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roll20-character-sheets/Hack The Planet/Hack the Planet.html
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2024-06-03 13:15:14 -04:00

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<div class="col-12 header-bar bottom-bar">
<div class="header col-8">
<input class="pages page-switcher check" type="checkbox" name="attr_page">
<span class="pagelabel switch-to-character">SEE CHARACTER SHEET</span>
<span class="pagelabel switch-to-crew">SEE CREW SHEET</span>
</div>
<div class="header col-4">
<input class="pages right-align page-switcher check bigger" type="checkbox" name="attr_red-switcher">
<span class="pagelabel right-align switch-to-character">SEE ROLLS, ACTIONS, ITEMS, AND UPGRADES</span>
<span class="pagelabel right-align switch-to-crew">SEE YOUR PLAYBOOK</span>
</div>
</div>
<input type="hidden" class="check" name="attr_page">
<div class="col-12 character">
<div class="col-6">
<!--Crew, Name/Pronouns, Alias, Look, Root, Background, Vice, Stress and Trauma, Cybernetics, Harm, Healing, Armor Uses, Money, Notes, Clocks-->
<div class="col-8 hack-the-planet">
</div>
<div class="col-4">
<span class="crew-sheet-title">PLAYBOOK</span>
</div>
<div class="col-8">
<input type="text" class="text-input underline" name="attr_name">
<span class="underline-label">NAME / PRONOUNS</span>
</div>
<div class="col-4">
<input type="text" class="text-input underline" name="attr_alias">
<span class="underline-label">ALIAS</span>
</div>
<div class="col-12">
<input type="text" class="text-input underline" name="attr_look">
<span class="underline-label">LOOK</span>
</div>
<div class="col-6">
<input type="text" class="text-input underline" name="attr_rootdetail">
<span class="underline-label">ROOT:</span>
<input class="clocks-button pages" type="radio" name="attr_root" value="Tipper">
<span class="pagelabel">TIPPER</span><span> - </span>
<input class="vacation-button pages" type="radio" name="attr_root" value="Grasshopper">
<span class="pagelabel">GRASSHOPPER</span><span> - </span>
<input class="together-button pages" type="radio" name="attr_root" value="FOUNDATION">
<span class="pagelabel">FOUNDATION</span><span> - </span>
<input class="clocks-button pages" type="radio" name="attr_root" value="Dragonfly">
<span class="pagelabel">DRAGONFLY</span><span> - </span>
<input class="vacation-button pages" type="radio" name="attr_root" value="Forged">
<span class="pagelabel">FORGED</span><span> - </span>
<input class="together-button pages" type="radio" name="attr_root" value="Unknown">
<span class="pagelabel">UNKNOWN</span>
</div>
<div class="col-6">
<input type="text" class="text-input underline" name="attr_backgrounddetail">
<span class="underline-label">BACKGROUND:</span>
<input class="clocks-button pages" type="checkbox" name="attr_background" value="haunted">
<span class="pagelabel">ACADEMIC</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_background" value="obsessed">
<span class="pagelabel">LABOR</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_background" value="paranoid">
<span class="pagelabel">LAW</span><span> - </span>
<input class="clocks-button pages" type="checkbox" name="attr_background" value="reckless">
<span class="pagelabel">TRADE</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_background" value="soft">
<span class="pagelabel">MILITARY</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_background" value="unstable">
<span class="pagelabel">EXEC</span><span> - </span>
<input class="reckless-button pages" type="checkbox" name="attr_background" value="vicious">
<span class="pagelabel">UNDERWORLD</span>
</div>
<div class="col-12">
<input type="text" class="text-input underline" name="attr_vice">
<span class="underline-label">VICE / PURVEYOR:</span>
<input class="clocks-button pages" type="checkbox" name="attr_FAITH" value="FAITH">
<span class="pagelabel">FAITH</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_GAMBLING" value="GAMBLING">
<span class="pagelabel">GAMBLING</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_LUXURY" value="LUXURY">
<span class="pagelabel">LUXURY</span><span> - </span>
<input class="clocks-button pages" type="checkbox" name="attr_OBLIGATION" value="OBLIGATION">
<span class="pagelabel">OBLIGATION</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_PLEASURE" value="PLEASURE">
<span class="pagelabel">PLEASURE</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_STUPOR" value="STUPOR">
<span class="pagelabel">STUPOR</span><span> - </span>
<input class="reckless-button pages" type="checkbox" name="attr_WEIRD" value="WEIRD">
<span class="pagelabel">WEIRD</span>
</div>
<div class="col-12 header-bar">
<div class="col-4 header">STRESS</div>
<div class="col-8 header">TRAUMA</div>
</div>
<div class="col-12">
<div class="col-6 stress-boxes">
<input type="hidden" class="stressadvanced-tracking" name="attr_stressadvanced" value="0">
<input type="hidden" class="cybernetics" name="attr_cybernetics">
<input type="hidden" class="stress-tracking" name="attr_stress">
<!--<input type="radio" class="first-cybernetic-box" name="attr_cybernetics" value="1">
<input type="radio" class="second-cybernetic-box" name="attr_cybernetics" value="2">
<input type="radio" class="third-cybernetic-box" name="attr_cybernetics" value="3">-->
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_stress" value="0" checked="checked">
<input type="radio" class="stress-track1 stress-track stress-tooth first-cybernetic second-cybernetic third-cybernetic" name="attr_stress" value="1">
<input type="radio" class="stress-track2 stress-track stress-tooth second-cybernetic third-cybernetic" name="attr_stress" value="2">
<input type="radio" class="stress-track3 stress-track stress-tooth second-cybernetic third-cybernetic" name="attr_stress" value="3">
<input type="radio" class="stress-track4 stress-track stress-tooth third-cybernetic" name="attr_stress" value="4">
<input type="radio" class="stress-track5 stress-track stress-tooth third-cybernetic" name="attr_stress" value="5">
<input type="radio" class="stress-track6 stress-track stress-tooth third-cybernetic" name="attr_stress" value="6">
<input type="radio" class="stress-track7 stress-track stress-tooth" name="attr_stress" value="7">
<input type="radio" class="stress-track8 stress-track stress-tooth" name="attr_stress" value="8">
<input type="radio" class="stress-track9 stress-track stress-tooth hidden-button stressadvanced-track1" name="attr_stress" value="9">
<input type="radio" class="stress-track10 stress-track stress-tooth hidden-button stressadvanced-track2" name="attr_stress" value="10">
<input type="radio" class="stress-track11 stress-track stress-tooth hidden-button stressadvanced-track3" name="attr_stress" value="11">
<input type="radio" class="stress-track12 stress-track stress-tooth hidden-button stressadvanced-track4" name="attr_stress" value="12">
</div>
<div class="col-6 trauma-boxes">
<input type="hidden" class="stress-tracking" name="attr_trauma">
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_trauma" value="0" checked=true>
<input type="radio" class="stress-track1 stress-track stress-tooth" name="attr_trauma" value="1">
<input type="radio" class="stress-track2 stress-track stress-tooth" name="attr_trauma" value="2">
<input type="radio" class="stress-track3 stress-track stress-tooth" name="attr_trauma" value="3">
<input type="radio" class="stress-track4 stress-track stress-tooth" name="attr_trauma" value="4">
</div>
<div class="col-12 cybernetics-boxes">
<div class="col-5">
<input type="hidden" class="stress-tracking" name="attr_cybernetics">
<input type="radio" class="stress-track0 hidden-button stress-track stress-tooth" name="attr_cybernetics" value="0" checked=true>
<input type="radio" class="stress-track1 stress-track stress-tooth" name="attr_cybernetics" value="1">
<input type="radio" class="stress-track2 stress-track stress-tooth" name="attr_cybernetics" value="2">
<input type="radio" class="stress-track3 stress-track stress-tooth third-cybernetic-push" name="attr_cybernetics" value="3">
</div>
<div class="col-6 trauma-descriptors">
<input class="clocks-button pages" type="checkbox" name="attr_haunted" value="haunted">
<span class="pagelabel">HAUNTED</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_obsessed" value="obsessed">
<span class="pagelabel">OBSESSED</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_paranoid" value="paranoid">
<span class="pagelabel">PARANOID</span><span> - </span>
<input class="clocks-button pages" type="checkbox" name="attr_reckless" value="reckless">
<span class="pagelabel">RECKLESS</span><span> - </span>
<input class="vacation-button pages" type="checkbox" name="attr_soft" value="soft">
<span class="pagelabel">SOFT</span><span> - </span>
<input class="together-button pages" type="checkbox" name="attr_unstable" value="unstable">
<span class="pagelabel">UNSTABLE</span><span> - </span>
<input class="reckless-button pages" type="checkbox" name="attr_vicious" value="vicious">
<span class="pagelabel">VICIOUS</span>
</div>
</div>
</div>
<div class="col-4 header-bar">
<div class="col-12 header">CYBERNETICS</div>
</div>
<!--Trauma Descriptiors: HAUNTED - OBSESSED - PARANOID -
RECKLESS - SOFT - UNSTABLE - VICIOUS-->
<div class="col-10">
<table class="col-12">
<tr>
<th colspan="4" class="header-bar">
<div class="header">HARM</div>
</th>
</tr>
<tr class="level-3-harm">
<td class="harm-level">3</td>
<td colspan="2" class="">
<input type="text" class="text-input" name="attr_3harm">
</td>
<td class="harm-level">NEED HELP</td>
</tr>
<tr class="level-2-harm">
<td class="harm-level">2</td>
<td class="first-level-2-harm">
<input type="text" class="text-input" name="attr_2harm1">
</td>
<td class="second-level-2-harm">
<input type="text" class="text-input" name="attr_2harm2">
</td>
<td class="harm-level">-1D</td>
</tr>
<tr class="level-1-harm">
<td class="harm-level">1</td>
<td class="first-level-1-harm">
<input type="text" class="text-input" name="attr_1harm1">
</td>
<td class="second-level-1-harm">
<input type="text" class="text-input" name="attr_1harm2">
</td>
<td class="harm-level">LESS EFFECT</td>
</tr>
</table>
</div>
<div class="col-2">
<div>
<div class="header-bar">
<div class="header">Healing</div>
</div>
Project Clock
<div class="col-12 healing-clock">
<input type="hidden" class="clock-tracking" name="attr_progress">
<input type="radio" class="hidden-button 4clock-0 rightward-triangle" name="attr_progress" value="0" checked>
<input type="radio" class="clock-track1 4clock-1 rightward-triangle" name="attr_progress" value="1">
<input type="radio" class="clock-track2 4clock-2 rightward-triangle" name="attr_progress" value="2">
<input type="radio" class="clock-track3 4clock-3 rightward-triangle" name="attr_progress" value="3">
<input type="radio" class="clock-track4 4clock-4 rightward-triangle" name="attr_progress" value="4">
<div class="harm-circle">
<input type="radio" class="hidden-gaze hidden-button 4clock-0" name="attr_progress2" value="0" checked>
<input type="radio" class="hidden-gaze 4clock-1" name="attr_progress2" value="1">
<input type="radio" class="hidden-gaze 4clock-2" name="attr_progress2" value="2">
<input type="radio" class="hidden-gaze 4clock-3" name="attr_progress2" value="3">
<input type="radio" class="hidden-gaze 4clock-4" name="attr_progress2" value="4">
<div class="harm-clock-text"></div>
<div class="harm-box1">
<input type="radio" class="hidden-gaze harm-4clock-0" name="attr_progress1" value="0" checked>
<input type="radio" class="hidden-gaze harm-4clock-1" name="attr_progress1" value="1">
<input type="radio" class="hidden-gaze harm-4clock-2" name="attr_progress1" value="2">
<input type="radio" class="hidden-gaze harm-4clock-3" name="attr_progress1" value="3">
<input type="radio" class="hidden-gaze harm-4clock-4" name="attr_progress1" value="4">
<div class="harm-inside1">
<div class="harm-ring1"></div>
</div>
</div>
<div class="harm-box2">
<input type="radio" class="hidden-gaze harm-4clock-0" name="attr_progress3" value="0" checked>
<input type="radio" class="hidden-gaze harm-4clock-1" name="attr_progress3" value="1">
<input type="radio" class="hidden-gaze harm-4clock-2" name="attr_progress3" value="2">
<input type="radio" class="hidden-gaze harm-4clock-3" name="attr_progress3" value="3">
<input type="radio" class="hidden-gaze harm-4clock-4" name="attr_progress3" value="4">
<div class="harm-inside2">
<div class="harm-ring2"></div>
</div>
</div>
</div>
</div>
</div>
<div>
<div class="header-bar">
<div class="header">
Armor Uses
</div>
</div>
<span>Armor</span>
<input type="checkbox" class="joules" name="attr_armorarmor"><br>
<span>Heavy</span>
<input type="checkbox" class="joules" name="attr_heavyarmor"><br>
<span>Special</span>
<input type="checkbox" class="joules" name="attr_specialarmor">
</div></div>
<div class="col-3">
<input type="hidden" class="tier-tracking" name="attr_joules">
<input type="radio" class="hidden-button stress-track joules" name="attr_joules" value="0" checked=true>
<input type="radio" class="tier-track1 joules" name="attr_joules" value="1">
<input type="radio" class="tier-track2 joules" name="attr_joules" value="2">
<input type="radio" class="tier-track3 joules" name="attr_joules" value="3">
<input type="radio" class="tier-track4 joules" name="attr_joules" value="4">
<span>JOULES</span><br>
<input type="checkbox" class="stash" name="attr_stash1">
<input type="checkbox" class="stash" name="attr_stash2">
<input type="checkbox" class="stash" name="attr_stash3">
<input type="checkbox" class="stash" name="attr_stash4">
<input type="checkbox" class="stash" name="attr_stash5">
<input type="checkbox" class="stash" name="attr_stash6">
<input type="checkbox" class="stash" name="attr_stash7">
<input type="checkbox" class="stash" name="attr_stash8">
<input type="checkbox" class="stash" name="attr_stash9">
<input type="checkbox" class="joules" name="attr_stash10"><br>
<input type="checkbox" class="stash" name="attr_stash11">
<input type="checkbox" class="stash" name="attr_stash12">
<input type="checkbox" class="stash" name="attr_stash13">
<input type="checkbox" class="stash" name="attr_stash14">
<input type="checkbox" class="stash" name="attr_stash15">
<input type="checkbox" class="stash" name="attr_stash16">
<input type="checkbox" class="stash" name="attr_stash17">
<input type="checkbox" class="stash" name="attr_stash18">
<input type="checkbox" class="stash" name="attr_stash19">
<input type="checkbox" class="joules" name="attr_stash20"><br>
<input type="checkbox" class="stash" name="attr_stash21">
<input type="checkbox" class="stash" name="attr_stash22">
<input type="checkbox" class="stash" name="attr_stash23">
<input type="checkbox" class="stash" name="attr_stash24">
<input type="checkbox" class="stash" name="attr_stash25">
<input type="checkbox" class="stash" name="attr_stash26">
<input type="checkbox" class="stash" name="attr_stash27">
<input type="checkbox" class="stash" name="attr_stash28">
<input type="checkbox" class="stash" name="attr_stash29">
<input type="checkbox" class="joules" name="attr_stash30"><br>
<input type="checkbox" class="stash" name="attr_stash31">
<input type="checkbox" class="stash" name="attr_stash32">
<input type="checkbox" class="stash" name="attr_stash33">
<input type="checkbox" class="stash" name="attr_stash34">
<input type="checkbox" class="stash" name="attr_stash35">
<input type="checkbox" class="stash" name="attr_stash36">
<input type="checkbox" class="stash" name="attr_stash37">
<input type="checkbox" class="stash" name="attr_stash38">
<input type="checkbox" class="stash" name="attr_stash39">
<input type="checkbox" class="joules" name="attr_stash40">
</div>
<div class="col-12">
<div class="underline-label">CLOCKS</div>
</div>
<div class="col-12">
<fieldset class="repeating_clocks">
<div class="pink-header">CLOCK</div>
<input type="text" class="text-input underline" placeholder="What is the Obstacle and how Complex is it?" name="attr_name" class="">
<div class="col-12">
<div>Size</div>
<input type="radio" name="attr_size" class="progress- sheet-longoption pages" value="4">
<span class="pagelabel">Complex, 4 Segments</span>
<input type="radio" name="attr_size" class="progress- sheet-longoption pages" value="6">
<span class="pagelabel">Complicated, 6 Segments</span>
<input type="radio" name="attr_size" class="progress- sheet-longoption pages" value="8">
<span class="pagelabel">Daunting, 8 Segments</span>
<div class="8clock col-12">
<input type="hidden" class="clock-tracking" name="attr_8progress">
<input type="radio" class="rightward-triangle 8clock-0 hidden-button" name="attr_8progress" value="0" checked>
<input type="radio" class="clock-track1 rightward-triangle 8clock-1" name="attr_8progress" value="1">
<input type="radio" class="clock-track2 rightward-triangle 8clock-2" name="attr_8progress" value="2">
<input type="radio" class="clock-track3 rightward-triangle 8clock-3" name="attr_8progress" value="3">
<input type="radio" class="clock-track4 rightward-triangle 8clock-4" name="attr_8progress" value="4">
<input type="radio" class="clock-track5 rightward-triangle 8clock-5" name="attr_8progress" value="5">
<input type="radio" class="clock-track6 rightward-triangle 8clock-6" name="attr_8progress" value="6">
<input type="radio" class="clock-track7 rightward-triangle 8clock-7" name="attr_8progress" value="7">
<input type="radio" class="clock-track8 rightward-triangle 8clock-8" name="attr_8progress" value="8">
<div class="harm-circle">
<input type="radio" class="hidden-gaze hidden-button 8clock-0" name="attr_8progress2" value="0" checked>
<input type="radio" class="hidden-gaze 8clock-1" name="attr_8progress2" value="1">
<input type="radio" class="hidden-gaze 8clock-2" name="attr_8progress2" value="2">
<input type="radio" class="hidden-gaze 8clock-3" name="attr_8progress2" value="3">
<input type="radio" class="hidden-gaze 8clock-4" name="attr_8progress2" value="4">
<input type="radio" class="hidden-gaze 8clock-5" name="attr_8progress2" value="5">
<input type="radio" class="hidden-gaze 8clock-6" name="attr_8progress2" value="6">
<input type="radio" class="hidden-gaze 8clock-7" name="attr_8progress2" value="7">
<input type="radio" class="hidden-gaze 8clock-8" name="attr_8progress2" value="8">
<div class="harm-clock-text"></div>
<div class="harm-box1">
<input type="radio" class="hidden-gaze harm-8clock-0" name="attr_8progress1" value="0" checked>
<input type="radio" class="hidden-gaze harm-8clock-1" name="attr_8progress1" value="1">
<input type="radio" class="hidden-gaze harm-8clock-2" name="attr_8progress1" value="2">
<input type="radio" class="hidden-gaze harm-8clock-3" name="attr_8progress1" value="3">
<input type="radio" class="hidden-gaze harm-8clock-4" name="attr_8progress1" value="4">
<input type="radio" class="hidden-gaze harm-8clock-5" name="attr_8progress1" value="5">
<input type="radio" class="hidden-gaze harm-8clock-6" name="attr_8progress1" value="6">
<input type="radio" class="hidden-gaze harm-8clock-7" name="attr_8progress1" value="7">
<input type="radio" class="hidden-gaze harm-8clock-8" name="attr_8progress1" value="8">
<div class="harm-inside1">
<div class="harm-ring1"></div>
</div>
</div>
<div class="harm-box2">
<input type="radio" class="hidden-gaze harm-8clock-0" name="attr_8progress3" value="0" checked>
<input type="radio" class="hidden-gaze harm-8clock-1" name="attr_8progress3" value="1">
<input type="radio" class="hidden-gaze harm-8clock-2" name="attr_8progress3" value="2">
<input type="radio" class="hidden-gaze harm-8clock-3" name="attr_8progress3" value="3">
<input type="radio" class="hidden-gaze harm-8clock-4" name="attr_8progress3" value="4">
<input type="radio" class="hidden-gaze harm-8clock-5" name="attr_8progress3" value="5">
<input type="radio" class="hidden-gaze harm-8clock-6" name="attr_8progress3" value="6">
<input type="radio" class="hidden-gaze harm-8clock-7" name="attr_8progress3" value="7">
<input type="radio" class="hidden-gaze harm-8clock-8" name="attr_8progress3" value="8">
<div class="harm-inside2">
<div class="harm-ring2"></div>
</div>
</div>
</div>
</div>
<div class="6clock col-12">
<input type="hidden" class="clock-tracking" name="attr_6progress">
<input type="radio" class="rightward-triangle 6clock-0 hidden-button" name="attr_6progress" value="0" checked>
<input type="radio" class="clock-track1 rightward-triangle 6clock-1" name="attr_6progress" value="1">
<input type="radio" class="clock-track2 rightward-triangle 6clock-2" name="attr_6progress" value="2">
<input type="radio" class="clock-track3 rightward-triangle 6clock-3" name="attr_6progress" value="3">
<input type="radio" class="clock-track4 rightward-triangle 6clock-4" name="attr_6progress" value="4">
<input type="radio" class="clock-track5 rightward-triangle 6clock-5" name="attr_6progress" value="5">
<input type="radio" class="clock-track6 rightward-triangle 6clock-6" name="attr_6progress" value="6">
<div class="harm-circle">
<input type="radio" class="hidden-gaze hidden-button 6clock-0" name="attr_6progress2" value="0" checked>
<input type="radio" class="hidden-gaze 6clock-1" name="attr_6progress2" value="1">
<input type="radio" class="hidden-gaze 6clock-2" name="attr_6progress2" value="2">
<input type="radio" class="hidden-gaze 6clock-3" name="attr_6progress2" value="3">
<input type="radio" class="hidden-gaze 6clock-4" name="attr_6progress2" value="4">
<input type="radio" class="hidden-gaze 6clock-5" name="attr_6progress2" value="5">
<input type="radio" class="hidden-gaze 6clock-6" name="attr_6progress2" value="6">
<div class="harm-clock-text"></div>
<div class="harm-box1">
<input type="radio" class="hidden-gaze harm-6clock-0" name="attr_6progress1" value="0" checked>
<input type="radio" class="hidden-gaze harm-6clock-1" name="attr_6progress1" value="1">
<input type="radio" class="hidden-gaze harm-6clock-2" name="attr_6progress1" value="2">
<input type="radio" class="hidden-gaze harm-6clock-3" name="attr_6progress1" value="3">
<input type="radio" class="hidden-gaze harm-6clock-4" name="attr_6progress1" value="4">
<input type="radio" class="hidden-gaze harm-6clock-5" name="attr_6progress1" value="5">
<input type="radio" class="hidden-gaze harm-6clock-6" name="attr_6progress1" value="6">
<div class="harm-inside1">
<div class="harm-ring1"></div>
</div>
</div>
<div class="harm-box2">
<input type="radio" class="hidden-gaze harm-6clock-0" name="attr_6progress3" value="0" checked>
<input type="radio" class="hidden-gaze harm-6clock-1" name="attr_6progress3" value="1">
<input type="radio" class="hidden-gaze harm-6clock-2" name="attr_6progress3" value="2">
<input type="radio" class="hidden-gaze harm-6clock-3" name="attr_6progress3" value="3">
<input type="radio" class="hidden-gaze harm-6clock-4" name="attr_6progress3" value="4">
<input type="radio" class="hidden-gaze harm-6clock-5" name="attr_6progress3" value="5">
<input type="radio" class="hidden-gaze harm-6clock-6" name="attr_6progress3" value="6">
<div class="harm-inside2">
<div class="harm-ring2"></div>
</div>
</div>
</div>
</div>
<div class="4clock col-12">
<input type="hidden" class="clock-tracking" name="attr_4progress">
<input type="radio" class="rightward-triangle 4clock-0 hidden-button" name="attr_4progress" value="0" checked>
<input type="radio" class="clock-track1 rightward-triangle 4clock-1" name="attr_4progress" value="1">
<input type="radio" class="clock-track2 rightward-triangle 4clock-2" name="attr_4progress" value="2">
<input type="radio" class="clock-track3 rightward-triangle 4clock-3" name="attr_4progress" value="3">
<input type="radio" class="clock-track4 rightward-triangle 4clock-4" name="attr_4progress" value="4">
<div class="harm-circle">
<input type="radio" class="hidden-gaze hidden-button 4clock-0" name="attr_4progress2" value="0" checked>
<input type="radio" class="hidden-gaze 4clock-1" name="attr_4progress2" value="1">
<input type="radio" class="hidden-gaze 4clock-2" name="attr_4progress2" value="2">
<input type="radio" class="hidden-gaze 4clock-3" name="attr_4progress2" value="3">
<input type="radio" class="hidden-gaze 4clock-4" name="attr_4progress2" value="4">
<div class="harm-clock-text"></div>
<div class="harm-box1">
<input type="radio" class="hidden-gaze harm-4clock-0" name="attr_4progress1" value="0" checked>
<input type="radio" class="hidden-gaze harm-4clock-1" name="attr_4progress1" value="1">
<input type="radio" class="hidden-gaze harm-4clock-2" name="attr_4progress1" value="2">
<input type="radio" class="hidden-gaze harm-4clock-3" name="attr_4progress1" value="3">
<input type="radio" class="hidden-gaze harm-4clock-4" name="attr_4progress1" value="4">
<div class="harm-inside1">
<div class="harm-ring1"></div>
</div>
</div>
<div class="harm-box2">
<input type="radio" class="hidden-gaze harm-4clock-0" name="attr_4progress3" value="0" checked>
<input type="radio" class="hidden-gaze harm-4clock-1" name="attr_4progress3" value="1">
<input type="radio" class="hidden-gaze harm-4clock-2" name="attr_4progress3" value="2">
<input type="radio" class="hidden-gaze harm-4clock-3" name="attr_4progress3" value="3">
<input type="radio" class="hidden-gaze harm-4clock-4" name="attr_4progress3" value="4">
<div class="harm-inside2">
<div class="harm-ring2"></div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
</div>
<div class="abilities col-4">
<input class="pages red-switcher check" type="hidden" name="attr_red-switcher">
<div class="red-box">
<input type="text" class="text-input text-in-red-box white-placeholders playbook-name" name="attr_playbook" placeholder="PLAYBOOK NAME">
<div class="">Special Abilities!
<div class="sheet-ability col-12">
<fieldset class="repeating_playbookability">
<input type="checkbox" class="ability-circle" name="attr_check">
<input type="text" class="text-input sheet-abilityname white-placeholders" name="attr_name" placeholder="Ability Name">
<textarea class="textarea sheet-abilitydesc white-placeholders" name="attr_description" placeholder="Ability description"></textarea>
</fieldset>
</div>
</div>
<div class="col-6 h3">Friends
<fieldset class="repeating_friends">
<input type="checkbox" class="upward-triangle" name="attr_closefriend" value="up">
<input type="checkbox" class="downward-triangle" name="attr_rival" value="down">
<input type="text" class="text-input sheet-abilityname white-placeholders items" name="attr_friend-name" placeholder="Friend Name">
</fieldset>
</div>
<div class="col-6 h3">Items
<fieldset class="repeating_playbookitems">
<input type="hidden" class="load-control" name="attr_load-control">
<input type="checkbox" class="first-box item-check" name="attr_first-box">
<input type="checkbox" class="second-box item-check" name="attr_second-box">
<input type="checkbox" class="third-box item-check" name="attr_third-box">
<input type="checkbox" class="fourth-box item-check" name="attr_fourth-box">
<input type="text" class="text-input sheet-abilityname white-placeholders items" name="attr_item-name" placeholder="Item Name">
</fieldset>
</div>
<div class="col-12">XP
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_desperate-trigger" placeholder="Every time you roll a desperate action, mark XP in that actions attribute.">
<div>At the end of each session, for each item below, mark XP (in your stress, playbook, or attribute) or mark 2 XP if it occurred multiple times.</div>
<input type="text" class="text-input text-in-red-box xp-trigger col-12 white-placeholders" name="attr_playbook-trigger" placeholder="[Select Your Playbook First]">
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_beliefs-trigger" placeholder="You expressed your beliefs, drives, culture, or background.">
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_vice-trigger" placeholder="You struggled with issues from your vice, root or traumas during play.">
</div>
</div>
<div class="action-tracker">
<div class="col-6">
<div class="header">Roll the Dice</div>
<!--Playbook XP, Stress Training, Actions, Load, Items-->
<select class="select text-in-red-box roll-select" name="attr_rollselect">
<option selected disabled value="nothing">What Roll Is This?</option>
<option class="option" value="action">Action Roll</option>
<option class="option" value="downtime">Downtime Roll</option>
<option class="option" disabled value="engagement">Engagement Roll (Crew Sheet Only)</option>
<option class="option" value="fortune">Fortune Roll</option>
<option class="option" value="resistance">Resistance Roll</option>
</select>
<input type="radio" class="actionroll-selected" name="attr_rollselected" value="action">
<input type="radio" class="downtimeroll-selected" name="attr_rollselected" value="downtime">
<input type="radio" class="engagementroll-selected" name="attr_rollselected" value="engagement">
<input type="radio" class="fortuneroll-selected" name="attr_rollselected" value="fortune">
<input type="radio" class="resistanceroll-selected" name="attr_rollselected" value="resistance">
<!--Action Roll-->
<span class="action-select">Which Action?</span>
<select class="select text-in-red-box action-select" name="attr_actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="action-select">What Position?</span>
<select class="select text-in-red-box action-select" name="attr_actionPosition">
<option selected disabled value="nothing">What Position?</option>
<option class="option" value="Controlled">Controlled</option>
<option class="option" value="Risky">Risky</option>
<option class="option" value="Desperate">Desperate</option>
</select>
<span class="action-select">What Effect?</span>
<select class="select text-in-red-box action-select" name="attr_actionEffect">
<option selected disabled value="nothing">What Effect?</option>
<option class="option" value="Zero">Zero</option>
<option class="option" value="Limited">Limited</option>
<option class="option" value="Standard">Standard</option>
<option class="option" value="Great">Great</option>
<option class="option" value="Extreme">Extreme</option>
</select>
<span class="action-select">Any Bonus Dice?</span>
<select class="select text-in-red-box action-select" name="attr_actionBonusDice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="checkbox" class="action-ready" name="attr_action-ready">
<input type="hidden" class="attr_action_roll_dice" value="">
<div class="action-buttons">
<input type="hidden" class="action-selected" name="attr_actionselect">
<button type="roll" class="action-roll-button" value="&{template:roll2} {{effect=@{actionEffect}}} {{position=@{actionPosition}}} {{type=@{rollselect}}} {{@{action_roll_dice}}} {{character=@{character_name}}} {{rolltype=@{actionselect}}}">Roll</button>
</div>
<!-- Downtime Rolls-->
<span class="downtime-select">Which Downtime Action?</span>
<select class="select text-in-red-box downtime-select" name="attr_downtimeSelect">
<option selected disabled value="nothing">Which Downtime Action?</option>
<option class="option" disabled value="acquire">Acquire Asset (Crew Sheet Only)</option>
<option class="option" value="long">Long-Term Project</option>
<option class="option" value="recover">Recover</option>
<option class="option" value="reduce">Reduce Heat</option>
<!--<option class="option" value="train">Train</option>-->
<option class="option" value="vice">Vice</option>
<!--<option class="option" value="install">Install Cybernetics</option>-->
</select>
<input type="hidden" class="downtime-action-selected" name="attr_downtimeSelect">
<!--<input type="radio" class="install-selected" name="attr_downtimeselected" value="install">-->
<!--Acquire Asset
<span class="acquire-select">Crew Tier?</span>
<select class="select text-in-red-box acquire-select" name="attr_downtime-acquire">
<option selected disabled value="nothing">What's Your Crew's Tier?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
</select>
<span class="acquire-select">Any Bonus Dice?</span>
<select class="select text-in-red-box acquire-select" name="attr_downtime-acquire-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>-->
<!--Long Term Project-->
<span class="long-select">Which Action?</span>
<select class="select text-in-red-box long-select" name="attr_downtime-long-actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="long-select">Any Bonus Dice?</span>
<select class="select text-in-red-box long-select" name="attr_downtime-long-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="hidden" class="downtime-long-actionselected" name="attr_downtime-long-actionselected">
<input type="hidden" name="attr_long_roll_dice" value="">
<button type="roll" class="long-roll-button" value="&{template:roll2} {{type=@{rollselect}}} {{@{long_roll_dice}}} {{character=@{character_name}}} {{rolltype=Long-Term Project (@{downtime-long-actionselected})}}">Roll</button>
<!--Recover-->
<span class="recover-select">Dice from the Treatment?</span>
<select class="select text-in-red-box recover-select" name="attr_downtime-recover-dice">
<option selected disabled value="0">Dice from the Treatment?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
<option class="option" value="5">5</option>
<option class="option" value="6">6</option>
</select>
<span class="recover-select">Any Bonus Dice?</span>
<select class="select text-in-red-box recover-select" name="attr_downtime-recover-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<!--Reduce Heat-->
<span class="reduce-select">Which Action?</span>
<select class="select text-in-red-box reduce-select" name="attr_downtime-reduce-actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="reduce-select">Any Bonus Dice?</span>
<select class="select text-in-red-box reduce-select" name="attr_downtime-reduce-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="hidden" class="downtime-reduce-action-selected" name="attr_downtime-reduce-actionselected">
<input type="hidden" name="attr_reduce_roll_dice" value="">
<button type="roll" class="reduce-roll-button" value="&{template:roll2} {{type=@{rollselect}}} {{@{reduce_roll_dice}}} {{character=@{character_name}}} {{rolltype=Reduce Heat (@{downtime-reduce-actionselect})}}">Roll</button>
<!--Vice-->
<span class="vice-select">Any Bonus Dice?</span>
<select class="select text-in-red-box vice-select" name="attr_downtime-vice-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="hidden" name="attr_viceroll" value="0">
<input type="hidden" name="attr_vice_roll_dice" value="">
<div>
<input type="hidden" class="downtime-selected" name="attr_downtimeSelect">
<input type="hidden" name="attr_recover_roll_dice" value="">
<button type="roll" class="recover-button" value="&{template:roll2} {{type=@{rollselect}}} {{@{recover_roll_dice}}} {{character=@{character_name}}} {{rolltype=Recovery}}">Roll</button>
<button type="roll" class="vice-button" value="&{template:roll2} {{type=@{rollselect}}} {{@{vice_roll_dice}}} {{character=@{character_name}}} {{rolltype=Vice}}">Roll</button>
</div>
<!--Engagement Roll
<span class="engagement-select">Engagement Dice?</span>
<select class="select text-in-red-box engagement-select" name="attr_engagement-dice">
<option selected disabled value="0">Engagement Dice?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
<option class="option" value="5">5</option>
<option class="option" value="6">6</option>
</select>-->
<!--Fortune Roll-->
<span class="fortune-select">Fortune Dice?</span>
<select class="select text-in-red-box fortune-select" name="attr_fortune-dice">
<option selected disabled value="0">Fortune Dice?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
<option class="option" value="5">5</option>
<option class="option" value="6">6</option>
</select>
<input type="hidden" name="attr_fortune_roll_dice" value="">
<button type="roll" class="fortune-select" value="&{template:roll2} {{type=@{rollselect}}} {{@{fortune_roll_dice}}} {{character=@{character_name}}} {{rolltype=Fortune}}">Roll</button>
<!--Resistance Roll-->
<span class="resistance-select">Which Attribute?</span>
<select class="select text-in-red-box resistance-select" name="attr_resistanceselect">
<option selected disabled value="nothing">Which Attribute?</option>
<option class="option" value="insight">Insight</option>
<option class="option" value="prowess">Prowess</option>
<option class="option" value="resolve">Resolve</option>
</select>
<input type="hidden" name="attr_resistance_roll_dice" value="">
<input type="hidden" class="resistance-select" name="attr_resistanceselect">
<button type="roll" class="resistance-roll-button" value="&{template:roll2} {{type=@{rollselect}}} {{@{resistance_roll_dice}}} {{character=@{character_name}}} {{rolltype=@{resistanceselect}}}">Roll</button>
<div class="col-12">Playbook XP
<input type="hidden" class="stress-tracking" name="attr_playbookxp">
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_playbookxp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_playbookxp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_playbookxp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_playbookxp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_playbookxp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_playbookxp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_playbookxp" value="6">
<input type="radio" class="stress-track7 stress-tooth" name="attr_playbookxp" value="7">
<input type="radio" class="stress-track8 stress-tooth" name="attr_playbookxp" value="8" checked=true>
</div>
<div class='text' title="">Stress XP
<input type="hidden" class="stress-tracking" name="attr_stressxp">
<input type="radio" class="stress-track stress-tooth hidden-button" name="attr_stressxp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_stressxp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_stressxp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_stressxp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_stressxp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_stressxp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_stressxp" value="6">
<input type="radio" class="stress-track7 stress-tooth" name="attr_stressxp" value="7">
<input type="radio" class="stress-track8 stress-tooth tooltip" name="attr_stressxp" value="8">
<div class="tooltip-text">
<input class="pages" type="checkbox" name="attr_stressadvancer">
<span class="stresslabel">Advance Your Stress</span>
<input class="pages" type="checkbox" name="attr_stressdeadvancer">
<span class="stresslabel">Remove a Stress Box</span>
</div>
</div>
<div class='text' title="">Insight XP
<input type="hidden" class="stress-tracking" name="attr_insightxp">
<input type="radio" class="stress-track stress-tooth hidden-button" name="attr_insightxp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_insightxp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_insightxp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_insightxp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_insightxp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_insightxp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_insightxp" value="6">
</div>
<input type="hidden" name="attr_insight" value="0">
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Trace">
<input class="action-dot hidden-button" type="radio" name="attr_Trace" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Trace" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Trace" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Trace" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Trace" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Trace-cybernetic" value="1" />
<span>Trace</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Study">
<input class="action-dot hidden-button" type="radio" name="attr_Study" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Study" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Study" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Study" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Study" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Study-cybernetic" value="1" />
<span>Study</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Survey">
<input class="action-dot hidden-button" type="radio" name="attr_Survey" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Survey" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Survey" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Survey" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Survey" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Survey-cybernetic" value="1" />
<span>Survey</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Modify">
<input class="action-dot hidden-button" type="radio" name="attr_Modify" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Modify" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Modify" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Modify" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Modify" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Modify-cybernetic" value="1" />
<span>Modify</span>
</div>
<div class='text' title="">Prowess XP
<input type="hidden" class="stress-tracking" name="attr_prowessxp">
<input type="radio" class="stress-track stress-tooth hidden-button" name="attr_prowessxp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_prowessxp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_prowessxp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_prowessxp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_prowessxp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_prowessxp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_prowessxp" value="6">
</div>
<input type="hidden" name="attr_prowess" value="0">
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Finesse">
<input class="action-dot hidden-button" type="radio" name="attr_Finesse" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Finesse" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Finesse" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Finesse" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Finesse" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Finesse-cybernetic" value="1" />
<span>Finesse</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Ghost">
<input class="action-dot hidden-button" type="radio" name="attr_Ghost" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Ghost" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Ghost" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Ghost" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Ghost" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Ghost-cybernetic" value="1" />
<span>Ghost</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Combat">
<input class="action-dot hidden-button" type="radio" name="attr_Combat" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Combat" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Combat" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Combat" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Combat" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Combat-cybernetic" value="1" />
<span>Combat</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Wreck">
<input class="action-dot hidden-button" type="radio" name="attr_Wreck" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Wreck" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Wreck" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Wreck" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Wreck" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Wreck-cybernetic" value="1" />
<span>Wreck</span>
</div>
<div class='text' title="">Resolve XP
<input type="hidden" class="stress-tracking" name="attr_resolvexp">
<input type="radio" class="stress-track stress-tooth hidden-button" name="attr_resolvexp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_resolvexp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_resolvexp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_resolvexp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_resolvexp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_resolvexp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_resolvexp" value="6">
</div>
<input type="hidden" name="attr_resolve" value="0">
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Hack">
<input class="action-dot hidden-button" type="radio" name="attr_Hack" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Hack" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Hack" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Hack" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Hack" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Hack-cybernetic" value="1" />
<span>Hack</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Control">
<input class="action-dot hidden-button" type="radio" name="attr_Control" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Control" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Control" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Control" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Control" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Control-cybernetic" value="1" />
<span>Control</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Network">
<input class="action-dot hidden-button" type="radio" name="attr_Network" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Network" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Network" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Network" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Network" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Network-cybernetic" value="1" />
<span>Network</span>
</div>
<div class="paragraph tooltip">
<input type="hidden" class="action-tracking" name="attr_Sway">
<input class="action-dot hidden-button" type="radio" name="attr_Sway" value="0" checked=true />
<input type="radio" class="action-track1 action-dot" name="attr_Sway" value="1" />
<input type="radio" class="action-track2 action-dot" name="attr_Sway" value="2" />
<input type="radio" class="action-track3 action-dot" name="attr_Sway" value="3" />
<input type="radio" class="action-track4 action-dot" name="attr_Sway" value="4" />
<input type="checkbox" class="cybernetic-dot" name="attr_Sway-cybernetic" value="1" />
<span>Sway</span>
</div>
</div>
<div class="col-6">
<span>Load</span><br>
<span>light (3)</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_load" value="light">
<span>normal (5)</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_load" value="normal">
<span>heavy (6)</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_load" value="heavy">
<br>
<input type="checkbox" class="item-check" name="attr_blade">
<input type="text" class="text-input items white-placeholders" name="attr_bladename" placeholder="A Blade or Two">
<br>
<input type="checkbox" class="item-check" name="attr_improvised">
<input type="text" class="text-input items white-placeholders" name="attr_improvisedname" placeholder="An Improvised Weapon">
<br>
<input type="checkbox" class="item-check" name="attr_large">
<input type="checkbox" class="item-check" name="attr_large2">
<input type="text" class="text-input items white-placeholders" name="attr_largename" placeholder="A Large Weapon">
<br>
<input type="checkbox" class="item-check" name="attr_disposable">
<input type="text" class="text-input items white-placeholders" name="attr_disposablename" placeholder="A Disposable Pistol">
<br>
<input type="checkbox" class="item-check" name="attr_second">
<input type="text" class="text-input items white-placeholders" name="attr_secondname" placeholder="A Second Disposable Pistol">
<br>
<input type="checkbox" class="item-check" name="attr_reload">
<input type="checkbox" class="item-check" name="attr_reload2">
<input type="text" class="text-input items white-placeholders" name="attr_reloadname" placeholder="Reload (+1 Joule)">
<br>
<input type="checkbox" class="item-check" name="attr_ewd">
<input type="text" class="text-input items white-placeholders" name="attr_ewdname" placeholder="EWD">
<br>
<input type="checkbox" class="item-check" name="attr_screen">
<input type="text" class="text-input items white-placeholders" name="attr_screenname" placeholder="Screen">
<br>
<input type="checkbox" class="item-check" name="attr_obscures">
<input type="text" class="text-input items white-placeholders" name="attr_obscuresname" placeholder="Obscures">
<br>
<input type="checkbox" class="item-check" name="attr_recharge">
<input type="checkbox" class="item-check" name="attr_recharge2">
<input type="text" class="text-input items white-placeholders" name="attr_rechargename" placeholder="A Recharge">
<br>
<input type="checkbox" class="item-check" name="attr_armoritem">
<input type="checkbox" class="item-check" name="attr_armoritem2">
<input type="text" class="text-input items white-placeholders" name="attr_armoritemname" placeholder="Armor">
<br>
<input type="checkbox" class="item-check" name="attr_heavyitem">
<input type="text" class="text-input items white-placeholders" name="attr_heavyitemname" placeholder="Heavy Armor">
<br>
<input type="checkbox" class="item-check" name="attr_infiltrationitem">
<input type="text" class="text-input items white-placeholders" name="attr_infiltrationitemname" placeholder="Infiltration Gear">
<br>
<input type="checkbox" class="item-check" name="attr_hackingitem">
<input type="text" class="text-input items white-placeholders" name="attr_hackingitemname" placeholder="Hacking Gear / Interface">
<br>
<input type="checkbox" class="item-check" name="attr_specitem">
<input type="text" class="text-input items white-placeholders" name="attr_specitemname" placeholder="Specialized Tech">
<br>
<input type="checkbox" class="item-check" name="attr_subterfugeitem">
<input type="text" class="text-input items white-placeholders" name="attr_subterfugeitemname" placeholder="Subterfuge Supplies">
<br>
<input type="checkbox" class="item-check" name="attr_portable">
<input type="text" class="text-input items white-placeholders" name="attr_portablename" placeholder="Portable Light Source">
<br>
<input type="checkbox" class="item-check" name="attr_demolition">
<input type="checkbox" class="item-check" name="attr_demolition2">
<input type="text" class="text-input items white-placeholders" name="attr_demolitionname" placeholder="Demolition Tools">
<br>
<input type="checkbox" class="item-check" name="attr_modification">
<input type="text" class="text-input items white-placeholders" name="attr_modificationname" placeholder="Modification Tools">
<br>
<input type="checkbox" class="item-check" name="attr_communications">
<input type="text" class="text-input items white-placeholders" name="attr_communicationsname" placeholder="Communications">
</div>
</div>
<!--Playbook Name, Playbook Description, Spec Abilities, Friends, Playbook Items, XP-->
</div>
</div>
<div class="col-12 crew">
<div class="col-6">
<div class="col-7 hack-the-planet"></div>
<div class="col-5 crew-sheet-title">CREW SHEET</div>
<!--Name, Reputation, Base, Rep/Turf/Hold/Tier, Claims Map, Heat/Wanted, Joules/Vaults (Fuel/Reserve), Airship/Convoy/Vehicle Edges and Flaws-->
<div class="col-7">
<input type="text" class="text-input underline" name="attr_crewname">
<span class="underline-label">NAME</span>
</div>
<div class="col-5">
<input type="text" class="text-input underline" name="attr_reputation">
<span class="underline-label">REPUTATION</span>
</div>
<div class="col-12">
<input type="text" class="text-input underline" name="attr_base">
<span class="underline-label">BASE</span>
</div>
<div class="col-12">
</div>
<div class="col-6 header-bar">
<div class="col-8 header">REP</div>
<div class="col-1 header">TURF</div>
</div>
<div class="col-6 header-bar">
<div class="col-2 header">HOLD</div>
<div class="col-2 pink-header-bar pink-header">WEAK</div>
<div class="col-3 pink-header-bar pink-header">STRONG</div>
<div class="col-2 header">TIER</div>
<div class="col-1"></div>
<div class="col-3 pink-header-bar">
<input type="hidden" class="tier-tracking" name="attr_tier">
<input type="radio" class="hidden-button tier-dot" name="attr_tier" value="0" checked=true>
<input type="radio" class="tier-track1 tier-dot" name="attr_tier" value="1">
<input type="radio" class="tier-track2 tier-dot" name="attr_tier" value="2">
<input type="radio" class="tier-track3 tier-dot" name="attr_tier" value="3">
<input type="radio" class="tier-track4 tier-dot" name="attr_tier" value="4">
</div>
</div>
<div class="rep-boxes">
<input type="hidden" class="stress-tracking" name="attr_rep">
<input type="hidden" class="turf-tracking" name="attr_turf" value="0">
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_rep" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_rep" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_rep" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_rep" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_rep" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_rep" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_rep" value="6">
<input type="radio" class="stress-track7 stress-tooth" name="attr_rep" value="7">
<input type="radio" class="stress-track8 stress-tooth" name="attr_rep" value="8">
<input type="radio" class="stress-track9 stress-tooth turf-track4" name="attr_rep" value="9">
<input type="radio" class="stress-track10 stress-tooth turf-track3" name="attr_rep" value="10">
<input type="radio" class="stress-track11 stress-tooth turf-track2" name="attr_rep" value="11">
<input type="radio" class="stress-track12 stress-tooth turf-track1" name="attr_rep" value="12">
</div>
<input type="radio" class="stress-track stress-tooth stress-tooth-single weak-box" name="attr_hold" value="weak">
<input type="radio" class="stress-track stress-tooth stress-tooth-single strong-box" name="attr_hold" value="strong">
<div class="col-12 claims-map">
<!--<div class="hex hex-3" style='background-color: #444; width:100px; height:57px;'>
<div class="inner">
<h4>Stat</h4>
<input type='number' style='width:50%'>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>-->
<div class="hexmap1-1">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_1-1claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_1-1hexdial1">
<input type="radio" class="hexdial-2" name="attr_1-1hexdial2">
<input type="radio" class="hexdial-3" name="attr_1-1hexdial3">
<input type="radio" class="hexdial-4" name="attr_1-1hexdial4">
<input type="radio" class="hexdial-5" name="attr_1-1hexdial5">
<input type="radio" class="hexdial-6" name="attr_1-1hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext1-1">
<input class="text-color-switcher" type="hidden" name="attr_1-1claimed">
<textarea class="textarea claimname white-placeholders" name="attr_1-1claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_1-1claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap1-2">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_1-2claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_1-2hexdial1">
<input type="radio" class="hexdial-2" name="attr_1-2hexdial2">
<input type="radio" class="hexdial-3" name="attr_1-2hexdial3">
<input type="radio" class="hexdial-4" name="attr_1-2hexdial4">
<input type="radio" class="hexdial-5" name="attr_1-2hexdial5">
<input type="radio" class="hexdial-6" name="attr_1-2hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext1-2">
<input class="text-color-switcher" type="hidden" name="attr_1-2claimed">
<textarea class="textarea claimname white-placeholders" name="attr_1-2claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_1-2claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap1-3">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_1-3claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_1-3hexdial1">
<input type="radio" class="hexdial-2" name="attr_1-3hexdial2">
<input type="radio" class="hexdial-3" name="attr_1-3hexdial3">
<input type="radio" class="hexdial-4" name="attr_1-3hexdial4">
<input type="radio" class="hexdial-5" name="attr_1-3hexdial5">
<input type="radio" class="hexdial-6" name="attr_1-3hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext1-3">
<input class="text-color-switcher" type="hidden" name="attr_1-3claimed">
<textarea class="textarea claimname white-placeholders" name="attr_1-3claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_1-3claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap2-1">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_2-1claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_2-1hexdial1">
<input type="radio" class="hexdial-2" name="attr_2-1hexdial2">
<input type="radio" class="hexdial-3" name="attr_2-1hexdial3">
<input type="radio" class="hexdial-4" name="attr_2-1hexdial4">
<input type="radio" class="hexdial-5" name="attr_2-1hexdial5">
<input type="radio" class="hexdial-6" name="attr_2-1hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext2-1">
<input class="text-color-switcher" type="hidden" name="attr_2-1claimed">
<textarea class="textarea claimname white-placeholders" name="attr_2-1claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_2-1claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap2-2">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_2-2claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_2-2hexdial1">
<input type="radio" class="hexdial-2" name="attr_2-2hexdial2">
<input type="radio" class="hexdial-3" name="attr_2-2hexdial3">
<input type="radio" class="hexdial-4" name="attr_2-2hexdial4">
<input type="radio" class="hexdial-5" name="attr_2-2hexdial5">
<input type="radio" class="hexdial-6" name="attr_2-2hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext2-2">
<input class="text-color-switcher" type="hidden" name="attr_2-2claimed">
<textarea class="textarea claimname white-placeholders" name="attr_2-2claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_2-2claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap2-3">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_2-3claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_2-3hexdial1">
<input type="radio" class="hexdial-2" name="attr_2-3hexdial2">
<input type="radio" class="hexdial-3" name="attr_2-3hexdial3">
<input type="radio" class="hexdial-4" name="attr_2-3hexdial4">
<input type="radio" class="hexdial-5" name="attr_2-3hexdial5">
<input type="radio" class="hexdial-6" name="attr_2-3hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext2-3">
<input class="text-color-switcher" type="hidden" name="attr_2-3claimed">
<textarea class="textarea claimname white-placeholders" name="attr_2-3claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_2-3claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap3-1">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_3-1claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_3-1hexdial1">
<input type="radio" class="hexdial-2" name="attr_3-1hexdial2">
<input type="radio" class="hexdial-3" name="attr_3-1hexdial3">
<input type="radio" class="hexdial-4" name="attr_3-1hexdial4">
<input type="radio" class="hexdial-5" name="attr_3-1hexdial5">
<input type="radio" class="hexdial-6" name="attr_3-1hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext3-1">
<input class="text-color-switcher" type="hidden" name="attr_3-1claimed">
<textarea class="textarea claimname white-placeholders" name="attr_3-1claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_3-1claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap3-2">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_3-2claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_3-2hexdial1">
<input type="radio" class="hexdial-2" name="attr_3-2hexdial2">
<input type="radio" class="hexdial-3" name="attr_3-2hexdial3">
<input type="radio" class="hexdial-4" name="attr_3-2hexdial4">
<input type="radio" class="hexdial-5" name="attr_3-2hexdial5">
<input type="radio" class="hexdial-6" name="attr_3-2hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext3-2">
<input class="text-color-switcher" type="hidden" name="attr_3-2claimed">
<textarea class="textarea claimname white-placeholders" name="attr_3-2claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_3-2claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap3-3">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_3-3claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_3-3hexdial1">
<input type="radio" class="hexdial-2" name="attr_3-3hexdial2">
<input type="radio" class="hexdial-3" name="attr_3-3hexdial3">
<input type="radio" class="hexdial-4" name="attr_3-3hexdial4">
<input type="radio" class="hexdial-5" name="attr_3-3hexdial5">
<input type="radio" class="hexdial-6" name="attr_3-3hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext3-3">
<input class="text-color-switcher" type="hidden" name="attr_3-3claimed">
<textarea class="textarea claimname white-placeholders" name="attr_3-3claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_3-3claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap4-1">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_4-1claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_4-1hexdial1">
<input type="radio" class="hexdial-2" name="attr_4-1hexdial2">
<input type="radio" class="hexdial-3" name="attr_4-1hexdial3">
<input type="radio" class="hexdial-4" name="attr_4-1hexdial4">
<input type="radio" class="hexdial-5" name="attr_4-1hexdial5">
<input type="radio" class="hexdial-6" name="attr_4-1hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext4-1">
<input class="text-color-switcher" type="hidden" name="attr_4-1claimed">
<textarea class="textarea claimname white-placeholders" name="attr_4-1claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_4-1claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap4-2">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_4-2claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_4-2hexdial1">
<input type="radio" class="hexdial-2" name="attr_4-2hexdial2">
<input type="radio" class="hexdial-3" name="attr_4-2hexdial3">
<input type="radio" class="hexdial-4" name="attr_4-2hexdial4">
<input type="radio" class="hexdial-5" name="attr_4-2hexdial5">
<input type="radio" class="hexdial-6" name="attr_4-2hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext4-2">
<input class="text-color-switcher" type="hidden" name="attr_4-2claimed">
<textarea class="textarea claimname white-placeholders" name="attr_4-2claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_4-2claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap4-3">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_4-3claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_4-3hexdial1">
<input type="radio" class="hexdial-2" name="attr_4-3hexdial2">
<input type="radio" class="hexdial-3" name="attr_4-3hexdial3">
<input type="radio" class="hexdial-4" name="attr_4-3hexdial4">
<input type="radio" class="hexdial-5" name="attr_4-3hexdial5">
<input type="radio" class="hexdial-6" name="attr_4-3hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext4-3">
<input class="text-color-switcher" type="hidden" name="attr_4-3claimed">
<textarea class="textarea claimname white-placeholders" name="attr_4-3claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_4-3claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap5-1">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_5-1claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_5-1hexdial1">
<input type="radio" class="hexdial-2" name="attr_5-1hexdial2">
<input type="radio" class="hexdial-3" name="attr_5-1hexdial3">
<input type="radio" class="hexdial-4" name="attr_5-1hexdial4">
<input type="radio" class="hexdial-5" name="attr_5-1hexdial5">
<input type="radio" class="hexdial-6" name="attr_5-1hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext5-1">
<input class="text-color-switcher" type="hidden" name="attr_5-1claimed">
<textarea class="textarea claimname white-placeholders" name="attr_5-1claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_5-1claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap5-2">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_5-2claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_5-2hexdial1">
<input type="radio" class="hexdial-2" name="attr_5-2hexdial2">
<input type="radio" class="hexdial-3" name="attr_5-2hexdial3">
<input type="radio" class="hexdial-4" name="attr_5-2hexdial4">
<input type="radio" class="hexdial-5" name="attr_5-2hexdial5">
<input type="radio" class="hexdial-6" name="attr_5-2hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext5-2">
<input class="text-color-switcher" type="hidden" name="attr_5-2claimed">
<textarea class="textarea claimname white-placeholders" name="attr_5-2claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_5-2claimdescription" placeholder=""></textarea>
</div>
<div class="hexmap5-3">
<div class="hexagon">
<div class="hexagon-inside">
<input class="click-the-hexagon" type="checkbox" name="attr_5-3claimed">
<div class="hexagon-image">
</div>
</div>
</div>
<input type="radio" class="hexdial-1" name="attr_5-3hexdial1">
<input type="radio" class="hexdial-2" name="attr_5-3hexdial2">
<input type="radio" class="hexdial-3" name="attr_5-3hexdial3">
<input type="radio" class="hexdial-4" name="attr_5-3hexdial4">
<input type="radio" class="hexdial-5" name="attr_5-3hexdial5">
<input type="radio" class="hexdial-6" name="attr_5-3hexdial6">
<div class="hexlink-1"></div>
<div class="hexlink-2"></div>
<div class="hexlink-3"></div>
<div class="hexlink-4"></div>
<div class="hexlink-5"></div>
<div class="hexlink-6"></div>
</div>
<div class="hextext5-3">
<input class="text-color-switcher" type="hidden" name="attr_5-3claimed">
<textarea class="textarea claimname white-placeholders" name="attr_5-3claimname" placeholder="Name"></textarea>
<textarea class="textarea claimdescription white-placeholders" name="attr_5-3claimdescription" placeholder=""></textarea>
</div>
</div>
<div class="col-6 header-bar">
<div class="col-8 header">HEAT</div>
<div class="col-1 header">WANTED</div>
</div>
<div class="heat-boxes">
<span>
<input type="hidden" class="stress-tracking" name="attr_heat">
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_heat" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_heat" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_heat" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_heat" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_heat" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_heat" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_heat" value="6">
<input type="radio" class="stress-track7 stress-tooth" name="attr_heat" value="7">
<input class="stress-track8 stress-tooth" type="radio" name="attr_heat" value="8" checked=true>
</span>
<span>
<input type="hidden" class="wanted-tracking" name="attr_wanted">
<input type="radio" class="hidden-button wanted-track stress-tooth" name="attr_wanted" value="0" checked=true>
<input type="radio" class="wanted-track1 stress-tooth" name="attr_wanted" value="1">
<input type="radio" class="wanted-track2 stress-tooth" name="attr_wanted" value="2">
<input type="radio" class="wanted-track3 stress-tooth" name="attr_wanted" value="3">
<input type="radio" class="wanted-track4 stress-tooth" name="attr_wanted" value="4">
</span>
</div>
<div class="col-6">
<div class="header-bar col-3">
<div class="header">JOULES</div>
</div>
<div class="pink-header-bar col-9">
<div class="pink-header">VAULTS</div>
</div>
<div class="col-3">
<input type="hidden" class="tier-tracking" name="attr_crewjoules">
<input type="radio" class="hidden-button stress-track joules" name="attr_crewjoules" value="0" checked=true>
<input type="radio" class="tier-track1 joules" name="attr_crewjoules" value="1">
<input type="radio" class="tier-track2 joules" name="attr_crewjoules" value="2">
<input type="radio" class="tier-track3 joules" name="attr_crewjoules" value="3">
<input type="radio" class="tier-track4 joules" name="attr_crewjoules" value="4">
</div>
<div class="col-9">
<input type="hidden" class="vault1-tracking" name="attr_vault1">
<input type="hidden" class="vault2-tracking" name="attr_vault2">
<input type="hidden" class="stress-tracking" name="attr_vault">
<input type="radio" class="hidden-button stress-track vault" name="attr_vault" value="0">
<input type="radio" class="stress-track1 vault vault1-track" name="attr_vault" value="1">
<input type="radio" class="stress-track2 vault vault1-track" name="attr_vault" value="2">
<input type="radio" class="stress-track3 vault vault1-track" name="attr_vault" value="3">
<input type="radio" class="stress-track4 vault vault1-track" name="attr_vault" value="4">
<input type="radio" class="stress-track5 vault vault2-track" name="attr_vault" value="5">
<input type="radio" class="stress-track6 vault vault2-track" name="attr_vault" value="6">
<input type="radio" class="stress-track7 vault vault2-track" name="attr_vault" value="7">
<input type="radio" class="stress-track8 vault vault2-track" name="attr_vault" value="8">
<input type="radio" class="stress-track9 vault vault2-track" name="attr_vault" value="9">
<input type="radio" class="stress-track10 vault vault2-track" name="attr_vault" value="10">
<input type="radio" class="stress-track11 vault vault2-track" name="attr_vault" value="11">
<input type="radio" class="stress-track12 vault vault2-track" name="attr_vault" value="12">
</div>
</div>
<input type="hidden" class="fuel-button" name="attr_crew">
<div class="col-6 fuel-tracker">
After you complete a score, consume 1 fuel.
</div>
<div class="col-6 fuel-tracker">
<div class="header-bar col-3">
<div class="header">FUEL</div>
</div>
<div class="pink-header-bar col-9">
<div class="pink-header">RESERVE</div>
</div>
<div class="col-3">
<input type="hidden" class="tier-tracking" name="attr_fuel">
<input type="radio" class="hidden-button stress-track joules" name="attr_fuel" value="0">
<input type="radio" class="tier-track1 joules" name="attr_fuel" value="1">
<input type="radio" class="tier-track2 joules" name="attr_fuel" value="2" checked>
<input type="radio" class="tier-track3 joules" name="attr_fuel" value="3">
<input type="radio" class="tier-track4 joules" name="attr_fuel" value="4">
</div>
<div class="col-9">
<input type="hidden" class="stress-tracking" name="attr_reserve">
<input type="radio" class="hidden-button stress-track vault" name="attr_reserve" value="0">
<input type="radio" class="stress-track1 vault" name="attr_reserve" value="1">
<input type="radio" class="stress-track2 vault" name="attr_reserve" value="2">
<input type="radio" class="stress-track3 vault" name="attr_reserve" value="3">
<input type="radio" class="stress-track4 vault" name="attr_reserve" value="4">
<input type="radio" class="stress-track5 vault" name="attr_reserve" value="5">
<input type="radio" class="stress-track6 vault" name="attr_reserve" value="6">
<input type="radio" class="stress-track7 vault" name="attr_reserve" value="7">
<input type="radio" class="stress-track8 vault" name="attr_reserve" value="8">
<input type="radio" class="stress-track9 vault" name="attr_reserve" value="9">
<input type="radio" class="stress-track10 vault" name="attr_reserve" value="10">
<input type="radio" class="stress-track11 vault" name="attr_reserve" value="11">
<input type="radio" class="stress-track12 vault" name="attr_reserve" value="12">
</div>
</div>
<div class="col-12">
<div class="header">NOTES</div>
<textarea class="textarea abilitydesc" placeholder="Notes"></textarea>
</div>
</div>
<div class="abilities col-4">
<input class="pages red-switcher check" type="hidden" name="attr_red-switcher">
<div class="action-tracker">
<div class="col-6">
<div class="header">Roll the Dice</div>
<!--Playbook XP, Stress Training, Actions, Load, Items-->
<select class="select text-in-red-box roll-select" name="attr_crewrollselect">
<option selected disabled value="nothing">What Roll Is This?</option>
<option class="option" disabled value="action">Action Roll (Character Sheet Only)</option>
<option class="option" value="downtime">Downtime Roll</option>
<option class="option" value="engagement">Engagement Roll</option>
<option class="option" value="fortune">Fortune Roll</option>
<option class="option" disabled value="resistance">Resistance Roll (Character Sheet Only)</option>
</select>
<input type="hidden" class="crewroll-selected" name="attr_crewrollselect">
<!--Action Roll
<span class="action-select">Which Action?</span>
<select class="select text-in-red-box action-select" name="attr_actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="action-select">What Position?</span>
<select class="select text-in-red-box action-select" name="attr_actionPosition">
<option selected disabled value="nothing">What Position?</option>
<option class="option" value="controlled">Controlled</option>
<option class="option" value="risky">Risky</option>
<option class="option" value="desperate">Desperate</option>
</select>
<span class="action-select">What Effect?</span>
<select class="select text-in-red-box action-select" name="attr_actionEffect">
<option selected disabled value="nothing">What Effect?</option>
<option class="option" value="zero">Zero</option>
<option class="option" value="limited">Limited</option>
<option class="option" value="standard">Standard</option>
<option class="option" value="great">Great</option>
<option class="option" value="extreme">Extreme</option>
</select>
<span class="action-select">Any Bonus Dice?</span>
<select class="select text-in-red-box action-select" name="attr_actionBonusDice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="radio" class="trace-ready" name="attr_actionselected" value="trace">
<input type="radio" class="study-ready" name="attr_actionselected" value="study">
<input type="radio" class="survey-ready" name="attr_actionselected" value="survey">
<input type="radio" class="modify-ready" name="attr_actionselected" value="modify">
<input type="radio" class="finesse-ready" name="attr_actionselected" value="finesse">
<input type="radio" class="ghost-ready" name="attr_actionselected" value="ghost">
<input type="radio" class="combat-ready" name="attr_actionselected" value="combat">
<input type="radio" class="wreck-ready" name="attr_actionselected" value="wreck">
<input type="radio" class="hack-ready" name="attr_actionselected" value="hack">
<input type="radio" class="control-ready" name="attr_actionselected" value="control">
<input type="radio" class="network-ready" name="attr_actionselected" value="network">
<input type="radio" class="sway-ready" name="attr_actionselected" value="sway">
<button type="roll" class="trace-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{trace}) + @{trace-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Trace</button>
<button type="roll" class="study-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{study}) + @{study-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Study</button>
<button type="roll" class="survey-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{survey}) + @{survey-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Survey</button>
<button type="roll" class="modify-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{modify}) + @{modify-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Modify</button>
<button type="roll" class="finesse-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{finesse}) + @{finesse-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Finesse</button>
<button type="roll" class="ghost-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{ghost}) + @{ghost-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Ghost</button>
<button type="roll" class="combat-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{combat}) + @{combat-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Combat</button>
<button type="roll" class="wreck-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{wreck}) + @{wreck-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Wreck</button>
<button type="roll" class="hack-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{hack}) + @{hack-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Hack</button>
<button type="roll" class="control-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{control}) + @{control-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Control</button>
<button type="roll" class="network-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{network}) + @{network-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Network</button>
<button type="roll" class="sway-button" value="&{template:roll} {{type=@{crewrollselect}}} {{totaldice=[[(@{sway}) + @{sway-cybernetic} + (@{actionBonusDice})]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} {{die7=[[1d6]]}} {{die8=[[1d6]]}}">Sway</button>-->
<!--<button type="roll" class="action-button" name="roll_action" value="&{template:roll} {{type=@{rollselect}}} {{totaldice=[[@{trace} + @{actionBonusDice}]]}} {{die1=[[1d6]]}} {{die2=[[1d6]]}} {{die3=[[1d6]]}} {{die4=[[1d6]]}} {{die5=[[1d6]]}} {{die6=[[1d6]]}} ">Action Roll</button>
Downtime Rolls-->
<span class="crewdowntime-select">Which Downtime Action?</span>
<select class="select text-in-red-box crewdowntime-select" name="attr_crewdowntimeSelect">
<option selected disabled value="nothing">Which Downtime Action?</option>
<option class="option" value="acquire">Acquire Asset</option>
<option class="option" disabled value="long">Long-Term Project (Character Sheet Only)</option>
<option class="option" disabled value="recover">Recover (Character Sheet Only)</option>
<option class="option" disabled value="reduce">Reduce Heat (Character Sheet Only)</option>
<!--<option class="option" value="train">Train</option>-->
<option class="option" disabled value="vice">Vice (Character Sheet Only)</option>
<!--<option class="option" value="install">Install Cybernetics</option>-->
</select>
<input type="radio" class="acquire-selected" name="attr_crewdowntimeselected" value="acquire">
<input type="radio" class="long-selected" name="attr_crewdowntimeselected" value="long">
<input type="radio" class="recover-selected" name="attr_crewdowntimeselected" value="recover">
<input type="radio" class="reduce-selected" name="attr_crewdowntimeselected" value="reduce">
<!--<input type="radio" class="train-selected" name="attr_downtimeselected" value="train">-->
<input type="radio" class="vice-selected" name="attr_crewdowntimeselected" value="vice">
<!--<input type="radio" class="install-selected" name="attr_downtimeselected" value="install">-->
<input type="hidden" class="crewdowntime-action-selected" name="attr_crewdowntimeSelected">
<!--Acquire Asset
<span class="acquire-select">Crew Tier?</span>
<select class="select text-in-red-box acquire-select" name="attr_downtime-acquire">
<option selected disabled value="nothing">What's Your Crew's Tier?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
</select>-->
<span class="crewacquire-select">Any Bonus Dice?</span>
<select class="select text-in-red-box crewacquire-select" name="attr_crewdowntime-acquire-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>
<input type="hidden" name="attr_crewacquire_roll_dice" value="">
<button type="roll" class="crewacquire-select" value="&{template:roll2} {{type=@{crewrollselect}}} {{@{crewacquire_roll_dice}}} {{character=@{crewname}}} {{rolltype=Acquire Asset}}">Roll</button>
<!--Long Term Project
<span class="long-select">Which Action?</span>
<select class="select text-in-red-box long-select" name="attr_downtime-long-actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="long-select">Any Bonus Dice?</span>
<select class="select text-in-red-box long-select" name="attr_downtime-long-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>-->
<!--Recover
<span class="recover-select">Dice from the Treatment?</span>
<select class="select text-in-red-box recover-select" name="attr_downtime-recover-dice">
<option selected disabled value="0">Dice from the Treatment?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
<option class="option" value="5">5</option>
<option class="option" value="6">6</option>
</select>
<span class="recover-select">Any Bonus Dice?</span>
<select class="select text-in-red-box recover-select" name="attr_downtime-recover-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>-->
<!--Reduce Heat
<span class="reduce-select">Which Action?</span>
<select class="select text-in-red-box reduce-select" name="attr_downtime-reduce-actionselect">
<option selected disabled value="nothing">Which Action?</option>
<option class="option" value="trace">Trace</option>
<option class="option" value="study">Study</option>
<option class="option" value="survey">Survey</option>
<option class="option" value="modify">Modify</option>
<option class="option" value="finesse">Finesse</option>
<option class="option" value="ghost">Ghost</option>
<option class="option" value="combat">Combat</option>
<option class="option" value="wreck">Wreck</option>
<option class="option" value="hack">Hack</option>
<option class="option" value="control">Control</option>
<option class="option" value="network">Network</option>
<option class="option" value="sway">Sway</option>
</select>
<span class="reduce-select">Any Bonus Dice?</span>
<select class="select text-in-red-box reduce-select" name="attr_downtime-reduce-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>-->
<!--Vice
<span class="vice-select">Any Bonus Dice?</span>
<select class="select text-in-red-box vice-select" name="attr_downtime-vice-bonusdice">
<option selected disabled value="0">Any Bonus Dice?</option>
<option class="option" value="3">+3</option>
<option class="option" value="2">+2</option>
<option class="option" value="1">+1</option>
<option class="option" value="0">0</option>
<option class="option" value="-1">-1</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-3">-3</option>
</select>-->
<!--Engagement Roll
~Is this operation particularly bold or daring? Take +1d. Is this operation overly complex
or contingent on many factors? Take -1d
.
~Does the plans detail expose a vulnerability of the target or hit them where theyre
weakest? Take +1d. Is the target strongest against this approach, or do they have particular
defenses or special preparations? Take -1d
.
~Can any of your friends or contacts provide aid or insight for this operation? Take +1d.
Are any enemies or rivals interfering in the operation? Take -1d
.
~Are there any other elements that you want to consider? Maybe a lowerTier target will
give you +1d. Maybe a higherTier target will give you -1d. Maybe
-->
<span class="crewengagement-select">Is this operation particularly bold?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question1">
<option selected disabled value="nothing">Is this operation particularly daring?</option>
<option class="option" value="1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Is this operation overly complex?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question2">
<option selected disabled value="nothing">Is this operation contingent on many factors?</option>
<option class="option" value="-1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Does the plans detail expose a vulnerability of the target?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question3">
<option selected disabled value="nothing">Does the plans detail hit them where theyre weakest?</option>
<option class="option" value="1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Is the target strongest against this approach?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question4">
<option selected disabled value="nothing">Do they have particular defenses or special preparations?</option>
<option class="option" value="-1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Can any of your friends or contacts provide aid or insight?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question5">
<option selected disabled value="nothing">Can any of your friends or contacts provide aid or insight for this operation?</option>
<option class="option" value="1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Are any enemies or rivals interfering?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-question6">
<option selected disabled value="nothing">Are any enemies or rivals interfering in the operation?</option>
<option class="option" value="-1">Yes</option>
<option class="option" value="0">No</option>
</select>
<span class="crewengagement-select">Are there any other elements you want to consider?</span>
<select class="select text-in-red-box crewengagement-select" name="attr_crewengagement-dice">
<option selected disabled value="nothing">Other Advantages and Disadvantages?</option>
<option class="option" value="-3">-3</option>
<option class="option" value="-2">-2</option>
<option class="option" value="-1">-1</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
</select>
<input type="checkbox" class="engagement-ready" name="attr_engagement-ready">
<input type="hidden" name="attr_crewengagement_roll_dice" value="">
<button type="roll" class="engagement-button" value="&{template:roll2} {{type=@{crewrollselect}}} {{@{crewengagement_roll_dice}}} {{character=@{crewname}}} {{rolltype=Engagement}}">Roll</button>
<!--Fortune Roll-->
<span class="crewfortune-select">Fortune Dice?</span>
<select class="select text-in-red-box crewfortune-select" name="attr_crewfortune-dice">
<option selected disabled value="0">Fortune Dice?</option>
<option class="option" value="0">0</option>
<option class="option" value="1">1</option>
<option class="option" value="2">2</option>
<option class="option" value="3">3</option>
<option class="option" value="4">4</option>
<option class="option" value="5">5</option>
<option class="option" value="6">6</option>
</select>
<input type="hidden" name="attr_crewfortune_roll_dice" value="">
<button type="roll" class="crewfortune-select" value="&{template:roll2} {{type=@{crewrollselect}}} {{@{crewfortune_roll_dice}}} {{character=@{crewname}}} {{rolltype=Fortune}}">Roll</button>
<!--Resistance Roll
<span class="resistance-select">Which Attribute?</span>
<select class="select text-in-red-box resistance-select" name="attr_resistanceselect">
<option selected disabled value="nothing">Which Attribute?</option>
<option class="option" value="insight">Insight</option>
<option class="option" value="prowess">Prowess</option>
<option class="option" value="resolve">Resolve</option>
</select>-->
</div>
<div class="col-6">
<div class="header">COHORTS</div>
<div>
<fieldset class="repeating_cohort">
<input type="text" class="text-input white-placeholders" name="attr_cohort-name" placeholder="Cohort Name">
<div>
<span>Gang</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_gang-or-expert">
<span>Expert</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_gang-or-expert">
</div>
<div>
<span>Weak</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_cohortharm">
<span>Impaired</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_cohortharm">
<span>Broken</span>
<input type="radio" class="stress-track stress-tooth stress-tooth-single" name="attr_cohortharm">
<span>Armor</span>
</div>
<input type="checkbox" class="stress-track stress-tooth stress-tooth-single" name="attr_cohortarmor">
<input type="text" class="text-input white-placeholders" name="attr_cohort-types" placeholder="Cohort Types">
<textarea name="attr_cohort" class="textarea abilitydesc text-in-red-box white-placeholders" placeholder="Upgrade costs: New cohort: 2, Add type: 2"></textarea>
</fieldset>
</div>
<span class="header">Base</span><br>
<input type="checkbox" class="item-check" name="attr_hidden">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Hidden"><br>
<input type="checkbox" class="item-check" name="attr_quarters">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Quarters"><br>
<input type="checkbox" class="item-check" name="attr_secure">
<input type="checkbox" class="item-check" name="attr_secure2">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Secure"><br>
<input type="checkbox" class="item-check" name="attr_vault1">
<input type="checkbox" class="item-check" name="attr_vault2">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Vault"><br>
<input type="checkbox" class="item-check" name="attr_workshop">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Workshop"><br>
<span class="header">Training</span><br>
<input type="checkbox" class="item-check" name="attr_insighttraining">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Insight"><br>
<input type="checkbox" class="item-check" name="attr_prowesstraining">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Prowess"><br>
<input type="checkbox" class="item-check" name="attr_resolvetraining">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Resolve"><br>
<input type="checkbox" class="item-check" name="attr_personal">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Personal"><br>
<input type="checkbox" class="item-check" name="attr_mastery">
<input type="checkbox" class="item-check" name="attr_mastery2">
<input type="checkbox" class="item-check" name="attr_mastery3">
<input type="checkbox" class="item-check" name="attr_mastery4">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Mastery"><br>
<span class="header">Quality</span><br>
<input type="checkbox" class="item-check" name="attr_gear">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Gear"><br>
<input type="checkbox" class="item-check" name="attr_spectech">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Spec Tech"><br>
<input type="checkbox" class="item-check" name="attr_supplies">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Supplies"><br>
<input type="checkbox" class="item-check" name="attr_tools">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Tools"><br>
<input type="checkbox" class="item-check" name="attr_weapons">
<input type="text" class="text-input items white-placeholders" name="attr_itemname" placeholder="Weapons">
</div>
</div>
<div class="red-box">
<input type="text" class="text-input text-in-red-box white-placeholders playbook-name" name="attr_crew" placeholder="Crew Type">
<!--Crew Name, Crew Description, Spec Abilities, Crew XP, Contacts, Crew Upgrades, Resources-->
<fieldset class="repeating_crewability">
<input type="checkbox" class="ability-circle" name="attr_check">
<input type="text" class="text-input sheet-abilityname" name="attr_name" placeholder="Ability Name">
<textarea class="textarea sheet-abilitydesc" name="attr_description" placeholder="Ability description"></textarea>
</fieldset>
<div class="col-12">Crew XP
<input type="hidden" class="stress-tracking" name="attr_crewxp">
<input type="radio" class="hidden-button stress-track stress-tooth" name="attr_crewxp" value="0" checked=true>
<input type="radio" class="stress-track1 stress-tooth" name="attr_crewxp" value="1">
<input type="radio" class="stress-track2 stress-tooth" name="attr_crewxp" value="2">
<input type="radio" class="stress-track3 stress-tooth" name="attr_crewxp" value="3">
<input type="radio" class="stress-track4 stress-tooth" name="attr_crewxp" value="4">
<input type="radio" class="stress-track5 stress-tooth" name="attr_crewxp" value="5">
<input type="radio" class="stress-track6 stress-tooth" name="attr_crewxp" value="6">
<input type="radio" class="stress-track7 stress-tooth" name="attr_crewxp" value="7">
<input type="radio" class="stress-track8 stress-tooth" name="attr_crewxp" value="8">
<input type="radio" class="stress-track9 stress-tooth" name="attr_crewxp" value="9">
<input type="radio" class="stress-track10 stress-tooth" name="attr_crewxp" value="10">
</div>
<div>At the end of each session, for each item below, the Crew marks XP or marks 2 XP if it occurred multiple times.</div>
<input type="text" class="text-input text-in-red-box xp-trigger col-12 white-placeholders" name="attr_crew-trigger" placeholder="[Select Your Crew Type First]">
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_contend-trigger" placeholder="Contend with challenges above your station">
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_reputation-trigger" placeholder="Bolster your crews reputation or develop a new one">
<input type="text" class="text-input xp-trigger col-12 white-placeholders" name="attr_essential-trigger" placeholder="Express the goals, drives, inner conflict, or essential nature of the crew">
<div>
<!--At the end of each session, for each item below, mark XP (in your playbook
or attribute) or mark 2 XP if it occurred multiple times.
» Execute a successful accident, disappearance, murder, or ransom operation
» Contend with challenges above your station
» Bolster your crews reputation or develop a new one
» Express the goals, drives, inner conflict, or essential nature of the crew-->
<div class="col-6">Contacts
<fieldset class="repeating_contacts">
<input type="checkbox" class="ability-circle" name="attr_check">
<input type="text" class="text-input sheet-abilityname items" name="attr_friend-name" placeholder="Friend Name">
</fieldset>
</div>
<div class="col-6">Upgrades
<fieldset class="repeating_crewupgrades">
<input type="hidden" class="load-control" name="attr_load-control">
<input type="checkbox" class="first-box item-check" name="attr_first-box">
<input type="checkbox" class="second-box item-check" name="attr_second-box">
<input type="checkbox" class="third-box item-check" name="attr_third-box">
<input type="checkbox" class="fourth-box item-check" name="attr_fourth-box">
<input type="text" class="text-input sheet-abilityname items white-placeholders" name="attr_item-name" placeholder="Item Name">
</fieldset>
</div>
<div class="col-12">
<input type="text" class="text-input white-placeholders" name="attr_resources" placeholder="Resources"></textarea>
</div>
</div>
</div>
</div>
</div>
<script type="text/worker">
on("change:insight change:prowess change:resolve change:Trace change:Study change:Survey change:Modify change:Finesse change:Ghost change:Combat change:Wreck change:Hack change:Control change:Network change:Sway change:Trace-cybernetic change:Study-cybernetic change:Survey-cybernetic change:Modify-cybernetic change:Finesse-cybernetic change:Ghost-cybernetic change:Combat-cybernetic change:Wreck-cybernetic change:Hack-cybernetic change:Control-cybernetic change:Network-cybernetic change:Sway-cybernetic", function() {
getAttrs(["insight", "prowess", "resolve", "Trace", "Study", "Survey", "Modify", "Finesse", "Ghost", "Combat", "Wreck", "Hack", "Control", "Network", "Sway", "Trace-cybernetic", "Study-cybernetic", "Survey-cybernetic", "Modify-cybernetic", "Finesse-cybernetic", "Ghost-cybernetic", "Combat-cybernetic", "Wreck-cybernetic", "Hack-cybernetic", "Control-cybernetic", "Network-cybernetic", "Sway-cybernetic"], function(values) {
var totalInsight = {};
totalInsight = Math.ceil((parseInt(values.Trace, 10) + parseInt(values["Trace-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Study, 10) + parseInt(values["Study-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Survey, 10) + parseInt(values["Survey-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Modify, 10) + parseInt(values["Modify-cybernetic"], 10))/5);
var totalProwess = {};
totalProwess = Math.ceil((parseInt(values.Finesse, 10) + parseInt(values["Finesse-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Ghost, 10) + parseInt(values["Ghost-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Combat, 10) + parseInt(values["Combat-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Wreck, 10) + parseInt(values["Wreck-cybernetic"], 10))/5);
var totalResolve = {};
totalResolve = Math.ceil((parseInt(values.Hack, 10) + parseInt(values["Hack-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Control, 10) + parseInt(values["Control-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Network, 10) + parseInt(values["Network-cybernetic"], 10))/5) + Math.ceil((parseInt(values.Sway, 10) + parseInt(values["Sway-cybernetic"], 10))/5);
var setVice = {};
setVice["viceroll"] = Math.min(totalInsight, totalProwess, totalResolve);
setAttrs(setVice);
});
updateAllDice();
});
on("change:1-1claimed", function() {
getAttrs(["crew" , "turf", "1-1claimed"], function(values) {
if ((values.turf <= 3) && (values["1-1claimed"] == "on") && (values.crew.toLowerCase() == "wires")) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["1-1claimed"] == 0) && (values.turf >= 1) && (values.crew.toLowerCase() == "wires")) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:1-2claimed", function() {
getAttrs(["crew" , "turf", "1-2claimed"], function(values) {
if ((values.turf <= 3) && (values["1-2claimed"] == "on") && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["1-2claimed"] == 0) && (values.turf >= 1) && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:2-1claimed", function() {
getAttrs(["crew" , "turf", "2-1claimed"], function(values) {
if ((values.turf <= 3) && (values["2-1claimed"] == "on") && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "comets"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["2-1claimed"] == 0) && (values.turf >= 1) && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "comets"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:2-2claimed", function() {
getAttrs(["crew" , "turf", "2-2claimed"], function(values) {
if ((values.turf <= 3) && (values["2-2claimed"] == "on") && ((values.crew.toLowerCase() == "cleaners") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["2-2claimed"] == 0) && (values.turf >= 1) && ((values.crew.toLowerCase() == "cleaners") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:4-2claimed", function() {
getAttrs(["crew" , "turf", "4-2claimed"], function(values) {
if ((values.turf <= 3) && (values["4-2claimed"] == "on") && ((values.crew.toLowerCase() == "cleaners") || (values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "comets") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["4-2claimed"] == 0) && (values.turf >= 1) && ((values.crew.toLowerCase() == "cleaners") || (values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "comets") || (values.crew.toLowerCase() == "shifters") || (values.crew.toLowerCase() == "wires"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:4-3claimed", function() {
getAttrs(["crew" , "turf", "4-3claimed"], function(values) {
if ((values.turf <= 3) && (values["4-3claimed"] == "on") && (values.crew.toLowerCase() == "comets")) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["4-3claimed"] == 0) && (values.turf >= 1) && (values.crew.toLowerCase() == "comets")) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:5-2claimed", function() {
getAttrs(["crew" , "turf", "5-2claimed"], function(values) {
if ((values.turf <= 3) && (values["5-2claimed"] == "on") && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "shifters"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) + 1;
setAttrs(turnOff);
}
else if ((values["5-2claimed"] == 0) && (values.turf >= 1) && ((values.crew.toLowerCase() == "clippers") || (values.crew.toLowerCase() == "shifters"))) {
var turnOff = {};
turnOff["turf"] = parseInt(values.turf, 10) - 1;
setAttrs(turnOff);
}
});
});
on("change:progress", function() {
getAttrs(["progress"], function(values) {
var setHidden = {};
setHidden["progress1"] = values.progress;
setHidden["progress2"] = values.progress;
setHidden["progress3"] = values.progress;
setAttrs(setHidden);
});
});
on("change:repeating_clocks", function(eventInfo) {
getSectionIDs("clocks", function(idarray) {
for(var i=0; i < idarray.length; i++) {
getAttrs(["repeating_clocks_4progress", "repeating_clocks_6progress", "repeating_clocks_8progress"], function(values) {
var fourclock = {};
fourclock["repeating_clocks_4progress1"] = values["repeating_clocks_4progress"];
fourclock["repeating_clocks_4progress2"] = values["repeating_clocks_4progress"];
fourclock["repeating_clocks_4progress3"] = values["repeating_clocks_4progress"];
setAttrs(fourclock);
var sixclock = {};
sixclock["repeating_clocks_6progress1"] = values["repeating_clocks_6progress"];
sixclock["repeating_clocks_6progress2"] = values["repeating_clocks_6progress"];
sixclock["repeating_clocks_6progress3"] = values["repeating_clocks_6progress"];
setAttrs(sixclock);
var eightclock = {};
eightclock["repeating_clocks_8progress1"] = values["repeating_clocks_8progress"];
eightclock["repeating_clocks_8progress2"] = values["repeating_clocks_8progress"];
eightclock["repeating_clocks_8progress3"] = values["repeating_clocks_8progress"];
setAttrs(eightclock);
});
}
});
});
on("change:rollselect", function() {
getAttrs(["rollselect"], function(values) {
var setHidden = {};
setHidden["rollselected"] = values.rollselect;
setAttrs(setHidden);
});
});
on("change:actionselect", function() {
getAttrs(["actionselect"], function(values) {
var setHidden = {};
setHidden["actionselected"] = values.actionselect;
setAttrs(setHidden);
});
});
on("change:downtime-long-actionselect", function() {
getAttrs(["downtime-long-actionselect"], function(values) {
var setHidden = {};
setHidden["downtime-long-actionselected"] = values["downtime-long-actionselect"];
setAttrs(setHidden);
});
});
on("change:downtime-reduce-actionselect", function() {
getAttrs(["downtime-reduce-actionselect"], function(values) {
var setHidden = {};
setHidden["downtime-reduce-actionselected"] = values["downtime-reduce-actionselect"];
setAttrs(setHidden);
});
});
on("change:resistanceselect", function() {
getAttrs(["resistanceselect"], function(values) {
var setHidden = {};
setHidden["resistanceselected"] = values.resistanceselect;
setAttrs(setHidden);
updateResistanceDice(values.resistanceselect);
});
});
on("change:crewrollselect change:crewdowntimeSelect", function() {
getAttrs(["crewdowntimeSelect"], function(values) {
var setHidden = {};
setHidden["crewdowntimeSelected"] = values.crewdowntimeSelect;
setAttrs(setHidden);
});
});
on("change:fortune-dice change:crewfortune-dice change:downtime-long-actionselect change:downtime-long-bonusdice "+
"change:downtime-recover-dice change:downtime-recover-bonusdice "+
"change:downtime-reduce-actionselect change:downtime-reduce-bonusdice "+
"change:viceroll change:downtime-vice-bonusdice "+
"change:tier change:crewdowntime-acquire-bonusdice "+
_.map(_.range(1,7), function (n) { return 'change:crewengagement-question'+n }).join(" ") + " " +
"change:crewengagement-dice ", function () {
updateAllDice();
});
on("change:rollselect", function() {
getAttrs(["rollselect"], function(values) {
var setHidden = {};
setHidden["downtimeSelect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionPosition"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionEffect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionBonusDice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-acquire"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-acquire-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-long-actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-long-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-recover-dice"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-recover-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-reduce-actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-reduce-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-vice-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["engagement-dice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["fortune-dice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["resistanceselect"] = "nothing";
setAttrs(setHidden);
});
});
on("change:downtimeSelect", function() {
getAttrs(["downtimeSelect"], function(values) {
var setHidden = {};
setHidden["downtimeselected"] = values.downtimeSelect;
setAttrs(setHidden);
var setHidden = {};
setHidden["actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionPosition"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionEffect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["actionBonusDice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-acquire"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-acquire-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-long-actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-long-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-recover-dice"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-recover-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-reduce-actionselect"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-reduce-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["downtime-vice-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["engagement-dice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["fortune-dice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["resistanceselect"] = "nothing";
setAttrs(setHidden);
});
});
on("change:rollselect change:actionselect change:actionPosition change:actionEffect change:actionBonusDice", function() {
getAttrs(["rollselect", "actionselect", "actionPosition", "actionEffect", "actionBonusDice"], function(values) {
if ((values.rollselect == "action") && (values.actionselect != "nothing") && (values.actionPosition != "nothing") && (values.actionEffect != "nothing")) {
updateActionDice("action", values.actionselect, values.actionBonusDice);
var turnOff = {};
turnOff["action-ready"] = "on";
setAttrs(turnOff);
}
else {
var turnOff = {};
turnOff["action-ready"] = "actionselect";
setAttrs(turnOff);
}
});
});
on("change:crewrollselect change:crewengagement-question1 change:crewengagement-question2 change:crewengagement-question3 change:crewengagement-question4 change:crewengagement-question5 change:crewengagement-question6 change:crewengagement-dice", function() {
getAttrs(["crewrollselect", "crewengagement-question1", "crewengagement-question2", "crewengagement-question3", "crewengagement-question4", "crewengagement-question5", "crewengagement-question6", "crewengagement-dice"], function(values) {
if ((values.crewrollselect == "engagement") && (values["crewengagement-question1"] != "nothing") && (values["crewengagement-question2"] != "nothing") && (values["crewengagement-question3"] != "nothing") && (values["crewengagement-question4"] != "nothing") && (values["crewengagement-question5"] != "nothing") && (values["crewengagement-question6"] != "nothing") && (values["crewengagement-dice"] != "nothing")) {
var turnOff = {};
turnOff["engagement-ready"] = "on";
setAttrs(turnOff);
}
else {
var turnOff = {};
turnOff["engagement-ready"] = false;
setAttrs(turnOff);
}
});
});
on("change:crewrollselect", function() {
getAttrs(["rollselect"], function(values) {
var setHidden = {};
setHidden["crewrollselected"] = values.crewrollselect;
setAttrs(setHidden);
});
});
on("change:crewrollselect", function() {
getAttrs(["crewrollselect"], function(values) {
var setHidden = {};
setHidden["crewdowntime-acquire"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewdowntime-acquire-bonusdice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-dice"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewfortune-dice"] = "0";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question1"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question2"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question3"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question4"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question5"] = "nothing";
setAttrs(setHidden);
var setHidden = {};
setHidden["crewengagement-question6"] = "nothing";
setAttrs(setHidden);
});
});
on("change:downtimeSelect", function() {
getAttrs(["downtimeSelect"], function(values) {
var setHidden = {};
setHidden["downtimeselected"] = values.downtimeSelect;
setAttrs(setHidden);
});
});
on("change:rollselect change:actionselect change:actionPosition change:actionEffect change:actionBonusDice", function() {
getAttrs(["rollselect", "actionselect", "actionPosition", "actionEffect", "actionBonusDice"], function(values) {
if ((values.rollselect == "action") && (values.actionselect != "nothing") && (values.actionPosition != "nothing") && (values.actionEffect != "nothing")) {
var turnOff = {};
turnOff["action-ready"] = "on";
setAttrs(turnOff);
}
else {
var turnOff = {};
turnOff["action-ready"] = false;
setAttrs(turnOff);
}
});
});
on("change:playbook", function() {
getSectionIDs("repeating_playbookability", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_playbookability_" + idarray[i]);
}
});
getSectionIDs("repeating_playbookitems", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_playbookitems_" + idarray[i]);
}
});
getSectionIDs("repeating_friends", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_friends_" + idarray[i]);
}
});
getAttrs(["playbook"], function(values) {
switch (values.playbook.toLowerCase()) {
case "edge" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Battleborn";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may expend your special armor to reduce harm on an attack in Combat or to push yourself during a fight.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Imposing";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you gather info to anticipate possible threats in the current situation, you get +1 effect. When you dissuade someone from escalating to physical violence by Controlling them, you have potency";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Primed";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Once per score, you may spend your available load, instead of stress, for a flashback or to push yourself.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Follow Through";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you take harm from someone, you learn about them and they become more susceptible to you. Immediately ask 1 question from gather information and take +1d against them.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Mule";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Not To Be Trifled With";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman - engage a small gang on equal footing in close combat.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Every Item A Weapon";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you unleash physical violence with an improvised weapon, you have the same potency as the quality of your blade.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Overclocked";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Hana, retired military";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Lily, a crafter of fine arms";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Aksel, a structure hitter";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Bronx, a cold killer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Kwame, a street doc";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Hand Weapon";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Heavy Weapon";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Air-Burst Ammo";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Sunjet";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine CQC Training";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Multi-Spectrum Shades";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "0";
playbookcybernetic["Ghost"] = "0";
playbookcybernetic["Combat"] = "2";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "1";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with violence or intimidation.";
setAttrs(playbookKey);
break;
case "faint" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Foresight";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Calculating";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime activity.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Connected";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "During downtime, you get +1 result level when you acquire an asset or reduce heat.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Risk Averse";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you gather information through a faction you have a positive relationship with, clear 1 stress.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Improvisation";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Take 2 stress to change any action roll to Finesse instead. Say how you adapt the previous action to this one.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Like Looking Into A Mirror";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can always tell when someone is lying to you.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Working An Angle";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself when you gather information or work on a long-term project.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "The Myth, The Legend";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Use one downtime activity in order to change any aspect of your physical appearance. When you leverage your reputation against someone you may spend 1 rep to take +1d to your roll.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Elsa, a data broker";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Luis, an aspiring flicker";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Noah, a gene-hacker";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Changying, runs a Glitch front";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Yelena, a lookout";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Luxury Item (0-3 load)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Concealed Palm Pistol";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Sleeper Round";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Blueprints/Documents";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Cover Identity";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Multi-Spectrum Contacts";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "1";
playbookcybernetic["Ghost"] = "0";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "0";
playbookcybernetic["Network"] = "2";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with calculation or conspiracy";
setAttrs(playbookKey);
break;
case "fuse" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Infiltration";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You are not affected by quality or Tier when you bypass security measures";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Ambush";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you attack from hiding or spring a trap, you get +1d";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Pattern Recognition";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you gather information regarding entry points or exploitable habitual patterns, you have potency. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Cutting Edge";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you push yourself, choose one of the following additional benefits when wielding your blades: activate their searing capabilities, giving them potency equal to a Sunjet—or trigger the reaper drug embedded in the blades.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Expertise";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose one of your action ratings. When you lead a group action you suffer only 1 stress at most—regardless of the results of the other participants of the group action.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Synthetic Shell";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may shift your partial camouflage into active, becoming invisible for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments—you become undetectable by most technology—you may traverse any surface.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Wired Reflexes";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When theres a question about who acts first, the answer is you (two characters with Wired Reflexes act simultaneously).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Ghost";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of evasion or stealth.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Hansh, a scam artist";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Avni, an antiquarian";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Elif, a SneakerNet runner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Fatma, a corp informant";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Catalina, a dipper";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Camo Wear";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Disguise Kit";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Muting Tech";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Two Fine Blades";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Cryptolock-Picks";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Multi-Spectrum Contacts";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "1";
playbookcybernetic["Ghost"] = "2";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "0";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with stealth or finesse.";
setAttrs(playbookKey);
break;
case "haunt" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Machined Plasma";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Take 1 Stress to activate a function of your customized nanites for a few minutes: mirror someone elses nanites with a touch—establish a link to technology within a few feet from you— transfer and store data on your nanites—extend a function for hours instead of mere minutes";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "The Hum";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can hear whenever there electronics of any kind nearby. When you gather information using technology, take +1d.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Hacktivist";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You get an additional xp trigger: when you hinder those that perpetuate societal power structures mark xp. If your crew helped you, also mark crew xp. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Mess With The Best";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you hack as a long-term project, you get an additional downtime activity toward it. Take +1d when you resist a consequence involving Hacking";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Between The Lines";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may expend your special armor to resist a consequence from electronic intrusions and systems, or to push yourself when you Hack them.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Rootkit";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Take +1d and +1effect when Hacking above your Tier.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Haunting";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You have physical modifications to your appearance that identify you as part of a sub-culture of hackers, take +1d when dealing with other members of the community.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Trust In Me";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You get +1d vs. a target with whom you have an intimate relationship. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Isidora, a white hat";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Florencia, The Black Top owner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Jem, a porter";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Timeo, a corrupt Sentinel";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Ebba, a pardoned tipper";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Custom Flicker Wear";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "A Ceramic Blade or Two";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Hacking Gear";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Moistware";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Customized Nanites";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Augmented Reality Headset";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "0";
playbookcybernetic["Ghost"] = "1";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "2";
playbookcybernetic["Control"] = "0";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with technology or quick-thinking";
setAttrs(playbookKey);
break;
case "lens" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Deadeye";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can push yourself to do one of the following: make a ranged attack at an extreme distance beyond whats normal for the weapon—use the environment to attempt a trick shot without penalty.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Focused";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "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.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Hunter Drone";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Your drone is specially engineered. It gains potency when tracking a target and gains a new module: camouflaged, contact lens-linked, or breakneck speed.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Additional Drone Module";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "If you already have Hunter Drone, choose an additional drone module.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Scout";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, take +1d to rolls avoiding detection.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Perseverence";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "From hard won experience or custom tech, you can subsist in areas otherwise uninhabitable. You only take trauma when you take stress beyond your last stress box, not when you fill it.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Tough As Nails";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Penalties from harm are one level less severe (though level 4 harm is still fatal)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Systematic Relocation";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you use a long-range weapon from cover to Trace a target on the same scale as you, add your Wreck skill. If it is on a larger scale than you, also take +1effect.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Raphelle, a veteran reclaimer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Nor, a sourcer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Emil, a gang leader";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Javier, ostensibly a Spook";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Aadya, a data runner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Finely Crafted Handgun";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Perish Ammo";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Long-Range Rifle";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Custom Drone";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Scope";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "0";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Multi-spectrum Contacts";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "2";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "1";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "0";
playbookcybernetic["Ghost"] = "0";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "0";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with tracking or force.";
setAttrs(playbookKey);
break;
case "quirk" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Limit Break";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When an Act of God is your Tier+1—whether by reducing it as an obstacle until it becomes your so or otherwise—you may attempt to Control it";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Vocation";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Youve experienced and studied Acts of God. When you gather info regarding them, you get +1 result level";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Steeled Heart";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Youre immune to the terror that some Acts of God inflict on sight, and take +1d to resistance rolls with Resolve. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Street-wise";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you travel to someplace new, ask a question from gather information for free. When you Network in an area you hold turf, take +1d. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Daredevil";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you accept a Ripple on a desperate roll, you gain +1d and +1 effect.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Altered Carbon";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You have +1 trauma box. When you interact with an Act of God while embodying a feature of it, take +1 effect. (ACT OF GOD FEATURES: ALLURING—CRUEL—FEROCIOUS—MONSTROUS—RADIANT—SINISTER—SERENE-TRANSCENDENT—UNKNOWABLE)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Trade Craft";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can push yourself to do one of the following: safely traverse through or around an Act of God equal to your Tier+1— summon an Act of God in the immediate vicinity equal to your Tier+1 (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Seasoned";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may use your special armor to resist a consequence resulting directly from an Act of God or to push yourself when you deal with one";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Ishan, a data tattooist";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Ridhi, a cartographer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Airi, a canary";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Ren, a storm chaser";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Hui, operates The Garden";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Dryware Suit";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Tear-Trail Helmet";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Diffusion Rounds";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Water Knife";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Moistware";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Gateway Map";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "2";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "0";
playbookcybernetic["Finesse"] = "0";
playbookcybernetic["Ghost"] = "0";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "0";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "1";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with daring or investigation.";
setAttrs(playbookKey);
break;
case "torque" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Inventor";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you invent or craft something mechanical, take +1 result level to your roll. You begin with one schematic already known";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Schemer";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "During downtime, you get two ticks to distribute among any long-term project clocks that involve crafting something or learning a new schematic.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Technician";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You are never affected by Tier or quality when you Modify electronic or mechanical systems";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Gearhead";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You may expend your special armor to resist a consequence from mechanical failure, or to push yourself when inventing, crafting, or destroying something mechanical.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Structure Hitter";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you Wreck something larger in scale than you and your crew, take +1d and +1effect.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Physician";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "You can Modify the human body to treat wounds or stabilize the dying. You may Study a disease or corpse. Everyone in your crew gets +1d to their healing treatment rolls";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Saboteur";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When you Wreck, the work is much quieter than it should be, and the damage is hidden from casual inspection. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Eidetic Memory";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "When youve witnessed something destroyed or disassembled, take +1d to making a schematic for it and crafting it.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_playbookability_" + newrowid + "_description"] = "Choose a special ability from another source.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Shira, runs a chop shop";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Chiara, a cryptographer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Saanvi, a scavenger";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Ayse, a patcher";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_friends_" + newrowid + "_friend-name"] = "Pihu, an architect";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Mag Pistol";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Modification Tools";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Fine Demolition Tools";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Medical Supplies";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "Spare Parts";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_playbookitems_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_playbookitems_" + newrowid + "_item-name"] = "EMP Grenade";
setAttrs(newrowattrs);
var playbookcybernetic = {};
playbookcybernetic["Trace"] = "0";
playbookcybernetic["Study"] = "0";
playbookcybernetic["Survey"] = "0";
playbookcybernetic["Modify"] = "2";
playbookcybernetic["Finesse"] = "0";
playbookcybernetic["Ghost"] = "0";
playbookcybernetic["Combat"] = "0";
playbookcybernetic["Wreck"] = "1";
playbookcybernetic["Hack"] = "0";
playbookcybernetic["Control"] = "0";
playbookcybernetic["Network"] = "0";
playbookcybernetic["Sway"] = "0";
setAttrs(playbookcybernetic);
var playbookKey = {};
playbookKey["playbook-trigger"] = "You addressed a challenge with technical skill or mayhem";
setAttrs(playbookKey);
break;
}
});
});
on("change:crew", function() {
getSectionIDs("repeating_crewability", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_crewability_" + idarray[i]);
}
});
getSectionIDs("repeating_crewupgrades", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_crewupgrades_" + idarray[i]);
}
});
getSectionIDs("repeating_contacts", function(idarray) {
for(var i=0; i < idarray.length; i++) {
removeRepeatingRow("repeating_contacts_" + idarray[i]);
}
});
getAttrs(["crew"], function(values) {
switch (values.crew.toLowerCase()) {
case "cleaners" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Military Grade";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You have devised tech to destroy Acts of God. Take 3 stress to use this tech to destroy an Act of God after overcoming it as an obstacle.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Lethal";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Each PC may add +1 action rating to Trace, Ghost or Combat (up to a max rating of 3)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Back Door";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Your activities are hidden from the notice of corporate law. You dont take extra heat when killing is involved on a score";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "No Trace";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of 0. When you end downtime with 0 heat, take +1 rep.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Patron";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you advance your Tier, it costs half the Joules it normally would. Who is your patron? Why do they help you?";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Predators";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Underground Haven";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You have a home away from home: a nightclub, vice den, or similar. It has the same qualities as your base. When you gather information in your haven, you get +1 result level.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Loyal To A Fault";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When a crew member Controls a cohort in combat, they continue to fight when they would otherwise break (theyre not taken out when they suffer level 3 harm)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Choose a special ability from another crew";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Korcha, a slide";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Leticia, a fixer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Vinicious, an auditor";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Lavente, a handler";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Aoife, a dipper";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Cian, a Forged liaison";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Cleaners Rigging (2 free load of weapon or gear)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Contacts In The Grind (+1 Tier for incarceration rolls)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Runners";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Boosters";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "3";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Hardened (+1 trauma box)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Spinner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Ship";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-1claimname"] = "TRAINING ROOMS";
newrowattrs["1-1claimdescription"] = "+1 scale for any cohorts classified as Runners";
newrowattrs["1-1hexdial1"] = "on";
newrowattrs["1-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-2claimname"] = "WORD OF MOUTH";
newrowattrs["1-2claimdescription"] = "+1 rep per score";
newrowattrs["1-2hexdial3"] = "on";
newrowattrs["1-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-3claimname"] = "EXTORTION";
newrowattrs["1-3claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["1-3hexdial1"] = "on";
newrowattrs["1-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-1claimname"] = "VICE DEN";
newrowattrs["2-1claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["2-1hexdial3"] = "on";
newrowattrs["2-1hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-2claimname"] = "TURF";
newrowattrs["2-2claimdescription"] = "";
newrowattrs["2-2hexdial2"] = "on";
newrowattrs["2-2hexdial3"] = "on";
newrowattrs["2-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-3claimname"] = "MED ROOM";
newrowattrs["2-3claimdescription"] = "+1d to healing rolls";
newrowattrs["2-3hexdial4"] = "on";
newrowattrs["2-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-1claimname"] = "FIXER";
newrowattrs["3-1claimdescription"] = "+2 Joules for lower class targets";
newrowattrs["3-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-2claimed"] = "on";
newrowattrs["3-2claimname"] = "BASE";
newrowattrs["3-2claimdescription"] = "";
newrowattrs["3-2hexdial1"] = "on";
newrowattrs["3-2hexdial3"] = "on";
newrowattrs["3-2hexdial5"] = "on";
newrowattrs["3-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-3claimname"] = "DATA BROKER";
newrowattrs["3-3claimdescription"] = "+2 Joules for high class targets";
newrowattrs["3-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-1claimname"] = "INFORMANTS";
newrowattrs["4-1claimdescription"] = "+1d gather info for scores";
newrowattrs["4-1hexdial2"] = "on";
newrowattrs["4-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-2claimname"] = "TURF";
newrowattrs["4-2claimdescription"] = "";
newrowattrs["4-2hexdial2"] = "on";
newrowattrs["4-2hexdial4"] = "on";
newrowattrs["4-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-3claimname"] = "COVER IDENTITIES";
newrowattrs["4-3claimdescription"] = "+1d to engagement rolls that use the deception or social plan";
newrowattrs["4-3hexdial2"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-1claimname"] = "CREMATORIUM";
newrowattrs["5-1claimdescription"] = "Body disposal, +1d to reduce Heat after killing";
newrowattrs["5-1hexdial3"] = "on";
newrowattrs["5-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-2claimname"] = "LEGITIMATE FRONT";
newrowattrs["5-2claimdescription"] = "-2 Heat per score";
newrowattrs["5-2hexdial3"] = "on";
newrowattrs["5-2hexdial5"] = "on";
newrowattrs["5-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-3claimname"] = "HACKED SURVEILLANCE";
newrowattrs["5-3claimdescription"] = "+1d to engagement rolls that use the stealth plan";
newrowattrs["5-3hexdial5"] = "on";
newrowattrs["5-3hexdial6"] = "on";
setAttrs(newrowattrs);
var playbookKey = {};
playbookKey["crew-trigger"] = "Execute a successful accident, disappearance, murder, or ransom operation";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resources"] = "HUNTING GROUNDS: ACCIDENT - DISAPPEARANCE - MURDER - RANSOM";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["insight"] = "on";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["prowess"] = "on";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["fuel-button"] = "off";
setAttrs(playbookKey);
break;
case "clippers" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Fast & Furious";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = " You devised specialized tech to outrun or out manoeuvre Acts of God through hard-won experience. When a crew member takes 2 stress, they escape from any Act of God. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Street Smart";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Each PC may add +1 action rating to Trace, Combat or Wreck (up to a max rating of 3).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Shoulder To Shoulder";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Booster type for free (if theyre already Boosters, add another type).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Reavers";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Fiends";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Fear is as good as respect. You may count each wanted level as if it was turf.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Forged In The Fire";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Like One Of The Family";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "The crews vehicles are considered expert cohorts. Choose an additional edge (from any crew). ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "War Dogs";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When youre at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities (instead of just one).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Choose a special ability from another crew";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_cohort_" + newrowid + "_cohort-name"] = "Boosters";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Ilija, a corp executive";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Ximena, a canary";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Fleur, a gunsmith";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Ella, a street-doc";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Keiko, a Sentinel informer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Sook, a nightclub owner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Clippers Rigging (cycles concealed at rest)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Contacts In The Grind (+1 Tier for incarceration rolls)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Rovers";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Boosters";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "3";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Steeled (+1 trauma box)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_first-box"] = "on";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Cycle";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Ship";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-1claimname"] = "BARRACKS";
newrowattrs["1-1claimdescription"] = "+1 scale for your Booster cohorts";
newrowattrs["1-1hexdial1"] = "on";
newrowattrs["1-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-2claimname"] = "TURF";
newrowattrs["1-2claimdescription"] = "";
newrowattrs["1-2hexdial1"] = "on";
newrowattrs["1-2hexdial6"] = "on";
newrowattrs["1-2hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-3claimname"] = "MED ROOM";
newrowattrs["1-3claimdescription"] = "+1d to healing rolls";
newrowattrs["1-3hexdial1"] = "on";
newrowattrs["1-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-1claimname"] = "TURF";
newrowattrs["2-1claimdescription"] = "";
newrowattrs["2-1hexdial2"] = "on";
newrowattrs["2-1hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-2claimname"] = "FLEET";
newrowattrs["2-2claimdescription"] = "Cohorts gain their own cycles";
newrowattrs["2-2hexdial2"] = "on";
newrowattrs["2-2hexdial3"] = "on";
newrowattrs["2-2hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-3claimname"] = "INTIMIDATION";
newrowattrs["2-3claimdescription"] = "-2 Heat per score";
newrowattrs["2-3hexdial4"] = "on";
newrowattrs["2-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-1claimname"] = "CLOUT";
newrowattrs["3-1claimdescription"] = "+2 Joules in payoff for battle or extortion operations ";
newrowattrs["3-1hexdial3"] = "on";
newrowattrs["3-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-2claimed"] = "on";
newrowattrs["3-2claimname"] = "BASE";
newrowattrs["3-2claimdescription"] = "";
newrowattrs["3-2hexdial1"] = "on";
newrowattrs["3-2hexdial3"] = "on";
newrowattrs["3-2hexdial5"] = "on";
newrowattrs["3-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-3claimname"] = "SCRAPPER TEAM";
newrowattrs["3-3claimdescription"] = "+2 Joules for lower class targets";
newrowattrs["3-3hexdial1"] = "on";
newrowattrs["3-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-1claimname"] = "INFORMANTS";
newrowattrs["4-1claimdescription"] = "1d gather info for scores";
newrowattrs["4-1hexdial2"] = "on";
newrowattrs["4-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-2claimname"] = "TURF";
newrowattrs["4-2claimdescription"] = "";
newrowattrs["4-2hexdial2"] = "on";
newrowattrs["4-2hexdial4"] = "on";
newrowattrs["4-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-3claimname"] = "FALSE FRONT";
newrowattrs["4-3claimdescription"] = "+1d to acquire an asset";
newrowattrs["4-3hexdial2"] = "on";
newrowattrs["4-3hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-1claimname"] = "PROTECTION RACKET";
newrowattrs["5-1claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["5-1hexdial3"] = "on";
newrowattrs["5-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-2claimname"] = "TURF";
newrowattrs["5-2claimdescription"] = "";
newrowattrs["5-2hexdial3"] = "on";
newrowattrs["5-2hexdial5"] = "on";
newrowattrs["5-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-3claimname"] = "PREMIUM LOADOUT";
newrowattrs["5-3claimdescription"] = "+1d to engagement rolls that use the assault plan";
newrowattrs["5-3hexdial5"] = "on";
newrowattrs["5-3hexdial6"] = "on";
setAttrs(newrowattrs);
var playbookKey = {};
playbookKey["crew-trigger"] = "Execute a successful battle, extortion, control, or smash & grab operation";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resources"] = "HUNTING GROUNDS: BATTLE - EXTORTION - CONTROL - SMASH & GRAB";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["fuel-button"] = "off";
setAttrs(playbookKey);
break;
case "comets" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Solarpunk";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You devised a special method to extract components from Acts of God to make a viable form of fuel. Take 3 stress to use this specialized method after you overcome the Act of God as an obstacle.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Through The Ringer";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = " Each PC may add +1 action rating to Ghost, Finesse, or Modify (up to a max rating of 3).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Natural Element";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = " When you use an Act of God as cover on a score, take +1d to your engagement roll and -1 heat after the score.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Park Rats";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Your airship contains a jumble of stolen items. When you roll to acquire an asset, take +1d.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Exosuits";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You devised your own kind of armor—effective in low orbit jumps as well as combat. Only marking your first use of armor counts toward your load on a score. Heavy armor is free.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Tempting Fate";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you execute a score by leaping from an aircraft you may choose to start with a risky position and instead spend each engagement roll die during the score to take +1d to a roll.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Slippery";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Synchronized";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you perform a group action, you may count multiple 6s from different rolls as a critical success";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Choose a special ability from another crew";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Ocean, a cartographer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Manon, a pilot";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Hugo, an anarchist";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Fitz, a scrapper";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Ewa, a corp outsourcer";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Chung Ae, a mechanic";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Comets Rigging (2 free load of tools or gear)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Comet Airship Upgrade (+1 airship edge)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Rooks";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Runners";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "3";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Steady (+1 trauma box)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_first-box"] = "on";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Airship";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Airship";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-1claimname"] = "INTERROGATION CHAMBER";
newrowattrs["1-1claimdescription"] = "+1d to Control and Sway on site.";
newrowattrs["1-1hexdial1"] = "on";
newrowattrs["1-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-2claimname"] = "LEGITIMATE FRONT";
newrowattrs["1-2claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["1-2hexdial1"] = "on";
newrowattrs["1-2hexdial3"] = "on";
newrowattrs["1-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-3claimname"] = "DEAD DROP";
newrowattrs["1-3claimdescription"] = "Body disposal, +1d to reduce Heat after killing";
newrowattrs["1-3hexdial1"] = "on";
newrowattrs["1-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-1claimname"] = "TURF";
newrowattrs["2-1claimdescription"] = "";
newrowattrs["2-1hexdial2"] = "on";
newrowattrs["2-1hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-2claimname"] = "INFORMANTS";
newrowattrs["2-2claimdescription"] = "+1d to gather info for scores";
newrowattrs["2-2hexdial2"] = "on";
newrowattrs["2-2hexdial3"] = "on";
newrowattrs["2-2hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-3claimname"] = "PREMIUM CHOP SHOP";
newrowattrs["2-3claimdescription"] = "+1d to rolls repairing the airship";
newrowattrs["2-3hexdial4"] = "on";
newrowattrs["2-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-1claimname"] = "LOYAL FENCE";
newrowattrs["3-1claimdescription"] = "+2 Joules in payoff on extraction or theft operation ";
newrowattrs["3-1hexdial3"] = "on";
newrowattrs["3-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-2claimed"] = "on";
newrowattrs["3-2claimname"] = "BASE";
newrowattrs["3-2claimdescription"] = "";
newrowattrs["3-2hexdial1"] = "on";
newrowattrs["3-2hexdial3"] = "on";
newrowattrs["3-2hexdial5"] = "on";
newrowattrs["3-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-3claimname"] = "DAY TRADERS";
newrowattrs["3-3claimdescription"] = "+2 Joules in payoff on espionage or sabotage operation";
newrowattrs["3-3hexdial1"] = "on";
newrowattrs["3-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-1claimname"] = "GAMBLING DEN";
newrowattrs["4-1claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["4-1hexdial2"] = "on";
newrowattrs["4-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-2claimname"] = "TURF";
newrowattrs["4-2claimdescription"] = "";
newrowattrs["4-2hexdial2"] = "on";
newrowattrs["4-2hexdial4"] = "on";
newrowattrs["4-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-3claimname"] = "TURF";
newrowattrs["4-3claimdescription"] = "";
newrowattrs["4-3hexdial2"] = "on";
newrowattrs["4-3hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-1claimname"] = "ENTERTAINMENT VENUE";
newrowattrs["5-1claimdescription"] = "+1d to Networking and Sway on site";
newrowattrs["5-1hexdial3"] = "on";
newrowattrs["5-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-2claimname"] = "SURVEILLANCE SYSTEMS";
newrowattrs["5-2claimdescription"] = "+1d to Survey or Trace on your turf";
newrowattrs["5-2hexdial3"] = "on";
newrowattrs["5-2hexdial5"] = "on";
newrowattrs["5-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-3claimname"] = "HACKED AIR TRAFFIC CONTROL";
newrowattrs["5-3claimdescription"] = "+1d to engagement rolls that use the stealth plan";
newrowattrs["5-3hexdial5"] = "on";
newrowattrs["5-3hexdial6"] = "on";
setAttrs(newrowattrs);
var playbookKey = {};
playbookKey["crew-trigger"] = "Execute a successful extraction, espionage, sabotage, or theft operation";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resources"] = "HUNTING GROUNDS: EXTRACTIONS - ESPIONAGE - SABOTAGE - THEFT";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["secure"] = "on";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["fuel-button"] = "off";
setAttrs(playbookKey);
break;
case "shifters" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Data Cutting";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You have devised a method to extract data from an Act of God. Take 3 stress to use this specialized method after you have surmounted it as an obstacle.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Kinesthetic Learning";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Each PC may add +1 action rating to Hack, Study, or Sway (up to a max rating of 3).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Resilient";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You get +1d to resistance rolls against Acts of God. You get +1d to healing rolls when you have suffered harm from one.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Subvocal Comms";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Spend 1 stress to use teamwork with any crew member, regardless of distance.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Thrill Seeker";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Each PC gains an additional Vice: Daredevil. When you indulge this vice and go thrill seeking, you dont overindulge when you clear excess stress";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Nowcaster";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Someone in the convoy is always nowcasting, coordinating the team and scouting ahead; ask a follow-up question when you gather information and take +1d to engagement rolls using the Act of God plan.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Lay Of The Land";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Take +1d to Ghosting or Tracing when leading a group action for the entire crew.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Found Family";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When you lay down roots and share a communal moment of intimacy in downtime, those present may roll to decrease their stress as though they were indulging a vice.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Choose a special ability from another crew";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_cohort_" + newrowid + "_cohort-name"] = "Monitors";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Don, an academic";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Isamu, a liaison";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Llya, a theorist";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Feechi, a slide";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Maja, a mechanic";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Alba, a hacker";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Shifters Rigging (2 free load of tools or specialized tech)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Shifter Convoy upgrade (+1 vehicle Edge per vehicle)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Monitors";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Rovers";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "3";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Seasoned (+1 trauma box)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_first-box"] = "on";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Convoy";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Convoy";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-1claimname"] = "PURSUIT VEHICLES";
newrowattrs["1-1claimdescription"] = "+1 quality for your skilled cohorts";
newrowattrs["1-1hexdial1"] = "on";
newrowattrs["1-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-2claimname"] = "TURF";
newrowattrs["1-2claimdescription"] = "";
newrowattrs["1-2hexdial1"] = "on";
newrowattrs["1-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-3claimname"] = "RELIABLE SATELLITE UPLINK";
newrowattrs["1-3claimdescription"] = "+1d to gather information rolls on turf";
newrowattrs["1-3hexdial1"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-1claimname"] = "INFODUMP SALES";
newrowattrs["2-1claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["2-1hexdial2"] = "on";
newrowattrs["2-1hexdial3"] = "on";
newrowattrs["2-1hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-2claimname"] = "TURF";
newrowattrs["2-2claimdescription"] = "";
newrowattrs["2-2hexdial2"] = "on";
newrowattrs["2-2hexdial3"] = "on";
newrowattrs["2-2hexdial4"] = "on";
newrowattrs["2-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-3claimname"] = "PREMIUM CHOP SHOP";
newrowattrs["2-3claimdescription"] = "+1d to repair rolls on the convoy";
newrowattrs["2-3hexdial4"] = "on";
newrowattrs["2-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-1claimname"] = "PREMIUM TRANSPORT";
newrowattrs["3-1claimdescription"] = "+2 Joules for transportation plans ";
newrowattrs["3-1hexdial3"] = "on";
newrowattrs["3-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-2claimed"] = "on";
newrowattrs["3-2claimname"] = "BASE";
newrowattrs["3-2claimdescription"] = "";
newrowattrs["3-2hexdial1"] = "on";
newrowattrs["3-2hexdial3"] = "on";
newrowattrs["3-2hexdial5"] = "on";
newrowattrs["3-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-3claimname"] = "FORWARD OPERATING BASE";
newrowattrs["3-3claimdescription"] = "+1d to Control and Sway rolls on site";
newrowattrs["3-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-1claimname"] = "EXPERIMENTAL TECH";
newrowattrs["4-1claimdescription"] = "Pushing yourself for the first time on a score is reduced to 1 stress";
newrowattrs["4-1hexdial2"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-2claimname"] = "TURF";
newrowattrs["4-2claimdescription"] = "";
newrowattrs["4-2hexdial2"] = "on";
newrowattrs["4-2hexdial3"] = "on";
newrowattrs["4-2hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-3claimname"] = "STREET-DOC";
newrowattrs["4-3claimdescription"] = "+1d to healing rolls";
newrowattrs["4-3hexdial2"] = "on";
newrowattrs["4-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-1claimname"] = "COMMUNITY CONTACTS";
newrowattrs["5-1claimdescription"] = "+1d to Networking w/ Forged communities";
newrowattrs["5-1hexdial3"] = "on";
newrowattrs["5-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-2claimname"] = "TURF";
newrowattrs["5-2claimdescription"] = "";
newrowattrs["5-2hexdial3"] = "on";
newrowattrs["5-2hexdial5"] = "on";
newrowattrs["5-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-3claimname"] = "ANALYST";
newrowattrs["5-3claimdescription"] = "+1d to engagement rolls that use the Act of God plan";
newrowattrs["5-3hexdial5"] = "on";
newrowattrs["5-3hexdial6"] = "on";
setAttrs(newrowattrs);
var playbookKey = {};
playbookKey["crew-trigger"] = "Execute a successful transportation, discovery, or subversion operation";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resources"] = "HUNTING GROUNDS: DELIVERIES - DISCOVERY - SUBVERSION";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["fuel-button"] = "off";
setAttrs(playbookKey);
break;
case "wires" :
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_check"] = "on";
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Chasing The Storm";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You have devised a method to extract Acts of God into a raw form you can then convert into an illicit substance. Take 3 stress to use this method on an Act of God after you have surmounted it as an obstacle.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Machinations Of Men";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "You know when and where the solar panels shed light on the streets of Shelter 1. Take -1 heat in downtime and +1d to gather info when being in dark corners is beneficial.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Marked";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Everyone in the crew has a tattoo, piercing, or some other kind of discernible marking. Each PC may add +1 action rating to Control, Network, or Sway (up to a max rating of 3).";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "The Good Stuff";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you wh";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Scapegoat";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "When a PC would be incarcerated, you can instead send an Elite cohort";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "The Game";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = " When anyone in the crew gets taken in for interrogation or questioning, you also roll to see how much heat you lose";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Hooked";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = " Your gang members use your product. Add the savage, unreliable, or wild flaw to your gang to give them +1 quality.";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Accord";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Up to three +3 statuses with factions count as Turf. ";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewability_" + newrowid + "_name"] = "Veteran";
newrowattrs["repeating_crewability_" + newrowid + "_description"] = "Choose a special ability from another crew";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Daiki, a porter captain";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Tiago, a factory owner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Forever, an informant";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Clara, a Comet";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Veeti, an elusive mastermind";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_contacts_" + newrowid + "_friend-name"] = "Diego, runs the Violet Delight";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Wires Rigging (1 carried item is concealed and has no load)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Contacts In The Grind (+1 Tier for incarceration rolls)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Rooks";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "1";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Elite Boosters";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "3";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Composed (+1 trauma box)";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Spinner";
setAttrs(newrowattrs);
var newrowid = generateRowID();
var newrowattrs = {};
newrowattrs["repeating_crewupgrades_" + newrowid + "_load-control"] = "2";
newrowattrs["repeating_crewupgrades_" + newrowid + "_item-name"] = "Ship";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-1claimname"] = "TURF";
newrowattrs["1-1claimdescription"] = "";
newrowattrs["1-1hexdial1"] = "on";
newrowattrs["1-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-2claimname"] = "TURF";
newrowattrs["1-2claimdescription"] = "";
newrowattrs["1-2hexdial3"] = "on";
newrowattrs["1-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["1-3claimname"] = "FOREIGN MARKET";
newrowattrs["1-3claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["1-3hexdial1"] = "on";
newrowattrs["1-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-1claimname"] = "BOUTIQUE";
newrowattrs["2-1claimdescription"] = "+1d to engagement rolls that use the social plan";
newrowattrs["2-1hexdial3"] = "on";
newrowattrs["2-1hexdial4"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-2claimname"] = "TURF";
newrowattrs["2-2claimdescription"] = "";
newrowattrs["2-2hexdial2"] = "on";
newrowattrs["2-2hexdial3"] = "on";
newrowattrs["2-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["2-3claimname"] = "VICE DEN";
newrowattrs["2-3claimdescription"] = "(Tier roll) - Heat = Joules in downtime";
newrowattrs["2-3hexdial4"] = "on";
newrowattrs["2-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-1claimname"] = "RESIDUAL INCOME";
newrowattrs["3-1claimdescription"] = "+2 Joules in payoff for show of force or social operations";
newrowattrs["3-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-2claimed"] = "on";
newrowattrs["3-2claimname"] = "BASE";
newrowattrs["3-2claimdescription"] = "";
newrowattrs["3-2hexdial1"] = "on";
newrowattrs["3-2hexdial3"] = "on";
newrowattrs["3-2hexdial5"] = "on";
newrowattrs["3-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["3-3claimname"] = "MEDIATOR";
newrowattrs["3-3claimdescription"] = "+2 Joules in payoff for sale or supply operations";
newrowattrs["3-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-1claimname"] = "LOOKOUTS";
newrowattrs["4-1claimdescription"] = "+1d to Survey or Trace on your turf";
newrowattrs["4-1hexdial2"] = "on";
newrowattrs["4-1hexdial3"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-2claimname"] = "TURF";
newrowattrs["4-2claimdescription"] = "";
newrowattrs["4-2hexdial2"] = "on";
newrowattrs["4-2hexdial3"] = "on";
newrowattrs["4-2hexdial4"] = "on";
newrowattrs["4-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["4-3claimname"] = "BLACKMAIL";
newrowattrs["4-3claimdescription"] = "-2 Heat per score";
newrowattrs["4-3hexdial2"] = "on";
newrowattrs["4-3hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-1claimname"] = "INFORMANTS";
newrowattrs["5-1claimdescription"] = "+1d gather info for scores";
newrowattrs["5-1hexdial3"] = "on";
newrowattrs["5-1hexdial5"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-2claimname"] = "LUXURY VENUE";
newrowattrs["5-2claimdescription"] = "+1d to Network or Sway on site";
newrowattrs["5-2hexdial5"] = "on";
newrowattrs["5-2hexdial6"] = "on";
setAttrs(newrowattrs);
var newrowattrs = {};
newrowattrs["5-3claimname"] = "COVER IDENTITIES";
newrowattrs["5-3claimdescription"] = "+1d to engagement rolls that use the stealth or deception plan";
newrowattrs["5-3hexdial5"] = "on";
setAttrs(newrowattrs);
var playbookKey = {};
playbookKey["crew-trigger"] = "Execute clandestine/covert sales, Acquire product supply, or secure new territory";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resources"] = "SALES TERRITORY: SALE - SUPPLY - SHOW OF FORCE - SOCIALIZE";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["secure"] = "on";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["resolve"] = "on";
setAttrs(playbookKey);
var playbookKey = {};
playbookKey["fuel-button"] = "off";
setAttrs(playbookKey);
break;
}
});
});
on("change:stressadvancer", function () {
getAttrs(["stressadvanced"], function(values) {
if ((values.stressadvanced <= 3)) {
var setHidden = {};
setHidden["stressadvanced"] = parseInt(values.stressadvanced, 10) + 1;
setHidden["stressxp"] = 0;
setAttrs(setHidden);
}
});
});
on("change:stressdeadvancer", function () {
getAttrs(["stressadvanced"], function(values) {
if ((values.stressadvanced >= 1)) {
var setHidden = {};
setHidden["stressadvanced"] = parseInt(values.stressadvanced, 10) - 1;
setAttrs(setHidden);
}
});
});/**/
function diceRollArgs(totalDice) {
let rollArgs = "";
if (totalDice <= 0) {
totalDice = 2;
rollArgs = "zero";
}
let roll = _.map(_.range(totalDice), function () { return '[[1d6]]'; }).join('&#44; ');
rollArgs += "dice=" + roll;
return rollArgs;
}
function updateActionDice(field, action, bonusDice) {
getAttrs([action, action + "-cybernetic"], function (values) {
let totalDice = 1*values[action] + 1*values[action+"-cybernetic"] + 1*bonusDice;
genericUpdateDice(field, totalDice);
});
}
function updateResistanceDice(stat) {
let actionGroup = [];
if (stat == 'insight') { actionGroup = ['trace', 'study', 'survey', 'modify']; }
else if (stat == 'prowess') { actionGroup = ['finesse', 'ghost', 'combat', 'wreck']; }
else if (stat == 'resolve') { actionGroup = ['hack', 'control', 'network', 'sway']; }
let stats = _.flatten( _.map(actionGroup, (action) => [action, action + '-cybernetic']) );
getAttrs(stats, (values) => {
let nonEmptyCount = 0;
_.each(actionGroup, (action) => {
if (1*values[action] + 1*values[action + '-cybernetic'] > 0) {
nonEmptyCount += 1;
}
});
setAttrs({ "resistance_roll_dice": diceRollArgs(nonEmptyCount) });
});
}
function genericUpdateDice(type, v) {
let dict = {};
dict[type + "_roll_dice"] = diceRollArgs(v);
setAttrs(dict);
}
function updateAllDice() {
getAttrs(["actionselect", "actionBonusDice"], function(values) {
updateActionDice("action", values.actionselect, values.actionBonusDice);
});
getAttrs(["resistanceselect"], function(values) {
updateResistanceDice(values.resistanceselect);
});
getAttrs(["fortune-dice"], function (values) {
genericUpdateDice('fortune', values['fortune-dice']);
});
getAttrs(["crewfortune-dice"], function (values) {
genericUpdateDice('crewfortune', values['crewfortune-dice']);
});
getAttrs(["downtime-long-actionselect", "downtime-long-bonusdice"], function (values) {
if (values['downtime-long-actionselect'] == 'nothing') return;
updateActionDice("long", values['downtime-long-actionselect'], values['downtime-long-bonusdice']);
});
getAttrs(["downtime-recover-dice", "downtime-recover-bonusdice"], function (values) {
genericUpdateDice('recover', 1*values['downtime-recover-dice'] + 1*values['downtime-recover-bonusdice']);
});
getAttrs(["downtime-reduce-actionselect", "downtime-reduce-bonusdice"], function (values) {
if (values['downtime-reduce-actionselect'] == 'nothing') return;
updateActionDice("reduce", values['downtime-reduce-actionselect'], values['downtime-reduce-bonusdice']);
});
getAttrs(["viceroll", "downtime-vice-bonusdice"], function (values) {
genericUpdateDice('vice', 1*values['viceroll'] + 1*values['downtime-vice-bonusdice']);
});
getAttrs(["tier", "crewdowntime-acquire-bonusdice"], function (values) {
genericUpdateDice('crewacquire', 1*values['tier'] + 1*values['crewdowntime-acquire-bonusdice']);
});
let engagement_fields = _.flatten([_.map(_.range(1,6), (n) => 'crewengagement-question'+n), 'crewengagement-dice']);
getAttrs(engagement_fields, function (values) {
let sum = 0;
_.each(engagement_fields, (f) => sum += 1*values[f]);
genericUpdateDice('crewengagement', sum);
});
}
</script>
<rolltemplate class="sheet-rolltemplate-roll2">
<div class="rolltemplate-{{type}}roll rolltemplate-col-12">
<div>
<div class="rolltemplate-{{type}}-roll rolltemplate-crew-sheet-title">{{type}} ROLL</div>
{{#rolltype}}<div class="rolltemplate-character-text">{{character}} rolls <span class="rolltemplate-rolltype-name">{{rolltype}}</span></div>{{/rolltype}}
</div>
<div class="rolltemplate-dice {{#zerodice}}zerodice-rolled{{/zerodice}} {{#dice}}nonzerodice-rolled{{/dice}}">
{{zerodice}}{{dice}}
{{#zerodice}}
<div class="rolltemplate-zerodice-msg">Zero Dice — take the lowest result above</div>
{{/zerodice}}
<div class="rolltemplate-outcome">
<div class="rolltemplate-outcome-critical-success">Critical Success</div>
<div class="rolltemplate-outcome-success">Full Success</div>
<div class="rolltemplate-outcome-mixed-success">Partial Success</div>
<div class="rolltemplate-outcome-failure">Failure</div>
</div>
</div>
<div>
<div class="rolltemplate-col-6 rolltemplate-crew-sheet-title">{{position}}</div>
<div class="rolltemplate-col-6 rolltemplate-crew-sheet-title">{{effect}}</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-roll">
<div class="rolltemplate-{{type}} rolltemplate-col-12">
<div class="rolltemplate-action-roll rolltemplate-crew-sheet-title">ACTION ROLL</div>
<div class="rolltemplate-downtime-roll rolltemplate-crew-sheet-title">DOWNTIME ROLL</div>
<div class="rolltemplate-engagement-roll rolltemplate-crew-sheet-title">ENGAGEMENT ROLL</div>
<div class="rolltemplate-fortune-roll rolltemplate-crew-sheet-title">FORTUNE ROLL</div>
<div class="rolltemplate-resistance-roll rolltemplate-crew-sheet-title">RESISTANCE ROLL</div>
<br><br><br>
<div class="rolltemplate-dice">
{{#rollBetween() totaldice -13 8}}
{{#rollBetween() die1 6 6}}6{{/rollBetween() die1 6 6}}
{{#rollBetween() die1 5 5}}5{{/rollBetween() die1 5 5}}
{{#rollBetween() die1 4 4}}4{{/rollBetween() die1 4 4}}
{{#rollBetween() die1 3 3}}3{{/rollBetween() die1 3 3}}
{{#rollBetween() die1 2 2}}2{{/rollBetween() die1 2 2}}
{{#rollBetween() die1 1 1}}1{{/rollBetween() die1 1 1}}
{{#rollBetween() die1 -12 0}}0{{/rollBetween() die1 -12 0}}
{{/rollBetween() totaldice -13 8}}
{{#rollBetween() totaldice -13 0}} ,
{{#rollBetween() die2 6 6}}6{{/rollBetween() die2 6 6}}
{{#rollBetween() die2 5 5}}5{{/rollBetween() die2 5 5}}
{{#rollBetween() die2 4 4}}4{{/rollBetween() die2 4 4}}
{{#rollBetween() die2 3 3}}3{{/rollBetween() die2 3 3}}
{{#rollBetween() die2 2 2}}2{{/rollBetween() die2 2 2}}
{{#rollBetween() die2 1 1}}1{{/rollBetween() die2 1 1}}
{{#rollBetween() die2 -12 0}}0{{/rollBetween() die2 -12 0}}
{{/rollBetween() totaldice -13 0}}
{{#rollBetween() totaldice 2 8}} ,
{{#rollBetween() die2 6 6}}6{{/rollBetween() die2 6 6}}
{{#rollBetween() die2 5 5}}5{{/rollBetween() die2 5 5}}
{{#rollBetween() die2 4 4}}4{{/rollBetween() die2 4 4}}
{{#rollBetween() die2 3 3}}3{{/rollBetween() die2 3 3}}
{{#rollBetween() die2 2 2}}2{{/rollBetween() die2 2 2}}
{{#rollBetween() die2 1 1}}1{{/rollBetween() die2 1 1}}
{{#rollBetween() die2 -12 0}}0{{/rollBetween() die2 -12 0}}
{{/rollBetween() totaldice 2 8}}
{{#rollBetween() totaldice 3 8}} ,
{{#rollBetween() die3 6 6}}6{{/rollBetween() die3 6 6}}
{{#rollBetween() die3 5 5}}5{{/rollBetween() die3 5 5}}
{{#rollBetween() die3 4 4}}4{{/rollBetween() die3 4 4}}
{{#rollBetween() die3 3 3}}3{{/rollBetween() die3 3 3}}
{{#rollBetween() die3 2 2}}2{{/rollBetween() die3 2 2}}
{{#rollBetween() die3 1 1}}1{{/rollBetween() die3 1 1}}
{{#rollBetween() die3 -12 0}}0{{/rollBetween() die3 -12 0}}
{{/rollBetween() totaldice 3 8}}
{{#rollBetween() totaldice 4 8}} ,
{{#rollBetween() die4 6 6}}6{{/rollBetween() die4 6 6}}
{{#rollBetween() die4 5 5}}5{{/rollBetween() die4 5 5}}
{{#rollBetween() die4 4 4}}4{{/rollBetween() die4 4 4}}
{{#rollBetween() die4 3 3}}3{{/rollBetween() die4 3 3}}
{{#rollBetween() die4 2 2}}2{{/rollBetween() die4 2 2}}
{{#rollBetween() die4 1 1}}1{{/rollBetween() die4 1 1}}
{{#rollBetween() die4 -12 0}}0{{/rollBetween() die4 -12 0}}
{{/rollBetween() totaldice 4 8}}
{{#rollBetween() totaldice 5 8}} ,
{{#rollBetween() die5 6 6}}6{{/rollBetween() die5 6 6}}
{{#rollBetween() die5 5 5}}5{{/rollBetween() die5 5 5}}
{{#rollBetween() die5 4 4}}4{{/rollBetween() die5 4 4}}
{{#rollBetween() die5 3 3}}3{{/rollBetween() die5 3 3}}
{{#rollBetween() die5 2 2}}2{{/rollBetween() die5 2 2}}
{{#rollBetween() die5 1 1}}1{{/rollBetween() die5 1 1}}
{{#rollBetween() die5 -12 0}}0{{/rollBetween() die5 -12 0}}
{{/rollBetween() totaldice 5 8}}
{{#rollBetween() totaldice 6 8}} ,
{{#rollBetween() die6 6 6}}6{{/rollBetween() die6 6 6}}
{{#rollBetween() die6 5 5}}5{{/rollBetween() die6 5 5}}
{{#rollBetween() die6 4 4}}4{{/rollBetween() die6 4 4}}
{{#rollBetween() die6 3 3}}3{{/rollBetween() die6 3 3}}
{{#rollBetween() die6 2 2}}2{{/rollBetween() die6 2 2}}
{{#rollBetween() die6 1 1}}1{{/rollBetween() die6 1 1}}
{{#rollBetween() die6 -12 0}}0{{/rollBetween() die6 -12 0}}
{{/rollBetween() totaldice 6 8}}
{{#rollBetween() totaldice 7 8}} ,
{{#rollBetween() die7 6 6}}6{{/rollBetween() die7 6 6}}
{{#rollBetween() die7 5 5}}5{{/rollBetween() die7 5 5}}
{{#rollBetween() die7 4 4}}4{{/rollBetween() die7 4 4}}
{{#rollBetween() die7 3 3}}3{{/rollBetween() die7 3 3}}
{{#rollBetween() die7 2 2}}2{{/rollBetween() die7 2 2}}
{{#rollBetween() die7 1 1}}1{{/rollBetween() die7 1 1}}
{{#rollBetween() die7 -12 0}}0{{/rollBetween() die7 -12 0}}
{{/rollBetween() totaldice 7 8}}
{{#rollBetween() totaldice 8 8}} ,
{{#rollBetween() die8 6 6}}6{{/rollBetween() die8 6 6}}
{{#rollBetween() die8 5 5}}5{{/rollBetween() die8 5 5}}
{{#rollBetween() die8 4 4}}4{{/rollBetween() die8 4 4}}
{{#rollBetween() die8 3 3}}3{{/rollBetween() die8 3 3}}
{{#rollBetween() die8 2 2}}2{{/rollBetween() die8 2 2}}
{{#rollBetween() die8 1 1}}1{{/rollBetween() die8 1 1}}
{{#rollBetween() die8 -12 0}}0{{/rollBetween() die8 -12 0}}
{{/rollBetween() totaldice 8 8}}
</div>
<br><br><br>
<div class="rolltemplate-col-6 rolltemplate-crew-sheet-title">{{position}}{{downtimeaction}}</div>
<div class="rolltemplate-col-6 rolltemplate-crew-sheet-title">{{effect}}</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-downtime">
<div class="rolltemplate-roll-holder rolltemplate-col-12">
<div class="rolltemplate-quote">Downtime Roll</div><br>
<div>
You take {{#rollBetween() die6 6 6}}6{{/rollBetween() die6 6 6}}
{{#rollBetween() die6 5 5}}5{{/rollBetween() die6 5 5}}
{{#rollBetween() die6 4 4}}4{{/rollBetween() die6 4 4}}
{{#rollBetween() die6 3 3}}3{{/rollBetween() die6 3 3}}
{{#rollBetween() die6 2 2}}2{{/rollBetween() die6 2 2}}
{{#rollBetween() die6 1 1}}1{{/rollBetween() die6 1 1}}
{{#rollBetween() die6 -12 0}}0{{/rollBetween() die6 -12 0}} stress and reduce the severity of the consequence by {{reduceconsequence}} levels.
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-engagement">
<div class="rolltemplate-roll-holder rolltemplate-col-12">
<div class="rolltemplate-quote">Engagement Roll</div><br>
<div>
You take {{#rollBetween() die1 6 6}}6{{/rollBetween() die1 6 6}}
{{#rollBetween() die1 5 5}}5{{/rollBetween() die1 5 5}}
{{#rollBetween() die1 4 4}}4{{/rollBetween() die1 4 4}}
{{#rollBetween() die1 3 3}}3{{/rollBetween() die1 3 3}}
{{#rollBetween() die1 2 2}}2{{/rollBetween() die1 2 2}}
{{#rollBetween() die1 1 1}}1{{/rollBetween() die1 1 1}}
{{#rollBetween() die1 -12 0}}0{{/rollBetween() die1 -12 0}} stress and reduce the severity of the consequence by {{reduceconsequence}} levels.
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-fortune">
<div class="rolltemplate-roll-holder rolltemplate-col-12">
<div class="rolltemplate-quote">Fortune Roll</div><br>
<div>
You take {{#rollBetween() die1 6 6}}6{{/rollBetween() die1 6 6}}
{{#rollBetween() die1 5 5}}5{{/rollBetween() die1 5 5}}
{{#rollBetween() die1 4 4}}4{{/rollBetween() die1 4 4}}
{{#rollBetween() die1 3 3}}3{{/rollBetween() die1 3 3}}
{{#rollBetween() die1 2 2}}2{{/rollBetween() die1 2 2}}
{{#rollBetween() die1 1 1}}1{{/rollBetween() die1 1 1}}
{{#rollBetween() die1 -12 0}}0{{/rollBetween() die1 -12 0}} stress and reduce the severity of the consequence by {{reduceconsequence}} levels.
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-resistance">
<div class="rolltemplate-roll-holder rolltemplate-col-12">
<div class="rolltemplate-quote">Resistance Roll</div><br>
<div>
You take {{#rollBetween() die1 6 6}}6{{/rollBetween() die1 6 6}}
{{#rollBetween() die1 5 5}}5{{/rollBetween() die1 5 5}}
{{#rollBetween() die1 4 4}}4{{/rollBetween() die1 4 4}}
{{#rollBetween() die1 3 3}}3{{/rollBetween() die1 3 3}}
{{#rollBetween() die1 2 2}}2{{/rollBetween() die1 2 2}}
{{#rollBetween() die1 1 1}}1{{/rollBetween() die1 1 1}}
{{#rollBetween() die1 -12 0}}0{{/rollBetween() die1 -12 0}} stress and reduce the severity of the consequence by {{reduceconsequence}} levels.
</div>
</div>
</rolltemplate>