal","ShipSupplementalComponents","ShipSupplementalComponentSpace");
|
||
});
|
||
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
|
||
repeatingSum("ShipSupplementalComponentsSPTotal","ShipSupplementalComponents","ShipSupplementalComponentSP");
|
||
});
|
||
|
||
/* ---- script worker for characteristics ---- */
|
||
on("change:startingWS change:AdvancedWS1 change:AdvancedWS2 change:AdvancedWS3 change:AdvancedWS4 change:fatiguepenalty change:pamws change:patoggle sheet:opened", function() {
|
||
getAttrs(["startingWS","AdvancedWS1","AdvancedWS2","AdvancedWS3","AdvancedWS4","fatiguepenalty","pamws","patoggle"], function(values) {
|
||
var startingWS = parseInt(values["startingWS"])||0;
|
||
var AdvancedWS1 = parseInt(values["AdvancedWS1"])||0;
|
||
var AdvancedWS2 = parseInt(values["AdvancedWS2"])||0;
|
||
var AdvancedWS3 = parseInt(values["AdvancedWS3"])||0;
|
||
var AdvancedWS4 = parseInt(values["AdvancedWS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var pamws = parseInt(values["pamws"])||0;
|
||
var patoggle = parseInt(values["patoggle"])||0;
|
||
var pamod = 0;
|
||
|
||
if (patoggle == 1) {
|
||
pamod = pamws;
|
||
} else {
|
||
pamod = 0;
|
||
}
|
||
|
||
var output = startingWS + AdvancedWS1 + AdvancedWS2 + AdvancedWS3 + AdvancedWS4 + pamod - fatiguepenalty;
|
||
|
||
setAttrs({
|
||
"WeaponSkill": output
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:startingBS change:AdvancedBS1 change:AdvancedBS2 change:AdvancedBS3 change:AdvancedBS4 change:fatiguepenalty change:pambs change:patoggle sheet:opened", function() {
|
||
getAttrs(["startingBS","AdvancedBS1","AdvancedBS2","AdvancedBS3","AdvancedBS4","fatiguepenalty","pambs","patoggle"], function(values) {
|
||
var startingBS = parseInt(values["startingBS"])||0;
|
||
var AdvancedBS1 = parseInt(values["AdvancedBS1"])||0;
|
||
var AdvancedBS2 = parseInt(values["AdvancedBS2"])||0;
|
||
var AdvancedBS3 = parseInt(values["AdvancedBS3"])||0;
|
||
var AdvancedBS4 = parseInt(values["AdvancedBS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var pambs = parseInt(values["pambs"])||0;
|
||
var patoggle = parseInt(values["patoggle"])||0;
|
||
var pamod = 0;
|
||
|
||
if (patoggle == 1) {
|
||
pamod = pambs;
|
||
} else {
|
||
pamod = 0;
|
||
}
|
||
|
||
var output = startingBS + AdvancedBS1 + AdvancedBS2 + AdvancedBS3 + AdvancedBS4 + pamod - fatiguepenalty;
|
||
|
||
setAttrs({
|
||
"BallisticSkill": output
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:startingS change:AdvancedS1 change:AdvancedS2 change:AdvancedS3 change:AdvancedS4 change:fatiguepenalty change:pams change:patoggle sheet:opened", function() {
|
||
getAttrs(["startingS","AdvancedS1","AdvancedS2","AdvancedS3","AdvancedS4","fatiguepenalty","pams","patoggle"], function(values) {
|
||
var startingS = parseInt(values["startingS"])||0;
|
||
var AdvancedS1 = parseInt(values["AdvancedS1"])||0;
|
||
var AdvancedS2 = parseInt(values["AdvancedS2"])||0;
|
||
var AdvancedS3 = parseInt(values["AdvancedS3"])||0;
|
||
var AdvancedS4 = parseInt(values["AdvancedS4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var pams = parseInt(values["pams"])||0;
|
||
var patoggle = parseInt(values["patoggle"])||0;
|
||
var pamod = 0;
|
||
|
||
if (patoggle == 1) {
|
||
pamod = pams;
|
||
} else {
|
||
pamod = 0;
|
||
}
|
||
|
||
var output = startingS + AdvancedS1 + AdvancedS2 + AdvancedS3 + AdvancedS4 + pamod - fatiguepenalty;
|
||
|
||
setAttrs({
|
||
"Strength": output
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:startingT change:AdvancedT1 change:AdvancedT2 change:AdvancedT3 change:AdvancedT4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingT","AdvancedT1","AdvancedT2","AdvancedT3","AdvancedT4","fatiguepenalty"], function(values) {
|
||
var startingT = parseInt(values["startingT"])||0;
|
||
var AdvancedT1 = parseInt(values["AdvancedT1"])||0;
|
||
var AdvancedT2 = parseInt(values["AdvancedT2"])||0;
|
||
var AdvancedT3 = parseInt(values["AdvancedT3"])||0;
|
||
var AdvancedT4 = parseInt(values["AdvancedT4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingT + AdvancedT1 + AdvancedT2 + AdvancedT3 + AdvancedT4 - fatiguepenalty
|
||
setAttrs({
|
||
"Toughness": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingAG change:AdvancedAG1 change:AdvancedAG2 change:AdvancedAG3 change:AdvancedAG4 change:fatiguepenalty change:pamag change:patoggle sheet:opened", function() {
|
||
getAttrs(["startingAG","AdvancedAG1","AdvancedAG2","AdvancedAG3","AdvancedAG4","fatiguepenalty","pamag","patoggle"], function(values) {
|
||
var startingAG = parseInt(values["startingAG"])||0;
|
||
var AdvancedAG1 = parseInt(values["AdvancedAG1"])||0;
|
||
var AdvancedAG2 = parseInt(values["AdvancedAG2"])||0;
|
||
var AdvancedAG3 = parseInt(values["AdvancedAG3"])||0;
|
||
var AdvancedAG4 = parseInt(values["AdvancedAG4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var pamag = parseInt(values["pamag"])||0;
|
||
var patoggle = parseInt(values["patoggle"])||0;
|
||
var pamod = 0;
|
||
|
||
if (patoggle == 1) {
|
||
pamod = pamag;
|
||
} else {
|
||
pamod = 0;
|
||
}
|
||
|
||
var output = startingAG + AdvancedAG1 + AdvancedAG2 + AdvancedAG3 + AdvancedAG4 + pamod - fatiguepenalty;
|
||
|
||
setAttrs({
|
||
"Agility": output
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:startingINT change:AdvancedINT1 change:AdvancedINT2 change:AdvancedINT3 change:AdvancedINT4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingINT","AdvancedINT1","AdvancedINT2","AdvancedINT3","AdvancedINT4","fatiguepenalty"], function(values) {
|
||
var startingINT = parseInt(values["startingINT"])||0;
|
||
var AdvancedINT1 = parseInt(values["AdvancedINT1"])||0;
|
||
var AdvancedINT2 = parseInt(values["AdvancedINT2"])||0;
|
||
var AdvancedINT3 = parseInt(values["AdvancedINT3"])||0;
|
||
var AdvancedINT4 = parseInt(values["AdvancedINT4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingINT + AdvancedINT1 + AdvancedINT2 + AdvancedINT3 + AdvancedINT4 - fatiguepenalty
|
||
setAttrs({
|
||
"Intelligence": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingPER change:AdvancedPER1 change:AdvancedPER2 change:AdvancedPER3 change:AdvancedPER4 change:fatiguepenalty change:pamper change:patoggle sheet:opened", function() {
|
||
getAttrs(["startingPER","AdvancedPER1","AdvancedPER2","AdvancedPER3","AdvancedPER4","fatiguepenalty","pamper","patoggle"], function(values) {
|
||
var startingPER = parseInt(values["startingPER"])||0;
|
||
var AdvancedPER1 = parseInt(values["AdvancedPER1"])||0;
|
||
var AdvancedPER2 = parseInt(values["AdvancedPER2"])||0;
|
||
var AdvancedPER3 = parseInt(values["AdvancedPER3"])||0;
|
||
var AdvancedPER4 = parseInt(values["AdvancedPER4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var pamper = parseInt(values["pamper"])||0;
|
||
var patoggle = parseInt(values["patoggle"])||0;
|
||
var pamod = 0;
|
||
|
||
if (patoggle == 1) {
|
||
pamod = pamper;
|
||
} else {
|
||
pamod = 0;
|
||
}
|
||
|
||
var output = startingPER + AdvancedPER1 + AdvancedPER2 + AdvancedPER3 + AdvancedPER4 + pamod - fatiguepenalty;
|
||
|
||
setAttrs({
|
||
"Perception": output
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:startingWP change:AdvancedWP1 change:AdvancedWP2 change:AdvancedWP3 change:AdvancedWP4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingWP","AdvancedWP1","AdvancedWP2","AdvancedWP3","AdvancedWP4","fatiguepenalty"], function(values) {
|
||
var startingWP = parseInt(values["startingWP"])||0;
|
||
var AdvancedWP1 = parseInt(values["AdvancedWP1"])||0;
|
||
var AdvancedWP2 = parseInt(values["AdvancedWP2"])||0;
|
||
var AdvancedWP3 = parseInt(values["AdvancedWP3"])||0;
|
||
var AdvancedWP4 = parseInt(values["AdvancedWP4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingWP + AdvancedWP1 + AdvancedWP2 + AdvancedWP3 + AdvancedWP4 - fatiguepenalty
|
||
setAttrs({
|
||
"Willpower": output
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:startingFEL change:AdvancedFEL1 change:AdvancedFEL2 change:AdvancedFEL3 change:AdvancedFEL4 change:fatiguepenalty sheet:opened", function() {
|
||
getAttrs(["startingFEL","AdvancedFEL1","AdvancedFEL2","AdvancedFEL3","AdvancedFEL4","fatiguepenalty"], function(values) {
|
||
var startingFEL = parseInt(values["startingFEL"])||0;
|
||
var AdvancedFEL1 = parseInt(values["AdvancedFEL1"])||0;
|
||
var AdvancedFEL2 = parseInt(values["AdvancedFEL2"])||0;
|
||
var AdvancedFEL3 = parseInt(values["AdvancedFEL3"])||0;
|
||
var AdvancedFEL4 = parseInt(values["AdvancedFEL4"])||0;
|
||
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
|
||
var output = startingFEL + AdvancedFEL1 + AdvancedFEL2 + AdvancedFEL3 + AdvancedFEL4 - fatiguepenalty
|
||
setAttrs({
|
||
"Fellowship": output
|
||
});
|
||
});
|
||
});
|
||
</script>
|
||
<!-- ROLL TEMPLATE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
|
||
<rolltemplate class="sheet-rolltemplate-custom">
|
||
<div class="sheet-header"></div>
|
||
<div class="sheet-content">
|
||
<!--section for the first line, that usually contains titles and names -->
|
||
{{#name}}
|
||
<div class="sheet-name">{{name}}</div>
|
||
{{/name}}
|
||
<!--section that allows the 2 columns to show key and value side by side -->
|
||
{{#allprops() calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 psyres d100p stun d100a parry dosdof testresult testtarget d100 psydesc psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
|
||
<div class="sheet-key">{{key}}</div>
|
||
<div class="sheet-value">{{value}}</div><!--hidden rolls that can be reused {{psypen}} {{psydmg}} {{hitloc}} {{xd5 d5 xd10 d10 d100h}}-->
|
||
{{/allprops() calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 psyres d100p stun d100a parry dosdof testresult testtarget d100 psydesc psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
|
||
<!--section for regular rolls show success and failure-->
|
||
{{#testtarget}}
|
||
<div class="sheet-result">{{testtarget}} Threshold</div>
|
||
{{/testtarget}}
|
||
{{#d100}}
|
||
<div class="sheet-result">{{d100}} d100 Roll</div>
|
||
{{/d100}}
|
||
{{#testresult}}
|
||
<div class="sheet-result">{{testresult}} 
|
||
{{#rollGreater() d100 testtarget }}Failure ❌{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}Success ✅{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}Success ✅{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/testresult}}
|
||
{{#field}}
|
||
<div class="sheet-result">{{field}} 
|
||
{{#rollGreater() d100 testtarget }}Fails to activate ❌{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}Nullifies the Attack! 💫{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}Nullifies the Attack! 💫{{/rollTotal() d100 testtarget }}
|
||
{{#rollWasFumble() d100 }}<br>but the field Overloads❗{{/rollWasFumble() d100 }}
|
||
</div>
|
||
{{/field}}
|
||
{{#npcflame}}
|
||
<div class="sheet-result">{{npcflame}} 
|
||
{{#rollWasFumble() npcflame }}<br><div class="sheet-result" style="color:red">The weapon malfunctions!</div>{{/rollWasFumble() npcflame }}
|
||
</div>
|
||
{{/npcflame}}
|
||
{{#flame}}
|
||
<div class="sheet-result">{{flame}} 
|
||
{{#rollWasFumble() flame }}<br><div class="sheet-result" style="color:red">The weapon malfunctions!</div>{{/rollWasFumble() flame }}
|
||
{{#rollWasCrit() flame }}<br>A Righteous Fury! 🔥<br>Adds {{xd10}} Bonus Damage!{{/rollWasCrit() flame }}
|
||
</div>
|
||
{{/flame}}
|
||
{{#calc}}
|
||
<div class="sheet-result">
|
||
{{#rollGreater() calc 0 }}taking {{calc}} Damage!<br><br>
|
||
{{#rollGreater() d10 0 }}Current Wounds {{d10}}{{/rollGreater() d10 0 }}
|
||
{{#rollTotal() d10 0 }}Current Wounds {{d10}}{{/rollTotal() d10 0 }}
|
||
{{#rollLess() d10 0 }}Critical Damage! {{d10}}{{/rollLess() d10 0 }}
|
||
{{/rollGreater() calc 0 }}
|
||
{{#rollTotal() calc 0 }}taking No Damage{{/rollTotal() calc 0 }}
|
||
{{#rollLess() calc 0 }}taking No Damage{{/rollLess() calc 0 }}
|
||
</div>
|
||
{{/calc}}
|
||
<!--sections without key/value, used in damage, type, pen and flame-->
|
||
{{#d1}}
|
||
<div class="sheet-result">{{d1}}</div>
|
||
{{/d1}}
|
||
{{#t1}}
|
||
<div class="sheet-result">{{t1}}</div>
|
||
{{/t1}}
|
||
{{#p1}}
|
||
<div class="sheet-result">{{p1}}</div>
|
||
{{/p1}}
|
||
<!--section for attacks and hit location-->
|
||
{{#d100a}}
|
||
<div class="sheet-result">{{d100a}} d100 Roll</div>
|
||
{{#rollWasFumble() d100a }}
|
||
<div class="sheet-result" style="color:red">the weapon malfunctions!</div>
|
||
{{/rollWasFumble() d100a }}
|
||
{{/d100a}}
|
||
{{#attack}}
|
||
<div class="sheet-result">{{attack}}
|
||
{{#rollGreater() d100a testtarget}}Missed...{{/rollGreater() d100a testtarget}}
|
||
{{#^rollGreater() d100a testtarget}}Attack Hits! 💢 <br>
|
||
<!--head locations-->
|
||
{{#rollTotal() hitloc 01}}Head{{/rollTotal() hitloc 01}}
|
||
{{#rollTotal() hitloc 10}}Head{{/rollTotal() hitloc 10}}
|
||
{{#rollTotal() hitloc 20}}Head{{/rollTotal() hitloc 20}}
|
||
{{#rollTotal() hitloc 30}}Head{{/rollTotal() hitloc 30}}
|
||
{{#rollTotal() hitloc 40}}Head{{/rollTotal() hitloc 40}}
|
||
{{#rollTotal() hitloc 50}}Head{{/rollTotal() hitloc 50}}
|
||
{{#rollTotal() hitloc 60}}Head{{/rollTotal() hitloc 60}}
|
||
{{#rollTotal() hitloc 70}}Head{{/rollTotal() hitloc 70}}
|
||
{{#rollTotal() hitloc 80}}Head{{/rollTotal() hitloc 80}}
|
||
{{#rollTotal() hitloc 90}}Head{{/rollTotal() hitloc 90}}
|
||
<!--right arm locations-->
|
||
{{#rollTotal() hitloc 91}}Right Arm{{/rollTotal() hitloc 91}}
|
||
{{#rollTotal() hitloc 81}}Right Arm{{/rollTotal() hitloc 81}}
|
||
{{#rollTotal() hitloc 71}}Right Arm{{/rollTotal() hitloc 71}}
|
||
{{#rollTotal() hitloc 61}}Right Arm{{/rollTotal() hitloc 61}}
|
||
{{#rollTotal() hitloc 51}}Right Arm{{/rollTotal() hitloc 51}}
|
||
{{#rollTotal() hitloc 41}}Right Arm{{/rollTotal() hitloc 41}}
|
||
{{#rollTotal() hitloc 31}}Right Arm{{/rollTotal() hitloc 31}}
|
||
{{#rollTotal() hitloc 21}}Right Arm{{/rollTotal() hitloc 21}}
|
||
{{#rollTotal() hitloc 11}}Right Arm{{/rollTotal() hitloc 11}}
|
||
{{#rollTotal() hitloc 02}}Right Arm{{/rollTotal() hitloc 02}}
|
||
<!--left arm locations-->
|
||
{{#rollTotal() hitloc 92}}Left Arm{{/rollTotal() hitloc 92}}
|
||
{{#rollTotal() hitloc 82}}Left Arm{{/rollTotal() hitloc 82}}
|
||
{{#rollTotal() hitloc 72}}Left Arm{{/rollTotal() hitloc 72}}
|
||
{{#rollTotal() hitloc 62}}Left Arm{{/rollTotal() hitloc 62}}
|
||
{{#rollTotal() hitloc 52}}Left Arm{{/rollTotal() hitloc 52}}
|
||
{{#rollTotal() hitloc 42}}Left Arm{{/rollTotal() hitloc 42}}
|
||
{{#rollTotal() hitloc 32}}Left Arm{{/rollTotal() hitloc 32}}
|
||
{{#rollTotal() hitloc 22}}Left Arm{{/rollTotal() hitloc 22}}
|
||
{{#rollTotal() hitloc 12}}Left Arm{{/rollTotal() hitloc 12}}
|
||
{{#rollTotal() hitloc 03}}Left Arm{{/rollTotal() hitloc 03}}
|
||
<!--body locations-->
|
||
{{#rollBetween() hitloc 93 96}}Body{{/rollBetween() hitloc 93 96}}
|
||
{{#rollBetween() hitloc 83 86}}Body{{/rollBetween() hitloc 83 86}}
|
||
{{#rollBetween() hitloc 73 76}}Body{{/rollBetween() hitloc 73 76}}
|
||
{{#rollBetween() hitloc 63 66}}Body{{/rollBetween() hitloc 63 66}}
|
||
{{#rollBetween() hitloc 53 56}}Body{{/rollBetween() hitloc 53 56}}
|
||
{{#rollBetween() hitloc 43 46}}Body{{/rollBetween() hitloc 43 46}}
|
||
{{#rollBetween() hitloc 33 36}}Body{{/rollBetween() hitloc 33 36}}
|
||
{{#rollBetween() hitloc 23 26}}Body{{/rollBetween() hitloc 23 26}}
|
||
{{#rollBetween() hitloc 13 16}}Body{{/rollBetween() hitloc 13 16}}
|
||
{{#rollBetween() hitloc 04 07}}Body{{/rollBetween() hitloc 04 07}}
|
||
<!--right leg locations-->
|
||
{{#rollTotal() hitloc 97}}Right Leg{{/rollTotal() hitloc 97}}
|
||
{{#rollTotal() hitloc 87}}Right Leg{{/rollTotal() hitloc 87}}
|
||
{{#rollTotal() hitloc 77}}Right Leg{{/rollTotal() hitloc 77}}
|
||
{{#rollTotal() hitloc 67}}Right Leg{{/rollTotal() hitloc 67}}
|
||
{{#rollBetween() hitloc 57 58}}Right Leg{{/rollBetween() hitloc 57 58}}
|
||
{{#rollBetween() hitloc 47 48}}Right Leg{{/rollBetween() hitloc 47 48}}
|
||
{{#rollBetween() hitloc 37 38}}Right Leg{{/rollBetween() hitloc 37 38}}
|
||
{{#rollBetween() hitloc 27 28}}Right Leg{{/rollBetween() hitloc 27 28}}
|
||
{{#rollBetween() hitloc 17 18}}Right Leg{{/rollBetween() hitloc 17 18}}
|
||
{{#rollTotal() hitloc 08}}Right Leg{{/rollTotal() hitloc 08}}
|
||
<!--left leg locations-->
|
||
{{#rollTotal() hitloc 100}}Left Leg{{/rollTotal() hitloc 100}}
|
||
{{#rollBetween() hitloc 98 99}}Left Leg{{/rollBetween() hitloc 98 99}}
|
||
{{#rollBetween() hitloc 88 89}}Left Leg{{/rollBetween() hitloc 88 89}}
|
||
{{#rollBetween() hitloc 78 79}}Left Leg{{/rollBetween() hitloc 78 79}}
|
||
{{#rollBetween() hitloc 68 69}}Left Leg{{/rollBetween() hitloc 68 69}}
|
||
{{#rollTotal() hitloc 59}}Left Leg{{/rollTotal() hitloc 59}}
|
||
{{#rollTotal() hitloc 49}}Left Leg{{/rollTotal() hitloc 49}}
|
||
{{#rollTotal() hitloc 39}}Left Leg{{/rollTotal() hitloc 39}}
|
||
{{#rollTotal() hitloc 29}}Left Leg{{/rollTotal() hitloc 29}}
|
||
{{#rollTotal() hitloc 19}}Left Leg{{/rollTotal() hitloc 19}}
|
||
{{#rollTotal() hitloc 09}}Left Leg{{/rollTotal() hitloc 09}}
|
||
{{/^rollGreater() d100a testtarget}}
|
||
</div>
|
||
{{/attack}}
|
||
<!--section for strike to stun -->
|
||
{{#stun}}
|
||
<div class="sheet-result">{{stun}} 
|
||
{{#rollGreater() d100 testtarget }}Missed...{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}Attack Hits! 💢
|
||
<div class="sheet-result">{{hitloc}}</div>
|
||
{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}Attack Hits! 💢
|
||
<div class="sheet-result">{{hitloc}}</div>
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/stun}}
|
||
<!--section for psy powers result-->
|
||
{{#d100p}}
|
||
<div class="sheet-result">{{d100p}} d100 Roll</div>
|
||
{{#rollWasFumble() d100p }}
|
||
<div class="sheet-result" style="color:#e30000">Technique Fails due to Limit! (91+)</div>
|
||
{{/rollWasFumble() d100p }}
|
||
{{#rollWasCrit() d100p }}
|
||
<div class="sheet-result" style="color:#9307d2">Psychic Phenomena Manifesting!</div>
|
||
{{/rollWasCrit() d100p }}
|
||
{{/d100p}}
|
||
{{#psyres}}
|
||
<div class="sheet-result">{{psyres}} 
|
||
{{#rollGreater() d100p testtarget }}Technique Fails!{{/rollGreater() d100p testtarget }}
|
||
{{#rollLess() d100p testtarget }}Technique Manifests! 🌀<br>
|
||
{{#rollGreater() psydmg 0 }}{{psydmg}}  <br>{{/rollGreater() psydmg 0 }}
|
||
{{#rollGreater() psypen 0 }}{{psypen}}  {{/rollGreater() psypen 0 }}
|
||
{{/rollLess() d100p testtarget }}
|
||
{{#rollTotal() d100p testtarget }}Technique Manifests! 🌀<br>
|
||
{{#rollGreater() psydmg 0 }}{{psydmg}}  <br>{{/rollGreater() psydmg 0 }}
|
||
{{#rollGreater() psypen 0 }}{{psypen}}  {{/rollGreater() psypen 0 }}
|
||
{{/rollTotal() d100p testtarget }}
|
||
</div>
|
||
{{/psyres}}
|
||
<!--section for DoS and DoF goes under other fields-->
|
||
{{#dosdof}}
|
||
<div class="sheet-result">{{dosdof}}
|
||
{{#rollGreater() dosdof 0 }}of Success{{/rollGreater() dosdof 0 }}
|
||
{{#rollLess() dosdof 0 }}of Failure{{/rollLess() dosdof 0 }}
|
||
{{#rollTotal() dosdof 0 }}{{/rollTotal() dosdof 0 }}
|
||
</div>
|
||
{{/dosdof}}
|
||
<!--section for righteous fury -->
|
||
{{#fury}}
|
||
<div class="sheet-result">{{fury}}
|
||
{{#rollGreater() d100 testtarget }}holds back...{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}Unleashes a Righteous Fury!!!
|
||
<div class="sheet-result">{{xd10}}</div>
|
||
{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}Unleashes a Righteous Fury!!!
|
||
<div class="sheet-result">{{xd10}}</div>
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/fury}}
|
||
<!--section for fall damage hit location -->
|
||
{{#fallhitloc}}
|
||
<div class="sheet-result">{{fallhitloc}} 
|
||
{{#rollBetween() fallhitloc 1 10}}HEAD{{/rollBetween() fallhitloc 1 10}}
|
||
{{#rollBetween() fallhitloc 11 20}}RIGHT ARM{{/rollBetween() fallhitloc 11 20}}
|
||
{{#rollBetween() fallhitloc 21 30}}LEFT ARM{{/rollBetween() fallhitloc 21 30}}
|
||
{{#rollBetween() fallhitloc 31 70}}BODY{{/rollBetween() fallhitloc 31 70}}
|
||
{{#rollBetween() fallhitloc 71 85}}RIGHT LEG{{/rollBetween() fallhitloc 71 85}}
|
||
{{#rollBetween() fallhitloc 86 100}}LEFT LEG{{/rollBetween() fallhitloc 86 100}}
|
||
</div>
|
||
{{/fallhitloc}}
|
||
<!--section for bloodloss -->
|
||
{{#bloodloss}}
|
||
<div class="sheet-result">{{bloodloss}} 
|
||
{{#rollWasCrit() bloodloss }}Survives this Round{{/rollWasCrit() bloodloss }}
|
||
{{#rollWasFumble() bloodloss }}Bleeds to Death ☠{{/rollWasFumble() bloodloss }}
|
||
</div>
|
||
{{/bloodloss}}
|
||
<!--section for power field parry -->
|
||
{{#parry}}
|
||
<div class="sheet-desc">{{parry}}
|
||
{{#rollGreater() d100 testtarget }}**Failed!** ❌{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}**Parried!** ✅<br><br>
|
||
{{#rollWasCrit() d100h }}
|
||
{{d100h}} **The Power Field destroys the opponent's weapon!** 💥<br><br>
|
||
*Power, Force, Warp and Natural*<br>weapons are **unaffected**
|
||
{{/rollWasCrit() d100h }}
|
||
{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}**Parried!** ✅<br><br>
|
||
{{#rollWasCrit() d100h }}
|
||
{{d100h}} **The Power Field destroys the opponent's weapon!** 💥<br><br>
|
||
*Power, Force, Warp and Natural*<br>weapons are **unaffected**
|
||
{{/rollWasCrit() d100h }}
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/parry}}
|
||
<!--section for ship weapons (macrobat)-->
|
||
{{#spmac}}
|
||
<div class="sheet-result">
|
||
{{#rollGreater() d100 testtarget }}Missed...{{/rollGreater() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollLess() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollGreater() spmac xd5 }}Strength limit reached! {{xd5}} (hits)<br><br>{{/rollGreater() spmac xd5 }}
|
||
{{#rollLess() spmac xd5 }}Strength adds {{spmac}} extra Hits<br><br>{{/rollLess() spmac xd5 }}
|
||
{{#rollTotal() spmac xd5 }}Strength adds {{spmac}} extra Hits<br><br>{{/rollTotal() spmac xd5 }}
|
||
<!--crit hit section, compares dos with crit-->
|
||
{{#rollGreater() spmac xd10 }}Critical Hit! {{d5}} {{/rollGreater() spmac xd10 }}
|
||
{{#rollTotal() spmac xd10 }}Critical Hit! {{d5}} {{/rollTotal() spmac xd10 }}
|
||
{{/rollLess() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollTotal() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollGreater() spmac xd5 }}Strength limit reached! {{xd5}} (hits)<br><br>{{/rollGreater() spmac xd5 }}
|
||
{{#rollLess() spmac xd5 }}Strength adds {{spmac}} extra Hits<br><br>{{/rollLess() spmac xd5 }}
|
||
{{#rollTotal() spmac xd5 }}Strength adds {{spmac}} extra Hits<br><br>{{/rollTotal() spmac xd5 }}
|
||
<!--crit hit section, compares dos with crit-->
|
||
{{#rollGreater() spmac xd10 }}Critical Hit! {{d5}} {{/rollGreater() spmac xd10 }}
|
||
{{#rollTotal() spmac xd10 }}Critical Hit! {{d5}} {{/rollTotal() spmac xd10 }}
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/spmac}}
|
||
<!--section for ship weapons (lance)-->
|
||
{{#splan}}
|
||
<div class="sheet-result">
|
||
{{#rollGreater() d100 testtarget }}Missed...{{/rollGreater() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollLess() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollLess() splan 3 }}Strength adds No extra Hits{{/rollLess() splan 3 }}
|
||
{{#rollBetween() splan 3 5 }}Strength adds 1 extra Hit{{/rollBetween() splan 3 5 }}
|
||
{{#rollBetween() splan 6 8 }}Strength adds
|
||
{{#rollTotal() xd5 1 }}1 extra Hit{{/rollTotal() xd5 1 }}
|
||
{{#rollTotal() xd5 2 }}2 extra Hits{{/rollTotal() xd5 2 }}
|
||
{{#rollTotal() xd5 3 }}2 extra Hits{{/rollTotal() xd5 3 }}
|
||
{{/rollBetween() splan 6 8 }}
|
||
{{#rollBetween() splan 9 11 }}Strength adds
|
||
{{#rollTotal() xd5 1 }}1 extra Hit{{/rollTotal() xd5 1 }}
|
||
{{#rollTotal() xd5 2 }}2 extra Hits{{/rollTotal() xd5 2 }}
|
||
{{#rollTotal() xd5 3 }}3 extra Hits{{/rollTotal() xd5 3 }}
|
||
{{/rollBetween() splan 9 11 }}
|
||
<!--crit hit section, compares dos with crit-->
|
||
<br><br>
|
||
{{#rollGreater() splan xd10 }}Critical Hit! {{d5}} {{/rollGreater() splan xd10 }}
|
||
{{#rollTotal() splan xd10 }}Critical Hit! {{d5}} {{/rollTotal() splan xd10 }}
|
||
{{/rollLess() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollTotal() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollLess() splan 3 }}Strength adds No extra Hits{{/rollLess() splan 3 }}
|
||
{{#rollBetween() splan 3 5 }}Strength adds 1 extra Hit{{/rollBetween() splan 3 5 }}
|
||
{{#rollBetween() splan 6 8 }}Strength adds
|
||
{{#rollTotal() xd5 1 }}1 extra Hit{{/rollTotal() xd5 1 }}
|
||
{{#rollTotal() xd5 2 }}2 extra Hits{{/rollTotal() xd5 2 }}
|
||
{{#rollTotal() xd5 3 }}2 extra Hits{{/rollTotal() xd5 3 }}
|
||
{{/rollBetween() splan 6 8 }}
|
||
{{#rollBetween() splan 9 11 }}Strength adds
|
||
{{#rollTotal() xd5 1 }}1 extra Hit{{/rollTotal() xd5 1 }}
|
||
{{#rollTotal() xd5 2 }}2 extra Hits{{/rollTotal() xd5 2 }}
|
||
{{#rollTotal() xd5 3 }}3 extra Hits{{/rollTotal() xd5 3 }}
|
||
{{/rollBetween() splan 9 11 }}
|
||
<!--crit hit section, compares dos with crit-->
|
||
<br><br>
|
||
{{#rollGreater() splan xd10 }}Critical Hit! {{d5}} {{/rollGreater() splan xd10 }}
|
||
{{#rollTotal() splan xd10 }}Critical Hit! {{d5}} {{/rollTotal() splan xd10 }}
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/splan}}
|
||
<!--section for ship weapons (torpedo hit)-->
|
||
{{#sptor}}
|
||
<div class="sheet-result">
|
||
{{#rollGreater() d100 testtarget }}Missed...{{/rollGreater() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollLess() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollGreater() sptor xd5 }}Salvo limit reached! {{xd5}} (hits){{/rollGreater() sptor xd5 }}
|
||
{{#rollLess() sptor xd5 }}Salvo adds {{sptor}} extra Hits{{/rollLess() sptor xd5 }}
|
||
{{#rollTotal() sptor xd5 }}Salvo adds {{sptor}} extra Hits{{/rollTotal() sptor xd5 }}
|
||
{{/rollLess() d100 testtarget }}
|
||
<!--hit section, compares dos with str-->
|
||
{{#rollTotal() d100 testtarget }}Target Hit! 💢<br>
|
||
{{#rollGreater() sptor xd5 }}Salvo limit reached! {{xd5}} (hits){{/rollGreater() sptor xd5 }}
|
||
{{#rollLess() sptor xd5 }}Salvo adds {{sptor}} extra Hits{{/rollLess() sptor xd5 }}
|
||
{{#rollTotal() sptor xd5 }}Salvo adds {{sptor}} extra Hits{{/rollTotal() sptor xd5 }}
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/sptor}}
|
||
<!--section for ship weapons (torpedo damage)-->
|
||
{{#tordmg}}
|
||
<div class="sheet-result">{{tordmg}}<br>
|
||
{{#rollWasCrit() tordmg }}Critical Hit! {{d5}}{{/rollWasCrit() tordmg }}
|
||
</div>
|
||
{{/tordmg}}
|
||
<!--section for ship weapons (nova cannon hit)-->
|
||
{{#nova1}}
|
||
<div class="sheet-result">
|
||
{{#rollGreater() d100 testtarget }}Low Accuracy...<br>
|
||
If {{d100}} ends in (1-3-5-7-9)<br>Target point moves {{nova1}} VU towards the Ship.
|
||
<br><br>
|
||
If {{d100}} ends in (0-2-4-6-8)<br>Target point moves {{nova1}} VU away from the Ship.
|
||
<br><br>
|
||
Any Ship in the new Target Point takes {{d5}} Hits!
|
||
{{/rollGreater() d100 testtarget }}
|
||
{{#rollLess() d100 testtarget }}Target Point Hit! 💢<br>
|
||
{{#rollLess() nova1 2 }}with Average Accuracy<br>scoring {{d5}} Hits!{{/rollLess() nova1 2 }}
|
||
{{#rollGreater() nova1 2 }}with High Accuracy<br>scoring {{xd5}} Hits!!{{/rollGreater() nova1 2 }}
|
||
{{#rollTotal() nova1 2 }}with High Accuracy<br>scoring {{xd5}} Hits!!{{/rollTotal() nova1 2 }}
|
||
{{/rollLess() d100 testtarget }}
|
||
{{#rollTotal() d100 testtarget }}Target Point Hit! 💢<br>
|
||
{{#rollLess() nova1 2 }}with Average Accuracy<br>scoring {{d5}} Hits!{{/rollLess() nova1 2 }}
|
||
{{#rollGreater() nova1 2 }}with High Accuracy<br>scoring {{xd5}} Hits!!{{/rollGreater() nova1 2 }}
|
||
{{#rollTotal() nova1 2 }}with High Accuracy<br>scoring {{xd5}} Hits!!{{/rollTotal() nova1 2 }}
|
||
{{/rollTotal() d100 testtarget }}
|
||
</div>
|
||
{{/nova1}}
|
||
{{#nova2}}
|
||
<div class="sheet-result">{{nova2}}<br>
|
||
{{#rollWasCrit() nova2 }}Critical Hit! {{d5}}{{/rollWasCrit() nova2 }}
|
||
</div>
|
||
{{/nova2}}
|
||
<!--section for nav mutation table -->
|
||
{{#navmutable}}
|
||
<div class="sheet-desc">{{navmutable}} 
|
||
{{#rollBetween() navmutable 1 15}}**Strangely Jointed Limbs**<br>Your limbs have extra joints that articulate differently to a normal human. You gain the **Contortionist Skill as a trained Basic Skill**. If you already possess the Contortionist Skill, you gain the **Talented (Contortionist) Talent instead**.{{/rollBetween() navmutable 1 15}}
|
||
{{#rollBetween() navmutable 16 30}}**Elongated Form**<br>You are extremely tall and painfully thin, and lose {{d5}} **Toughness permanently**. *Re-roll this mutation if you already have the Bloated Form mutation*.{{/rollBetween() navmutable 16 30}}
|
||
{{#rollBetween() navmutable 31 45}}**Pale and Hairless Flesh**<br>Your skin is pale, marbled with veins and completely without hair.{{/rollBetween() navmutable 31 45}}
|
||
{{#rollBetween() navmutable 46 55}}**Eyes as Dark as the Void**<br>Your eyes are completely black and without iris, you gain the **Dark Sight Trait**.{{/rollBetween() navmutable 46 55}}
|
||
{{#rollBetween() navmutable 56 60}}**Withered Form**<br>Your body is withered, your flesh hanging loosely from your bones. **Reduce your Strength Characteristic by 10 permanently and halve your movement rates**. *Re-roll this mutation if you already have the Bloated Form mutation*.{{/rollBetween() navmutable 56 60}}
|
||
{{#rollBetween() navmutable 61 65}}**Bloated Form**<br>Your body is grossly bloated and your limbs thick with flesh. **You Gain 5 Wounds and the Sturdy Trait but may No longer Run**. *Re-roll this mutation if you already have the Elongated Form or Withered Form mutations*.{{/rollBetween() navmutable 61 65}}
|
||
{{#rollBetween() navmutable 66 70}}**Membranous Growths**<br>You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh. **Reduce Fellowship Characteristic by –5 permanently**.{{/rollBetween() navmutable 66 70}}
|
||
{{#rollBetween() navmutable 71 75}}**Inhuman Visage**<br>Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. **You gain the Fear (1) Trait**.{{/rollBetween() navmutable 71 75}}
|
||
{{#rollBetween() navmutable 76 80}}**Fingers like Talons**<br>The bones of your fingers have grown and hardened into talons. You gain the **Natural Weapon Trait**.{{/rollBetween() navmutable 76 80}}
|
||
{{#rollBetween() navmutable 81 85}}**Teeth as Sharp as Needles**<br>Your mouth is filled with hundreds of fine, pointed teeth. You gain the **Natural Weapon Trait and Reduce Fellowship Characteristic by** {{d5}}.{{/rollBetween() navmutable 81 85}}
|
||
{{#rollBetween() navmutable 86 90}}**Disturbing Grace**<br>You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. **You gain the Unnatural Agility (x2) Trait**.{{/rollBetween() navmutable 86 90}}
|
||
{{#rollBetween() navmutable 91 95}}**Strange Vitality**<br>You possess a vitality and resilience that is at odds with your physical form, wounds bleed translucent fluid and lose quickly, bones knit together after being horrifically broken. **You gain the Regeneration Trait**.{{/rollBetween() navmutable 91 95}}
|
||
{{#rollBetween() navmutable 96 100}}**Unnatural Presence**<br>In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic taste in their mouth. **All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10**.{{/rollBetween() navmutable 96 100}}
|
||
</div>
|
||
{{/navmutable}}
|
||
<!--section for perils of the warp table-->
|
||
{{#perilstable}}
|
||
<div class="sheet-desc">{{perilstable}} 
|
||
{{#rollBetween() perilstable 1 5}}**The Gibbering**<br>The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must pass a **Challenging (+0) Willpower Test** or suffer {{d5}} **Insanity Points and is Stunned** for {{d5}} **Rounds**.{{/rollBetween() perilstable 1 5}}
|
||
{{#rollBetween() perilstable 6 9}}**Warp Burn**<br>A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers {{d5}} **Wounds and is Stunned for** {{d5}} **Rounds**.{{/rollBetween() perilstable 6 9}}
|
||
{{#rollBetween() perilstable 10 13}}**Psychic Concussion**<br>With a crack of energy, the psyker is **knocked unconscious** for {{d5}} **Rounds**, and **everyone within** {{xd10}} **metres** must pass a **Routine (+10) Willpower Test or be Stunned for 1 Round**.{{/rollBetween() perilstable 10 13}}
|
||
{{#rollBetween() perilstable 14 18}}**Psy-Blast**<br>There is an explosion of power, and the psyker is thrown {{d10}} **metres** into the air, falling to the ground and taking **Fall Damage**.{{/rollBetween() perilstable 14 18}}
|
||
{{#rollBetween() perilstable 19 24}}**Soul Sear**<br>Warp energy courses through the psyker’s body, scorching his soul. The psyker **cannot use any powers for 1 hour and suffers 5 Corruption Points**.{{/rollBetween() perilstable 19 24}}
|
||
{{#rollBetween() perilstable 25 30}}**Locked In**<br>The power cages the psyker’s mind in an ethereal prison. The psyker **falls to the ground in a catatonic state**. Each Round thereafter, he must spend a **Full Action** to make a **Challenging (+0) Willpower Test**. On a success, his mind is freed and **restored to his body**.{{/rollBetween() perilstable 25 30}}
|
||
{{#rollBetween() perilstable 31 38}}**Chronological Incontinence**<br>Time warps around the psyker. He **winks out of existence and reappears in** {{d10}} **Rounds** (or 1 minute in narrative time) and suffers {{d5}} **Insanity Points** and {{d5}} **permanent Toughness damage**.{{/rollBetween() perilstable 31 38}}
|
||
{{#rollBetween() perilstable 39 46}}**Psychic Mirror**<br>The psyker’s power is turned back on him. Resolve the power’s effects as normal, **but the power targets the psyker instead**. If the power is beneficial, it instead deals {{psydmg}} **Energy Damage** to the psyker and the beneficial effect is cancelled. *Armour is ignored by the Damage unless warded*.{{/rollBetween() perilstable 39 46}}
|
||
{{#rollBetween() perilstable 47 55}}**Warp Whispers**<br>The voices of daemons fill the air within {{hitloc}} **metres of the Psyker**, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must pass a **Hard (–20) Willpower Test or suffer** {{d10}} **Corruption Points**.{{/rollBetween() perilstable 47 55}}
|
||
{{#rollBetween() perilstable 56 58}}**Vice Versa**<br>The psyker’s mind is **thrown out of his body and into another nearby creature or person**. The psyker and a random being (Note this cannot be a daemon, untouchable, or other 'soulless' creature) within **50 metres swap consciousnesses** for {{d10}} **Rounds**. This may include allies or even enemy combatants.
|
||
Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are of the new host body. If either body is slain, the effect ends immediately. Both suffer {{d5}} **Insanity Points** from the experience. If there are no creatures within range, the Psyker must pass a **Challenging (+0) Willpower Test or become catatonic** for {{d5}} **Rounds** while his mind wanders the warp. This journey gains him {{psypen}} **Insanity Points**.
|
||
{{/rollBetween() perilstable 56 58}}
|
||
{{#rollBetween() perilstable 59 67}}**Dark Summoning**<br>A **Warp Predator** rips into existence within {{xd10}} **metres** of the psyker for {{d10}} **rounds or until it is slain**. It detests the psyker, and trains its attacks on the fool that unwittingly summoned it.{{/rollBetween() perilstable 59 67}}
|
||
{{#rollBetween() perilstable 68 72}}**Rending the Veil**<br>The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered visible. **All sentient creatures** (including the psyker) within {{d100h}} **metres** must test against **Fear (3) Warp Shock**. This effect lasts for {{d5}} **rounds**.{{/rollBetween() perilstable 68 72}}
|
||
{{#rollBetween() perilstable 73 78}}**Blood Rain**<br>A psychic storm erupts, covering an area of {{xd5}} **metres** in which everyone must pass a **Challenging (+0) Strength Test or be knocked to the ground**. In addition to howling winds and the skies raining blood, **any psychic powers used in the area automatically invoke a Perils of the Warp** check for {{d5}} **Rounds**.{{/rollBetween() perilstable 73 78}}
|
||
{{#rollBetween() perilstable 79 82}}**Cataclysmic Blast**<br>The psyker’s power overloads, arcing out in great bolts of warp energy. **Anyone within** {{d10}} **metres** (including the psyker) takes {{psydmg}} **Energy Damage**, and all of the psyker’s clothing and gear are **destroyed**, leaving him naked and smoking on the ground. The psyker may use **no further powers for** {{d5}} **hours after this event**.{{/rollBetween() perilstable 79 82}}
|
||
{{#rollBetween() perilstable 83 86}}**Mass Possession**<br>Daemons ravage the minds of every living thing within {{d100h}} **metres**. Every character in the area must resist as if attacked by the **Puppet Master technique** (the attacker’s Int, Fel and WP are all equal to 60). This possession, if successful, will last for {{psypen}} **Rounds**.{{/rollBetween() perilstable 83 86}}
|
||
{{#rollBetween() perilstable 87 90}}**Reality Quake**<br>Reality buckles around the psyker, radiating out {{xd10}} **metres** from him is sundered: solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{psypen}} **Rending Damage**. Warded objects and Untouchables halve the damage rolled.{{/rollBetween() perilstable 87 90}}
|
||
{{#rollBetween() perilstable 91 99}}**Lost to the Warp**<br>The psyker must take an immediate **Very Hard (–30) Willpower Test or he is dragged into the warp by a daemon immediately** *for purposes unknown*. The psyker appears on an inhabited planet {{d10}} **weeks** later with dim memories of the horrific act. He suffers {{hitloc}} **Corruption Points**, as well as any other possible complications from his actions while possessed, including a potential visit from the Inquisition. In the future, **he must adjust all Perils of the Warp checks by +10** due to his body serving as conduit for fell forces.{{/rollBetween() perilstable 91 99}}
|
||
{{#rollTotal() perilstable 100}}**Destruction**<br>The psyker is immediately and irrevocably **destroyed**. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a **50% chance**, that a **daemonic entity appears in the psyker’s place**.{{/rollTotal() perilstable 100}}
|
||
{{#rollGreater() perilstable 100}}**Destruction**<br>The psyker is immediately and irrevocably **destroyed**. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a **50% chance**, that a **daemonic entity appears in the psyker’s place**.{{/rollGreater() perilstable 100}}
|
||
</div>
|
||
{{/perilstable}}
|
||
<!--section for psychic phenomena table-->
|
||
{{#psytable}}
|
||
<div class="sheet-desc">{{psytable}} 
|
||
{{#rollBetween() psytable 1 3}}**Dark Foreboding**<br>A faint breeze blows past the psyker and those near him, and everyone gets the feeling that *somewhere in the galaxy*, something unfortunate just happened.{{/rollBetween() psytable 1 3}}
|
||
{{#rollBetween() psytable 4 5}}**Warp Echo**<br>For a few seconds, *all noises cause echoes*, regardless of the surroundings.{{/rollBetween() psytable 4 5}}
|
||
{{#rollBetween() psytable 6 8}}**Unholy Stench**<br>The air around the psyker becomes permeated with a *bizarre and foul smell*.{{/rollBetween() psytable 6 8}}
|
||
{{#rollBetween() psytable 9 11}}**Mind Warp**<br>The psyker suffers **1 Insanity Point** as his own inherent phobias, suspicions, and hatreds surge to the surface of his mind in a wave of negative emotion.{{/rollBetween() psytable 9 11}}
|
||
{{#rollBetween() psytable 12 14}}**Hoarfrost**<br>The temperature plummets for an instant, and a *thin coating of frost covers everything within* {{xd10}} **metres**.{{/rollBetween() psytable 12 14}}
|
||
{{#rollBetween() psytable 15 17}}**Aura of Taint**<br>All animals within {{d100h}} **metres** become spooked and agitated, *Characters with Psyniscience can pinpoint the psyker as the cause*.{{/rollBetween() psytable 15 17}}
|
||
{{#rollBetween() psytable 18 20}}**Memory Worm**<br>All people within line of sight of the psyker *forget something trivial*.{{/rollBetween() psytable 18 20}}
|
||
{{#rollBetween() psytable 21 23}}**Spoilage**<br>*Food and drinks go bad* in a {{xd5}} **metre radius**.{{/rollBetween() psytable 21 23}}
|
||
{{#rollBetween() psytable 24 26}}**Haunting Breeze**<br>Winds whip up around the psyker for a few seconds, *blowing light objects about and guttering fires* within {{xd10}} **metres**.{{/rollBetween() psytable 24 26}}
|
||
{{#rollBetween() psytable 27 29}}**Veil of Darkness**<br>For the remainder of the round, the area within {{xd10}} **metres** is plunged into **immediate darkness**.{{/rollBetween() psytable 27 29}}
|
||
{{#rollBetween() psytable 30 32}}**Distorted Reflections**<br>Mirrors and other reflective surfaces within a radius of {{xd5}} **metres** *distort or shatter*.{{/rollBetween() psytable 30 32}}
|
||
{{#rollBetween() psytable 33 35}}**Breath Leech**<br>Everyone (including the psyker) becomes *short of breath* for **1 Round and cannot make any Run or Charge actions**.{{/rollBetween() psytable 33 35}}
|
||
{{#rollBetween() psytable 36 38}}**Daemonic Mask**<br>For a fleeting moment, the psyker takes on a **daemonic appearance** and gains the **Fear (1) trait for the rest of the round**. However, he also suffers **1 Corruption Point**.{{/rollBetween() psytable 36 38}}
|
||
{{#rollBetween() psytable 39 41}}**Unnatural Decay**<br>All plant life within {{xd10}} **metres** of the psyker *withers and dies*.{{/rollBetween() psytable 39 41}}
|
||
{{#rollBetween() psytable 42 44}}**Spectral Gale**<br>Howling winds erupt around the psyker, requiring **him and anyone within** {{xd5}} **metres** to pass an **Easy (+30) Agility or Strength Test to avoid being knocked to the ground**.{{/rollBetween() psytable 42 44}}
|
||
{{#rollBetween() psytable 45 47}}**Bloody Tears**<br>Blood weeps from stone and wood within {{xd10}} **metres of the psyker**. If there are any pictures or statues of people inside this area, *they appear to be crying blood*.{{/rollBetween() psytable 45 47}}
|
||
{{#rollBetween() psytable 48 50}}**The Earth Protests**<br>The ground suddenly shakes, and everyone (including the psyker) within {{xd5}} **metre radius** must pass a **Routine (+10) Agility Test or be knocked down**.{{/rollBetween() psytable 48 50}}
|
||
{{#rollBetween() psytable 51 53}}**Psy Discharge**<br>Static Electricity fills the air for {{xd5}} **metres** causing hair to stand on end and unprotected electronics to *short out*, whilst the psyker is illuminated by eldritch light.{{/rollBetween() psytable 51 53}}
|
||
{{#rollBetween() psytable 54 56}}**Warp Ghosts**<br>Ghostly apparitions fill the air for {{xd10}} **metres around the psyker**, flying about and howling in pain for a few brief moments. **Everyone in the radius** (except the psyker himself) must test against **Fear (1)**.{{/rollBetween() psytable 54 56}}
|
||
{{#rollBetween() psytable 57 59}}**Falling Upwards**<br>Everything within {{psydmg}} **metres of the psyker** (and including the psyker himself) rises {{d10}} **metres** into the air as gravity briefly cease. After a second or two, everything **crashes back to earth**, taking **Fall Damage**.{{/rollBetween() psytable 57 59}}
|
||
{{#rollBetween() psytable 60 62}}**Banshee Howl**<br>A shrill keening rings out across the immediate area, shattering glass and forcing **every mortal creature able to hear it** (including the psyker) to pass a **Challenging (+0) Toughness Test or be deafened for** {{d10}} **rounds**.{{/rollBetween() psytable 60 62}}
|
||
{{#rollBetween() psytable 63 65}}**The Furies**<br>The Psyker is assailed by unseen horrors. He is **slammed to the ground and suffers** {{d5}} **Wounds in Damage** (Toughness Bonus protects but armour does not, unless warded.) and he must test against **Fear (2)**.{{/rollBetween() psytable 63 65}}
|
||
{{#rollBetween() psytable 66 68}}**Shadow of the Warp**<br>For a split second, *the world changes in appearance*, and everyone within {{d100h}} **metres** has a mercifully brief glimpse of the *shadow of the warp*. **Everyone in the area** (including the psyker) must pass a **Difficult (–10) Willpower Test or gain** {{d5}} **Insanity points**.{{/rollBetween() psytable 66 68}}
|
||
{{#rollBetween() psytable 69 71}}**Tech Scorn**<br>The Machine spirits reject your unnatural ways. **All non-warded tech devices within** {{xd5}} **metres malfunction** momentarily, and all **ranged weapons Jam/Overheat**, whilst characters with **cybernetic implants must pass a Routine (+10) Toughness Test or suffer** {{d5}} **Damage**.{{/rollBetween() psytable 69 71}}
|
||
{{#rollBetween() psytable 72 74}}**Warp Madness**<br>A violent ripple of tainted discord causes **all creatures within** {{psydmg}} **metres** (with the exception of the Psyker) to become **Frenzied for 1 Round** and suffer {{d5}} **Corruption Points unless they can pass a Difficult (–10) Willpower Test**.{{/rollBetween() psytable 72 74}}
|
||
{{#rollTotal() psytable 75}}The warp opens in a maelstrom of energy...<br>**Roll Perils of the Warp**.{{/rollTotal() psytable 75}}
|
||
{{#rollGreater() psytable 75}}The warp opens in a maelstrom of energy...<br>**Roll Perils of the Warp**.{{/rollGreater() psytable 75}}
|
||
</div>
|
||
{{/psytable}}
|
||
<!--section for shock table -->
|
||
{{#shocktable}}
|
||
<div class="sheet-desc">{{shocktable}}<br>
|
||
{{#rollBetween() shocktable 1 20}}The character is badly startled. He may only take a **single Half Action** in his next Turn, but afterwards he may act normally.{{/rollBetween() shocktable 1 20}}
|
||
{{#rollBetween() shocktable 21 40}}Fear grips the character and he begins to shake and tremble. He takes a **–10 penalty on all Tests for the rest of the encounter unless he can snap out of it**.{{/rollBetween() shocktable 21 40}}
|
||
{{#rollBetween() shocktable 41 60}}Reeling with shock, the character backs away from the thing that confronts them. The character **cannot willingly approach the object of his fear**, but may otherwise act normally, with a **–10 penalty on all Tests** until the end of the encounter. The character gains **1 Insanity Point**.{{/rollBetween() shocktable 41 60}}
|
||
{{#rollBetween() shocktable 61 80}}The character is frozen by terror. The character may take **no Actions until he snaps out of it**. After snapping out of it, the character will make **all Tests with a –10 penalty for the rest of the encounter**. The character gains {{d5}} **Insanity Points**.{{/rollBetween() shocktable 61 80}}
|
||
{{#rollBetween() shocktable 81 100}}Panic grips the character. He must **flee the source of his fear**, if able, as fast as he can, and if prevented from doing so, he may only take **Half Actions** and takes a **–20 penalty to all Tests**. The character gains {{d5}} **Insanity Points**. Once away from the danger, he must successfully **snap out of it** to regain control.{{/rollBetween() shocktable 81 100}}
|
||
{{#rollBetween() shocktable 101 120}}Fainting dead away, the character keels over and remains **unconscious for** {{d5}} **Rounds**. Once he regain consciousness, he is still shaken and takes **all Tests with a –10 penalty until the end of the encounter**. The character gains {{d5}} **Insanity Points**.{{/rollBetween() shocktable 101 120}}
|
||
{{#rollBetween() shocktable 121 130}}Totally overwhelmed, the character screams and vomits uncontrollably for {{d5}} **Rounds**. During this time he is **helpless**, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a **single Half Action each Turn until he can rest**. The character gains {{d5}} **Insanity Points**.{{/rollBetween() shocktable 121 130}}
|
||
{{#rollBetween() shocktable 131 140}}The character laughs hysterically and **randomly attacks anything near him** in a manic frenzy, firing wildly or using whatever weapon he has in hand. This effect lasts until the character **snaps out of it**, or until he is knocked unconscious. The character gains {{d5}} **Insanity Points**.{{/rollBetween() shocktable 131 140}}
|
||
{{#rollBetween() shocktable 141 160}}The character **falls to the ground for** {{xd5}} Rounds** sobbing, babbling, and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and takes a **–20 penalty on all Tests until the end of the encounter**. The character gains {{xd5}} **Insanity Points**.{{/rollBetween() shocktable 141 160}}
|
||
{{#rollBetween() shocktable 161 170}}The character’s mind snaps and he becomes **catatonic for** {{d5}} **hours** and may not be roused. The character gains {{d10}} **Insanity Points**.{{/rollBetween() shocktable 161 170}}
|
||
{{#rollTotal() shocktable 171}}The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of **“Acute Hallucinations”** for {{xd10}} **Rounds**. After the hallucinations fade, the character will take **all Tests with a –20 penalty while the encounter lasts**. The character gains {{xd10}} **Insanity Points** and takes {{d10}} points of **permanent Willpower damage**.{{/rollTotal() shocktable 171}}
|
||
{{#rollGreater() shocktable 171}}The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of **“Acute Hallucinations”** for {{xd10}} **Rounds**. After the hallucinations fade, the character will take **all Tests with a –20 penalty while the encounter lasts**. The character gains {{xd10}} **Insanity Points** and takes {{d10}} points of **permanent Willpower damage**.{{/rollGreater() shocktable 171}}
|
||
</div>
|
||
{{/shocktable}}
|
||
<!--section for trauma table -->
|
||
{{#traumatable}}
|
||
<div class="sheet-desc">{{traumatable}}<br>
|
||
{{#rollBetween() traumatable 1 40}}The character becomes withdrawn and quiet. The character takes a **–10 penalty to all Fellowship-based Tests**. This lasts for {{xd10}} **hours**.{{/rollBetween() traumatable 1 40}}
|
||
{{#rollBetween() traumatable 41 70}}The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little attention to anything else. **All Tests that are based on Intelligence, Fellowship, or Perception suffer a –10 penalty**. This effect lasts for {{xd10}} **hours**.{{/rollBetween() traumatable 41 70}}
|
||
{{#rollBetween() traumatable 71 100}}The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a **+10 bonus to all Perception based Tests and a –10 penalty to his Willpower for the next** {{d5}} **days**.{{/rollBetween() traumatable 71 100}}
|
||
{{#rollBetween() traumatable 101 120}}The character suffers from a temporary **severe phobia**. This effect lasts for {{d5}} **days**.{{/rollBetween() traumatable 101 120}}
|
||
{{#rollBetween() traumatable 121 130}}The character reacts to the slightest stress or pressure by becoming extremely agitated. **When performing any task that involves a Test**, the character must first pass a **Challenging (+0) Willpower Test or suffer a –10 penalty to the test**. If the character gets into combat, **all Tests during combat suffer a –10 penalty**. This effect lasts for {{d5}} **days**.{{/rollBetween() traumatable 121 130}}
|
||
{{#rollBetween() traumatable 131 140}}The character suffers vivid and extreme nightmares whenever he tries to sleep. **The next day and for the next** {{d10}} **days**, the character will be exhausted by lack of sleep and gains **1 level of fatigue**. This effect lasts for {{d5}} **days**.{{/rollBetween() traumatable 131 140}}
|
||
{{#rollBetween() traumatable 141 150}}The character is struck dumb and is **unable to speak**. This lasts for {{d5}} **days**.{{/rollBetween() traumatable 141 150}}
|
||
{{#rollBetween() traumatable 151 160}}Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. **The character takes a –10 penalty to all Characteristics** (no Characteristic can be reduced below 1) for {{d10}} **days**.{{/rollBetween() traumatable 151 160}}
|
||
{{#rollBetween() traumatable 161 170}}The character temporarily becomes hysterically **blind or deaf**. This effect lasts for {{d10}} **days**.{{/rollBetween() traumatable 161 170}}
|
||
{{#rollTotal() traumatable 171}}The character becomes completely traumatised and virtually unresponsive. **He can’t initiate actions but may be gently led**. This effect lasts for {{d10}} **days**.{{/rollTotal() traumatable 171}}
|
||
{{#rollGreater() traumatable 171}}The character becomes completely traumatised and virtually unresponsive. **He can’t initiate actions but may be gently led**. This effect lasts for {{d10}} **days**.{{/rollGreater() traumatable 171}}
|
||
</div>
|
||
{{/traumatable}}
|
||
<!--section for malignancy table -->
|
||
{{#maligtable}}
|
||
<div class="sheet-desc">{{maligtable}} 
|
||
{{#rollBetween() maligtable 1 10}}**Palsy**<br>The character suffers from numerous minor tics, shakes, and tremors with no medical cause. **Reduce his Agility by** {{d10}}.{{/rollBetween() maligtable 1 10}}
|
||
{{#rollBetween() maligtable 11 15}}**Dark-hearted**<br>The character grows increasingly cruel, callous, and vindictive. **Reduce his Fellowship by** {{d10}}.{{/rollBetween() maligtable 11 15}}
|
||
{{#rollBetween() maligtable 16 20}}**Ill-fortuned**<br>Whenever the character uses a **Fate Point roll, a 1d10**. On a score of **7, 8, 9 or 10 it has no effect but is lost anyway**.{{/rollBetween() maligtable 16 20}}
|
||
{{#rollBetween() maligtable 21 22}}**Skin Afflictions**<br>The character is plagued by boils, scabs, weeping sores, and the like. He takes a **–20 penalty to all Charm Tests**.{{/rollBetween() maligtable 21 22}}
|
||
{{#rollBetween() maligtable 23 25}}**Night Eyes**<br>Light pains the character, and unless he shields his eyes, he suffers a **–10 penalty on all Tests when in an area of bright light**.{{/rollBetween() maligtable 23 25}}
|
||
{{#rollBetween() maligtable 26 30}}**Morbid**<br>The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The character’s **Intelligence is reduced by** {{d10}}.{{/rollBetween() maligtable 26 30}}
|
||
{{#rollBetween() maligtable 31 33}}**Witch-mark**<br>The character develops some **minor physical deformity or easily concealable mutation**. It is small, but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. **He must hide it well!**.{{/rollBetween() maligtable 31 33}}
|
||
{{#rollBetween() maligtable 34 45}}**Fell Obsession**<br>This is the same as the **Obsession Disorder**. However, in this case the character is obsessed by a **sinister or malign focus**, such as collecting finger-bone trophies, ritual scarification, carrying out meaningless vivisections, etc.{{/rollBetween() maligtable 34 45}}
|
||
{{#rollBetween() maligtable 46 50}}**Hatred**<br>The character develops an implacable **hatred** of a single group, individual, or social class. The character will **never** side with or aid them without explicit orders or other vital cause, and even then grudgingly.{{/rollBetween() maligtable 46 50}}
|
||
{{#rollBetween() maligtable 51 55}}**Irrational Nausea**<br>The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters the object of his revulsion, he must pass a **Challenging (+0) Toughness Test or suffer a –10 penalty to all Tests** as long as he remains in its presence.{{/rollBetween() maligtable 51 55}}
|
||
{{#rollBetween() maligtable 56 60}}**Wasted Frame**<br>The character’s pallor becomes corpse-like and his muscles waste away. The character’s **Strength is reduced by** {{d10}}.{{/rollBetween() maligtable 56 60}}
|
||
{{#rollBetween() maligtable 61 63}}**Night Terrors**<br>The character is plagued by daemonic visions in his sleep. The character now has the **Horrific Nightmares Disorder**.{{/rollBetween() maligtable 61 63}}
|
||
{{#rollBetween() maligtable 64 70}}**Poor Health**<br>The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The character’s **Toughness is reduced by** {{d10}}.{{/rollBetween() maligtable 64 70}}
|
||
{{#rollBetween() maligtable 71 75}}**Distrustful**<br>The character cannot conceal the distrust and antipathy he has for others. He must take a **–10 penalty to Fellowship Tests when dealing with strangers**.{{/rollBetween() maligtable 71 75}}
|
||
{{#rollBetween() maligtable 76 80}}**Malign Sight**<br>The world seems to darken, tarnish, and rot if the character looks too long at anything. The character’s **Perception is reduced by** {{d10}}.{{/rollBetween() maligtable 76 80}}
|
||
{{#rollBetween() maligtable 81 83}}**Ashen Taste**<br>Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely stomach eating. The character **doubles the negative effects for levels of Fatigue**.{{/rollBetween() maligtable 81 83}}
|
||
{{#rollBetween() maligtable 84 90}}**Bloodlust**<br>Murderous rage is never far from the character’s mind. **After being wounded in combat**, he must pass a **Challenging (+0) Willpower Test to incapacitate or allow his enemies to flee, rather than kill them outright**, even if his intent is otherwise.{{/rollBetween() maligtable 84 90}}
|
||
{{#rollBetween() maligtable 91 93}}**Blackouts**<br>The character suffers from inexplicable **blackouts**. *When they occur and what happens during them is up to the GM*.{{/rollBetween() maligtable 91 93}}
|
||
{{#rollBetween() maligtable 94 100}}**Strange Addiction**<br>The character is addicted to some bizarre and unnatural substance, such as eating rose petals, drinking blood, the taste of widows’ tears, etc. This acts like a **Minor Compulsion**, but is freakish enough to cause serious suspicion if found out.{{/rollBetween() maligtable 94 100}}
|
||
</div>
|
||
{{/maligtable}}
|
||
<!--section for mutation table-->
|
||
{{#mutable}}
|
||
<div class="sheet-desc">{{mutable}} 
|
||
{{#rollBetween() mutable 1 5}}**Grotesque**<br>The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a **–20 penalty on Fellowship Tests made to interact with non--mutants, but gains a +10 bonus to Intimidate Tests**.{{/rollBetween() mutable 1 5}}
|
||
{{#rollBetween() mutable 6 10}}**Tough Hide**<br>The mutant gains the **Natural Armour (2) Trait** from dense skin and thick scar tissue.{{/rollBetween() mutable 6 10}}
|
||
{{#rollBetween() mutable 11 15}}**Misshapen**<br>The mutant’s spine and limbs are horribly twisted. The mutant may **no longer run and reduces its Agility by** {{2d10}}.{{/rollBetween() mutable 11 15}}
|
||
{{#rollBetween() mutable 16 20}}**Feels No Pain**<br>The mutant cares little for injury or harm. It gains **+5 Wounds and the Iron Jaw talent**.{{/rollBetween() mutable 16 20}}
|
||
{{#rollBetween() mutable 21 25}}**Brute**<br>The mutant is physically powerful, with deformed masses of slab-like muscle. **Increase its Strength and Toughness Characteristics by 10 each**.{{/rollBetween() mutable 21 25}}
|
||
{{#rollBetween() mutable 26 30}}**Nightsider**<br>The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the **Dark Sight Trait, but takes a –10 penalty to all tests when in the area of bright light**, unless its eyes are shielded and skin covered.{{/rollBetween() mutable 26 30}}
|
||
{{#rollBetween() mutable 31 35}}**Mental Regressive**<br>The mutant has regressed mentally. **Roll a 1d10 for Intelligence, Perception, Willpower, and Fellowship separately**. On a **1–5**, reduce the characteristic by **1d10**; on a **6–7**, **halve** the characteristic; on an **8–9**, there is no change, **on a 10**, reduce the characteristic to **5 total**. The mutant also gains {{d10}} **Insanity Points**.{{/rollBetween() mutable 31 35}}
|
||
{{#rollBetween() mutable 36 40}}**Malformed Hands**<br>The mutant’s hands fuse into slab-like appendages. **Reduce its Weapon Skill and Ballistic Skill by 10**. Furthermore, the mutant takes a **–20 penalty to any test requiring fine physical manipulation**.{{/rollBetween() mutable 36 40}}
|
||
{{#rollBetween() mutable 41 45}}**Tox Blood**<br>The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a **+20 bonus to Toughness Tests made to resist poison**, but **reduces its Toughness and Intelligence Characteristics by** {{d10}}. Should the mutant’s blood come into contact with a living creature, that creature must succeed on a **Difficult (–10) Toughness Test or take 1d10 Energy Damage that ignores Armour and Toughness**.{{/rollBetween() mutable 41 45}}
|
||
{{#rollBetween() mutable 46 50}}**Hulking**<br>The mutant grows in stature and bodymass. It gains the **Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds**.{{/rollBetween() mutable 46 50}}
|
||
{{#rollBetween() mutable 51 55}}**Wyrdling**<br>The mutant has **minor psychic powers** that it has so far been able to conceal. The mutant gains the **Psy Rating 2 talent**. If it already has this talent, it gains the next highest Psy Rating talent that it doesn’t have. The Mutant gains **2 Psychic Techniques of his choice from a single discipline of his choice**. He needs to meet the requirements for both disciplines.{{/rollBetween() mutable 51 55}}
|
||
{{#rollBetween() mutable 56 59}}**Vile Deformity**<br>The mutant is marked by some terrible deformity that shows the touch of the Warp and should not exist in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged facial features, or thousands of restless eyes studding the body, to name a few. The mutant gains the **Fear (1) Trait**.{{/rollBetween() mutable 56 59}}
|
||
{{#rollBetween() mutable 60 63}}**Aberration**<br>The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant **increases its Strength and Agility by 10, reduces its Intelligence by** {{d10}} **and its Fellowship by –10**.{{/rollBetween() mutable 60 63}}
|
||
{{#rollBetween() mutable 64 67}}**Degenerate Mind**<br>The mutant’s mind is warped and inhuman. **Reduce its Intelligence and Fellowship each by** {{d10}}. Also on a **1–3**, it gains the **Frenzy talent**; on a **4–7**, it gains the **Fearless talent**, on an **8–10**, it gains the **From Beyond Trait**.{{/rollBetween() mutable 64 67}}
|
||
{{#rollBetween() mutable 68 71}}**Ravaged Body**<br>The mutant’s body has been entirely remade by the Warp. **Roll {{d5}} times on this table**, if this result (Ravaged Body) comes up, reroll. Such mutations, regardless of their nature, still show the obvious touch of **Chaos**.{{/rollBetween() mutable 68 71}}
|
||
{{#rollBetween() mutable 72 74}}**Clawed/Fanged**<br>The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the **Natural Weapon Trait** (either Impact or Rending damage).{{/rollBetween() mutable 72 74}}
|
||
{{#rollBetween() mutable 75 78}}**Necrophage**<br>The mutant gains **+10 to Toughness and the Regeneration Trait**, but must sustain itself on *copious quantities of raw meat or starve*.{{/rollBetween() mutable 75 78}}
|
||
{{#rollBetween() mutable 79 81}}**Corrupted Flesh**<br>Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for ichorous, maggot-ridden filth. Whenever the mutant takes *critical hit*, it gains **Fear (2) Trait for that round**.{{/rollBetween() mutable 79 81}}
|
||
{{#rollBetween() mutable 82 85}}**Venomous**<br>The mutant’s natural attacks (Natural Weapon or Unarmed) are toxic. It gains the **Toxic Trait**.{{/rollBetween() mutable 82 85}}
|
||
{{#rollBetween() mutable 86 89}}**Hideous Strength**<br>The mutant gains the **Unnatural Strength Trait (x2)**.{{/rollBetween() mutable 86 89}}
|
||
{{#rollBetween() mutable 90 91}}**Multiple Appendages**<br>The mutant has sprouted *additional functioning limbs* in the shape of arms, tentacles or a prehensile tail (or tails). It gains the **Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks**.{{/rollBetween() mutable 90 91}}
|
||
{{#rollBetween() mutable 92 93}}**Worm**<br>The mutant’s lower limbs have *fused together to form a worm or snake-like tail*. The mutant gains **+5 Wounds and the Crawler Trait**.{{/rollBetween() mutable 92 93}}
|
||
{{#rollTotal() mutable 94}}**Nightmarish**<br>So warped and horrific is the mutant’s appearance it can cause enemies to *flee in fear*. It gains the **Fear (3) Trait**.{{/rollTotal() mutable 94}}
|
||
{{#rollTotal() mutable 95}}**Malleable**<br>The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. **Increase its Agility by 10. It gains a +20 bonus on Climb Tests and grappling attacks**. Also, it may fit through spaces as small as one quarter its usual body dimensions.{{/rollTotal() mutable 95}}
|
||
{{#rollTotal() mutable 96}}**Winged**<br>The mutant’s body has warped to accommodate a pair of leathery wings or the like. It gains the **Flyer Trait at a rate equal to its Agility Bonus ×2**.{{/rollTotal() mutable 96}}
|
||
{{#rollTotal() mutable 97}}**Corpulent**<br>The mutant’s huge and bloated frame gives it **+5 Wounds and the Unnatural Toughness Trait (x2)**. It may **no longer take the Run action**.{{/rollTotal() mutable 97}}
|
||
{{#rollTotal() mutable 98}}**Shadow Kin**<br>The mutant has only a tenuous grip on our reality and, though wasted and gaunt, it can *slip partly into the Warp at will*. It gains the **Phase Trait and decreases its Strength and Toughness Characteristics by 10**.{{/rollTotal() mutable 98}}
|
||
{{#rollTotal() mutable 99}}**Corrosive Bile**<br>The mutant may *vomit burning bile, flesh-eating grubs, or some other horrific substance*. In melee combat the mutant may test **Ballistic Skill** to use this mutation. Using it, is a **full action**. It can be dodged, but not parried. On a successful test, the attack deals **1d10+2 Rending or Energy (choose one) Damage with the Tearing Quality**.{{/rollTotal() mutable 99}}
|
||
{{#rollTotal() mutable 100}}**Hellspawn**<br>Saturated with the energies of the Warp, the mutant is *more than part daemon*, gaining the **Daemonic, Fear (2), and From Beyond Traits**.{{/rollTotal() mutable 100}}
|
||
</div>
|
||
{{/mutable}}
|
||
<!--section for scatter diagram-->
|
||
{{#scatter}}
|
||
<div class="sheet-result">
|
||
{{#rollTotal() scatter 1}}<p>🡔</p>{{/rollTotal() scatter 1}}
|
||
{{#rollTotal() scatter 2}}<p>🡑</p>{{/rollTotal() scatter 2}}
|
||
{{#rollTotal() scatter 3}}<p>🡕</p>{{/rollTotal() scatter 3}}
|
||
{{#rollTotal() scatter 4}}<p>🡐</p>{{/rollTotal() scatter 4}}
|
||
{{#rollTotal() scatter 5}}<p>🡒</p>{{/rollTotal() scatter 5}}
|
||
{{#rollTotal() scatter 6}}<p>🡗</p>{{/rollTotal() scatter 6}}
|
||
{{#rollTotal() scatter 7}}<p>🡓</p>{{/rollTotal() scatter 7}}
|
||
{{#rollTotal() scatter 8}}<p>🡖</p>{{/rollTotal() scatter 8}}
|
||
</div>
|
||
{{/scatter}}
|
||
<!--section for multi hits table-->
|
||
{{#multihit}}
|
||
<div class="sheet-result">
|
||
{{#rollTotal() multihit 1}}2nd Head 💢{{/rollTotal() multihit 1}}
|
||
{{#rollTotal() multihit 2}}2nd Head 💢<br>3rd Left Arm 💢{{/rollTotal() multihit 2}}
|
||
{{#rollTotal() multihit 3}}2nd Head 💢<br>3rd Left Arm 💢<br>4th Body 💢{{/rollTotal() multihit 3}}
|
||
{{#rollTotal() multihit 4}}2nd Head 💢<br>3rd Left Arm 💢<br>4th Body 💢<br>5th Right Arm 💢{{/rollTotal() multihit 4}}
|
||
{{#rollBetween() multihit 5 10}}2nd Head 💢<br>3rd Left Arm 💢<br>4th Body 💢<br>5th Right Arm 💢<br>6+ hits Body 💢{{/rollBetween() multihit 5 10}}
|
||
{{#rollTotal() multihit 12}}2nd same Arm 💢{{/rollTotal() multihit 12}}
|
||
{{#rollTotal() multihit 13}}2nd same Arm 💢<br>3rd Body 💢{{/rollTotal() multihit 13}}
|
||
{{#rollTotal() multihit 14}}2nd same Arm 💢<br>3rd Body 💢<br>4th Head 💢{{/rollTotal() multihit 14}}
|
||
{{#rollTotal() multihit 15}}2nd same Arm 💢<br>3rd Body 💢<br>4th Head 💢<br>5th Body 💢{{/rollTotal() multihit 15}}
|
||
{{#rollBetween() multihit 16 21}}2nd same Arm<br>3rd Body 💢<br>4th Head 💢<br>5th Body 💢<br>6+ hits same Arm 💢{{/rollBetween() multihit 16 21}}
|
||
{{#rollTotal() multihit 23}}2nd Body 💢{{/rollTotal() multihit 23}}
|
||
{{#rollTotal() multihit 24}}2nd Body 💢<br>3rd Left Arm 💢{{/rollTotal() multihit 24}}
|
||
{{#rollTotal() multihit 25}}2nd Body 💢<br>3rd Left Arm 💢<br>4th Head 💢{{/rollTotal() multihit 25}}
|
||
{{#rollTotal() multihit 26}}2nd Body 💢<br>3rd Left Arm 💢<br>4th Head 💢<br>5th Right Arm 💢{{/rollTotal() multihit 26}}
|
||
{{#rollBetween() multihit 27 32}}2nd Body 💢<br>3rd Left Arm 💢<br>4th Head<br>5th Right Arm 💢<br>6+ hits Body 💢{{/rollBetween() multihit 27 32}}
|
||
{{#rollTotal() multihit 34}}2nd same Leg 💢{{/rollTotal() multihit 34}}
|
||
{{#rollTotal() multihit 35}}2nd same Leg 💢<br>3rd Body 💢{{/rollTotal() multihit 35}}
|
||
{{#rollTotal() multihit 36}}2nd same Leg 💢<br>3rd Body 💢<br>4th same side Arm 💢{{/rollTotal() multihit 36}}
|
||
{{#rollTotal() multihit 37}}2nd same Leg 💢<br>3rd Body 💢<br>4th same side Arm 💢<br>5th Head 💢{{/rollTotal() multihit 37}}
|
||
{{#rollBetween() multihit 38 43}}2nd same Leg 💢<br>3rd Body 💢<br>4th same side Arm 💢<br>5th Head 💢<br>6+ hits Body 💢{{/rollBetween() multihit 38 43}}
|
||
</div>
|
||
{{/multihit}}
|
||
<!--section for multi hits table-->
|
||
{{#hallu}}
|
||
<div class="sheet-desc">{{hallu}} 
|
||
{{#rollBetween() hallu 1 10}}**Bugsbugsbugsbugs!**<br>The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects. **The character counts as being Stunned**.{{/rollBetween() hallu 1 10}}
|
||
{{#rollBetween() hallu 11 20}}**My hands…!**<br>The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, **the character drops everything he is carrying** and spends the duration staring at his hands and screaming. **The character counts as being Stunned**.{{/rollBetween() hallu 11 20}}
|
||
{{#rollBetween() hallu 21 30}}**They’re coming through the walls!**<br>The character sees gruesome aliens bursting through the walls/ceiling/floor bushes and opens fire. **The character must spend each Turn firing at a random piece of terrain within his line of sight**. Any creatures caught in the line of fire are **subject to attacks** as normal. Each round, choose a new target at random.{{/rollBetween() hallu 21 30}}
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||
{{#rollBetween() hallu 31 40}}**Nobody can see me!**<br>The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He waddles about in random directions each round, **using a Full Action to move**. The character retains his Reactions.{{/rollBetween() hallu 31 40}}
|
||
{{#rollBetween() hallu 41 50}}**I can fly**<br>The sky looks so big and inviting, the character flops his arms trying to imitate a "ptera-squirrel". **He may do nothing but jump up and down on the spot**. *If he is standing above ground level*, **he may throw himself off** in a random direction, with the **usual consequences** for falling damage or death being the most usual outcomes.{{/rollBetween() hallu 41 50}}
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||
{{#rollBetween() hallu 51 60}}**They’ve got it in for me…**<br>The character is overcome with paranoia, believing even his own comrades are out to get him. On the character’s Turn, **he must move** to a position of cover, getting out of line of sight from any other characters.{{/rollBetween() hallu 51 60}}
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||
{{#rollBetween() hallu 61 70}}**They got me, mother…**<br>The character believes that the gas is toxic and collapses to the floor as if he died. **He counts as being helpless**. Others who *see him “die”* must pass an **Intelligence Test** or *they think the character is dead too*.{{/rollBetween() hallu 61 70}}
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||
{{#rollBetween() hallu 71 80}}**I’ll take you all on!**<br>The character is filled with burning rage and a desire for violence. **The character enters a Frenzy** (see page 98) and **attacks the closest opponent**.{{/rollBetween() hallu 71 80}}
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{{#rollBetween() hallu 81 90}}**I’m only little!**<br>The character believes he has shrunk to half his normal size, and everything else is big and frightening. **All other characters count as having a Fear Rating of 3 to the character**.{{/rollBetween() hallu 81 90}}
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{{#rollBetween() hallu 91 100}}**The worms!**<br>The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up and around his leg. **He attacks one of his own legs** (choose randomly) with whatever **weapon** is available. That attack hits automatically and deals normal **damage**.{{/rollBetween() hallu 91 100}}
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</div>
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{{/hallu}}
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<!--section for warp travel table-->
|
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{{#warpt}}
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<div class="sheet-desc">{{warpt}} 
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{{#rollGreater() warpt 97}}**All's Well**<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to **Shake off Warp Hallucinations** with an **Ordinary (+10) Willpower Test**<br><br>Explorers can attempt to repair **one Damaged, Unpowered or Depressurized** component with a **Hard (-20) Tech-Use Test** (except for *External Components*)<br><br>Explorers can also attempt to suppress the Cult (if active) with a **Hard (-20) Inquiry Test**<br>(or any other test the GM chooses)<br>Success **reduces Cult Strength by One Step** but deals {{d5}} **Crew Population damage** (player choice), **4** or more Degrees completely **Crushes** the Cult<br>*Only one attempt per encounter*{{/rollGreater() warpt 97}}
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{{#rollTotal() warpt 97}}As the vessel travels the *sea of souls*, the explorers start to feel a powerful presence that watches over them, filling their spirits with hope and courage... **The Emperor Protects!**<br><br>Any explorer that is suffering from **Warp Hallucinations** and/or other ailments **instantly recovers**, any other effects that are **supposed to last until exiting the Warp, instantly end**<br><br>Additionally the Crew recovers +10 Morale (may not exceed max value)<br><br>If the Chaos Cult is active, **reduce its Strenght by one Step**{{/rollTotal() warpt 97}}
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{{#rollBetween() warpt 88 96}}**All's Well**<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to **Shake off Warp Hallucinations** with an **Ordinary (+10) Willpower Test**<br><br>Explorers can attempt to repair **one Damaged, Unpowered or Depressurized** component with a **Hard (-20) Tech-Use Test** (except for *External Components*)<br><br>Explorers can also attempt to suppress the Cult (if active) with a **Hard (-20) Inquiry Test**<br>(or any other test the GM chooses)<br>Success **reduces Cult Strength by One Step** but deals {{d5}} **Crew Population damage** (player choice), **4** or more Degrees completely **Crushes** the Cult<br>*Only one attempt per encounter*{{/rollBetween() warpt 88 96}}
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{{#rollTotal() warpt 87}}**Ætheric Current**<br>The ship encounters a particularly calm flow of warp currents, The Navigator can take advantage of this by making a **Routine (+20) Navigation (Warp) Test**, if Successful, the ship is carried by the current **reducing travel time** by {{xd10}} + 1 day per Degree of Success{{/rollTotal() warpt 87}}
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||
{{#rollBetween() warpt 78 86}}**All's Well**<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to **Shake off Warp Hallucinations** with an **Ordinary (+10) Willpower Test**<br><br>Explorers can attempt to repair **one Damaged, Unpowered or Depressurized** component with a **Hard (-20) Tech-Use Test** (except for *External Components*)<br><br>Explorers can also attempt to suppress the Cult (if active) with a **Hard (-20) Inquiry Test**<br>(or any other test the GM chooses)<br>Success **reduces Cult Strength by One Step** but deals {{d5}} **Crew Population damage** (player choice), **4** or more Degrees completely **Crushes** the Cult<br>*Only one attempt per encounter*{{/rollBetween() warpt 78 86}}
|
||
{{#rollTotal() warpt 77}}**Astronomican Blaze**<br>The Navigator reports a powerful blaze of energy from the Holy Astronomican. Using it allows the Navigator to plot a safer route moving forward.<br>Explorers have a +10 bonus on their next Warp Travel Encounter Roll (+10 modifier) and may reroll 1 time (with the +10), keeping the better result if they so choose.{{/rollTotal() warpt 77}}
|
||
{{#rollBetween() warpt 75 76}}**All's Well**<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to **Shake off Warp Hallucinations** with an **Ordinary (+10) Willpower Test**<br><br>Explorers can attempt to repair **one Damaged, Unpowered or Depressurized** component with a **Hard (-20) Tech-Use Test** (except for *External Components*)<br><br>Explorers can also attempt to suppress the Cult (if active) with a **Hard (-20) Inquiry Test**<br>(or any other test the GM chooses)<br>Success **reduces Cult Strength by One Step** but deals {{d5}} **Crew Population damage** (player choice), **4** or more Degrees completely **Crushes** the Cult<br>*Only one attempt per encounter*{{/rollBetween() warpt 75 76}}
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||
{{#rollTotal() warpt 74}}**Who's Speaking?**<br>All communication devices aboard the ship, including personal Microbeads, Vox Casters and Data Slates start broadcasting random words and phrases, in strange and creepy tones, some claim they can hear the voices of long dead relatives, famous explorers, or themselves...<br><br>*Narrative Encounter at GMs discretion*{{/rollTotal() warpt 74}}
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||
{{#rollTotal() warpt 73}}**Visitations**<br>One or more of the crew find themselves visited by warp shades of lost friends or family. These lost souls might offer helpful advice and comfort or have darker motives. *Narrative encounter at GMs discretion*.{{/rollTotal() warpt 73}}
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||
{{#rollTotal() warpt 72}}**Whispers and Dreams**<br>Everyone on board suffers from strange dreams and even hears hushed whispers when awake. These might hold hidden truths or portents or merely be mad ramblings from beyond. Explorers must pass a **Challenging (+0) Willpower or Logic Test** or gain **1 level of fatigue**, said fatigue will endure until an *Alls Well encounter or upon Exiting the Warp*{{/rollTotal() warpt 72}}
|
||
{{#rollTotal() warpt 71}}**Lost Time**<br>Time contracts and expands during the voyage, and though it may take but a few days, the crew will feel as if months or more has passed, fraying their sanity. each Explorer and relevant NPC must pass a **Challenging (+0) Willpower or Logic Test or gain **1 Insanity Point**{{/rollTotal() warpt 71}}
|
||
{{#rollTotal() warpt 70}}**Stasis Field**<br>If the Navigator cannot guide the ship to evade this encounter with a **Challenging (+0) Navigation (Warp) Test**, the ship becomes stuck in a warp rift before drifting free, **adding 5 days** to the journey’s duration.{{/rollTotal() warpt 70}}
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||
{{#rollTotal() warpt 69}}**Reality Erosion**<br>The very fabric of the vessel is altered in some way. Walls might melt, statues and pictures come to life, gravity itself may become twisted. Each Explorer and relevant NPC must pass a **Challenging (+0) Willpower Test** or gain {{d5}} **Insanity Points**. Characters with the **Jaded Talent** automatically pass{{/rollTotal() warpt 69}}
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||
{{#rollTotal() warpt 68}}**Phobia**<br>**(Warp Hallucination)**<br>Explorers must pass a **Challenging (+0) Willpower Test** or suffer from a severe **Phobia** (page 297 RTC) and whenever the explorer scores a 9 on any die he rolls, he believes that he sees the object of his Phobia.<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 68}}
|
||
{{#rollTotal() warpt 67}}**Dreams of the Golden Throne**<br>During the perilous voyage on the Warp, the Explorers have a very lucid dream (if they can dream), in it, they witness The Emperor sitting on his Golden Throne.<br>Should the Explorers pay respect to The Emperor or pray in his name, **the Explorers gain 1 Temporary Fate Point.** (this FP cannot be "burned")<br>This FP if not spent during the journey, will be *used* after the vessel *Exits the Warp*<br><br>Additionally the Crew **recovers** {{d5}} **Morale** (may not exceed max value){{/rollTotal() warpt 67}}
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||
{{#rollTotal() warpt 66}}**Weary Machine Spirit**<br>The Machine spirit of the vessel starts to behave erratically, becoming unresponsive at random intervals. The Explorers must try to understand the Machine Spirit in order to pacify it, by passing a **Challenging (+0) Common Lore Tech or Speak Language Binary/Techna-Lingua Test.**. If failed the GM chooses one component at random. (except Warp/Plasma Drive or Gellar Field) That component is now **Unpowered**{{/rollTotal() warpt 66}}
|
||
{{#rollTotal() warpt 65}}**Gravity Fails**<br>The ship experiences random and sudden shutdowns of the grav-plates aboard the vessel. All explorers must pass a Hard (–20) Agility Test or drift out of control hitting hard surfaces. Treat this as Fall Damage from 10m distance. Certain factors may mitigate this — a Void Born character, for example, does not treat zero gravity as Difficult Terrain and therefore ignores the above penalties at GMs discretion. The Crew also suffers **1 Population damage**.{{/rollTotal() warpt 65}}
|
||
{{#rollTotal() warpt 64}}**Insubordination**<br>The *top brass* at the bridge is called to deal with an insubordiante middle officer, who refuses to follow orders.**Narrative Encounter at GMs discretion**{{/rollTotal() warpt 64}}
|
||
{{#rollTotal() warpt 63}}**False Alarm**<br>Suddenly the fire alarms start to go off in the lower decks, after rushed firefighting teams show on up, it is discovered that it was triggered accidentally by someone. The Explorers must enforce discipline on the local crew by taking a **Challenging (+0) Command Test**, alternatively, they can figure out who did it with a **Challenging (+0) Inquiry Test**. If either test is successful the crew is disciplined accordingly, increase Crew Morale by {{d5}}, if both tests fail, the Crew *looses some respect* for their leadership, **reduce Crew Morale by -1** {{/rollTotal() warpt 63}}
|
||
{{#rollTotal() warpt 62}}**A big ball of wibbly-wobbly, timey-wimey... stuff**<br>Time becomes exceptionally unstable within the Gellar Field. Some decks find themselves moving at painfully slow speeds while their minds race ahead hundreds of times faster, other decks find themselves receiving messages before they were sent, and the rat population in Deck 4 have had time to develop fire and stone tools. **A Difficult (-10) Tech Use Test** should strengthen the field enough to stabilize time, if failed the **Crew Population takes** {{d5}} damage as entire Crew generations die of old age at once or are reduced to squalling infants.{{/rollTotal() warpt 62}}
|
||
{{#rollTotal() warpt 61}}**Warp Rot**<br>Food and other sources of sustenance inexplicably rot and become useless. Reduce **Ship's supplies by 30 days**. the explorers can take actions to reduce this loss at GMs discretion.{{/rollTotal() warpt 61}}
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||
{{#rollTotal() warpt 60}}**The Vanishing**<br>The Bridge is suddenly inundated with requests for additional staff. Investigation reveals that that several key positions around the ship are inexplicably vacant, including a key junior bridge officer position. The positions were filled: explorers find crew cabins empty, filled with personal affects of people no one remembers. Worse are the photos of husbands, wives, children that no one can remember either. A whole swathe of the crew has vanished, taking with them all memories that they ever existed. **Crew Population suffers**{{d5}} <br>*They will not be remembered*.{{/rollTotal() warpt 60}}
|
||
<!--medium level-->
|
||
{{#rollTotal() warpt 59}}**A Dark Heresy**<br>The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...<br><br>**Increase Chaos Cult Strength by 1 Step**<br>If the Gellar Field is Offline, increase by 2 Steps instead.{{/rollTotal() warpt 59}}
|
||
{{#rollTotal() warpt 58}}**Gellar Field Fluctuations**<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to fluctuate. Explorers must try to strengthen it with a **Challenging (+0) Tech Use Test**. If failed the Ship's Gellar Field is now **Unpowered**{{/rollTotal() warpt 58}}
|
||
{{#rollTotal() warpt 57}}**The Miracle of Life**<br>The Captain (and explorers) are invited to supervise the birth of a baby, a *Warpborn* baby. Generally considered a *bad omen*, the Captain is prompted to make a decision *should the baby live or die?*<br><br>This Roll {{d5}} determines on a **1-** the baby is perfectly normal except for its eyes are purple (like cadians) **2-** the baby is a mutant (roll on the mutation table to determine) **3-** the baby has latent psychic powers (Psy Rating1) **4-** the baby is a blank (untouchable) **5-** the baby is part daemon (it has the daemonic trait) and tries to eat its mother!. **Narrative Encounter at GMs discretion**.{{/rollTotal() warpt 57}}
|
||
{{#rollTotal() warpt 56}}**Mutants, Mutants Everywhere!**<br>**(Warp Hallucination)**<br>Explorers must pass a **Challenging (+0) Willpower Test**, if failed, that character must take a **Challenging (+0) Scrutiny Test ** every time he interacts with another friendly character, unless he has already made such a Test for that character. If he passes the Test, and at least one of the dice he rolls **results in a 9**, he becomes convinced that the character is hiding a mutation acquired during translation and **must react to him accordingly!**. Otherwise, he finds no -evidence- of the character’s mutation... *for now!*<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 56}}
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||
{{#rollTotal() warpt 55}}**Maggots in the Meat**<br>The corrupting effects of the Warp cause all foodstuffs on board to somehow... change. It could be something as simple as them rotting but maybe it is somehow more bizarre, such as an infestation of rat-size, mutant maggots with the faces of crewmen. Explorers must pass a **Dificult (-10) Willpower Test** or gain {{d5}} **Insanity Points** for seeing your own maggot or that of a loved one who begs for you to kill it.{{/rollTotal() warpt 55}}
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||
{{#rollTotal() warpt 54}}**Mindwarp**<br>Intense psychic activity outside the ship causes every crew member to suffer from headaches. Characters with ** Psy Rating** instead suffers extreme pain across the whole of their bodies. They immediately take **1 level of Fatigue**, and must pass a **Difficult (-10) Willpower Test** or trigger **Psychic Phenomena**<br>Every **Degree of Failure** adds a +10 to the Psychic Phenomena roll<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter{{/rollTotal() warpt 54}}
|
||
{{#rollTotal() warpt 53}}**Turbulence**<br>A strong warp current start to push against the vessel slowing it down and making it shake violently, The Navigator can attempt to ride the current by making a Challenging (+0) Navigation (Warp) Test, if failed the vessel is dragged down the current increasing the warp travel travel time by **10 days +1 for every degree of failure.**{{/rollTotal() warpt 53}}
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||
{{#rollTotal() warpt 52}}**Swarming Malice**<br>The ship is plagued by a swarm of vicious Warp manifestations that wreak havoc on the structure of the ship, hurling objects to and fro, but scuttling into the shadows when confronted. The GM chooses one component to infest. This component is rendered **inoperable until** the presence is eliminated, by faith or by fire. If the Gellar Field is **Offline**, these malicious shadows infest **one extra** component<br>The **Crew Morale decreases by 5 for each** infested component until the crew or Explorers banish the vile manifestations. The shadows can be banished with an exorcism (such a as with the Purge the Unclean Talent), by bathing an affected component in Fire, or by some other appropriate means.<br><br>**Narrative Encounter at GMs discretion.**{{/rollTotal() warpt 52}}
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||
{{#rollTotal() warpt 51}}**Accidental Venting**<br>The Explorers carry out a routine inspection of the cargo holds, during the inspection a group of faulty maintenance servitors *accidentally damage the components' airlock!*<br>Explorers must try to stop the atmosphere venting with a **Difficult (-10) Tech-Use or Command Test**<br>Failure leads to the *emergency bulkheads activating and sealing the component*, apply the **Vent Burning Component** Critical effect (Ship Tab Critical Hit).{{/rollTotal() warpt 51}}
|
||
{{#rollTotal() warpt 50}}**Riot!**<br>Somewhere in the lower decks, a friendly game of cards, turns into a bar fight, then the violence escalates into a full riot. Explorers must put an end to this battle before it gets out of control<br><br>**Narrative or Combat encounter at GM discretion**<br>If the explorers fail to suppress the Riot, the Crew suffers {{xd5}} **Crew Population and Morale Damage**{{/rollTotal() warpt 50}}
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||
{{#rollTotal() warpt 49}}**All's not so well...**<br>As the Journey continues, a general feeling of discontent spreads among the crew<br>Some demand better wages, other complain about their living quarters, the quality of the food, the lack of rest or their working conditions<br>Discipline starts to break down, there is a sharp increase in fatal accidents and some mates leave their posts unmanned<br>Explorers must try to restore order among the crew with clever negotiation, ruthless punishment, or divine inspiration (This would involve several **social skills tests** at GM discretion). Failure means said efforts were ineffective and thus the Crew suffers {{xd5}} **Morale Damage**<br><br>Failure also means that, some malcontent crew members turn to evil **Increasing Chaos Cult Strength by one Step**{{/rollTotal() warpt 49}}
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||
{{#rollTotal() warpt 48}}**Stale Air**<br>The vessel's Life sustainer systems starts to fail in several components of the ship, turning the air very thin or even toxic. Explorers must take a **Challenging (+0) Tech-Use Test** restore the air filtration systems, if failed the crew suffers {{xd5}} **Crew Population and Morale damage**{{/rollTotal() warpt 48}}
|
||
{{#rollTotal() warpt 47}}**Marooned in the Warp**<br>The Astropathic choir of the ship receives a message coming from a nearby vessel. The message is interpreted as a desperate call for rescue. If the explorers choose to assist this vessel then<br>This Roll {{d5}} determines: On a **1 or 2** the marooned sailors are rescued, **Increase Crew Pop and Morale by 5** (can exceed max value), On a **3 or 4** only a few marooned Astropaths are rescued, On a **5** the rescued survivors are corrupted **Increase Cult Strength by 1 Step**{{/rollTotal() warpt 47}}
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||
{{#rollTotal() warpt 46}}**The Flesh is Weak!**<br>**(Warp Hallucination)**<br>Explorers must pass a **Difficult (-10) Willpower Test** or be affected by this ongoing effect: At the end of any Warp travel encounter, the character sees the Warp’s mark on his flesh and must pass a **Challenging (+0) Willpower Test**. If he fails, he believes he is mutating, and *tries to cut away the corruption*, dealing {{d10}} **Rending damage to himself**, plus an extra **2 Damage for every Degree of Failure** on his Willpower Test (Self-Inflicted, damage resisted by TB only)<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 46}}
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||
{{#rollTotal() warpt 45}}**Mirage**<br>As the ship continues its journey, the Augers detect an Imperial Navy ship nearby<br>Scans indicate this ship is lifeless and seemingly abandoned, some crew members suggest *salvaging* whatever cargo they may find inside<br>Should the Explorers decide to approach this ship, they alter their course, **Increasing Travel Time by 10 days**, only to find out that this ship is not real...{{/rollTotal() warpt 45}}
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||
{{#rollTotal() warpt 44}}**Bleeding Star**<br>The Augurs detected a large, fast moving object approaching the ship!<br>To hopefully dodge this, the helmsman must perform an **Evasive Manoeuvre** extended action (ship tab)<br><br>If the manoeuvre fails, the ship is hit by this "bleeding star" causing {{d10}} **Hull damage** (ignoring void shield but not armour) and inflicting a **Critical Hit #1** (Holed){{/rollTotal() warpt 44}}
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||
{{#rollTotal() warpt 43}}**Sargasso**<br>The ship finds itself adrift in an area of calm warp. Without tides to ride upon, there is no knowing how long the ship will remain here. And dropping out of the warp is unthinkable. This *sargasso* would take years to cross with plasma drives alone<br>However, the vessel's Astropathic Choir can focus their combined psychic power to induce a turbulence in the Warp to carry the vessel<br><br>The Lead Astropath character (if any) must pass an **Arduous (-40) Focus Power Test**. Add +5 bonus per Astropath in the Choir (most ships have 6 Astropaths total)<br>If no PC is an Astropath then do it as **Crew Test** (with the same modifiers and Psy Rating is equal to Astropaths in the Choir)<br>this test can also be Pushed up to +3 (Psychic Phenomena will affect the Choir)<br><br>Success creates a powerful turbulence that pushes the vessel out the Sargasso<br><br>Failure means the Choir exhausts themselves and must rest for **5 days** before trying again (extending total travel time){{/rollTotal() warpt 43}}
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||
{{#rollTotal() warpt 42}}**Ferric Entropy**<br>The Warp's corrosive and corrupting nature manifests as a fast spreading rust that attaches itself to the Ship's delicate sensors<br>Servitors must be rushed out, to try and preserve them in working order with a **Difficult (-10) Command Test**<br>Success allows the ships sensors to continue working, Failure means the ships **Auger Array Component is Damaged**, and cannot be repaired until the vessel *Exits the Warp*{{/rollTotal() warpt 42}}
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||
{{#rollTotal() warpt 41}}**Fatal Attraction**<br>The GM chooses a PC, this character is contacted by a very attractive crew member, this person offers to spend a *Good Time* back in the crew quarters<br>If the character shows mistrust, they must pass a **Hard (-20) Scrutiny Test**, characters with the **Paranoia Talent** automatically decline the offer, Psykers and Navigators can do a **Challenging (+0) Psyniscience Test** instead or use a special power<br>If failed or the character accepts willingly, they go together to a private crew quarter<br><br>The character is then sexually abused in ways *too graphic to describe*, by a disguised Daemonette<br>The character **suffers** {{xd10}} **Wounds** (R) and gains {{xd5}} **Insanity and Corruption Points**{{/rollTotal() warpt 41}}
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||
{{#rollTotal() warpt 40}}**The False Beacon**<br>As usual the Navigator from time to time verifies the Astronomican to make small corrections. However he perceives something that truly impossible, *Two Astronomican beacons are blazing*<br>Explorers can attempt to determine which is the true Astronomican with a **Challenging (+0) Forbidden Lore (The Warp) Test**, if none have that skill they can attempt a **Hard (-20) Scrutiny Test**. Success allows the Navigator to follow the real Astronomican, continuing the journey as expected.<br><br>Failure means the Navigator follows the *False Beacon* sending the vessel off-course, increasing travel time by **30 days**<br>2 or more Degrees of Failure means the vessel has been lured into a very dangerous area of the Warp, **add -10 modifier** to the next Warp Travel Encounter roll{{/rollTotal() warpt 40}}
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||
{{#rollTotal() warpt 39}}**A VERY Dark Heresy**<br>The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...<br><br>**Increase Chaos Cult Strength by 2 Steps**<br>If the Gellar Field is Offline, increase by 3 Steps instead.{{/rollTotal() warpt 39}}
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||
{{#rollTotal() warpt 38}}**Gellar Field Overloads**<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to overload. Explorers must try to repair it with a **Difficult (-10) Tech Use Test**. If failed the Ships' Gellar Field is now **Unpowered**{{/rollTotal() warpt 38}}
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||
{{#rollTotal() warpt 37}}**Strong Ætheric Current**<br>The ship encounters a particularly strong flow of warp currents, The Navigator can take advantage of this by making a **Difficult (-10) Navigation (Warp) Test**, if Successful, the ship is carried by the current **reducing travel time** by {{xd10}} + 1 day per Degree of Success.{{/rollTotal() warpt 37}}
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||
{{#rollTotal() warpt 36}}**The Horror! The Horror!**<br>**(Warp Hallucination)**<br>Explorers must pass a **Difficult (-10) Willpower Test** or be affected by this ongoing effect: The character experiences visions that reveal the true horror of reality. This creeps up on him gradually; he gains **2 Insanity Points immediately**, plus **1 Insanity Point per 30 days in the Warp** this journey<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 36}}
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||
{{#rollTotal() warpt 35}}**Spontaneous Inhuman Combustion**<br>The GM chooses one component at random. That component is suddenly and inexplicably **set on fire!**<br>Characters can try to minimize the damage by attempting to **Put Out Fire** extended action, only one character needs to succeed, if all characters fail, then the fire is not contained and spreads to another Component<br><br>Each time a Component catches fire, the ship suffers a **Shipboard Fire** Critical Hit (ship tab critical hit selector){{/rollTotal() warpt 35}}
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||
{{#rollTotal() warpt 34}}**Malignanancy**<br>The character with the **most Corruption Points** is tormented by its psyche, this manifests as a physical effect. Said character must roll on the **Malignancy Table**<br>This Malignancy disappears once the ship exits the Warp.{{/rollTotal() warpt 34}}
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||
{{#rollTotal() warpt 33}}**Ætheric Reef**<br>The vessel runs afoul of a warp *reef* that threatens to break it open on a jagged fragment of false reality, The Navigator must pass a **Difficult (-10) Navigation (Warp) Test** to change course away from its path. If the Navigator fails, the ship hits the *reef*<br>If the ship’s Gellar Field is fully operational the ship takes {{xd10}} **Hull Damage**<br>If the Gellar Field is *Offline* the ship takes {{psypen}} **Hull Damage**{{/rollTotal() warpt 33}}
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||
{{#rollTotal() warpt 32}}**The Vortex**<br>Such is the capricious nature of the Warp, that it manifests as a swirling vortex around the ship<br>Within the Vortex, anything can happen...<br><br>This roll {{d10}} determines the modifier of the **next Warp Travel Encounter:** on a **1-2** it gets (+20), on a **3-5** gets (+10), on a **6-8** gets (-10), on a **9-10** (-20){{/rollTotal() warpt 32}}
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{{#rollTotal() warpt 31}}**Warp Nebula**<br>A massive Warp Nebula manifests on the vessel's path. The Navigator must pass a **Hard (-20) Navigation (Warp) Test** to avoid it, if failed the vessel enters the nebula for the next 30 days, while inside the Nebula every Warp Travel Encounter roll gets **-15 modifier**{{/rollTotal() warpt 31}}
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{{#rollTotal() warpt 30}}**Small Daemonic Incursion**<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the **Ebon Geist** (p.378 RTC)<br>If Gellar Field is active, only 4 Daemons slip through<br>If the Gellar Field Offline, 6 Daemons slip through.<br><br>**Combat Encounter at GMs discretion**{{/rollTotal() warpt 30}}
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<!--high level-->
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{{#rollTotal() warpt 29}}**Unsolved Mystery**<br>*queue intro music*<br>A high ranking bridge officer is found murdered in his quarters by the Explorers, a truly shocking scene (Explorers test **Fear [1]**, characters with the **Jaded Talent** automatically pass)<br><br>*Who did it and why?*<br>To find the truth Explorers must conduct an investigation: This is an **Extended Test** using **Interaction Skills**, Explorers as a group must accumulate 7 Successes<br>*Only two skill rolls per character*<br><br>If the Explorers succeed, the murderer is found and executed, if failed (not enough successes) the murderer is still at large and continues to plot<br>**Increase Chaos Cult Strength by 3 Steps**{{/rollTotal() warpt 29}}
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{{#rollTotal() warpt 28}}**Ghost in the Machine**<br>A malevolent entity has slip thru the Gellar Field and is haunting the vessel. The core cogitator must be purified before the entity fully corrupts the machine spirit<br>Explorers can attempt to exorcise the machine by using the **Purge the Unclean Talent** (entity WP score is 55), Explorators with **Master Enginseer Talent** can instead "reprogram" the cogitator to expel the entity (this costs a Fate Point use)<br>If either option is not available, Explorers as a group must engage in an **Extended Logic Test** to find a way to block the entity, Explorers need **5 Successes** (only one test per explorer)<br><br>If failed, the entity drives the machine spirit insane, the ship suffers a **Surly Techsprites** Critical Hit{{/rollTotal() warpt 28}}
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{{#rollTotal() warpt 27}}**Praise The Emperor**<br>As the vessel continues its journey, the many missionaries and priests aboard organize a large mass to praise **The Emperor of Mankind**<br>Chanting and lighting incense, all pious servants of The Emperor pray, as it is, in the Warp, that they closest to Him (or so they believe)<br><br>Explorers who wish to participate in the mass, can take a **Hard (-20) Willpower Test** to pray and repent of their sins, if they pass they can **remove** {{xd5}} **Insanity Points** from their character<br>Characters with the **Pure Faith Talent** take this test at **Challenging (+0)**{{/rollTotal() warpt 27}}
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{{#rollTotal() warpt 26}}**Dreams of Corruption**<br>**(Warp Hallucination)**<br>Explorers must pass a **Difficult (-10) Willpower Test** or be affected by this ongoing effect: Whispered dreams beguile the character during the journey, tempting him to serve the dark gods into whose realm he has trespassed. These dreams chip away at his soul as he progresses through the Warp<br>the character gains {{d5}} **Corruption Points immediately**, plus **1 Corruption Point per 30 days** he spends in the Warp this journey<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 26}}
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{{#rollTotal() warpt 25}}**Dopplegangers!**<br>While on a routine crew inspection, the Explorers are asked how they can be in *two locations at the same time*, when confronted, the crew tells that **they are already at the bridge!**<br><br>Should the explorers decide to go to the bridge they encounter exact copies of themselves giving orders to the crew. If the explorers fight their doppelgangers, they will fight exact copies of their characters (including weapons) but the copies also have the **From Beyond Trait** (p.365 RTC)<br>Alternatively they could convince the crew to kill their dark selves with various **social interaction skills tests** at GMs discretion.{{/rollTotal() warpt 25}}
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{{#rollTotal() warpt 24}}**From Slaneesh With Love**<br>The Crew falls into a storm of lust and sadism, the explorers can choose to join them and enjoy the degeneracy, **resist with a Difficult (-10) Willpower Test**, or order the Crew to stop these activates with a **Difficult (-10) Command Test**, if these lustful acts are allowed to continue the crew recovers {{d5}} **Morale** but looses {{d5}} **Population** as many of them turn violent<br>If the explorers join in they gain {{d5}} **Corruption Points**{{/rollTotal() warpt 24}}
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{{#rollTotal() warpt 23}}**Tzeench Curse**<br>A malevolent presence starts to harass all the Psykers aboard the vessel, whispering, screaming and haunting their dreams. Psykers start to lash out in a vain attempt to stop the harassment. All Explorers (and relevant NPCs) with **Psy Rating**, must pass a **Very Hard (-30) Willpower Test** or loose control of their powers. If they lose control every affected Psyker that attempts to cast a Psychic Technique must do so at **Push Level every time**.<br>This effect **cannot be shaken off** and last **until exiting the Warp**{{/rollTotal() warpt 23}}
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{{#rollTotal() warpt 22}}**Khorne's Bloodlust**<br>In the explorers minds they hear a very loud chant that says, blood for the blood god! skulls for the skull throne!, Explorers must take **Difficult (-10) Willpower Test** or succumb to a mindless rage. The explorers who fail the test immediately enter a state of **Frenzy** and must attack the nearest character, until the Frenzy effect passes in {{d10}} **Rounds** or the character is stopped (or killed).<br><br>Explorers with the **Battle Rage Talent** can control themselves during frenzy and may **vent their rage against an object instead**{{/rollTotal() warpt 22}}
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||
{{#rollTotal() warpt 21}}**Nurgles Pestilence**<br>Disease spreads through the ship, starting among the lowest and dirtiest crew members spreading to the bridge rapidly. This disease can manifest with whatever bizarre symptoms the GM decides (the stranger the better). Each day the disease inflicts **1 Crew Population and Morale damage**<br>If the Gellar Field is offline, it causes 2 damage. The Explorers can seek a cure to the vicious malady; this requires researching the disease, and then making an Arduous (–40) Medicae Test<br>**Only one Test per day.**{{/rollTotal() warpt 21}}
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{{#rollTotal() warpt 20}}**Medium Daemonic Incursion**<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the **Ebon Geist** (p.378 RTC)<br>If Gellar Field is active, only 5 Daemons slip through<br>If the Gellar Field Offline, 7 Daemons slip through.<br><br>**Combat Encounter at GMs discretion**{{/rollTotal() warpt 20}}
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||
{{#rollTotal() warpt 19}}**Plague of Madness**<br>Insanity spreads through the ship. It begins with the weak-minded first, but gradually consumes the entire vessel, over a short period. Until the madness ceases, every minor NPC the Explorers interact with aboard the ship, count as having a mental disorder chosen by the GM (pages 297-298).<br>Explorers and major NPCs must take a **Difficult (-10) Willpower Test** to avoid the effects of the plague. If they fail, they are likewise affected with **a mental disorder**<br>The madness lasts for **15 days**. If the Gellar Field is Offline, it lasts for **30 days**<br><br>Some however, never recover from the madness...**Increase Chaos Cult Strength by 4 Steps**<br>If the Gellar Field is Offline, increase by 5 Steps instead.{{/rollTotal() warpt 19}}
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{{#rollTotal() warpt 18}}**Gellar Field Diminishes**<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp starts to diminish due to unknown reasons<br>Explorers must try to strengthen it with a **Very Hard (-30) Tech-Use Test**. If failed the Ship's Gellar Field is now **Damaged**{{/rollTotal() warpt 18}}
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||
{{#rollTotal() warpt 17}}**Glimpse of the Future**<br>The explorers mind is suddenly flooded with visions of what appears to be the future but these visions require a degree of interpretation, the explorers can take a **Challenging (+0) Logic or Scrutiny Test**, if successful they will see a glimpse of the future, giving them **+10 on their next Warp Travel Encounter roll** (+10 modifier){{/rollTotal() warpt 17}}
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||
{{#rollTotal() warpt 16}}**Doom and Despair**<br>**(Warp Hallucination)**<br>Explorers must pass a **Difficult (-10) Willpower Test** or be affected by this ongoing effect: The character is overwhelmed by the utter despair of his situation. Knowing that the entire vessel is doomed, he seeks to end his life by his own hand rather than be torn apart by Daemons. The character becomes morose and fearful, and at the start of any Warp travel encounter, the character must make a **Challenging (+0) Willpower Test**. If he passes, he musters enough will to carry on, but if he fails, he must attempt to commit suicide at some point during the encounter. His attempt might endanger other crewmen or even the entire ship if he tries to blow up the Warp engines or open an airlock!<br>The GM should give other PCs plenty of opportunities to restrain the character<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter.{{/rollTotal() warpt 16}}
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||
<!--really bad-->
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||
{{#rollTotal() warpt 15}}**Warp Storm**<br>A massive Warp Storm starts to manifests on the vessel's path The Navigator must pass a **Very Hard (-30) Navigation (Warp) Test** to change course away from its path. If the Navigator fails, the ship gets battered by the storm<br>If the ship’s Gellar Field is fully operational the ship takes {{xd10}} **Hull damage**<br>If the Gellar Field is *Offline* the ship takes {{psypen}} **Hull damage**{{/rollTotal() warpt 15}}
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||
{{#rollTotal() warpt 14}}**Rage Against the Machine**<br>The Explorers receive an urgent message from the Mechanicus Engineseer crew, *The machines have turned against us!*, Servitors, Servoskulls and many cogitators on board have turned aggressive and started attacking the crew!<br>Treat this as a defense against a **Hit and (Run)** action, the enemy "commander" has **scored 1 Degree of Success** (**3 Degrees** if the ship has the Murder Servitors Component)<br><br>If the defense fails, the machines deal a {{d5}} **Critical Hit** plus **2 (or 3) Hull Integrity, Crew Population and Morale** damage<br><br>If the ship has a *Servitor Crew Upgrade* well....{{/rollTotal() warpt 14}}
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||
{{#rollTotal() warpt 13}}**Munitions Inspection**<br>The Gunnery crew carries out a routine munitions inspection in order to ensure safe storage during the journey, however some of the munition is inexplicably corroded and must be removed from the ship's magazine very carefully with a **Challenging (+0) Crew Test**<br>Explorers can assist this test but at a *safe distance*<br><br>If Successful, the faulty ammunition is removed safely, If Failed, the faulty ammunition **Detonates** causing {{xd10}} **Hull Integrity** damage (since this is internal, it ignores armour and void shields) and the ship suffers a **Critical Hit #2**{{/rollTotal() warpt 13}}
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{{#rollTotal() warpt 12}}**Beware the Mutant**<br>The corruption of the Warp manifests in physical deformities for those who fail to resist its corruption. The Explorer with the **most Corruption Points** must pass a **Difficult (-10) Toughness Test** or suffer a temporary random mutation. (Roll once on the Mutation table to determine result or GMs choice)<br><br>This mutation will remain with the character until it *Exits the Warp*.{{/rollTotal() warpt 12}}
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||
{{#rollTotal() warpt 11}}**Warp Anemia**<br>The Warp manifests its corrupting influence on the weak and the most vulnerable<br>All characters onboard, if injured, will heal as if they are **Critically Wounded** regardless of talents, special abilities or treatment, also any character with **Wounds** or **Critical Damage** gains **2 levels of fatigue**<br><br>This effect lasts until the vessel *Exits the Warp*{{/rollTotal() warpt 11}}
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{{#rollTotal() warpt 10}}**Large Daemonic Incursion**<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the **Ebon Geist** (p.378 RTC)<br>If Gellar Field is active, only 6 Daemons slip through<br>If the Gellar Field Offline, 9 Daemons slip through.<br><br>**Combat Encounter at GMs discretion**{{/rollTotal() warpt 10}}
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{{#rollTotal() warpt 9}}**Infernal Delusion**<br>**(Warp Hallucination)**<br>Explorers must pass a **Difficult (-10) Willpower Test** or be affected by this ongoing effect: The character believes he has become possessed by a Daemon and acts as though he is now a puppet of one of the Ruinous Ones (chosen by the GM). His actions to serve Chaos should be subtle enough to escape detection if he is careful<br><br>This effect last until the vessel *Exits the Warp* or successfully **Shake it Off** during an All's Well encounter, however the character will not voluntarity shake it off, other characters must force him.<br><br>Also the character's subversive actions **Increase Chaos Cult Strength by 1 Step** for every **5 days** the character stays deluded{{/rollTotal() warpt 9}}
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{{#rollTotal() warpt 8}}**Transmogrification**<br>A localized diming of the Gellar Field has allowed the Warp to twist and and transform a part of the ship<br>The GM pick a component at *random*, then This roll {{d10}} determines: on a **1-3** only the internal layout changes, colors and shapes<br>On a **4-6** The component is degraded and misshaped, replace the component with an inferior variant of GMs choice, if no inferior variant is available then **Increase Space and Power Used by +2**<br>On a **7-9** The component is totally transformed into a mass of twisted metal, flesh and blood, **The Component is Destroyed**<br>On a **10** the component is radically transformed into something very different, replace the component with either an Archeotech or Xenotech component of GMs choice{{/rollTotal() warpt 8}}
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{{#rollTotal() warpt 7}}**Dark Pact**<br>Each explorer either roll a **1d5**, or the GM may select for them. Either way, *a Chaos God offers them a Dark Pact*<br>Khorne(1) Tzeench(2) Nurgle(3) Slaneesh(4) Malice(5)<br>**IF** the explorer accepts the Pact, gain the following benefits:
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<br>Khorne's Power: Unnatural Strength (x1), +5 Strength and the Brutal Charge Trait
|
||
<br>Tzeench's Wisdom: Unnatural Inteligence (x1), +5 Inteligence and the Forbidden Lore (Warp) and skill at trained level for free. (if the character has the skill, gain mastered level)
|
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<br>Nurgle's Nourish: Unnatural Toughness (x1), +5 Toughness and the Regeneration Trait
|
||
<br>Slaneesh's Pleasure: Unnatural Fellowship (x1), +5 Fellowship and the Decadence Talent for free
|
||
<br>Malice's Vengeance: One Weapon Training Talent of their choice, the Crippling Strike and Mighty Shot talents for free, +5 on both Weapon and Ballistic Skill
|
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<br>Also accepting the Pact deals **25 Corruption Points instantly**. (remember to test for malignancy / mutation if applicable). If the Explorers decline the offer, they still gain {{d5}} **Corruption Points**{{/rollTotal() warpt 7}}
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{{#rollTotal() warpt 6}}**The Great Wall of Pain**<br>From his station, the Navigator in *total panic* alerts the bridge that a massive *wall* has manifested on the ship's path. Impossibly vast, *hitting the wall is inevitable*, and turning around will delay the journey for god-emperor knows how long. However he believes the ship can break through it...<br><br>The ship gets **One Strategic Turn** to fire its weapons at a specific point in the wall to open a breach (Only weapons that can fire to the **Fore Arc**)<br>The wall is at least **5 VUs away**<br><br>To create a sizable breach the ship must deal enough Damage:<br>Transport/Raider **20**, Frigate **25**, Light Cruiser **30**, Cruiser **35**, Larger Vessels **45**<br><br>Then the ship **Rams** the wall (roll for damage using *Ramming Manoeuvre* in ship tab extended actions)<br><br>If enough damage is dealt then the ship breaks through the breach unscathed, if not, the breach is too small and the ship's hull is torn apart suffering a<br>**Hull Breach Critical Hit**{{/rollTotal() warpt 6}}
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{{#rollTotal() warpt 5}}**Cursed**<br>The explorers hear voices and whispers in their minds, the corruption of the Chaos Gods will slip into the explorers' souls unless they can pass a **Difficult (-10) Willpower Test** (Resistance to Psychic techniques applies). If failed the explorer suffers the effects of the **Dark Curse Sorcery** (Edge of the Abyss p82) until the vessel *Exits the Warp*. Treat the **Degrees of Failure** as successes for the *psyker* casting the Dark Curse. Any **Permanent Effects** of the Dark Curse are **Permanent even after leaving the Warp**.{{/rollTotal() warpt 5}}
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{{#rollTotal() warpt 4}}**Temporal Hole**<br>The Navigator senses a disturbance in the Warp, a massive hole in the immaterium, if not avoided it could suck the ship from the Warp and translated back into reality<br>This must be avoided at all cost with a **Hard (-20) Navigation (Warp) Test**<br>If Failed the ship is pulled out of the Warp, sending it **Severely Off-Course**, the ship will end up {{xd5}} **systems away from its intended destination!**{{/rollTotal() warpt 4}}
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{{#rollTotal() warpt 3}}**Mass Possesion**<br>Daemons ravage the minds of every living thing within the ship. In the bridge, every character must resist as if attacked by the **Puppet Master technique** (p.166 RTC)<br>**Resistance: Psychic Techniques** applies, also characters with the **Pure Faith Talent** automatically resist<br><br>The "attacker" is considered to **have scored 2 Degrees of Success** on the Opposed Test<br>The "attackers" Intelligence, Fellowship, and Willpower are all equal to 60<br>This possession, if successful, will last for {{xd10}} **rounds**. This triggers a Combat encounter in the bridge among the PCs and NPCs present there<br>Also, fighting breaks out in all decks, as possessed and Non-possessed Crew kill each other suffering {{hitloc}} **Crew Population and Morale damage**{{/rollTotal() warpt 3}}
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{{#rollTotal() warpt 2}}**Massive Daemonic Incursion**<br>A Powerful Chaos Daemon manifests aboard the vessel and attacks the explorers. Options for this **Combat Encounter** include daemon enemies from the Navis Prime, Edge of The Abyss, The Koronus Bestiary or any other source the GM chooses. This daemon may be acompanied by any number of Ebon Geist predators (p.378 RTC) at GMs discretion<br><br>If the explorers survive the encounter they could be (or should be) rewarded with some amount of XP or Fate Points at GMs discretion.{{/rollTotal() warpt 2}}
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{{#rollTotal() warpt 1}}**THE BEAST**<br>The fury of the Warp manifests as a monstrous, tentacled thing that wraps itself around the ship and tries to tear the hull apart. The crew directs all available guns against the creature to try and blow it away before it destroys the vessel. The Beast **attacks First** each strategic turn with **automatic hits at Strength 4**, causing {{psydmg}} Damage. *Its attacks ignore void shields*. It counts as having **Armour 18** and **Hull Integrity 80**. Treat this as a simplified naval combat, no maneuvers are possible, some Extended Actions may be possible at GMs discretion.<br><br>*Nova Cannon shots and Torpedoes automatically miss*<br><br>**this encounter could very likely destroy the ship GM discretion advised**{{/rollTotal() warpt 1}}
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</div>
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{{/warpt}}
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<!--section that allows single column description field -->
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{{#desc}}
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<div class="sheet-desc">{{desc}}</div>
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{{/desc}}
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<!--description field for psy phenomena-->
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{{#psydesc}}
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<div class="sheet-desc" style="color:#9307d2">{{psydesc}}</div>
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{{/psydesc}}
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</div><!--container closing div -->
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<div class="sheet-footer"></div>
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</rolltemplate> |