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roll20-character-sheets/Bunkers&Badasses/bnb.html
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2024-06-03 13:15:14 -04:00

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= <!-- !!!!!!!!!!!!!!!!!!!! SHEET STARTS HERE
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<div class="item">
<img class="sheet-bnb-logo" src="./Tiny-Tinas-Bunkers-Badasses-1620x800.png">
</div>
<input type="checkbox" id="1" class="sheet-tab1" value="1" checked="checked">Hunter <input type="checkbox" id="2" class="sheet-tab2" value="2" checked="checked">Stats <input type="checkbox" id="3" class="sheet-tab3" value="3" checked="checked">Combat <input type="checkbox" id="5" class="sheet-tab5" value="5" checked="checked">Skills <input type="checkbox" id="4" class="sheet-tab4" value="4" checked="checked">Weapons <input type="checkbox" id="6" class="sheet-tab6" value="6" checked="checked">Items <input type="checkbox" id="7" class="sheet-tab7" value="7" checked="checked">Levels <input type="checkbox" id="8" class="sheet-tab8" value="8" checked="checked">Feats <input type="checkbox" id="9" class="sheet-tab9" value="9" checked="checked">Traits
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<div class="sheet-hunter">
<div class="container">
<div class="item">
<h2 class="center">Vault Hunter</h2>
</div>
</div>
<div class="container">
<div class="item">
<p class="center" style="width: 100%">Welcome Vault Hunter. Below you will begin your journey. Pick your Archetype, Class and Background. All hunters start at level 1 in both Level and BadAss Rank. Your class will tell you what your melee die which will also be your health die as you level up. *NOTE* Use the boxes in the upper left to hide and show sections as preferred! </p>
</div>
</div>
<div class="container">
<div class="item">
<label>Archetype:</label>
<input type="text" name="attr_archetype" class="inputmargin" />
</div>
<div class="item">
<label>Class:</label>
<input type="text" name="attr_class" class="inputmargin" />
</div>
</div>
<div class="container">
<div class="item">
<label>Name:</label>
<input type="text" name="attr_character_name" class="inputmargin" />
</div>
<div class="item">
<label>Background</label>
<input type="text" name="attr_bground" class="inputmargin" />
</div>
<div class="item item-small">
<label>Level:</label>
<input type="text" name="attr_level" class="inputmargin" />
</div>
</div>
<div class="container">
<div class="item">
<label>Action Skill</label>
<input type="text" name="attr_caction" class="inputmargin" />
</div>
<div class="item item-small">
<label>Uses</label>
<input type="text" name="attr_cactionuses" class="inputmargin" />
</div>
</div>
</div>
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<div class="sheet-stats ">
<div class="container">
<h2 class="center">Stats and Checks</h2>
</div>
<div class="container">
<p class="center">Be sure and apply your Archetype and Class base stats to the DMG,ACC,MST,SPD as well as any background or trait modifiers where they are needed. </p>
</div>
<!-- ROLLS -->
<div class="containerrow">
<div class="container">
<div class="item">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{result=[[1d20 + @{acc}]]}}'>
<label>Accuracy </label>
</button>
<input type="text" name='attr_acc' class='sheet-short'>
</div>
<div class="item">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{result=[[1d20 + @{dmg}]]}}'>
<label>Damage*</label>
</button>
<input type="text" name='attr_dmg' class='sheet-short'>
</div>
<div class="item">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{result=[[1d20 + @{spd}]]}}'>
<label>Speed </label>
</button>
<input type="text" name='attr_spd' class='sheet-short'>
</div>
<div class="item">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{result=[[1d20 + @{mst}]]}}'>
<label>Mastery </label>
</button>
<input type="text" name='attr_mst' class='sheet-short'>
</div>
</div>
<div class="container">
<div class="item">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Initiative Roll=[[1d20]]}} {{Skill +=[[@{inimod}]]}} {{Mod +=[[@{inimod2}]]}}'>
<label>Initiative </label>
</button>
<input type="text" name='attr_inimod' class='sheet-short' value="(floor(@{spd}/2)+@{barank})" disabled>+ <input type="text" name='attr_inimod2' class='sheet-short' value="0">= <input type="text" name='attr_initiative' class='sheet-short' value="[round(@{inimod})+@{inimod2}]" disabled>
</div>
<!-- ADD MOVEMENT HERE IF WANTED-->
</div>
</div>
<div class="containerrow">
<div class="containercol4">
<!-- HEALTH -->
<div class="container">
<label class="center2">HP</label>
</div>
<div class="containerrow">
<div class="item">
<input type="text" name="attr_hp" placeholder="Current HP" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_hp_max" placeholder="Max HP" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_hp_reg" placeholder="Regen" class="inputmargin" />
</div>
</div>
<!-- SHIELDS -->
<div class="container">
<label class="center2">Shield</label>
</div>
<div class="containerrow">
<div class="item">
<input type="text" name="attr_shield" placeholder="Current Shield" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_shield_max" placeholder="Max Shield" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_shieldRegen" placeholder="Recharge Rate" class="inputmargin" />
</div>
</div>
<!-- GRENADES -->
<div class="container">
<label class="center2">Grenades</label>
</div>
<div class="item">
<input type="text" name="attr_grenade1" placeholder="Grenade1" class="inputmargin" />
<input placeholder="Grenade Effect1" type="text" name="attr_grenade_ef1" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_grenade2" placeholder="Grenade2" class="inputmargin" />
<input placeholder="Grenade Effect2" type="text" name="attr_grenade_ef2" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_grenade3" placeholder="Grenade3" class="inputmargin" />
<input placeholder="Grenade Effect3" type="text" name="attr_grenade_ef3" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_grenade4" placeholder="Grenade4" class="inputmargin" />
<input placeholder="Grenade Effect4" type="text" name="attr_grenade_ef4" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_grenade5" placeholder="Grenade5" class="inputmargin" />
<input placeholder="Grenade Effect5" type="text" name="attr_grenade_ef5" class="inputmargin" />
</div>
<!-- POTIONS -->
<div class="container">
<label class="center2">Potions</label>
</div>
<div class="item">
<input type="text" name="attr_potion1" placeholder="Potion1" class="inputmargin" />
<input placeholder="Potion Effect1" type="text" name="attr_potion_ef1" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_potion2" placeholder="Potion2" class="inputmargin" />
<input placeholder="Potion Effect2" type="text" name="attr_potion_ef2" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_potion3" placeholder="Potion3" class="inputmargin" />
<input placeholder="Potion Effect3" type="text" name="attr_potion_ef3" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_potion4" placeholder="Potion4" class="inputmargin" />
<input placeholder="Potion Effect4" type="text" name="attr_potion_ef4" class="inputmargin" />
</div>
<div class="item">
<input type="text" name="attr_potion5" placeholder="Potion5" class="inputmargin" />
<input placeholder="Potion Effect5" type="text" name="attr_potion_ef5" class="inputmargin" />
</div>
<!-- WEAPONS -->
<div class="container">
<h2 class="center2">Weapons</h2>
</div>
<div class="container">
<p class="center2">When using weapons, roll you 1d20 and add your ACC Mod for hit and DMG Mod for damage only if it is favored. When rolling damage roll the guns DMG Die for every Hit correlating to your Atk roll, Roll 1d12 for every crit, and add an additional 1d12 for a natural 20, and add your DMG Mod to the final value if favored. Don't forget to review the details of the gun for special effects or bonuses. </p>
</div>
<div>
<fieldset class="repeating_weapons">
<div class="containercol">
<div class="container">
<div class="item">
<label>Guild</label>
<input type="text" name="attr_wguild" class="inputmargin">
</div>
<div class="item">
<label>Weapon Name</label>
<input type="text" name="attr_weapon" class="inputmargin">
</div>
<div class="item" style="width:40px">
<label>ACC Mod</label>
<input type="text" name="attr_dacc" value="@{ACCMOD}" class="inputmargin" disabled />
</div>
<div class="item">
<label>Favored?</label>
<input type="checkbox" name="attr_dfav" />
</div>
</div>
<div class="container">
<div class="item">
<label>Weapon Type</label>
<select name="attr_wtype" class="inputmargin">
<option value="Pistol">Pistol</option>
<option value="Automatic Rifle">Automatic Rifle</option>
<option value="Sniper Rifle">Sniper Rifle</option>
<option value="Rocket Launcher">Rocket Launcher</option>
<option value="Shotgun">Shotgun</option>
<option value="SMG">SMG</option>
</select>
</div>
<div class="item">
<label>DMG Die</label>
<select name="attr_dtype" class="inputmargin">
<option value="1d4">1d4</option>
<option value="2d4">2d4</option>
<option value="3d4">3d4</option>
<option value="4d4">4d4</option>
<option value="1d6">1d6</option>
<option value="2d6">2d6</option>
<option value="3d6">3d6</option>
<option value="4d6">4d6</option>
<option value="1d8">1d8</option>
<option value="2d8">2d8</option>
<option value="3d8">3d8</option>
<option value="4d8">4d8</option>
<option value="1d10">1d10</option>
<option value="2d10">2d10</option>
<option value="3d10">3d10</option>
<option value="4d10">4d10</option>
<option value="1d12">1d12</option>
<option value="2d12">2d12</option>
<option value="3d12">3d12</option>
<option value="4d12">4d12</option>
<option value="Special">Special</option>
</select>
</div>
<div class="item">
<label>DMG Mod</label>
<input type="text" name="attr_wdmgmod" value="@{DMG}" class="inputmargin" disabled />
</div>
<div class="item">
<label>Misc Mod</label>
<input type="text" name="attr_wdmgmodmisc" value="0" class="inputmargin" />
</div>
</div>
</div>
<div class="container">
<div class="container">
<div class="containerrow">
<div class="item">
<label>-</label>
</div>
<div class="item">
<label>Hits</label>
</div>
<div class="item">
<label>Crits</label>
</div>
</div>
</div>
<div class="container">
<div class="containerrow">
<div class="item">
<label>2-7</label>
</div>
<div class="item">
<select name="attr_hitlow" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="item">
<select name="attr_critlow" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
</div>
</div>
<div class="container">
<div class="containerrow">
<div class="item">
<label>8-15</label>
</div>
<div class="item">
<select name="attr_hitmed" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="item">
<select name="attr_critmed" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
</div>
</div>
<div class="container">
<div class="containerrow">
<div class="item">
<label>16+</label>
</div>
<div class="item">
<select name="attr_hithigh" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
<div class="item">
<select name="attr_crithigh" class="inputmargin">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</div>
</div>
</div>
<div class="container">
<div class="containerrow">
<div class="item">
<label>
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name} fires @{weapon} and hits for: }} {{result=[[@{dtype}]]}}'>
<p>Single Hit Roll</p>
</button>
</label>
</div>
<div class="item">
<label>
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name} fires @{weapon} and crits for: }} {{result=[[1d12]]}}'>
<p>Critical Hit Roll</p>
</button>
</label>
</div>
</div>
<div class="container">
<label>Details <textarea name="attr_wdetails" style="width : 90%; height: auto"></textarea>
</label>
</div>
<div class="item">
<label style="margin-top: 3px;">Element <input type="text" name="attr_welement">
</label>
</div>
<div class="item">
<label style="margin-top: 3px;">Range <input type="text" name="attr_wrange">
</label>
</div>
</div>
</div>
</fieldset>
</div>
</div>
<div class="containercol2 colstart">
<div class="containerrow">
<div class="containercol2">
<!-- CHECKS -->
<div class="item">
<div class="container">
<label class="center2">Checks</label>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Interact Roll=[[1d20]]}} {{Skill +=[[@{accmod}]]}} {{Mod +=[[@{interactmisc}]]}}'>
<label>Interact </label>
</button>
<div>
<input type="text" name='attr_accmod' class='sheet-short' value="(floor(@{acc}/2))" disabled>+ <input type="text" name='attr_interactmisc' class='sheet-short' value="0">= <input type="text" name='attr_interact' class='sheet-short' value="[round(@{accmod}) + @{interactmisc}]" disabled>
</div>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Talk Roll=[[1d20]]}} {{Skill +=[[@{spdmod}]]}} {{Mod +=[[@{talkmisc}]]}}'>
<label>Talk </label>
</button>
<div>
<input type="text" name='attr_spdmod' class='sheet-short' value="(floor(@{spd}/2))" disabled>+ <input type="text" name='attr_talkmisc' class='sheet-short' value="0">= <input type="text" name='attr_talk' class='sheet-short' value="[round(@{spdmod})+@{talkmisc}]" disabled>
</div>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Insight Roll=[[1d20]]}} {{Skill +=[[@{accmod}]]}} {{Mod +=[[@{insightmisc}]]}}'>
<label>Insight </label>
</button>
<div>
<input type="text" name='attr_accmod' class='sheet-short' value="(floor(@{acc}/2))" disabled>+ <input type="text" name='attr_insightmisc' class='sheet-short' value="0">= <input type="text" name='attr_insight' class='sheet-short' value="[round(@{accmod})+@{insightmisc}]" disabled>
</div>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Sneak Roll=[[1d20]]}} {{Skill +=[[@{mstmod}]]}} {{Mod +=[[@{sneakmisc}]]}}'>
<label>Sneak </label>
</button>
<div>
<input type="text" name='attr_mstmod' class='sheet-short' value="(floor(@{mst}/2))" disabled>+ <input type="text" name='attr_sneakmisc' class='sheet-short' value="0">= <input type="text" name='attr_sneak' class='sheet-short' value="[round(@{mstmod})+@{sneakmisc}]" disabled>
</div>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Search Roll=[[1d20]]}} {{Skill +=[[@{mstmod}]]}} {{Mod +=[[@{searchmisc}]]}}'>
<label>Search </label>
</button>
<div>
<input type="text" name='attr_mstmod' class='sheet-short' value="(floor(@{mst}/2))" disabled>+ <input type="text" name='attr_searchmisc' class='sheet-short' value="0">= <input type="text" name='attr_search' class='sheet-short' value="[round(@{mstmod})+@{searchmisc}]" disabled>
</div>
</div>
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{Traverse Roll=[[1d20]]}} {{Skill +=[[@{spdmod}]]}} {{Mod +=[[@{traversemisc}]]}}'>
<label>Traverse </label>
</button>
<div>
<input type="text" name='attr_spdmod' class='sheet-short' value="(floor(@{spd}/2))" disabled>+ <input type="text" name='attr_traversemisc' class='sheet-short' value="0">= <input type="text" name='attr_traverse' class='sheet-short' value="[round(@{spdmod})+@{traversemisc}]" disabled>
</div>
</div>
</div>
</div>
<div class="containercol2">
<!-- MELEE -->
<div class="item">
<label>Melee Die</label>
<select name="attr_dtype" class="inputmargin">
<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">Skill</option>
</select>
</div>
<div class="item">
<div class="container">
<button type='roll' name='roll_testattack' value='&{template:default} {{name=@{character_name}}} {{DMG Roll=[[1d20]]}} {{Skill +=[[@{dmgmod}]]}} {{Mod +=[[@{melmisc}]]}}'>
<label>Melee </label>
</button>
<div>
<input type="text" name='attr_dmgmod' class='sheet-short' value="(floor(@{dmg}/2))" disabled>+ <input type="text" name='attr_melmisc' class='sheet-short' value="0">= <input type="text" name='attr_melee' class='sheet-short' value="(@{dmgmod})+(@{melmisc})" disabled>
</div>
</div>
</div>
<!-- BADASS LEVELS -->
<div class="containerrow">
<div class="item">
<label>Bad Ass Rank:</label>
<input type="text" name="attr_barank" class="inputmargin" />
</div>
<div class="item">
<label>Bad Ass Tokens:</label>
<input type="text" name="attr_batoken" class="inputmargin" />
</div>
</div>
<!-- BADASS BUTTON -->
<div class="item">
<div class="container">
<button type='roll' class="badass-button" name='roll_testattack' value='&{template:default} {{name=@{character_name} attempts a feat of Badassery!}} {{Badass Roll=[[1d20cs>18cf<3]]}} {{Mod +=[[@{barank}]]}}'>
<!-- <label>Badass Roll </label> -->
</button>
<div>
<input type="text" name='attr_dmgmod' class='sheet-short' value="(floor(@{dmg}/2))" disabled>+ <input type="text" name='attr_melmisc' class='sheet-short' value="0">= <input type="text" name='attr_melee' class='sheet-short' value="(@{dmgmod})+(@{melmisc})" disabled>
</div>
</div>
</div>
</div>
</div>
<!-- Skills -->
<div class="sheet-skills">
<div class="container">
<h2 class="center2">Skills</h2> Available Points <input type="text" name='attr_spoints' class='sheet-short' value="(@{level}-@{slcount})" disabled>/ Used <input type="text" name='attr_slcount' class='sheet-short' value="0">
</div>
<div class="container">
<p class="center"></p>When choosing a skill please add the number to your "Used" box above. Some skills can be gained multiple times (3 is max). Use the S/L to fill in how many times you have bought this skill and apply the skill level to any call out in the text for S/L
</div>
<div>
<fieldset class="repeating_skills">
<div class="container">
<div class="containercol" style="width:90%">
<label class="item">Description</label>
<select name="attr_sdescription" style="text-align: left; width: 95%;margin-top: 3px;padding-bottom: 5px;height: 60px;white-space: pre-line;word-break: keep-all;">
<option value="1">Assassin T1: Counter Strike : "The first time Damage is taken during an encounter, deal +1 Hit/SL on your next 1+MST Mod Attacks"</option>
<option value="2">Assassin T1: Fast Hands : "+1 SPD, +1/SL on Interact Checks"</option>
<option value="3">Assassin T1: Headshot : "+2 Crit Damage/SL"</option>
<option value="4">Assassin T1: Iron Hand : "+1 Melee Damage and +10 max Health/SL"</option>
<option value="5">Assassin T2: Ambush : "1+MST Mod when Attacking from behind, +1 DMG Mod/SL against an Enemy that attacks an ally this or the previous turn. +1/SL on Sneak checks"</option>
<option value="6">Assassin T2: Fearless : "+1 MST, +2 DMG Mod/SL while shields are depleted"</option>
<option value="7">Assassin T2: Killer : "After killing an Enemy Gain +1 DMG Mod/SL for 1+MST Mod turns"</option>
<option value="8">Assassin T2: Precision : "+1 ACC/SL, +1 on Traverse Checks"</option>
<option value="9">Assassin T3: Bore : "1+MST Mod times per day, when a target is Crit, Fire through them dealing 2/SL Damage to the nearest Enemy"</option>
<option value="10">Assassin T3: Deathmark : "When dealing Melee Damage, Enemies are marked. Attacks against marked targets from all sources deal +2 DMG Mod/SL"</option>
<option value="11">Assassin T3: One Shot One Kill : "The first Ranged Attack during an encounter deals a bonus 5+MST Mod Damage"</option>
<option value="12">Assassin T3: Unforseen : "Decoy explodes when Decepti0n times out, dealing 1d6/SL +MST Mod Shock Damage to adjacent Enemies. +1/SL on Sneak Checks."</option>
<option value="13">Assassin T4: Followthrough : "After killing an Enemy, gain an Extra Movement and +1 Melee Damage/SL for 1+MST Mod turns. "</option>
<option value="14">Assassin T4: Innervate : "While Decepti0n is active, gain +2 SPD Mod, +1 DMG Mod/SL and 5 Health Regen/SL"</option>
<option value="15">Assassin T4: Kill Confirmed : "+1 Crit Damage/SL for each extra Attack Action taken in an encounter. Bonus resets after each encounter."</option>
<option value="16">Assassin T4: Resurgence : "After killing an Enemy with a Melee Attack, gain 1d4/SL+MST Mod Health"</option>
<option value="17">Assassin T5: At One with the Gun : "1+MST Mod Acc, +1 SPD/SL"</option>
<option value="18">Assassin T5: Backstab : "Melee Attacks deal +2d6/SL Damage when Attacking from behind."</option>
<option value="19">Assassin T5: Like the Wind : "+3 on Traverse Checks. +2 SPD"</option>
<option value="20">Assassin T5: TwoFang : "Take a Reload Action to add +1 Crit/SL to your next attack"</option>
<option value="21">Assassin T6: Death Blossom : "In Decepti0n Decoy throws a fistful of Kunai, dealing 3d6+MST Mod random Elemental Damage to all adjacent Enemies. "</option>
<option value="22">Berserker T1: Endowed : "+1 Splash Damage/SL for all Explosive Damage"</option>
<option value="23">Berserker T1: Hardened : "10+MST Mod Health/SL"</option>
<option value="24">Berserker T1: Iron Fist : "+1 Melee Damage/SL"</option>
<option value="25">Berserker T1: Safeguard : "Increase Shield capacity by 10/SL"</option>
<option value="26">Berserker T2: Bash : "When performing a meleey attack, roll 1d20+DMG Mod, On a 15+ the target becomes Slowed"</option>
<option value="27">Berserker T2: Heavy Handed : "After killing an Enemy, gain +1 DMG Mod/SL for 1+MST Mod turns."</option>
<option value="28">Berserker T2: Juggernaut : "The first time you kill an Enemy during an encouter, gain +1d4/SL Damage Reduction for 1+MST Mod turns"</option>
<option value="29">Berserker T2: Wide Load : "+1 Hit to all Rocket Launchers, +1/SL Splash Damage"</option>
<option value="30">Berserker T3: Cast Iron : "1d4/SL Damage Reduction to Explosive and Splash Damage"</option>
<option value="31">Berserker T3: Endless Rage : "Berserk lasts for an extra 1+MST Mod turns"</option>
<option value="32">Berserker T3: Prize Fighter : "The first time you make a Melee Attack during an encounter, roll 1d6/SL. Target drops gold equal to 10x the sumb"</option>
<option value="33">Berserker T3: Short Fuse : "Increase the ability to Berserk by 1/SL per day, +1/SL on Traverse Checks."</option>
<option value="34">Berserker T3: Sting Like a Bee : "During Berserk, the first time performing a Melee Attack on an enemy each turn, gain Extra Movement. +2/SL on Traverse Checks"</option>
<option value="35">Berserker T4: Blood Sport : "After killing an Enemy while Berserk is active, gain 5+MST Mod Health/SL"</option>
<option value="36">Berserker T4: Diehard : "The first time Health reachs 0 in a day, gain 10+MST Mod Health/SL"</option>
<option value="37">Berserker T4: Liquidate : "The first time you deal Explosive Damage during an encounter, activate Berserk for free"</option>
<option value="38">Berserker T4: Payback : "The first time Shields are depleted during an encounter, gain +1 DMG Mod/SL for 1+MST Mod turns"</option>
<option value="39">Berserker T5: Master Blaster : "After killing an Enemy, gain +1 SPD Mod and add +1 Range/SL to any rocket launchers the party has equipped for the rest of the encounter"</option>
<option value="40">Berserker T5: Rapid Reload : "+1 ACC/SL and +1 SPD/SL"</option>
<option value="41">Berserker T5: Revenge : "After killing an Enemy, gain +1 DMG Mod/SL with all guns for 1+MST Mod turns."</option>
<option value="42">Berserker T6: Unbreakable : "The first time Shields are depleted during an encoutner, gain 20+MST Mod shields and +10 Shield Recharge for 2+MST Mod turns"</option>
<option value="43">Commando T1: Expertise : "+1 ACC Mod to all non-Favored Guns. +1/SL on Insight Checks"</option>
<option value="44">Commando T1: Impact : "+1 MST. +1/SL Melee Damage"</option>
<option value="45">Commando T1: Ready : "+1 SPD and +1/SL on Search Checks"</option>
<option value="46">Commando T1: Sentry : "Sabre Turret gains +1 Hit/SL and increases duration by 1+MST Mod turns"</option>
<option value="47">Commando T2: Grenadier : "+1 max grenades/SL, +2 on Throw Rolls"</option>
<option value="48">Commando T2: Laser Sight : "Sabre Turret gains +1 ACC/SL"</option>
<option value="49">Commando T2: Last Ditch Effort : "While Shields are depleted, gain Extra Movement and +2 DMG Mod/SL"</option>
<option value="50">Commando T2: Metal Storm : "AFter killing an Enemy, gain Extra Attack and +1 ACC Mod for 1+MST Mod turns"</option>
<option value="51">Commando T2: Overload : "+1 Hit to all Accuracy Ranges for 1 gun type/SL"</option>
<option value="52">Commando T3: Battlefront : "While Sabre Turrent is deployed, gain +1 DMG Mod/SL and 1+MST Mod Grenade Damage/SL"</option>
<option value="53">Commando T3: Onslaught : "After killing an Enemy, gain +1 DMG Mod/SL and Extra Movement for 1+ MST Mod turns."</option>
<option value="54">Commando T3: Scorched Earth : "Sabre Turret fires Rockets, dealing 1d12 Damage per Hit with Splash"</option>
<option value="55">Commando T3: Steady : "+1 ACC. +2 on Interact Checks. +1 Grenade Damage/SL and +1 Rocket Launcher Damage/SL"</option>
<option value="56">Commando T4: Do or Die : "Throw 2 grenades per Throw action. +2 Grenade Damage/SL"</option>
<option value="57">Commando T4: Duty Calls : "+2 DMG Mod and +1 ACC Mod/SL to all non-favored guns"</option>
<option value="58">Commando T4: Mag-Lock : "Sabre Turret can be deployed onto walls and ceilings"</option>
<option value="59">Commando T4: Quick Charge : "AFter killing an Enemy, Recharge 1d6+MST Mod/SL Shields"</option>
<option value="60">Commando T4: Resourceful : "Increase the once per encounter limit of Sabre Turret by 1"</option>
<option value="61">Commando T5: Grit : "The first time Health reaches 0 in a day. roll 1d20/SL. If any die are 15+, gain 10+MST Mod Health instead"</option>
<option value="62">Commando T5: Longbow Turret : "Sabre Turret can be Thrown to deploy. Deals 2d6/SL Explosive Damage to adjacent Enemies"</option>
<option value="63">Commando T5: Phalanx Shield : "Sabre Turret gains a forward Shield that blocks 50 Damage. Sabre turret can move 3+MST Mod squares per turn"</option>
<option value="64">Commando T5: Ranger : "+1 ACC, DMG, SPD, and MST. +1/SL to all checks"</option>
<option value="65">Commando T6: Nuke : "Deploying Sabre Turret sets off a Radiation Blas, dealing 5d6+MST Mod Radiation damage to all enemies within 3 squares"</option>
<option value="66">Gunzerker T1: Filled to the Brim : "Increase max grenades by 1/SL. Increase max potions by 1+MST Mod"</option>
<option value="67">Gunzerker T1: Hard to kill : "10+MST Mod Health, +5 Health Regen/SL"</option>
<option value="68">Gunzerker T1: Incite : "The first time you take Damage during an encoutner, gain Extra Movement, +1/SL on Traverse Checks"</option>
<option value="69">Gunzerker T1: Quick Draw : "_2 Initiative Mod/SL +1/SL on Interact Checks"</option>
<option value="70">Gunzerker T2: All I need is One : "After Gunzerking, gain +1 DMG Mod/SL for 1+MST Mod turns."</option>
<option value="71">Gunzerker T2: All in the Reflexes : "The first turn of each encounter, gain Extra Movement. +1 Melee Damage/SL"</option>
<option value="72">Gunzerker T2: Asbestos : "Each SL choose 1: 1d4 Incendiary/Corrosive/Shock/Radiation Damage Reduction"</option>
<option value="73">Gunzerker T2: I'm the Juggernaut : "After killing an Enemy, gain 1d4+MST Mod Damage Reduction for 1 turn/SL"</option>
<option value="74">Gunzerker T2: Last Longer : "Gunzerking duration is increased by 1 turn, +2 on Talk Checks"</option>
<option value="75">Gunzerker T3: Auto Loader : "After killing an Enemy, you may move 1 square"</option>
<option value="76">Gunzerker T3: Divergent Likeness : "While Gunzerking is active, if both guns are the same type, gain +1 DMG MOd/SL if both guns are different types, gain +1 ACC Mod/SL"</option>
<option value="77">Gunzerker T3: I'm Already Ready : "Increase the per day use of Gunzerking by 1, +1/SL on Insight Checks"</option>
<option value="78">Gunzerker T3: Steady as She Goes : "+1 ACC While Gunzerking is active, gain 1+MST Mod ACC Mod/SL"</option>
<option value="79">Gunzerker T4: Bus That Can't Slow Down : "While Gunzerking is active, gain Extra Movement each turn, +1/SL on Traverse Checks"</option>
<option value="80">Gunzerker T4: Double your Fun : "While Gunzerking is active, Throw 2 grenades but only expend 1 Gain 1+MST Mod Grenade Damage"</option>
<option value="81">Gunzerker T4: Fistful of Hurt : "When performing a Melee Attack, add +1d8 DMG Mod/SL and Knockback 1"</option>
<option value="82">Gunzerker T4: Just Got Real : "+1 DMG Mod/SL. If Health is below half, gain 1+MST Mod DMG Mod/SL instead"</option>
<option value="83">Gunzerker T5: Get Some : "The firs ttime you take Health Damage during an encounter, you may activate Gunzerking for free"</option>
<option value="84">Gunzerker T5: Keep Firing : "While Gunzerking is active, gain +1 SPD Mod/SL and Extra Attack"</option>
<option value="85">Gunzerker T5: Keep it Piping Hot : "After Gunzerking, gain +1 DMG Mod and +1 SPD Mod for 1+MST Mod turns. +1 Grenade Damage/SL"</option>
<option value="86">Gunzerker T5: Sexuual Tyrannosaurus : "While your shields are depleted, gain 5 Health Regen/SL for 1+MST Mod turns"</option>
<option value="87">Gunzerker T6: No Kill Like Overkill : "After killing an Enemy, on your next Attack, gain X+MST Mod Damage where X is Damage dealt in excess of the Enemy's Health"</option>
<option value="88">Hunter T1: Caliber : "+1 DMG Mod on Favored Guns, +1/SL on Search Checks"</option>
<option value="89">Hunter T1: Deadly : "1+MST Mod Crit Damage, +1/SL on Sneak Checks."</option>
<option value="90">Hunter T1: Gun Crazy : "Increase DMG Mod for all Pistols by 1/SL"</option>
<option value="91">Hunter T1: Swipe : "Enemies killed by Wings Blood drop gold equal to their BR. +1/SL on Traverse Checks"</option>
<option value="92">Hunter T2: Fast Hands : "On the first turn of an encoutner, gain Extra Attack, +1/SL on Interact Checks."</option>
<option value="93">Hunter T2: Focus : "+1 ACC Mod for all guns, +1 ACC Mod/SL for Favored Guns"</option>
<option value="94">Hunter T2: Lethal Strike : "Gain +1 Melee Damage/SL. First Melee Attack during an encounter, roll 1d20; on a 10+, double the Melee Damage"</option>
<option value="95">Hunter T2: Smirk : "Once per encounter, after killing an Enemy with a Crit, gain Extra Movement, +1/SL on Talk Checks."</option>
<option value="96">Hunter T2: Swift Strike : "Wings of Blood gains 1d10/SL+MST Mod Damage"</option>
<option value="97">Hunter T3: Carrion Call : "First Crit during an encoutner; activate Wings of Blood for free"</option>
<option value="98">Hunter T3: Killer : "After killing an Enemy, gain +1 SPD Mod/SL and +1 DMG Mod/SL for 1+MST Mod turns."</option>
<option value="99">Hunter T3: Out for Blood : "First Familiar Attack during an encounter; gain 1d6/SL Health"</option>
<option value="100">Hunter T3: Riotous Remedy : "After killing an Enemy, gain +5 Health Regen/SL for 1+MST MOd turns."</option>
<option value="101">Hunter T4: Flight of the Elements : "Roll a random Element. Wings of Blood deals +2d6 Damage of that Element type during Attacks"</option>
<option value="102">Hunter T4: Hair Trigger : "+1 ACC, SPD, and DMG, +1/SL Melee Damage. All Pistols gain Extra Attack."</option>
<option value="103">Hunter T4: Predator : "Increase the per day use of Wings of Blood by 1/SL. 1+MST Mod on Sneak Checks"</option>
<option value="104">Hunter T4: Ransack : "The first 1/SL times an Emey is killed during an encounter, they drop gold equal to their BR. +1/SL on Search Checks."</option>
<option value="105">Hunter T5: Aerial Impact : "While Wings of Blood is active, roll 1d20/SL each time your Familiar hits an enemy, If any are 15+, the Enemy is Slowed"</option>
<option value="106">Hunter T5: Bird of Prey : "Wings of Blood can Hit an additional target/SL"</option>
<option value="107">Hunter T5: Relentless : "After killing an Enemy, gain Extra Attack for 1+MST Mod turns, Roll 1d20; on a 15+ gain +1 Crit/SL for the next Attack"</option>
<option value="108">Hunter T6: Trespass : "Before any Attack at Range 4+, roll 1d20+MST Mod. On a 10+, the Attack ignores Shields and deals +MST Mod Damage."</option>
<option value="109">MechroMancer T1: Anarchy : "After killing an Enemy or Throwing an item, gain +1 DMG Mod/SL for 1 turn"</option>
<option value="110">MechroMancer T1: Close Enough : "First 1/SL Ranged Attacks during an encounter are upgraded to the highest Accuracy Range"</option>
<option value="111">MechroMancer T1: More Pep : "Increase the Elemental Damage of your Favored Guns by 1+MST Mod/SL +2 on Interact Checks"</option>
<option value="112">MechroMancer T1: Myelin : "1d4+MST Mod Shock Damage Reduction and +10/SL Shield capacity"</option>
<option value="113">MechroMancer T2: Buck up : "When activating Deathtrap, an ally adjacent to Robot recharges 10+MST Mod/SL Shields"</option>
<option value="114">MechroMancer T2: Shock Storm : "After killing an Enemy with a Crit, a shock rift is created that deals 2d6/SL Shock Damage to all adjacent targets. The Robot also creates a rift when they kill an enemy."</option>
<option value="115">MechroMancer T2: Strength of Five Gorillas : "Mechromancer and Robot each gain +3 Melee Damage"</option>
<option value="116">MechroMancer T2: The Stare : "Robot gains Fire Bolt as a Ranged Attack, Fire bolt casts a bolt of Incendiary that travels up to 3+MST Mod squared and deals 2d6/SL Incendiary Dmage to Everything in the line of fire"</option>
<option value="117">MechroMancer T3: Evil Enchanter : "Increase the Damage of all Elemental types by 2d6. Increase Elemental chance by 10%+MST Mod"</option>
<option value="118">MechroMancer T3: Potent as a Pony : "Mechromancer and Robot each gain MST+10 Shield Capacity/SL"</option>
<option value="119">MechroMancer T3: Shock and AAAGGGHHH! : "Throwing a grenade creates a Shock rift that deals 2d6/SL Shock Damage to adjacent targets."</option>
<option value="120">MechroMancer T3: Unstoppable Force : "After killing an Enemy, gain Extra Movement and 1d4/SL Shield Recharge, +2 on Traverse Checks."</option>
<option value="121">MechroMancer T3: Upshot Robot : "While Deathtrap is active, the first 1+MST Mod times Robot kills an Enemy, it increases the duration of Deathtrap by 1 turn"</option>
<option value="122">MechroMancer T4: Annoyed Android : "Robot gains SPD Mod to their Movement"</option>
<option value="123">MechroMancer T4: Explosive Clap : "When Deathtrap ends, it detonates the Robot, dealing 3d8+MST Mod Damage to all adjacent targets"</option>
<option value="124">MechroMancer T4: Made of Sterner Stuff : "Mechromancer and Robot each gain 1d4/SL Damage Reduction to all Damage"</option>
<option value="125">MechroMancer T4: One Two Boom : "Once per Deathtrap activation, Robt can fire an orb up to MST+3 squared away, If the orb is shot, it will explode dealing 2d6/SL Corrosive Damage to all adjacent targets."</option>
<option value="126">MechroMancer T4: Wires Don't Talk : "When an Enemy enters an adjacent square to Mechromancer or Robot, they take 1d6/SL Shock Damage"</option>
<option value="127">MechroMancer T5: 20% Cooler : "First time successfully performing a Badass Move during an encounter, activate Deathtrap for free +2 on Talk Checks"</option>
<option value="128">MechroMancer T5: Interspersed Outburst : "On the first turn of an encounter, gain Extra Movement and +2 DMG Mod/SL"</option>
<option value="129">MechroMancer T5: Sharing is Caring : "While Deathtrap is active, Robot gains a copy of equipped Shield +1MST Mod/SL"</option>
<option value="130">MechroMancer T5: The Nth Degree : "First Hit from an Attack during an encounter ricochets up to 1+MST Mod times and deals +1d4/SL Damage to each adjacent Enemy"</option>
<option value="131">MechroMancer T6: Make it Sparkle : "While Deathtrap is active, shooting the Robot with an Elemental Gun will charge the Robot with that Element type. Damage dealt adds 3d6+MST Mod Elemental Damage for the duration of Deathtrap"</option>
<option value="132">Psycho T1: Burn Baby Burn : "When performing a Melee Attack, roll 1d20+MST Mod. On a 12+, become inflamed for 2 turns, dealing and taking +1d6/SL Incendiary Damage while Attacking"</option>
<option value="133">Psycho T1: Empty the Rage : "+2 Melee Damage/SL, While Shields are depleted, gain an extra 1+MST Mod Melee Damage"</option>
<option value="134">Psycho T1: Feed the Meat : "10+MST Mod Health/SL. +2 on Traverse Checks"</option>
<option value="135">Psycho T1: Pull the pin : "When Shields hit 0, a grenade drops, dealing +1d6/SL Damage, If the grenade kills as Enemy, gain 10+ MST Mod Shields and regain 1 grenade."</option>
<option value="136">Psycho T2: Blood Overdrive : "After killing an Enemy with a Ranged Attack, gain +2 Melee Damage/SL for 1+MST Mod turns."</option>
<option value="137">Psycho T2: Bloody Revival : "+3 DMG Mod to Favored Guns while under half Health."</option>
<option value="138">Psycho T2: Pain is Power : "+2 DMG Mod/SL to all guns, and reduce all crits to Hits for all Non-Favored Guns."</option>
<option value="139">Psycho T2: Taste of Blood : "Increase the duration of Buzz Axe Rampage by 1 turn. While Buzz Axe Rampage is active, after any kills, gain 1d4/SL Damage Reduction for 1 turn"</option>
<option value="140">Psycho T3: Buzz Axe Bombardier : "Attach explosives to Buzz Axe, dealing 3d6+MST Mod Explosive Damage for all Ranged Buzz Axe Attacks"</option>
<option value="141">Psycho T3: Fire Fiend : "1d4+MST Mod Incendiary Damage Reduction, Gain +2/SL on Burn Baby Burn rolls"</option>
<option value="142">Psycho T3: Light the fuse : "When Health reaches 0, pull out a set of Explosives and deal 3d6/SL Explosive Damage to all adjacent targets. If an Enemy is slain, gain 15+ MST Mod Health; otherwise, Die."</option>
<option value="143">Psycho T3: Strip the Flesh : "+1d6/SL to all Explosive Damage. +2 to Interact Checks."</option>
<option value="144">Psycho T3: Thrill of the Kill : "After killing an Enemy, 1d4+MST Mod/SL of the Danmage in excess of the Enemy's health is transferred to Health."</option>
<option value="145">Psycho T4: Blood Bath : "Once per turn, after killing an Enemy with Explosive Damage, gain Extra Attack and regain 1+MST Mod grenades"</option>
<option value="146">Psycho T4: Blood Trance : "Increase the duration of Buzz Axe Rampage by 1 turn, When taking Health Damage for the first time during an encoutner, Activate Buzz Axe Rampage for free"</option>
<option value="147">Psycho T4: Flame Flare : "Deal +1d6/SL Incendiary Damage to Enemies while inflamed. Remain inflamed for an extra 1+MST Mod turns."</option>
<option value="148">Psycho T4: Redeem the Soul : "Take 2d12 Damage to grant an ally within 3 squared 2d10+DMG Mod Health, 1+MST Mod times per day. +2/SL on Traverse Checks."</option>
<option value="149">Psycho T4: Salt the Wound : "When taking Health Damage, optionally take an additional 1d8 Damage to gain that amount +1/SL as bonus Damage on next Attack."</option>
<option value="150">Psycho T5: Elemental Empathy : "When taking Elemental Damage, gain 1d4+MST Mod/SL Health Regen"</option>
<option value="151">Psycho T5: Nervous Blood : "After killing an Enemy with a Ranged Attack, gain Extra Attack for 1 turn. 1+MST Mod/SL on Search Checks"</option>
<option value="152">Psycho T5: Silence the Voices : "Gain +3/SL Melee Damage. When performing a Melee Attack, roll 1d20. On a 15+ take Melee Damage"</option>
<option value="153">Psycho T6: Release the Beast : "If Shields are depleted when activating Buzz Axe Rampage, gain +50 Health, +3 Attacks per turn, and 5+MST Mod Damage for the duration of Buzz Axe Rampage"</option>
<option value="154">Siren-Lightwalk T1: Diva : "+5 Max Shields/SL. +1/SL on Traverse Checks."</option>
<option value="155">Siren-Lightwalk T1: Quicksilver : "+1 SPD and +1/SL on Interact Checks."</option>
<option value="156">Siren-Lightwalk T1: Slayer : "+1 MST Mod Crit Damage/SL"</option>
<option value="157">Siren-Lightwalk T1: Striking : "When Performing Melee Attacks, roll 1d20+MST Mod. On a 15+ target is Slowed for 1 turn/SL"</option>
<option value="158">Siren-Lightwalk T2: Enforcer : "After killing an Enemy, gain +1 ACC Mod and +1 DMG Mod/SL for 1+MST Mod turns"</option>
<option value="159">Siren-Lightwalk T2: Hit & Run : "Gain +1/SL Melee Damage. Phasewalk duration is extended by 1 turn."</option>
<option value="160">Siren-Lightwalk T2: Inner Glow : "While Phasewalk is active, gain +5/SL Health Regen"</option>
<option value="161">Siren-Lightwalk T2: Silent Resolve : "When Phasewalk ends, gain 1d4/SL Damage Reduction for 1+MST turns."</option>
<option value="162">Siren-Lightwalk T2: Spark : "All guns with Element effects gain +1d6 Damage"</option>
<option value="163">Siren-Lightwalk T3: Dramatic Entrance : "When Phasewalk ends, Phase Blast deals +1d6/SL Explosive Damage. Roll 1d20+MST Mod; on a 15+ all adjacent enemies are slowed."</option>
<option value="164">Siren-Lightwalk T3: Hard to Get : "When activating Phasewalk, gain Extra Movement for 1+MST Mod turns. +1/SL on Sneak Checks"</option>
<option value="165">Siren-Lightwalk T3: Intuition : "After killing an Enemy, gain Extra Movement for 1 turn. All Vault Hunters gain 10XP per enemy killed next "</option>
<option value="166">Siren-Lightwalk T3: Radiance : "Deal 1d6+MST Mod Shock Damage to adjacent Enemies while Phasewalk is active. +1/SL on Talk Checks."</option>
<option value="167">Siren-Lightwalk T4: Blackout : "The first time killing an Enemy during an encoutner, activate Phasewalk for free"</option>
<option value="168">Siren-Lightwalk T4: High Velocity : "+1 DMG Mod and +1 ACC Mod/SL to all gun types"</option>
<option value="169">Siren-Lightwalk T4: Phoenix : "After killing an Enemy, deal 1d6/SL Incendiary Damage to adjacent Enemies and gain 1+MST Mod grenades"</option>
<option value="170">Siren-Lightwalk T4: Venom : "When performing Melee Attacks, roll 1d20+MST Mod; on a 15+: add +1d6/SL Corrosive Damage"</option>
<option value="171">Siren-Lightwalk T5: Girl Power : "AFter killing an Enemy, double the Recharge rate of Shields for 1+MST Mod turns"</option>
<option value="172">Siren-Lightwalk T5: Handled : "After killing an Enemy with a Favored Gun type, gain Extra Attack for 1+MST Mod turns"</option>
<option value="173">Siren-Lightwalk T5: Phase Strike : "While Phasewalk is active, add +1 Melee Die/SL when performing a Melee Attack"</option>
<option value="174">Siren-Lightwalk T5: Resilience : "1d4/SL Elemental Damage resistance. _2/SL on Search Checks."</option>
<option value="175">Siren-Lightwalk T6: Mind Games : "_2 ACC. Any time a Crit lands, roll 1d20+MST Mod. On a 12+, the Enemy and all adjacent targets are Slowed for 1 turn."</option>
<option value="176">Siren-Phaselock T1: Accelerate : "+1 SPD, +1/SL on Traverse Checks"</option>
<option value="177">Siren-Phaselock T1: Flicker : "10%+MST Mod Element chance on Elemental Guns. +1/SL on Sneak Checks."</option>
<option value="178">Siren-Phaselock T1: Sweet Release : "After killing a Phaselocked Enemy, gain 1 healing Orb/SL. Each Orbe moves 3 squares/turn to a chosen ally and grants 1d4/SL Health."</option>
<option value="179">Siren-Phaselock T1: Ward : "+5 max Shields/SL. 10+MST Mod Shield Recharge if SL is at 3"</option>
<option value="180">Siren-Phaselock T2: Immolate : "While at half Health or lower, all Attacks gain 2d6/SL Incendiary Damage"</option>
<option value="181">Siren-Phaselock T2: Restoration : "Gain 1d6+MST Mod Health and the ability to target allies with Ranged Attacks to heal 1d4 Damage per Hit. +1SL on Insight Checks."</option>
<option value="182">Siren-Phaselock T2: Suspension : "Phaselock duration is increased by 1 turn. Gain 1d6+MST Mod Elemental Damage to Phaselock immune Enemies."</option>
<option value="183">Siren-Phaselock T2: Wreck : "While an Enemy is Phaselocked, gain Extra Movement +2 DMG Mod/SL"</option>
<option value="184">Siren-Phaselock T3: Converge : "When Phaselock is activated, 1/SL targets are pulled up to 2+ MST squared towards the Phaselocked Enemy"</option>
<option value="185">Siren-Phaselock T3: Elated : "While Phaselock is active, all Vault hunters gain 10+MST Mod/SL Health Regen."</option>
<option value="186">Siren-Phaselock T3: Fleet : "Each turn while Shields are depleted, gain Extra Movement."</option>
<option value="187">Siren-Phaselock T3: Inertia : "After killing an Enemy, gain +10 Shield Recharge and Extra Movement for 1 turn/SL"</option>
<option value="188">Siren-Phaselock T4: Cloud Kill : "First time shooting an Enemy during an encounter, a cloud of Radiation forms in a 3x3 square around them, dealing 2d6/SL +MST Mod Radiation Damage to each Enemy that enters or exits that area."</option>
<option value="189">Siren-PhaselockT4 : Quicken : "If acting in the Before Enemies phase, activate Phaselock for free on the first turn."</option>
<option value="190">Siren-PhaselockT4 : Res : "Activate Phaselock to grant an ally with depleted Shields +15 Health/SL instead of the normal Phaselock Action"</option>
<option value="191">Siren-PhaselockT4 : Sustenace : "5+ MST Mod Health Regen, +1/SL on Search Checks"</option>
<option value="192">Siren-PhaselockT5 : Lifetap : "After killing an Enemy, gain 1d6/SL Health"</option>
<option value="193">Siren-PhaselockT5 : Scorn : "Instead of a regular Melee Attack, Throw an Orb at an adjacent target. The orb deals 3d6 Shock Damage to the target and all adjacent enemies for 1+MST Mod turns."</option>
<option value="194">Siren-PhaselockT5 : Sub-Sequence : "When an Enemy dies while Phaselocked, roll 1d20+MST Mod/SL. If any are 15+ an adjacent Enemy becomes Phaselocked."</option>
<option value="195">Siren-PhaselockT6 : Thoughtlock : "After phaselocking an Enemy, they Attack adjacent Enemies for the duration of Phaselock. Phaselock duration is increased by 1+MST Mod turns."</option>
<option value="196">Soldier T1: Aid Station : "Allies adjacent to Scorpio Turrent gain 5+MST Mod Health/SL each turn."</option>
<option value="197">Soldier T1: Impact : "1+MST Mod Damage to all gun types. +1/SL on Talk Checks"</option>
<option value="198">Soldier T1: Sentry : "Scorpio Turrent gains +1 ACC and + DMG Mod/SL"</option>
<option value="199">Soldier T1: Stockpile : "Allies adjacent to Scorpio Turret gain +5/SL Health Regen and +1 ACC MOD/SL"</option>
<option value="200">Soldier T2: Cauterize : "Target allies with Ranged Attacks to Recharge their Shields 1d4/SL per Hit. If SL is at 3, grenades heal MST+1d8 Damage if they land adjacent to allies."</option>
<option value="201">Soldier T2: Defense : "Check for Shield Recharge after Acting instead of at End of Turn"</option>
<option value="202">Soldier T2: Fitness : "10+MST Mod/SL max Health. +1/SL on Traverse Checks"</option>
<option value="203">Soldier T2: Scattershot : "+1 ACC Mod/SL and +1 DMG Mod/SL for all Shotguns"</option>
<option value="204">Soldier T3: Barrage : "While Scorpio Turret is active, it gets +1 Hit/SL per turn +1 Interact Checks."</option>
<option value="205">Soldier T3: Metal Storm : "After killing an Enemy, gain +1 ACC Mod/SL and +1 SPD Mod for 1+MST turns"</option>
<option value="206">Soldier T3: Quick Charge : "After killing an Enemy, gain +10/SL Shield Recharge for 1+MST Mod turns. "</option>
<option value="207">Soldier T3: Refire : "First time dealing Crit Damage to an Enemy during an encounter, activate Scorpio Turret for free"</option>
<option value="208">Soldier T4: Deploy : "The first time taking Health Damage during an encounter, activate Scorpio Turret for free.Scorpio Turret gains 10+MST Mod Shields/SL"</option>
<option value="209">Soldier T4: Grenadier : "After killing an Enemy, gain +1 Grenade Damage/SL and 1 grenade"</option>
<option value="210">Soldier T4: Overload : "Increase DMG by 1+MST Mod, +1/SL on Insight Checks."</option>
<option value="211">Soldier T4: Supply Drop : "For each SL, increase the Stockpile or Aid Station skill by 1"</option>
<option value="212">Soldier T5: Assault : "1+ SPD/SL and +1 ACC/SL"</option>
<option value="213">Soldier T5: Grit : "+1d4/SL Damage resistance to all Ranged Attacks."</option>
<option value="214">Soldier T5: Revive : "When activating Scorpio Turret adjacent to an ally with depleted Shields. roll 1d20/SL+MST Mod, If any are 15+: the ally gains 2d6 Shield Recharge"</option>
<option value="215">Soldier T5: Stat : "After killing an Enemy, gain +5/SL Health Regen, along with an adjacent ally, for 1+MST Mod turns."</option>
<option value="216">Soldier T6: Guided Missile : "Scorpio Turret launches a Guided Missile that deals 2d10+MST Mod Splash Damage in addition to its normal Attack each turn."</option>
</select>
</div>
<div class="containercol" style="width:10%">
<label class="item">S/L</label>
<input class="inputmargin" type="text" name="attr_slevel" style="width: auto" />
</div>
</div>
</fieldset>
</div>
</div>
<!-- Feats -->
<div class="sheet-feats">
<div class="container">
<h2 class="center2">Feats</h2>
</div>
<div class="container">
<p class="center">Gain your Archetype Feats here when a level notes "+ Archetype Feat". *Note* Some Feats have level or other requirements. Look for these in the description.</p>
</div>
<div>
<fieldset class="repeating_Feats">
<div class="item">
<select name="attr_feats" style="text-align: left; width: 95%;margin-top: 3px;padding-bottom: 5px;height: 60px;white-space: pre-line;word-break: keep-all;">
<option value="0">DeadEye:_Finger Guns: "+2 on Interact Checks"</option>
<option value="1">DeadEye:_Line of Sight: "+1 on Search Checks with a Sniper Rifle equipped"</option>
<option value="2">DeadEye:_Social Distancing: "Gain Extra Movement the first time an Enemy enters an adjacent square during an encounter"</option>
<option value="3">DeadEye:_High Noon: "If there is only a single Enemy within 3 squared, gain +3 Crit Damge"</option>
<option value="4">DeadEye:_In the Shadows: "+2 on Sneak Checks"</option>
<option value="5">DeadEye:_Silent Steps: "+3 on Sneak Checks (Req. In the Shadows)"</option>
<option value="6">DeadEye:_Cloaked in Shadows: "Become Cloaked for 2 turns after successfully rolling a Sneak Check (Req. Silent Steps)"</option>
<option value="7">DeadEye:_Ready: "Add +2 to Initiative Rolls if there are no adjacent Enemies"</option>
<option value="8">DeadEye:_Steady: "While remaining in place during a turn, gain +2 Accuracy to Ranged Attack (Req. Ready)"</option>
<option value="9">DeadEye:_Fire: "Gain an Extra attack if you act in the Before Enemies step (Req. Steady)"</option>
<option value="10">DeadEye:_360 No Scope: "Gain Extra Movement if you score a Crit during a Ranged Attack (Req. Lvl 10+)"</option>
<option value="11">DeadEye:_It's Over: "+3 ACC Mod bonus when you make an Attack from high ground. (Req. Lvl 10+)"</option>
<option value="12">DeadEye:_What Do Your Dead-Eyes See: "Add your ACC Mod to all Search Checks (Req. Lvl 10+)"</option>
<option value="13">DeadEye:_Bullseye: "Add your ACC Mod to Damage for the first Ranged Attack each encounter. (Req. Lvl 15+)"</option>
<option value="14">DeadEye:_Personal Space: "Gain an Extra Attack the first time an Enemy enters an adjacent square during an encounter. (Req. Lvl 15+)"</option>
<option value="15">DeadEye:_Curve the Bullet: "If you don't move during your turn, your gun deals Damage to all Enemies within 1 square of each other. (Req. Lvl 20+)"</option>
<option value="16">DeadEye:_I Never Miss: "Roll an extra d20 for Accuracy and take the higher result. (Req. Lvl 20+)"</option>
<option value="17">Elementalist:_Aura of Protection: "Choose an Element type; gain 1d4 Damage Reduction to all Damage of that type."</option>
<option value="18">Elementalist:_Static Shock: "When you are Hit by Melee, roll %. On a 30+ deal 1d6 Shock Damage"</option>
<option value="19">Elementalist:_Lightning Strikes Twice: "Anytime an Elemental Gun is bought or generated, you may have the BM reroll the Element type once. "</option>
<option value="20">Elementalist:_It Beckons: "Add your DMG Mod to all Search Checks."</option>
<option value="21">Elementalist:_Over Under: "+1 on all Sneak Checks or +1 on all Traverse Checks"</option>
<option value="22">Elementalist:_Porque no Los Dos: "+2 on all Sneak and Traverse Checks (Req. Over Under)"</option>
<option value="23">Elementalist:_Rolling Thunder: "+3 DMG Mod on your next Attack when you make a successful Sneak or Traverse Check (Req. Porque no Los Dos)"</option>
<option value="24">Elementalist:_The Quick: "+2 Initiative if you have an Elemental Gun equipped"</option>
<option value="25">Elementalist:_The Dead: "+1 Damage Die if you deal Elemental Damage (Req. The Quick)"</option>
<option value="26">Elementalist:_Western Philosophy: "When you swap guns to an Element Gun, adjacent Enemies take 1d6 Element Damage of that type. (Req. The Dead)"</option>
<option value="27">Elementalist:_Crazed Alchemy: "Add +1d6 to all Elemental Damage (Req. Lvl 10+)"</option>
<option value="28">Elementalist:_Elementalist: "Roll an Element type. Add that Element type to your Favored Guns (Req. Lvl 10+)"</option>
<option value="29">Elementalist:_Fast Hands: "Add your SPD Mod to all Interact Checks (Req. Lvl 10+)"</option>
<option value="30">Elementalist:_Fistful of Hate: "If your current gun has an Element type, Melee Attacks deal that Element type and +1d6 Damage (Req. Lvl 15+)"</option>
<option value="31">Elementalist:_Wizard of Odds: "When an Elemental Gun is bought or generated, increase the roll by 20% (Req. Lvl 15+)"</option>
<option value="32">Elementalist:_Super Effective: "Enemies take 3x Elemental Effects from Shock, Incendiary, Corrosive Damage instead of 2x (Req. Lvl 20+)"</option>
<option value="33">Elementalist:_First Degree Burn: "Gain an Extra Attack each time you deal Elemental Damage to an Undamaged Enemy (Req. Lvl 20+)"</option>
<option value="34">Enforcer:_Bomb and Weave: "Gain Extra Movement when you deal Splash Damage for the first time during an encounter"</option>
<option value="35">Enforcer:_Flex: "The first time your Shields are depleted in an encounter, gain 1 Badass Token"</option>
<option value="36">Enforcer:_Smooth Talker: "+2 on all Talk Checks"</option>
<option value="37">Enforcer:_The Brain is the Biggest Muscle: "Add your DMG Mod to all Insight Checks"</option>
<option value="38">Enforcer:_Brutality: "Add 1d6 to your Melee Damage"</option>
<option value="39">Enforcer:_Totality of Brutality: "Add 1d8 to your Melee Damage (Req. Brutality)"</option>
<option value="40">Enforcer:_Finality of Brutality: "+2 to your Melee Attack Rolls per adjacent Enemy (Req. Totality of Brutality)"</option>
<option value="41">Enforcer:_No Pain: "While an Enemy is adjacent, take 1 less Damage from Each Attack"</option>
<option value="42">Enforcer:_No Gain: "1d4 Damage Reduction when there is an adjacent Enemy (Req. No Pain)"</option>
<option value="43">Enforcer:_Too Angry to Die: "The first time you would drop to 0 Health each day, go to 1 Health instead (Req. No Gain)"</option>
<option value="44">Enforcer:_Capitalist Might: "Choose a Guild. Add your DMG Mod to all guns of that guild (Req. Lvl 10+)"</option>
<option value="45">Enforcer:_Catch!: "When you Throw a grenade at a target, if your Accuracy Roll is 12+ add Melee Damage to the Grenade Damage (Req. Lvl 10+)"</option>
<option value="46">Enforcer:_Wounded Warrior: "If you are under your max Health, gain +4 to Initiative Rolls (Req. Lvl 10+)"</option>
<option value="47">Enforcer:_Another!: "Gain an Extra Attack when you kill an Enemy (Req. Lvl 15+)"</option>
<option value="48">Enforcer:_Fuck You and Your Friends Too: "When you deal Explosive Damage, Enemies Hit by Splash Dmage take full Damage (instead of half damage) (Req. Lvl 15+)."</option>
<option value="49">Enforcer:_Crater Face: "Your Melee Attacks deal +2d6 Explosive Damage (Req. Lvl 20+)"</option>
<option value="50">Enforcer:_Running Circles: "Gain Extra Movement at the start of each of your turns. (Req. Lvl 20+)"</option>
<option value="51">Guardian:_Helping Hands: "+4 on Accuracy Checks to Throw potions"</option>
<option value="52">Guardian:_By Your Side: "Gain Extra Movement anytime an ally's Shield depletes"</option>
<option value="53">Guardian:_Got Your Back: "Gain Shield Recharge if you end your movement adjacent to at least 1 ally and 1 enemy"</option>
<option value="54">Guardian:_Hyperlight Rounds: "Add your MST Mod to all Traverse Checks"</option>
<option value="55">Guardian:_Seeking Thoughts: "+1 to all Insight or Search Checks"</option>
<option value="56">Guardian:_Doctorate: "+1 to all Insight and Search Checks (Req. Seeking Thoughts)"</option>
<option value="57">Guardian: _Cerebrium: "Allies within 3 squared gain your Misc Mod for Insight or Search Checks (Req. Doctorate*)"</option>
<option value="58">Guardian: _Friendship: "Adjacent allies take 1 less Damage from Melee attacks."</option>
<option value="59">Guardian: _True Friendship: "Adjacent allies take 1 less Damage from all attacks. (Req. Friendship*)"</option>
<option value="60">Guardian: _Strike Force: "Gain en Extra attack if there is an adjacent ally (Req. Blockade)"</option>
<option value="61">Guardian: _Keep Shooting: "Choose a Guild, Gian Extra Attack if your Equipped gun is from that Guild (Req. Lvl 10+)"</option>
<option value="62">Guardian: _Talking Smack: "When an Enemy targets an adjacent ally, roll a Talk (10) Check. If successful, the enmy is Taunted (Req. Lvl 10+)"</option>
<option value="63">Guardian: _Shield of Bullets: "Gain X to your Shields, X is equal to your SPD Mod x 5 (Req. Lvl 10+)"</option>
<option value="64">Guardian: _The Doctor is In: "If you don't take any Damage during a turn, all allies gain Shield Recharge (Req. Lvl 15+)"</option>
<option value="65">Guardian: _Back Off: "Your Melee Attacks Knockback Enemies by 2 squares (Req. Lvl 15+)"</option>
<option value="66">Guardian: _Emergency: "Refresh one of your Action skills whenever an ally's Shield depletes (Req. Lvl 20+)"</option>
<option value="67">Guardian: _Nah: "Prevent the first 10 Damage that would e dealt to you or adjacent allies during an encounter (Req. Lvl 20+)"</option>
</select>
</div>
</fieldset>
</div>
</div>
</div>
</div>
</div>
<!-- XP -->
<div class="containercol colcenter">
<div class="containercol4">
<div class="item">
<label>XP:</label>
<select name="attr_xp" class="inputmargin" style="text-align: center !important;">
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
<option value="8">8</option>
<option value="9">9</option>
<option value="10">Level Up!</option>
</select>
</div>
</div>
<div class="containercol sliderwidth">
<div class="item">
<input type="range" id="XP" name="attr_xpbar" min="0" max="10" value="@{xp}" disabled class="inputmargin">
</div>
</div>
</div>
<!-- ITEMS -->
<div class="sheet-items">
<div class="container">
<h2 class="center2">Items</h2>
</div>
<div class="container">
<p class="center">Track any miscellaneous items below. Give a name, description and amount. example: GOLD - DELICIOUS AMAZING GOLD - 5 not enough...</p>
</div>
<div>
<fieldset class="repeating_items">
<div class="containercol colcenter">
<div class="container" style="width:90%">
<input class="item" type="text" name="attr_itemname" style="width: 20%; padding-bottom: 5px;background-color: aliceblue" placeholder="Item Name" />
<input class="item" type="text" name="attr_itemdescription" style="width: 70%; padding-bottom: 5px;background-color: aliceblue" placeholder="Item Description" />
<input class="item" type="text" name="attr_itemnum" style="width: 10%; padding-bottom: 5px;background-color: aliceblue" placeholder="Amount" />
</div>
</div>
</fieldset>
</div>
</div>
<!-- LEVELS -->
<div class="sheet-levels">
<div class="container">
<h2 class="center2">Levels</h2>
</div>
<div class="container">
<p class="center">When you gain a level in your archetype add it in here and add stats or roll hit die as needed. You can branch into another archetype after level 5.</p>
</div>
<div>
<fieldset class="repeating_levels">
<div class="item">
<select name="attr_ArchLevel" class="attr_ArchLevel" style="text-align: left !important; width: 100%; height: auto">
<option value="1">DeadEye:_1: "1 Skill Point, + Archetype Feat"</option>
<option value="2">DeadEye:_2: "1 Skill Point, + Health, +1 Crit DMG"</option>
<option value="3">DeadEye:_3: "1 Skill Point, + Health, +1 ACC"</option>
<option value="4">DeadEye:_4: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="5">DeadEye:_5: "1 Skill Point, + Health, +1 Crit DMG"</option>
<option value="6">DeadEye:_6: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="7">DeadEye:_7: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="8">DeadEye:_8: "1 Skill Point, + Health, +1 Stat"</option>
<option value="9">DeadEye:_9: "1 Skill Point, + Health, + Max Potion"</option>
<option value="10">DeadEye:_10: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="11">DeadEye:_11: "1 Skill Point, + Health, +2 ACC"</option>
<option value="12">DeadEye:_12: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="13">DeadEye:_13: "1 Skill Point, + Health"</option>
<option value="14">DeadEye:_14: "1 Skill Point, + Health, +1 Stat"</option>
<option value="15">DeadEye:_15: "1 Skill Point, + Health, +1 Crit DMG"</option>
<option value="16">DeadEye:_16: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="17">DeadEye:_17: "1 Skill Point, + Health"</option>
<option value="18">DeadEye:_18: "1 Skill Point, + Health, + Favored Gun"</option>
<option value="19">DeadEye:_19: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="20">DeadEye:_20: "1 Skill Point, + Health, +1 ACC"</option>
<option value="21">DeadEye:_21: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="22">DeadEye:_22: "1 Skill Point, + Health, +3 Crit DMG"</option>
<option value="23">DeadEye:_23: "1 Skill Point, + Health, +1 Max Grenaded"</option>
<option value="24">DeadEye:_24: "1 Skill Point, + Health, +1 Stat"</option>
<option value="25">DeadEye:_25: "1 Skill Point, + Health, +3 Crit DMG"</option>
<option value="26">DeadEye:_26: "1 Skill Point, + Health"</option>
<option value="27">DeadEye:_27: "1 Skill Point, + Health, +1 Stat, +1 Stat"</option>
<option value="28">DeadEye:_28: "1 Skill Point, + Health, +2 ACC"</option>
<option value="29">DeadEye:_29: "1 Skill Point, + Health, +1 Crit DMG"</option>
<option value="30">DeadEye:_30: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="31">Elementalist_1: "1 Skill Point, + Archetype Feat"</option>
<option value="32">Elementalist_2: "1 Skill Point, + Health, +1 Elemental DMG"</option>
<option value="33">Elementalist_3: "1 Skill Point, + Health, +1 MST"</option>
<option value="34">Elementalist_4: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="35">Elementalist_5: "1 Skill Point, + Health, +1 Elemental DMG"</option>
<option value="36">Elementalist_6: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="37">Elementalist_7: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="38">Elementalist_8: "1 Skill Point, + Health, +1 Stat"</option>
<option value="39">Elementalist_9: "1 Skill Point, + Health, + Max Potion"</option>
<option value="40">Elementalist_10: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="41">Elementalist_11: "1 Skill Point, + Health, +2 MST"</option>
<option value="42">Elementalist_12: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="43">Elementalist_13: "1 Skill Point, + Health"</option>
<option value="44">Elementalist_14: "1 Skill Point, + Health, +1 Stat"</option>
<option value="45">Elementalist_15: "1 Skill Point, + Health, +1 Crit DMG"</option>
<option value="46">Elementalist_16: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="47">Elementalist_17: "1 Skill Point, + Health"</option>
<option value="48">Elementalist_18: "1 Skill Point, + Health, + Favored Gun"</option>
<option value="49">Elementalist_19: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="50">Elementalist_20: "1 Skill Point, + Health, +1 MST"</option>
<option value="51">Elementalist_21: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="52">Elementalist_22: "1 Skill Point, + Health, +2 Elemental DMG"</option>
<option value="53">Elementalist_23: "1 Skill Point, + Health, +1 Max Grenaded"</option>
<option value="54">Elementalist_24: "1 Skill Point, + Health, +1 Stat"</option>
<option value="55">Elementalist_25: "1 Skill Point, + Health, +2 Elemental DMG"</option>
<option value="56">Elementalist_26: "1 Skill Point, + Health"</option>
<option value="57">Elementalist_27: "1 Skill Point, + Health, +1 Stat, +1 Stat"</option>
<option value="58">Elementalist_28: "1 Skill Point, + Health, +2 MST"</option>
<option value="59">Elementalist_29: "1 Skill Point, + Health, +1 Elemental DMG"</option>
<option value="60">Elementalist_30: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="61">Enforcer:_1: "1 Skill Point, + Archetype Feat"</option>
<option value="62">Enforcer:_2: "1 Skill Point, + Health, +1 Melee DMG"</option>
<option value="63">Enforcer:_3: "1 Skill Point, + Health, +1 DMG"</option>
<option value="64">Enforcer:_4: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="65">Enforcer:_5: "1 Skill Point, + Health, +1 Melee DMG"</option>
<option value="66">Enforcer:_6: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="67">Enforcer:_7: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="68">Enforcer:_8: "1 Skill Point, + Health, +1 Stat"</option>
<option value="69">Enforcer:_9: "1 Skill Point, + Health, + Max Potion"</option>
<option value="70">Enforcer:_10: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="71">Enforcer:_11: "1 Skill Point, + Health, +2 DMG"</option>
<option value="72">Enforcer:_12: "1 Skill Point, + Health"</option>
<option value="73">Enforcer:_13: "1 Skill Point, + Health"</option>
<option value="74">Enforcer:_14: "1 Skill Point, + Health"</option>
<option value="75">Enforcer:_15: "1 Skill Point, + Health, +1 Melee DMG"</option>
<option value="76">Enforcer:_16: "1 Skill Point, + Health, Feat"</option>
<option value="77">Enforcer:_17: "1 Skill Point, + Health"</option>
<option value="78">Enforcer:_18: "1 Skill Point, + Health, + Favored Gun"</option>
<option value="79">Enforcer:_19: "1 Skill Point, + Health, + Max Grenade"</option>
<option value="80">Enforcer:_20: "1 Skill Point, + Health, +1 DMG"</option>
<option value="81">Enforcer:_21: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="82">Enforcer:_22: "1 Skill Point, + Health, +2 Melee DMG"</option>
<option value="83">Enforcer:_23: "1 Skill Point, + Health, +1 Max Grenaded"</option>
<option value="84">Enforcer:_24: "1 Skill Point, + Health, +1 Stat"</option>
<option value="85">Enforcer:_25: "1 Skill Point, + Health, +2 Melee DMG"</option>
<option value="86">Enforcer:_26: "1 Skill Point, + Health"</option>
<option value="87">Enforcer:_27: "1 Skill Point, + Health, +1 Stat, +1 Stat"</option>
<option value="88">Enforcer:_28: "1 Skill Point, + Health, +2 DMG"</option>
<option value="89">Enforcer:_29: "1 Skill Point, + Health, +1 Melee DMG"</option>
<option value="90">Enforcer:_30: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="91">Guardian:_1: "1 Skill Point, + Archetype Feat"</option>
<option value="92">Guardian:_2: "1 Skill Point, + Health"</option>
<option value="93">Guardian:_3: "1 Skill Point, + Health, +5 Shield Capacity"</option>
<option value="94">Guardian:_4: "1 Skill Point, + Health, +1 SPD"</option>
<option value="95">Guardian:_5: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="96">Guardian:_6: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="97">Guardian:_7: "1 Skill Point, + Health, +1 Max Grenade"</option>
<option value="98">Guardian:_8: "1 Skill Point, + Health, +1 Stat"</option>
<option value="99">Guardian:_9: "1 Skill Point, + Health, + Max Potion"</option>
<option value="100">Guardian:_10: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="101">Guardian:_11: "1 Skill Point, + Health, +2 SPD"</option>
<option value="102">Guardian:_12: "1 Skill Point, + Health, +1 Favored Gun"</option>
<option value="103">Guardian:_13: "1 Skill Point, + Health"</option>
<option value="104">Guardian:_14: "1 Skill Point, + Health"</option>
<option value="105">Guardian:_15: "1 Skill Point, + Health, +5 Shield Capacity"</option>
<option value="106">Guardian:_16: "1 Skill Point, + Health, Feat"</option>
<option value="107">Guardian:_17: "1 Skill Point, + Health"</option>
<option value="108">Guardian:_18: "1 Skill Point, + Health, + Favored Gun"</option>
<option value="109">Guardian:_19: "1 Skill Point, + Health, + Max Grenade"</option>
<option value="110">Guardian:_20: "1 Skill Point, + Health, +1 SPD"</option>
<option value="111">Guardian:_21: "1 Skill Point, + Health, + Archetype Feat"</option>
<option value="112">Guardian:_22: "1 Skill Point, + Health, +10 Shield Capacity"</option>
<option value="113">Guardian:_23: "1 Skill Point, + Health, +1 Max Grenaded"</option>
<option value="114">Guardian:_24: "1 Skill Point, + Health, +1 Stat"</option>
<option value="115">Guardian:_25: "1 Skill Point, + Health, +10 Shield Capacity"</option>
<option value="116">Guardian:_26: "1 Skill Point, + Health"</option>
<option value="117">Guardian:_27: "1 Skill Point, + Health, +1 Stat, +1 Stat"</option>
<option value="118">Guardian:_28: "1 Skill Point, + Health, +2 SPD"</option>
<option value="119">Guardian:_29: "1 Skill Point, + Health, +5 Shield Capacity"</option>
<option value="120">Guardian:_30: "1 Skill Point, + Health, + Archetype Feat"</option>
</select>
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</fieldset>
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<!-- Traits -->
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<h2 class="center2">Character Traits</h2>
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<p class="center">Your character gets 2 traits when being created. You get to choose one trait that you like and have the second one randomly selected by FATE! Roll a d100 (or 2 d10) and have it randomly selected with 1 reroll allowed.</p>
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<fieldset class="repeating_traits">
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<select name="attr_feats" style="text-align: left; width: 95%;margin-top: 3px;padding-bottom: 5px;height: 60px;white-space: pre-line;word-break: keep-all;">
<option value="1">Roll:(1-2)Everyone Betray Me:+ 5 on Deception Insight checks;You were left for dead by your last group of adventuring "friends," and now you're suspicious of everyone</option>
<option value="2">Roll:(3-4)Drifter:+ 5 on Encounter Traverse Checks;You never stayed anywhere long, always on the move. You're also good at making hairpin turns in souped up sports cars</option>
<option value="3">Roll:(5-6)Freelance:+ 5 on Mercenary Insight checks;You used to get a regulare paycheck. Now you don't. On the updside; Freedom. On the downside; ramen for every meal</option>
<option value="4">Roll:(7-8)Inspiration:+ 5 on persuation Talk Checks;You've got an uncanny ability to convince pople to agree to things that go against their own insterests. Maybe consider running for office</option>
<option value="5">Roll:(9-10)Renegade Cop With Nothing To Lose:+ 5 on in your face talk checks;They killed your partner and got away with it. Now you've gotta put the whole SYSTEM on trial. Turn in your badge and your gun, then get serveral other guns, and a new badge that reads "good at fights"</option>
<option value="6">Roll:(11-12)Riddler:+ 5 on Riddle Insight checks;You know that the doctor was the mother. You know the hanged man was standing on a block of ice. You're aware that both of the corpses were goldfish. </option>
<option value="7">Roll:(13-14)Infiltrator:+ 5 on Bunker Sneak Checks;Kept you waiting, huh?</option>
<option value="8">Roll:(15-16)Wayfinder:+ 5 on Hidden Doors Search Checks;Secret doors, scmecret schmoors.</option>
<option value="9">Roll:(17-18)Climber:+ 5 on Climbing Traverse Checks;You spend a lot of time at the rock climbing gym and never miss an opportunity to tell people</option>
<option value="10">Roll:(19-20)Instense:+ 5 on Intimidate Talk Checks;You have a terminal case of RBF</option>
<option value="11">Roll:(21-22)Looter:+ 5 on Loot Search Checks;Whover said "it's about the journey, not the reward" has never found a Legendary Sniper Rifle</option>
<option value="12">Roll:(23-24)Breacher:+ 5 on Strength Interact Checks;Most barricades and locked doors cannot withstand your might. Your are also good with opening bottles and jars.</option>
<option value="13">Roll:(25-26)Filch:+ 5 on Gun Interact Checks;You've got sticky fingers. Figuratively, Unless you WANT literally sticky fingers, in which case give yourself a -5 to all interact-based checks. Also, go to jail because you are a criminal. </option>
<option value="14">Roll:(27-28)Swift:+ 5 on Terrain Traverse Checks;They can't stop you if they can't catch you.</option>
<option value="15">Roll:(29-30)I'm A Big Stupid Idiot Who Sucks:+ 5 on Being an Absolute Turd Checks;You are the worst</option>
<option value="16">Roll:(31-32)Insider:+ 5 on Guild Sneak Checks;You've seen the inside of every guild on Pan'Dorah, and are not welcome back at most of them</option>
<option value="17">Roll:(33-34)Tracker:+ 5 on Tracking Search Checks;you are able to get into the mind of your quarry, predicting their movements</option>
<option value="18">Roll:(35-36)Blender:+ 5 on Crowd Sneak Checks;You have one of those forgettable faces, which serves you well when you need to be incognito</option>
<option value="19">Roll:(37-38)Aficionado:+ 5 on Gun Insight Checks;You know a lot about guns.. like.. an unnerving amount</option>
<option value="20">Roll:(39-40)Historian:+ 5 on History Insight Checks;You never tire of hearing. "Why don't you get a real job?"</option>
<option value="21">Roll:(41-42)Man or WOman or Nonbinary About Town:+ 5 on Town Search Checks;You're a social butterfly who wants to explore friendly environs and interact with friendly NPCs. Partially because towns are fun, and partially because you like forcing your BM to speak in goofy voices.</option>
<option value="22">Roll:(43-44)Everybody be Cool:+ 5 on Diplomacy Talk Checks;You just want everyone to get along. You picked the wrong occupation, but still, good for you.</option>
<option value="23">Roll:(45-46)Haggler:+ 5 on Bargaining Talk Checks;Retail is for suckers</option>
<option value="24">Roll:(47-48)What Do Your Hippie Eyes See:+ 5 on Forest Sneak Checks;You grew up in the forest and love sneaking around and eating mushrooms or whatever. You probably don't shower</option>
<option value="25">Roll:(49-50)Parkour!:+ 5 on Vaulting Traverse Checks;You have delusions of being Spiderantman</option>
<option value="26">Roll:(51-52)I Hate you, Dad:+ 5 to Proving Authority Figures Wrong;Your dad said you'd never amount to anyhting and you gotta prove him wrong. </option>
<option value="27">Roll:(53-54)Rocks Rock:+ 5 on Element Search Checks;You're a geologist, You came for the rocks, you stayed for the wanton violence.</option>
<option value="28">Roll:(55-56)Would I Lie?:+ 5 on Bluffing Talk Checks;Yes, probably. </option>
<option value="29">Roll:(57-58)Nothing's Over 'Til You're Underground:+ 5 on Interact Checks while Shields are Depleted;You seek death because it makes you feel alive. So Edgy.</option>
<option value="30">Roll:(59-60)You Can't Fool Me:+ 5 on Trap Search Checks;Your favorite uncle died to a failedTrap Search, so now you're out to avenge him by disarming every trap you can.</option>
<option value="31">Roll:(61-62)Macho, Man:+ 5 to Melee Attacks if they're pro wrestling moves;You were a professional wrestler who decided you need the ULTIMATE prize.</option>
<option value="32">Roll:(63-64)You Don't Say:+ 5 on Intent Insight Checks;You are skeptical of everyone, without exception</option>
<option value="33">Roll:(65-66)Masseuse:+ 5 on Sentient Interact Checks;You have the magic touch, and can soothe eve the wildest beast with your fingers</option>
<option value="34">Roll:(67-68)Contortionist:+ 5 on Squeeze Traverse Checks;You can bend and flex to fit into rediculously tight spaces</option>
<option value="35">Roll:(69-70)Too Hot (Hot Damn):+ 5 on Flirting Talk Checks;You're so attractive you had to flee your village because the hotties were too theirsty for you.</option>
<option value="36">Roll:(71-72)Stop Picking At That:+ 5 on Lockpick Interact Checks;You're a master lockpicker who wants to pick the world's greatest Chest.</option>
<option value="37">Roll:(73-74)Artufl Dodger:+ 5 on Sleight of Hand SNeak Checks;you gotta pick a pocket or two.</option>
<option value="38">Roll:(75-76)Tinkerer:+ 5 on Puzzle Interact Checks;You can take apart put back together everything in your pack, and you will if anyone seems even remotely interested.</option>
<option value="39">Roll:(77-78)Got A Bad Feeling About This:+ 5 on Danger Insight Checks;You can tell when stuff's about to go sideways.</option>
<option value="40">Roll:(79-80)Hoarder:+ 5 on Item Search Checks;You need stuff. It makes you complete. It gives you meaning. Capitalism/</option>
<option value="41">Roll:(81-82)Clear Eyes, Big Gun, Can't Lose:+ 5 on Inspirational Talk Checks;You live to pump up other people. You are the ultimate hype person</option>
<option value="42">Roll:(83-84)Bust A Move:+ 5 to Dancing;You're a breakdancer who needs to earn enough money to save your rec center.</option>
<option value="43">Roll:(85-86)The Load:+ 5 on Plant Sneak Checks;You have mastered the art of hiding unwanted itoms on people.</option>
<option value="44">Roll:(87-88)Sucking Up:+ 5 on Ingratiate Talk Checks;Has anyone told you how great you look in that cloak?</option>
<option value="45">Roll:(89-90)Shape of Water:+ 5 on Swimming Traverse Checks;You are an expert swimmer with a freaklike ability to hold youer breath.</option>
<option value="46">Roll:(91-92)Yo Soy Manuel Dexterity:+ 5 on Dexterity Interact Checks;You're very goo dwith your fingers.</option>
<option value="47">Roll:(93-94)Down + B:+ 5 on Sliding Traverse Checks;You think it's faster to slide than walk.</option>
<option value="48">Roll:(95-96)Buzz, Your Girlfriend, Woof:+ 5 on Trap Interact Checks;You love setting traps, not entirely unlike a small child who was left alone at home during Chrismas.</option>
<option value="49">Roll:(97-98)That's the Truth, Ruth:+ 5 on Deception Talk Checks;So long as youkeep talking, reality bends to your will</option>
<option value="50">Roll:(99-100)Boom, Baby:+ 5 on Explosives Interact checks;You are a connoisseur of fin explosions. you hope to one day blow up the sun. </option>
</select>
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