mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
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924 lines
62 KiB
HTML
924 lines
62 KiB
HTML
<input type="hidden" name="attr_version" value="1.11" />
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<input type="hidden" name="attr_sheet_type" value="choose" />
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<input type="hidden" name="attr_stress_max" value="8" />
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<div class="choose">
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<input type="hidden" name="attr_fsheet_type" value="agent" />
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<h1>Type of sheet</h1>
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<label class="btn-choice"><input type="radio" name="attr_fsheet_type" value="agent"/><span>Agent (Character)</span></label>
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<label class="btn-choice"><input type="radio" name="attr_fsheet_type" value="crew"/><span>Crew Sheet (1 per game)</span></label>
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<label class="btn-choice"><input type="radio" name="attr_fsheet_type" value="role"/><span>Agency Role</span></label>
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<div class="agent_class">
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<h2>Agent</h2>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Adept"/><span>Adept</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Controller"/><span>Controller</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Engineer"/><span>Engineer</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Hacker"/><span>Hacker</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Shadow"/><span>Shadow</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Sniper"/><span>Sniper</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Soldier"/><span>Soldier</span></label>
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</div>
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<div class="role_class">
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<h2>Role</h2>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Director"/><span>Director</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Quartermaster"/><span>Quartermaster</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Personnel"/><span>Personnel</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="CounterIntel"/><span>Counter-intel</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Analyst"/><span>Analyst</span></label>
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</div>
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<div class="crew_class">
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<h2>Crew</h2>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Spies"/><span>Spies</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Detectives"/><span>Detectives</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="Minders"/><span>Minders</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="SpecOps"/><span>Special Ops</span></label>
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<label class="btn-choice"><input type="radio" name="attr_class" value="NightWatch"/><span>Night Watch</span></label>
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</div>
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<button style="height:1.5em;" type="action" name="act_confirmtype">Confirm</button>
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</div>
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<div class="main crew">
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<div class="header flex-center section">
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<h1>Playbook: <input name="attr_class" type="text" /></h1>
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<p>Name: <input name="attr_character_name" type="text" spellcheck="false" /></p>
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<p><label>Available upgrades: <input type="number" name="attr_crew_upgrades" value="2"/></label></p>
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</div>
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<div class="hqup section">
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<h3>HQ Upgrades</h3>
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<label><input type="checkbox" name="attr_hq_air_1" value="1" /> Aircraft 1</label>
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<label><input type="checkbox" name="attr_hq_air_2" value="1" /> Aircraft 2</label>
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<label><input type="checkbox" name="attr_hq_hidden" value="1" /> Hidden</label>
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<label><input type="checkbox" name="attr_hq_living" value="1" /> Quarters</label>
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<label><input type="checkbox" name="attr_hq_safehouse_1" value="1" /> Safehouse 1</label>
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<label><input type="checkbox" name="attr_hq_safehouse_2" value="1" /> Safehouse 2</label>
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<label><input type="checkbox" name="attr_hq_vault_1" value="1" /> Vault 1</label>
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<label><input type="checkbox" name="attr_hq_vault_2" value="1" /> Vault 2</label>
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<label><input type="checkbox" name="attr_hq_workshop" value="1" /> Workshop</label>
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</div>
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<div class="qup section">
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<h3>Quality Upgrades</h3>
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<label><input type="checkbox" name="attr_qu_doc" value="1" /> Documents</label>
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<label><input type="checkbox" name="attr_qu_gadget" value="1" /> Gadgets</label>
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<label><input type="checkbox" name="attr_qu_gear" value="1" /> Gear</label>
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<label><input type="checkbox" name="attr_qu_supplies" value="1" /> Supplies</label>
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<label><input type="checkbox" name="attr_qu_tools" value="1" /> Tools</label>
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<label><input type="checkbox" name="attr_qu_weapons" value="1" /> Weapons</label>
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</div>
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<div class="crewup section">
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<h3>Crew Upgrades</h3>
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<label><input type="checkbox" name="attr_cup_boffins" value="1" /> Elite boffins</label>
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<label><input type="checkbox" name="attr_cup_watchers" value="1" /> Elite watchers</label>
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<label><input type="checkbox" name="attr_cup_arcanew" value="1" /> Arcane Workshop</label>
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<label><input type="checkbox" name="attr_cup_mystic" value="1" /> Mystic Tools <i>(2 free load occult items)</i></label>
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<label><input type="checkbox" name="attr_cup_ordained" value="3" /> Ordained (+1 trauma) <i>[3 upgrades]</i></label>
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<h3>Training</h3>
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<p><i>2xp during downtime training</i></p>
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<label><input type="checkbox" name="attr_trn_insight" value="1" /> Insight</label>
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<label><input type="checkbox" name="attr_trn_prowess" value="1" /> Prowess</label>
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<label><input type="checkbox" name="attr_trn_resolve" value="1" /> Resolve</label>
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<label><input type="checkbox" name="attr_trn_playbook" value="1" /> Playbook</label>
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</div>
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<div class="power section">
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<h3>Special Abilities<span class="xp xp-track" title="Playbook XP">
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<input type="radio" name="attr_xp_crew" value="8" />
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<input type="radio" name="attr_xp_crew" value="7" />
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<input type="radio" name="attr_xp_crew" value="6" />
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<input type="radio" name="attr_xp_crew" value="5" />
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<input type="radio" name="attr_xp_crew" value="4" />
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<input type="radio" name="attr_xp_crew" value="3" />
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<input type="radio" name="attr_xp_crew" value="2" />
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<input type="radio" name="attr_xp_crew" value="1" />
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</span></h3>
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<label class="xp-clear"><input type="radio" name="attr_xp_crew" value="0" checked="true" />Clear XP</label>
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<fieldset class="repeating_power">
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<textarea name="attr_power" type="text"></textarea>
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</fieldset>
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</div>
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<div class="misc section">
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<label>Notes</label>
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<textarea name="attr_notes"></textarea>
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</div>
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</div>
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<div class="main role">
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<div class="header flex-center section">
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<h1><span name="attr_character_name"></span></h1>
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</div>
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<input name="attr_class_role" type="hidden" value="@{class}" disabled="true" />
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<div class="section director">
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<h3>Intel</h3>
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<p>You can store up to 4 intel between missions (any extra must be spent immediately).The first vault upgrade allows you to store 8 intel; the second vault upgrade allows you to store up to 16 intel.</p>
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<p><label>Intel: <input type="number" name="attr_crew_intel" value="0"/></label></p>
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<h3>Heat</h3>
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<p>Heat indicates how much attention your activities are attracting. If the track fills up, increase threat by one then clear the heat track.</p>
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<p><b>Heat:</b>
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<span class="xp ib stress">
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<input type="radio" name="attr_crew_heat" value="9" />
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<input type="radio" name="attr_crew_heat" value="8" />
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<input type="radio" name="attr_crew_heat" value="7" />
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<input type="radio" name="attr_crew_heat" value="6" />
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<input type="radio" name="attr_crew_heat" value="5" />
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<input type="radio" name="attr_crew_heat" value="4" />
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<input type="radio" name="attr_crew_heat" value="3" />
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<input type="radio" name="attr_crew_heat" value="2" />
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<input type="radio" name="attr_crew_heat" value="1" />
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</span>
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<label class="xp-clear ib"><input type="radio" name="attr_crew_heat" value="0" checked="true" />Clear Heat</label></p>
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<h4>Threat</h4>
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<p>As the threat level increases, the more dangerous and desperate the conspiracy becomes. If the threat level ever reaches 5, the crew is destroyed by the full might of the conspiracy.</p>
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<p><label>Threat: <input type="number" name="attr_crew_threat" value="0"/></label></p>
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</div>
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<div class="section personnel">
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<h3>Experts</h3>
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<p>An expert has two actions and one investigative skill. They can be promoted to an agent when there is a vacancy.</p>
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<fieldset class="repeating_expert">
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<div class="squadcard">
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<p>
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<b>Name:</b> <input type="text" name="attr_expert_name" />
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<b>Wounds:</b> <input type="checkbox" name="attr_expert_w1" value="1" /> <input type="checkbox" name="attr_expert_w2" value="1" /> <input type="checkbox" name="attr_expert_w3" value="1" />
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<b>Stress:</b> <input type="number" value="0" name="attr_expert_stress" />
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</p>
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<p>
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<select name="attr_expert_action1">
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<option value="">- select an action -</option>
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<option>Hunt</option>
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<option>Study</option>
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<option>Survey</option>
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<option>Tinker</option>
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<option>Finesse</option>
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<option>Prowl</option>
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<option>Skirmish</option>
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<option>Wreck</option>
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<option>Attune</option>
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<option>Command</option>
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<option>Consort</option>
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<option>Sway</option>
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</select>
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<select name="attr_expert_action2">
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<option value="">- select an action -</option>
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<option>Hunt</option>
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<option>Study</option>
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<option>Survey</option>
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<option>Tinker</option>
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<option>Finesse</option>
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<option>Prowl</option>
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<option>Skirmish</option>
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<option>Wreck</option>
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<option>Attune</option>
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<option>Command</option>
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<option>Consort</option>
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<option>Sway</option>
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</select>
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<select name="attr_expert_skill">
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<option value="">-- select a skill --</option>
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<option>Accounting</option>
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<option>Archaelogy</option>
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<option>Architecture</option>
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<option>Art History</option>
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<option>Astronomy</option>
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<option>Bureaucracy</option>
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<option>Chemistry</option>
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<option>Criminology</option>
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<option>Cryptography</option>
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<option>Data Recovery</option>
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<option>Diagnosis</option>
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<option>Electronic Surveillance</option>
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<option>Forensic Pathology</option>
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<option>Forgery</option>
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<option>Fringe Science</option>
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<option>High Society</option>
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<option>History</option>
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<option>Human Terrain</option>
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<option>Languages</option>
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<option>Law</option>
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<option>Military Science</option>
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<option>Occult Studies</option>
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<option>Outdoor Survival</option>
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<option>Pharmacy</option>
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<option>Photography</option>
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<option>Physics</option>
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<option>Research</option>
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<option>Streetwise</option>
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<option>Tradecraft</option>
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<option>Traffic Analysis</option>
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<option>Urban Survival</option>
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<option>Vampirology</option>
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</select>
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</p>
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</div>
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</fieldset>
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<h3>Squads</h3>
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<p>Personnel can add new squads when the quartermaster spends two upgrades, or recruit replacements for promoted (or dead) squad members
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when the quartermaster performs a <b>Recruit</b> action.</p>
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<p>Individual squad members are sometimes referred to as rookies. Personnel can choose to promote them to an expert any time after they reach 8 xp.</p>
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<div class="area-squad">
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<fieldset class="repeating_squad">
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<div class="squadcard">
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<h4>
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Squad of <select name="attr_squad_type">
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<option value="">- select on squad creation -</option>
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<option value="agents">Agents (finesse and prowl)</option>
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<option value="boffins">Boffins (study and tinker)</option>
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<option value="logistics">Logistics (command and sway)</option>
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<option value="muscle">Muscle (wreck and skirmish)</option>
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<option value="watchers">Watchers (hunt and survey)</option>
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</select>
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</h4>
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<label><input type="checkbox" name="attr_squad_elite" value="1" /> Elite?</label>
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<table class="squad">
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<tr>
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<th>XP</th>
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<th>Name</th>
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<th>Wounds</th>
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<th>Stress</th>
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</tr>
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<tr>
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<td><input type="number" value="0" name="attr_rookie1_xp" /></td>
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<td><input type="text" name="attr_rookie1_name" /></td>
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<td><input type="checkbox" name="attr_rookie1_w1" value="1" /> <input type="checkbox" name="attr_rookie1_w2" value="1" /> <input type="checkbox" name="attr_rookie1_w3" value="1" /></td>
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<td><input type="number" value="0" name="attr_rookie1_stress" /></td>
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</tr>
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<tr>
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<td><input type="number" value="0" name="attr_rookie2_xp" /></td>
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<td><input type="text" name="attr_rookie2_name" /></td>
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<td><input type="checkbox" name="attr_rookie2_w1" value="1" /> <input type="checkbox" name="attr_rookie2_w2" value="1" /> <input type="checkbox" name="attr_rookie2_w3" value="1" /></td>
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<td><input type="number" value="0" name="attr_rookie2_stress" /></td>
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</tr>
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<tr>
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<td><input type="number" value="0" name="attr_rookie3_xp" /></td>
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<td><input type="text" name="attr_rookie3_name" /></td>
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<td><input type="checkbox" name="attr_rookie3_w1" value="1" /> <input type="checkbox" name="attr_rookie3_w2" value="1" /> <input type="checkbox" name="attr_rookie3_w3" value="1" /></td>
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<td><input type="number" value="0" name="attr_rookie3_stress" /></td>
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</tr>
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<tr>
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<td><input type="number" value="0" name="attr_rookie4_xp" /></td>
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<td><input type="text" name="attr_rookie4_name" /></td>
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<td><input type="checkbox" name="attr_rookie4_w1" value="1" /> <input type="checkbox" name="attr_rookie4_w2" value="1" /> <input type="checkbox" name="attr_rookie4_w3" value="1" /></td>
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<td><input type="number" value="0" name="attr_rookie4_stress" /></td>
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</tr>
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<tr>
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<td><input type="number" value="0" name="attr_rookie5_xp" /></td>
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<td><input type="text" name="attr_rookie5_name" /></td>
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<td><input type="checkbox" name="attr_rookie5_w1" value="1" /> <input type="checkbox" name="attr_rookie5_w2" value="1" /> <input type="checkbox" name="attr_rookie5_w3" value="1" /></td>
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<td><input type="number" value="0" name="attr_rookie5_stress" /></td>
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</tr>
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</table>
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</div>
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</fieldset>
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</div>
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</div>
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<div class="section qm">
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<h3>Manage Crew Sheet</h3>
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<p>Manage crew XP, upgrades, and headquarters on the seperate <b>Crew sheet</b>.</p>
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<h3>Contacts and Assets</h3>
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<p>Contacts can be acquired through missions or cultivated via long-term projects. The crew always starts with one.</p>
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<p>You can use the *Acquire Assets* activity to hire outside personnel for an upcoming mission.</p>
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<div>
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<fieldset class="repeating_contacts">
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<div class="contactcard">
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<p>Name: <input type="text" name="attr_contact_name" spellcheck="false" /> Detail: <input type="text" name="attr_contact_detail" /></p>
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</div>
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</fieldset>
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</div>
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<h3>Long-Term Projects</h3>
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<div class="ltp">
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<p>Create and track the crew's long-term projects. The agent assigned to lead the project rolls to advance the project clock.</p>
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<fieldset class="repeating_ltp">
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<div class="clockcard">
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<label class="xp-clear"><input type="radio" name="attr_clock_val" value="0" checked="true" />Clear</label>
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<div class="clock">
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<input type="hidden" name="attr_clock_size" class="size" value="8" />
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<input type="radio" name="attr_clock_val" value="8" />
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<input type="radio" name="attr_clock_val" value="7" />
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<input type="radio" name="attr_clock_val" value="6" />
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<input type="radio" name="attr_clock_val" value="5" />
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<input type="radio" name="attr_clock_val" value="4" />
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<input type="radio" name="attr_clock_val" value="3" />
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<input type="radio" name="attr_clock_val" value="2" />
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<input type="radio" name="attr_clock_val" value="1" />
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</div>
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<input type="text" name="attr_clock_name" class="clock-lbl" />
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</div>
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</fieldset>
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</div>
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</div>
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<div class="section ci">
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<h3>Manage Counter-Agents</h3>
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<p>You begin with two counter-agents and can only have two at a time working for you until you upgrade your network.</p>
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<div>
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<fieldset class="repeating_ciagents">
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<div class="contactcard">
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<p>Name: <input type="text" name="attr_ci_agent_name" spellcheck="false" /> Detail: <input type="text" name="attr_ci_agent_detail" /> <b>Wounded?</b> <input type="checkbox" name="attr_ci_w1" value="1" /> </p>
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<p>Assignment:
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="1" /><span>Reduce Heat</span></label>
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="2" /><span>Recover</span></label>
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="3" /><span>Interrogate</span></label>
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="4" /><span>Blackmail</span></label>
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="5" /><span>Help</span></label>
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<label class="ci-choice"><input type="radio" name="attr_ci_assign" value="6" /><span>Long-term</span></label>
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</p>
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</div>
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</fieldset>
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</div>
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<h3>Long-Term Assigments</h3>
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<div class="ci_ltp">
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<p>Create and assign counter-agents to long-term assigments. *Augment Mission*, *Expand Network*, *Recruit*, *Research Conspiracy*</p>
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<button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Fortune}} {{attr_num=[[?{Dice|0|1|2|3|4|5}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(?{Dice|0|1|2|3|4|5})d6kh1]]}}">Fortune Roll</button>
|
||
<p>Roll <b>1d</b> for the assignment. Advance the clock according to the results. (1-3: One, and your counter-agent is wounded. 4/5: Two. 6: Three. Critical: Five.) A wounded counter-agent that gets wounded again will die.<p>
|
||
<fieldset class="repeating_lta">
|
||
<div class="clockcard">
|
||
<label class="xp-clear"><input type="radio" name="attr_clock_val" value="0" checked="true" />Clear</label>
|
||
<div class="clock">
|
||
<input type="hidden" name="attr_clock_size" class="size" value="8" />
|
||
<input type="radio" name="attr_clock_val" value="8" />
|
||
<input type="radio" name="attr_clock_val" value="7" />
|
||
<input type="radio" name="attr_clock_val" value="6" />
|
||
<input type="radio" name="attr_clock_val" value="5" />
|
||
<input type="radio" name="attr_clock_val" value="4" />
|
||
<input type="radio" name="attr_clock_val" value="3" />
|
||
<input type="radio" name="attr_clock_val" value="2" />
|
||
<input type="radio" name="attr_clock_val" value="1" />
|
||
</div>
|
||
<input type="text" name="attr_clock_name" class="clock-lbl" />
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
|
||
</div>
|
||
<div class="misc section">
|
||
<label>Notes</label>
|
||
<textarea name="attr_notes"></textarea>
|
||
</div>
|
||
</div>
|
||
<div class="main agent">
|
||
<div class="header flex-center section">
|
||
<h1><span name="attr_class"></span></h1>
|
||
<p>Name: <input name="attr_character_name" type="text" spellcheck="false" /></p>
|
||
<span class="xp stress xp-track">
|
||
<input type="radio" name="attr_stress" value="8" />
|
||
<input type="radio" name="attr_stress" value="7" />
|
||
<input type="radio" name="attr_stress" value="6" />
|
||
<input type="radio" name="attr_stress" value="5" />
|
||
<input type="radio" name="attr_stress" value="4" />
|
||
<input type="radio" name="attr_stress" value="3" />
|
||
<input type="radio" name="attr_stress" value="2" />
|
||
<input type="radio" name="attr_stress" value="1" />
|
||
</span>
|
||
<label class="xp-clear"><input type="radio" name="attr_stress" value="0" checked="true" />Clear Stress</label>
|
||
<button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Fortune}} {{attr_num=[[?{Dice|0|1|2|3|4|5}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(?{Dice|0|1|2|3|4|5})d6kh1]]}}">Fortune Roll</button>
|
||
<button type="roll" value="&{template:stability} {{name=@{character_name}}} {{attr=Stability}} {{attr_num=[[@{stability}]]}} {{zero=[[2d6kl1]]}} {{stress=[[(@{stability})d6kh1]]}}">Stability Check</button>
|
||
<button name="act_heal" type="action">R & R</button>
|
||
</div>
|
||
<div class="insight section">
|
||
<input type="hidden" name="attr_insight" value="0" />
|
||
<h3>Insight <button type="roll" title="Resist deception" value="&{template:resist} {{name=@{character_name}}} {{attr=Insight}} {{attr_num=[[@{insight}]]}} {{zero=[[6-2d6kl1]]}} {{stress=[[6-(@{insight})d6kh1]]}}"></button><span class="xp xp-track" title="Insight XP">
|
||
<input type="radio" name="attr_xp_insight" value="6" />
|
||
<input type="radio" name="attr_xp_insight" value="5" />
|
||
<input type="radio" name="attr_xp_insight" value="4" />
|
||
<input type="radio" name="attr_xp_insight" value="3" />
|
||
<input type="radio" name="attr_xp_insight" value="2" />
|
||
<input type="radio" name="attr_xp_insight" value="1" />
|
||
</span></h3>
|
||
<label class="xp-clear"><input type="radio" name="attr_xp_insight" value="0" checked="true" />Clear XP</label>
|
||
<label class="lbl"><input type="number" name="attr_hunt" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Hunt}} {{attr_num=[[@{hunt}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{hunt}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Hunt</button></label>
|
||
<label class="lbl"><input type="number" name="attr_study" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Study}} {{attr_num=[[@{study}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{study}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Study</button></label>
|
||
<label class="lbl"><input type="number" name="attr_survey" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Survey}} {{attr_num=[[@{survey}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{survey}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Survey</button></label>
|
||
<label class="lbl"><input type="number" name="attr_tinker" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Tinker}} {{attr_num=[[@{tinker}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{tinker}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Tinker</button></label>
|
||
</div>
|
||
<div class="prowess section">
|
||
<input type="hidden" name="attr_prowess" value="0" />
|
||
<h3>Prowess<button type="roll" title="Resist physical damage" value="&{template:resist} {{name=@{character_name}}} {{attr=Prowess}} {{attr_num=[[@{prowess}]]}} {{zero=[[6-2d6kl1]]}} {{stress=[[6-(@{prowess})d6kh1]]}}"></button><span class="xp xp-track" title="Prowess XP">
|
||
<input type="radio" name="attr_xp_prowess" value="6" />
|
||
<input type="radio" name="attr_xp_prowess" value="5" />
|
||
<input type="radio" name="attr_xp_prowess" value="4" />
|
||
<input type="radio" name="attr_xp_prowess" value="3" />
|
||
<input type="radio" name="attr_xp_prowess" value="2" />
|
||
<input type="radio" name="attr_xp_prowess" value="1" />
|
||
</span></h3>
|
||
<label class="xp-clear"><input type="radio" name="attr_xp_prowess" value="0" checked="true" />Clear XP</label>
|
||
<label class="lbl"><input type="number" name="attr_finesse" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Finesse}} {{attr_num=[[@{finesse}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{finesse}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Finesse</button></label>
|
||
<label class="lbl"><input type="number" name="attr_prowl" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Prowl}} {{attr_num=[[@{prowl}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{prowl}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Prowl</button></label>
|
||
<label class="lbl"><input type="number" name="attr_skirmish" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Skirmish}} {{attr_num=[[@{skirmish}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{skirmish}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Skirmish</button></label>
|
||
<label class="lbl"><input type="number" name="attr_wreck" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Wreck}} {{attr_num=[[@{wreck}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{wreck}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Wreck</button></label>
|
||
</div>
|
||
<div class="resolve section">
|
||
<input type="hidden" name="attr_resolve" value="0" />
|
||
<h3>Resolve<button type="roll" title="Resist mental strain" value="&{template:resist} {{name=@{character_name}}} {{attr=Resolve}} {{attr_num=[[@{resolve}]]}} {{zero=[[6-2d6kl1]]}} {{stress=[[6-(@{resolve})d6kh1]]}}"></button><span class="xp xp-track" title="Resolve XP">
|
||
<input type="radio" name="attr_xp_resolve" value="6" />
|
||
<input type="radio" name="attr_xp_resolve" value="5" />
|
||
<input type="radio" name="attr_xp_resolve" value="4" />
|
||
<input type="radio" name="attr_xp_resolve" value="3" />
|
||
<input type="radio" name="attr_xp_resolve" value="2" />
|
||
<input type="radio" name="attr_xp_resolve" value="1" />
|
||
</span></h3>
|
||
<label class="xp-clear"><input type="radio" name="attr_xp_resolve" value="0" checked="true" />Clear XP</label>
|
||
<label class="lbl"><input type="number" name="attr_attune" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Attune}} {{attr_num=[[@{attune}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{attune}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Attune</button></label>
|
||
<label class="lbl"><input type="number" name="attr_command" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Command}} {{attr_num=[[@{command}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{command}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Command</button></label>
|
||
<label class="lbl"><input type="number" name="attr_consort" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Consort}} {{attr_num=[[@{consort}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{consort}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Consort</button></label>
|
||
<label class="lbl"><input type="number" name="attr_sway" value="0" /> <button type="roll" value="&{template:action} {{name=@{character_name}}} {{attr=Sway}} {{attr_num=[[@{sway}+?{Bonus Dice|0|1|2|3|-1|-2|-3}]]}} {{zero=[[2d6kl1]]}} {{dice=[[(@{sway}+?{Bonus Dice|0|1|2|3|-1|-2|-3})d6kh1]]}}">Sway</button></label>
|
||
</div>
|
||
<div class="power section">
|
||
<input name="attr_class_power" type="hidden" value="@{class}" disabled="true" />
|
||
<h3>Special Abilities<span class="xp xp-track" title="Playbook XP">
|
||
<input type="radio" name="attr_xp_power" value="8" />
|
||
<input type="radio" name="attr_xp_power" value="7" />
|
||
<input type="radio" name="attr_xp_power" value="6" />
|
||
<input type="radio" name="attr_xp_power" value="5" />
|
||
<input type="radio" name="attr_xp_power" value="4" />
|
||
<input type="radio" name="attr_xp_power" value="3" />
|
||
<input type="radio" name="attr_xp_power" value="2" />
|
||
<input type="radio" name="attr_xp_power" value="1" />
|
||
</span></h3>
|
||
<label class="xp-clear"><input type="radio" name="attr_xp_power" value="0" checked="true" />Clear XP</label>
|
||
<ul class="controller">
|
||
<li> <label><input type="checkbox" name="attr_power_c1" value="1" /> Foresight</label> — Twice per mission you can assist a teammate without paying stress. Tell us how you prepared for it.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c2" value="1" /> Connected</label> — During downtime you get +1 result level when you acquire an asset or reduce heat.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c3" value="1" /> Time Manager</label> — Due to careful planning during downtime, you may give yourself or a teammate +1 downtime action.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c4" value="1" /> Mastermind</label> — You may use your special armor to protect a teammate, or push yourself when you gather info or work on a long-term project.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c5" value="1" /> Weaving the Web</label> — you gain +1d to Consort when you gather info on the target of a mission. You get +1d on the engagement for the mission.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c6" value="1" /> Head of the Snake</label> — When you lead a group action, you only mark stress for PCs that rolled a 1 or 2 as their result. You may adjust the entanglement roll by 1 (up or down).</li>
|
||
<li> <label><input type="checkbox" name="attr_power_c7" value="1" /> Like Looking into a Mirror</label> — You can always tell when someone is lying to you.</li>
|
||
</ul>
|
||
<ul class="adept">
|
||
<li> <label><input type="checkbox" name="attr_power_a1" value="1" /> Arcane Mind</label> — Twice per mission you can assist a teammate without paying stress. Tell us how you prepared for it.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a2" value="1" /> Warded</label> — During downtime you get +1 result level when you acquire an asset or reduce heat.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a3" value="1" /> Iron Will</label> — You are immune to the terror that some supernatural entities inflict on sight. When you make a resistance roll with Resolve, take +1d.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a4" value="1" /> Mesmerism</label> — When you Sway someone, you may cause them to forget that it’s happened until they next interact with you.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a5" value="1" /> Spellcaster</label> — You get +1 result level when you work on a long term project to learn a spell. You begin with two spells already known.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a6" value="1" /> Enchanter</label> — When you invent or craft a creation with arcane features, you get +1 effect level. You begin with one arcane design already known.</li>
|
||
<li> <label><input type="checkbox" name="attr_power_a7" value="1" /> Tempest</label> — You can push yourself to do one of the following: unleash a stroke of lightning as a weapon — summon a storm in your immediate vicinity</li>
|
||
</ul>
|
||
<ul class="eng">
|
||
<li><label><input type="checkbox" name="attr_power_e1" value="1" /> Electrician</label> — When you invent or craft a creation with electrical features, take +1 effect level to your roll (a 1-3 beciomes a 4-5, etc). You begin with one design already known.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e2" value="1" /> Devil’s Footsteps</label> — You can push yourself to do one of the following: <i>perform a feat of athletics that verges on the superhuman—maneuver to confuse your enemies so they mistakenly attack each other</i>.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e3" value="1" /> Jury Rigger</label> — You don’t incur flashback costs for two gadgets per mission. You get +1d when you roll to resist consequences of improvised gadgets.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e4" value="1" /> Saboteur</label> — When you Wreck, your work is much quieter than it should be and the damage is very well-hidden from casual inspection.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e5" value="1" /> Physician</label> — You can Tinker bones, blood, and bodily fluids to treat wounds, perform surgery, or stabilize the dying. You may Study an ailment or corpse. Everyone in your crew (including you) gets +1d to their healing treatment rolls.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e6" value="1" /> Fortitude</label> — You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling chemicals.</li>
|
||
<li><label><input type="checkbox" name="attr_power_e7" value="1" /> Subterfuge</label> — You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.</li>
|
||
</ul>
|
||
|
||
<ul class="shadow">
|
||
<li><label><input type="checkbox" name="attr_power_sh1" value="1" /> Infiltrator</label> — You are not affected by quality or Tier when you bypass security measures.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh2" value="1" /> Shadow</label> — You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh3" value="1" /> Reflexes</label> — When there’s a question about who acts first, the answer is you.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh4" value="1" /> Daredevil</label> — When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh5" value="1" /> Rook’s Gambit</label> — Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh6" value="1" /> Trust in Me</label> — You get +1d vs. a target with whom you have an intimate relationship.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sh7" value="1" /> Master of Disguise</label> — When you use a disguise or other form of covert misdirection you get +1 effect level. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.</li>
|
||
</ul>
|
||
<ul class="sniper">
|
||
<li><label><input type="checkbox" name="attr_power_sn1" value="1" /> Sharpshooter</label> — You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon—unleash a barrage of rapid fire to suppress the enemy.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sn2" value="1" /> Scout</label> — When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sn3" value="1" /> Focused</label> — You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sn4" value="1" /> Ambush</label> — When you attack from hiding or spring a trap, you get +1d to your roll.</li>
|
||
<li><label><input type="checkbox" name="attr_power_sn5" value="1" /> Tough as nails</label> — Penalties from harm are one level less severe (though level 4 harm is still fatal).</li>
|
||
<li><label><input type="checkbox" name="attr_power_sn6" value="1" /> Vengeful</label> — You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. <i>If your crew helped you get payback, also mark crew xp.</i></li>
|
||
<li><label><input type="checkbox" name="attr_power_sn7" value="1" /> Cover Fire</label> — When you wield multiple ranged weapons, the scale of your attacks increases. When you unleash a barrage of rapid fire at an enemy, you get +1d to suppress them.</li>
|
||
</ul>
|
||
<ul class="hacker">
|
||
<li><label><input type="checkbox" name="attr_power_h1" value="1" /> Quick Study</label> — When you Study to identify or exploit weakness during a mission, you get +1 effect level. When you train the same thing a second time during downtime, you earn 1 XP.</li>
|
||
<li><label><input type="checkbox" name="attr_power_h2" value="1" /> Whiz</label> — You can push yourself to do one of the following: completely ignore distractions (real or virtual) — disrupt wireless communications in an area.</li>
|
||
<li><label><input type="checkbox" name="attr_power_h3" value="1" /> Analyst</label> — During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new program or design plan.</li>
|
||
<li><label><input type="checkbox" name="attr_power_h4" value="1" /> Digital ward</label> — When you Wreck a computer or network, ruining it for any other use, it becomes either anathema or enticing to computer viruses and other hackers.</li>
|
||
<li><label><input type="checkbox" name="attr_power_h5" value="1" /> White noise generator</label> — You may interfere with surveillance tech, becoming shadowy and insubstantial on all recordings for a few moments. Take 2 stress when you activate this ability, plus one stress for each extra feature. <i>It lasts for a few minutes rather than moments — you are invisible rather than shadowy — it affects human senses as well</i></li>
|
||
<li><label><input type="checkbox" name="attr_power_h6" value="1" /> Multitasker</label> — You can push yourself to do one of the following: <i>control a small group of rigged machines as easily as one — perform non-VR actions while in VR without disconnecting.</i></li>
|
||
<li><label><input type="checkbox" name="attr_power_h7" value="1" /> Search Protocol</label> — You have access to the best tech expertise. Take +1d to gather information about technology by any means.</li>
|
||
</ul>
|
||
<ul class="soldier">
|
||
<li><label><input type="checkbox" name="attr_power_so1" value="1" /> Battleborn</label> — You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.</li>
|
||
<li><label><input type="checkbox" name="attr_power_so2" value="1" /> Bodyguard</label> — When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.</li>
|
||
<li><label><input type="checkbox" name="attr_power_so3" value="1" /> Leader</label> — When you Command a cohort in combat, they continue to fight when they would otherwise break (they’re not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.</li>
|
||
<li><label><input type="checkbox" name="attr_power_so4" value="1" /> Mule</label> — Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.</li>
|
||
<li><label><input type="checkbox" name="attr_power_so5" value="1" /> Not to be trifled with</label> — You can push yourself to do one of the following: <i>perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat.</i></li>
|
||
<li><label><input type="checkbox" name="attr_power_so6" value="1" /> Savage</label> — When you unleash physical violence, it’s especially frightening. When you Command a frightened target, take +1d.</li>
|
||
<li><label><input type="checkbox" name="attr_power_so7" value="1" /> Vigourous</label> — You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.</li>
|
||
</ul>
|
||
<fieldset class="repeating_power">
|
||
<textarea name="attr_power" type="text"></textarea>
|
||
</fieldset>
|
||
</div>
|
||
<div class="inv section">
|
||
<h3>Load<button style="float:right;height:1em;" type="action" name="act_clearinv">Clear</button></h3>
|
||
<label class="btn-choice"><input type="radio" name="attr_load_max" value="3" /><span>3 Light</span></label>
|
||
<label class="btn-choice"><input type="radio" name="attr_load_max" value="5" /><span>5 Normal</span></label>
|
||
<label class="btn-choice"><input type="radio" name="attr_load_max" value="6" /><span>6 Heavy</span></label>
|
||
<ul>
|
||
<li><label><input type="checkbox" name="attr_item_pistol1" value="1" /> A Pistol</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_pistol2" value="1" /> A 2nd Pistol</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_armor" value="2" /> Armor [2 load]</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_heavy" value="3" /> +Heavy Armor [3 load]</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_burglary" value="1" /> Burglary Gear</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_climbing" value="2" /> Climbing Gear [2 load]</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_arcane" value="1" /> Arcane Implements</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_documents" value="1" /> Documents</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_subterfuge" value="1" /> Subterfuge Supplies</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_demolition" value="2" /> Demolition Tools [2 load]</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_tinkering" value="1" /> Tinkering Tools</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_torch" value="1" /> Torch</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_gadget1" value="1" /> Spy Gadget</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_gadget2" value="1" /> Spy Gadget</label></li>
|
||
<li><label><input type="checkbox" name="attr_item_gadget3" value="1" /> Spy Gadget</label></li>
|
||
</ul>
|
||
</ul>
|
||
<h5>Special items</h5>
|
||
<input name="attr_class_items" type="hidden" value="@{class}" disabled="true" />
|
||
<ul class="controller">
|
||
<li> <label><input type="checkbox" name="attr_item_c1" value="-1" /> <i>Fine cover identity</i></label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_c2" value="1" /> Blueprints</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_c3" value="1" /> Cane-sword</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_c4" value="1" /> Fine commlink</label></li>
|
||
</ul>
|
||
<ul class="eng">
|
||
<li> <label><input type="checkbox" name="attr_item_e1" value="1" /> Range extender</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_e2" value="1" /> Fine Tinkering Tools</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_e3" value="1" /> Spy Gadget</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_e4" value="1" /> Spy Gadget</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_e5" value="2" /> Field Harness [2 load]</label></li>
|
||
</ul>
|
||
<ul class="adept">
|
||
<li> <label><input type="checkbox" name="attr_item_a1" value="-1" /> <i>Psychic focus</i></label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_a2" value="-1" /> <i>Banishing charm</i></label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_a3" value="2" /> Fine clothing and jewelry</label></li>
|
||
</ul>
|
||
<ul class="shadow">
|
||
<li> <label><input type="checkbox" name="attr_item_sh1" value="1" /> Fine surveillance gear</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sh2" value="1" /> Fine disguse kit</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sh3" value="-1" /> <i>Concealed holdout pistol</i></label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sh4" value="-1" /> <i>Tiny surveillance drone</i></label></li>
|
||
</ul>
|
||
<ul class="sniper">
|
||
<li> <label><input type="checkbox" name="attr_item_sn1" value="1" /> Light climbing gear</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sn2" value="2" /> Fine sniper rifle</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sn3" value="1" /> Specialty ammo</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_sn4" value="1" /> Comms laser</label></li>
|
||
</ul>
|
||
<ul class="hacker">
|
||
<li> <label><input type="checkbox" name="attr_item_h1" value="1" /> Portable multiband noise generator</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_h2" value="1" /> Fine storage device</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_h3" value="2" /> TEMPEST monitor [2 load]</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_h4" value="-1" /> <i>Custom app</i></label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_h5" value="-1" /> <i>Custom app</i></label></li>
|
||
</ul>
|
||
<ul class="soldier">
|
||
<li> <label><input type="checkbox" name="attr_item_so1" value="1" /> Rapid fire weapon</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_so2" value="1" /> Foam explosive</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_so3" value="1" /> Specialty ammo</label></li>
|
||
<li> <label><input type="checkbox" name="attr_item_so4" value="-1" /> <i>Night vision optics</i></label></li>
|
||
</ul>
|
||
</div>
|
||
<div class="healing section">
|
||
<h3>Healing</h3>
|
||
<label class="xp-clear"><input type="radio" name="attr_clock_val" value="0" checked="true" />Clear</label>
|
||
<div class="clock">
|
||
<input type="hidden" name="attr_clock_size" class="size" value="4" />
|
||
<input type="radio" name="attr_clock_val" value="8" />
|
||
<input type="radio" name="attr_clock_val" value="7" />
|
||
<input type="radio" name="attr_clock_val" value="6" />
|
||
<input type="radio" name="attr_clock_val" value="5" />
|
||
<input type="radio" name="attr_clock_val" value="4" />
|
||
<input type="radio" name="attr_clock_val" value="3" />
|
||
<input type="radio" name="attr_clock_val" value="2" />
|
||
<input type="radio" name="attr_clock_val" value="1" />
|
||
</div>
|
||
</div>
|
||
<div class="harm section">
|
||
<h3>Harm</h3>
|
||
<table>
|
||
<colgroup>
|
||
<col />
|
||
<col />
|
||
<col />
|
||
<col />
|
||
</colgroup>
|
||
<tr>
|
||
<td class="num">3</td>
|
||
<td colspan="2"><input type="text" name="attr_harm3" /></td>
|
||
<td class="lbl">Need Help</td>
|
||
</tr><tr>
|
||
<td class="num">2</td>
|
||
<td style="border-right:1px solid black;"><input type="text" name="attr_harm2_1" /></td>
|
||
<td><input type="text" name="attr_harm2_2" /></td>
|
||
<td class="lbl">-1d</td>
|
||
</tr><tr>
|
||
<td class="num">1</td>
|
||
<td style="border-right:1px solid black;"><input type="text" name="attr_harm1_1" /></td>
|
||
<td><input type="text" name="attr_harm1_2" /></td>
|
||
<td class="lbl">Less Effect</td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
<div class="armor section">
|
||
<h3>Armour Use</h3>
|
||
<p><label><input type="checkbox" name="attr_armour_use_std" value="1"/> Armour</label></p>
|
||
<p><label><input type="checkbox" name="attr_armour_use_heavy" value="1"/> Heavy</label></p>
|
||
<p><label><input type="checkbox" name="attr_armour_use_special" value="1"/> Special</label></p>
|
||
</div>
|
||
<div class="iskill section">
|
||
<h3>Investigative Skills</h3>
|
||
<p><select name="attr_skill_A">
|
||
<option value="">-- select a skill --</option>
|
||
<option>Accounting</option>
|
||
<option>Archaelogy</option>
|
||
<option>Architecture</option>
|
||
<option>Art History</option>
|
||
<option>Astronomy</option>
|
||
<option>Bureaucracy</option>
|
||
<option>Chemistry</option>
|
||
<option>Criminology</option>
|
||
<option>Cryptography</option>
|
||
<option>Data Recovery</option>
|
||
<option>Diagnosis</option>
|
||
<option>Electronic Surveillance</option>
|
||
<option>Forensic Pathology</option>
|
||
<option>Forgery</option>
|
||
<option>Fringe Science</option>
|
||
<option>High Society</option>
|
||
<option>History</option>
|
||
<option>Human Terrain</option>
|
||
<option>Languages</option>
|
||
<option>Law</option>
|
||
<option>Military Science</option>
|
||
<option>Occult Studies</option>
|
||
<option>Outdoor Survival</option>
|
||
<option>Pharmacy</option>
|
||
<option>Photography</option>
|
||
<option>Physics</option>
|
||
<option>Research</option>
|
||
<option>Streetwise</option>
|
||
<option>Tradecraft</option>
|
||
<option>Traffic Analysis</option>
|
||
<option>Urban Survival</option>
|
||
<option>Vampirology</option>
|
||
</select></p>
|
||
<p><select name="attr_skill_B">
|
||
<option value="">-- select a skill --</option>
|
||
<option>Accounting</option>
|
||
<option>Archaelogy</option>
|
||
<option>Architecture</option>
|
||
<option>Art History</option>
|
||
<option>Astronomy</option>
|
||
<option>Bureaucracy</option>
|
||
<option>Chemistry</option>
|
||
<option>Criminology</option>
|
||
<option>Cryptography</option>
|
||
<option>Data Recovery</option>
|
||
<option>Diagnosis</option>
|
||
<option>Electronic Surveillance</option>
|
||
<option>Forensic Pathology</option>
|
||
<option>Forgery</option>
|
||
<option>Fringe Science</option>
|
||
<option>High Society</option>
|
||
<option>History</option>
|
||
<option>Human Terrain</option>
|
||
<option>Languages</option>
|
||
<option>Law</option>
|
||
<option>Military Science</option>
|
||
<option>Occult Studies</option>
|
||
<option>Outdoor Survival</option>
|
||
<option>Pharmacy</option>
|
||
<option>Photography</option>
|
||
<option>Physics</option>
|
||
<option>Research</option>
|
||
<option>Streetwise</option>
|
||
<option>Tradecraft</option>
|
||
<option>Traffic Analysis</option>
|
||
<option>Urban Survival</option>
|
||
<option>Vampirology</option>
|
||
</select></p>
|
||
<p><select name="attr_skill_C">
|
||
<option value="">-- select a skill --</option>
|
||
<option>Accounting</option>
|
||
<option>Archaelogy</option>
|
||
<option>Architecture</option>
|
||
<option>Art History</option>
|
||
<option>Astronomy</option>
|
||
<option>Bureaucracy</option>
|
||
<option>Chemistry</option>
|
||
<option>Criminology</option>
|
||
<option>Cryptography</option>
|
||
<option>Data Recovery</option>
|
||
<option>Diagnosis</option>
|
||
<option>Electronic Surveillance</option>
|
||
<option>Forensic Pathology</option>
|
||
<option>Forgery</option>
|
||
<option>Fringe Science</option>
|
||
<option>High Society</option>
|
||
<option>History</option>
|
||
<option>Human Terrain</option>
|
||
<option>Languages</option>
|
||
<option>Law</option>
|
||
<option>Military Science</option>
|
||
<option>Occult Studies</option>
|
||
<option>Outdoor Survival</option>
|
||
<option>Pharmacy</option>
|
||
<option>Photography</option>
|
||
<option>Physics</option>
|
||
<option>Research</option>
|
||
<option>Streetwise</option>
|
||
<option>Tradecraft</option>
|
||
<option>Traffic Analysis</option>
|
||
<option>Urban Survival</option>
|
||
<option>Vampirology</option>
|
||
</select></p>
|
||
</div>
|
||
<div class="misc section">
|
||
<label>Notes</label>
|
||
<textarea name="attr_notes"></textarea>
|
||
</div>
|
||
<div class="footer flex-col">
|
||
<span>Generic copyright disclaimer</span>
|
||
</div>
|
||
</div>
|
||
<rolltemplate class="sheet-rolltemplate-action">
|
||
<h1>{{name}}</h1>
|
||
<h2>{{attr}}</h2>
|
||
{{#rollGreater() attr_num 0}}
|
||
<p><em>Rolling {{attr_num}} dice</em></p>
|
||
<p class="center">{{dice}}</p>
|
||
{{#rollLess() dice 4}}
|
||
<h3>Failed</h3>
|
||
{{/rollLess() dice 4}}
|
||
{{#rollBetween() dice 4 5}}
|
||
<h3>Partial success</h3>
|
||
{{/rollBetween() dice 4 5}}
|
||
{{#rollGreater() dice 5}}
|
||
<h3>Success</h3>
|
||
{{#rollGreater() attr_num 1}}
|
||
<p>Mouse over roll to count sixes</p>
|
||
{{/rollGreater() attr_num 1}}
|
||
{{/rollGreater() dice 5}}
|
||
{{/rollGreater() attr_num 0}}
|
||
{{#rollLess() attr_num 1}}
|
||
<p><em>Rolling 0 dice</em></p>
|
||
<p class="center">{{zero}}</p>
|
||
{{#rollLess() zero 4}}
|
||
<h3>Failed</h3>
|
||
{{/rollLess() zero 4}}
|
||
{{#rollBetween() zero 4 5}}
|
||
<h3>Partial success</h3>
|
||
{{/rollBetween() zero 4 5}}
|
||
{{#rollGreater() zero 5}}
|
||
<h3>Success</h3>
|
||
{{/rollGreater() zero 5}}
|
||
{{/rollLess() attr_num 1}}
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-resist">
|
||
<h1>{{name}}</h1>
|
||
<h2>{{attr}}</h2>
|
||
{{#rollGreater() attr_num 0}}
|
||
<p><em>Rolling {{attr_num}} dice</em></p>
|
||
<h3>Gain {{stress}} stress</h3>
|
||
{{#rollLess() stress 1}}
|
||
{{#rollGreater() attr_num 1}}
|
||
<p>If critical, REDUCE stress by 1</p>
|
||
{{/rollGreater() attr_num 1}}
|
||
{{/rollLess() stress 1}}
|
||
{{/rollGreater() attr_num 0}}
|
||
{{#rollLess() attr_num 1}}
|
||
<p><em>Rolling 0 dice</em></p>
|
||
<h3>Gain {{zero}} stress</h3>
|
||
{{/rollLess() attr_num 1}}
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-stability">
|
||
<h1>{{name}}</h1>
|
||
<h2>{{attr}}</h2>
|
||
{{#rollGreater() attr_num 0}}
|
||
<p><em>Rolling {{attr_num}} dice</em></p>
|
||
<h3>Clear {{stress}} stress</h3>
|
||
{{#rollLess() stress 1}}
|
||
{{#rollGreater() attr_num 1}}
|
||
<p>If critical, REDUCE stress by 1</p>
|
||
{{/rollGreater() attr_num 1}}
|
||
{{/rollLess() stress 1}}
|
||
{{/rollGreater() attr_num 0}}
|
||
{{#rollLess() attr_num 1}}
|
||
<p><em>Rolling 0 dice</em></p>
|
||
<h3>Clear {{zero}} stress</h3>
|
||
{{/rollLess() attr_num 1}}
|
||
</rolltemplate>
|
||
<script type="text/worker">
|
||
on( "change:hunt change:study change:survey change:tinker", function() {
|
||
getAttrs(["hunt", "study", "survey", "tinker"], function(values) {
|
||
let val = Object.keys(values).filter(key => values[key] > 0).length;
|
||
setAttrs({insight: val});
|
||
});
|
||
});
|
||
on( "change:finesse change:prowl change:skirmish change:wreck", function() {
|
||
getAttrs(["finesse", "prowl", "skirmish", "wreck"], function(values) {
|
||
let val = Object.keys(values).filter(key => values[key] > 0).length;
|
||
setAttrs({prowess: val});
|
||
});
|
||
});
|
||
on( "change:attune change:command change:consort change:sway", function() {
|
||
getAttrs(["attune", "command", "consort", "sway"], function(values) {
|
||
let val = Object.keys(values).filter(key => values[key] > 0).length;
|
||
setAttrs({resolve: val});
|
||
});
|
||
});
|
||
on( "change:insight change:prowess change:resolve", function() {
|
||
getAttrs(["insight", "prowess", "resolve"], function (values) {
|
||
let lowest = Math.min(values.insight, values.prowess, values.resolve);
|
||
setAttrs({stability: lowest});
|
||
});
|
||
});
|
||
on("clicked:confirmtype", function() {
|
||
getAttrs(["fsheet_type", "class", "character_name"], function (values) {
|
||
let cls = values["class"];
|
||
let sheet = values.fsheet_type;
|
||
let name = values.name;
|
||
switch(sheet) {
|
||
case "role":
|
||
name = cls;
|
||
break;
|
||
case "crew":
|
||
name = `Crew (${cls})`;
|
||
break;
|
||
}
|
||
setAttrs({sheet_type: values.fsheet_type, "character_name": name});
|
||
});
|
||
});
|
||
on("clicked:heal", function () {
|
||
getAttrs(["stress", "clock_val", "clock_size", "harm3", "harm2_1", "harm2_2", "harm1_1", "harm1_2"], function (values) {
|
||
let stress = Math.max(values.stress - 2, 0);
|
||
let harm1_1 = values.harm1_1;
|
||
let harm1_2 = values.harm1_2;
|
||
let harm2_1 = values.harm2_1;
|
||
let harm2_2 = values.harm2_2;
|
||
let harm3 = values.harm3;
|
||
let has_harm = [harm3, harm2_1, harm2_2, harm1_1, harm1_2].join('') != "";
|
||
|
||
// if not wounded, set stress and exit;
|
||
if (!has_harm) {
|
||
setAttrs({stress: stress, clock_val: 0});
|
||
return;
|
||
}
|
||
let tick = Number(values["clock_val"]) + 1;
|
||
if (tick >= values.clock_size)
|
||
{
|
||
tick = 0;
|
||
// move lvl 2 to 1
|
||
harm1_1 = harm2_1;
|
||
harm1_2 = harm2_2;
|
||
// move lvl 3 to 2
|
||
harm2_1 = harm3;
|
||
harm2_2 = '';
|
||
// clear lvl 3
|
||
harm3 = '';
|
||
}
|
||
setAttrs({stress: stress, clock_val: tick, harm1_1: harm1_1, harm1_2: harm1_2, harm3: harm3, harm2_2: harm2_2, harm2_1: harm2_1});
|
||
});
|
||
});
|
||
|
||
on( "clicked:clearinv", function() {
|
||
setAttrs( {
|
||
item_pistol1: 0,
|
||
item_pistol2: 0,
|
||
item_armor: 0,
|
||
item_heavy: 0,
|
||
item_burglary: 0,
|
||
item_climbing: 0,
|
||
item_arcane: 0,
|
||
item_documents: 0,
|
||
item_subterfuge: 0,
|
||
item_demolition: 0,
|
||
item_tinkering: 0,
|
||
item_torch: 0,
|
||
item_gadget1: 0,
|
||
item_gadget2: 0,
|
||
item_gadget3: 0,
|
||
item_c1: 0,
|
||
item_c2: 0,
|
||
item_c3: 0,
|
||
item_c4: 0,
|
||
item_a1: 0,
|
||
item_a2: 0,
|
||
item_a3: 0,
|
||
item_e1: 0,
|
||
item_e2: 0,
|
||
item_e3: 0,
|
||
item_e4: 0,
|
||
item_e5: 0,
|
||
item_h1: 0,
|
||
item_h2: 0,
|
||
item_h3: 0,
|
||
item_h4: 0,
|
||
item_h5: 0,
|
||
item_sh1: 0,
|
||
item_sh2: 0,
|
||
item_sh3: 0,
|
||
item_sh4: 0,
|
||
item_sn1: 0,
|
||
item_sn2: 0,
|
||
item_sn3: 0,
|
||
item_sn4: 0,
|
||
armour_use_heavy: 0,
|
||
armour_use_special: 0,
|
||
armour_use_std: 0,
|
||
});
|
||
});
|
||
</script>
|
||
|
||
|
||
|
||
|