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roll20-character-sheets/Serenity/serenity.html
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William Barker 857e0e5840 New Features and Bugfixes
Added Nickname and toggle capability between Character Name and Nickname for display on rolls. Added translation routines for earlier sheet versions
2024-10-29 10:28:54 -04:00

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<div class="sheet-serenity-charactersheet">
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab1"
value="1"
checked="checked"
/><span title="Stats"></span>
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab2"
value="2"
/><span title="Equipment"></span>
<input
type="radio"
name="charactersheet-sheet"
class="sheet-tab sheet-tab3"
value="3"
/><span title="Notes"></span>
<div class="sheet-tab-content sheet-tab1-content sheet-character-stats">
<!-- CHARACTER INFO -->
<div class="sheet-serenity-float-group">
<table
class="sheet-character-info"
border="0"
cellpadding="0"
cellspacing="0"
>
<tbody>
<tr>
<td class="sheet-serenity-label"><button type="action" name="act_character_name" >Name:</button></td>
<td>
<input
type="text"
name="attr_character_name"
title="Character name (both first and last)"
/>
<input type="hidden" name="attr_display_name" value="None chosen"/>
</td>
<td class="sheet-serenity-logo" rowspan="3">
<img
src="https://i.imgur.com/uXoEVJZ.png"
alt="Serenity"
title="v1.1.1"
/>
</td>
<td class="sheet-serenity-label">Concept:</td>
<td>
<textarea
name="attr_Concept"
title="(Optional) Character's concept"
></textarea>
</td>
</tr>
<tr>
<td class="sheet-serenity-label"><button type="action" name="act_nickname" >Nickname:</button></td>
<td>
<input
type="text"
name="attr_nickname"
title="Character's Nickname"
value=" "
/>
</td>
</tr>
<tr>
<td class="sheet-serenity-label">Age/Hgt/Wgt:</td>
<td>
<input
type="text"
name="attr_Characteristics"
title="Age/Height/Weight"
/>
</td>
<td class="sheet-serenity-label">Appearance:</td>
<td>
<textarea
name="attr_Appearance"
title="Character's appearance"
></textarea>
</td>
</tr>
</tbody>
</table>
</div>
<!-- LIFE POINTS -->
<div class="sheet-character-life-points sheet-serenity-float-group">
<span class="sheet-serenity-stuns-taken">
<div class="sheet-serenity-stun sheet-serenity-stun23"></div>
<input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun22"
value="22"
title="22 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun21"
value="21"
title="21 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun20"
value="20"
title="20 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun19"
value="19"
title="19 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun18"
value="18"
title="18 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun17"
value="17"
title="17 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun16"
value="16"
title="16 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun15"
value="15"
title="15 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun14"
value="14"
title="14 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun13"
value="13"
title="13 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun12"
value="12"
title="12 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun11"
value="11"
title="11 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun10"
value="10"
title="10 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun9"
value="9"
title="9 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun8"
value="8"
title="8 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun7"
value="7"
title="7 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun6"
value="6"
title="6 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun5"
value="5"
title="5 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun4"
value="4"
title="4 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun3"
value="3"
title="3 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun2"
value="2"
title="2 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun1"
value="1"
title="1 Stuns Taken"
name="attr_stuns"
/><span></span
><input
type="radio"
class="sheet-serenity-stun sheet-serenity-stun0"
value="0"
title="No Stuns Taken
(Click to clear)"
name="attr_stuns"
/><span></span>
</span>
<span class="sheet-serenity-wounds-taken">
<div class="sheet-serenity-wound sheet-serenity-wound23"></div>
<input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound22"
value="22"
title="22 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound21"
value="21"
title="21 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound20"
value="20"
title="20 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound19"
value="19"
title="19 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound18"
value="18"
title="18 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound17"
value="17"
title="17 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound16"
value="16"
title="16 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound15"
value="15"
title="15 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound14"
value="14"
title="14 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound13"
value="13"
title="13 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound12"
value="12"
title="12 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound11"
value="11"
title="11 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound10"
value="10"
title="10 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound9"
value="9"
title="9 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound8"
value="8"
title="8 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound7"
value="7"
title="7 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound6"
value="6"
title="6 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound5"
value="5"
title="5 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound4"
value="4"
title="4 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound3"
value="3"
title="3 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound2"
value="2"
title="2 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound1"
value="1"
title="1 Wounds Taken"
name="attr_wounds"
/><span></span
><input
type="radio"
class="sheet-serenity-wound sheet-serenity-wound0"
value="0"
title="No Wounds Taken
(Click to clear)"
name="attr_wounds"
/><span></span>
</span>
<span class="sheet-serenity-shocks-taken">
<input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock13"
value="13"
title="13 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock12"
value="12"
title="12 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock11"
value="11"
title="11 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock10"
value="10"
title="10 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock9"
value="9"
title="9 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock8"
value="8"
title="8 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock7"
value="7"
title="7 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock6"
value="6"
title="6 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock5"
value="5"
title="5 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock4"
value="4"
title="4 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock3"
value="3"
title="3 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock2"
value="2"
title="2 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock1"
value="1"
title="1 Shocks Taken"
name="attr_shocks"
/><span></span
><input
type="radio"
class="sheet-serenity-shock sheet-serenity-shock0"
value="0"
title="No Shocks Taken
(Click to clear)"
name="attr_shocks"
/><span></span>
</span>
<span class="sheet-serenity-life-points">
<span class="sheet-serenity-tooltip">
Life Points:
<span class="sheet-serenity-tooltip-text">
Life Points measure how much damage you can take before passing out
or dying. When your character is punched, stabbed, or shot, the
damage comes out of your total Life Points. If your damage is equal
or greater than your Life Points, youre out of the action.
Calculate your total by adding the die types of your Vitality +
Willpower Attributes. For example, a character with a d8 Vitality
and a d6 Willpower has 14 Life Points.
</span>
</span>
<input
type="text"
name="attr_LifePoints"
value="8"
readonly
title="Vitality + Willpower"
/>
Step State:
<input
type="text"
name="attr_skillStep"
readonly
value="0"
title="The current value of Skill Steps"
/>
</span>
<span>
<button class="sheet-textButton" type="roll" name="roll_skillStepDD" value="&{template:check} {{name=Skill Step}} {{SkillName=@{UserDefinedTitle}}} {{Roll=[[@{SkillStepDD}+@{SkillStepDD2}]]}}" name="roll_skillStepDDcheck">Skill Step</button>
<select
class="sheet-serenity-melee-weapons"
name="attr_SkillStepDD"
>
<option value="d2" selected>d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
<option value="d12+d12+d2">2d12+d2</option>
<option value="d12+d12+d4">2d12+d4</option>
<option value="d12+d12+d6">2d12+d6</option>
<option value="d12+d12+d8">2d12+d8</option>
</select>
<select
class="sheet-serenity-melee-weapons"
name="attr_SkillStepDD2"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
<option value="d12+d12+d2">2d12+d2</option>
<option value="d12+d12+d4">2d12+d4</option>
<option value="d12+d12+d6">2d12+d6</option>
<option value="d12+d12+d8">2d12+d8</option>
</select>
<input
type="text"
class="sheet-serenity-skill-steps"
style="width: 85px;"
name="attr_UserDefinedTitle"
value="Title Here"
/>
</span>
<span class="sheet-serenity-life-penalty">
<span class="sheet-serenity-tooltip">
Attribute Penalty:
<span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
>
When you've taken half or more of your total LifePoints in Wounds,
you suffer a -2 step penalty on all Attributes
</span>
</span>
<input
type="text"
name="attr_LifePenalty"
readonly
value="4"
title="Attribute Penalty (-2) Threshold "
/>
</span>
</span>
</div>
<div class="sheet-serenity-character-stats">
<div class="sheet-serenity-float-group">
<!-- ATTRIBUTES -->
<div class="sheet-serenity-fieldset sheet-character-attributes">
<span class="sheet-serenity-fieldset-title">Attributes</span>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_agility" value="&{template:check} {{name=Agility}} {{Roll=[[@{Agility}]]}}" name="roll_agilitycheck">Agility:</button>
<span class="sheet-serenity-tooltip-text">
Agility represents quickness and physical coordination. A
high Agility could mean your character can twirl two
pistols and leap on the back of a moving horse without
screwing up either action. A low score might well mean you
have four left feet—two on the ends of your legs and two
at the ends of your arms.
</span>
</span>
</td>
<td>
<select class="sheet-serenity-agility" name="attr_Agility">
<option value="d4" selected>d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_strength" value="&{template:check} {{name=Strength}} {{Roll=[[@{Strength}]]}}" name="roll_strengthcheck">Strength:</button>
<span class="sheet-serenity-tooltip-text">
Strength tells you just how strong your character is. A
high Strength means you can kick down doors, win arm
wrestling contests, or break someone's jaw with a good
right hook. Low scores mean you have trouble carrying your
own luggage.
</span>
</span>
</td>
<td>
<select class="sheet-serenity-strength" name="attr_Strength">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_vitality" value="&{template:check} {{name=Vitality}} {{Roll=[[@{Vitality}]]}}" name="roll_vitalitycheck">Vitality:</button>
<span class="sheet-serenity-tooltip-text">
Vitality is a measure of toughness and general health.
High Vitality characters avoid catching the flu, can drink
their buddies under the table, and run from the law
without getting winded. Crew with low Vitality should stay
away from people with colds and never drink the local
water
</span>
</span>
</td>
<td>
<select class="sheet-serenity-vitality" name="attr_Vitality">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_alertness" value="&{template:check} {{name=Alertness}} {{Roll=[[@{Alertness}]]}}" name="roll_alertnesscheck">Alertness:</button>
<span class="sheet-serenity-tooltip-text">
Alertness represents intuition and observation. A
character with a high score might hear the stealthy
footsteps of an Alliance Operative sneaking up on the
group, notice an important clue caught in the bushes, or
know the instant a fellow is lying. Someone with a low
Alertness doesnt notice that his fly is unzipped.
</span>
</span>
</td>
<td>
<select
class="sheet-serenity-alertness"
name="attr_Alertness"
>
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_intelligence" value="&{template:check} {{name=Intelligence}} {{Roll=[[@{Intelligence}]]}}" name="roll_intelligencecheck">Intelligence:</button>
<span class="sheet-serenity-tooltip-text">
Intelligence is smarts—plain and simple. Crew with high
Intelligence are bright and inventive, able to think their
way through complex situations, or solve puzzles that
would confound lesser persons. Those with low scores might
have trouble understanding big words or experience
difficulty remembering complicated plans.
</span>
</span>
</td>
<td>
<select
class="sheet-serenity-intelligence"
name="attr_Intelligence"
>
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_willpower" value="&{template:check} {{name=Willpower}} {{Roll=[[@{Willpower}]]}}" name="roll_willpowercheck">Willpower:</button>
<span class="sheet-serenity-tooltip-text">
Willpower is about determination and force of personality.
A high score means a character can resist intimidation
(and even torture), can convince a person to do his
bidding, and can push on even when his body is about to
give up. Those with low Willpower might be easily fooled,
back down at a threat, or take the easy way out.
</span>
</span>
</td>
<td>
<select
class="sheet-serenity-willpower"
name="attr_Willpower"
>
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
</td>
</tr>
</tbody>
</table>
</div>
<!-- DERIVED TRAITS -->
<div class="sheet-serenity-fieldset sheet-character-derived-traits">
<span class="sheet-serenity-fieldset-title">Derived Traits</span>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_initiative" value="&{template:check} {{name=Initiative}} {{Roll=[[@{Agility}+@{Alertness}]]}}" name="roll_initiativecheck">Initiative:</button>
<span class="sheet-serenity-tooltip-text">
Initiative: Agility + Alertness. Tells you who goes first
in a given situation. Do you draw first or does your enemy
have the drop on you? Youll make Initiative rolls during
combat and other hairy situations where time is a major
factor. When the GM asks for an “Initiative Roll,” you
roll your Agility + Alertness dice and tell the GM the
result. Higher is better. Especially when a Reaver is
rushing at you with a machete
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_Initiative"
value="none"
readonly
/><br />
<span class="sheet-character-derived-explanation"
>Agility + Alertness</span
>
</td>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_longhaul" value="&{template:check} {{name=Long Haul}} {{Roll=[[@{Strength}+@{Vitality}]]}}" name="roll_longhaulcheck">Long<br />&nbsp;&nbsp;Haul:</button>
<span class="sheet-serenity-tooltip-text">
Long Haul: Strength + Vitality. Made when trying to
perform an extended feat of strength that has to be
maintained more than a few seconds, such as carrying a
heavy load up a hill.
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_LongHaul"
readonly
value="@{Strength}+@{Vitality}"
/><br />
<span class="sheet-character-derived-explanation"
>Strength + Vitality</span
>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_burstofstrength" value="&{template:check} {{name=Burst of Strength}} {{Roll=[[2*@{Strength}]]}}" name="roll_burstofstrengthcheck">Burst of<br />&nbsp;&nbsp;Strength:</button>
<span class="sheet-serenity-tooltip-text">
Burst of Strength: Strength + Strength. Made to see if you
can perform a brief feat of physical strength, such as
shoving a heavy object out of the way
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_BurstOfStrength"
readonly
value="2*@{Strength}"
/><br />
<span class="sheet-character-derived-explanation"
>Strength + Strength</span
>
</td>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_memorize" value="&{template:check} {{name=Memorize}} {{Roll=[[@{Intelligence}+@{Alertness}]]}}" name="roll_memorizecheck">Memorize:</button>
<span class="sheet-serenity-tooltip-text">
Memorize: Intelligence + Alertness. Used to commit
important information to memory.
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_Memorize"
readonly
value="@{Intelligence}+@{Alertness}"
/><br />
<span class="sheet-character-derived-explanation"
>Intelligence + Alertness</span
>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_endurance" value="&{template:check} {{name=Endurance}} {{Roll=[[@{Vitality}+@{Willpower}]]}}" name="roll_endurancecheck">Endurance:</button>
<span class="sheet-serenity-tooltip-text">
Endurance: Vitality + Willpower. Rolled when youre taken
more Wounds than Life Points to see if you stay alive.
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_Endurance"
readonly
value="@{Vitality}+@{Willpower}"
/><br />
<span class="sheet-character-derived-explanation"
>Vitality + Willpower</span
>
</td>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_recall" value="&{template:check} {{name=Recall}} {{Roll=[[@{Intelligence}+@{Willpower}]]}}" name="roll_recallcheck">Recall:</button>
<span class="sheet-serenity-tooltip-text">
Recall: Intelligence + Willpower. A check to remember an
important event or fact.
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_Recall"
readonly
value="@{Intelligence}+@{Willpower}"
/><br />
<span class="sheet-character-derived-explanation"
>Intelligence + Willpower</span
>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_outofharm" value="&{template:check} {{name=Out Of Harm}} {{Roll=[[@{Agility}+@{Alertness}]]}}" name="roll_outofharmcheck">Out of<br />&nbsp;&nbsp;Harm:</button>
<span class="sheet-serenity-tooltip-text">
Out of Harm: Agility + Alertness. Made when reacting to
sudden danger, such as diving away from a grenade that
lands at your feet
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_OutOfHarm"
readonly
value="@{Agility}+@{Alertness}"
/><br />
<span class="sheet-character-derived-explanation"
>Agility + Alertness</span
>
</td>
<td>
<span class="sheet-serenity-tooltip">
<button class="sheet-textButton" type="roll" name="roll_resist" value="&{template:check} {{name=Resist}} {{Roll=[[2*@{Vitality}]]}}" name="roll_resistcheck">Resist:</button>
<span class="sheet-serenity-tooltip-text">
Resist: Vitality + Vitality. Made to resist environmental
hazards, diseases, alcohol, and toxins
</span>
</span>
</td>
<td>
<input
type="text"
name="attr_Resist"
readonly
value="2*@{Vitality}"
/><br />
<span class="sheet-character-derived-explanation"
>Vitality + Vitality</span
>
</td>
</tr>
</tbody>
</table>
</div>
<!-- PLOT POINTS -->
<div class="sheet-serenity-fieldset sheet-serenity-plot-points">
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
Plot Points
<span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
>
Plot Points are a way for major characters in the game to add a
little drama to the story. Plot Points can be used to improve the
odds for important actions, prevent someone from getting killed or
badly injured, or even used to alter the story.
<table>
<tbody>
<tr>
<td>Reduce Damage</td>
<td>+1 Step per Point / +1 LP after</td>
</tr>
<tr>
<td>Add to Rolls</td>
<td>+1 Step per Point / +1 to roll after</td>
</tr>
<tr>
<td>Utilize Assets</td>
<td>See Asset description, 1-6 Points</td>
</tr>
<tr>
<td>Affect Plot</td>
<td>GM discretion, can use 1-12 Points</td>
</tr>
</tbody>
</table>
</span>
</span>
<div class="sheet-serenity-plot-points-input">
<input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint12"
value="12"
title="12 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint11"
value="11"
title="11 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint10"
value="10"
title="10 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint9"
value="9"
title="9 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint8"
value="8"
title="8 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint7"
value="7"
title="7 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint6"
value="6"
title="6 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint5"
value="5"
title="5 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint4"
value="4"
title="4 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint3"
value="3"
title="3 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint2"
value="2"
title="2 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint1"
value="1"
title="1 Plot Points"
name="attr_plotpoints"
/><span></span
><input
type="radio"
class="sheet-serenity-plotpoint sheet-serenity-plotpoint0"
value="0"
title="No Plot Points
(Click to clear)"
name="attr_plotpoints"
/><span></span>
</div>
<div class="sheet-serenity-plot-points-notes">
Plot points above 6 are converted to Advancement points at the end
of each session.
</div>
</div>
<!-- ADVANCEMENT POINTS -->
<div class="sheet-serenity-fieldset sheet-serenity-advancement-points">
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
Advancement Points
<span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-left"
>
Advancement Points represent the accumulation of experience and
are the building blocks for improvement.
<table class="sheet-serenity-tooltip-table-center">
<tbody>
<tr>
<th>Die</th>
<th>Skill cost</th>
<th>Attribute cost</th>
</tr>
<tr>
<td>d2</td>
<td>2</td>
<td></td>
</tr>
<tr>
<td>d4</td>
<td>4</td>
<td></td>
</tr>
<tr>
<td>d6</td>
<td>6</td>
<td>24</td>
</tr>
<tr>
<td>d8</td>
<td>8</td>
<td>32</td>
</tr>
<tr>
<td>d10</td>
<td>10</td>
<td>40</td>
</tr>
<tr>
<td>d12</td>
<td>12</td>
<td>48</td>
</tr>
<tr>
<td>d12 + d2</td>
<td>14</td>
<td>56</td>
</tr>
<tr>
<td>d12 + d4</td>
<td>16</td>
<td>64</td>
</tr>
</tbody>
</table>
</span>
</span>
<div class="sheet-serenity-advancement-points-input">
Earned<input type="number" name="attr_advancement_points" value="0" title="Total Points Earned" />
<span> Used<input type="number" name="attr_advancement_points_used" value="0" title="Total Points Used" /></span>
<span> Unused<input type="number" name="attr_advancement_points_unused" readonly value="0" title="Total Points Unused" /></span>
<!-- Character Creation Costs using Hide Area found at: https://app.roll20.net/forum/post/3753998/hiding-text/?pageforid=3761183#post-3761183-->
<input type="checkbox" class="sheet-collapse-show" style="width: 8px; height: 8px; margin: 3px 0px 20px 0px" name="attr_charCreate"></input>
<div class="sheet-collapse">
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<input type="number" name="attr_attribute_cost" readonly value="0" title="Cost of Attributes" />
<span> <input type="number" name="attr_skill_cost" readonly value="0" title="Cost of General Skills" /></span>
<span> <input type="number" name="attr_specialty_cost" readonly value="0" title="Cost of Specialties Skills" /></span>
<span> <input type="number" name="attr_assets_cost" readonly value="0" title="Cost of Assets" /></span>
<span> <input type="number" name="attr_complications_cost" readonly value="0" title="Cost of Complications" /></span>
</div>
</div>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- SKILLS -->
<div class="sheet-serenity-fieldset sheet-character-skills">
<span class="sheet-serenity-tooltip sheet-serenity-fieldset-title">
Skills
<span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>
Skill Levels
<table class="sheet-serenity-tooltip-table-center-first-col">
<tbody>
<tr>
<th>Die</th>
<th>Proficiency</th>
<th>Comment</th>
</tr>
<tr>
<td>d2</td>
<td>Incompetent</td>
<td>“That aint the on button, is it?”</td>
</tr>
<tr>
<td>d4</td>
<td>Novice</td>
<td>“Dont pull the trigger, squeeze it.”</td>
</tr>
<tr>
<td>d6</td>
<td>Competent</td>
<td>“Believe I know this dance. Shall we?”</td>
</tr>
<tr>
<td>d8</td>
<td>Expert</td>
<td>
“I can reprogram this trash bin to go wherever we want.”
</td>
</tr>
<tr>
<td>d10</td>
<td>Professional</td>
<td>
“The dermal mender will keep that ear on fine. Just dont
fiddle with it!”
</td>
</tr>
<tr>
<td>d12</td>
<td>Master</td>
<td>“A Crazy Ivan? Right now? Okay.”</td>
</tr>
<tr>
<td>d12+</td>
<td>Supreme</td>
<td>
“Youre holding eights, low queen, jack, and ace. Your
eyes gave it away.”
</td>
</tr>
</tbody>
</table>
Roll Difficulties
<table
class="sheet-serenity-tooltip-table-center sheet-serenity-tooltip-table-left-first-col"
>
<tbody>
<tr>
<th>Action</th>
<th>Ordinary Success</th>
<th>Extraordinary Success</th>
<th>Complex Task</th>
</tr>
<tr>
<td>Easy</td>
<td>3</td>
<td>10</td>
<td>15</td>
</tr>
<tr>
<td>Average</td>
<td>7</td>
<td>14</td>
<td>35</td>
</tr>
<tr>
<td>Hard</td>
<td>11</td>
<td>18</td>
<td>55</td>
</tr>
<tr>
<td>Formidable</td>
<td>15</td>
<td>22</td>
<td>75</td>
</tr>
<tr>
<td>Heroic</td>
<td>19</td>
<td>26</td>
<td>95</td>
</tr>
<tr>
<td>Incredible</td>
<td>23</td>
<td>30</td>
<td>115</td>
</tr>
<tr>
<td>Ridiculous</td>
<td>27</td>
<td>34</td>
<td>135</td>
</tr>
<tr>
<td>Impossible</td>
<td>31</td>
<td>38</td>
<td>155</td>
</tr>
</tbody>
</table>
</span>
</span>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_animalhandling" value="&{template:check} {{name=Animal Handling}} {{Roll=[[@{AnimalHandling}]]}}" name="roll_animalhandlingcheck">Animal Handling</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Animal Handling: You can make friends with any animal
using this Skill. Caring for, feeding, riding, teaching
the animal tricks, “whispering” to the animal—all things
you learned growing up on a farm or ranch. Well, city kids
can learn it, too, if theyve got the heart for it.
Specialties: animal training, riding, veterinary, zoology.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Teach small domestic animals (cat, dog) simple
tricks (come, beg, roll over); herd livestock
(cattle, sheep); ride a pony at a trot; identify
basic breed of a common animal (collie, greyhound,
husky, Manx, Siamese).
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Teach domestic animals moderate commands (attack,
guard, hunt, fetch); ride a horse at full gallop;
drive teams of creatures, train tamed beasts or
those born in captivity; diagnose common animal
ailments and administer proper treatments; recall
important creature facts and habits.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Teach domestic animals specific, complex commands
(swim to the opposite side, leap and grab the
sardine on the pole); ride through dense forest on
horseback; ride an unconventional creature (camel,
warthog) at top speed, approach a wild beast
(wolf, mountain lion) without being afraid;
determine and treat serious bestial ailments and
injuries.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Teach tamed beasts complex commands; calm a pack
of wolves; train domestic animals to do extreme
tricks (count to ten, acrobatics); charge over
dangerous terrain (quicksand, swamp) on horseback;
perform intricate veterinary surgery with proper
aftercare; identify behavior pattern of rare
species.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Perform experimental (or radical) veterinary
surgery or treatments; tame a rare species of
animal; jump a 50-foot chasm on horseback.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>Calm a cattle stampede on command.</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Successfully perform emergency surgery on a
genetically altered or mutated animal.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Take the lead in the Prime Ministers Derby riding
a sick, blind mule with three legs.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-animal-handling"
name="attr_AnimalHandling"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
<!-- Notes for future: need to define attr_skill_name-->
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_medicalexpertise" value="&{template:check} {{name=Medical Expertise}} {{Roll=[[@{MedicalExpertise}]]}}" name="roll_medicalexpertisecheck">Medical Expertise</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Medical Expertise: You know what they say: “there are
always places to see, people to break”. And when folk do
break, youll be there to put em back together with your
bag of modern medical wonders. You can slap an aid-strip
on a scratch and tell them to take two aspirins in the
morning without this Skill, but anything more serious
requires medical school, internships, residency, and
knowing when to holler “clear!” Specialties: dentistry,
forensics, general practice, genetics, internal medicine,
neurology, pharmaceuticals, physiology, psychiatry,
rehabilitation, surgery, toxicology, veterinary medicine.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Give physical exam; use basic medical instruments
(defibrillator, x-ray); administer treatment for
common ailments and injuries (fever, broken
ankle); perform CPR and handle minor emergencies
(concussion, minor burns).
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Diagnose unusual ailments and injuries; recognize
uncommon medicines and medical practices; use
complex clinical instruments (CT scanner,
respirator); handle most emergency injuries
(bullet wounds, compound fractures, deep
lacerations); graft a mans ear back on with a
dermal mender; create a time-delayed drug dose.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Diagnose complex injuries and diseases; identify
rare medicines; use specialized instruments
(Neural Imager, Blood Gas Imager); treat lethal
emergencies (bleeding out, toxic shock); reattach
a limb.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Treat unexpected, life-threatening complications;
recall obscure medical theories and therapies;
prescribe experimental treatment to alleviate
“incurable” diseases; perform organ transplant and
other intricate surgeries.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Perform a radical procedure to stave off fatal
injury or disease; perform open-heart surgery
without adequate equipment or benefit of a proper
medical facility.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Perform intricate micro-surgery with improvised
equipment.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Restore a patient who has been clinically dead for
almost half an hour.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Cure a terminal disease with a radical,
experimental remedy (curing lung cancer with a
peanut-butter based treatment).
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-medical-expertise"
name="attr_MedicalExpertise"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_artistry" value="&{template:check} {{name=Artistry}} {{Roll=[[@{Artistry}]]}}" name="roll_artistrycheck">Artistry</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Artistry: You make artsy pretties that folks admire.
Since aesthetic tastes vary quite a bit in the Verse,
assume that the work is created to suit a target group or
audience. (Your painting of the blue-faced woman with
three heads and six arms is not likely to sell in the
souvenir shop on Jiangyin, even though the art critics on
Sihnon rave about it). Specialties: appraisal, cooking,
forgery, game designing, painting, photography, poetry,
sculpting, writing.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Basic sketches and course projects for community
college art classes; imitate a familiar yet simple
signature; estimate worth of common art pieces;
write a story for local writers group.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Produce marketable artwork (illustrations, comic
books); elaborate on history and style of major
art movements (surrealism, cubism); detect amateur
forgeries of masterpieces; write a typical grant
proposal, self-publish a novel.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Create gallery/exhibition-worthy artwork;
authenticate obscure art; forge popular
masterpieces (Mona Lisa, statue of David); falsify
common documents (drivers licenses, diploma);
estimate worth of a good private collection;
photograph objects and scenes with excellent
artistic detail; write an enticing grant proposal
or business plan; sell work to major publisher.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Create critically acclaimed, universally
recognizable original artwork; forge masterpieces
of any style; photograph objects and scenes with
perfect artistic detail; estimate worth of a
historical collection; write novel that hits the
best-seller lists; counterfeit official documents
and files (state seal; identcard).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Produce an instant classic; estimate exact worth
of a national collection; photograph minute detail
of a secured compound with an ordinary camera.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Create a priceless masterpiece; create four-course
gourmet meal using only basic ingredients and
spices.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Construct a long-form poem with perfect rhythm and
meter on the first attempt; create a meal fit for
royalty with only a few ingredients and only one
available cooking method.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Sculpt a perfect replica of an individual from
only rough description; write a novel that tops
the best-sellers lists for ten years running.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-artistry" name="attr_Artistry">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_meleeweapons" value="&{template:check} {{name=Melee Weapons}} {{Roll=[[@{MeleeWeapons}]]}}" name="roll_meleeweaponscheck">Melee Weapons</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Melee Weapons: Perhaps you swing a blade faster than the
other guy can draw his gun. This Skill allows you to use
weapons other than guns effectively in a fight. Note that
actions taken against other characters are usually opposed
rolls, so some of the examples might vary in actual use.
Specialties: clubs, knives, melee weaponsmithing,
nunchaku, pole arms, swords, whips.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Know how to grip a rapier; use a butterfly knife;
flail a pair of nunchaku slowly and without
cracking your own skull; crack a whip
impressively.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Spank a novice fencer in the butt cheek with the
flat of the blade; twirl open a butterfly knife;
bat away an under-hand pitch; hit a slow moving
target with a whip; gauge an opponents Skill
level with a given weapon.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Disarm a proficient fencer; deflect a quick, aimed
strike; perform stunts and tricks (slice off the
suspenders holding up an opponents pants); feint;
snuff out candle flame with a whip; identify
exotic weapons; analyze opponents fighting style
with a given weapon.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Disarm an excellent fencer; cut fruits tossed into
the air into even pieces; hit a fly with a whip.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Deflect arrows or crossbow bolts using your sword;
strike a target with amazing precision; detect the
weakness in a master fencers style; disarm/trip
multiple opponents with a whip.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Block attacks coming from behind or from an unseen
opponent.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>Deflect a bullet with a hand-held weapon.</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Cut off a section of a spaceship hull using a
bowie knife.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-melee-weapons"
name="attr_MeleeWeapons"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_athletics" value="&{template:check} {{name=Athletics}} {{Roll=[[@{Athletics}]]}}" name="roll_athleticscheck">Athletics</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Athletics: Whenever you are moving, most likely youre,
using athletics. This Skill allows you to run, jump,
throw, climb, swim, and play sports. Specialties:
climbing, contortion, dodge, juggling, jumping,
gymnastics, parachuting, parasailing, pole vaulting,
riding, running, swimming, weight lifting. (Note: An
individual sport can be its own Specialty, such as
baseball or soccer.)
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Complete a 50-yard dash; jump a kneehigh hurdle;
dive out of the way of a slow moving vehicle.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Put ball through a 10-high basket from close
distance; complete a 100-yard dash; hurdle a
chest-high fence; perform common acrobatics
(somersault, handstand); balance on a narrow beam
or ledge; swing across a hall on the chandelier;
juggle 3 to 5 small, uniform objects; dive clear
of a moving vehicle (21-60 mph speed).
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Lift twice your body weight; juggle up to 5
palm-sized objects or 3 larger ones; perform
complex acrobatics; land safely after a 15 fall;
walk a tightrope; jump from one galloping horse to
another; avoid a fast moving vehicle (61-120 mph
speed).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Jump off a 10-story building and survive the fall;
dodge busy intersection traffic; bound over a
10-tall wall; walk a tightrope in windy
conditions; juggle multiple large and dangerous
objects (knives, chain saws); complete a marathon
or triathlon.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Parasail upside down while holding the rope in
your teeth; land safely after a 50 fall; walk a
tightrope strung between two slow moving vehicles;
juggle multiple large and dangerous objects
blindfolded.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
score a hole-in-one; swim upstream against a
raging current; rush head-on through a cattle
stampede without a scratch.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Jury-rig a malfunctioning parachute while in
free-fall; pole vault from a rooftop across the
street into a small open window two stories up;
lift ten times your body weight in a military
press.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Free-climb a treacherous mountain while in
handcuffs; bowl a perfect game without looking at
the pins.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-athletics"
name="attr_Athletics"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_perception" value="&{template:check} {{name=Perception}} {{Roll=[[@{Perception}]]}}" name="roll_perceptioncheck">Perception</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Perception: This Skill helps you pick up on subtleties in
your surroundings. You notice little things such as the
tiny crack on the marble floor that less attentive folk
could easily miss. Cant slip a gnat past you, if you get
really good at it. Naturally, you cant take certain
Specialties that rely on a particular sense if you are
partially or fully disabled in that sense—awfully hard to
justify takin “sight” when youre blind, for
instancealthough a blind person might take this Skill in
hearing. Note that Skill use against other characters is
opposed, so some of the following examples could vary in
actual play. Specialties: deduction, empathy, gambling,
hearing, intuition, investigation, read lips, search,
sight, smell, tactics, taste, tracking.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Solve low-grade vidshow mysteries; spot a roadside
billboard; eavesdrop on a conversation at the next
table; know when a little kid is lying to you;
follow footprints in light snow; detect a gas leak
by smell.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Collect fingerprints and gather other evidence;
read the numbers on a license plate of a fast car;
see someone hiding behind a bush; follow a muddy
track.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Spot inconspicuous clues; surmise a culprits
physical and mental stats (height, weight, gender,
hair color, level of education, etc.) from
available evidence; sense a hidden emotion; solve
a well-written mystery novel before final chapter;
determine the best places for an ambush; trace
faint or fading chemical scent.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
See through the deceits of a trained Companion;
discern well-concealed emotions; decipher whispers
in the next room through a closed door.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Detect the lies of a master Companion; spot the
tip of a handkerchief sticking out of a mans
pocket in a large crowd; react instinctively to a
battlefield maneuver.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Determine someones background and occupation from
a cursory analysis of visible evidence (stains on
a shirt, callus on a thumb, etc.); smell a burning
circuit from the other side of the ship.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Run through a hedge maze without taking a single
wrong turn.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
See the tell-tale flash from a snipers scope just
before the shot is fired.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-perception"
name="attr_Perception"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_covert" value="&{template:check} {{name=Covert}} {{Roll=[[@{Covert}]]}}" name="roll_covertcheck">Covert</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Covert: Sneaky maneuvers, usually illegal. You can use
this Skill to move silently, hide, blow a safe, or pick
someones pocket. Specialties: camouflage, disable
devices, forgery, infiltration, open locks, sabotage,
sleight of hand, stealth, streetwise, surveillance.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Hot wire civic ground transports; move silently
without waking up a sleeping person; pick a
drunks pocket; hide in full cover (behind
boulder, large furniture, huge machinery).
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Pick common locks; deactivate normal home security
systems; hide with partial cover (shadow, shrub,
big crate); pick normal folks pockets; disable a
mid-size transport ship.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Open professional locks; defeat sophisticated,
museum-level security systems; hide with limited
cover (laundry bin, under table).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Disable state-of-the-art security systems;
decipher multipad combinations; sneak into a
maximum security prison unnoticed; disable an
Alliance cruiser.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Crack the code to open Alliance treasury vault.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Steal a priceless masterpiece from a Core-world
art gallery.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Single-handedly take over an Alliance destroyer.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Break into a bank vault using only a butter knife.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-covert" name="attr_Covert">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_performance" value="&{template:check} {{name=Performance}} {{Roll=[[@{Performance}]]}}" name="roll_performancecheck">Performance</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Performance: You can hum a few notes, dance a few steps,
or otherwise impress an audience with this Skill. Maybe
youre even good enough to make a living. As with
Artistry, your performance should fit a target audience.
(Your rendition of the quartet from Rigoletto will not
garner much applause in the local Whitefall saloon. In
fact, it might get you lynched!) Note: con artists,
fugitives, and other folk who want or need to pass
themselves off as someone else will need to take this
Skill. Specialties: acting, dancing, costuming, keyboard
instruments, impersonation, mimicry, oratory, percussion
instruments, singing, stringed instruments, wind
instruments.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Star in primary school stage plays; sing backup at
the Abbey choir; strum basic guitar chords.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Perform amateur productions and minstrel shows;
sing lead vocal for a local band; win high school
talent contests; write original songs; mask
surface emotions.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Understudy in a professional production; write a
film score or long orchestral piece; dance to an
unfamiliar number; emulate popular characters and
recognizable voices on cue; disguise yourself as
someone far older or younger than yourself.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Headline a grand musical in a prestigious
Core-world theater; receive critical acclaim for
your performance in a major stage production;
create a dead-on impression of any character;
depict any emotion regardless of true feelings;
disguise yourself as someone of a different racial
background.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Perfectly imitate the performance of an
award-winning singer or actor; effectively
disguise yourself as a member of the opposite sex;
pretend to be a native of a remote location (such
as the Triumph Settlement), though youve never
been there.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Portray perfectly two or more completely opposite
personas in an instant; compose a classic symphony
of true depth and beauty.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Disguise yourself well enough to fool a member of
your targets own family.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Shatter spaceship porthole glass by blowing the
perfect note on your flute.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-performance"
name="attr_Performance"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_craft" value="&{template:check} {{name=Craft}} {{Roll=[[@{Craft}]]}}" name="roll_craftcheck">Craft</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Craft: Involves creating or altering items, often for
commercial purposes—anything from the cheap china in a
Jiangyn tourist trap to the million-credit remodeling of a
mansion on Bellerophon. You must roll a Skill check to see
how close you come to making a craft to the desired
specifications. Note that most projects require complex
Skill checks (see Chapter Two: Traits and Skills).
Specialties: architecture, blacksmithing, carpentry,
cooking, leatherworking, metalworking, pottery, sewing.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Create a souvenir rain-stick or quilt; renovate a
room in a modest house; tan leather; create a
makeshift hammer.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Make fresh bao; renovate a standard building;
temper and forge steel; customize the exterior
design of a sourcebox or datapad.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Forge a quality tool or weapon; cook a delicious
four-course meal; rebuild a large structure;
streamline a rifle or car; hand stitch a circus
tent; create a hovering chandelier.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Construct full medieval plate mail; rebuild a
complex structure; improve the design of a
starship or military installation; make or fix
advanced tools or armor; build hazardous
environment vehicles.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Create/repair exotic tools, armor, and weapons;
replicate a Ming-dynasty vase using only standard
clay, a potters wheel, and a few basic paints.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Create innovative tools, armor, and weapons; bake
a great-tasting chocolate cake using only protein
packs; build a functional flying ambulance using
only spare parts found in a junk yard.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Create a meal that impresses a food critic using
only canned vegetables and protein packs; forge a
perfectly balanced katana using only a wobbly
hammer and engine heat.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Repair a faulty terraforming station without a
schematic; draw reliable blueprints for the
Verses tallest skyscraper in half an hour.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-craft" name="attr_Craft">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_pilot" value="&{template:check} {{name=Pilot}} {{Roll=[[@{Pilot}]]}}" name="roll_pilotcheck">Pilot</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Pilot: If it flies—either in atmo or out in the black—
youre able to make the craft perform. In addition to
simply flying, the Skill also covers charting a course,
maintenance, and basic troubleshooting—though any serious
problem is covered by Mechanical Engineering. You need a
Skill roll to control the craft under adverse conditions,
evade pursuit, or perform difficult maneuvers. A Botch
roll does not mean youve instantly crashed your craft—but
it certainly means youve made the ride a helluva lot more
interesting! Specialties: aerial navigation, astrogation,
astronomy, astrophysics, space survival. (Note that
specific types of craft are also Specialties. Examples
include: gunships, hang gliders, helicopters, large
cruisers, mid-bulk transports, patrol vessels, rocket
shuttles, ultra-light aircraft, and short-range shuttles.)
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Takeoff/land a good craft under normal conditions
(fair to shiny weather, state-of-the-art port)
with excellent instructions; set a short, simple
course; switch autopilot on or off.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Fly a functional craft through moderate conditions
(fog, sensor static, turbulence), takeoff/ land
under typical condition (regular airfield,
competent tower staff); plot a long, unusual
course (one that avoids Alliance patrols, as an
example); recognize specialized air and space
vessels (Alliance gunship, medical ship).
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Fly through harsh environment (deluge, dense
asteroid cluster, high turbulence); takeoff/ land
under crappy conditions (low visibility,
under-serviced strip, incompetent tower staff);
attempt an unusual maneuver (evasion, loop,
maintaining altitude in howling wind); control
craft under adverse conditions (ship damage,
stellar electromagnetic phenomenon).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Fly through very hazardous environment
(electrical/ice storm, blizzard, restricted
airspace) with a damaged craft; takeoff/ land
under extreme conditions (no visibility, short
field, low fuel); attempting risky maneuver
(rabbit through asteroid cluster at high speed,
hard banks through canyon, multiple loops);
perform a highly unconventional maneuver (“Crazy
Ivan”).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Fly through a dangerous environment (ion cloud,
tornado, relentless enemy air pursuit, flak);
takeoff/land with critical malfunction (blown
engine, stuck landing gear, out of fuel);
attempting suicidal maneuver (hard banks while
flying upside down, last-second vertical pull-up);
maintain control of vessel while going to
hard-burn in atmo.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Navigate in atmo using only stellar constellations
and magnetic compass to reach a precise
destination halfway around the world; glide a
powered-down ship from 6,000 miles away to
successfully dock with a skyplex.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Fly in atmo to a distant uncharted island without
the aid of any navigational instrument; perform a
“slingshot” maneuver using a planets gravity with
no computer calculations.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Intercept a space yacht leaving atmo at escape
velocity with a hang glider; outrun an Alliance
cruiser in a short-range shuttle.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-pilot" name="attr_Pilot">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_discipline" value="&{template:check} {{name=Discipline}} {{Roll=[[@{Discipline}]]}}" name="roll_disciplinecheck">Discipline</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Discipline: Usually obtained through some sort of
training, such as that gained in the military or when
learning martial arts—though the Discipline can be
selftaught or learned through other circumstances. This
Skill set allows you to resist interrogation, focus on the
job at hand in the face of distraction, or scare the hell
out of someone else. Specialties: concentration,
interrogation, intimidation, leadership, mental
resistance, morale.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Study an interesting book in a quiet, welllit
room; scare off an annoying child; question a
cooperative witness.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Keep fresh recruits in line after they only went
through one day of training; memorize medical
jargon with a full day to practice; resist
spilling the beans under the threat of violence.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Interrogate a hardened mercenary; memorize a
stream of numbers while in the middle of a noisy
party; lead a group of green recruits into battle
the first time.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Crack jokes while being tortured; stare down a
ruthless bounty hunter; keep up troops spirits in
the face of overwhelming defeat.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Stop a weaker friend from breaking under torture;
lead troops in a charge against overwhelming enemy
fire; memorize enemy positions with only a second
to look.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Intimidate a gang of thugs who have weapons
trained on you; resist torture even when you have
already died and been revived; perform complicated
problem-solving while playing Russian roulette.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Maintain morale on a corpse-laden battlefield
after your side has surrendered to the enemy;
memorize a full page of binary code with bombs
exploding all around you; successfully frighten a
hardened mercenary who fears neither death nor
pain.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Convince a group of unarmed farmers to charge
marauding Reavers; refuse to go along with an
enemys plan after he has just kicked your friend
through a jet intake; pick a set of handcuff locks
while falling from a 30-story building.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-discipline"
name="attr_Discipline"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_planetaryvehicles" value="&{template:check} {{name=Planetary Vehicles}} {{Roll=[[@{PlanetaryVehicles}]]}}" name="roll_planetaryvehiclescheck">Planetary Vehicles</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Planetary Vehicles: Your ability to drive, operate, and
maintain vehicles used planetside—on the ground, on or
under water. Most folks are capable of driving a car,
steering a boat, or riding a horse, but when things get a
mite tricky, youll need to roll the dice to see how well
you perform. Note that basic maintenance for vehicles is
covered under this Skill. Serious repairs must be
performed by those with Mechanical Engineering.
Specialties: aquatic navigation, cars, canoes, equestrian,
ground vehicle repair, horse-drawn conveyances,
hovercraft, industrial vehicles, land navigation, large
ground transports, military combat vehicles, powerboats,
sailing, scooters, scuba diving, skiffs, submarines,
yachts.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Take the vehicle for a spin around town up to
speed limit; parallel parking; fix a flat tire or
broken rudder; use global positioning systems to
find the shortest route.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Control the transport at high speed (hard turn at
50% max speed) under difficult conditions (slick
ground, hard rain, fog) or through rough 64
terrain (trees, gravel, choppy water); attempt
tricks (sideswipe another vehicle); repair minor
mechanical problems (replace timing belt,
reconnect brakes, change lube).
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Perform high-speed stunts (fast 90-degree turn,
reverse); control the vehicle under adverse
conditions (hail, snow); compensate for
significant mechanical problems (failing breaks,
reduced turning capability).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Execute cinematic stunts (bootleg, ramp jump,
drive in reverse through highway traffic; drive on
two wheels); control the vehicle under hazardous
conditions (pitch darkness, ice-coated roads, oil
slick); compensate for major mechanical problems
(flat tires, near-frozen steering).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Perform daredevil stunts (drive off an overpass
into traffic); drive vehicle into open hangar on a
transport ship; compensate for disabling
mechanical problems (missing wheels, acceleration
jammed to full); steer a boat through a typhoon.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Drive a car through a massive earthquake or meteor
storm; coax a vehicle into exceeding its normal
abilities; drive in reverse at top speed over
unusual terrain while using only the rearview
mirror; scuba dive to record depth.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Drive a car through traffic blindfolded while
relying only on audio cues from a passenger; roll
a vehicle at high speed to place it in perfect
position so that you can then drive off in it;
jump a cumbersome vehicle (such as a bus) over
ramp or bridge.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Stop on a dime while careening down a steep slope
covered in ice without benefit of the brakes; keep
leaky raft from capsizing during a hurricane.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-planetary-vehicles"
name="attr_PlanetaryVehicles"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_guns" value="&{template:check} {{name=Guns}} {{Roll=[[@{Guns}]]}}" name="roll_gunscheck">Guns</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Guns: Anyone might be able to squeeze a trigger, but
thats not the same thing as actually knowing how to
shoot. The Verse is a dangerous place, and its best not
to strap on iron unless you have the know-how needed to
use it. Specialties: assault rifles, energy weapons,
grenade launchers, gunsmithing, machine guns, pistols,
rifles, shotguns.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Recognize ammo for different kinds of guns; hit an
unaware, stationary target (broad side of a barn,
man with his back to you) at close range; find the
safety on an unfamiliar weapon.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Identify special ammo (armor piercing, “smart”
bullets, etc.); hit a smallish, stationary target
(garden gnome) at close range; clear a jammed
weapon.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Adjust the sight or make small modifications to a
weapon; hit a small, stationary target (such as a
Blue Sun Cola can) at close range; reload an
unfamiliar weapon quickly under stressful
conditions.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Shoot a tiny, stationary target (the button of a
coat) at close range; make significant
modifications to a weapon (collapsible components,
adding laser targeting).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Shoot a miniscule, stationary target (a sideways
poker card) at close range; make major changes to
a weapon (adapting it to fire specialized
ammunition), shoot at the guy who is holding your
friend hostage and hit him dead square in the
center of the forehead.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Hit a person behind a closed door while aiming
through the keyhole.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Set the gun to autofire and stitch a fellows
outline without one bullet hitting him.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Hit a buzzing bee several blocks away in the left
eye.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-guns" name="attr_Guns">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_rangedweapons" value="&{template:check} {{name=Ranged Weapons}} {{Roll=[[@{RangedWeapons}]]}}" name="roll_rangedweaponscheck">Ranged Weapons</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Ranged Weapons: Any weapon that can be thrown or shot and
is not a gun falls under this Skill. You make a Skill roll
when trying to hit a target from a distance with a ranged
weapon. There are places in the Verse where they still
fire arrows from a bow or toss javelins at wild animals.
Both are a whole lot quieter than a rifle and just as
deadly between the eyes. Specialties: blowguns, bows,
crossbows, darts, grenade, javelin, ranged weaponsmithing,
slings, throwing axes, throwing knives.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Match ideal ammunition to the right kind of
weapon; hit a large, stationary target (such as
the broad side of a barn) at close range; keep a
bow pulled and aimed for a short length of time.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Hit a medium, stationary target (such as a person
standing still) at close range; make small
modifications (tauter bow string, sharper arrow
tips); identify origins and models of common
ranged weapons.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Arm explosive or poisoned tips properly; hit a
small, stationary target (such as a Blue Sun Cola
can) at close range; recognize exotic ranged
weapons (atatl, boomerang) and historical ones
(Chief Shiny Oaks throwing knife); create new
ranged weapons (razor-edged playing cards).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Create mastercraft bows and arrows; hit a tiny,
stationary target (the button of a coat) at close
range); make significant improvement to a ranged
weapon (infrared targeting, homing arrows).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Shoot two arrows at different targets in the same
shot; hit a miniscule target (a sideways poker
card) at close range.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Cut the ropes from around a mans neck on the
gallows with one knife throw.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Sling a rock into a moving airships jet intake
from 100 yards away.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Split an arrow with another arrow fired from 300
yards away.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-ranged-weapons"
name="attr_RangedWeapons"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_heavyweapons" value="&{template:check} {{name=Heavy Weapons}} {{Roll=[[@{HeavyWeapons}]]}}" name="roll_heavyweaponscheck">Heavy Weapons</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Heavy Weapons: This Skill makes it possible for you to
bring the biggest gun to a fight—and use it! Some weapons
require a crew of two or more to operate (see Chapter
Five: Keep Flyin for rules on Cooperative Skill use).
Specialties: artillery, catapults, demolitions, forward
observer, mounted guns, repair heavy weapons, rocket
launchers, ships cannons, siege weapons.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Hit the broad side of an Alliance cruiser 50 yards
away; set and time simple explosives (a few sticks
of dynamite).
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Hit a slow moving vehicle; gauge and set charges
for routine demolitions (single building/
vehicle); make small modifications to heavy
weapons or a ships guns.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Hit a vehicle moving at fast speed; rig or disarm
uncommon explosives; make considerable
modifications to mounted weapons.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Hit a vehicle moving at very fast speed; create or
disable intricate explosive devices; make major
alternations to mounted weapons.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Hit a space ship retreating at hard-burn speed;
neutralize a “tamper-proof ” explosive device.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Drill another ship right in the cockpit/ engine
room/specific vital part.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Split a tiny gap between space cruisers to hit a
nimble gunship.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Launch shells to hit several distant, fast moving
targets simultaneously.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-heavy-weapons"
name="attr_HeavyWeapons"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_scientificexpertise" value="&{template:check} {{name=Scientific Expertise}} {{Roll=[[@{ScientificExpertise}]]}}" name="roll_scientificexpertisecheck">Scientific Expertise</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Scientific Expertise: You either got plenty of schooling
or you were very well taught by your own self. This Skill
measures your knowledge in the scientific fields, with
each Specialty indicating a deeper understanding of that
subject. Anyone who made it through the basic school years
can recognize fundamental facts and theories without this
Skill, but has no chance understanding concepts that are
more complicated. Note the Specialties below represent
major areas of study (earth sciences include chemistry,
geology, as an example). Specialties: earth sciences,
historical sciences, life sciences, mathematical sciences.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Know who runs what renowned research institutions;
relate the Theory of Evolution; reenact famous
experiments and discoveries; repeat common
scientific formulae.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Remember names of the foremost authorities on
certain subjects and know where to find them;
translate complex scientific jargon into common
words; identify and operate advanced laboratory
equipment.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Recall obscure discoveries and the parties
responsible; explain the Theory of Relativity in
detail and get it right; identify and operate
specialized laboratory equipment; create complex
chemical compounds in an inadequate facility;
calculate advanced equations; teach advanced
university classes.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Recollect suppressed discoveries and who made
them; produce complex chemical compounds in a
makeshift facility; find and correct flaws in a
popularly accepted equation.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Go through a religious text and annotate
scientific explanations for every inconsistency or
miracle; synthesize a specific chemical compound
using only household cleaners as base components.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Re-create an unusual natural phenomenon (such as
ball lightning) using only basic materials found
in the galley.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Use mathematical probability to predict the
winning numbers for a planetary lottery.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Calculate the precise location of Earth-That-Was
using only a grammar-school history book and a
crude telescope.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-scientific-expertise"
name="attr_ScientificExpertise"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_influence" value="&{template:check} {{name=Influence}} {{Roll=[[@{Influence}]]}}" name="roll_influencecheck">Influence</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Influence: Sometimes words are more powerful than a gun.
This Skill can help you win friends and influence people,
or if the situation demands, sweet-talk them into giving
you what you need. (Note: Most uses of Influence can be
opposed by the targets Attributes or Skills, so the
examples below may not always apply.) Specialties:
administration, barter, bureaucracy, conversation,
counseling, interrogation, intimidation, leadership,
marketing, persuasion, politics, seduction, streetwise.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Bluff landlubber yokels into thinking youll blow
a crater in their backwater moon when your
transport ship has no guns; grease the right palms
of local underworld or government; intimidate a
child; seduce someone whos already smothering you
in kisses.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Administrate daily business for a small business
or town; promote products from a major
manufacturer; negotiate shuttle rentals; bribe
crime boss or state official you once crossed;
fool townsfolk into doing something theyre not
opposed to doing; book passengers on your ship;
dig up the latest scuttlebutt on a high-ranking
government official; intimidate a non-violent
person.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Run daily business for a large corporation,
province, or large colony; negotiate a large
purchase (property, vehicle); convince someone to
do you a big favor; intimidate a stubborn
individual; seduce an honorable person who is in a
committed relationship.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Handle an administrative crisis for a government
or corporation; keep two bloodthirsty rivals from
killing each other; work deceptive, but iron-clad
fine print into a contract; try to seduce a
trained Companion.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Hornswoggle wealthy passengers into paying
outrageous fares for standard passage on your fei
oo vessel; convince two bloodthirsty rivals to
kiss and make up; intimidate a hardened war
veteran or mercenary; seduce a religious figure
who has taken a vow of celibacy.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Convince a peaceable person to risk his life for
someone elses cause; win over a hostile crowd
with a short, impromptu speech; find a tiny
loophole that gets you out of an otherwise
rocksolid contract.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Convince a terrified, unarmed person to stand and
fight oncoming Reavers; change the popular opinion
of an entire planet with a short statement.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Intimidate a Reaver; convince a village full of
zealous hill-folk not to burn your crazy sister as
a witch.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-influence"
name="attr_Influence"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_survival" value="&{template:check} {{name=Survival}} {{Roll=[[@{Survival}]]}}" name="roll_survivalcheck">Survival</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Survival: You never know when youre going to find
yourself stranded buck-naked in the desert or drifting all
by your lonesome in space. Whenever you find yourself in
such a situation, you roll a Skill check to see how well
you handle it. Specialties: aerial survival, aquatic
survival, general navigation, land survival, nature, space
survival, specific environment (e.g., zero-G) or condition
survival (e.g., heat, cold, toxic), tracking, trapping.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Build a campfire; recognize prominent star
constellations; forage for food and water supplies
on camp ground.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Start fire with tindersticks; hunt deer or other
common wild game; identify signs of creatures
living nearby; perform minor first aid; find water
supply in most environments; identify poisonous
plants; set snares for squirrels and similar small
animals.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Hunt boar and other ferocious wild game; survive
quicksand or flash flood; find food and water
supplies in bad weather; bandage a serious wound;
apply a tourniquet correctly; treat frostbite and
other harsh environmental hazards; adapt to
temperature changes in a desert; set traps for
panthers or other large beasts.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Hunt polar bears on a glacier; evade killer sharks
in an ocean; treat hypothermia and other lethal
environmental hazards; neutralize deadly venoms;
adapt to an unpredicted, drastic climate/
temperature shift.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Find food, water, and shelter in barren
environment; locate trails on backwater planets
youve only heard stories about.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Survive for an extended period on the open ocean
with no food or drinkable water.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Track a jackrabbit through thick forest in a
hurricane.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Drift though deep space with low air reserves and
no heat source—and live.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-survival" name="attr_Survival">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_knowledge" value="&{template:check} {{name=Knowledge}} {{Roll=[[@{Knowledge}]]}}" name="roll_knowledgecheck">Knowledge</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Knowledge: Some folk can tell you how many dimples are on
a golf ball. Others know how to wash protein stains off a
red flannel shirt. This Skill gives you a broad general
knowledge of everything and detailed knowledge for each
Specialty you take. Note that there is a difference
between applied knowledge and “book learning.” You cant
have both. For instance, you cant have “Gunsmithing”
because thats a Specialization of Gun Combat and counts
as applied knowledge. (You might have once read a book on
guns, but that doesnt mean you know how to manufacture a
gun.) Specialties: appraisal, cultures, history, law,
literature, philosophy, religion, sports.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Recognize names of important Alliance Parliament
senators; know common information about major
worlds like Londinum and locate them on a system
map; remember facts that are in primary school
textbooks.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Recognize names of local celebrities/ legendary
figures, and recount their deeds; know the origins
and history of major artifacts or antiques; recall
rules and etiquettes of culture in detail; quote
popular scripture passages out of a major
religious text (“The Lord is my shepherd…”);
recall facts found in high-school textbooks.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Know the origins and recent past of minor
artifacts/antiques; estimate the worth of a silk
tapestry made in Sihnon; find Bathgate Abbey;
recount the starting lineup for a champion sports
team; remember information found in a college
textbook (such as Mudders Milk being similar to
ancient Egypts “liquid bread”).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Understand what the badges and sashes indicate for
the nobility of Persephone; recall specific
passages from scholarly papers written by
distinguished professors.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Recognize the betrothal/marriage ritual of a
backwater settlement; remember the names of
individual soldiers in a large army regiment.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Recall facts of an absurd Earth-ThatWas fad (such
as pet rocks or disco music); recite verbatim
entire books of religious scripture.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Remember obscure figures from history with no
context to work from; recite a long string of
unrelated numbers in proper sequence.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Recite all the dialogue of a childhood vidshow
seen only once; recall exact survey statistics
from a fifteen-year-long terraforming project.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-knowledge"
name="attr_Knowledge"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_technicalengineering" value="&{template:check} {{name=Technical Engineering}} {{Roll=[[@{TechnicalEngineering}]]}}" name="roll_technicalengineeringcheck">Technical Engineering</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Technical Engineering: With this Skill you can use
machines that run on complicated electronics and
computerized components, as well as engage in computer
hacking and programming. You can wave-order deliveries and
open programs without this Skill, though anything more
complicated, and youll be staring at a screenful of error
logs. Specialties: communications systems, computer
programming, hacking, create/alter technical devices,
demolitions, electronics, technical repair, technical
security systems.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Repair a simple short-range wave comm; identify
and fix standard electric and electronic devices;
hook up a large computer network.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Build a decent short-range wave comm; identify and
operate advanced electric and electronic devices;
override standard computer encryptions; reprogram
a service drone or machine; repair moderate
automated system damage; break into an unprotected
computer system; pipe out comm static on all
frequencies.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Build a functional long-range wave comm or a
listening bug; identify and operate specialized
electric and electronic devices; override security
gate or airlock codes; repair heavy automated
system damage; reconfigure a large computer
network; identify hidden code embedded in a wave
broadcast; implement advanced technical
modifications such as photoelectric cells; hack
into a small companys computer system.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Build advanced technical devices; identify and
operate innovative electric and electronic
systems; override encryptions and codes of
important government or corporate facilities;
repair severe automated system damage; reconfigure
a world-wide computer network; implement original
technical modification; hack into a well-protected
corporate security system.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Build a sophisticated technical device from
improvised components; override the encryptions of
a Blue Sun secret file; repair a totally fried
system with scavenged parts during battle;
deactivate an assassin droid in combat using a
remote.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Hack into a government or military computer
system; re-program a robot to fulfill a function
it was not designed for.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Send an overriding vid broadcast to every receiver
in the system; track an encrypted wave message
back to its origin terminal.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Hack into an Alliance cruisers controls and
control it remotely.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-technical-engineering"
name="attr_TechnicalEngineering"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_linguist" value="&{template:check} {{name=Linguist}} {{Roll=[[@{Linguist}]]}}" name="roll_linguistcheck">Linguist</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Linguist: Talking wont do any good if no one understands
what youre saying. Just about everybody in the Verse
speaks English and Chinese (to one degree or another). The
Linguist general Skill covers basic familiarity with
various languages, though its use wont grant you
fluency—meaning you wont be able to follow a fast moving
conversation in another language. Specialties represent
familiarity or training with a specific non-native tongue.
Note that you are automatically fluent in any language
that is a part of your background. Specialties: Arabic,
Armenian, French, German, Hindu, Japanese, Latin,
Portuguese, Russian, Tagalog, Swahili, Swedish, etc.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Essential words and phrases for a seasoned
traveler (“Food?” “Where restroom?” “How much?”
“No!”); basic grammar; simple everyday greetings.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Basic conversation (“How is the weather?” “What is
your wifes name?”); interpret basic ideas of a
literature or film; identity one language from
another in a similar group (Danish from Norwegian,
Turkish from Hungarian).
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Fluent conversation (“You must give me that
Neptune Colony recipe for the Crescent Sea Oyster
Graparon!”); translate foreign literature or
verbal communication in detail; identify one
dialect from another in the same language
(Cantonese from Taiwanese; Titan Colony from
Newbury Port).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Native conversation, including expressions and
colloquialisms; translate old, historical version
of a modern language (Medieval English); interpret
basic meaning of text recorded in an ancient
language (Latin, Hieroglyphics).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Comprehend full meaning of philosophical,
religious, or scientific treatises written in an
ancient language.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Translate incomplete text written in a forgotten
ancient dialect.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Summarize complete work of Shakespeare in Greek,
Chinese, and Apache simultaneously.
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>Swear up a storm in Babylonian.</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select class="sheet-serenity-linguist" name="attr_Linguist">
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_unarmedcombat" value="&{template:check} {{name=Unarmed Combat}} {{Roll=[[@{UnarmedCombat}]]}}" name="roll_unarmedcombatcheck">Unarmed Combat</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Unarmed Combat: They say never hit a man with a closed
fist, but it is—on occasion—necessary. And sometimes
nothing brings more satisfaction to ones soul than
delivering a good old-fashioned punch to the jaw. For
those who relish those occasions, this is the skill to
use, whether its a knee to the groin, kick to the shin,
hook to the chin, chop to the throat or gouge to the eye.
Note that while Unarmed Combat doesnt involve the use of
weapons, this and the Brawling specialty can allow you to
use weapons of opportunity (beer bottles, etc.).
Specialties: boxing, brawling, judo, karate, kung fu,
savate, wrestling.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Land a sucker punch; hit a head butt (“no one ever
expects a head butt!”); kick to the groin; twist
an arm; gouge eyes; elbow to the gut.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Identify major martial art styles and techniques;
hold average ranking (up to but not including
black belt) in martial arts; fight for prize money
in local contests, hold your own in a bar fight.
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Analyze opponents fighting style, judging whether
or not hes a better fighter; recognize exotic
martial arts; black belt in martial arts; fight
for prize money in Core world casinos, know
specialized kicks and punches that can quickly
disable an opponent.
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Break five thick boards with one strike; know
specialized techniques that can quickly and
silently kill an opponent; win a major boxing
championship; hold a third-degree black belt or
higher; disarm, disable, or kill an attacking,
armed opponent.
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Break five cinder blocks with one strike; pick up
Jayne and toss him out a window.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Take on twenty Reavers unarmed and by yourself.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>Knock out a horse with a punch to the jaw.</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Kick a hole in the metal door of an Alliance
cruiser using your bare foot.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-unarmed-combat"
name="attr_UnarmedCombat"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-tooltip"
><button class="sheet-textButton" type="roll" name="roll_mechanicalengineering" value="&{template:check} {{name=Mechanical Engineering}} {{Roll=[[@{MechanicalEngineering}]]}}" name="roll_mechanicalengineeringcheck">Mechanical Engineering</button><span
class="sheet-serenity-tooltip-text sheet-serenity-tooltip-text-wide"
>Mechanical Engineering: You know what they say: “there
are always places to see, things to break.” And with this
Skill, youll be there to fix em, so long as the things
have nuts and bolts and dont run on fancy computers. You
can handle very simple tasks such as changing a light bulb
or tightening a screw without this Skill, but youll need
it to deal with more complicated workings. Specialties:
create mechanical devices, machinery maintenance,
mechanical repairs, fix mechanical security systems,
plumbing.
<details>
<summary>Examples</summary>
<table>
<tr>
<td>Easy:</td>
<td>
Set up pulleys, conveyors, axles, and other simple
machines effectively; identify problems and make
simple repairs to standard mechanical devices.
</td>
</tr>
<tr>
<td>Average:</td>
<td>
Build an irrigation system; operate more complex
mechanical devices such as a drill-press or
laser-welder; disable standard machines and
gadgets; fix moderate mechanical system damage;
make standard modifications (install a vacuum pump
system in an old engine).
</td>
</tr>
<tr>
<td>Hard:</td>
<td>
Construct a Core ambulance from scrapheap parts;
operate/disable complex mechanical devices such as
a catalytic cracking unit in an oil refinery;
repair severe mechanical system damage; create a
non-standard use of existing machines (such as
setting up a Crazy Ivan maneuver).
</td>
</tr>
<tr>
<td>Formidable:</td>
<td>
Reverse-engineer a mechanical innovation; boost
the performance of a mechanical device (such as
giving a short speed-boost to a Firefly Class
transport ship).
</td>
</tr>
<tr>
<td>Heroic:</td>
<td>
Go beyond double the performance limit of a
mechanical system for a brief period of time;
implement permanent, significant mechanical
upgrades to a ship when you have limited
resources.
</td>
</tr>
<tr>
<td>Incredible:</td>
<td>
Repair catastrophic mechanical damage with
scavenged parts; improvise a sophisticated
mechanical device from spare parts; identify
nonworking components on a ship while you are
recovering from a gun-shot wound that nearly
killed you.
</td>
</tr>
<tr>
<td>Ridiculous:</td>
<td>
Keep a mechanical system running despite a serious
problem or damaged part (such as a burnt-out
catalyzer); improvise a sophisticated mechanical
device using non-standard components (such as
chewing gum, tin foil, and a magnifying glass).
</td>
</tr>
<tr>
<td>Impossible:</td>
<td>
Re-start a fusion engine cold before a plummeting
ship hits the ground.
</td>
</tr>
</table>
</details></span
></span
>
</td>
<td>
<select
class="sheet-serenity-mechanical-engineering"
name="attr_MechanicalEngineering"
>
<option value="d0" selected>d0</option>
<option value="d2">d2</option>
<option value="d4">d4</option>
<option value="d6">d6</option>
</select>
</td>
</tr>
</tbody>
</table>
</div>
<!-- SPECIALTIES -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-specialties"
>
<span class="sheet-serenity-fieldset-title">Skill Specialties</span>
<fieldset class="repeating_specialties">
<select class="sheet-serenity-skills" name="attr_Skill">
<option value="Animal Handling">Animal Handling</option>
<option value="Artistry">Artistry</option>
<option value="Athletics">Athletics</option>
<option value="Covert">Covert</option>
<option value="Craft">Craft</option>
<option value="Discipline">Discipline</option>
<option value="Guns">Guns</option>
<option value="Heavy Weapons">Heavy Weapons</option>
<option value="Influence">Influence</option>
<option value="Knowledge">Knowledge</option>
<option value="Linguist">Linguist</option>
<option value="Mechanical Engineering">
Mechanical Engineering
</option>
<option value="Medical Expertise">Medical Expertise</option>
<option value="Melee Weapons">Melee Weapons</option>
<option value="Perception">Perception</option>
<option value="Performance">Performance</option>
<option value="Pilot">Pilot</option>
<option value="Planetary Vehicles">Planetary Vehicles</option>
<option value="Ranged Weapons">Ranged Weapons</option>
<option value="Scientific Expertise">Scientific Expertise</option>
<option value="Survival">Survival</option>
<option value="Technical Engineering">
Technical Engineering
</option>
<option value="Unarmed Combat">Unarmed Combat</option>
</select>
<input
type="text"
class="sheet-serenity-specialty"
name="attr_Specialty"
/>
<select class="sheet-serenity-specialty-level" name="attr_Level">
<option value="d8" selected>d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
<option value="d12+d2">d12 + d2</option>
<option value="d12+d4">d12 + d4</option>
<option value="d12+d6">d12 + d6</option>
<option value="d12+d8">d12 + d8</option>
<option value="d12+d10">d12 + d10</option>
<option value="d12+d12">d12 + d12</option>
</select>
<span><button class='sheet-small-button' type="roll" value="&{template:check} {{name=@{Skill}: @{Specialty}}} {{Roll=[[@{Level}]]}}" name="roll_specialties"</button></span>
</fieldset>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- ASSETS -->
<div class="sheet-serenity-fieldset sheet-serenity-character-assets">
<span class="sheet-serenity-fieldset-title">Assets</span>
<fieldset class="repeating_assets">
<select class="sheet-serenity-assets" name="attr_Asset">
<option
value="-1 reduction in wound penalty"
title="-1 reduction in wound penalty"
>
Ain't Got Time to Bleed (minor) - Cost: 2
</option>
<option
value="-2 reduction in wound penalty."
title="-2 reduction in wound penalty."
>
Ain't Got Time to Bleed (major) - Cost: 4
</option>
<option
value="+2 on any socializing skill rolls"
title="+2 on any socializing skill rolls"
>
Allure (minor) - Cost: 2
</option>
<option
value="Related plot points spent increased by 2."
title="Related plot points spent increased by 2."
>
Allure (major) - Cost: 4
</option>
<option
value="+4 on any socializing skill rolls."
title="+4 on any socializing skill rolls."
>
Allure (major) - Cost: 4
</option>
<option
value="+2 to Athletic skill rolls"
title="+2 to Athletic skill rolls"
>
Athlete (minor) - Cost: 2
</option>
<option
value="Related plot points spent increased by 2."
title="Related plot points spent increased by 2."
>
Athlete (major) - Cost: 4
</option>
<option
value="+4 to Athletic skill rolls."
title="+4 to Athletic skill rolls."
>
Athlete (major) - Cost: 4
</option>
<option
value="+2 to influence to deal with red tape in a single chosen system"
title="+2 to influence to deal with red tape in a single chosen system"
>
Blue Blood (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 to influence to deal with red tape 'Verse wide."
title="+2 to influence to deal with red tape 'Verse wide."
>
Blue Blood (major) - Cost: 4
</option>
<option
value="+2 to pilot rolls for land or air/space"
title="+2 to pilot rolls for land or air/space"
>
Born Behind the Wheel (minor) - Cost: 2 - *Requires
Specialization*
</option>
<option
value="Related plot points spent increased by 2."
title="Related plot points spent increased by 2."
>
Born Behind the Wheel (major) - Cost: 4 - *Requires
Specialization*
</option>
<option
value="+4 to pilot rolls for land or air/space."
title="+4 to pilot rolls for land or air/space."
>
Born Behind the Wheel (major) - Cost: 4 - *Requires
Specialization*
</option>
<option
value="+2 0g +2 vacc +1 steward -1 all dirtside activities."
title="+2 0g +2 vacc +1 steward -1 all dirtside activities."
>
Born in the Black (major) - Cost: 4
</option>
<option
value="+2 bonus to Comms Sensors Computers"
title="+2 bonus to Comms Sensors Computers"
>
Comp. Tech (minor) - Cost: 2
</option>
<option
value="+4 bonus to Comms Sensors Computers."
title="+4 bonus to Comms Sensors Computers."
>
Comp. Tech (major) - Cost: 4
</option>
<option
value="Difficulty to find info on you in the Cortex is +8"
title="Difficulty to find info on you in the Cortex is +8"
>
Cortex Specter (minor) - Cost: 2
</option>
<option
value="You don't exist in the Cortex at all."
title="You don't exist in the Cortex at all."
>
Cortex Specter (major) - Cost: 4
</option>
<option value="1.5x Movement Speed" title="1.5x Movement Speed">
Fast on Your Feet (minor) - Cost: 2
</option>
<option value="2x Movement Speed." title="2x Movement Speed.">
Fast on Your Feet (major) - Cost: 4
</option>
<option
value="You can take one non-combat action each turn without penalty."
title="You can take one non-combat action each turn without penalty."
>
Fightin' Type (major) - Cost: 4
</option>
<option
value="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
title="Spend plot points for a favor: 1/2 - 500 credit loan/minor equipment 3/4 - 5000 credit loan/lift a land lock/important event invitation 5/6 - 10000 credit loan/security clearance/use of a ship"
>
Friends in High Places (minor) - Cost: 2
</option>
<option
value="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
title="+2 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence"
>
Friends in High Places (minor) - Cost: 2
</option>
<option
value="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence."
title="+4 in 'proper' social standing rolls (restaurant club) to acquire temporary assets/influence."
>
Friends in High Places (major) - Cost: 4
</option>
<option
value="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
title="Spend plot points for a favor: 1/2 - 500 credit loan (with interest)/information/imprinted goods 3/4 - 5000 credit loan (with interest)/a cut on a smuggling job 5/6 - 10000 credit loan (with interest)/protection from rival crime lord"
>
Friends in Low Places (minor) - Cost: 2
</option>
<option
value="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
title="+2 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence"
>
Friends in Low Places (minor) - Cost: 2
</option>
<option
value="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence."
title="+4 in 'proper' social standing rolls (back alley dive) to acquire temporary assets/influence."
>
Friends in Low Places (major) - Cost: 4
</option>
<option
value="+2 in social skills where your name/reputation is involved"
title="+2 in social skills where your name/reputation is involved"
>
Good Name (minor) - Cost: 2
</option>
<option
value="+4 in social skills where your name/reputation is involved."
title="+4 in social skills where your name/reputation is involved."
>
Good Name (major) - Cost: 4
</option>
<option
value="+2 bonus to resist poison or disease"
title="+2 bonus to resist poison or disease"
>
Healthy as a Horse (minor) - Cost: 2
</option>
<option
value="+4 bonus to resist poison or disease."
title="+4 bonus to resist poison or disease."
>
Healthy as a Horse (major) - Cost: 4
</option>
<option
value="+2 bonus to resist alcohol drugs gas or poison"
title="+2 bonus to resist alcohol drugs gas or poison"
>
Heavy Tolerance (minor) - Cost: 2
</option>
<option
value="+4 bonus to resist alcohol drugs gas or poison."
title="+4 bonus to resist alcohol drugs gas or poison."
>
Heavy Tolerance (major) - Cost: 4
</option>
<option
value="+2 bonus to any knowledge-based skill role"
title="+2 bonus to any knowledge-based skill role"
>
Highly Educated (minor) - Cost: 2
</option>
<option
value="+4 bonus to any knowledge-based skill role."
title="+4 bonus to any knowledge-based skill role."
>
Highly Educated (major) - Cost: 4
</option>
<option
value="+2 bonus to riding vet anything with animals"
title="+2 bonus to riding vet anything with animals"
>
Home on the Range (minor) - Cost: 2
</option>
<option
value="+4 bonus to riding vet anything with animals."
title="+4 bonus to riding vet anything with animals."
>
Home on the Range (major) - Cost: 4
</option>
<option
value="+2 bonus to hide stealth disguise avoid detection"
title="+2 bonus to hide stealth disguise avoid detection"
>
In Plain Sight (minor) - Cost: 2
</option>
<option
value="+4 bonus to hide stealth disguise avoid detection."
title="+4 bonus to hide stealth disguise avoid detection."
>
In Plain Sight (major) - Cost: 4
</option>
<option
value="Someone of substance wants to marry you and is constantly pursuing you"
title="Someone of substance wants to marry you and is constantly pursuing you"
>
Influential Suitor (minor) - Cost: 2
</option>
<option
value="+2 bonus to intimidation interrogation bullying etc. "
title="+2 bonus to intimidation interrogation bullying etc. "
>
Intimidatin' Manner (minor) - Cost: 2
</option>
<option
value="+4 bonus to intimidation interrogation bullying etc."
title="+4 bonus to intimidation interrogation bullying etc."
>
Intimidatin' Manner (major) - Cost: 4
</option>
<option
value="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
title="Once per session +2 bonus to team on any one action relating to a pre-designated goal"
>
Leadership (minor) - Cost: 2
</option>
<option
value="You may also apply plot points to improve team actions relating to the same goal."
title="You may also apply plot points to improve team actions relating to the same goal."
>
Leadership (major) - Cost: 4
</option>
<option
value="Once per session +4 bonus to team on any one action relating to a pre-designated goal."
title="Once per session +4 bonus to team on any one action relating to a pre-designated goal."
>
Leadership (major) - Cost: 4
</option>
<option
value="+2 bonus to detection if someone is sneaking up on you while asleep"
title="+2 bonus to detection if someone is sneaking up on you while asleep"
>
Light Sleeper (minor) - Cost: 2
</option>
<option
value="+2 bonus to Initiative"
title="+2 bonus to Initiative"
>
Lightnin' Reflexes (minor) - Cost: 2
</option>
<option
value="+4 bonus to Initiative."
title="+4 bonus to Initiative."
>
Lightnin' Reflexes (major) - Cost: 4
</option>
<option
value="+2 to math accounting engineering science etc. Most math solved without roll"
title="+2 to math accounting engineering science etc. Most math solved without roll"
>
Math Whiz (minor) - Cost: 2
</option>
<option
value="+4 to math accounting engineering science etc. Most math solved without roll."
title="+4 to math accounting engineering science etc. Most math solved without roll."
>
Math Whiz (major) - Cost: 4
</option>
<option
value="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
title="Unarmed attacks inflict Basic damage (split between Stun and Wound)"
>
Mean Left Hook (minor) - Cost: 2
</option>
<option
value="Forces an endurance check on the target with a successful unarmed hit"
title="Forces an endurance check on the target with a successful unarmed hit"
>
Mean Left Hook (major) - Cost: 4
</option>
<option
value="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix. "
title="Spend plot points to get intuitive understanding of problem with mechanical device (split between minor/moderate/major). +2 bonus to fix. "
>
Mechanical Empathy (minor) - Cost: 2
</option>
<option
value="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
title="+2 bonus to diagnose problems (choose mechanical or electronic/computer"
>
Mechanical Empathy (minor) - Cost: 2
</option>
<option
value="+4 bonus to diagnose problems (choose mechanical or electronic/computer."
title="+4 bonus to diagnose problems (choose mechanical or electronic/computer."
>
Mechanical Empathy (major) - Cost: 4
</option>
<option
value="Skills in finding things/people for a single planet and resource"
title="Skills in finding things/people for a single planet and resource"
>
Middleman (minor) - Cost: 2
</option>
<option
value="Skills in finding things/people system-wide and multiple resources."
title="Skills in finding things/people system-wide and multiple resources."
>
Middleman (major) - Cost: 4
</option>
<option
value="Known for an item that's always with you (hat gun jacket etc)"
title="Known for an item that's always with you (hat gun jacket etc)"
>
Mighty Fine Hat (minor) - Cost: 2
</option>
<option
value="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
title="Enlisted: +2 bonus on all Discipline-based actions. Officer: +2 bonus on all Influence-based actions"
>
Military Rank (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
title="Starting credits * 1.5 Can perform a specialty roll (e.g. Intelligence+Influence) once per session to dip into trust to make purchase at difficulty of 3 for up to 2000 credits adding 4 for every 2000 credits more. Can spend plot points on roll."
>
Moneyed Individual (major) - Cost: 4
</option>
<option
value="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half"
title="+2 bonus to social skills when trying to pass as a native interpret other languages/dialects. Linguistic specialties cost half"
>
Natural Linguist (minor) - Cost: 2
</option>
<option
value="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
title="+2 bonus to all applicable skills in a natural setting (e.g. alertness or survival)"
>
Nature Lover (minor) - Cost: 2
</option>
<option
value="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)."
title="+4 bonus to all applicable skills in a natural setting (e.g. alertness or survival)."
>
Nature Lover (major) - Cost: 4
</option>
<option
value="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
title="Can roll to sense trouble at any time. +2 bonus to Intelligence or Alertness when circumstances warrant"
>
Nose for Trouble (minor) - Cost: 2
</option>
<option
value="+2 bonus to rolls to determine surprise"
title="+2 bonus to rolls to determine surprise"
>
Nose for Trouble (minor) - Cost: 2
</option>
<option
value="Can spend 1 plot point to negate all effects of surprise."
title="Can spend 1 plot point to negate all effects of surprise."
>
Nose for Trouble (major) - Cost: 4
</option>
<option
value="+4 bonus to rolls to determine surprise."
title="+4 bonus to rolls to determine surprise."
>
Nose for Trouble (major) - Cost: 4
</option>
<option
value="Your prior service pays you for the option to consult you in the future access to minor income GM tool."
title="Your prior service pays you for the option to consult you in the future access to minor income GM tool."
>
On Retainer (major) - Cost: 4
</option>
<option
value="+2 bonus to psion talent rolls."
title="+2 bonus to psion talent rolls."
>
Reader (psionic &gt; 8) (minor) - Cost: 4
</option>
<option
value="+4 bonus to psion talent rolls."
title="+4 bonus to psion talent rolls."
>
Reader (psionic &gt; 8) (major) - Cost: 8
</option>
<option
value="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
title="+2 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.)"
>
Reader (minor) - Cost: 2
</option>
<option
value="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)."
title="+4 bonus to Alertness when trying to empathically understand a person (e.g. observation discerning truth form a lie etc.) can spend plot points once per session to gain extra clues (minor/moderate/major info)."
>
Reader (major) - Cost: 4
</option>
<option
value="+2 bonus to Influence-based actions in dealing with those who respect your station"
title="+2 bonus to Influence-based actions in dealing with those who respect your station"
>
Registered Companion (minor) - Cost: 2
</option>
<option
value="(follower of chosen religion) +2 bonus to Willpower once per session"
title="(follower of chosen religion) +2 bonus to Willpower once per session"
>
Religiosity (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="(follower) +2 Willpower skills in crisis"
title="(follower) +2 Willpower skills in crisis"
>
Religiosity (minor) - Cost: 2
</option>
<option
value="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station."
title="(teacher of chosen religion) Related plot points spent increased by 2 with those who respect your station."
>
Religiosity (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="(teacher) +4 +2 in social skills/influence involving the religion."
title="(teacher) +4 +2 in social skills/influence involving the religion."
>
Religiosity (major) - Cost: 4
</option>
<option
value="Jack of all Trades +1"
title="Jack of all Trades +1"
>
Renaissance Man (minor) - Cost: 2
</option>
<option
value="Jack of all Trades +2."
title="Jack of all Trades +2."
>
Renaissance Man (major) - Cost: 4
</option>
<option
value="+2 bonus to medicine and medical skills"
title="+2 bonus to medicine and medical skills"
>
Sawbones (minor) - Cost: 2
</option>
<option
value="+4 bonus to medicine and medical skills."
title="+4 bonus to medicine and medical skills."
>
Sawbones (major) - Cost: 4
</option>
<option
value="+2 bonus to alertness/perception for chosen sense"
title="+2 bonus to alertness/perception for chosen sense"
>
Sharp Sense (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+4 bonus to alertness/perception for chosen sense."
title="+4 bonus to alertness/perception for chosen sense."
>
Sharp Sense (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="+2 bonus to willpower check to avoid shaken/frighten"
title="+2 bonus to willpower check to avoid shaken/frighten"
>
Steady Calm (minor) - Cost: 2
</option>
<option
value="Never startled rattled shaken or afraid (except under external circum like drugs)."
title="Never startled rattled shaken or afraid (except under external circum like drugs)."
>
Steady Calm (major) - Cost: 4
</option>
<option
value="+2 to positive social interactions (i.e. not intimidate)"
title="+2 to positive social interactions (i.e. not intimidate)"
>
Sweet and Cheerful (minor) - Cost: 2
</option>
<option
value="+2 bonus to chosen skill specialty in all situations"
title="+2 bonus to chosen skill specialty in all situations"
>
Talented (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+1 bonus to chosen skill in all situations"
title="+1 bonus to chosen skill in all situations"
>
Talented (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Each progression to higher die costs 2 less than normal during advancement."
title="Each progression to higher die costs 2 less than normal during advancement."
>
Talented (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="+2 bonus to chosen skill in all situations."
title="+2 bonus to chosen skill in all situations."
>
Talented (major) - Cost: 4 - *Requires Specialization*
</option>
<option value="Instruction +1" title="Instruction +1">
Teacher (minor) - Cost: 2
</option>
<option value="Instruction +2." title="Instruction +2.">
Teacher (major) - Cost: 4
</option>
<option
value="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
title="1 reroll/session on any roll except for Botches except where noted by GM (major dramatic failures that work with the plot)"
>
Things go Smooth (minor) - Cost: 2
</option>
<option
value="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)."
title="2 rerolls/session on any roll (even Botches) except where noted by GM (major dramatic failures that work with the plot)."
>
Things go Smooth (major) - Cost: 4
</option>
<option
value="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic clarity."
title="+2 bonus to any knowledge skill (you never forget details you've experienced). You may spend a plot point to remember verbatim or with photographic clarity."
>
Total Recall (major) - Cost: 4
</option>
<option
value="+2 bonus to any knowledge skill (you never forget details you've experienced)."
title="+2 bonus to any knowledge skill (you never forget details you've experienced)."
>
Total Recall (major) - Cost: 4
</option>
<option
value="You gain 2 extra life points"
title="You gain 2 extra life points"
>
Tough as Nails (minor) - Cost: 2
</option>
<option value="Resist 1 melee dmg" title="Resist 1 melee dmg">
Tough as Nails (minor) - Cost: 2
</option>
<option
value="You gain 4 extra life points."
title="You gain 4 extra life points."
>
Tough as Nails (major) - Cost: 4
</option>
<option value="Resist 2 melee dmg." title="Resist 2 melee dmg.">
Tough as Nails (major) - Cost: 4
</option>
<option
value="+2 bonus on rolls to convince someone to trust you"
title="+2 bonus on rolls to convince someone to trust you"
>
Trustworthy Face (minor) - Cost: 2
</option>
<option
value="+4 bonus on rolls to convince someone to trust you."
title="+4 bonus on rolls to convince someone to trust you."
>
Trustworthy Face (major) - Cost: 4
</option>
<option
value="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
title="+2 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****"
>
Trustworthy Gut (minor) - Cost: 2
</option>
<option
value="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****."
title="+4 bonus on 'hunch' rolls ('hunch' rolls are when the player rolls but isn't sure just 'feels' like something is up like a willpower roll to counter someone's persuade because you think they're full of ****."
>
Trustworthy Gut (major) - Cost: 4
</option>
<option
value="Ambidextrous No off-hand penalty."
title="Ambidextrous No off-hand penalty."
>
Two-fisted (major) - Cost: 4
</option>
<option
value="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty."
title="Ambidextrous No penalty for either hand may wield 2 weapons with a reduced penalty."
>
Two-fisted (major) - Cost: 4
</option>
<option
value="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
title="Always knows time and elapsed time (human stopwatch). If incapacitated roll a full-turn Intelligence+Alertness at Average difficulty to get internal clock ticking again"
>
Walking Timepiece (minor) - Cost: 2
</option>
<option
value="Always knows time and elapsed time (human stopwatch)"
title="Always knows time and elapsed time (human stopwatch)"
>
Walking Timepiece (minor) - Cost: 2
</option>
<option
value="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
title="+2 to Influence-based actions when dealing with those who respect your position in chosen region or planet"
>
Wears a Badge (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 to social influence in region (local law enforcement)."
title="+2 to social influence in region (local law enforcement)."
>
Wears a Badge (minor) - Cost: 4
</option>
<option
value="Your authority covers most of the system."
title="Your authority covers most of the system."
>
Wears a Badge (major) - Cost: 4
</option>
<option
value="+4 to social influence in region (system law enforcement)."
title="+4 to social influence in region (system law enforcement)."
>
Wears a Badge (major) - Cost: 8
</option>
</select>
<div class="sheet-serenity-asset-specialization">
Specialization (if applicable):
<input
type="text"
name="attr_Specialization"
title="Asset Specialization (if applicable)"
/>
</div>
<div class="sheet-serenity-asset-description">
<span name="attr_Asset"></span>
</div>
<hr />
</fieldset>
<label class="sheet-serenity-character-custom-assets">
<input
type="checkbox"
class="sheet-serenity-custom-asset-enable"
name="attr_AllowCustomAssets"
/>
<span class="sheet-serenity-arrow">Custom</span>
<div class="sheet-serenity-custom-assets">
<fieldset class="repeating_customAssets">
<label class="sheet-serenity-custom-asset">
Asset:
<textarea
rows="1"
name="attr_CustomAssetTitle"
title="Custom asset title &amp; description"
></textarea>
</label>
<div>
<label class="sheet-serenity-asset-specialization"
>Specialization (if applicable):
<input
type="text"
name="attr_CustomAssetSpecialization"
title="Asset Specialization (if applicable)"
/>
</label>
<select name="attr_CustomAssetLevel">
<option value="Major">Major</option>
<option value="Minor">Minor</option>
</select>
</div>
<hr />
</fieldset>
</div>
</label>
</div>
<!-- COMPLICATIONS -->
<div
class="sheet-serenity-fieldset sheet-serenity-character-complications"
>
<span class="sheet-serenity-fieldset-title">Complications</span>
<fieldset class="repeating_complications">
<select
class="sheet-serenity-complications"
name="attr_Complication"
>
<option
value="Easily distracted -2 to any activity when it's chaotic"
title="Easily distracted -2 to any activity when it's chaotic"
>
Absent Minded (minor) - Cost: 2
</option>
<option
value="-2 to all physical skills in presence of chosen substance"
title="-2 to all physical skills in presence of chosen substance"
>
Allergy (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
title="Take d2 points of Stun each turn in presence of chosen substance for d4 turns (when your emergency injection kicks in)."
>
Allergy (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock."
title="-4 to all physical skills in presence of chosen substance with an endurance check to avoid anaphylactic shock."
>
Allergy (major) - Cost: 4 - *Requires Specialization*
</option>
<option value="Block of time" title="Block of time">
Amnesia (minor) - Cost: 2
</option>
<option value="Identity/past." title="Identity/past.">
Amnesia (major) - Cost: 4
</option>
<option
value="-2 to influence and -2 to willpower to resist wiles of your 'type'"
title="-2 to influence and -2 to willpower to resist wiles of your 'type'"
>
Amorous (over sexed) (minor) - Cost: 2
</option>
<option
value="-2 to social skills vs opposite sex to influence"
title="-2 to social skills vs opposite sex to influence"
>
Amorous (over sexed) (minor) - Cost: 2
</option>
<option
value="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
title="-2 to physical skills requiring 2 of chosen appendage base move reduced to 5 ft per turn if it's a leg and -4 to movement actions"
>
Amputee (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
title="-2 to physical skills unable to do work requiring 2 of chosen appendage base move reduced if it's a leg"
>
Amputee (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn."
title="Require medical help (hard Intelligence+Medical Expertise action) when taking Wounds or will bleed out 1 additional Wound each turn."
>
Bleeder (major) - Cost: 4
</option>
<option
value="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free."
title="-4 to any skill that requires vision -8 to ranged combat cannot read non-blind friendly screens/displays. Gain Sharp Senses (touch and hearing) for free"
>
Blind (major) - Cost: 4
</option>
<option
value="-2 to social skills where your reputation comes into play"
title="-2 to social skills where your reputation comes into play"
>
Branded (minor) - Cost: 2
</option>
<option
value="Everyone knows your reputation (some sympathize however)."
title="Everyone knows your reputation (some sympathize however)."
>
Branded (major) - Cost: 4
</option>
<option
value="-4 to social skills where your reputation comes into play."
title="-4 to social skills where your reputation comes into play."
>
Branded (major) - Cost: 4
</option>
<option
value="Anger management issues -2 to peaceable social actions with tension"
title="Anger management issues -2 to peaceable social actions with tension"
>
Chip On Your Shoulder (minor) - Cost: 2
</option>
<option
value="Anger Management Issues - Must make a willpower check when provoked or attack automatically, -2 to Willpower checks to avoid violence"
title="Anger Management Issues - Must make a willpower check when provoked or attack automatically, -2 to Willpower checks to avoid violence"
>
Chip On Your Shoulder (minor) - Cost: 2
</option>
<option
value="Anger management issues Berserk when Wounded focusing only on the one who wounded you."
title="Anger management issues Berserk when Wounded focusing only on the one who wounded you."
>
Chip On Your Shoulder (major) - Cost: 4
</option>
<option
value="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded."
title="Anger Management Issues - -4 to Willpower checks to avoid violence and must make willpower check to avoid berserking when wounded."
>
Chip On Your Shoulder (major) - Cost: 4
</option>
<option
value="No emotions no connection with humanity -2 to social interactions"
title="No emotions no connection with humanity -2 to social interactions"
>
Cold As the Black (minor) - Cost: 2
</option>
<option
value="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
title="Unable to fight in the first d2 rounds of a fight (can spend plot points to shake off)"
>
Combat Paralysis (minor) - Cost: 2
</option>
<option
value="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off."
title="Unable to fight in the first d4 rounds of fight cannot spend plot points to shake off."
>
Combat Paralysis (major) - Cost: 4
</option>
<option
value="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic."
title="Must make willpower check after d2 rounds failure means you won't fight at all nearly catatonic."
>
Combat Paralysis (major) - Cost: 4
</option>
<option
value="If somewhere shopping is possible MUST spend money"
title="If somewhere shopping is possible MUST spend money"
>
Compulsive Shopper (minor) - Cost: 2
</option>
<option
value="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
title="-2 to combat actions when you're in danger -2 to Willpower to resist fear intimidation torture or other threats"
>
Coward (minor) - Cost: 2
</option>
<option
value="-2 on combat actions when you're in danger"
title="-2 on combat actions when you're in danger"
>
Coward (minor) - Cost: 2
</option>
<option
value="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head."
title="-4 on combat actions must make willpower roll to avoid fleeing in panic when danger rears its ugly head."
>
Coward (major) - Cost: 4
</option>
<option
value="Inflexible principles - Mild consequences for following chosen credo (examples: Always defend a lady, never run from a fight)"
title="Inflexible principles - Mild consequences for following chosen credo (examples: Always defend a lady, never run from a fight)"
>
Credo (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)."
title="Inflexible principles - Dire consequences for following chosen credo (e.g. Don't leave a man behind Capt goes down with his ship)."
>
Credo (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="-2 to social skills to influence in 'proper' settings"
title="-2 to social skills to influence in 'proper' settings"
>
Crude (minor) - Cost: 2
</option>
<option
value="Humiliating secret from your past that haunts you"
title="Humiliating secret from your past that haunts you"
>
Dark Secret (minor) - Cost: 2
</option>
<option
value="Criminal secret from your past that haunts you."
title="Criminal secret from your past that haunts you."
>
Dark Secret (major) - Cost: 4
</option>
<option
value="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
title="Half starting credits which must be spent immediately. You must give up half your income every time you're in port to pay off your debts"
>
Dead Broke (minor) - Cost: 2
</option>
<option
value="GM tool plays into background"
title="GM tool plays into background"
>
Deadly Enemy (minor) - Cost: 2
</option>
<option
value="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips."
title="Auto-fail any skill/alertness that requires hearing immune to sonic attacks +2 to read lips."
>
Deaf (major) - Cost: 4
</option>
<option
value="Willpower -2 to stay focused"
title="Willpower -2 to stay focused"
>
Distractable (minor) - Cost: 2
</option>
<option
value="-2 to skill rolls involving the chosen sense"
title="-2 to skill rolls involving the chosen sense"
>
Dull Sense (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible."
title="-4 to rolls to avoid being persuaded -4 to resistances to being persuaded (i.e. willpower) gullible."
>
Easy Mark (major) - Cost: 4
</option>
<option
value="You always leave a token or mark behind. Easily framed easier to track. GM tool"
title="You always leave a token or mark behind. Easily framed easier to track. GM tool"
>
Ego Signature (minor) - Cost: 2
</option>
<option
value="You always leave a token or mark behind - +2 for others to track you easily framed"
title="You always leave a token or mark behind - +2 for others to track you easily framed"
>
Ego Signature (minor) - Cost: 2
</option>
<option
value="Kleptomaniac - Compelled to steal anything that catches your eye"
title="Kleptomaniac - Compelled to steal anything that catches your eye"
>
Filcher (minor) - Cost: 2
</option>
<option
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation"
>
Forked Tongue (minor) - Cost: 2
</option>
<option
value="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
title="You lie all the time. Compelled to not tell the truth -4 to influence rolls due to your reputation -2 to group credibility rolls if you are present"
>
Forked Tongue (minor) - Cost: 2
</option>
<option value="-2 to Endurance" title="-2 to Endurance">
Glass Jaw (minor) - Cost: 2
</option>
<option value="-4 to Endurance." title="-4 to Endurance.">
Glass Jaw (major) - Cost: 4
</option>
<option
value="-2 to Willpower roll to resist volunteering or going for glory"
title="-2 to Willpower roll to resist volunteering or going for glory"
>
Glory Hound (minor) - Cost: 2
</option>
<option
value="Always help the underdog won't oppress or kick a downed foe"
title="Always help the underdog won't oppress or kick a downed foe"
>
Good Samaritan (minor) - Cost: 2
</option>
<option
value="You will take almost any opportunity to acquire money"
title="You will take almost any opportunity to acquire money"
>
Greedy (minor) - Cost: 2
</option>
<option
value="Willpower roll required to avoid making really bad decision for money"
title="Willpower roll required to avoid making really bad decision for money"
>
Greedy (minor) - Cost: 2
</option>
<option
value="-2 to social skills involving people who dislike your chosen hero"
title="-2 to social skills involving people who dislike your chosen hero"
>
Hero Worship (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes for a week until you get your next dose (daily)"
>
Hooked (minor) - Cost: 2
</option>
<option
value="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
title="Not overly dangerous (cigarettes functioning alcoholic) -2 to all attributes if you go longer than 2 days without a fix"
>
Hooked (minor) - Cost: 2
</option>
<option
value="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)."
title="Abusing a dangerous substance -4 to all attributes for 2 weeks until you get your next dose (daily)."
>
Hooked (major) - Cost: 4
</option>
<option
value="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily."
title="Abusing a dangerous substance -4 to all attributes if you do not get a dose daily."
>
Hooked (major) - Cost: 4
</option>
<option
value="-2 to rolls to draw conclusions counter to your idealism"
title="-2 to rolls to draw conclusions counter to your idealism"
>
Idealist (minor) - Cost: 2
</option>
<option
value="Can't read/write -2 to any tech skill"
title="Can't read/write -2 to any tech skill"
>
Illiterate Backbirth (minor) - Cost: 2
</option>
<option
value="Afraid of technology superstitious."
title="Afraid of technology superstitious."
>
Illiterate Backbirth (major) - Cost: 4
</option>
<option
value="Inconvenient -2 to physical skills"
title="Inconvenient -2 to physical skills"
>
Illness (incurable persistent) (minor) - Cost: 2
</option>
<option
value="Crippling -4 to physical skills."
title="Crippling -4 to physical skills."
>
Illness (incurable persistent) (major) - Cost: 4
</option>
<option
value="-2 to social skill rolls you're distracted"
title="-2 to social skill rolls you're distracted"
>
Leaky Brainpan (minor) - Cost: 2
</option>
<option
value="-4 to social skill rolls you're off your nut rarely normal."
title="-4 to social skill rolls you're off your nut rarely normal."
>
Leaky Brainpan (major) - Cost: 4
</option>
<option
value="-2 on rolls to resist alcohol disease poison etc"
title="-2 on rolls to resist alcohol disease poison etc"
>
Lightweight (minor) - Cost: 2
</option>
<option
value="-2 in all interactions with 'real men' who work for a living"
title="-2 in all interactions with 'real men' who work for a living"
>
Lily Soft Hands (minor) - Cost: 2
</option>
<option
value="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
title="+4 to ranged defenses -2 to movement actions speed reduced to 8 feet per turn"
>
Little Person (minor) - Cost: 2
</option>
<option
value="+2 to ranged defenses -2 to movement actions and athletic skills"
title="+2 to ranged defenses -2 to movement actions and athletic skills"
>
Little Person (minor) - Cost: 2
</option>
<option
value="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
title="Will not leave/betray the chosen target of your loyalty nor tolerate betrayal from others"
>
Loyal (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="+2 to rolls for others to spot or recognize you"
title="+2 to rolls for others to spot or recognize you"
>
Memorable (minor) - Cost: 2
</option>
<option
value="+2 to rolls for others to track you down -2 to attempts to disguise"
title="+2 to rolls for others to track you down -2 to attempts to disguise"
>
Memorable (minor) - Cost: 2
</option>
<option
value="Must use non-verbal communications"
title="Must use non-verbal communications"
>
Mute (minor) - Cost: 2
</option>
<option
value="Must use non-verbal communications."
title="Must use non-verbal communications."
>
Mute (major) - Cost: 4
</option>
<option
value="Need things organized -2 when things are messy"
title="Need things organized -2 when things are messy"
>
Neatfreak/OCD (minor) - Cost: 2
</option>
<option
value="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt."
title="Full-on OCD phobic of dirt -4 to any activity involving any kind of dirt."
>
Neatfreak/OCD (major) - Cost: 4
</option>
<option
value="Will only fight for your own survival -2 to combat rolls if forced to fight"
title="Will only fight for your own survival -2 to combat rolls if forced to fight"
>
Non-fightin' type (minor) - Cost: 2
</option>
<option
value="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
title="You always underestimate the opposition will bet it all on a roll of the dice pick fights you shouldn't etc"
>
Overconfident (minor) - Cost: 2
</option>
<option
value="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement."
title="-4 to melee actions. Unassisted: Move 2 feet per turn Manual Wheelchair: Move 5 feet per turn -4 to movement actions Electric Wheelchair: Normal movement."
>
Paralyzed (major) - Cost: 4
</option>
<option
value="-4 to athletic and movement rolls -4 to melee combat."
title="-4 to athletic and movement rolls -4 to melee combat."
>
Paralyzed (major) - Cost: 4
</option>
<option
value="-2 to all attributes in the presence of chosen phobia"
title="-2 to all attributes in the presence of chosen phobia"
>
Phobia (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
title="-2 to all attributes in the presence of chosen phobia must make a willpower check to overcome"
>
Phobia (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to all athletic rolls -2 to interaction rolls with fitness-focused individuals"
>
Portly (minor) - Cost: 2
</option>
<option
value="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to all athletic covert and movement rolls -2 to interaction rolls with fitness-focused individuals"
>
Portly (minor) - Cost: 2
</option>
<option
value="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn."
title="-4 to all athletic rolls -4 to interaction rolls with fitness-focused individuals -2 to all covert rolls involving disguise and hiding movement reduced to 5 feet per turn."
>
Portly (major) - Cost: 4
</option>
<option
value="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals."
title="-4 to all athletic covert and movement rolls -4 to interaction rolls with fitness-focused individuals."
>
Portly (major) - Cost: 4
</option>
<option
value="-2 to all interaction rolls with the chosen demographic"
title="-2 to all interaction rolls with the chosen demographic"
>
Prejudice (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present."
title="-4 to all interaction rolls with the chosen demographic -2 to all group interaction rolls if you're present."
>
Prejudice (major) - Cost: 4 - *Requires Specialization*
</option>
<option
value="-2 to any interaction with authority"
title="-2 to any interaction with authority"
>
Rebellious (minor) - Cost: 2
</option>
<option
value="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
title="You're cruel and need to hurt people. +2 to forced persuasion -2 in all 'proper' social situations -1 to the group due to your mannerisms"
>
Sadistic (minor) - Cost: 2
</option>
<option
value="You're cruel and don't pass up the chance to hurt people."
title="You're cruel and don't pass up the chance to hurt people."
>
Sadistic (major) - Cost: 4
</option>
<option
value="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
title="-2 to strength and athletic rolls -2 to interaction rolls with fitness-focused individuals"
>
Scrawny (minor) - Cost: 2
</option>
<option
value="Shunned -2 to any social action"
title="Shunned -2 to any social action"
>
Second Class Citizen (minor) - Cost: 2
</option>
<option
value="Untouchable -4 to any social action."
title="Untouchable -4 to any social action."
>
Second Class Citizen (major) - Cost: 4
</option>
<option
value="-2 to any action with someone you don't know"
title="-2 to any action with someone you don't know"
>
Shy (minor) - Cost: 2
</option>
<option
value="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
title="-2 to use of chosen Skill improvements cost 2 additional points to Skill or its Specialties"
>
Slow Learner (minor) - Cost: 2 - *Requires Specialization*
</option>
<option
value="-2 to any Lore skill roll because you didn't learn it as well as you thought"
title="-2 to any Lore skill roll because you didn't learn it as well as you thought"
>
Slow Learner (minor) - Cost: 2
</option>
<option
value="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
title="When taking any damage you take one more point of Stun. Must roll Average Willpower+Discipline to keep from weeping and wailing when Wounded"
>
Soft (minor) - Cost: 2
</option>
<option
value="+1 vulnerability when you take melee dmg you take 1 more pt"
title="+1 vulnerability when you take melee dmg you take 1 more pt"
>
Soft (minor) - Cost: 2
</option>
<option
value="You never part with your money buy off brand haggle for everything"
title="You never part with your money buy off brand haggle for everything"
>
Stingy (minor) - Cost: 2
</option>
<option
value="-2 to any attempt to lie/deceive"
title="-2 to any attempt to lie/deceive"
>
Straight Shooter (minor) - Cost: 2
</option>
<option
value="-2 to any attempt to lie/deceive -1 to any group attempt if you are present."
title="-2 to any attempt to lie/deceive -1 to any group attempt if you are present."
>
Straight Shooter (major) - Cost: 4
</option>
<option
value="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
title="-2 to any roll if you feel you're having bad luck (bad omen happened) +2 to any roll for good luck (good omen happened)"
>
Superstitious (minor) - Cost: 2
</option>
<option
value="-2 to any roll if you feel you're having bad luck (bad omen happened)"
title="-2 to any roll if you feel you're having bad luck (bad omen happened)"
>
Superstitious (minor) - Cost: 2
</option>
<option
value="Once per session GM can ask you to re-roll any roll and take lower result"
title="Once per session GM can ask you to re-roll any roll and take lower result"
>
Things Don't Go So Smooth (minor) - Cost: 2
</option>
<option
value="Twice per session GM can ask you to re-roll any roll and take lower result."
title="Twice per session GM can ask you to re-roll any roll and take lower result."
>
Things Don't Go So Smooth (major) - Cost: 4
</option>
<option
value="Always follows the rules - -2 on actions that are illegal or against orders"
title="Always follows the rules - -2 on actions that are illegal or against orders"
>
Toes the Line (minor) - Cost: 2
</option>
<option
value="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
title="Once per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
>
Traumatic Flashes (minor) - Cost: 2
</option>
<option
value="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
title="Twice per session GM can trigger incapable of action for d2 turns -2 to all attributes for 10 min"
>
Traumatic Flashes (major) - Cost: 4
</option>
<option
value="Twice per session GM can trigger -4 to all attributes for 10 min."
title="Twice per session GM can trigger -4 to all attributes for 10 min."
>
Traumatic Flashes (major) - Cost: 4
</option>
<option
value="You don't trust anyone -2 to skill rolls to influence"
title="You don't trust anyone -2 to skill rolls to influence"
>
Twitchy (minor) - Cost: 2
</option>
<option
value="-2 to all physical tasks"
title="-2 to all physical tasks"
>
Two Left Feet (minor) - Cost: 2
</option>
<option
value="-4 to all physical tasks"
title="-4 to all physical tasks"
>
Two Left Feet (major) - Cost: 4
</option>
<option
value="-2 to social skills interacting with others"
title="-2 to social skills interacting with others"
>
Ugly as Sin (minor) - Cost: 2
</option>
<option
value="All relevant plot points spent cost twice the usual amount."
title="All relevant plot points spent cost twice the usual amount."
>
Ugly as Sin (major) - Cost: 4
</option>
<option
value="-2 to all attributes until the source of the discomfort is removed"
title="-2 to all attributes until the source of the discomfort is removed"
>
Weak Stomach (minor) - Cost: 2
</option>
<option
value="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes."
title="Make an Average Vitality+Willpower roll to avoid fainting for 2d4 minutes every 5 minutes."
>
Weak Stomach (major) - Cost: 4
</option>
<option
value="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting."
title="Make a willpower roll to avoid fainting -4 to attributes if you avoid fainting."
>
Weak Stomach (major) - Cost: 4
</option>
<option
value="-2 to willpower to resist mouthing off -2 to social interactions if failed"
title="-2 to willpower to resist mouthing off -2 to social interactions if failed"
>
Wisecraker/Smartass (minor) - Cost: 2
</option>
<option
value="Under 20 treated as a kid"
title="Under 20 treated as a kid"
>
Young'un (minor) - Cost: 2
</option>
<option
value="Under 16 underage restricted freedom."
title="Under 16 underage restricted freedom."
>
Young'un (major) - Cost: 4
</option>
</select>
<div class="sheet-serenity-complication-specialization">
Specialization (if applicable):
<input
type="text"
name="attr_Specialization"
title="Complication Specialization (if applicable)"
/>
</div>
<div class="sheet-serenity-complication-description">
<span name="attr_Complication"></span>
</div>
<hr />
</fieldset>
<label class="sheet-serenity-character-custom-complications">
<input
type="checkbox"
class="sheet-serenity-custom-complication-enable"
name="attr_AllowCustomComplications"
/>
<span class="sheet-serenity-arrow">Custom</span>
<div class="sheet-serenity-custom-complications">
<fieldset class="repeating_customComplications">
<label class="sheet-serenity-custom-complication">
Complication:
<textarea
rows="1"
name="attr_CustomComplicationTitle"
title="Custom complication title &amp; description"
></textarea>
</label>
<div>
<label class="sheet-serenity-complication-specialization"
>Specialization (if applicable):
<input
type="text"
name="attr_CustomComplicationSpecialization"
title="Complication Specialization (if applicable)"
/>
</label>
<select name="attr_CustomComplicationLevel">
<option value="Major">Major</option>
<option value="Minor">Minor</option>
</select>
</div>
<hr />
</fieldset>
</div>
</label>
</div>
</div>
</div>
</div>
<div class="sheet-tab-content sheet-tab2-content">
<!-- CURRENCY -->
<div class="sheet-serenity-float-group">
<div class="sheet-serenity-fieldset sheet-serenity-currency">
<span class="sheet-serenity-fieldset-title">Currency</span>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>
<span class="sheet-serenity-credits">&euro; In Bank:</span>
</td>
<td>
<input
type="text"
name="attr_CreditsInBank"
value="0"
title="1cr = 2.5 plat = 5 gold = 250 silver"
/>
</td>
</tr>
<tr>
<td>
<span class="sheet-serenity-credits">&euro; On Hand:</span>
</td>
<td>
<input
type="text"
name="attr_CreditsOnHand"
value="0"
title="1cr = 2.5 plat = 5 gold = 250 silver"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-platinum">Platinum:</span></td>
<td><input type="text" name="attr_Platinum" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_PlatinumInCredits"
value="@{Platinum}/2.5"
title="Value of your platinum in credits"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-gold">Gold:</span></td>
<td><input type="text" name="attr_Gold" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_GoldInCredits"
value="@{Gold}/5"
title="Value of your gold in credits"
/>
</td>
</tr>
<tr>
<td><span class="sheet-serenity-silver">Silver:</span></td>
<td><input type="text" name="attr_Silver" value="0" /></td>
<td>
<input
type="text"
disabled=""
name="attr_SilverInCredits"
value="@{Silver}/250"
title="Value of your silver in credits"
/>
</td>
</tr>
</tbody>
</table>
<div class="sheet-serenity-currency-conversions">
&euro; 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)
</div>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-combat-actions">
<span class="sheet-serenity-fieldset-title">Combat Actions</span>
<table border="0" cellpadding="0" cellspacing="0">
<tbody>
<tr>
<td>Free Actions</td>
<td>Talk, Walk, Innate Defense, Reactions</td>
</tr>
<tr>
<td>Movements</td>
<td>Walk (0 acts), Hustle (1 acts), Run (2 acts)</td>
</tr>
<tr>
<td>(call or react) Defense</td>
<td>Block, Dodge, Take Cover</td>
</tr>
<tr>
<td>Attack</td>
<td>Aim, Call Shot, Disarm, Feint, Grapple</td>
</tr>
<tr>
<td>All-Out Def. / Atk.</td>
<td><button type="action" name="act_skillStepsAllOut" >+2 Skill Step</button> if all actions defend / attack</td>
</tr>
<tr>
<td>Multiple Actions</td>
<td><button type="action" name="act_skillStepsMultiAct" >-1 Skill Step</button> for all actions per extra act</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="sheet-serenity-float-group">
<!-- EQUIPMENT -->
<div class="sheet-serenity-fieldset sheet-serenity-character-equipment">
<span class="sheet-serenity-fieldset-title">Equipment</span>
Held Equipment &amp; Weapons:<br /><textarea
name="attr_HeldEquipment"
></textarea>
<br />Stored Equipment &amp; Weapons:<br /><textarea
name="attr_StoredEquipment"
></textarea>
</div>
<!-- WEAPONS -->
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
<span class="sheet-serenity-fieldset-title"
>Equipped Hand-to-Hand Weapons</span
>
<span class="sheet-serenity-weapon-name-label"></span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-weight-label"></span>
<div class="sheet-serenity-unarmed">
<span class="sheet-serenity-weapon-name">Unarmed</span>
<span>d</span>
<input
type="number"
name="attr_UnarmedDamage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_UnarmedDamageType"
>
<option value="Basic">Basic</option>
<option value="Stun">Stun</option>
<option value="Wound">Wound</option>
</select>
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Unarmed Combat}} {{Roll=[[1d@{UnarmedDamage}]]}} {{Type=@{UnarmedDamageType}}}" name="roll_unarmed"</button></span>
</div>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-button-label"> </span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_handToHandWeapons">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="Basic">Basic</option>
<option value="Stun">Stun</option>
<option value="Wound">Wound</option>
</select>
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[1d@{Damage}]]}} {{Type=@{DamageType}}}" name="roll_h2hweapon"</button></span>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
value="1"
/>
</fieldset>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
<span class="sheet-serenity-fieldset-title"
>Equipped Ranged Weapons</span
>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-button-label"> </span>
<span class="sheet-serenity-weapon-range-label">Range</span>
<span class="sheet-serenity-weapon-rof-label">ROF</span>
<span class="sheet-serenity-weapon-magazine-label">Mag</span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_rangedWeapons">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="Basic">Basic</option>
<option value="Stun">Stun</option>
<option value="Wound">Wound</option>
</select>
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[1d@{Damage}]]}} {{Type=@{DamageType}}} {{Range=@{Range}}} {{ROF=@{ROF}}} {{Mag=@{Magazine}}}" name="roll_rangedweapon"</button></span>
<input
type="number"
name="attr_Range"
class="sheet-serenity-weapon-range"
min="0"
max="9999"
step="5"
value="10"
/>
<input
type="number"
name="attr_ROF"
class="sheet-serenity-weapon-rof"
min="1"
max="99"
value="1"
/>
<input
type="number"
name="attr_Magazine"
class="sheet-serenity-weapon-magazine"
min="1"
max="99"
value="1"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
max="99"
value="1"
/>
</fieldset>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-character-weapons">
<span class="sheet-serenity-fieldset-title">Equipped Explosives</span>
<span class="sheet-serenity-weapon-name-label">Name</span>
<span class="sheet-serenity-weapon-damage-label">Damage</span>
<span class="sheet-serenity-weapon-numdie-label"> </span>
<span class="sheet-serenity-weapon-button-label"> </span>
<span class="sheet-serenity-weapon-range-label">Range</span>
<span class="sheet-serenity-weapon-weight-label">Weight</span>
<fieldset class="repeating_explosives">
<input
type="text"
name="attr_Name"
class="sheet-serenity-weapon-name"
/>
<input
type="number"
name="attr_numDie"
class="sheet-serenity-weapon-numdie"
min="1"
max="99"
step="1"
value="1"
style="text-align: right;"
dir="rtl"
/>
<span>d</span>
<input
type="number"
name="attr_Damage"
class="sheet-serenity-weapon-damage"
min="2"
max="99"
step="2"
value="2"
/>
<select
class="sheet-serenity-weapon-damage-type"
name="attr_DamageType"
>
<option value="Basic">Basic</option>
<option value="Stun">Stun</option>
<option value="Wound">Wound</option>
</select>
<span><button class='sheet-small-button' type="roll" value="&{template:combat} {{Actor=@{display_name}}} {{name=Combat: @{Name}}} {{Roll=[[@{numDie}d@{Damage}]]}} {{Type=@{DamageType}}} {{Range=@{Range}}}" name="roll_rangedweapon"</button></span>
<input
type="number"
name="attr_Range"
class="sheet-serenity-weapon-range"
min="0"
max="9999"
step="5"
value="10"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-weapon-weight"
min="0"
max="99"
value="1"
/>
</fieldset>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-character-armor">
<span class="sheet-serenity-fieldset-title">Equipped Armor</span>
<span class="sheet-serenity-armor-name-label">Name</span>
<span class="sheet-serenity-armor-rating-label">Rating</span>
<span class="sheet-serenity-armor-penalty-label"
>&nbsp;&nbsp;&nbsp;&nbsp;Penalties<br />
Agility&nbsp;&nbsp;&nbsp;Alert.</span
>
<span class="sheet-serenity-armor-weight-label">Weight</span>
<fieldset class="repeating_armor">
<input
type="text"
name="attr_Name"
class="sheet-serenity-armor-name"
/>
<input
type="number"
name="attr_Rating"
class="sheet-serenity-armor-rating"
min="0"
max="99"
step="1"
value="1"
/>
<select
class="sheet-serenity-armor-rating-type"
name="attr_RatingType"
>
<option value="B">Basic</option>
<option value="S">Stun</option>
<option value="W">Wound</option>
</select>
<input
type="number"
name="attr_AgilityPenalty"
class="sheet-serenity-armor-penalty"
min="-99"
max="0"
value="0"
/>
<input
type="number"
name="attr_AlertnessPenalty"
class="sheet-serenity-armor-penalty"
min="-99"
max="0"
value="0"
/>
<input
type="number"
name="attr_Weight"
class="sheet-serenity-armor-weight"
min="0"
max="99"
value="1"
/>
<div>
Effects:&nbsp;<input
type="text"
name="attr_Effects"
class="sheet-serenity-armor-effects"
/>
</div>
</fieldset>
</div>
</div>
</div>
<div class="sheet-tab-content sheet-tab3-content">
<div class="sheet-serenity-fieldset sheet-serenity-notes">
<span class="sheet-serenity-fieldset-title">Notes</span>
<textarea name="attr_Notes"></textarea>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-explanation">
<span class="sheet-serenity-fieldset-title">Description</span>
<textarea name="attr_Description"></textarea>
</div>
<div class="sheet-serenity-fieldset sheet-serenity-history">
<span class="sheet-serenity-fieldset-title">History</span>
<textarea name="attr_History"></textarea>
</div>
</div>
<!-- Roll Templates -->
<rolltemplate class="sheet-rolltemplate-combat">
<table>
{{#Actor}}
<tr><td><span class="tcat"></span>*{{Actor}}*</td></tr>
{{/Actor}}
<tr><th>{{name}}</th></tr>
<tr><td><div class="arrow-right"></div></td></tr>
<tr><td><span class="tlcat">Damage: </span>{{Roll}}<span class="tcat"> {{Type}}</td></tr>
{{#Range}}
<tr><td><span class="tcat">Range: </span>{{Range}}</td></tr>
{{/Range}}
{{#ROF}}
<tr><td><span class="tcat">RoF: </span>{{ROF}}<span class="tcat"> Mag: </span>{{Mag}}</td></tr>
{{/ROF}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-check">
<table>
<tr><th>{{name}}</th></tr>
{{#SkillName}}
<tr><th>*for* {{SkillName}}</th></tr>
{{/SkillName}}
<tr><td><div class="arrow-right"></div></td></tr>
<tr><td><span class="tcat">Check: </span>{{Roll}}</td></tr>
</rolltemplate>
<script type="text/worker">
on("sheet:opened", function() {
console.log("************ Attribute Translation and Skills Initialization ************");
getAttrs(["skillStep", "Agility","Strength","Vitality","Alertness","Intelligence","Willpower", "AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat","character_name", "display_name" ], function(values) {
// Check display name, if "None chosen" default to character_name
let displayName = values.display_name;
let characterName = values.character_name;
console.log(" Display name currently: " + displayName);
if (displayName == "None chosen") {
displayName = characterName ;
console.log(" Display name reset to: " + displayName);
setAttrs({ display_name: displayName });
}
const Attributes = [values.Agility,values.Strength,values.Vitality,values.Alertness,values.Intelligence,values.Willpower]
let AttributesLen = Attributes.length;
console.log(" Check for previous version Attribute values, just digits e.g. 4,6,8,etc., in " + AttributesLen + " Attributes");
// Check Attributes
let oldCount = 0;
for (let i = 0; i < AttributesLen; i++) {
//console.log("Attribute " + i + " is " + Attributes[i]);
var die = "d0";
if ('d' != Attributes[i][0]) {
var oldStyleAtrribute = Attributes[i];
//console.log("Attribute " + i + " has an old value " + Attributes[i]);
oldCount += 1;
switch (Attributes[i]) {
case "4":
die = "d4";
break;
case "6":
die = "d6";
break;
case "8":
die = "d8";
break;
case "10":
die = "d10";
break;
case "12":
die = "d12";
break;
case "14":
die = "d12+d2";
break;
case "16":
die = "d12+d4";
break;
case "18":
die = "d12+d6";
break;
case "20":
die = "d12+d8";
break;
case "22":
die = "d12+d10";
break;
case "24":
die = "d12+d12";
break;
}
Attributes[i] = die;
console.log(" Change Attribute " + i + " from " + oldStyleAtrribute + " to " + Attributes[i]);
}
}
if (oldCount > 0) {
setAttrs({
Agility: Attributes[0], Strength: Attributes[1], Vitality: Attributes[2], Alertness: Attributes[3], Intelligence: Attributes[4], Willpower: Attributes[5]
});
}
// Check Skills
const Skills = [values.AnimalHandling, values.Artistry, values.Athletics, values.Covert, values.Craft, values.Discipline, values.Guns, values.HeavyWeapons, values.Influence, values.Knowledge, values.Linguist, values.MechanicalEngineering, values.MedicalExpertise, values.MeleeWeapons, values.Perception, values.Performance, values.Pilot, values.PlanetaryVehicles, values.RangedWeapons, values.ScientificExpertise, values.Survival, values.TechnicalEngineering, values.UnarmedCombat]
let SkillStep = parseInt(values.skillStep)||0;
let SkillsLen = Skills.length
console.log(" check for undefined values or old style values in " + SkillsLen + " Skills");
// Despite 'selected', default values for Skills are 'undefined'
let undefCount = 0;
let oldSkillCount = 0;
for (let i = 0; i < SkillsLen; i++) {
//console.log(" i " + i + " is " + Skills[i]);
if (undefined == Skills[i]) {
undefCount += 1;
Skills[i] = "d0";
console.log(" i " + i + " was undefined but now " + Skills[i]);
}
var die = "d0";
if ('d' != Skills[i][0]) {
//console.log(" Skill " + i + " is oldstyle " + Skills[i]);
oldSkillCount += 1;
switch (Skills[i]) {
case "0":
die = "d0";
break;
case "2":
die = "d2";
break;
case "4":
die = "d4";
break;
case "6":
die = "d6";
break;
}
Skills[i] = die;
console.log(" Skill " + i + " was old but is now " + Skills[i]);
}
}
if ((undefCount > 0) || (oldSkillCount > 0)) {
setAttrs({
AnimalHandling: Skills[0], Artistry: Skills[1], Athletics: Skills[2], Covert: Skills[3], Craft: Skills[4], Discipline: Skills[5], Guns: Skills[6], HeavyWeapons: Skills[7], Influence: Skills[8], Knowledge: Skills[9], Linguist: Skills[10], MechanicalEngineering: Skills[11], MedicalExpertise: Skills[12], MeleeWeapons: Skills[13], Perception: Skills[14], Performance: Skills[15], Pilot: Skills[16], PlanetaryVehicles: Skills[17], RangedWeapons: Skills[18], ScientificExpertise: Skills[19], Survival: Skills[20], TechnicalEngineering: Skills[21], UnarmedCombat: Skills[22]
});
}
// Check Specialties for Translation (old die values where "d8" was "8")
// console.log("***** Checking Specialties translation ****");
getSectionIDs(`repeating_specialties`, function(idArray) {
// create a variable to hold all the needed specialties names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_specialties_" + idArray[i] + "_Skill",
"repeating_specialties_" + idArray[i] + "_Level"
);
};
//console.log(" Specialties length : " + idArray.length);
getAttrs(fieldnames, function(pvalue) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var Skill = pvalue["repeating_specialties_" + idArray[i] + "_Skill"];
var Level = pvalue["repeating_specialties_" + idArray[i] + "_Level"];
//console.log(" Specialty " + Skill + " level " + Level);
var oldCount = 0;
var die = "d0";
if ('d' != Level[0]) {
//console.log(" Specialty " + Skill + " old style level " + Level);
oldCount += 1;
switch (Level) {
case "8":
die = "d8";
break;
case "10":
die = "d10";
break;
case "12":
die = "d12";
break;
case "14":
die = "d12+d2";
break;
case "16":
die = "d12+d4";
break;
case "18":
die = "d12+d6";
break;
case "20":
die = "d12+d8";
break;
case "22":
die = "d12+d10";
break;
case "24":
die = "d12+d12";
break;
}
setAttrs({
["repeating_specialties_" + idArray[i] + "_Level"]: die
});
console.log(" Specialty " + Skill + " was old but is now " + die);
}
};
});
});
});
});
on("change:agility change:strength change:vitality change:alertness change:intelligence change:willpower sheet:opened", function() {
console.log("************ Start Derived Traits ************");
getAttrs(["skillStep", "Agility","Strength","Vitality","Alertness","Intelligence","Willpower"], function(values) {
let agility = values.Agility
let strength = values.Strength
let vitality = values.Vitality
let alertness = values.Alertness
let intelligence = values.Intelligence
let willpower = values.Willpower
/* Derived Traits */
let initiative = values.Agility + " + " + values.Alertness
let longhaul = values.Strength + " + " + values.Vitality
let burstofstrength = "2 * " + values.Strength
let memorize = values.Intelligence + " + " + values.Alertness
let endurance = values.Vitality + " + " + values.Willpower
let recall = values.Intelligence + " + " + values.Willpower
let outofharm = values.Agility + " + " + values.Alertness
let resist = "2 * " + values.Vitality
/* Life Points and Attribute Penalty */
let lifePoints = maxValueFromDiceString(values.Vitality) + maxValueFromDiceString(values.Willpower)
let lifePenalty = lifePoints/2
console.log(" Attribute: ");
console.log(" Agility: " + agility);
console.log(" Strength: " + strength);
console.log(" Vitality: " + vitality);
console.log(" Alertness: " + alertness);
console.log(" Intelligence: " + intelligence);
console.log(" Willpower: " + willpower);
console.log(" Derived Traits: ");
console.log(" initiative: " + initiative);
console.log(" longhaul: " + longhaul);
console.log(" burstofstrength: " + burstofstrength);
console.log(" memorize: " + memorize);
console.log(" endurance: " + endurance);
console.log(" recall: " + recall);
console.log(" outofharm: " + outofharm);
console.log(" resist: " + resist);
console.log(" Life Points and half Limit: ");
console.log(" Life Points: " + lifePoints);
console.log(" Penalty Limit: " + lifePenalty);
/* Total Attribute Cost */
let totalAttributeCost = 0;
const Attributes = [values.Agility, values.Strength, values.Vitality, values.Alertness, values.Intelligence, values.Willpower];
for (let i = 0; i < Attributes.length; i++) {
totalAttributeCost += maxValueFromDiceString(Attributes[i])
console.log(" i " + i + " is " + Attributes[i] + " running total attribute cost: " + totalAttributeCost);
}
setAttrs({
Initiative:initiative, LongHaul:longhaul, BurstOfStrength:burstofstrength, Memorize:memorize, Endurance:endurance, Recall:recall, OutOfHarm:outofharm, Resist:resist, attribute_cost: totalAttributeCost, LifePoints:lifePoints, LifePenalty:lifePenalty
});
});
});
on("change:advancement_points change:advancement_points_used sheet:opened", function() {
console.log("************ Start Advancement Points ************");
getAttrs(["advancement_points","advancement_points_used","advancement_points_unused","skill_cost","assets_cost","complications_cost"], function(pvalue) {
let total = pvalue.advancement_points
let used = pvalue.advancement_points_used
let unused = pvalue.advancement_points_unused
let unused_now = total - used;
console.log(" Advancemnt Points: ");
console.log(" Total: " + total);
console.log(" Used: " + used);
console.log(" Unused: " + unused);
console.log(" Calculated unused: " + unused_now);
// Calculate costs of attributes, general and specialties skills
getAttrs(["Agility", "Strength", "Vitality", "Alertness", "Intelligence", "Willpower","AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat" ], function(values) {
const Attributes = [values.Agility, values.Strength, values.Vitality, values.Alertness, values.Intelligence, values.Willpower]
let attributesLen = Attributes.length
const Skills = [values.AnimalHandling, values.Artistry, values.Athletics, values.Covert, values.Craft, values.Discipline, values.Guns, values.HeavyWeapons, values.Influence, values.Knowledge, values.Linguist, values.MechanicalEngineering, values.MedicalExpertise, values.MeleeWeapons, values.Perception, values.Performance, values.Pilot, values.PlanetaryVehicles, values.RangedWeapons, values.ScientificExpertise, values.Survival, values.TechnicalEngineering, values.UnarmedCombat]
let skillsLen = Skills.length
let attributeCost = 0
let skillCost = 0
let specialtiesCost = 0
let assetsCost = 0
let complicationsCost = 0
for (let i = 0; i < attributesLen; i++) {
attributeCost += maxValueFromDiceString(Attributes[i])
console.log(" i " + i + " is " + Attributes[i] + " total attribute cost: " + attributeCost);
}
var oldSkillCost = 0; // cut down on debug output by just outputting changes
for (let i = 0; i < skillsLen; i++) {
skillCost += maxValueFromDiceString(Skills[i])
if (skillCost != oldSkillCost) {
console.log(" i " + i + " is " + Skills[i] + " total skill cost: " + skillCost);
}
oldSkillCost = skillCost;
}
//Walkthrough of repeating_specialties to calcualte skill point cost
getSectionIDs(`repeating_specialties`, function(idArray) {
console.log("In repeating_specialties Levels");
// create a variable to hold all the needed attribute names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_specialties_" + idArray[i] + "_Skill",
"repeating_specialties_" + idArray[i] + "_Level"
);
};
console.log(" Specialties length : " + idArray.length);
getAttrs(fieldnames, function(sp_values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var Skill = sp_values["repeating_specialties_" + idArray[i] + "_Skill"];
var Level = sp_values["repeating_specialties_" + idArray[i] + "_Level"];
specialtiesCost += (maxValueFromDiceString(Level) - 6); // /* 1st level Specialty is d8 but only costs 2 points: 8-2=6 */
console.log(" Specialty Skill : " + Skill + " Level : " + Level + " total cost: " + specialtiesCost);
};
});
});
console.log(" specialty_cost: " + specialtiesCost);
//Walkthrough of repeating_complications to calculate point cost (negative)
getSectionIDs(`repeating_complications`, function(idArray) {
console.log("In repeating_complications to calculate complications_cost");
// create a variable to hold all the needed attribute names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_complications_" + idArray[i] + "_Complication"
);
};
console.log(" Complications length : " + idArray.length);
getAttrs(fieldnames, function(cmp_values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var description = cmp_values["repeating_complications_" + idArray[i] + "_Complication"];
complicationsCost -= pointCost(description); // Complications add Attribute points
console.log(" Complication : " + description + " total cost: " + complicationsCost);
};
});
setAttrs({
complications_cost: complicationsCost
});
console.log(" complications_cost after Walkthrough: " + complicationsCost);
});
//Walkthrough of repeating_assets to calculate point cost
getSectionIDs(`repeating_assets`, function(idArray) {
console.log("In repeating_assets to scrape point costs from Asset value text");
// create a variable to hold all the needed attribute names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_assets_" + idArray[i] + "_Asset"
);
};
console.log(" Assets length : " + idArray.length);
getAttrs(fieldnames, function(ast_values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var description = ast_values["repeating_assets_" + idArray[i] + "_Asset"];
assetsCost += pointCost(description);
console.log(" Asset : " + description + " total cost: " + assetsCost);
};
console.log(" assets_cost: " + assetsCost);
// used = attributeCost + skillCost + specialtiesCost + assetsCost + complicationsCost;
console.log(" About to set:" + " advancement_points_used " + used + " advancement_points_unused " + unused_now + " attribute_cost: " + attributeCost + " skill_cost" + skillCost + " specialty_cost: " + specialtiesCost + " assets_cost: " + assetsCost + " complications_cost: " + complicationsCost);
setAttrs({
advancement_points_used: used, advancement_points_unused: unused_now, attribute_cost: attributeCost, skill_cost: skillCost, specialty_cost: specialtiesCost, assets_cost: assetsCost, complications_cost: complicationsCost
});
});
});
});
});
});
function pointCost(description){
// pointCost() differentiates between 'minor' and 'major' by searching
// for a period '.' at the end of the descriptive text
//console.log (" Verbage: " + description.slice(0,35));
var E = description.charAt(description.length - 1);
if ((E=='.') == true) {
//console.log (" pointCost: " + 4 + " as end char: " + E);
return 4;
}
//console.log (" pointCost: " + 2 + " as end char: " + E);
return 2;
}
on("change:wounds change:lifepoints sheet:opened", function() {
console.log("************ Start Hit Point ************");
getAttrs(["wounds","Vitality","Willpower","lifePenalty","skillStep","AttributePenaltyFlag"], function(values) {
let Wounds = parseInt(values.wounds)||0
let lifePoints = maxValueFromDiceString(values.Vitality) + maxValueFromDiceString(values.Willpower)
let lifePenalty = lifePoints/2
let damage = Wounds //pg 24, only Wounds count towards -2 Attribute Penalty
let SkillStep = parseInt(values.skillStep)||0
let oldAttributePenaltyFlag = parseInt(values.AttributePenaltyFlag)||0
let curAttributePenaltyFlag = 0; // being optimistic
console.log(" Wounds: " + Wounds);
if (damage >= lifePenalty) {
curAttributePenaltyFlag = 1;
if (oldAttributePenaltyFlag == 0) {
SkillStep -= 2
console.log(" Setting AttributePenaltyFlag and adding -2 to SkillStep for: " + SkillStep);
}
} else {
curAttributePenaltyFlag = 0;
if (oldAttributePenaltyFlag == 1) {
SkillStep += 2
console.log(" Clearing AttributePenaltyFlag and adding +2 to SkillStep for: " + SkillStep);
}
}
console.log(" Life Point Values: ");
console.log(" LifePoints: " + lifePoints);
console.log(" lifePenalty: " + lifePenalty);
setAttrs({
AttributePenaltyFlag: curAttributePenaltyFlag, skillStep: SkillStep
});
});
});
function maxValueFromDiceString(diceString){
let maxValue = 0
switch (diceString) {
case "d0":
maxValue = 0;
break;
case "d2":
maxValue = 2;
break;
case "d4":
maxValue = 4;
break;
case "d6":
maxValue = 6;
break;
case "d8":
maxValue = 8;
break;
case "d10":
maxValue = 10;
break;
case "d12":
maxValue = 12;
break;
case "d12+d2":
maxValue = 14;
break;
case "d12+d4":
maxValue = 16;
break;
case "d12+d6":
maxValue = 18;
break;
case "d12+d8":
maxValue = 20;
break;
case "d12+d10":
maxValue = 22;
break;
case "d12+d12":
maxValue = 24;
break;
}
return maxValue;
}
on("change:repeating_specialties:Skill change:repeating_specialties:Level remove:repeating_specialties sheet:opened", function(eventInfo) {
// This sheetworker recalculates Specialties cost during Character Creation
console.log("***** Updating costs in Specialties ****");
let totalSpecialtiesCost = 0
getSectionIDs(`repeating_specialties`, function(idArray) {
// create a variable to hold all the needed specialties names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_specialties_" + idArray[i] + "_Skill",
"repeating_specialties_" + idArray[i] + "_Level"
);
};
console.log(" Specialties length : " + idArray.length);
getAttrs(fieldnames, function(values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var Skill = values["repeating_specialties_" + idArray[i] + "_Skill"];
var Level = values["repeating_specialties_" + idArray[i] + "_Level"];
var Cost = maxValueFromDiceString(Level) - 6; /* 1st level Specialty is d8 but only costs 2 points: 8-2=6 */
totalSpecialtiesCost += Cost
console.log(" Skill : " + Skill + " level: " + Level + " cost: " + Cost + " totalSpecialtiesCost: " + totalSpecialtiesCost);
};
setAttrs({
specialty_cost: totalSpecialtiesCost
});
console.log(" set specialty_cost to " + totalSpecialtiesCost);
});
});
});
on("change:repeating_assets remove:repeating_assets sheet:opened", function(eventInfo) {
// This sheetworker calculates to total cost of Assets during Character Creation
console.log("***** Updating total cost of Assets ****");
let totalAssetsCost = 0;
//Walkthrough of repeating_assets to recalculate cost of Assets
getSectionIDs(`repeating_assets`, function(idArray) {
console.log("In repeating_assets to calculate total cost");
// create a variable to hold all the needed assets names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_assets_" + idArray[i] + "_Asset"
);
};
fieldnames.push("assets_cost");
console.log(" Assets length : " + idArray.length);
getAttrs(fieldnames, function(values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var Asset = values["repeating_assets_" + idArray[i] + "_Asset"];
var assetsCost = pointCost(Asset);
totalAssetsCost += assetsCost;
console.log(" Asset: " + Asset + " Cost: " + assetsCost + " totalAssetsCost: " + totalAssetsCost);
};
setAttrs({
assets_cost : totalAssetsCost
});
console.log(" assets_cost: " + values.assets_cost + " totalAssetsCost: " + totalAssetsCost);
});
});
});
on("change:repeating_complications remove:repeating_complications sheet:opened", function(eventInfo) {
// This sheetworker calculates to total cost of Complications during Character Creation
console.log("***** Updating cost of Complications ****");
let totalComplicationsCost = -7;
getAttrs(["complications_cost"], function(pvalue) {
let oldCompCost = parseInt(pvalue.complications_cost)||0;
console.log(" old complications_cost: " + oldCompCost);
totalComplicationsCost = 0;
//Walkthrough of repeating_complications to recalculate cost of Complications
getSectionIDs(`repeating_complications`, function(idArray) {
// create a variable to hold all the needed complications names
var fieldnames = [];
for(var i = 0; i < idArray.length; i++) {
fieldnames.push(
"repeating_complications_" + idArray[i] + "_Complication"
);
};
console.log(" No. of Complications: " + idArray.length);
getAttrs(fieldnames, function(values) {
for(var i = 0; i < idArray.length; i++) {
// Extract characteristics
var Complication = values["repeating_complications_" + idArray[i] + "_Complication"];
var complicationCost = pointCost(Complication);
totalComplicationsCost -= complicationCost; // Complications add Attribute Points
console.log(" Complication: " + Complication + " Cost: " + complicationCost + " totalComplicationsCost: " + totalComplicationsCost);
};
setAttrs({
complications_cost : totalComplicationsCost
});
console.log(" complications_cost: " + pvalue.complications_cost + " totalComplicationsCost: " + totalComplicationsCost);
});
});
});
});
function stepDown(diceString){
let penaltyString = 0
switch (diceString) {
case "d0":
penaltyString = "d0";
break;
case "d2":
penaltyString = "d0";
break;
case "d4":
penaltyString = "d2";
break;
case "d6":
penaltyString = "d4";
break;
case "d8":
penaltyString = "d6";
break;
case "d10":
penaltyString = "d8";
break;
case "d12":
penaltyString = "d10";
break;
case "d12+d2":
penaltyString = "d12";
break;
case "d12+d4":
penaltyString = "d12+d2";
break;
case "d12+d6":
penaltyString = "d12+d4";
break;
case "d12+d8":
penaltyString = "d12+d6";
break;
case "d12+d10":
penaltyString = "d12+d8";
break;
case "d12+d12":
penaltyString = "d12+d10";
break;
case "d12+d12+d2":
penaltyString = "d12+d12";
break;
case "d12+d12+d4":
penaltyString = "d12+d12+d2";
break;
case "d12+d12+d6":
penaltyString = "d12+d12+d4";
break;
case "d12+d12+d8":
penaltyString = "d12+d12+d6";
break;
case "d12+d12+d10":
penaltyString = "d12+d12+d8";
break;
default:
penaltyString = "d0"; // an error text string for an Attribute will blow up Derived Traits
}
return penaltyString;
}
function stepUp(diceString){
let restoredString = 0
switch (diceString) {
case "d0":
restoredString = "d2";
break;
case "d2":
restoredString = "d4";
break;
case "d4":
restoredString = "d6";
break;
case "d6":
restoredString = "d8";
break;
case "d8":
restoredString = "d10";
break;
case "d10":
restoredString = "d12";
break;
case "d12":
restoredString = "d12+d2";
break;
case "d12+d2":
restoredString = "d12+d4";
break;
case "d12+d4":
restoredString = "d12+d6";
break;
case "d12+d6":
restoredString = "d12+d8";
break;
case "d12+d8":
restoredString = "d12+d10";
break;
case "d12+d10":
restoredString = "d12+d12";
break;
case "d12+d12":
restoredString = "d12+d12+d2";
break;
case "d12+d12+d2":
restoredString = "d12+d12+d4";
break;
case "d12+d12+d4":
restoredString = "d12+d12+d6";
break;
case "d12+d12+d6":
restoredString = "d12+d12+d8";
break;
default:
restoredString = "d12+d12+d12"; // an error text string for an Attribute will blow up Derived Traits
}
return restoredString;
}
<!-- Skill Step All Out: Actions defend/attack -->
on("clicked:skillstepsallout", function() {
//let previousStepAllOut = eventInfo.previousValue
//let stepStepAllOut = eventInfo.newValue
console.log(" ***** clicked skillStepsAllOut ****** ");
getAttrs(["skillStepActive", "skillStep" ], function(pvalue) {
console.log(" skillStepActive " + pvalue.skillStepActive);
console.log(" skillStep " + pvalue.skillStep);
if (pvalue.skillStepActive == 0) {
console.log(" skillStepActive set active");
setAttrs({ "skillStepActive":1 });
}
let SkillStep = parseInt(pvalue.skillStep)||0;
if (SkillStep >= 2) { //Assume turning off AllOut
SkillStep -= 2;
console.log(" stepStepAllOut deactivated");
} else {
SkillStep += 2;
console.log(" stepStepAllOut set active");
}
setAttrs({ skillStep:SkillStep });
});
});
<!-- Skill Step Multiple Actions -->
on("clicked:skillstepsmultiact", function() {
console.log(" ***** clicked skillStepsMultiAct to Decrease Skill Steps ****** ");
getAttrs(["skillStepActive", "skillStep", "AttributePenaltyFlag" ], function(pvalue) {
if (pvalue.skillStepActive == 0) {
setAttrs({ "skillStepActive":1 });
}
let attributePenaltyFlag = parseInt(pvalue.AttributePenaltyFlag)||0
let SkillStep = parseInt(pvalue.skillStep)||0;
console.log(" SkillStep was: " + SkillStep);
SkillStep -= 1;
console.log(" SkillStep is: " + SkillStep);
if ((SkillStep < -3) && (attributePenaltyFlag == 0)) { //Assume clearing MultipleActions
SkillStep = 0;
console.log(" SkillStep reset: " + SkillStep);
}
setAttrs({ skillStep:SkillStep });
});
});
on("change:AnimalHandling change:Artistry change:Athletics change:Covert change:Craft change:Discipline change:Guns change:HeavyWeapons change:Influence change:Knowledge change:Linguist change:MechanicalEngineering change:MedicalExpertise change:MeleeWeapons change:Perception change:Performance change:Pilot change:PlanetaryVehicles change:RangedWeapons change:ScientificExpertise change:Survival change:TechnicalEngineering change:UnarmedCombat", function() {
// This sheetworker synchronizes skill_cost
getAttrs(["AnimalHandling","Artistry","Athletics","Covert","Craft","Discipline","Guns","HeavyWeapons","Influence","Knowledge","Linguist","MechanicalEngineering","MedicalExpertise","MeleeWeapons","Perception","Performance","Pilot","PlanetaryVehicles","RangedWeapons","ScientificExpertise","Survival","TechnicalEngineering","UnarmedCombat" ], function(pvalue) {
const Skills = [pvalue.AnimalHandling, pvalue.Artistry, pvalue.Athletics, pvalue.Covert, pvalue.Craft, pvalue.Discipline, pvalue.Guns, pvalue.HeavyWeapons, pvalue.Influence, pvalue.Knowledge, pvalue.Linguist, pvalue.MechanicalEngineering, pvalue.MedicalExpertise, pvalue.MeleeWeapons, pvalue.Perception, pvalue.Performance, pvalue.Pilot, pvalue.PlanetaryVehicles, pvalue.RangedWeapons, pvalue.ScientificExpertise, pvalue.Survival, pvalue.TechnicalEngineering, pvalue.UnarmedCombat]
let skillsLen = Skills.length;
skillCost = 0;
for (let i = 0; i < skillsLen; i++) {
skillCost += maxValueFromDiceString(Skills[i])
console.log(" i " + i + " is " + Skills[i] + " total skill cost: " + skillCost);
}
setAttrs({ skill_cost:skillCost });
console.log( " total skill cost: " + skillCost);
});
});
<!-- Set Display Name to Character Name -->
on("clicked:character_name", function() {
console.log(" ***** clicked character_name ****** ");
getAttrs(["character_name", "display_name" ], function(pvalue) {
let char_name = pvalue.character_name;
console.log(" Character Name: " + char_name);
console.log(" Display Name: " + pvalue.display_name);
setAttrs({ display_name:char_name });
});
});
<!-- Set Display Name to Nickname -->
on("clicked:nickname", function() {
console.log(" ***** clicked nickname ****** ");
getAttrs(["nickname", "display_name" ], function(pvalue) {
let char_name = pvalue.nickname;
console.log(" Nickname: " + char_name);
console.log(" Display Name was: " + pvalue.display_name);
setAttrs({ display_name:char_name });
console.log(" Display Name now: " + char_name);
});
});
</script>