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roll20-character-sheets/Only-War-Enhanced/OnlyWarEnhanced.html
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<!-- Every fieldset requires to be of class repeating_[word1word2]. -->
<!-- Every fieldset requires its named element to be of attr_ prefix. -->
<input type='checkbox' name='attr_vehicle_sheet' class='collapsible_entity_switch hidden' />
<div class='background_radius collapsible_entity_toggle'>
<div class='background radius_border_heading'>
<!-- character information grid ________________________________________________ -->
<div class='header_logo'>
<!-- first column of grid: left-side fields' labels/names gs1-6 -->
<div class='gs1'><b>Character Name</b></div>
<div class='gs2 edge_padding'><b>Home World</b></div>
<div class='gs3 edge_padding'><b>Regiment</b></div>
<div class='gs4 edge_padding'><b>Specialty</b></div>
<div class='gs5 edge_padding'><b>Demeanor</b></div>
<div class='gs6 edge_padding'><b>Notes</b></div>
<!-- second column of grid: left-side fields gs7-12 -->
<input name='attr_character_name' type='text' class='gs7' />
<input name='attr_home_world' type='text' class='gs8' />
<input name='attr_regiment' type='text' class='gs9' />
<input name='attr_specialty' type='text' class='gs10' />
<input name='attr_demeanor' type='text' class='gs11' />
<input name='attr_notes' type='text' class='gs12' />
<!-- third column of grid: header logo gs13 -->
<div class='gs13'>
<div><img name='logo' src='https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/assets/guard.PNG' width='130' /></div>
</div>
<!-- fourth column of grid: right-side fields gs14-19 -->
<input name='attr_player_name' type='text' class='gs14' />
<input name='attr_appearance' type='text' class='gs15' placeholder='Gender, Age, Build, etc.' />
<input name='attr_appearance2' type='text' class='gs16' placeholder='Complexion, Hair, etc.' />
<input name='attr_quirks' type='text' class='gs17' />
<input name='attr_allies' type='text' class='gs18' />
<input name='attr_enemies' type='text' class='gs19' />
<!-- fifth column of grid: right-side fields' labels/names gs20-24 -->
<div class='gs20 edge_padding'><b>Player Name</b></div>
<div class='gs21 edge_padding'><b>Appearance</b></div>
<div class='gs22 edge_padding'><b>Quirks</b></div>
<div class='gs23 edge_padding'><b>Allies</b></div>
<div class='gs24 edge_padding'><b>Enemies</b></div>
</div>
<br>
<!-- ______________________________ characteristics grid ______________________________ -->
<div class='characteristics_background edge_padding'>
<input type="hidden" name='attr_wsTotal' value=''>
<input type="hidden" name='attr_wsB' value=''>
<input type="hidden" name='attr_bsTotal' value=''>
<input type="hidden" name='attr_bsB' value=''>
<input type="hidden" name='attr_strTotal' value=''>
<input type="hidden" name='attr_strB' value=''>
<input type="hidden" name='attr_touTotal' value=''>
<input type="hidden" name='attr_touB' value=''>
<input type="hidden" name='attr_agiTotal' value=''>
<input type="hidden" name='attr_agiB' value=''>
<input type="hidden" name='attr_intTotal' value=''>
<input type="hidden" name='attr_intB' value=''>
<input type="hidden" name='attr_perTotal' value=''>
<input type="hidden" name='attr_perB' value=''>
<input type="hidden" name='attr_wpTotal' value=''>
<input type="hidden" name='attr_wpB' value=''>
<input type="hidden" name='attr_felTotal' value=''>
<input type="hidden" name='attr_felB' value=''>
<button title="Weapon Skill" name='WS' type='roll' class='clear full_width characteristics_button stats_grid_1' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Weapon Skill}} {{dos=[[[[1+floor(abs([[{{ {@{wsTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{wsTotal}-@{limiter}}}kh1, {@{wsTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{WS_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>WS |<input name='attr_WS_total' value='@{wsTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Ballistic Skill" name='BS' type='roll' class='clear full_width characteristics_button stats_grid_2' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Ballistic Skill}} {{dos=[[[[1+floor(abs([[{{ {@{bsTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{bsTotal}-@{limiter}}}kh1, {@{bsTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{BS_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>BS |<input name='attr_BS_total' value='@{bsTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Strength" name='STR' type='roll' class='clear full_width characteristics_button stats_grid_3' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Strength}} {{dos=[[[[1+floor(abs([[{{ {@{strTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{strTotal}-@{limiter}}}kh1, {@{strTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{STR_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>STR |<input name='attr_STR_total' value='@{strTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Toughness" name='TOU' type='roll' class='clear full_width characteristics_button stats_grid_4' value= '@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Toughness}} {{dos=[[[[1+floor(abs([[{{ {@{touTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{touTotal}-@{limiter}}}kh1, {@{touTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{TOU_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>TOU |<input name='attr_TOU_total' value='@{touTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Agility" name='AGI' type='roll' class='clear full_width characteristics_button stats_grid_5' value= '@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Agility}} {{dos=[[[[1+floor(abs([[{{ {@{agiTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{agiTotal}-@{limiter}}}kh1, {@{agiTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{AGI_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>AGI |<input name='attr_AGI_total' value='@{agiTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Intelligence" name='INT' type='roll' class='clear full_width characteristics_button stats_grid_6' value= '@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Intelligence}} {{dos=[[[[1+floor(abs([[{{ {@{intTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{intTotal}-@{limiter}}}kh1, {@{intTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{INT_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>INT |<input name='attr_INT_total' value='@{intTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Perception" name='PER' type='roll' class='clear full_width characteristics_button stats_grid_7' value= '@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Perception}} {{dos=[[[[1+floor(abs([[{{ {@{perTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{perTotal}-@{limiter}}}kh1, {@{perTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{PER_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>PER |<input name='attr_PER_total' value='@{perTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Willpower" name='WP' type='roll' class='clear full_width characteristics_button stats_grid_8' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Willpower}} {{dos=[[[[1+floor(abs([[{{ {@{wpTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{wpTotal}-@{limiter}}}kh1, {@{wpTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{WP_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>WP |<input name='attr_WP_total' value='@{wpTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<button title="Fellowship" name='FEL' type='roll' class='clear full_width characteristics_button stats_grid_9' value= '@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Fellowship}} {{dos=[[[[1+floor(abs([[{{ {@{felTotal}+@{fatigued}+@{inlinemod-toggle}}, {@{felTotal}-@{limiter}}}kh1, {@{felTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{FEL_unnat}/2)]]}} {{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}'>FEL |<input name='attr_FEL_total' value='@{felTotal}+@{fatigued}' class='input_background input_char_background' disabled /></button>
<label title='Toggles additional spaces to input Unnatural Characteristics and other bonus stats'><input type='checkbox' name='attr_extra_stats' class='collapsible_entity_switch select_button hidden' /><span class='select_text full_width stats_grid_plus'></span></label>
<input title="Weapon Skill" name='attr_WS' type='text' value='0' class='characteristics_input full_width stats_grid_10' />
<input title="Ballistic Skill" name='attr_BS' type='text' value='0' class='characteristics_input full_width stats_grid_11' />
<input title="Strength" name='attr_STR' type='text' value='0' class='characteristics_input full_width stats_grid_12' />
<input title="Toughness" name='attr_TOU' type='text' value='0' class='characteristics_input full_width stats_grid_13' />
<input title="Agility" name='attr_AGI' type='text' value='0' class='characteristics_input full_width stats_grid_14' />
<input title="Intelligence" name='attr_INT' type='text' value='0' class='characteristics_input full_width stats_grid_15' />
<input title="Perception" name='attr_PER' type='text' value='0' class='characteristics_input full_width stats_grid_16' />
<input title="Willpower" name='attr_WP' type='text' value='0' class='characteristics_input full_width stats_grid_17' />
<input title="Fellowship" name='attr_FEL' type='text' value='0' class='characteristics_input full_width stats_grid_18' />
<select name='attr_WS_advancement' class='full_width stats_grid_19'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_BS_advancement' class='full_width stats_grid_20'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_STR_advancement' class='full_width stats_grid_21'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_TOU_advancement' class='full_width stats_grid_22'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_AGI_advancement' class='full_width stats_grid_23'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_INT_advancement' class='full_width stats_grid_24'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_PER_advancement' class='full_width stats_grid_25'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_WP_advancement' class='full_width stats_grid_26'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</select>
<select name='attr_FEL_advancement' class='full_width stats_grid_27'>
<option value='0' selected='selected'>N/A +0</option>
<option value='5'>S +5</option>
<option value='10'>I +10</option>
<option value='15'>T +15</option>
<option value='20'>E +20</option>
</div>
<br>
<!-- ______________________________ unnatural characteristics, size, movement and pushing grid ______________________________ -->
<input type='checkbox' name='attr_extra_stats' class='collapsible_entity_switch hidden' />
<div class='collapsible_entity_block'>
<div class='char_mod_centering_container'>
<div class='char_mod_centering'>
<div class='characteristics_modifier'>
<p class='char_mod1'><b>Characteristics Modifiers</b></p>
<input name='attr_WS_mod' type='text' value='0' class='char_mod2 unnatgs_width' />
<input name='attr_BS_mod' type='text' value='0' class='char_mod3 unnatgs_width' />
<input name='attr_STR_mod' type='text' value='0' class='char_mod4 unnatgs_width' />
<input name='attr_TOU_mod' type='text' value='0' class='char_mod5 unnatgs_width' />
<input name='attr_AGI_mod' type='text' value='0' class='char_mod6 unnatgs_width' />
<input name='attr_INT_mod' type='text' value='0' class='char_mod7 unnatgs_width' />
<input name='attr_PER_mod' type='text' value='0' class='char_mod8 unnatgs_width' />
<input name='attr_WP_mod' type='text' value='0' class='char_mod9 unnatgs_width' />
<input name='attr_FEL_mod' type='text' value='0' class='char_mod10 unnatgs_width' />
<p class='char_mod12'>WS</p>
<p class='char_mod13'>BS</p>
<p class='char_mod14'>STR</p>
<p class='char_mod15'>TOU</p>
<p class='char_mod16'>AGI</p>
<p class='char_mod17'>INT</p>
<p class='char_mod18'>PER</p>
<p class='char_mod19'>WP</p>
<p class='char_mod20'>FEL</p>
</div>
</div>
</div>
<div class='unnat_centering_container'>
<div class='unnat_centering'>
<div class='characteristics_unnat'>
<p class='unnatgs1'><b>Unnatural Characteristics</b></p>
<input name='attr_WS_unnat' type='text' value='0' class='unnatgs2 unnatgs_width' />
<input name='attr_BS_unnat' type='text' value='0' class='unnatgs3 unnatgs_width' />
<input name='attr_STR_unnat' type='text' value='0' class='unnatgs4 unnatgs_width' />
<input name='attr_TOU_unnat' type='text' value='0' class='unnatgs5 unnatgs_width' />
<input name='attr_AGI_unnat' type='text' value='0' class='unnatgs6 unnatgs_width' />
<input name='attr_INT_unnat' type='text' value='0' class='unnatgs7 unnatgs_width' />
<input name='attr_PER_unnat' type='text' value='0' class='unnatgs8 unnatgs_width' />
<input name='attr_WP_unnat' type='text' value='0' class='unnatgs9 unnatgs_width' />
<input name='attr_FEL_unnat' type='text' value='0' class='unnatgs10 unnatgs_width' />
<p class='unnatgs12'>WS</p>
<p class='unnatgs13'>BS</p>
<p class='unnatgs14'>STR</p>
<p class='unnatgs15'>TOU</p>
<p class='unnatgs16'>AGI</p>
<p class='unnatgs17'>INT</p>
<p class='unnatgs18'>PER</p>
<p class='unnatgs19'>WP</p>
<p class='unnatgs20'>FEL</p>
</div>
</div>
</div>
</div>
<div class='char_bonus_centering_container'>
<div class='char_bonus_centering'>
<div class='characteristics_bonus'>
<p class='char_bonus1'><b>Characteristics Bonuses</b></p>
<input title='@{wsB}' name='attr_wsB' type='text' value='0' class='char_bonus unnatgs_width' readonly />
<input title='@{bsB}' name='attr_bsB' type='text' value='0' class='char_bonus3 unnatgs_width' readonly />
<input title='@{strB}' name='attr_strB' type='text' value='0' class='char_bonus4 unnatgs_width' readonly />
<input title='@{touB}' name='attr_touB' type='text' value='0' class='char_bonus5 unnatgs_width' readonly />
<input title='@{agiB}' name='attr_agiB' type='text' value='0' class='char_bonus6 unnatgs_width' readonly />
<input title='@{intB}' name='attr_intB' type='text' value='0' class='char_bonus7 unnatgs_width' readonly />
<input title='@{perB}' name='attr_perB' type='text' value='0' class='char_bonus8 unnatgs_width' readonly />
<input title='@{wpB}' name='attr_wpB' type='text' value='0' class='char_bonus9 unnatgs_width' readonly />
<input title='@{felB}' name='attr_felB' type='text' value='0' class='char_bonus10 unnatgs_width' readonly />
<p class='char_bonus12'>WS</p>
<p class='char_bonus13'>BS</p>
<p class='char_bonus14'>STR</p>
<p class='char_bonus15'>TOU</p>
<p class='char_bonus16'>AGI</p>
<p class='char_bonus17'>INT</p>
<p class='char_bonus18'>PER</p>
<p class='char_bonus19'>WP</p>
<p class='char_bonus20'>FEL</p>
</div>
</div>
</div>
<br />
<div class='characteristics_size_movement_carry'>
<div class='characteristics2_size'>
<p class='sizegs1 unnatgs_heading'><b>Size</b></p>
<select name='attr_size' class='sizegs2 full_width edge_padding'>
<option value='-3'>Miniscule (1)</option>
<option value='-2'>Puny (2)</option>
<option value='-1'>Scrawny (3)</option>
<option value='0' selected='selected'>Average (4)</option>
<option value='1'>Hulking (5)</option>
<option value='2'>Enormous (6)</option>
<option value='3'>Massive (7)</option>
<option value='4'>Immense (8)</option>
<option value='5'>Monumental (9)</option>
<option value='6'>Titanic (10)</option>
</select>
</div>
<div class='characteristics2_movement'>
<p class='movementgs1 unnatgs_heading'><b>Character Movement</b></p>
<input name='attr_agi_mov_mod' type='text' value='0' class='movementgs2 unnatgs_width' /> <!-- NOTE: this add a modifier to the AgB for movement only -->
<input name='attr_half_move' type='text' class='movementgs3 unnatgs_width' readonly />
<input name='attr_full_move' type='text' class='movementgs4 unnatgs_width' readonly />
<input name='attr_charge_move' type='text' class='movementgs5 unnatgs_width' readonly />
<input name='attr_run_move' type='text' class='movementgs6 unnatgs_width' readonly />
<p title='Modifier to AgB specifically for movement' class='movementgs7 '>(Mod)</p>
<p title='Half Action of move' class='movementgs8 '>Half</p>
<p title='Full Action of move' class='movementgs9 '>Full</p>
<p title='Move at least 4m, make a Charge attack' class='movementgs10 '>Charge</p>
<p title='Full Action. Easier to slap, harder to shoot' class='movementgs11 '>Run</p>
</div>
<div class='characteristics2_carry'>
<p class='carrygs1 unnatgs_heading'><b>Weight Capacity</b></p>
<input name='attr_carry' type='text' class='carrygs2 unnatgs_width' readonly />
<input name='attr_lift' type='text' class='carrygs3 unnatgs_width' readonly />
<input name='attr_push' type='text' class='carrygs4 unnatgs_width' readonly />
<p class='carrygs5'>Carry</p>
<p class='carrygs6'>Lift</p>
<p class='carrygs7'>Push</p>
</div>
</div>
<hr>
<!-- ______________________________ initiative plus sheet tabs grid ______________________________ -->
<div class='tabs_main'>
<div class='initiative_container'>
<button name='initiative' type='roll' class='clear bttn_top_padding'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{initiative=@{initmod0}(@{initmod1}+@{initmod2}+@{initmod3})&{tracker}]]}}'>
Initiative|<input name='attr_init_total' value='floor(@{initmod2}+@{initmod3})' class='input_background input_init_background' disabled /></button>
<select name='attr_initmod1' class='init_field'>
<option value='1d10' selected='selected'>Standard</option>
<option value='2d10k1'>Lightning Reflexes</option>
<option value='?{dice|1d10}'>Custom</option>
</select>
<p class='init_plus'>+</p>
<input name='attr_initmod2' type='number' value='0' />
<p class='init_plus'>+</p>
<select name='attr_initmod3' class='init_field'>
<option value='(@{agiTotal})/10+@{AGI_unnat}' selected='selected'>Agility</option>
<option value='(@{intTotal})/10+@{INT_unnat}'>Intelligence</option>
<option value='(@{perTotal})/10+@{PER_unnat}'>Perception</option>
<option value='0'>N/A</option>
</select>
</div>
<div class='sheet_tabs'>
<input name='attr_sheetTab' type='checkbox' value='core' class='hidden core_bttn' checked />
<button name='act_core' type='action' class='core_bttn bold_text'>Core</button>
<input name='attr_sheetTab' type='checkbox' value='equipment' class='hidden core_bttn' />
<button name='act_equipment' type='action' class='equipment_bttn bold_text'>Equipment</button>
<input name='attr_sheetTab' type='checkbox' value='comrade' class='hidden core_bttn' />
<button name='act_comrade' type='action' class='comrade_bttn bold_text'>Comrade</button>
<input name='attr_sheetTab' type='checkbox' value='advancements' class='hidden core_bttn' />
<button name='act_advancements' type='action' class='advancements_bttn bold_text'>Advancements</button>
<input name='attr_sheetTab' type='checkbox' value='journal' class='hidden core_bttn' />
<button name='act_journal' type='action' class='journal_bttn bold_text'>Journal</button>
<input name='attr_sheetTab' type='checkbox' value='psykana' class='hidden core_bttn' />
<button name='act_psykana' type='action' class='psykana_bttn bold_text'>Psykana</button>
<input name='attr_sheetTab' type='checkbox' value='settings' class='hidden core_bttn' />
<button name='act_settings' type='action' class='settings_bttn huge_text'></button>
</div>
</div>
<hr>
<!-- ______________________________ whisper buttons plus collapsible infographics section ______________________________ -->
<div class='minimisable_infographic_main'>
<div class='minimisable_infographic_toggles'>
<label title='Toggles a display showing Wounds, Fatigue, Fate Pts, and Force Field info'><input type='checkbox' name='attr_infographic' class='collapsible_entity_switch select_button hidden' checked='checked' /><span class='select_text'>Infographic</span></label>
<label title='If selected, all rolls from this sheet will be whispered to GM, instead of posted in public'><input type='checkbox' name='attr_to-gm' value='/w gm' class='select_button hidden' /><span class='select_text'>To GM</span></label>
<label title='If selected, most rolls made will also ask for a situational Modifier'><input type='checkbox' name='attr_inlinemod-toggle' value='0?{Modifier|0}' class='select_button hidden' checked='checked' /><span class='select_text'>Inline Mod</span></label>
<p></p>
<button class='clear minimisable_infographic_override' type='roll' name='scatter' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{scatter-range= [[?{Number of Dice|1}d?{Dice Roll|Xd10,10|Xd5,5}+@{inlinemod-toggle}]]}} {{scatter-direction=[[1d10]]}}">Scatter</button>
<button class='clear minimisable_infographic_override' type='roll' name='shock' title='Used when character fails some types of Fear test' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{shock= [[(?{Fear DoF|1})*10 + 1d100]]}}">Shock</button>
<button class='clear minimisable_infographic_override' type='roll' name='d100' value="@{to-gm}&{template:mythic} [[ ([[?{Target Number|50}]] - [[1d100]])/10]] {{d100= }} {{character= @{character_name}}} {{target= $[[0]]}} {{roll=$[[1]]}} {{difference=$[[2]]}}">1d100</button>
<button class='clear minimisable_infographic_override' type='roll' name='righteousfury' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{righteousfury= }} {{@{settings_crunchsummary}= }} {{target= [[?{Target|Person, 0|Vehicle, 1}]] }} {{location= [[?{Location|Arm/Weapon, 0|Body/Propulsion, 1|Head/Turret, 2|Leg/Hull, 3}]]}} {{type= [[?{Damage Type|Energy, 0|Explosive, 1|Impact, 2|Rending, 3}]] }} {{roll=[[ ceil(?{Dice Roll|1d5, 1d5|1d10, 1d10} / ?{Mitigation|None, 1| True Grit, 2}) +@{inlinemod-toggle}} ]] }} ">Righteous Fury</button>
</div>
<input type='checkbox' name='attr_infographic' class='collapsible_entity_switch hidden' />
<div class='collapsible_entity_block'>
<div class='minimisable_infographic_grid'>
<div class='minimisable_infographic_field4x3a radius_border'>
<button name='wound_roll' type='roll' class='minimisable_infographic_g1 clear radius_border_top'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{name=Wounds}} {{4x2-1-name=Current}} {{4x2-1=@{wounds}}} {{4x2-1-name-max=Max}} {{4x2-1-max=@{wounds|max}}} {{4x2-2-name=Critical}} {{4x2-2=@{critical_dmg}}}'>Wounds</button>
<p class='minimisable_infographic_g6'>Current</p>
<input class='minimisable_infographic_g7 full_width' type='text' name='attr_wounds' value='0' />
<p class='minimisable_infographic_g4'>Critical Damage</p>
<input class='minimisable_infographic_g5 full_width' type='text' name='attr_critical_dmg' value='0' />
<p class='minimisable_infographic_g2'>Max</p>
<input class='minimisable_infographic_g3 full_width' type='text' name='attr_wounds_max' value='0' />
</div>
<div class='minimisable_infographic_field4x3a radius_border'>
<button name='fatigue_roll' type='roll' class='minimisable_infographic_g1 clear radius_border_top'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{name=Fatigue}} {{2x2-name=Current}} {{2x2=@{fatigue}}} {{2x2-name-max=Max}} {{2x2-max=@{fatigue|max}}} '>Fatigue</button>
<p class='minimisable_infographic_g6'>Current</p>
<input class='minimisable_infographic_g7 full_width' type='text' name='attr_fatigue' value='0' />
<p title='If current Fatigue is above this number, a -10 penalty will be applied to all Tests' class='minimisable_infographic_g4'>Threshold</p>
<input title='If current Fatigue is above this number, a -10 penalty will be applied to all Tests' class='minimisable_infographic_g5 full_width' type='text' name='attr_fatigue_threshold' value='0' />
<p class='minimisable_infographic_g2'>Max</p>
<input class='minimisable_infographic_g3 full_width' type='text' name='attr_fatigue_max' value='0' readonly />
<input class='hidden' type='checkbox' name='attr_fatigued' value='-10' />
</div>
<div class='minimisable_infographic_field2x3 radius_border'>
<button name='fate_roll' type='roll' class='minimisable_infographic_g1 clear radius_border_top'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{name=Fate Pts}} {{2x2-name=Current}} {{2x2=@{fate}}} {{2x2-name-max=Max}} {{2x2-max=@{fate|max}}}'>Fate Pts</button>
<p class='minimisable_infographic_g2'>Current</p>
<input class='minimisable_infographic_g3 full_width' type='text' name='attr_fate' value='0' />
<p class='minimisable_infographic_g4'>Max</p>
<input class='minimisable_infographic_g5 full_width' type='text' name='attr_fate_max' value='0' />
</div>
<div class='minimisable_infographic_field4x3b radius_border'>
<button name='forcefield_roll' type='roll' class='minimisable_infographic_g1 clear radius_border_top'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{forcefield= @{forcefield_name}}} {{roll= [[1d100cs>@{forcefield_protection}cf<@{forcefield_overload}]]}}'>Force Field</button>
<p class='minimisable_infographic_g2'>Name</p>
<input class='minimisable_infographic_g3 full_width' type='text' name='attr_forcefield_name' value='None' />
<p class='minimisable_infographic_g8'>Overload</p>
<input class='minimisable_infographic_g9 full_width' type='text' name='attr_forcefield_overload' value='0' />
<p class='minimisable_infographic_g4'>Protection</p>
<input class='minimisable_infographic_g5 full_width' type='text' name='attr_forcefield_protection' value='0' />
</div>
</div>
</div>
</div>
<br>
</div>
<!-- ______________________________ sheet tabs _________________________________ -->
<!-- ______________________________ SHEET TABS LOGIC ______________________________ -->
<input name='attr_sheetTab' type='hidden' value='core' class='tabstoggle' />
<!-- ______________________ limiter value for min/max modifier _____________________ -->
<input type="hidden" name="attr_limiter" value="60">
<!-- ______________________________ start of tab Core ______________________________ -->
<div class='tab_core box radius_border_box'>
<!-- Core Data -->
<div class='core_lists '>
<div class='core_lists1 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Skills</b></h3>
<div class='skill_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Acrobatics</p>
<select name='attr_acrobatics_char' class='full_width full_height'>
<option value='str' >STR</option>
<option value='agi' selected='selected'>AGI</option>
</select>
<input name='attr_mod2_acrobatics' type='number' value='0' />
<input name='attr_mod3_acrobatics' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_acrobatics' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_acrobatics' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_acrobatics' type='checkbox' value='50' class='skills_item' />
<input name='attr_acrobatics_focus' type='hidden' value=''>
<input name='attr_acrobatics_unnat' type='hidden' value=''>
<button type='roll' name='acrobatics_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Acrobatics}} {{dos=[[[[1+floor(abs([[{{ {@{acrobatics_total}+@{inlinemod-toggle}}, {@{acrobatics_focus}-@{limiter}}}kh1, {@{acrobatics_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{acrobatics_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_acrobatics_total' value='@{acrobatics_focus}+@{mod2_acrobatics}+@{mod3_acrobatics}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Athletics</p>
<select name='attr_athletics_char' class='full_width full_height'>
<option value='str' selected='selected'>STR</option>
<option value='tou' >TOU</option>
</select>
<input name='attr_mod2_athletics' type='number' value='0' />
<input name='attr_mod3_athletics' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_athletics' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_athletics' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_athletics' type='checkbox' value='50' class='skills_item' />
<input name='attr_athletics_focus' type='hidden' value=''>
<input name='attr_athletics_unnat' type='hidden' value=''>
<button type='roll' name='athletics_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Athletics}} {{dos=[[[[1+floor(abs([[{{ {@{athletics_total}+@{inlinemod-toggle}}, {@{athletics_focus}-@{limiter}}}kh1, {@{athletics_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{athletics_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_athletics_total' value='@{athletics_focus}+@{mod2_athletics}+@{mod3_athletics}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Awareness</p>
<select name='attr_awareness_char' class='full_width full_height'>
<option value='int' >INT</option>
<option value='per' selected='selected'>PER</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_mod2_awareness' type='number' value='0' />
<input name='attr_mod3_awareness' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_awareness' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_awareness' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_awareness' type='checkbox' value='50' class='skills_item' />
<input name='attr_awareness_focus' type='hidden' value=''>
<input name='attr_awareness_unnat' type='hidden' value=''>
<button type='roll' name='awareness_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Awareness}} {{dos=[[[[1+floor(abs([[{{ {@{awareness_total}+@{inlinemod-toggle}}, {@{awareness_focus}-@{limiter}}}kh1, {@{awareness_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{awareness_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_awareness_total' value='@{awareness_focus}+@{mod2_awareness}+@{mod3_awareness}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Charm</p>
<select name='attr_charm_char' class='full_width full_height'>
<option value='fel' selected='selected'>FEL</option>
</select>
<input name='attr_mod2_charm' type='number' value='0' />
<input name='attr_mod3_charm' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_charm' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_charm' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_charm' type='checkbox' value='50' class='skills_item' />
<input name='attr_charm_focus' type='hidden' value=''>
<input name='attr_charm_unnat' type='hidden' value=''>
<button type='roll' name='charm_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Charm}} {{dos=[[[[1+floor(abs([[{{ {@{charm_total}+@{inlinemod-toggle}}, {@{charm_focus}-@{limiter}}}kh1, {@{charm_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{charm_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_charm_total' value='@{charm_focus}+@{mod2_charm}+@{mod3_charm}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Command</p>
<select name='attr_command_char' class='full_width full_height'>
<option value='str' >STR</option>
<option value='int' >INT</option>
<option value='wp' >WP</option>
<option value='fel' selected='selected' >FEL</option>
</select>
<input name='attr_mod2_command' type='number' value='0' />
<input name='attr_mod3_command' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_command' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_command' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_command' type='checkbox' value='50' class='skills_item' />
<input name='attr_command_focus' type='hidden' value=''>
<input name='attr_command_unnat' type='hidden' value=''>
<button type='roll' name='command_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Command}} {{dos=[[[[1+floor(abs([[{{ {@{command_total}+@{inlinemod-toggle}}, {@{command_focus}-@{limiter}}}kh1, {@{command_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{command_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_command_total' value='@{command_focus}+@{mod2_command}+@{mod3_command}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Commerce</p>
<select name='attr_commerce_char' class='full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_mod2_commerce' type='number' value='0' />
<input name='attr_mod3_commerce' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_commerce' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_commerce' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_commerce' type='checkbox' value='50' class='skills_item' />
<input name='attr_commerce_focus' type='hidden' value=''>
<input name='attr_commerce_unnat' type='hidden' value=''>
<button type='roll' name='commerce_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Commerce}} {{dos=[[[[1+floor(abs([[{{ {@{commerce_total}+@{inlinemod-toggle}}, {@{commerce_focus}-@{limiter}}}kh1, {@{commerce_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{commerce_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_commerce_total' value='@{commerce_focus}+@{mod2_commerce}+@{mod3_commerce}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Deceive</p>
<select name='attr_deceive_char' class='full_width full_height'>
<option value='int' >INT</option>
<option value='fel' selected='selected'>FEL</option>
</select>
<input name='attr_mod2_deceive' type='number' value='0' />
<input name='attr_mod3_deceive' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_deceive' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_deceive' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_deceive' type='checkbox' value='50' class='skills_item' />
<input name='attr_deceive_focus' type='hidden' value=''>
<input name='attr_deceive_unnat' type='hidden' value=''>
<button type='roll' name='deceive_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Deceive}} {{dos=[[[[1+floor(abs([[{{ {@{deceive_total}+@{inlinemod-toggle}}, {@{deceive_focus}-@{limiter}}}kh1, {@{deceive_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{deceive_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_deceive_total' value='@{deceive_focus}+@{mod2_deceive}+@{mod3_deceive}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Dodge</p>
<select name='attr_dodge_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
</select>
<input name='attr_mod2_dodge' type='number' value='0' />
<input name='attr_mod3_dodge' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_dodge' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_dodge' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_dodge' type='checkbox' value='50' class='skills_item' />
<input name='attr_dodge_focus' type='hidden' value=''>
<input name='attr_dodge_unnat' type='hidden' value=''>
<button type='roll' name='dodge_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Dodge}} {{dos=[[[[1+floor(abs([[{{ {@{dodge_total}+@{inlinemod-toggle}}, {@{dodge_focus}-@{limiter}}}kh1, {@{dodge_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{dodge_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_dodge_total' value='@{dodge_focus}+@{mod2_dodge}+@{mod3_dodge}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Inquiry</p>
<select name='attr_inquiry_char' class='full_width full_height'>
<option value='int' >INT</option>
<option value='per' >PER</option>
<option value='fel' selected='selected'>FEL</option>
</select>
<input name='attr_mod2_inquiry' type='number' value='0' />
<input name='attr_mod3_inquiry' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_inquiry' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_inquiry' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_inquiry' type='checkbox' value='50' class='skills_item' />
<input name='attr_inquiry_focus' type='hidden' value=''>
<input name='attr_inquiry_unnat' type='hidden' value=''>
<button type='roll' name='inquiry_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Inquiry}} {{dos=[[[[1+floor(abs([[{{ {@{inquiry_total}+@{inlinemod-toggle}}, {@{inquiry_focus}-@{limiter}}}kh1, {@{inquiry_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{inquiry_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_inquiry_total' value='@{inquiry_focus}+@{mod2_inquiry}+@{mod3_inquiry}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Interrogation</p>
<select name='attr_interrogation_char' class='full_width full_height'>
<option value='wp' >WP</option>
<option value='fel' selected='selected'>FEL</option>
</select>
<input name='attr_mod2_interrogation' type='number' value='0' />
<input name='attr_mod3_interrogation' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_interrogation' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_interrogation' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_interrogation' type='checkbox' value='50' class='skills_item' />
<input name='attr_interrogation_focus' type='hidden' value=''>
<input name='attr_interrogation_unnat' type='hidden' value=''>
<button type='roll' name='interrogation_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Interrogation}} {{dos=[[[[1+floor(abs([[{{ {@{interrogation_total}+@{inlinemod-toggle}}, {@{interrogation_focus}-@{limiter}}}kh1, {@{interrogation_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{interrogation_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_interrogation_total' value='@{interrogation_focus}+@{mod2_interrogation}+@{mod3_interrogation}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Intimidate</p>
<select name='attr_intimidate_char' class='full_width full_height'>
<option value='str' selected='selected'>STR</option>
<option value='wp' >WP</option>
</select>
<input name='attr_mod2_intimidate' type='number' value='0' />
<input name='attr_mod3_intimidate' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_intimidate' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_intimidate' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_intimidate' type='checkbox' value='50' class='skills_item' />
<input name='attr_intimidate_focus' type='hidden' value=''>
<input name='attr_intimidate_unnat' type='hidden' value=''>
<button type='roll' name='intimidate_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Intimidate}} {{dos=[[[[1+floor(abs([[{{ {@{intimidate_total}+@{inlinemod-toggle}}, {@{intimidate_focus}-@{limiter}}}kh1, {@{intimidate_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{intimidate_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_intimidate_total' value='@{intimidate_focus}+@{mod2_intimidate}+@{mod3_intimidate}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Logic</p>
<select name='attr_logic_char' class='full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
</select>
<input name='attr_mod2_logic' type='number' value='0' />
<input name='attr_mod3_logic' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_logic' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_logic' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_logic' type='checkbox' value='50' class='skills_item' />
<input name='attr_logic_focus' type='hidden' value=''>
<input name='attr_logic_unnat' type='hidden' value=''>
<button type='roll' name='logic_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Logic}} {{dos=[[[[1+floor(abs([[{{ {@{logic_total}+@{inlinemod-toggle}}, {@{logic_focus}-@{limiter}}}kh1, {@{logic_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{logic_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_logic_total' value='@{logic_focus}+@{mod2_logic}+@{mod3_logic}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Medicae</p>
<select name='attr_medicae_char' class='full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
<option value='per' >PER</option>
</select>
<input name='attr_mod2_medicae' type='number' value='0' />
<input name='attr_mod3_medicae' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_medicae' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_medicae' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_medicae' type='checkbox' value='50' class='skills_item' />
<input name='attr_medicae_focus' type='hidden' value=''>
<input name='attr_medicae_unnat' type='hidden' value=''>
<button type='roll' name='medicae_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Medicae}} {{dos=[[[[1+floor(abs([[{{ {@{medicae_total}+@{inlinemod-toggle}}, {@{medicae_focus}-@{limiter}}}kh1, {@{medicae_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{medicae_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_medicae_total' value='@{medicae_focus}+@{mod2_medicae}+@{mod3_medicae}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Navigate: Surface</p>
<select name='attr_nav_surface_char' class='full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='per' >PER</option>
</select>
<input name='attr_mod2_nav_surface' type='number' value='0' />
<input name='attr_mod3_nav_surface' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_nav_surface' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_nav_surface' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_nav_surface' type='checkbox' value='50' class='skills_item' />
<input name='attr_nav_surface_focus' type='hidden' value=''>
<input name='attr_nav_surface_unnat' type='hidden' value=''>
<button type='roll' name='nav_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Navigate: Surface}} {{dos=[[[[1+floor(abs([[{{ {@{nav_surface_total}+@{inlinemod-toggle}}, {@{nav_surface_focus}-@{limiter}}}kh1, {@{nav_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{nav_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_nav_surface_total' value='@{nav_surface_focus}+@{mod2_nav_surface}+@{mod3_nav_surface}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Navigate: Stellar</p>
<select name='attr_nav_stellar_char' class='full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='per' >PER</option>
</select>
<input name='attr_mod2_nav_stellar' type='number' value='0' />
<input name='attr_mod3_nav_stellar' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_nav_stellar' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_nav_stellar' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_nav_stellar' type='checkbox' value='50' class='skills_item' />
<input name='attr_nav_stellar_focus' type='hidden' value=''>
<input name='attr_nav_stellar_unnat' type='hidden' value=''>
<button type='roll' name='nav_stellar_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Navigate: Stellar}} {{dos=[[[[1+floor(abs([[{{ {@{nav_stellar_total}+@{inlinemod-toggle}}, {@{nav_stellar_focus}-@{limiter}}}kh1, {@{nav_stellar_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{nav_stellar_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_nav_stellar_total' value='@{nav_stellar_focus}+@{mod2_nav_stellar}+@{mod3_nav_stellar}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Navigate: Warp</p>
<select name='attr_nav_warp_char' class='full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='per' >PER</option>
</select>
<input name='attr_mod2_nav_warp' type='number' value='0' />
<input name='attr_mod3_nav_warp' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_nav_warp' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_nav_warp' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_nav_warp' type='checkbox' value='50' class='skills_item' />
<input name='attr_nav_warp_focus' type='hidden' value=''>
<input name='attr_nav_warp_unnat' type='hidden' value=''>
<button type='roll' name='nav_warp_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Navigate: Warp}} {{dos=[[[[1+floor(abs([[{{ {@{nav_warp_total}+@{inlinemod-toggle}}, {@{nav_warp_focus}-@{limiter}}}kh1, {@{nav_warp_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{nav_warp_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_nav_warp_total' value='@{nav_warp_focus}+@{mod2_nav_warp}+@{mod3_nav_warp}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Operate: Surface</p>
<select name='attr_op_surface_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
<option value='int' >INT</option>
</select>
<input name='attr_mod2_op_surface' type='number' value='0' />
<input name='attr_mod3_op_surface' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_op_surface' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_op_surface' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_op_surface' type='checkbox' value='50' class='skills_item' />
<input name='attr_op_surface_focus' type='hidden' value=''>
<input name='attr_op_surface_unnat' type='hidden' value=''>
<button type='roll' name='op_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Surface}} {{dos=[[[[1+floor(abs([[{{ {@{op_surface_total}+@{inlinemod-toggle}}, {@{op_surface_focus}-@{limiter}}}kh1, {@{op_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_op_surface_total' value='@{op_surface_focus}+@{mod2_op_surface}+@{mod3_op_surface}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Operate: Aeronautica</p>
<select name='attr_op_aero_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
<option value='int' >INT</option>
</select>
<input name='attr_mod2_op_aero' type='number' value='0' />
<input name='attr_mod3_op_aero' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_op_aero' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_op_aero' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_op_aero' type='checkbox' value='50' class='skills_item' />
<input name='attr_op_aero_focus' type='hidden' value=''>
<input name='attr_op_aero_unnat' type='hidden' value=''>
<button type='roll' name='op_aero_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Aeronautica}} {{dos=[[[[1+floor(abs([[{{ {@{op_aero_total}+@{inlinemod-toggle}}, {@{op_aero_focus}-@{limiter}}}kh1, {@{op_aero_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_aero_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_op_aero_total' value='@{op_aero_focus}+@{mod2_op_aero}+@{mod3_op_aero}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Operate: Voidship</p>
<select name='attr_op_void_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
<option value='int' >INT</option>
</select>
<input name='attr_mod2_op_void' type='number' value='0' />
<input name='attr_mod3_op_void' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_op_void' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_op_void' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_op_void' type='checkbox' value='50' class='skills_item' />
<input name='attr_op_void_focus' type='hidden' value=''>
<input name='attr_op_void_unnat' type='hidden' value=''>
<button type='roll' name='op_void_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Voidship}} {{dos=[[[[1+floor(abs([[{{ {@{op_void_total}+@{inlinemod-toggle}}, {@{op_void_focus}-@{limiter}}}kh1, {@{op_void_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_void_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_op_void_total' value='@{op_void_focus}+@{mod2_op_void}+@{mod3_op_void}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Parry</p>
<select name='attr_parry_char' class='full_width full_height'>
<option value='ws' selected='selected' >WS</option>
</select>
<input name='attr_mod2_parry' type='number' value='0' />
<input name='attr_mod3_parry' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_parry' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_parry' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_parry' type='checkbox' value='50' class='skills_item' />
<input name='attr_parry_focus' type='hidden' value=''>
<input name='attr_parry_unnat' type='hidden' value=''>
<button type='roll' name='parry_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Parry}} {{dos=[[[[1+floor(abs([[{{ {@{parry_total}+@{inlinemod-toggle}}, {@{parry_focus}-@{limiter}}}kh1, {@{parry_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{parry_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_parry_total' value='@{parry_focus}+@{mod2_parry}+@{mod3_parry}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Psyniscience</p>
<select name='attr_psyniscience_char' class='full_width full_height'>
<option value='per' selected='selected'>PER</option>
<option value='wp' >WP</option>
</select>
<input name='attr_mod2_psyniscience' type='number' value='0' />
<input name='attr_mod3_psyniscience' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_psyniscience' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_psyniscience' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_psyniscience' type='checkbox' value='50' class='skills_item' />
<input name='attr_psyniscience_focus' type='hidden' value=''>
<input name='attr_psyniscience_unnat' type='hidden' value=''>
<button type='roll' name='psyniscience_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Psyniscience}} {{dos=[[[[1+floor(abs([[{{ {@{psyniscience_total}+@{inlinemod-toggle}}, {@{psyniscience_focus}-@{limiter}}}kh1, {@{psyniscience_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{psyniscience_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_psyniscience_total' value='@{psyniscience_focus}+@{mod2_psyniscience}+@{mod3_psyniscience}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Scrutiny</p>
<select name='attr_scrutiny_char' class='full_width full_height'>
<option value='per' selected='selected'>PER</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_mod2_scrutiny' type='number' value='0' />
<input name='attr_mod3_scrutiny' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_scrutiny' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_scrutiny' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_scrutiny' type='checkbox' value='50' class='skills_item' />
<input name='attr_scrutiny_focus' type='hidden' value=''>
<input name='attr_scrutiny_unnat' type='hidden' value=''>
<button type='roll' name='scrutiny_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Scrutiny}} {{dos=[[[[1+floor(abs([[{{ {@{scrutiny_total}+@{inlinemod-toggle}}, {@{scrutiny_focus}-@{limiter}}}kh1, {@{scrutiny_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{scrutiny_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_scrutiny_total' value='@{scrutiny_focus}+@{mod2_scrutiny}+@{mod3_scrutiny}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Security</p>
<select name='attr_security_char' class='full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
</select>
<input name='attr_mod2_security' type='number' value='0' />
<input name='attr_mod3_security' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_security' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_security' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_security' type='checkbox' value='50' class='skills_item' />
<input name='attr_security_focus' type='hidden' value=''>
<input name='attr_security_unnat' type='hidden' value=''>
<button type='roll' name='security_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Security}} {{dos=[[[[1+floor(abs([[{{ {@{security_total}+@{inlinemod-toggle}}, {@{security_focus}-@{limiter}}}kh1, {@{security_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{security_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_security_total' value='@{security_focus}+@{mod2_security}+@{mod3_security}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Sleight of Hand</p>
<select name='attr_sleight_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
<option value='int' >INT</option>
</select>
<input name='attr_mod2_sleight' type='number' value='0' />
<input name='attr_mod3_sleight' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_sleight' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_sleight' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_sleight' type='checkbox' value='50' class='skills_item' />
<input name='attr_sleight_focus' type='hidden' value=''>
<input name='attr_sleight_unnat' type='hidden' value=''>
<button type='roll' name='sleight_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Sleight of Hand}} {{dos=[[[[1+floor(abs([[{{ {@{sleight_total}+@{inlinemod-toggle}}, {@{sleight_focus}-@{limiter}}}kh1, {@{sleight_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{sleight_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_sleight_total' value='@{sleight_focus}+@{mod2_sleight}+@{mod3_sleight}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Stealth</p>
<select name='attr_stealth_char' class='full_width full_height'>
<option value='agi' selected='selected'>AGI</option>
<option value='per' >PER</option>
</select>
<input name='attr_mod2_stealth' type='number' value='0' />
<input name='attr_mod3_stealth' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_stealth' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_stealth' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_stealth' type='checkbox' value='50' class='skills_item' />
<input name='attr_stealth_focus' type='hidden' value=''>
<input name='attr_stealth_unnat' type='hidden' value=''>
<button type='roll' name='stealth_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Stealth}} {{dos=[[[[1+floor(abs([[{{ {@{stealth_total}+@{inlinemod-toggle}}, {@{stealth_focus}-@{limiter}}}kh1, {@{stealth_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{stealth_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_stealth_total' value='@{stealth_focus}+@{mod2_stealth}+@{mod3_stealth}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Survival</p>
<select name='attr_survival_char' class='full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' >INT</option>
<option value='per' selected='selected'>PER</option>
</select>
<input name='attr_mod2_survival' type='number' value='0' />
<input name='attr_mod3_survival' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_survival' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_survival' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_survival' type='checkbox' value='50' class='skills_item' />
<input name='attr_survival_focus' type='hidden' value=''>
<input name='attr_survival_unnat' type='hidden' value=''>
<button type='roll' name='survival_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Survival}} {{dos=[[[[1+floor(abs([[{{ {@{survival_total}+@{inlinemod-toggle}}, {@{survival_focus}-@{limiter}}}kh1, {@{survival_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{survival_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_survival_total' value='@{survival_focus}+@{mod2_survival}+@{mod3_survival}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<div class='skill_grid'>
<p class='bold_text skills_text'>Tech-Use</p>
<select name='attr_tech_use_char' class='full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
</select>
<input name='attr_mod2_tech_use' type='number' value='0' />
<input name='attr_mod3_tech_use' type='checkbox' value='20' class='skills_item' />
<input name='attr_mod3_tech_use' type='checkbox' value='30' class='skills_item' />
<input name='attr_mod3_tech_use' type='checkbox' value='40' class='skills_item' />
<input name='attr_mod3_tech_use' type='checkbox' value='50' class='skills_item' />
<input name='attr_tech_use_focus' type='hidden' value=''>
<input name='attr_tech_use_unnat' type='hidden' value=''>
<button type='roll' name='tech_use_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Tech-Use}} {{dos=[[[[1+floor(abs([[{{ {@{tech_use_total}+@{inlinemod-toggle}}, {@{tech_use_focus}-@{limiter}}}kh1, {@{tech_use_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{tech_use_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='clear'><input name='attr_tech_use_total' value='@{tech_use_focus}+@{mod2_tech_use}+@{mod3_tech_use}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='skills' class='repeating_skill'>
<div class='skill_grid'>
<input name='attr_skill_name' type='text' value='' class='full_width text_left' />
<select name='attr_skill_r_char' class='full_width full_height'>
<option value='ws' >WS</option>
<option value='bs' >BS</option>
<option value='str'>STR</option>
<option value='tou' >TOU</option>
<option value='agi' >AGI</option>
<option value='int' >INT</option>
<option value='per' >PER</option>
<option value='wp' >WP</option>
<option value='fel'>FEL</option>
</select>
<input name='attr_skill_r_mod2' type='number' value='0' />
<input name='attr_skill_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_skill_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_skill_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_skill_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_skill_r_focus' type='hidden' value=''>
<input name='attr_skill_r_unnat' type='hidden' value=''>
<button type='roll' name='skill_Roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=@{skill_name}}} {{dos=[[[[1+floor(abs([[{{ {@{skill_r_total}+@{inlinemod-toggle}}, {@{skill_r_focus}-@{limiter}}}kh1, {@{skill_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{skill_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}}' class='clear'><input name='attr_skill_r_total' value='@{skill_r_focus}+@{skill_r_mod2}+[[@{skill_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
<div class='core_lists2 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Linguistics</b></h3>
<div class='education_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='education_grid'>
<input name='attr_linguistics_name' type='text' class='full_width text_left' />
<select name='attr_linguistics_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_linguistics_mod2' type='number' value='0' />
<input name='attr_linguistics_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_linguistics_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_linguistics_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_linguistics_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_linguistics_focus' type='hidden' value=''>
<input name='attr_linguistics_unnat' type='hidden' value=''>
<button name='linguistics_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Linguistics: @{linguistics_name} }} {{dos=[[[[1+floor(abs([[{{ {@{linguistics_total}+@{inlinemod-toggle}}, {@{linguistics_focus}-@{limiter}}}kh1, {@{linguistics_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{linguistics_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_linguistics_total' value='@{linguistics_focus}+@{linguistics_mod2}+@{linguistics_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='linguistics' class='repeating_linguistics'>
<div class='education_grid'>
<input name='attr_linguistics_name' type='text' class='full_width text_left' />
<select name='attr_linguistics_r_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_linguistics_r_mod2' type='number' value='0' />
<input name='attr_linguistics_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_linguistics_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_linguistics_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_linguistics_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_linguistics_r_focus' type='hidden' value=''>
<input name='attr_linguistics_r_unnat' type='hidden' value=''>
<button name='linguistics_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Linguistics: @{linguistics_name} }} {{dos=[[[[1+floor(abs([[{{ {@{linguistics_r_total}+@{inlinemod-toggle}}, {@{linguistics_r_focus}-@{limiter}}}kh1, {@{linguistics_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{linguistics_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}}'>
<input name='attr_linguistics_r_total' value='@{linguistics_r_focus}+@{linguistics_r_mod2}+@{linguistics_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
<div class='core_lists3 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Common Lore</b></h3>
<div class='education_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='education_grid'>
<input name='attr_common-lore_name' type='text' class='full_width text_left' />
<select name='attr_common-lore_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_common-lore_mod2' type='number' value='0' />
<input name='attr_common-lore_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_common-lore_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_common-lore_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_common-lore_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_common-lore_focus' type='hidden' value=''>
<input name='attr_common-lore_unnat' type='hidden' value=''>
<button name='common-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Common Lore: @{common-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{common-lore_total}+@{inlinemod-toggle}}, {@{common-lore_focus}-@{limiter}}}kh1, {@{common-lore_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{common-lore_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_common-lore_total' value='@{common-lore_focus}+@{common-lore_mod2}+@{common-lore_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='common-lore' class='repeating_common-lore'>
<div class='education_grid'>
<input name='attr_common-lore_name' type='text' class='full_width text_left' />
<select name='attr_common-lore_r_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_common-lore_r_mod2' type='number' value='0' />
<input name='attr_common-lore_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_common-lore_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_common-lore_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_common-lore_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_common-lore_r_focus' type='hidden' value=''>
<input name='attr_common-lore_r_unnat' type='hidden' value=''>
<button name='common-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Common Lore: @{common-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{common-lore_r_total}+@{inlinemod-toggle}}, {@{common-lore_r_focus}-@{limiter}}}kh1, {@{common-lore_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{common-lore_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}}'>
<input name='attr_common-lore_r_total' value='@{common-lore_r_focus}+@{common-lore_r_mod2}+@{common-lore_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
<div class='core_lists4 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Scholastic Lore</b></h3>
<div class='education_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='education_grid'>
<input name='attr_scholastic-lore_name' type='text' class='full_width text_left' />
<select name='attr_scholastic-lore_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_scholastic-lore_mod2' type='number' value='0' />
<input name='attr_scholastic-lore_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_scholastic-lore_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_scholastic-lore_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_scholastic-lore_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_scholastic-lore_focus' type='hidden' value=''>
<input name='attr_scholastic-lore_unnat' type='hidden' value=''>
<button name='scholastic-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Scholastic Lore: @{scholastic-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{scholastic-lore_total}+@{inlinemod-toggle}}, {@{scholastic-lore_focus}-@{limiter}}}kh1, {@{scholastic-lore_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{scholastic-lore_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_scholastic-lore_total' value='@{scholastic-lore_focus}+@{scholastic-lore_mod2}+@{scholastic-lore_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='scholastic-lore' class='repeating_scholastic-lore'>
<div class='education_grid'>
<input name='attr_scholastic-lore_name' type='text' class='full_width text_left' />
<select name='attr_scholastic-lore_r_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_scholastic-lore_r_mod2' type='number' value='0' />
<input name='attr_scholastic-lore_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_scholastic-lore_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_scholastic-lore_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_scholastic-lore_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_scholastic-lore_r_focus' type='hidden' value=''>
<input name='attr_scholastic-lore_r_unnat' type='hidden' value=''>
<button name='scholastic-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Scholastic Lore: @{scholastic-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{scholastic-lore_r_total}+@{inlinemod-toggle}}, {@{scholastic-lore_r_focus}-@{limiter}}}kh1, {@{scholastic-lore_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{scholastic-lore_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}}'>
<input name='attr_scholastic-lore_r_total' value='@{scholastic-lore_r_focus}+@{scholastic-lore_r_mod2}+@{scholastic-lore_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
<div class='core_lists5 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Forbidden Lore</b></h3>
<div class='education_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='education_grid'>
<input name='attr_forbidden-lore_name' type='text' class='full_width text_left' />
<select name='attr_forbidden-lore_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_forbidden-lore_mod2' type='number' value='0' />
<input name='attr_forbidden-lore_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_forbidden-lore_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_forbidden-lore_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_forbidden-lore_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_forbidden-lore_focus' type='hidden' value=''>
<input name='attr_forbidden-lore_unnat' type='hidden' value=''>
<button name='forbidden-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Forbidden Lore: @{forbidden-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{forbidden-lore_total}+@{inlinemod-toggle}}, {@{forbidden-lore_focus}-@{limiter}}}kh1, {@{forbidden-lore_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{forbidden-lore_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_forbidden-lore_total' value='@{forbidden-lore_focus}+@{forbidden-lore_mod2}+@{forbidden-lore_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='forbidden-lore' class='repeating_forbidden-lore'>
<div class='education_grid'>
<input name='attr_forbidden-lore_name' type='text' class='full_width text_left' />
<select name='attr_forbidden-lore_r_char' class=' full_width full_height'>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_forbidden-lore_r_mod2' type='number' value='0' />
<input name='attr_forbidden-lore_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_forbidden-lore_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_forbidden-lore_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_forbidden-lore_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_forbidden-lore_r_focus' type='hidden' value=''>
<input name='attr_forbidden-lore_r_unnat' type='hidden' value=''>
<button name='forbidden-lore_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Forbidden Lore: @{forbidden-lore_name} }} {{dos=[[[[1+floor(abs([[{{ {@{forbidden-lore_r_total}+@{inlinemod-toggle}}, {@{forbidden-lore_r_focus}-@{limiter}}}kh1, {@{forbidden-lore_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{forbidden-lore_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_forbidden-lore_r_total' value='@{forbidden-lore_r_focus}+@{forbidden-lore_r_mod2}+@{forbidden-lore_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
<div class='core_lists6 edge_padding table radius_border'>
<h3 class='radius_border_heading'><b>Trade</b></h3>
<div class='education_header'>
<p class='bold_text'>Name</p>
<p class='bold_text'>Char</p>
<p class='bold_text'>Mod</p>
<p class='bold_text'>T</p>
<p class='bold_text'>+10</p>
<p class='bold_text'>+20</p>
<p class='bold_text'>+30</p>
<p class='bold_text'>Roll</p>
</div>
<div class='education_grid'>
<input name='attr_trade_name' type='text' class='full_width text_left' />
<select name='attr_trade_char' class=' full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_trade_mod2' type='number' value='0' />
<input name='attr_trade_mod3' type='checkbox' value='20' class='skills_item '/>
<input name='attr_trade_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_trade_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_trade_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_trade_focus' type='hidden' value=''>
<input name='attr_trade_unnat' type='hidden' value=''>
<button name='trade_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=@{trade_name} }} {{dos=[[[[1+floor(abs([[{{ {@{trade_total}+@{inlinemod-toggle}}, {@{trade_focus}-@{limiter}}}kh1, {@{trade_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{trade_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}'>
<input name='attr_trade_total' value='@{trade_focus}+@{trade_mod2}+@{trade_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
<fieldset name='trade' class='repeating_trade'>
<div class='education_grid'>
<input name='attr_trade_name' type='text' class='full_width text_left' />
<select name='attr_trade_r_char' class=' full_width full_height'>
<option value='agi' >AGI</option>
<option value='int' selected='selected'>INT</option>
<option value='fel' >FEL</option>
</select>
<input name='attr_trade_r_mod2' type='number' value='0' />
<input name='attr_trade_r_mod3' type='checkbox' value='20' class='skills_item' />
<input name='attr_trade_r_mod3' type='checkbox' value='30' class='skills_item' />
<input name='attr_trade_r_mod3' type='checkbox' value='40' class='skills_item' />
<input name='attr_trade_r_mod3' type='checkbox' value='50' class='skills_item' />
<input name='attr_trade_r_focus' type='hidden' value=''>
<input name='attr_trade_r_unnat' type='hidden' value=''>
<button name='trade_roll' type='roll' class='clear'
value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=@{trade_name} }} {{dos=[[[[1+floor(abs([[{{ {@{trade_r_total}+@{inlinemod-toggle}}, {@{trade_r_focus}-@{limiter}}}kh1, {@{trade_r_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{trade_r_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}}'>
<input name='attr_trade_r_total' value='@{trade_r_focus}+@{trade_r_mod2}+@{trade_r_mod3}-20+@{fatigued}' class='input_background' disabled /></button>
</div>
</fieldset>
</div>
</div>
<br>
<h2>Special Abilities / Traits</h2>
<p class='abilities_checkbox_pointer'><b>Expand ⯆</b></p>
<div class='edge_padding ssc'>
<input name='attr_ability' type='text' placeholder='Ability or Trait Name' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='2' class='collapsible_entity_switch select_button hidden' /><span class='select_text'></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{ability} }} {{description=@{ability_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='2' class='collapsible_entity_switch hidden' />
<textarea name='attr_ability_desc' class='collapsible_entity_block'
placeholder='Anything about this character that innately changes how they interact with the world fits here.'></textarea>
<fieldset name='abilities' class='repeating_abilities'>
<input name='attr_ability_r' type='text' placeholder='Name' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text '></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{ability_r} }} {{description=@{ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_ability_desc_r' class='collapsible_entity_block'></textarea>
</fieldset>
</div>
</div>
<!-- ______________________________ start of tab Equipment ______________________________ -->
<div class='tab_equipment box radius_border_box ssc'>
<div class='equipment_divider'>
<div class='equipment_ranged_weapons ssc'>
<h3 class='radius_border_top'>Ranged Weapons</h3>
<fieldset name='rangedweapons' class='repeating_rangedweapons'>
<div class='equipment_ranged_weapons_rep'>
<div class='equipment_ranged_weapons_grid1'>
<input type='hidden' name='attr_id' value=''>
<input type='hidden' name='attr_ammo' value='0'>
<select name='attr_R_weapon_attack_range' class='equipment_ranged_weapons_gs_a1 full_width clear bottomless'>
<option value='30' >Point Blank (+30)</option>
<option value='10' >Short Range (+10)</option>
<option value='0' selected='selected'>Standard (+0)</option>
<option value='-10' >Long Range (-10)</option>
<option value='-30' >Extreme Range (-30)</option>
</select>
<select name='attr_R_weapon_attack' class='equipment_ranged_weapons_gs_a2 full_width clear bottomless'>
<option value='10' selected='selected'>Standard (+10)</option>
<option value='0' >Semi Auto (+0)</option>
<option value='-10' >Full Auto (-10)</option>
<option value='-20' >Called Shot (-20)</option>
<option value='-20' >Suppressing (-20)</option>
</select>
<select name='attr_R_weapon_aim' class='equipment_ranged_weapons_gs_a3 full_width clear bottomless'>
<option value='0' selected='selected'>No Aim (+0)</option>
<option value='10' >Half Aim (+10)</option>
<option value='20' >Full Aim (+20)</option>
</select>
<button name='weapon_hit' class='equipment_ranged_weapons_gs_a4 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{attack= }} {{weapon= @{R_weapon_name}}} {{burstwin=[[ceil([[[[1+ floor(abs([[{{ {@{R_weapon_target}+@{inlinemod-toggle}}, {@{bsTotal}-@{limiter}}}kh1, {@{bsTotal}+@{limiter}}}kl1]]-[[1d100@{R_weapon_mishap_chance}]])/10)]]+ceil(@{BS_unnat}/2)]]/2)]]}}{{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}{{dos=$[[3]]}} @{settings_hitroll} {{aim= [[@{R_weapon_aim}]]}}{{R_type= [[@{R_weapon_attack}]]}}{{range= [[@{R_weapon_attack_range}]]}}{{modifier= [[@{inlinemod-toggle}]]}}{{stat_name= Ballistic Skill}}{{stat=[[@{BS}]]}}{{advancement= [[@{BS_advancement}]]}}{{hitmod= [[@{R_weapon_mod1}]]}}{{trained= [[@{R_weapon_trained}-20]]}}{{burst=@{R_weapon_burst}}}{{auto=@{R_weapon_auto}}}{{fatigued=[[@{fatigued}]]}}
!ammo @{character_id} repeating_rangedweapons_@{id}_R_weapon_mag [[@{ammo}*@{R_weapon_setting}]]'>Hit |<input name='attr_R_weapon_target' value='@{bsTotal} + @{R_weapon_trained} - 20 + @{R_weapon_mod1} + @{R_weapon_attack} + @{R_weapon_aim} + @{R_weapon_attack_range} + @{atk_accurate_aim}+@{fatigued}' class='input_background input_char_background' disabled ></button>
<button name='weapon_dmg' class='equipment_ranged_weapons_gs_a5 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{type= @{R_weapon_type}}} {{weapon= @{R_weapon_name}}} {{damage=[[@{R_weapon_real_dmg}+@{atk_accurate_dmg}]] }} {{spray= [[@{R_weapon_spray}]] }} {{pen=[[@{R_weapon_pen}+0@{R_weapon_pen2}]] }} {{@{settings_weapondescription}=@{R_ability_r} }} '>DMG</button>
</div>
<div class='equipment_ranged_weapons_grid2'>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<label title='Minimal' class='equipment_ranged_weapons_gs_b1'><input type='checkbox' name='attr_wep_display' value='min' class='select_button hidden' /><span class='select_text bottomless'>&#128469;</span></label>
<label title='Limited' class='equipment_ranged_weapons_gs_b2'><input type='checkbox' name='attr_wep_display' value='half' class='select_button hidden' /><span class='select_text bottomless'>&#128471;</span></label>
<div class='equipment_ranged_weapons_gs_b3'>Name</div>
<input class='equipment_ranged_weapons_gs_b4 full_width' type='text' name='attr_R_weapon_name' />
<div class='equipment_ranged_weapons_gs_b5'>Class</div>
<input class='equipment_ranged_weapons_gs_b6 full_width' type='text' name='attr_R_weapon_class' />
</div>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<div class='equipment_ranged_weapons_grid3 collapsible_entity_toggle '>
<div class='equipment_ranged_weapons_gs_c1'>Range</div>
<input class='equipment_ranged_weapons_gs_c2 full_width' type='text' value='0' name='attr_R_weapon_range' />
<div class='equipment_ranged_weapons_gs_c3'>Damage</div>
<input class='equipment_ranged_weapons_gs_c4 full_width' type='text' value='0' name='attr_R_weapon_dam-roll' />
<div class='equipment_ranged_weapons_gs_c5'>Pen</div>
<input class='equipment_ranged_weapons_gs_c6 full_width' type='text' value='0' name='attr_R_weapon_pen' />
<input type='hidden' value='0' name='attr_R_weapon_pen2' />
<div class='equipment_ranged_weapons_gs_c7'>Type</div>
<input class='equipment_ranged_weapons_gs_c8 full_width' type='text' name='attr_R_weapon_type' />
</div>
<div class='equipment_ranged_weapons_grid4 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_ranged_weapons_gs_d1'>Proven</div>
<input class='equipment_ranged_weapons_gs_d2 full_width' type='text' value='0' name='attr_R_weapon_min' />
<div class='equipment_ranged_weapons_gs_d3'>Primitive</div>
<input class='equipment_ranged_weapons_gs_d4 full_width' type='text' value='0' name='attr_R_weapon_max' />
<div class='equipment_ranged_weapons_gs_d5'>Vengeful</div>
<input class='equipment_ranged_weapons_gs_d6 full_width' type='text' value='0' name='attr_R_weapon_vengeful' />
<input type='hidden' value='' name='attr_R_weapon_real_dmg' />
<div class='equipment_ranged_weapons_gs_d7'>Accurate</div>
<input class='equipment_ranged_weapons_gs_d8' type='checkbox' value='1' name='attr_R_weapon_accurate' />
<input class='hidden' type='number' value='0' name='attr_atk_accurate_aim' readonly />
<input class='hidden' type='text' value='0' name='attr_atk_accurate_dmg' readonly />
</div>
<div class='equipment_ranged_weapons_grid5 collapsible_entity_toggle '>
<div class='equipment_ranged_weapons_gs_e1'>RoF</div>
<input class='equipment_ranged_weapons_gs_e2 full_width' type='text' placeholder='Std' name='attr_R_weapon_standard' />
<div class='equipment_ranged_weapons_gs_e3'>/</div>
<input class='equipment_ranged_weapons_gs_e4 full_width' type='text' placeholder='Bst' name='attr_R_weapon_burst' />
<div class='equipment_ranged_weapons_gs_e5'>/</div>
<input class='equipment_ranged_weapons_gs_e6 full_width' type='text' placeholder='Auto' name='attr_R_weapon_auto' />
<div class='equipment_ranged_weapons_gs_e7'>Magazine</div>
<input class='equipment_ranged_weapons_gs_e8 full_width' type='text' value='0' name='attr_R_weapon_mag' />
<div class='equipment_ranged_weapons_gs_e9'>/</div>
<input class='equipment_ranged_weapons_gs_e10 full_width' type='text' value='0' name='attr_R_weapon_mag_max' />
<div class='equipment_ranged_weapons_gs_e11'>Carry?</div>
<input class='equipment_ranged_weapons_gs_e12' type='checkbox' value='1' name='attr_R_weapon_carry' checked />
</div>
<div class='equipment_ranged_weapons_grid6 collapsible_entity_toggle collapsible_entity_toggle_half' >
<div class='equipment_ranged_weapons_gs_f1'>Trained?</div>
<input class='equipment_ranged_weapons_gs_f2' type='checkbox' value='20' name='attr_R_weapon_trained' checked />
<div class='equipment_ranged_weapons_gs_f3'>Hit Mod</div>
<input class='equipment_ranged_weapons_gs_f4 full_width' type='text' value='0' name='attr_R_weapon_mod1' />
<div class='equipment_ranged_weapons_gs_f5'>Reload</div>
<input class='equipment_ranged_weapons_gs_f6 full_width' type='text' value='0' name='attr_R_weapon_reload' />
<div class='equipment_ranged_weapons_gs_f7'>Weight</div>
<input class='equipment_ranged_weapons_gs_f8 full_width' type='text' value='0' name='attr_R_weapon_weight' />
</div>
<div class='equipment_ranged_weapons_grid7 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_ranged_weapons_gs_g1' title='Las, Plasma, etc'>Domain</div>
<input class='equipment_ranged_weapons_gs_g2 full_width' type='text' name='attr_R_weapon_domain' />
<div class='equipment_ranged_weapons_gs_g3'>Mishap Chance</div>
<select name='attr_R_weapon_mishap_chance' class='equipment_ranged_weapons_gs_g4 full_width bottomless'>
<option value='cs>90' >Unreliable (91)</option>
<option value='cs>93' >Burst/Auto (94)</option>
<option value='cs>95' selected='selected'>Standard (96)</option>
<option value='cs>99' >Reliable (100)</option>
<option value='cs11cs22cs33cs44cs55cs66cs77cs88cs99cs100' >Doubles</option>
<option value='cs>?{Mishap chance|96}' >Custom</option>
</select>
<div class='equipment_ranged_weapons_gs_g5'>Spray?</div>
<input class='equipment_ranged_weapons_gs_g6' type='checkbox' value='1' name='attr_R_weapon_spray' />
</div>
<div class='collapsible_entity_toggle' >
<input name='attr_R_ability_r' type='text' placeholder='Special' class='60width border_none' />
<select name='attr_R_weapon_setting' class='25width bottomless '>
<option value='1'>N/A</option>
<optgroup label="Lasgun Variable Setting">
<option value='2'>LVS Overcharge</option>
<option value='4'>LVS Overload</option>
</optgroup>
<optgroup label="Plasma">
<option value='3'>Maximal</option>
</optgroup>
</select>
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{R_weapon_name} }} {{description=@{R_ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_R_ability_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</div>
<br />
</fieldset>
</div>
<div class='equipment_melee_weapons ssc'>
<h3 class='radius_border_top'>Melee Weapons</h3>
<fieldset name='meleeweapons' class='repeating_meleeweapons'>
<div class='equipment_melee_weapons_rep'>
<div class='equipment_melee_weapons_grid1'>
<select name='attr_M_weapon_attack' class='equipment_melee_weapons_gs_a1 full_width clear bottomless'>
<option value='-20'>Called Shot (-20)</option>
<option value='10' selected='selected'>Standard (+10)</option>
<option value='20' >Charge (+20)</option>
<option value='30' >All Out (+30)</option>
</select>
<select name='attr_M_weapon_multi' class='equipment_melee_weapons_gs_a2 full_width clear bottomless'>
<option value='0' selected='selected'>Standard (-0)</option>
<option value='-10' >Swift (-10)</option>
<option value='-20' >Lighting (-20)</option>
</select>
<select name='attr_M_weapon_aim' class='equipment_melee_weapons_gs_a3 full_width clear bottomless'>
<option value='0' selected='selected'>No Aim (+0)</option>
<option value='10' >Half Aim (+10)</option>
<option value='20' >Full Aim (+20)</option>
</select>
<button name='weapon_hit' class='equipment_melee_weapons_gs_a4 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{attack= }}{{weapon= @{M_weapon_name}}}{{burstwin=[[ceil([[[[1+ floor(abs([[{{ {@{M_weapon_target}+@{inlinemod-toggle}}, {@{wsTotal}-@{limiter}}}kh1, {@{wsTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{WS_unnat}/2)]]/2)]]}}{{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}{{dos= $[[3]]}} @{settings_hitroll} {{aim= [[@{M_weapon_aim}]]}}{{M_type= [[@{M_weapon_attack}]]}}{{multi= [[@{M_weapon_multi}]]}}{{modifier= [[@{inlinemod-toggle}]]}}{{stat_name= Weapon Skill}}{{stat=[[@{WS}]]}}{{advancement=[[@{WS_advancement}]]}}{{hitmod=[[@{M_weapon_mod1}]]}}{{trained=[[@{M_weapon_trained}-20]]}}{{WS_bonus=[[@{wsB}]]}}{{fatigued=[[@{fatigued}]]}}' >Hit |<input name='attr_M_weapon_target' value='@{wsTotal}+@{M_weapon_trained}-20+@{M_weapon_mod1}+@{M_weapon_attack}+@{M_weapon_aim}+@{M_weapon_multi}+@{fatigued}' class='input_background input_char_background' disabled ></button>
<button name='weapon_dmg' class='equipment_melee_weapons_gs_a5 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{weapon= @{M_weapon_name}}} {{type= @{M_weapon_type}}} {{damage=[[@{M_weapon_real_dmg}+[[floor((@{strTotal})/10) + @{str_unnat}]]]] }} {{pen= [[@{M_weapon_pen}]] }} {{@{settings_weapondescription}=@{M_ability_r} }}'>DMG</button>
</div>
<div class='equipment_melee_weapons_grid2'>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<label title='Minimal' class='equipment_melee_weapons_gs_b1'><input type='checkbox' name='attr_wep_display' value='min' class='select_button hidden' /><span class='select_text bottomless'>&#128469;</span></label>
<label title='Limited' class='equipment_melee_weapons_gs_b2'><input type='checkbox' name='attr_wep_display' value='half' class='select_button hidden' /><span class='select_text bottomless'>&#128471;</span></label>
<div class='equipment_melee_weapons_gs_b3'>Name</div>
<input class='equipment_melee_weapons_gs_b4 full_width' type='text' name='attr_M_weapon_name' />
<div class='equipment_melee_weapons_gs_b5' title='Chain, Power, etc'>Domain</div>
<input class='equipment_melee_weapons_gs_b6 full_width' type='text' name='attr_M_weapon_domain' />
</div>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<div class='equipment_melee_weapons_grid3 collapsible_entity_toggle'>
<div class='equipment_melee_weapons_gs_c1'>Reach</div>
<input class='equipment_melee_weapons_gs_c2 full_width' type='text' name='attr_M_weapon_reach' />
<div class='equipment_melee_weapons_gs_c3'>Damage</div>
<input class='equipment_melee_weapons_gs_c4 full_width' type='text' value='0' name='attr_M_weapon_dam-roll' />
<div class='equipment_melee_weapons_gs_c5'>Pen</div>
<input class='equipment_melee_weapons_gs_c6 full_width' type='text' value='0' name='attr_M_weapon_pen' />
<div class='equipment_melee_weapons_gs_c7'>Type</div>
<input class='equipment_melee_weapons_gs_c8 full_width' type='text' name='attr_M_weapon_type' />
</div>
<div class='equipment_melee_weapons_grid4 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_melee_weapons_gs_d1'>Proven</div>
<input class='equipment_melee_weapons_gs_d2 full_width' type='text' value='0' name='attr_M_weapon_min' />
<div class='equipment_melee_weapons_gs_d3'>Primitive</div>
<input class='equipment_melee_weapons_gs_d4 full_width' type='text' value='0' name='attr_M_weapon_max' />
<div class='equipment_melee_weapons_gs_d5'>Vengeful</div>
<input class='equipment_melee_weapons_gs_d6 full_width' type='text' value='0' name='attr_M_weapon_vengeful' />
<input type='hidden' value='' name='attr_M_weapon_real_dmg' />
</div>
<div class='equipment_melee_weapons_grid5 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_melee_weapons_gs_e1'>Trained?</div>
<input class='equipment_melee_weapons_gs_e2' type='checkbox' value='20' name='attr_M_weapon_trained' checked />
<div class='equipment_melee_weapons_gs_e3'>Hit Mod</div>
<input class='equipment_melee_weapons_gs_e4 full_width' type='text' value='0' name='attr_M_weapon_mod1' />
<div class='equipment_melee_weapons_gs_e5'>Weight</div>
<input class='equipment_melee_weapons_gs_e6 full_width' type='text' value='0' name='attr_M_weapon_weight' />
<div class='equipment_melee_weapons_gs_e7'>Carry?</div>
<input class='equipment_melee_weapons_gs_e8' type='checkbox' value='1' name='attr_M_weapon_carry' checked />
</div>
<div class='collapsible_entity_toggle '>
<input name='attr_M_ability_r' type='text' placeholder='Special' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{M_weapon_name} }} {{description=@{M_ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_M_ability_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</div>
<br />
</fieldset>
</div>
<div class='equipment_numerics text_centered'>
Carry Capacity: <input name='attr_carry' type='number' class='numerical_field' readonly />
Weight Calculation: <input name='attr_weight_total' type='number' class='numerical_field end_field' readonly> kilograms</input>
<input type='number' name='attr_M_weapon_weight_T' hidden >
<input type='number' name='attr_R_weapon_weight_T' hidden >
</div>
</div>
<br>
<div class='equipment_gear equipment_header'>
<div class='equipment_gear_gs0'>Carry</div>
<div class='equipment_gear_gs1'>Gear / Item Name</div>
<div class='equipment_gear_gs2'>Craftsmanship</div>
<div class='equipment_gear_gs3'>Quantity</div>
<div class='equipment_gear_gs4'>Availability</div>
<div class='equipment_gear_gs5'>Weight</div>
<div class='equipment_gear_gs6'>Page #</div>
</div>
<div class='equipment_gear'>
<input name='attr_gear_carry' type='checkbox' class='equipment_gear_gs0' value='1' checked />
<input name='attr_gear_name' type='text' placeholder='Gear / Item Name' class='equipment_gear_gs1' />
<input name='attr_gear_crafts' type='text' value='Common' class='equipment_gear_gs2' />
<input name='attr_gear_quantity' type='text' value='1' placeholder='Amount' class='equipment_gear_gs3' />
<input name='attr_gear_avail' type='text' placeholder='Availability' class='equipment_gear_gs4' />
<input name='attr_gear_weight' type='text' value='0' class='equipment_gear_gs5' />
<input name='attr_gear_pg#' type='text' placeholder='Page #' class='equipment_gear_gs6' />
<label title='Expand' class='margin_adjust equipment_gear_gs7'><input type='checkbox' name='attr_collapse' value='7' class='collapsible_entity_switch select_button hidden'><span class='select_text'></span></label>
</div>
<input name='attr_collapse' type='checkbox' value='7' class='collapsible_entity_switch hidden' />
<textarea name='attr_gear_desc' placeholder='Description' class='collapsible_entity_block auto_margin 90width'></textarea>
<fieldset name='gear' class='repeating_gear'>
<div class='equipment_gear'>
<input name='attr_gear_carry_r' type='checkbox' class='equipment_gear_gs0' value='1' checked />
<input name='attr_gear_name_r' type='text' placeholder='Gear / Item Name' class='equipment_gear_gs1' />
<input name='attr_gear_crafts_r' type='text' value='Common' class='equipment_gear_gs2' />
<input name='attr_gear_quantity_r' type='text' value='1' placeholder='Amount' class='equipment_gear_gs3' />
<input name='attr_gear_avail_r' type='text' placeholder='Availability' class='equipment_gear_gs4' />
<input name='attr_gear_weight_r' type='text' value='0' class='equipment_gear_gs5' />
<input name='attr_gear_pg#_r' type='text' placeholder='Page #' class='equipment_gear_gs6' />
<label title='Expand' class='margin_adjust equipment_gear_gs7'><input type='checkbox' name='attr_collapse_r' value='2' class='collapsible_entity_switch select_button hidden' /><span class='select_text'></span></label>
</div>
<input name='attr_collapse_r' type='checkbox' value='2' class='collapsible_entity_switch hidden' />
<textarea name='attr_ability_desc_r' class='collapsible_entity_block auto_margin 90width'></textarea>
</fieldset>
<br>
<div class='equipment_armor_grid'>
<div class='equipment_armor_gs1 radius_border'>
<h3 class='radius_border_top'>Armor Display</h3>
<div class='armor_display_grid1'>
<div class='armor_display_gs1'>
<div class='armor_border equipment_armor_input'>
<p><b>Head</b></p>
<input name='attr_armor_head' type='number' value='0' />
<p><b>(1-10)</b></p>
<input name='attr_soak_head' type='number' readonly' />
</div>
</div>
<div class='armor_display_gs0'>
<div class='armor_border equipment_armor_input'>
<p><b>Max AGI</b></p>
<input name='attr_armor_AGI' type='number' value='0' />
<p title='When checked, AGI will be limited to the Max AGI above.'><b>Armor Cap</b>
<input type="checkbox" name="attr_armor_limit" value="1"></p>
</div>
</div>
<div class='armor_display_gs2'>
<div class='armor_border equipment_armor_input'>
<p><b>Arm R</b></p>
<input name='attr_armor_arm_right' type='number' value='0' />
<p><b>(11-20)</b></p>
<input name='attr_soak_arm_right' type='number' readonly' />
</div>
</div>
<div class='armor_display_gs3'>
<div class='armor_border equipment_armor_input'>
<p><b>Body</b></p>
<input name='attr_armor_body' type='number' value='0' />
<p><b>(31-70)</b></p>
<input name='attr_soak_body' type='number' readonly' />
</div>
</div>
<div class='armor_display_gs4'>
<div class='armor_border equipment_armor_input'>
<p><b>Arm L</b></p>
<input name='attr_armor_arm_left' type='number' value='0' />
<p><b>(21-30)</b></p>
<input name='attr_soak_arm_left' type='number' readonly' />
</div>
</div>
</div>
<br />
<br />
<div class='armor_display_grid2'>
<div class='armor_display_gs5'>
<div class='armor_border equipment_armor_input' >
<p><b>Leg R</b></p>
<input name='attr_armor_leg_right' type='number' value='0' />
<p><b>(71-85)</b></p>
<input name='attr_soak_leg_right' type='number' readonly' />
</div>
</div>
<div class='armor_display_gs6'>
<div class='armor_border equipment_armor_input' >
<p><b>Leg L</b></p>
<input name='attr_armor_leg_left' type='number' value='0' />
<p><b>(86-00)</b></p>
<input name='attr_soak_leg_left' type='number' readonly' />
</div>
</div>
</div>
</div>
<div class='equipment_armor_gs2 radius_border'>
<h3 class='radius_border_top'>Cybernetics</h3>
<div>
<div class='equipment_cybernetics_grid equipment_titles'>
<p class='bold_text equipment_titles'>Name</p>
<p class='bold_text equipment_titles'>Location</p>
<p class='bold_text equipment_titles'>Pg#</p>
</div>
<div class='equipment_cybernetics_grid'>
<input class='full_width' type='text' name='attr_cybernetic_name' placeholder='Name'>
<input class='full_width' type='text' name='attr_cybernetic_location' placeholder='Location'>
<input class='full_width' type='text' name='attr_cybernetic_page' placeholder='Pg#'>
</div>
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='2' class='collapsible_entity_switch select_button hidden' /><span class='select_text'></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{cybernetic_name} }} {{description=@{cybernetic_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='2' class='collapsible_entity_switch hidden' />
<textarea name='attr_cybernetic_desc' placeholder='In the event that the Character is subject to biomechanical augmentation by the will of the Omnissiah, installed cybernetics can be described here.' class='collapsible_entity_block'></textarea>
</div>
<fieldset name='cybernetics' class='repeating_cybernetics'>
<div>
<div class='equipment_cybernetics_grid'>
<input class='full_width' type='text' name='attr_cybernetic_name_r' placeholder='Name'>
<input class='full_width' type='text' name='attr_cybernetic_location_r' placeholder='Location'>
<input class='full_width' type='text' name='attr_cybernetic_page_r' placeholder='Pg#'>
</div>
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='2' class='collapsible_entity_switch select_button hidden' /><span class='select_text'></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{cybernetic_name_r} }} {{description=@{cybernetic_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='2' class='collapsible_entity_switch hidden' />
<textarea name='attr_cybernetic_desc_r' class='collapsible_entity_block'></textarea>
</div>
</fieldset>
<br>
<h3 class='radius_border_top'>Armor Description</h3>
<textarea name='attr_armor_name'></textarea>
</div>
</div>
</div>
<!-- ______________________________ start of tab Comrade ______________________________ -->
<div class='tab_comrade box radius_border_box'>
<div class='comrade_divider'>
<div class='comrade_name_status ssc'>
<h3 class='radius_border_top'>Comrades</h3>
<fieldset name='comradename' class='repeating_comradename'>
<div class='comrade_name_status_rep'>
<div class='comrade_name_status_grid1'>
<div class='comrade_name_status_gs1'>Name</div>
<input class='comrade_name_status_gs2 full_width' type='text' placeholder='Name' name='attr_C_name' />
</div>
<div class='comrade_name_status_grid2'>
<div class='comrade_name_status_gs3'>Demeanor</div>
<input class='comrade_name_status_gs4 full_width' type='text' placeholder='Demeanor' name='attr_C_demeanor' />
<div class='comrade_name_status_gs5'>Status</div>
<input class='comrade_name_status_gs6 full_width' type='text' placeholder='Healthy?' name='attr_C_status' />
</div>
</div>
<hr>
</fieldset>
</div>
<div class='comrade_ability ssc'>
<h3 class='radius_border_top'>Comrade Abilities</h3>
<fieldset name='comradeability' class='repeating_comradeability'>
<div class='comrade_ability_rep'>
<input name='attr_C_ability_r' type='text' placeholder='Ability' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{C_ability_r} }} {{description=@{C_ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_C_ability_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</fieldset>
</div>
</div>
</div>
<!-- ______________________________ start of tab Advancements ______________________________ -->
<div class='tab_advancements box radius_border_box ssc'>
<h2>Experience Summary</h2>
<div class='text_centered'>
Unspent XP: <input name='attr_xp_current' type='number' value='@{xp_total}-@{xp_spent}' class='numerical_field' readonly />
Spent XP: <input name='attr_xp_spent' type='number' value='@{xp_total}-(@{advancement_costL}+@{advancement_costR})' class='numerical_field' readonly />
XP Total: <input name='attr_xp_total' type='number' class='numerical_field end_field' />
</div>
<br />
<div class='ssc auto_margin 90width'>
<h3 class='radius_border_top'>Aptitudes</h3>
<div class='aptitudes_grid'>
<input class='aptitudes_grid_gs1' name='attr_aptitude_nameL' type='text' />
<input class='aptitudes_grid_gs2' name='attr_aptitude_nameM' type='text' />
<input class='aptitudes_grid_gs3' name='attr_aptitude_nameR' type='text' />
</div>
<fieldset name='aptitudes' class='repeating_aptitudes'>
<div class='aptitudes_grid'>
<input class='aptitudes_grid_gs1' name='attr_aptitude_nameL_r' type='text' />
<input class='aptitudes_grid_gs2' name='attr_aptitude_nameM_r' type='text' />
<input class='aptitudes_grid_gs3' name='attr_aptitude_nameR_r' type='text' />
</div>
</fieldset>
</div>
<br />
<div class='advancements_grid equipment_header'>
<div class='advancements_grid_gs1'>Name</div>
<div class='advancements_grid_gs2'>XP Cost</div>
<div class='advancements_grid_gs3'>Page #</div>
<div class='advancements_grid_gs4'>Name</div>
<div class='advancements_grid_gs5'>XP Cost</div>
<div class='advancements_grid_gs6'>Page #</div>
<div class='advancements_grid_gs7'></div>
</div>
<div class='advancements_grid'>
<input class='advancements_grid_gs1' name='attr_advancement_nameL' type='text' placeholder='Write XP-costing item name here' />
<input class='advancements_grid_gs2' name='attr_advancement_costL' type='number' placeholder='XP Cost' />
<input class='advancements_grid_gs3' name='attr_advancement_pg#L' type='text' placeholder='Page #' />
<input class='advancements_grid_gs4' name='attr_advancement_nameR' type='text' placeholder='Write XP-costing item name here' />
<input class='advancements_grid_gs5' name='attr_advancement_costR' type='number' placeholder='XP Cost' />
<input class='advancements_grid_gs6' name='attr_advancement_pg#R' type='text' placeholder='Page #' />
<label title='Expand' class='advancements_grid_gs7'><input type='checkbox' name='attr_collapse' value='7' class='collapsible_entity_switch select_button hidden'><span class='select_text'></span></label>
</div>
<input name='attr_collapse' type='checkbox' value='7' class='collapsible_entity_switch hidden' />
<textarea name='attr_advancement_desc' placeholder='Unfortunately, one text box will have to suffice for descriptions of both Items above.' class='collapsible_entity_block auto_margin 90width'></textarea>
<fieldset name='advancements' class='repeating_advancements'>
<div class='advancements_grid'>
<input class='advancements_grid_gs1' name='attr_advancement_nameL_r' type='text' placeholder='Write XP-costing item name here' />
<input class='advancements_grid_gs2' name='attr_advancement_costL_r' type='number' placeholder='XP Cost' />
<input class='advancements_grid_gs3' name='attr_advancement_pg#L_r' type='text' placeholder='Page #' />
<input class='advancements_grid_gs4' name='attr_advancement_nameR_r' type='text' placeholder='Write XP-costing item name here' />
<input class='advancements_grid_gs5' name='attr_advancement_costR_r' type='number' placeholder='XP Cost' />
<input class='advancements_grid_gs6' name='attr_advancement_pg#R_r' type='text' placeholder='Page #' />
<label title='Expand' class='advancements_grid_gs7'><input type='checkbox' name='attr_collapse' value='2' class='collapsible_entity_switch select_button hidden'><span class='select_text'></span></label>
</div>
<input name='attr_collapse' type='checkbox' value='2' class='collapsible_entity_switch hidden' />
<textarea name='attr_advancement_desc_r' placeholder='Unfortunately, one text box will have to suffice for descriptions of both Items above.' class='collapsible_entity_block auto_margin 90width'></textarea>
</fieldset>
<div class='training ssc auto_margin 90width'>
<h3 class='radius_border_top'>Weapon Training</h3>
<div class='weapon_training_grid'>
<div><input name='attr_weapons_training_bolt' type='checkbox' />Bolt</div>
<div><input name='attr_weapons_training_chain' type='checkbox' />Chain</div>
<div><input name='attr_weapons_training_flame' type='checkbox' />Flame</div>
<div><input name='attr_weapons_training_las' type='checkbox' />Las</div>
<div><input name='attr_weapons_training_launcher' type='checkbox' />Launcher</div>
<div><input name='attr_weapons_training_melta' type='checkbox' />Melta</div>
<div><input name='attr_weapons_training_plasma' type='checkbox' />Plasma</div>
<div><input name='attr_weapons_training_power' type='checkbox' />Power</div>
<div><input name='attr_weapons_training_low-tech' type='checkbox' />Low-Tech</div>
<div><input name='attr_weapons_training_shock' type='checkbox' />Shock</div>
<div><input name='attr_weapons_training_solid-projectile' type='checkbox' />Solid Projectile</div>
<div><input name='attr_weapons_training_heavy' type='checkbox' />Heavy</div>
</div>
</div>
</div>
<!-- ______________________________ start of tab Journal ______________________________ -->
<div class='tab_journal box radius_border_box'>
<!-- Insanity and Corruption -->
<!-- Make repeating sections take place outside of any CSS Grids to allow them to extend the page. -->
<div class='insanity_corruption_divider'>
<div class='insanity_side ssc'>
<h3 class='radius_border_top'>Insanity</h3>
<div class='insanity_info'>
<input class='insanity_gs1' type='number' name='attr_insanity_pts' value='0' />
<input class='insanity_gs2' type='text' name='attr_insanity_degree' readonly />
<div class='insanity_gs3'>Disorders</div>
<input name='attr_insanity_disorder_minor' type='text' placeholder='Minor Disorder' class='insanity_gs4 full_width border_none' />
<input name='attr_insanity_disorder_severe' type='text' placeholder='Severe Disorder' class='insanity_gs5 full_width border_none' />
<input name='attr_insanity_disorder_acute' type='text' placeholder='Acute Disorder' class='insanity_gs6 full_width border_none' />
</div>
</div>
<div class='corruption_side ssc'>
<h3 class='radius_border_top'>Corruption</h3>
<div class='corruption_info'>
<input class='corruption_gs1' type='number' name='attr_corruption_pts' value='0' />
<input class='corruption_gs2' type='text' name='attr_corruption_degree' readonly />
<div class='corruption_gs3'>Malignancies and Mutations</div>
</div>
<div>
<fieldset name='mutations' class='repeating_mutations'>
<input name='attr_mutation_r' type='text' placeholder='Malignancy or Mutation Name' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text '></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{mutation_r} }} {{description=@{mutation_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_mutation_desc_r' class='collapsible_entity_block'></textarea>
</fieldset>
</div>
</div>
</div>
<!-- Journal -->
<h2>Journal: Objectives</h2>
<div class='edge_padding ssc'>
<fieldset name='objectives' class='repeating_objectives'>
<input name='attr_objective' type='text' class='full_width_30px' />
<label class='margin_adjust'><input type='checkbox' name='attr_objective_completed' value='1' class='select_button hidden' /><span class='select_text '></span></label>
</fieldset>
</div>
<h2>Journal: Notes</h2>
<div class='edge_padding ssc'>
<fieldset name='notes' class='repeating_notes'>
<!-- insert new line html entity [&#10;] inside of placeholder attribute -->
<textarea name='attr_notes'
placeholder='Enter information such as plot details, unresolved mission details such as escaped targets, character relationships, et cetera here.&#10;&#10;Also feel free to write appearance details here or in Bio & Info for public viewing: age, height, weight, colors of eyes, hair, skin, more that come to mind.'></textarea>
</fieldset>
</div>
</div>
<!-- ______________________________ start of tab Psykana ______________________________ -->
<div class='tab_psykana box ssc radius_border_box'>
<div class='psykana_divider'>
<div class='psykana_info ssc'>
<h3 class='radius_border_top'>Psychic Strength</h3>
<div class='psykana_info_grid'>
<div class='psykana_info_gs1'>Class</div>
<select name='attr_psykana_class' class='psykana_info_gs2 full_width bottomless'>
<option value='0' selected='selected'>Bound</option>
<option value='1'>Unbound</option>
<option value='2'>Demonic</option>
</select>
<div class='psykana_info_gs3'>Limit</div>
<select name='attr_psykana_limit' class='psykana_info_gs4 full_width bottomless'>
<option value='0' selected='selected'>Fettered</option>
<option value='1'>Unfettered</option>
<option value='2'>Push</option>
</select>
<input class='hidden' name='attr_psy_roll' type='text' readonly />
<div class='psykana_info_gs5'>Psy Rating</div>
<input class='psykana_info_gs6 full_width' type='number' name='attr_psy_rating' />
<input name='attr_psykana_limit' type='checkbox' value='2' class='hidden hider' />
<div class='psykana_info_gs7'>Push Level</div>
<input name='attr_psykana_limit' type='checkbox' value='2' class='hidden hider' />
<input class='psykana_info_gs8 full_width' type='number' value='1' name='attr_psy_push' />
<div class='psykana_info_gs9'>Sustaining?</div>
<input class='psykana_info_gs10' name='attr_psykana_sustain' type='checkbox' value='1' />
<input name='attr_psykana_sustain' type='checkbox' value='1' class='hidden hider' />
<div class='psykana_info_gs11'># Powers</div>
<input name='attr_psykana_sustain' type='checkbox' value='1' class='hidden hider' />
<input class='psykana_info_gs12 full_width' type='number' value='1' name='attr_psykana_sustain_count' />
<div class='psykana_info_gs13'>Effective PR</div>
<input class='psykana_info_gs14 full_width' type='number' name='attr_effective_psy_rating' readonly />
<div class='psykana_info_gs15'>Phenomena</div>
<input class='psykana_info_gs16 full_width' type='number' name='attr_psykana_phenomena' readonly />
<button class='psykana_info_gs17 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{phenomena= }} {{roll=[[1d100 + @{psykana_phenomena}]]}}' >Phenomena</button>
<button class='psykana_info_gs18 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{perils= }} {{roll=[[1d100]]}}' >Perils</button>
</div>
</div>
<div class='psykana_minor ssc'>
<h3 class='radius_border_top'>Minor Manifestations</h3>
<fieldset name='minormanifestation' class='repeating_minormanifestation'>
<div class='minormanifestation_rep'>
<input name='attr_P_minor_r' type='text' placeholder='Minor Manifestation name' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='5' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{P_minor_r} }} {{description=@{P_minor_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='5' class='collapsible_entity_switch hidden' />
<textarea name='attr_P_minor_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='MMs are subtle uses for the power of the Warp that a Psyker may pick up in the course of training.&#10;This Description box may be used to state which psychic discipline this MM falls under, as well as to provide a brief description of what this power does.&#10;&#10;Minor Manifestations cost 50xp. Use requires a Half Action and a +30 Willpower test.'></textarea>
</div>
</fieldset>
</div>
<div class='psykana_notes ssc'>
<h3 class='radius_border_top'>Psyker Notes</h3>
<fieldset name='psynotes' class='repeating_psynotes'>
<div class='psynotes_rep'>
<input name='attr_P_note_r' type='text' placeholder='Psyker Note title' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='15' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts note in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{P_note_r} }} {{description=@{P_note_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='15' class='collapsible_entity_switch hidden' />
<textarea name='attr_P_note_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Think of a normal notes box, but for psyker stuff.'></textarea>
</div>
</fieldset>
</div>
<div class='psykana_ability ssc'>
<h3 class='radius_border_top'>Psychic Abilities</h3>
<fieldset name='psychicabilities' class='repeating_psychicabilities'>
<div class='psykana_ability_rep'>
<div class='psykana_ability_grid1'>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<label title='Minimal' class='psykana_ability_gs_a1'><input type='checkbox' name='attr_wep_display' value='min' class='select_button hidden' /><span class='select_text bottomless'>&#128469;</span></label>
<label title='Limited' class='psykana_ability_gs_a2'><input type='checkbox' name='attr_wep_display' value='half' class='select_button hidden' /><span class='select_text bottomless'>&#128471;</span></label>
<div class='psykana_ability_gs_a3'>Name</div>
<input class='psykana_ability_gs_a4 full_width' type='text' name='attr_P_name' />
<div class='psykana_ability_gs_a5'>Subtype</div>
<input class='psykana_ability_gs_a6 full_width' type='text' name='attr_P_subtype' />
</div>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<div class='psykana_ability_grid2 collapsible_entity_toggle'>
<div class='psykana_ability_gs_b1'>Range</div>
<input class='psykana_ability_gs_b2 full_width' type='text' value='0' name='attr_P_range' />
<div class='psykana_ability_gs_b3'>Damage</div>
<input class='psykana_ability_gs_b4 full_width' type='text' value='0' name='attr_P_dam-roll' />
<div class='psykana_ability_gs_b5'>Type</div>
<input class='psykana_ability_gs_b6 full_width' type='text' name='attr_P_type' />
<div class='psykana_ability_gs_b7'>Pen</div>
<input class='psykana_ability_gs_b8 full_width' type='text' value='0' name='attr_P_pen' />
</div>
<input class='hidden' type='text' name='attr_psy_ab_total_finder' value='@{wp_total}' readonly />
<input class='hidden' type='text' name='attr_psy_ab_unnat_finder' value='@{wp_unnat}' readonly />
<input class='hidden' type='text' name='attr_psy_fatigue_finder' value='0' readonly />
<div class='psykana_ability_grid3'>
<div class='psykana_ability_gs_c1'>Focus Power</div>
<select name='attr_P_focus' class='psykana_ability_gs_c2 full_width bottomless'>
<option value='wp' selected='selected'>Willpower</option>
<option value='per'>Perception</option>
<option value='psyniscience'>Psyniscience</option>
</select>
<div class='psykana_ability_gs_c3 collapsible_entity_toggle'>Power Mod</div>
<input class='psykana_ability_gs_c4 full_width' type='text' value='0' name='attr_P_mod1' />
<button name='psy_hit' class='equipment_weapon_rep_c5_psy full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}}{{psy= }}{{attack= }}{{weapon= @{P_name}}} {{burstwin=[[ceil([[ [[1+floor(abs([[{{ {@{P_total}+@{inlinemod-toggle}}, {@{psy_ab_total_finder}-@{limiter}}}kh1, {@{psy_ab_total_finder}+@{limiter}}}kl1]]-[[1d100cs>90@{psy_roll}]])/10)]]+ceil(@{psy_ab_unnat_finder}/2)]]/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof=$[[2]]}} {{dos=$[[3]]}} {{class=[[@{psykana_class}]]}} {{limit=[[@{psykana_limit}]]}} {{focus= [[@{psy_ab_total_finder}]]}} {{pmod=[[@{P_mod1}]]}} {{sustain=[[@{psykana_sustain}]]}} {{modifier=[[@{inlinemod-toggle}]]}} {{P_multi=[[@{P_multi}]]}} {{eprmod=[[5*@{effective_psy_rating}]]}} {{epr=[[@{effective_psy_rating}]]}} {{fatigued=[[@{fatigued}]]}}'>Cast |<input name='attr_P_total' value='@{psy_ab_total_finder}+@{P_mod1}+5*@{effective_psy_rating}+@{psykana_sustain}+@{psy_fatigue_finder}' class='input_background input_char_background' disabled /></button>
<button name='psy_dmg' class='psykana_ability_gs_c6 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{type= @{P_type}}} {{weapon= @{P_name}}} {{damage=[[@{P_dam-roll}]] }} {{pen=[[@{P_pen}]] }} {{@{settings_weapondescription}=@{P_ability_r} }}' >DMG</button>
</div>
<div class='psykana_ability_grid4 collapsible_entity_toggle collapsible_entity_toggle_half'>
<select name='attr_P_multi' class='psykana_ability_gs_d1 full_width bottomless'>
<option value='0'>N-A</option>
<option value='1'>Psychic Bolt</option>
<option value='2'>Psychic Barrage</option>
<option value='3'>Psychic Storm</option>
<option value='4'>Psychic Blast</option>
</select>
<div class='psykana_ability_gs_d2'>Action</div>
<input class='psykana_ability_gs_d3 full_width' type='text' name='attr_P_action' />
<div class='psykana_ability_gs_d4'>Sustained</div>
<input class='psykana_ability_gs_d5 full_width' type='text' name='attr_P_sustained' />
</div>
<div class='collapsible_entity_toggle'>
<input name='attr_P_ability_r' type='text' placeholder='Special' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{P_name} }} {{description=@{P_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_P_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</div>
<br />
</fieldset>
</div>
</div>
</div>
<!-- ______________________________ start of tab Settings ______________________________ -->
<div class='tab_settings box radius_border_box'>
<!-- Settings -->
<h2>Settings</h2>
<h3>Initiative Tiebreakers</h3>
<select name='attr_initmod0' class='full_width edge_padding'>
<option selected='selected' value='[[floor'>No tiebreaker</option>
<option value='[['>Decimal tiebreaker</option>
<option value='tiebreaker [[@{AGI_total}]] roll [[floor'>AGI tiebreaker</option>
</select>
<br>
<h3>Auto Roll Hit Locations</h3>
<select name='attr_settings_hitroll' class='full_width edge_padding'>
<option value='{{loc= }}' selected='selected'>Automatically roll hit locations</option>
<option value=' '>Don't automatically roll hit locations</option>
</select>
<br>
<h3>Weapon Special in Damage Roll</h3>
<select name='attr_settings_weapondescription' class='full_width edge_padding'>
<option value='description'>Include weapon Special</option>
<option value=' ' selected='selected'>Exclude weapon Special</option>
</select>
<br>
<h3>Crunch Summary in Righteous Fury</h3>
<select name='attr_settings_crunchsummary' class='full_width edge_padding'>
<option value='crunch'>Include Crunch Summary</option>
<option value=' ' selected='selected'>Exclude Crunch Summary</option>
</select>
<br>
<h3>Vehicle Sheet</h3>
<label class='text_centered bttn_top_padding'><input type='checkbox' name='attr_vehicle_sheet' class='collapsible_entity_switch select_button hidden' /><span class='select_text'>Vehicle</span></label>
<br>
<!-- TODO: fix the Exporter before enabling functionality
<label title='Toggles Export text' class='text_centered bttn_top_padding'><input type='checkbox' name='attr_exportimport' value='1' class='collapsible_entity_switch select_button hidden' /><span class='select_text'>Export Sheet</span></label>
<input type='checkbox' name='attr_exportimport' value='1' class='collapsible_entity_switch hidden' />
<div class='json_container collapsible_entity_block'>
{
"name": "<span name='attr_character_name'></span>",
"homeworld": "<span name='attr_home_world'></span>",
"regiment": "<span name='attr_regiment'></span>",
"specialty": "<span name='attr_specialty'></span>",
"demeanor": "<span name='attr_demeanor'></span>",
"note": "<span name='attr_notes'></span>",
"player":"<span name='attr_player_name'></span>",
"appearance":"<span name='attr_appearance'></span>",
"appearance2":"<span name='attr_appearance2'></span>",
"quirks":"<span name='attr_quirks'></span>",
"allies":"<span name='attr_allies'></span>",
"enemies":"<span name='attr_enemies'></span>",
"size":"<span name='attr_size'></span>",
"xp": "<span name='attr_xp_total'></span>",
"movementModifier": "<span name='attr_agi_mov_mod'></span>",
"weaponSkill": {"base": <span name='attr_WS'></span>, "advancement": <span name='attr_WS_advancement'></span>, "modifier": <span name='attr_WS_mod'></span>, "unnatural": <span name='attr_WS_unnat'></span>},
"ballisticSkill": {"base": <span name='attr_BS'></span>, "advancement": <span name='attr_BS_advancement'></span>, "modifier": <span name='attr_BS_mod'></span>, "unnatural": <span name='attr_STR_unnat'></span>},
"strength": {"base": <span name='attr_STR'></span>, "advancement": <span name='attr_STR_advancement'></span>, "modifier": <span name='attr_STR_mod'></span>, "unnatural": <span name='attr_STR_unnat'></span>},
"toughness": {"base": <span name='attr_TOU'></span>, "advancement": <span name='attr_TOU_advancement'></span>, "modifier": <span name='attr_TOU_mod'></span>, "unnatural": <span name='attr_TOU_unnat'></span>},
"agility": {"base": <span name='attr_AGI'></span>, "advancement": <span name='attr_AGI_advancement'></span>, "modifier": <span name='attr_AGI_mod'></span>, "unnatural": <span name='attr_AGI_unnat'></span>},
"intelligence": {"base": <span name='attr_INT'></span>, "advancement": <span name='attr_INT_advancement'></span>, "modifier": <span name='attr_INT_mod'></span>, "unnatural": <span name='attr_INT_unnat'></span>},
"perception": {"base": <span name='attr_PER'></span>, "advancement": <span name='attr_PER_advancement'></span>, "modifier": <span name='attr_PER_mod'></span>, "unnatural": <span name='attr_PER_unnat'></span>},
"willpower": {"base": <span name='attr_WP'></span>, "advancement": <span name='attr_WP_advancement'></span>, "modifier": <span name='attr_WP_mod'></span>, "unnatural": <span name='attr_WP_unnat'></span>},
"fellowship": {"base": <span name='attr_FEL'></span>, "advancement": <span name='attr_FEL_advancement'></span>, "modifier": <span name='attr_FEL_mod'></span>, "unnatural": <span name='attr_FEL_unnat'></span>},
"wounds": {"current": <span name='attr_wounds'></span>, "max": <span name='attr_wounds_max'></span>, "critical": <span name='attr_critical_dmg'></span>},
"fate": {"current": <span name='attr_fate'></span>, "max": <span name='attr_fate_max'></span>},
"fatigue": {"current": <span name='attr_fatigue'></span>, "threshold": <span name='attr_fatigue_threshold'></span>},
"forcefield": {"name": "<span name='attr_forcefield_name'></span>", "protection": "<span name='attr_forcefield_protection'></span>", "overload": "<span name='attr_forcefield_overload'></span>"},
"skills": [<span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_acrobatics' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_acrobatics' checked>
<span class='json_skill'>{"name": "acrobatics", "modifier": <span name='attr_mod2_acrobatics'></span>, "level": <span name='attr_mod3_acrobatics'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_athletics' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_athletics' checked>
<span class='json_skill'>{"name": "athletics", "modifier": <span name='attr_mod2_athletics'></span>, "level": <span name='attr_mod3_athletics'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_awareness' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_awareness' checked>
<span class='json_skill'>{"name": "awareness", "modifier": <span name='attr_mod2_awareness'></span>, "level": <span name='attr_mod3_awareness'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_charm' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_charm' checked>
<span class='json_skill'>{"name": "charm", "modifier": <span name='attr_mod2_charm'></span>, "level": <span name='attr_mod3_charm'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_command' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_command' checked>
<span class='json_skill'>{"name": "command", "modifier": <span name='attr_mod2_command'></span>, "level": <span name='attr_mod3_command'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_commerce' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_commerce' checked>
<span class='json_skill'>{"name": "commerce", "modifier": <span name='attr_mod2_commerce'></span>, "level": <span name='attr_mod3_commerce'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_deceive' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_deceive' checked>
<span class='json_skill'>{"name": "deceive", "modifier": <span name='attr_mod2_deceive'></span>, "level": <span name='attr_mod3_deceive'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_dodge' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_dodge' checked>
<span class='json_skill'>{"name": "dodge", "modifier": <span name='attr_mod2_dodge'></span>, "level": <span name='attr_mod3_dodge'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_inquiry' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_inquiry' checked>
<span class='json_skill'>{"name": "inquiry", "modifier": <span name='attr_mod2_inquiry'></span>, "level": <span name='attr_mod3_inquiry'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_interrogation' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_interrogation' checked>
<span class='json_skill'>{"name": "interrogation", "modifier": <span name='attr_mod2_interrogation'></span>, "level": <span name='attr_mod3_interrogation'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_intimidate' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_intimidate' checked>
<span class='json_skill'>{"name": "intimidate", "modifier": <span name='attr_mod2_intimidate'></span>, "level": <span name='attr_mod3_intimidate'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_logic' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_logic' checked>
<span class='json_skill'>{"name": "logic", "modifier": <span name='attr_mod2_logic'></span>, "level": <span name='attr_mod3_logic'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_medicae' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_medicae' checked>
<span class='json_skill'>{"name": "medicae", "modifier": <span name='attr_mod2_medicae'></span>, "level": <span name='attr_mod3_medicae'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_nav_surface' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_nav_surface' checked>
<span class='json_skill'>{"name": "nav_surface", "modifier": <span name='attr_mod2_nav_surface'></span>, "level": <span name='attr_mod3_nav_surface'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_nav_stellar' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_nav_stellar' checked>
<span class='json_skill'>{"name": "nav_stellar", "modifier": <span name='attr_mod2_nav_stellar'></span>, "level": <span name='attr_mod3_nav_stellar'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_nav_warp' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_nav_warp' checked>
<span class='json_skill'>{"name": "nav_warp", "modifier": <span name='attr_mod2_nav_warp'></span>, "level": <span name='attr_mod3_nav_warp'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_op_aero' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_op_aero' checked>
<span class='json_skill'>{"name": "op_aero", "modifier": <span name='attr_mod2_op_aero'></span>, "level": <span name='attr_mod3_op_aero'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_op_surface' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_op_surface' checked>
<span class='json_skill'>{"name": "op_surface", "modifier": <span name='attr_mod2_op_surface'></span>, "level": <span name='attr_mod3_op_surface'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_op_void' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_op_void' checked>
<span class='json_skill'>{"name": "op_void", "modifier": <span name='attr_mod2_op_void'></span>, "level": <span name='attr_mod3_op_void'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_parry' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_parry' checked>
<span class='json_skill'>{"name": "parry", "modifier": <span name='attr_mod2_parry'></span>, "level": <span name='attr_mod3_parry'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_psyniscience' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_psyniscience' checked>
<span class='json_skill'>{"name": "psyniscience", "modifier": <span name='attr_mod2_psyniscience'></span>, "level": <span name='attr_mod3_psyniscience'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_scrutiny' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_scrutiny' checked>
<span class='json_skill'>{"name": "scrutiny", "modifier": <span name='attr_mod2_scrutiny'></span>, "level": <span name='attr_mod3_scrutiny'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_security' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_security' checked>
<span class='json_skill'>{"name": "security", "modifier": <span name='attr_mod2_security'></span>, "level": <span name='attr_mod3_security'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_sleight' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_sleight' checked>
<span class='json_skill'>{"name": "sleight", "modifier": <span name='attr_mod2_sleight'></span>, "level": <span name='attr_mod3_sleight'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_stealth' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_stealth' checked>
<span class='json_skill'>{"name": "stealth", "modifier": <span name='attr_mod2_stealth'></span>, "level": <span name='attr_mod3_stealth'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_survival' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_survival' checked>
<span class='json_skill'>{"name": "survival", "modifier": <span name='attr_mod2_survival'></span>, "level": <span name='attr_mod3_survival'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_mod2_tech_use' checked><input type="checkbox" value='0' class="hidden" name='attr_mod3_tech_use' checked>
<span class='json_skill'>{"name": "tech_use", "modifier": <span name='attr_mod2_tech_use'></span>, "level": <span name='attr_mod3_tech_use'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_forbidden-lore_mod2' checked><input type="checkbox" value='0' class="hidden" name='attr_forbidden-lore_mod3' checked>
<span class='json_skill'>{"name": "forbidden-lore", "modifier": <span name='attr_forbidden-lore_mod2'></span>, "level": <span name='attr_forbidden-lore_mod3'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_scholastic-lore_mod2' checked><input type="checkbox" value='0' class="hidden" name='attr_scholastic-lore_mod3' checked>
<span class='json_skill'>{"name": "scholastic-lore", "modifier": <span name='attr_scholastic-lore_mod2'></span>, "level": <span name='attr_scholastic-lore_mod3'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_common-lore_mod2' checked><input type="checkbox" value='0' class="hidden" name='attr_common-lore_mod3' checked>
<span class='json_skill'>{"name": "common-lore", "modifier": <span name='attr_common-lore_mod2'></span>, "level": <span name='attr_common-lore_mod3'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_trade_mod2' checked><input type="checkbox" value='0' class="hidden" name='attr_trade_mod3' checked>
<span class='json_skill'>{"name": "trade", "modifier": <span name='attr_trade_mod2'></span>, "level": <span name='attr_trade_mod3'></span>},</span>
</span>
<span>
<input type="checkbox" value='0' class="hidden" name='attr_linguistics_mod2' checked><input type="checkbox" value='0' class="hidden" name='attr_linguistics_mod3' checked>
<span class='json_skill'>{"name": "linguistics", "modifier": <span name='attr_linguistics_mod2'></span>, "level": <span name='attr_linguistics_mod3'></span>},</span>
</span>
null
</span>],
"lores": {
"common": [<span>
<fieldset name='common-lore' class='repeating_common-lore'>
{"name" : "<span name='attr_common-lore_name'></span>", "modifier": <span name='attr_common-lore_r_mod2'></span>, "level": <span name='attr_common-lore_r_mod3'></span>},
</fieldset>
null
</span>],
"scholastic": [<span>
<fieldset name='scholastic-lore' class='repeating_scholastic-lore'>
{"name" : "<span name='attr_scholastic-lore_name'></span>", "modifier": <span name='attr_scholastic-lore_r_mod2'></span>, "level": <span name='attr_scholastic-lore_r_mod3'></span>},
</fieldset>
null
</span>],
"forbidden": [<span>
<fieldset name='forbidden-lore' class='repeating_forbidden-lore'>
{"name" : "<span name='attr_forbidden-lore_name'></span>", "modifier": <span name='attr_forbidden-lore_r_mod2'></span>, "level": <span name='attr_forbidden-lore_r_mod3'></span>},
</fieldset>
null
</span>]
},
"skills": [<span>
<fieldset name='skills' class='repeating_skill'>
{"name" : "<span name='attr_skill_name'></span>", "modifier": <span name='attr_skill_r_mod2'></span>, "level": <span name='attr_skill_r_mod3'></span>},
</fieldset>
null
</span>],
"linguistics": [<span>
<fieldset name='linguistics' class='repeating_linguistics'>
{"name" : "<span name='attr_linguistics_name'></span>", "modifier": <span name='attr_linguistics_r_mod2'></span>, "level": <span name='attr_linguistics_r_mod3'></span>},
</fieldset>
null
</span>],
"trades": [<span>
<fieldset name='trade' class='repeating_trade'>
{"name" : "<span name='attr_trade_name'></span>", "modifier": <span name='attr_trade_r_mod2'></span>, "level": <span name='attr_trade_r_mod3'></span>},
</fieldset>
null
</span>],
"abilities": [<span>
{"name": "<span name='attr_ability'></span>", "description":"<span name='attr_ability_desc'></span>"},
<fieldset name='abilities' class='repeating_abilities'>
{"name": "<span name='attr_ability_r'></span>", "description":"<span name='attr_ability_desc_r'></span>"},
</fieldset>
null
</span>],
"inventory": {
"weapons": {
"ranged": [<span>
<fieldset name='rangedweapons' class='repeating_rangedweapons'>{
"name": "<span name='attr_R_weapon_name'></span>",
"class":"<span name='attr_R_weapon_class'></span>",
"range":"<span name='attr_R_weapon_range'></span>",
"damage":"<span name='attr_R_weapon_dam-roll'></span>",
"pen":"<span name='attr_R_weapon_pen'></span>",
"type":"<span name='attr_R_weapon_type'></span>",
"min":"<span name='attr_R_weapon_min'></span>",
"max":"<span name='attr_R_weapon_max'></span>",
"vengeful":"<span name='attr_R_weapon_vengeful'></span>",
"accurate":"<span name='attr_R_weapon_accurate'></span>",
"standard":"<span name='attr_R_weapon_standard'></span>",
"burst":"<span name='attr_R_weapon_burst'></span>",
"auto":"<span name='attr_R_weapon_auto'></span>",
"mag":"<span name='attr_R_weapon_mag'></span>",
"mag_max":"<span name='attr_R_weapon_mag_max'></span>",
"carry":"<span name='attr_R_weapon_carry'></span>",
"trained":"<span name='attr_R_weapon_trained'></span>",
"mod1":"<span name='attr_R_weapon_mod1'></span>",
"reload":"<span name='attr_R_weapon_reload'></span>",
"weight":"<span name='attr_R_weapon_weight'></span>",
"domain":"<span name='attr_R_weapon_domain'></span>",
"mishap_chance":"<span name='attr_R_weapon_mishap_chance'></span>",
"spray":"<span name='attr_R_weapon_spray'></span>",
"special":"<span name='attr_R_ability_r'></span>",
"description":"<span name='attr_R_ability_desc_r'></span>"
},</fieldset>
null
</span>],
"melee": [<span>
<fieldset name='meleeweapons' class='repeating_meleeweapons'>{
"name": "<span name='attr_M_weapon_name'></span>",
"class":"Melee",
"reach":"<span name='attr_M_weapon_reach'></span>",
"damage":"<span name='attr_M_weapon_dam-roll'></span>",
"pen":"<span name='attr_M_weapon_pen'></span>",
"type":"<span name='attr_M_weapon_type'></span>",
"min":"<span name='attr_M_weapon_min'></span>",
"max":"<span name='attr_M_weapon_max'></span>",
"vengeful":"<span name='attr_M_weapon_vengeful'></span>",
"trained":"<span name='attr_M_weapon_trained'></span>",
"mod1":"<span name='attr_M_weapon_mod1'></span>",
"weight":"<span name='attr_M_weapon_weight'></span>",
"domain":"<span name='attr_M_weapon_domain'></span>",
"carry":"<span name='attr_M_weapon_carry'></span>",
"special":"<span name='attr_M_ability_r'></span>",
"description":"<span name='attr_M_ability_desc_r'></span>"
},</fieldset>
null
</span>]
},
"gears": [<span>
{"carry":"<span name='attr_gear_carry'></span>", "name":"<span name='attr_gear_name'></span>", "craftsmanship":"<span name='attr_gear_crafts'></span>", "quantity":"<span name='attr_gear_quantity'></span>", "availability":"<span name='attr_gear_avail'></span>", "weight":"<span name='attr_gear_weight'></span>", "description":"<span name='attr_gear_desc'></span>", "pg#":"<span name='attr_gear_pg#'></span>"},
<fieldset name='gear' class='repeating_gear'>{
"carry":"<span name='attr_gear_carry_r'></span>",
"name":"<span name='attr_gear_name_r'></span>",
"craftsmanship":"<span name='attr_gear_crafts_r'></span>",
"quantity":"<span name='attr_gear_quantity_r'></span>",
"availability":"<span name='attr_gear_avail_r'></span>",
"weight":"<span name='attr_gear_weight_r'></span>",
"pg":"<span name='attr_gear_pg#_r'></span>",
"description":"<span name='attr_ability_desc_r'></span>"},
</fieldset>
null
</span>],
"armor": {"maxAgi": "<span name='attr_armor_AGI'></span>","limit": "<span name='attr_armor_limit'></span>","head": "<span name='attr_armor_head'></span>","body": "<span name='attr_armor_body'></span>","arm_right": "<span name='attr_armor_arm_right'></span>","arm_left": "<span name='attr_armor_arm_left'></span>","leg_right": "<span name='attr_armor_leg_right'></span>","leg_left": "<span name='attr_armor_leg_left'></span>", "description": "<span name='attr_armor_name'></span>"},
"cybernetics": [<span>
{"name":"<span name='attr_cybernetic_name'></span>","location":"<span name='attr_cybernetic_location'></span>","page":"<span name='attr_cybernetic_page'></span>","description":"<span name='attr_cybernetic_desc'></span>"},
<fieldset name='cybernetics' class='repeating_cybernetics'>{
"name":"<span name='attr_cybernetic_name_r'></span>",
"location":"<span name='attr_cybernetic_location_r'></span>",
"page":"<span name='attr_cybernetic_page_r'></span>",
"description":"<span name='attr_cybernetic_desc_r'></span>"},
</fieldset>
null
</span>]
},
"comrade": {
"comrades":[<span>
<fieldset name="comradename" class="repeating_comradename">
{"name": "<span name='attr_C_name'></span>", "description": "<span name='attr_C_status'></span>"},
</fieldset>
null
</span>]
"comradeabilities":[<span>
<fieldset name="comradeability" class="repeating_comradeability">
{"name": "<span name='attr_C_ability_r'></span>", "description": "<span name='attr_C_ability_desc_r'></span>"},
</fieldset>
null
</span>]
}
"advancements": {
"aptitudes": [<span>
"<span name='attr_aptitude_nameL'></span>","<span name='attr_aptitude_nameM'></span>","<span name='attr_aptitude_nameR'></span>",
<fieldset name='aptitudes' class='repeating_aptitudes'>
"<span name='attr_aptitude_nameL_r'></span>","<span name='attr_aptitude_nameM_r'></span>","<span name='attr_aptitude_nameR_r'></span>",
</fieldset>
null
</span>],
"advances": [<span>
{"name":"<span name='attr_advancement_nameL' ></span>","cost":"<span name='attr_advancement_costL'></span>","page":"<span name='attr_advancement_pg#L'></span>"},
{"name":"<span name='attr_advancement_nameR' ></span>","cost":"<span name='attr_advancement_costR'></span>","page":"<span name='attr_advancement_pg#R'></span>"},
{"desc":"<span name='attr_advancement_desc' ></span>"},
<fieldset name='advancements' class='repeating_advancements'>
{"name":"<span name='attr_advancement_nameL_r' ></span>","cost":"<span name='attr_advancement_costL_r'></span>","page":"<span name='attr_advancement_pg#L_r'></span>"},
{"name":"<span name='attr_advancement_nameR_r' ></span>","cost":"<span name='attr_advancement_costR_r'></span>","page":"<span name='attr_advancement_pg#R_r'></span>"},
{"desc":"<span name='attr_advancement_desc_r' ></span>"},
</fieldset>
null
</span>],
"training":{<span>
"bolt": "<span name='attr_weapons_training_bolt'></span>",
"chain": "<span name='attr_weapons_training_chain'></span>",
"flame": "<span name='attr_weapons_training_flame'></span>",
"las": "<span name='attr_weapons_training_las'></span>",
"launcher": "<span name='attr_weapons_training_launcher'></span>",
"melta": "<span name='attr_weapons_training_melta'></span>",
"plasma": "<span name='attr_weapons_training_plasma'></span>",
"power": "<span name='attr_weapons_training_power'></span>",
"low-tech": "<span name='attr_weapons_training_low-tech'></span>",
"shock": "<span name='attr_weapons_training_shock'></span>",
"solid-projectile": "<span name='attr_weapons_training_solid-projectile'></span>",
"heavy": "<span name='attr_weapons_training_heavy'></span>"
</span>}
},
"insanity": {
"points": "<span name='attr_insanity_pts'></span>",
"disorders": [<span>
"minor": "<span name='attr_insanity_disorder_minor'></span>",
"severe": "<span name='attr_insanity_disorder_severe'></span>",
"acute": "<span name='attr_insanity_disorder_acute'></span>"
</span>]
},
"corruption": {
"points": "<span name='attr_corruption_pts'></span>",
"mutations": [<span>
<fieldset name="mutations" class="repeating_mutations">
{"name": "<span name='attr_mutation_r'></span>", "description": "<span name='attr_mutation_desc_r'></span>"},
</fieldset>
null
</span>]
},
"objectives": [<span>
<fieldset name='objectives' class='repeating_objectives'>
{"name":"<span name='attr_objective'></span>","complete":"<span name='attr_objective_completed'></span>"},
</fieldset>
null
</span>],
"notes": [<span>
<fieldset name='notes' class='repeating_notes'>
"<span name='attr_notes'></span>",
</fieldset>
null
</span>],
"psykana":{
"class":"<span name='attr_psykana_class'></span>",
"limit":"<span name='attr_psykana_limit'></span>",
"rating":"<span name='attr_psy_rating'></span>",
"push":"<span name='attr_psy_push'></span>",
"sustain":"<span name='attr_psykana_sustain'></span>",
"sustain_count":"<span name='attr_psykana_sustain_count'></span>",
"minor":[<span>
<fieldset name='minormanifestation' class='repeating_minormanifestation'>
{"name":"<span name='attr_P_minor_r'></span>","description":"<span name='attr_P_minor_desc_r'></span>"},
</fieldset>
null
</span>],
"notes":[<span>
<fieldset name='psynotes' class='repeating_psynotes'>
{"name":"<span name='attr_P_note_r'></span>","description":"<span name='attr_P_note_desc_r'></span>"},
</fieldset>
null
</span>],
"powers":[<span>
<fieldset name='psychicabilities' class='repeating_psychicabilities'>
{"name":"<span name='attr_P_name'></span>","subtype":"<span name='attr_P_subtype'></span>","range":"<span name='attr_P_range'></span>","damage":"<span name='attr_P_dam-roll'></span>","type":"<span name='attr_P_type'></span>","pen":"<span name='attr_P_pen'></span>","focus":"<span name='attr_P_focus'></span>","mod":"<span name='attr_P_mod1'></span>","multi":"<span name='attr_P_multi'></span>","action":"<span name='attr_P_action'></span>","sustained":"<span name='attr_P_sustained'></span>","ability":"<span name='attr_P_ability_r'></span>","desc":"<span name='attr_P_desc_r'></span>"},
</fieldset>
null
</span>]
},
"vehicles": {
"list": [<span>
<fieldset name='vehicles-R' class='repeating_vehicles'>
{"name": "<span name='attr_vehicle-name'></span>", "size": "<span name='attr_vehicle-size'></span>","world":"<span name='attr_vehicle-world'></span>","type":"<span name='attr_vehicle-type'></span>","tactical":"<span name='attr_vehicle-tactical'></span>","cruising":"<span name='attr_vehicle-cruising'></span>","maneuver":"<span name='attr_vehicle-maneuver'></span>", "crew":"<span name='attr_vehicle-crew'></span>", "complement":"<span name='attr_vehicle-complement'></span>", "integrity":"<span name='attr_vehicle-integrity'></span>", "integrity_max":"<span name='attr_vehicle-integrity_max'></span>", "armor-front":"<span name='attr_vehicle-armor-front'></span>", "armor-side":"<span name='attr_vehicle-armor-side'></span>", "armor-side-right":"<span name='attr_vehicle-armor-side-right'></span>", "armor-rear":"<span name='attr_vehicle-armor-rear'></span>", "armaments":"<span name='attr_armaments'></span>", "armaments_desc":"<span name='attr_armaments_desc'></span>", "traits":"<span name='attr_vehicle_traits'></span>", "traits_desc":"<span name='attr_vehicle_traits_desc'></span>", "modifications":"<span name='attr_modifications'></span>", "modifications_desc":"<span name='attr_modifications_desc'></span>"}, "notes":"<span name='attr_vehicle_notes'></span>", "notes_desc":"<span name='attr_vehicle_notes_desc'></span>"},
</fieldset>
null
</span>],
"weapons": {
"ranged": [<span>
<fieldset name='vehiclerangedweapons' class='repeating_vehiclerangedweapons'>{
"name": "<span name='attr_V_R_weapon_name'></span>",
"class":"<span name='attr_R_weapon_class'></span>",
"range":"<span name='attr_V_R_weapon_range'></span>",
"damage":"<span name='attr_V_R_weapon_dam-roll'></span>",
"pen":"<span name='attr_V_R_weapon_pen'></span>",
"type":"<span name='attr_V_R_weapon_type'></span>",
"min":"<span name='attr_V_R_weapon_min'></span>",
"max":"<span name='attr_V_R_weapon_max'></span>",
"vengeful":"<span name='attr_V_R_weapon_vengeful'></span>",
"accurate":"<span name='attr_V_R_weapon_accurate'></span>",
"standard":"<span name='attr_V_R_weapon_standard'></span>",
"burst":"<span name='attr_V_R_weapon_burst'></span>",
"auto":"<span name='attr_V_R_weapon_auto'></span>",
"mag":"<span name='attr_V_R_weapon_mag'></span>",
"mag_max":"<span name='attr_V_R_weapon_mag_max'></span>",
"focus":"<span name='attr_V_R_focus'></span>",
"trained":"<span name='attr_V_R_weapon_trained'></span>",
"mod1":"<span name='attr_V_R_weapon_mod1'></span>",
"reload":"<span name='attr_V_R_weapon_reload'></span>",
"weight":"<span name='attr_V_R_weapon_weight'></span>",
"domain":"<span name='attr_V_R_weapon_domain'></span>",
"mishap_chance":"<span name='attr_V_R_weapon_mishap_chance'></span>",
"spray":"<span name='attr_V_R_weapon_spray'></span>",
"special":"<span name='attr_V_R_ability_r'></span>",
"description":"<span name='attr_V_R_ability_desc_r'></span>"
},</fieldset>
null
</span>],
"melee": [<span>
<fieldset name='vehiclemeleeweapons' class='repeating_vehiclemeleeweapons'>{
"name": "<span name='attr_V_M_weapon_name'></span>",
"class":"Melee",
"domain":"<span name='attr_V_M_weapon_domain'></span>",
"reach":"<span name='attr_V_M_weapon_reach'></span>",
"damage":"<span name='attr_V_M_weapon_dam-roll'></span>",
"pen":"<span name='attr_V_M_weapon_pen'></span>",
"type":"<span name='attr_V_M_weapon_type'></span>",
"min":"<span name='attr_V_M_weapon_min'></span>",
"max":"<span name='attr_V_M_weapon_max'></span>",
"vengeful":"<span name='attr_V_M_weapon_vengeful'></span>",
"trained":"<span name='attr_V_M_weapon_trained'></span>",
"mod1":"<span name='attr_V_M_weapon_mod1'></span>",
"weight":"<span name='attr_V_M_weapon_weight'></span>",
"special":"<span name='attr_V_M_ability_r'></span>",
"description":"<span name='attr_V_M_ability_desc_r'></span>"
},</fieldset>
null
</span>]
}
}
}
</div>
<label title='Toggles Import area' class='text_centered bttn_top_padding'><input type='checkbox' name='attr_exportimport' value='2' class='collapsible_entity_switch select_button hidden' /><span class='select_text'>Import Sheet</span></label>
<input type='checkbox' name='attr_exportimport' value='2' class='collapsible_entity_switch hidden' />
<div class='collapsible_entity_block'>
<textarea name="attr_import_value" placeholder="Copy the Export text here"></textarea>
<button name='act_import_clear' type='action' class='core_bttn bold_text'>Clear</button>
<button name='act_import' type='action' class='core_bttn bold_text'>Import</button>
</div>
-->
<br>
<br>
</div>
</div>
</div>
<!-- ______________________________ start of page Vehicle ______________________________ -->
<input type='checkbox' name='attr_vehicle_sheet' class='collapsible_entity_switch hidden' />
<div class='background_radius collapsible_entity_block box'>
<br>
<div class='minimisable_infographic_toggles'>
<p></p>
<label><input type='checkbox' name='attr_to-gm' value='/w gm' class='select_button hidden' /><span class='select_text'>To GM</span></label>
<label><input type='checkbox' name='attr_inlinemod-toggle' value='?{Modifier|0}' class='select_button hidden' checked='checked'><span class='select_text'>Inline Mod</span></label>
<label><input type='checkbox' name='attr_vehicle_sheet' class='auto_margin collapsible_entity_switch select_button hidden' /><span class='select_text'>Vehicle</span></label>
<button class='clear minimisable_infographic_override' type='roll' name='scatter' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{scatter-range= [[?{Number of Dice|1}d?{Dice Roll|Xd10,10|Xd5,5}+@{inlinemod-toggle}]]}} {{scatter-direction=[[1d10]]}}">Scatter</button>
<button class='clear minimisable_infographic_override' type='roll' name='shock' title='Used when character fails some types of Fear test' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{shock= [[(?{Fear DoF|1})*10 + 1d100]]}}">Shock</button>
<button class='clear minimisable_infographic_override' type='roll' name='d100' value="@{to-gm}&{template:mythic} [[ ([[?{Target Number|50}]] - [[1d100]])/10]] {{d100= }} {{character= @{character_name}}} {{target= $[[0]]}} {{roll=$[[1]]}} {{difference=$[[2]]}}">1d100</button>
<button class='clear minimisable_infographic_override' type='roll' name='righteousfury' value="@{to-gm}&{template:mythic} {{character= @{character_name}}} {{righteousfury= }} {{@{settings_crunchsummary}= }} {{target= [[?{Target|Person, 0|Vehicle, 1}]] }} {{location= [[?{Location|Arm/Weapon, 0|Body/Propulsion, 1|Head/Turret, 2|Leg/Hull, 3}]]}} {{type= [[?{Damage Type|Energy, 0|Explosive, 1|Impact, 2|Rending, 3}]] }} {{roll=[[ ceil(?{Dice Roll|1d5, 1d5|1d10, 1d10} / ?{Mitigation|None, 1| True Grit, 2}) +@{inlinemod-toggle}} ]] }} ">Righteous Fury</button>
</div>
<!-- Vehicles -->
<div class='vehicles_divider'>
<fieldset name='vehicles-R' class='repeating_vehicles'>
<div class='vehicles_grid1'>
<input name='attr_vehicle-name' type='text' class='vehicles_Gn full_width' placeholder='Name' />
<select name='attr_vehicle-size' class='vehicles_Gs full_width'>
<option value='-3'>Miniscule (1)</option>
<option value='-2'>Puny (2)</option>
<option value='-1'>Scrawny (3)</option>
<option value='0'>Average (4)</option>
<option value='1'>Hulking (5)</option>
<option value='2'>Enormous (6)</option>
<option value='3' selected='selected'>Massive (7)</option>
<option value='4'>Immense (8)</option>
<option value='5'>Monumental (9)</option>
<option value='6'>Titanic (10)</option>
</select>
<input name='attr_vehicle-world' type='text' class='vehicles_G_a1 full_width' placeholder='Origin or Forge World' />
<select name='attr_vehicle-type' class='vehicles_Gt full_width'>
<option value='0' selected='selected'>Tracked</option>
<option value='1'>Wheeled</option>
<option value='2'>Skimmer</option>
<option value='3'>Walker</option>
<option value='4'>Stationary</option>
<option value='5'>Aircraft</option>
<option value='6'>Spacecraft</option>
<option value='7'>Voidship</option>
</select>
<div class='vehicles_G_a2'><h3>SPEED AND MANEUVERABILITY</h3></div>
<div class='vehicles_G_a3'>Tactical</div>
<div class='vehicles_G_a4'>Cruising</div>
<div class='vehicles_G_a5'>Maneuverability</div>
<div class='vehicles_G_a6'>Operate</div>
<input name='attr_vehicle-tactical' type='text' class='vehicles_G_a7 full_width' placeholder='Meters per Turn' />
<input name='attr_vehicle-cruising' type='text' class='vehicles_G_a8 full_width' placeholder='Km/H' />
<input name='attr_vehicle-maneuver' type='text' class='vehicles_G_a9 full_width' value='0' />
<!-- Different operate checks for each Vehicle Type. Tracked, Wheeled, Skimmer, Walker use Surface. Aircraft and Spacecraft use Aeronautica. Voidship is as it is.-->
<input name='attr_vehicle-type' type='checkbox' value='0' class='hidden hider' />
<button type='roll' name='op_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Surface with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_surface_total_v}+@{inlinemod-toggle}}, {@{op_surface_focus}-@{limiter}}}kh1, {@{op_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_surface_total_v' value='@{op_surface_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='1' class='hidden hider' />
<button type='roll' name='op_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Surface with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_surface_total_v}+@{inlinemod-toggle}}, {@{op_surface_focus}-@{limiter}}}kh1, {@{op_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_surface_total_v' value='@{op_surface_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='2' class='hidden hider' />
<button type='roll' name='op_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Surface with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_surface_total_v}+@{inlinemod-toggle}}, {@{op_surface_focus}-@{limiter}}}kh1, {@{op_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_surface_total_v' value='@{op_surface_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='3' class='hidden hider' />
<button type='roll' name='op_surface_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Surface with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_surface_total_v}+@{inlinemod-toggle}}, {@{op_surface_focus}-@{limiter}}}kh1, {@{op_surface_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_surface_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_surface_total_v' value='@{op_surface_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='4' class='hidden hider' />
<input name='attr_op_none' type='text' class='vehicles_G_a10 full_width' placeholder='You sure?' />
<input name='attr_vehicle-type' type='checkbox' value='5' class='hidden hider' />
<button type='roll' name='op_aero_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Aeronautica with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_aero_total_v}+@{inlinemod-toggle}}, {@{op_aero_focus}-@{limiter}}}kh1, {@{op_aero_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_aero_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_aero_total_v' value='@{op_aero_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='6' class='hidden hider' />
<button type='roll' name='op_aero_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Aeronautica with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_aero_total_v}+@{inlinemod-toggle}}, {@{op_aero_focus}-@{limiter}}}kh1, {@{op_aero_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_aero_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_aero_total_v' value='@{op_aero_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<input name='attr_vehicle-type' type='checkbox' value='7' class='hidden hider' />
<button type='roll' name='op_void_roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{roll-name=Operate: Voidship with @{vehicle-name}}} {{dos=[[[[1+floor(abs([[{{ {@{op_void_total_v}+@{inlinemod-toggle}}, {@{op_void_focus}-@{limiter}}}kh1, {@{op_void_focus}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{op_void_unnat}/2)]]}} {{target=$[[0]]}} {{roll=$[[1]]}} {{dof= $[[2]]}}' class='vehicles_G_a10 clear'><input name='attr_op_void_total_v' value='@{op_void_total}+@{vehicle-maneuver}' class='input_background' disabled /></button>
<div class='vehicles_G_a11'><h3>CREW AND COMPLEMENT</h3></div>
<div class='vehicles_G_a12'>Crew</div>
<div class='vehicles_G_a13'>Carrying Capacity</div>
<input name='attr_vehicle-crew' type='text' class='vehicles_G_a14 full_width' placeholder='Maximum Vehicle Crew' />
<input name='attr_vehicle-complement' type='text' class='vehicles_G_a15 full_width' placeholder='Maximum Extra Guests' />
</div>
<div class='vehicles_grid2'>
<div class='vehicles_G_b1'><h3>HULL INTEGRITY AND ARMOR</h3></div>
<div class='vehicles_G_b2'>Integrity</div>
<div class='vehicles_G_b3'>Front</div>
<div class='vehicles_G_b4'>Left</div>
<div class='vehicles_G_b5'>Right</div>
<div class='vehicles_G_b6'>Rear</div>
<input name='attr_vehicle-integrity' type='text' class='vehicles_G_b7 full_width' placeholder='#' />
<input name='attr_vehicle-integrity_max' type='text' class='vehicles_G_b8 full_width' placeholder='Max' />
<input name='attr_vehicle-armor-front' type='text' class='vehicles_G_b9 full_width' />
<input name='attr_vehicle-armor-side' type='text' class='vehicles_G_b10 full_width' />
<input name='attr_vehicle-armor-side-right' type='text' class='vehicles_G_b11 full_width' />
<input name='attr_vehicle-armor-rear' type='text' class='vehicles_G_b12 full_width' />
<div class='vehicles_G_b13 '>
<div>
<input name='attr_armaments' type='text' placeholder='Armaments' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='4' class='collapsible_entity_switch select_button hidden' /><span class='select_text '></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{armaments} }} {{description=@{armaments_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='4' class='collapsible_entity_switch hidden' />
<textarea name='attr_armaments_desc' class='collapsible_entity_block' placeholder='Enter more detailed information, such as placement of vehicle armament. Full stat-blocks should be written out in the sections on the right.'></textarea>
</div>
<div>
<input name='attr_vehicle_traits' type='text' placeholder='Traits' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='5' class='collapsible_entity_switch select_button hidden' /><span class='select_text '></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{vehicle_traits} }} {{description=@{vehicle_traits_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='5' class='collapsible_entity_switch hidden' />
<textarea name='attr_vehicle_traits_desc' class='collapsible_entity_block' placeholder='Enter any vehicle-specific rules or other unique information here, such as specific details about crew placement or expanded descriptions of the Vehicle Traits.'></textarea>
</div>
<div>
<input name='attr_modifications' type='text' placeholder='Modifications' class='full_width_49px' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='6' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right'></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{modifications} }} {{description=@{modifications_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='6' class='collapsible_entity_switch hidden' />
<textarea name='attr_modifications_desc' class='collapsible_entity_block description_rounded_margin' placeholder='Vehicles can be fitted with Vehicle Upgrades or other player modifications. Be sure to include the Base Difficulty Modifier of each Modification here.
&#10;Vehicle modifications are classified into two categories: Integral ones which the vehicle must come from the factory with, or Standard ones which can be requisitioned and installed as normal.'></textarea>
</div>
<div>
<input name='attr_vehicle_notes' type='text' placeholder='Notes' class='full_width_49px vehicles_descriptor' />
<label title='Expand' class='margin_adjust'><input type='checkbox' name='attr_collapse' value='7' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right'></span></label>
<label title='Posts description in chat' class='margin_adjust2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{vehicle_notes} }} {{description=@{vehicle_notes_desc} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='7' class='collapsible_entity_switch hidden' />
<textarea name='attr_vehicle_notes_desc' class='collapsible_entity_block description_rounded_margin' placeholder='Any other notes about the vehicle, such as damage conditions or other factors that do not fit in other boxes.'></textarea>
</div>
</div>
</div>
<br>
</fieldset>
<div class='vehicle_weapons'>
<div class='equipment_ranged_weapons'>
<h3 class='radius_border_top'>Vehicle Ranged Weapons</h3>
<fieldset name='vehiclerangedweapons' class='repeating_vehiclerangedweapons'>
<div class='equipment_ranged_weapons_rep'>
<div class='equipment_ranged_weapons_grid1'>
<input type='hidden' name='attr_id' value=''>
<input type='hidden' name='attr_ammo' value='0'>
<select name='attr_V_R_weapon_attack_range' class='equipment_ranged_weapons_gs_a1 full_width clear bottomless'>
<option value='30' >Point Blank (+30)</option>
<option value='10' >Short Range (+10)</option>
<option value='0' selected='selected'>Standard (+0)</option>
<option value='-10' >Long Range (-10)</option>
<option value='-30' >Extreme Range (-30)</option>
</select>
<select name='attr_V_R_weapon_attack' class='equipment_ranged_weapons_gs_a2 full_width clear bottomless'>
<option value='10' selected='selected'>Standard (+10)</option>
<option value='0' >Semi Auto (+0)</option>
<option value='-10' >Full Auto (-10)</option>
<option value='-20' >Called Shot (-20)</option>
<option value='-20' >Suppressing (-20)</option>
</select>
<select name='attr_V_R_weapon_aim' class='equipment_ranged_weapons_gs_a3 full_width clear bottomless'>
<option value='0' selected='selected'>No Aim (+0)</option>
<option value='10' >Half Aim (+10)</option>
<option value='20' >Full Aim (+20)</option>
</select>
<button name='weapon_hit' class='equipment_ranged_weapons_gs_a4 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{attack= }} {{weapon= @{V_R_weapon_name}}} {{burstwin=[[ceil([[[[1+ floor(abs([[{{ {@{V_R_weapon_target}+@{inlinemod-toggle}}, {@{veh_atk_total_finder}-@{limiter}}}kh1, {@{veh_atk_total_finder}+@{limiter}}}kl1]]-[[1d100@{V_R_weapon_mishap_chance}]])/10)]]+ceil(@{veh_atk_unnat_finder}/2)]]/2)]]}}{{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}{{dos= $[[3]]}} @{settings_hitroll} {{aim= [[@{V_R_weapon_aim}]]}}{{R_type= [[@{V_R_weapon_attack}]]}}{{range= [[@{V_R_weapon_attack_range}]]}}{{modifier= [[@{inlinemod-toggle}]]}}{{stat_name= @{V_R_focus}}}{{stat=[[@{veh_atk_total_finder}]]}}{{hitmod= [[@{V_R_weapon_mod1}]]}}{{trained= [[@{V_R_weapon_trained}-20]]}}{{burst=@{V_R_weapon_burst}}}{{auto=@{V_R_weapon_auto}}}{{fatigued=[[@{fatigued}]]}}
!ammo @{character_id} repeating_rangedweapons_@{id}_V_R_weapon_mag [[@{ammo}*@{V_R_weapon_setting}]]'>Hit |<input name='attr_V_R_weapon_target' value='@{veh_atk_total_finder} + @{V_R_weapon_trained} - 20 + @{V_R_weapon_mod1} + @{V_R_weapon_attack} + @{V_R_weapon_aim} + @{V_R_weapon_attack_range} + @{veh_atk_accurate_aim}+@{veh_fatigue_finder}' class='input_background input_char_background' disabled ></button>
<button name='weapon_dmg' class='equipment_ranged_weapons_gs_a5 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{type= @{V_R_weapon_type}}} {{weapon= @{V_R_weapon_name}}} {{damage=[[@{V_R_weapon_real_dmg} + @{veh_atk_accurate_dmg}]] }} {{spray= [[@{V_R_weapon_spray}]] }} {{pen=[[@{V_R_weapon_pen}+0@{V_R_weapon_pen2}]] }} {{@{settings_weapondescription}=@{V_R_ability_r} }} '>DMG</button>
</div>
<input class='hidden' type='text' name='attr_veh_atk_total_finder' value='@{bs_total}' readonly />
<input class='hidden' type='text' name='attr_veh_atk_unnat_finder' value='@{bs_unnat}' readonly />
<input class='hidden' type='text' name='attr_veh_fatigue_finder' value='0' readonly />
<div class='equipment_ranged_weapons_grid2'>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<label title='Minimal' class='equipment_ranged_weapons_gs_b1'><input type='checkbox' name='attr_wep_display' value='min' class='select_button hidden' /><span class='select_text bottomless'>&#128469;</span></label>
<label title='Limited' class='equipment_ranged_weapons_gs_b2'><input type='checkbox' name='attr_wep_display' value='half' class='select_button hidden' /><span class='select_text bottomless'>&#128471;</span></label>
<div class='equipment_ranged_weapons_gs_b3'>Name</div>
<input class='equipment_ranged_weapons_gs_b4 full_width' type='text' name='attr_V_R_weapon_name' />
<div class='equipment_ranged_weapons_gs_b5'>Class</div>
<input class='equipment_ranged_weapons_gs_b6 full_width' type='text' name='attr_V_R_weapon_class' />
</div>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<div class='equipment_ranged_weapons_grid3 collapsible_entity_toggle '>
<div class='equipment_ranged_weapons_gs_c1'>Range</div>
<input class='equipment_ranged_weapons_gs_c2 full_width' type='text' value='0' name='attr_V_R_weapon_range' />
<div class='equipment_ranged_weapons_gs_c3'>Damage</div>
<input class='equipment_ranged_weapons_gs_c4 full_width' type='text' value='0' name='attr_V_R_weapon_dam-roll' />
<div class='equipment_ranged_weapons_gs_c5'>Pen</div>
<input class='equipment_ranged_weapons_gs_c6 full_width' type='text' value='0' name='attr_V_R_weapon_pen' />
<input type='hidden' value='0' name='attr_V_R_weapon_pen2' />
<div class='equipment_ranged_weapons_gs_c7'>Type</div>
<input class='equipment_ranged_weapons_gs_c8 full_width' type='text' name='attr_V_R_weapon_type' />
</div>
<div class='equipment_ranged_weapons_grid4 collapsible_entity_toggle collapsible_entity_toggle_half '>
<div class='equipment_ranged_weapons_gs_d1'>Proven</div>
<input class='equipment_ranged_weapons_gs_d2 full_width' type='text' value='0' name='attr_V_R_weapon_min' />
<div class='equipment_ranged_weapons_gs_d3'>Primitive</div>
<input class='equipment_ranged_weapons_gs_d4 full_width' type='text' value='0' name='attr_V_R_weapon_max' />
<div class='equipment_ranged_weapons_gs_d5'>Vengeful</div>
<input class='equipment_ranged_weapons_gs_d6 full_width' type='text' value='0' name='attr_V_R_weapon_vengeful' />
<input type='hidden' value='' name='attr_V_R_weapon_real_dmg' />
<div class='equipment_ranged_weapons_gs_d7'>Accurate</div>
<input class='equipment_ranged_weapons_gs_d8' type='checkbox' value='1' name='attr_V_R_weapon_accurate' />
<input class='hidden' type='number' value='0' name='attr_veh_atk_accurate_aim' readonly />
<input class='hidden' type='text' value='0' name='attr_veh_atk_accurate_dmg' readonly />
</div>
<div class='equipment_ranged_weapons_grid5 collapsible_entity_toggle '>
<div class='equipment_ranged_weapons_gs_e1'>RoF</div>
<input class='equipment_ranged_weapons_gs_e2 full_width' type='text' placeholder='Std' name='attr_V_R_weapon_standard' />
<div class='equipment_ranged_weapons_gs_e3'>/</div>
<input class='equipment_ranged_weapons_gs_e4 full_width' type='text' placeholder='Bst' name='attr_V_R_weapon_burst' />
<div class='equipment_ranged_weapons_gs_e5'>/</div>
<input class='equipment_ranged_weapons_gs_e6 full_width' type='text' placeholder='Auto' name='attr_V_R_weapon_auto' />
<div class='equipment_ranged_weapons_gs_e7'>Magazine</div>
<input class='equipment_ranged_weapons_gs_e8 full_width' type='text' value='0' name='attr_V_R_weapon_mag' />
<div class='equipment_ranged_weapons_gs_e9'>/</div>
<input class='equipment_ranged_weapons_gs_e10 full_width' type='text' value='0' name='attr_V_R_weapon_mag_max' />
<select name='attr_V_R_focus' class='equipment_ranged_weapons_gs_e11 full_width bottomless'>
<option value='bs' selected='selected'>Ballistic Skill</option>
<option value='op_surface' >Op: Surface</option>
<option value='op_aero' >Op: Aeronautica</option>
<option value='op_void' >Op: Voidship</option>
</select>
</div>
<div class='equipment_ranged_weapons_grid6 collapsible_entity_toggle collapsible_entity_toggle_half' >
<div class='equipment_ranged_weapons_gs_f1'>Trained?</div>
<input class='equipment_ranged_weapons_gs_f2' type='checkbox' value='20' name='attr_V_R_weapon_trained' checked />
<div class='equipment_ranged_weapons_gs_f3'>Hit Mod</div>
<input class='equipment_ranged_weapons_gs_f4 full_width' type='text' value='0' name='attr_V_R_weapon_mod1' />
<div class='equipment_ranged_weapons_gs_f5'>Reload</div>
<input class='equipment_ranged_weapons_gs_f6 full_width' type='text' value='0' name='attr_V_R_weapon_reload' />
<div class='equipment_ranged_weapons_gs_f7'>Weight</div>
<input class='equipment_ranged_weapons_gs_f8 full_width' type='text' value='0' name='attr_V_R_weapon_weight' />
</div>
<div class='equipment_ranged_weapons_grid7 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_ranged_weapons_gs_g1' title='Las, Plasma, etc'>Domain</div>
<input class='equipment_ranged_weapons_gs_g2 full_width' type='text' name='attr_V_R_weapon_domain' />
<div class='equipment_ranged_weapons_gs_g3'>Mishap Chance</div>
<select name='attr_V_R_weapon_mishap_chance' class='equipment_ranged_weapons_gs_g4 full_width bottomless'>
<option value='cs>90' >Unreliable (91)</option>
<option value='cs>93' >Burst/Auto (94)</option>
<option value='cs>95' selected='selected'>Standard (96)</option>
<option value='cs>99' >Reliable (100)</option>
<option value='cs11cs22cs33cs44cs55cs66cs77cs88cs99cs100' >Doubles</option>
<option value='cs>?{Mishap chance|96}' >Custom</option>
</select>
<div class='equipment_ranged_weapons_gs_g5'>Spray?</div>
<input class='equipment_ranged_weapons_gs_g6' type='checkbox' value='1' name='attr_V_R_weapon_spray' />
</div>
<div class='collapsible_entity_toggle' >
<input name='attr_V_R_ability_r' type='text' placeholder='Special' class='60width border_none' />
<select name='attr_V_R_weapon_setting' class='25width bottomless '>
<option value='1'>N/A</option>
<optgroup label="Lasgun Variable Setting">
<option value='2'>LVS Overcharge</option>
<option value='4'>LVS Overload</option>
</optgroup>
<optgroup label="Plasma">
<option value='3'>Maximal</option>
</optgroup>
</select>
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{V_R_weapon_name} }} {{description=@{V_R_ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_V_R_ability_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</div>
<br />
</fieldset>
</div>
<div class='equipment_melee_weapons'>
<h3 class='radius_border_top'>Vehicle Melee Weaponry</h3>
<fieldset name='vehiclemeleeweapons' class='repeating_vehiclemeleeweapons'>
<div class='equipment_melee_weapons_rep'>
<div class='equipment_melee_weapons_grid1'>
<select name='attr_V_M_weapon_attack' class='equipment_melee_weapons_gs_a1 full_width clear bottomless'>
<option value='-20' >Called Shot (-20)</option>
<option value='10' selected='selected'>Standard (+10)</option>
<option value='20' >Charge (+20)</option>
<option value='30' >All Out (+30)</option>
</select>
<select name='attr_V_M_weapon_multi' class='equipment_melee_weapons_gs_a2 full_width clear bottomless'>
<option value='0' selected='selected'>Standard (-0)</option>
<option value='-10' >Swift (-10)</option>
<option value='-20' >Lighting (-20)</option>
</select>
<select name='attr_V_M_weapon_aim' class='equipment_melee_weapons_gs_a3 full_width clear bottomless'>
<option value='0' selected='selected'>No Aim (+0)</option>
<option value='10' >Half Aim (+10)</option>
<option value='20' >Full Aim (+20)</option>
</select>
<button name='weapon_hit' class='equipment_melee_weapons_gs_a4 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{attack= }}{{weapon= @{V_M_weapon_name}}}{{burstwin=[[ceil([[[[1+ floor(abs([[{{ {@{V_M_weapon_target}+@{inlinemod-toggle}}, {@{wsTotal}-@{limiter}}}kh1, {@{wsTotal}+@{limiter}}}kl1]]-[[1d100]])/10)]]+ceil(@{WS_unnat}/2)]]/2)]]}}{{target= $[[0]]}}{{roll= $[[1]]}}{{dof= $[[2]]}}{{dos=$[[3]]}} @{settings_hitroll} {{aim= [[@{V_M_weapon_aim}]]}}{{M_type= [[@{V_M_weapon_attack}]]}}{{multi= [[@{V_M_weapon_multi}]]}}{{modifier= [[@{inlinemod-toggle}]]}}{{stat_name= Weapon Skill}}{{stat=[[@{WS}]]}}{{advancement=[[@{WS_advancement}]]}}{{hitmod=[[@{V_M_weapon_mod1}]]}}{{trained=[[@{V_M_weapon_trained}-20]]}}{{WS_bonus=[[@{wsB}]]}}{{fatigued=[[@{fatigued}]]}}' >Hit |<input name='attr_V_M_weapon_target' value='@{wsTotal}+@{V_M_weapon_trained}-20+@{V_M_weapon_mod1}+@{V_M_weapon_attack}+@{V_M_weapon_aim}+@{V_M_weapon_multi}+@{fatigued}' class='input_background input_char_background' disabled ></button>
<button name='weapon_dmg' class='equipment_melee_weapons_gs_a5 full_width clear' type='roll' value='@{to-gm}&{template:mythic} {{character= @{character_name}}} {{weapon= @{V_M_weapon_name}}} {{type= @{V_M_weapon_type}}} {{damage=[[@{V_M_weapon_real_dmg}+[[floor((@{strTotal})/10) + @{str_unnat}]]]] }} {{pen= [[@{V_M_weapon_pen}]] }} {{@{settings_weapondescription}=@{V_M_ability_r} }}'>DMG</button>
</div>
<div class='equipment_melee_weapons_grid2'>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<label title='Minimal' class='equipment_melee_weapons_gs_b1'><input type='checkbox' name='attr_wep_display' value='min' class='select_button hidden' /><span class='select_text bottomless'>&#128469;</span></label>
<label title='Limited' class='equipment_melee_weapons_gs_b2'><input type='checkbox' name='attr_wep_display' value='half' class='select_button hidden' /><span class='select_text bottomless'>&#128471;</span></label>
<div class='equipment_melee_weapons_gs_b3'>Name</div>
<input class='equipment_melee_weapons_gs_b4 full_width' type='text' name='attr_V_M_weapon_name' />
<div class='equipment_melee_weapons_gs_b5' title='Chain, Power, etc'>Domain</div>
<input class='equipment_melee_weapons_gs_b6 full_width' type='text' name='attr_V_M_weapon_domain' />
</div>
<input name='attr_wep_display' type='checkbox' value='min' class='collapsible_entity_switch hidden' />
<input name='attr_wep_display' type='checkbox' value='half' class='collapsible_entity_switch_half hidden' />
<div class='equipment_melee_weapons_grid3 collapsible_entity_toggle'>
<div class='equipment_melee_weapons_gs_c1'>Reach</div>
<input class='equipment_melee_weapons_gs_c2 full_width' type='text' name='attr_V_M_weapon_reach' />
<div class='equipment_melee_weapons_gs_c3'>Damage</div>
<input class='equipment_melee_weapons_gs_c4 full_width' type='text' value='0' name='attr_V_M_weapon_dam-roll' />
<div class='equipment_melee_weapons_gs_c5'>Pen</div>
<input class='equipment_melee_weapons_gs_c6 full_width' type='text' value='0' name='attr_V_M_weapon_pen' />
<div class='equipment_melee_weapons_gs_c7'>Type</div>
<input class='equipment_melee_weapons_gs_c8 full_width' type='text' name='attr_V_M_weapon_type' />
</div>
<div class='equipment_melee_weapons_grid4 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_melee_weapons_gs_d1'>Proven</div>
<input class='equipment_melee_weapons_gs_d2 full_width' type='text' value='0' name='attr_V_M_weapon_min' />
<div class='equipment_melee_weapons_gs_d3'>Primitive</div>
<input class='equipment_melee_weapons_gs_d4 full_width' type='text' value='0' name='attr_V_M_weapon_max' />
<div class='equipment_melee_weapons_gs_d5'>Vengeful</div>
<input class='equipment_melee_weapons_gs_d6 full_width' type='text' value='0' name='attr_V_M_weapon_vengeful' />
<input type='hidden' value='' name='attr_V_M_weapon_real_dmg' />
</div>
<div class='equipment_melee_weapons_grid5 collapsible_entity_toggle collapsible_entity_toggle_half'>
<div class='equipment_melee_weapons_gs_e1'>Trained?</div>
<input class='equipment_melee_weapons_gs_e2' type='checkbox' value='20' name='attr_V_M_weapon_trained' checked />
<div class='equipment_melee_weapons_gs_e3'>Hit Mod</div>
<input class='equipment_melee_weapons_gs_e4 full_width' type='text' value='0' name='attr_V_M_weapon_mod1' />
<div class='equipment_melee_weapons_gs_e5'>Weight</div>
<input class='equipment_melee_weapons_gs_e6 full_width' type='text' value='0' name='attr_V_M_weapon_weight' />
</div>
<div class='collapsible_entity_toggle '>
<input name='attr_V_M_ability_r' type='text' placeholder='Special' class='full_width_49px border_none' />
<label title='Expand' class='margin_adjust_wep'><input type='checkbox' name='attr_collapse' value='3' class='collapsible_entity_switch select_button hidden' /><span class='select_text radius_border_right_wep'></span></label>
<label title='Posts description in chat' class='margin_adjust_wep2'><button type='roll' value='@{to-gm}&{template:mythic} {{name=@{V_M_weapon_name} }} {{description=@{V_M_ability_desc_r} }}' class='hidden'></button><span class='select_text'>🗭</span></label>
<input name='attr_collapse' type='checkbox' value='3' class='collapsible_entity_switch hidden' />
<textarea name='attr_V_M_ability_desc_r' class='collapsible_entity_block description_rounded_margin' placeholder='Description'></textarea>
</div>
</div>
<br />
</fieldset>
</div>
</div>
</div>
<script type='text/worker'>
// repeating sections data array (I don't know what this is, but it's probably important!)
const STATS = [
['active','active_r'],
['ws','WS_mod_r'],
['bs','BS_mod_r'],
['str','STR_mod_r'],
['tou','TOU_mod_r'],
['agi','AGI_mod_r'],
['int','INT_mod_r'],
['per','PER_mod_r'],
['wp','WP_mod_r'],
['fel','FEL_mod_r'],
['inf','INF_mod_r']
],
GEAR = [
['carry','gear_carry_r'],
['name','gear_name_r'],
['craftsmanship','gear_crafts_r'],
['quantity','gear_quantity_r'],
['availability','gear_avail_r'],
['weight','gear_weight_r']
]
// ___________________________________________________________________________
// __________________________Script for Ammo API______________________________
// ___________________________________________________________________________
on("sheet:opened change:repeating_rangedweapons:r_weapon_attack change:repeating_rangedweapons:r_weapon_burst change:repeating_rangedweapons:r_weapon_auto remove:repeating_rangedweapons change:repeating_vehiclerangedweapons:v_r_weapon_attack change:repeating_vehiclerangedweapons:v_r_weapon_burst change:repeating_vehiclerangedweapons:v_r_weapon_auto remove:repeating_vehiclerangedweapons", function() {
getSectionIDs("rangedweapons", function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(
`repeating_rangedweapons_${id}_R_weapon_attack`,
`repeating_rangedweapons_${id}_R_weapon_burst`,
`repeating_rangedweapons_${id}_R_weapon_auto`
));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_rangedweapons_' + id;
let attack = +values[`${row}_R_weapon_attack`] || 0,
burst = +values[`${row}_R_weapon_burst`] || 0,
auto = +values[`${row}_R_weapon_auto`] || 0;
let ammo = attack === -10 ? -auto : (attack === 0 ? -burst : -1);
attr[`${row}_id`] = id; // id of the repeating element
attr[`${row}_ammo`] = ammo; // number of ammo to use
});
setAttrs(attr);
});
});
getSectionIDs("vehiclerangedweapons", function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(
`repeating_vehiclerangedweapons_${id}_V_R_weapon_attack`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_burst`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_auto`
));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_vehiclerangedweapons_' + id;
let attack = +values[`${row}_V_R_weapon_attack`] || 0,
burst = +values[`${row}_V_R_weapon_burst`] || 0,
auto = +values[`${row}_V_R_weapon_auto`] || 0;
let ammo = attack === -10 ? -auto : (attack === 0 ? -burst : -1);
attr[`${row}_id`] = id; // id of the repeating element
attr[`${row}_ammo`] = ammo; // number of ammo to use
});
setAttrs(attr);
});
});
});
// ___________________________________________________________________________
// ________________Unnatural Characteristics Mod sheet worker_________________
// ___________________________________________________________________________
/**
* skillRoll description
* @param {string} skill name of the skill
* @param {string} focus short name of the characteristic
*/
const skillRoll = (skill, focus) => {
let attr = {};
attr[`${skill}_focus`] = `@{${focus}Total}`;
attr[`${skill}_unnat`]=`@{${focus.toUpperCase()}_unnat}`;
return attr;
};
let skills = ['acrobatics','athletics','awareness','charm','command','commerce','deceive','dodge','inquiry',
'interrogation','intimidate','logic','medicae','nav_surface','nav_stellar','nav_warp','op_aero','op_surface','op_void',
'parry','psyniscience','scrutiny','security','sleight','stealth','survival','tech_use',
'linguistics','common-lore','scholastic-lore','forbidden-lore','trade'];
let repeatingSkills = ['skill','linguistics','common-lore','scholastic-lore','forbidden-lore','trade'];
on('sheet:opened ' + skills.map(skill => `change:${skill}_char change:${skill}_name`).join(' ') + repeatingSkills.map(skill => `change:repeating_${skill}:${skill}_r_char change:repeating_${skill}:${skill}_name`).join(' '), function () {
console.log('== UPDATING SKILLS ==');
getAttrs(skills.map( skill => `${skill}_char`), (values) => {
let attr = {};
for (var [skill, focus] of Object.entries(values)) {
attr = {...attr, ...skillRoll(skill.replace('_char', ''), focus)};
}
setAttrs(attr);
});
repeatingSkills.forEach(field => {
var repSkills = [];
getSectionIDs(field, ids => {
ids.forEach( id => {
repSkills.push(`repeating_${field}_${id}_${field}_r_char`);
});
getAttrs(repSkills, (values) => {
let attr;
for (var [skill, focus] of Object.entries(values)) {
attr = {...attr, ...skillRoll(skill.replace('_char', ''), focus)};
}
if (attr) setAttrs(attr);
});
});
});
console.log('== SKILLS UPDATED ==');
});
// ___________________________________________________________________________
// __________________Movement and Weight sheet worker_________________________
// ____________________and Characteristics Total/Mod__________________________
let fieldsMWC = [
'size', 'carry', 'weight_total',
'ws', 'ws_unnat', 'ws_advancement', 'ws_mod',
'bs', 'bs_unnat', 'bs_advancement', 'bs_mod',
'str', 'str_unnat', 'str_advancement', 'str_mod',
'tou', 'tou_unnat', 'tou_advancement', 'tou_mod',
'int', 'int_unnat', 'int_advancement', 'int_mod',
'per', 'per_unnat', 'per_advancement', 'per_mod',
'wp', 'wp_unnat', 'wp_advancement', 'wp_mod',
'fel', 'fel_unnat', 'fel_advancement', 'fel_mod',
'agi', 'agi_unnat', 'agi_advancement', 'agi_mod', 'agi_mov_mod', 'armor_agi', 'armor_limit',
];
on('sheet:opened ' + fieldsMWC.map(field => 'change:' + field).join(' '), function(e) {
// console.log(e);
getAttrs(fieldsMWC, function(values) {
// SIZE
var size = parseInt(values['size'], 10) || 0;
// CARRY
var carry = parseInt(values['carry'], 10) || 0;
var weight_total = parseInt(values['weight_total'], 10) || 0;
// WS
var ws = parseInt(values['ws'], 10) || 0,
ws_unnat = parseInt(values['ws_unnat'], 10) || 0,
ws_mod = parseInt(values['ws_mod'], 10) || 0,
ws_advancement = parseInt(values['ws_advancement'], 10) || 0;
var wsTotal = ws + ws_advancement + ws_mod;
var ws_bonus = Math.floor(wsTotal / 10 + ws_unnat);
// BS
var bs = parseInt(values['bs'], 10) || 0,
bs_unnat = parseInt(values['bs_unnat'], 10) || 0,
bs_mod = parseInt(values['bs_mod'], 10) || 0,
bs_advancement = parseInt(values['bs_advancement'], 10) || 0;
var bsTotal = bs + bs_advancement + bs_mod;
var bs_bonus = Math.floor(bsTotal / 10 + bs_unnat);
// STR
var str = parseInt(values['str'], 10) || 0,
str_unnat = parseInt(values['str_unnat'], 10) || 0,
str_mod = parseInt(values['str_mod'], 10) || 0,
str_advancement = parseInt(values['str_advancement'], 10) || 0;
var strTotal = str + str_advancement + str_mod;
var str_bonus = Math.floor(strTotal / 10 + str_unnat);
// TOU
var tou = parseInt(values['tou'], 10) || 0,
tou_unnat = parseInt(values['tou_unnat'], 10) || 0,
tou_mod = parseInt(values['tou_mod'], 10) || 0,
tou_advancement = parseInt(values['tou_advancement'], 10) || 0;
var touTotal = tou + tou_advancement + tou_mod;
var tou_bonus = Math.floor(touTotal / 10 + tou_unnat);
// AGI
var agi = parseInt(values['agi'], 10) || 0,
agi_unnat = parseInt(values['agi_unnat'], 10) || 0,
agi_mod = parseInt(values['agi_mod'], 10) || 0,
agi_advancement = parseInt(values['agi_advancement'], 10) || 0,
agi_mov_mod = parseInt(values['agi_mov_mod'], 10) || 0,
armor_agi = parseInt(values['armor_agi'], 10) || 0,
armor_limit = parseInt(values['armor_limit'], 10) || 0;
var agiTotal = agi + agi_advancement + agi_mod;
if (weight_total > carry) { agiTotal -= 10; }
if (armor_limit) {agiTotal = (agiTotal > armor_agi ) ? armor_agi : agiTotal; }
var agi_bonus = Math.floor(agiTotal / 10 + agi_unnat);
// INT
var int = parseInt(values['int'], 10) || 0,
int_unnat = parseInt(values['int_unnat'], 10) || 0,
int_mod = parseInt(values['int_mod'], 10) || 0,
int_advancement = parseInt(values['int_advancement'], 10) || 0;
var intTotal = int + int_advancement + int_mod;
var int_bonus = Math.floor(intTotal / 10 + int_unnat);
// PER
var per = parseInt(values['per'], 10) || 0,
per_unnat = parseInt(values['per_unnat'], 10) || 0,
per_mod = parseInt(values['per_mod'], 10) || 0,
per_advancement = parseInt(values['per_advancement'], 10) || 0;
var perTotal = per + per_advancement + per_mod;
var per_bonus = Math.floor(perTotal / 10 + per_unnat);
// WP
var wp = parseInt(values['wp'], 10) || 0,
wp_unnat = parseInt(values['wp_unnat'], 10) || 0,
wp_mod = parseInt(values['wp_mod'], 10) || 0,
wp_advancement = parseInt(values['wp_advancement'], 10) || 0;
var wpTotal = wp + wp_advancement + wp_mod;
var wp_bonus = Math.floor(wpTotal / 10 + wp_unnat);
// FEL
var fel = parseInt(values['fel'], 10) || 0,
fel_unnat = parseInt(values['fel_unnat'], 10) || 0,
fel_mod = parseInt(values['fel_mod'], 10) || 0,
fel_advancement = parseInt(values['fel_advancement'], 10) || 0;
var felTotal = fel + fel_advancement + fel_mod;
var fel_bonus = Math.floor(felTotal / 10 + fel_unnat);
var move_mod = agi_bonus + size + agi_mov_mod;
var carry_mod = str_bonus + tou_bonus;
var carry_calc;
// 40k system does their carryweight off a table _______________________
switch (carry_mod) {
case 1: carry_calc = 2.25; break;
case 2: carry_calc = 4.5; break;
case 3: carry_calc = 9; break;
case 4: carry_calc = 18; break;
case 5: carry_calc = 27; break;
case 6: carry_calc = 36; break;
case 7: carry_calc = 45; break;
case 8: carry_calc = 56; break;
case 9: carry_calc = 67; break;
case 10: carry_calc = 78; break;
case 11: carry_calc = 90; break;
case 12: carry_calc = 112; break;
case 13: carry_calc = 225; break;
case 14: carry_calc = 337; break;
case 15: carry_calc = 450; break;
case 16: carry_calc = 675; break;
case 17: carry_calc = 900; break;
case 18: carry_calc = 1350; break;
case 19: carry_calc = 1800; break;
case 20: carry_calc = 2250; break;
}
// Characteristic totals and bonus
setAttrs({
bsTotal: (bsTotal),
bsB: (bs_bonus),
wsTotal: (wsTotal),
wsB: (ws_bonus),
strTotal: (strTotal),
strB: (str_bonus),
touTotal: (touTotal),
touB: (tou_bonus),
agiTotal: (agiTotal),
agiB: (agi_bonus),
intTotal: (intTotal),
intB: (int_bonus),
perTotal: (perTotal),
perB: (per_bonus),
wpTotal: (wpTotal),
wpB: (wp_bonus),
felTotal: (felTotal),
felB: (fel_bonus),
});
// normal, no modifiers carrying ___________________________________________________
setAttrs({
half_move: (move_mod),
full_move: (move_mod * 2),
charge_move: (move_mod * 3),
run_move: (move_mod * 6),
carry: (carry_calc * 1), //taking out the * 1 seems to cause attr_carry to freeze when carry_mod is set to 1 or 0
lift: (carry_calc * 2),
push: (carry_calc * 4),
});
// 0 mod movement override _______________________________________________
if (move_mod <= 0) {
setAttrs({
half_move: (0.5),
full_move: (1),
charge_move: (2),
run_move: (3)
});
}
// 0 mod carry override ___________________________________________________
if (carry_mod <=0) {
setAttrs({
carry: (0.9),
lift: (2.25),
push: (4.5)
});
}
});
});
// ___________________________________________________________________________
// ________________________Fatigue and Armor sheet worker_____________________
// ___________________________________________________________________________
let fieldsFA = [
'tou', 'tou_unnat', 'tou_advancement',
'wp', 'wp_unnat', 'wp_advancement',
'armor_head', 'armor_arm_right', 'armor_body', 'armor_arm_left', 'armor_leg_right', 'armor_leg_left'
];
on('sheet:opened ' + fieldsFA.map(field => 'change:' + field).join(' '), function() {
getAttrs(fieldsFA, function(values) {
var tou = parseInt(values['tou'], 10) || 0;
var tou_unnat = parseInt(values['tou_unnat'], 10) || 0;
var tou_advancement = parseInt(values['tou_advancement'], 10) || 0;
var wp = parseInt(values['wp'], 10) || 0;
var wp_unnat = parseInt(values['wp_unnat'], 10) || 0;
var wp_advancement = parseInt(values['wp_advancement'], 10) || 0;
var tou_mod = Math.floor((tou + tou_advancement) / 10 + tou_unnat);
var wp_mod = Math.floor((wp + wp_advancement) / 10 + wp_unnat);
var armor_head = parseInt(values['armor_head'], 10) || 0;
var armor_arm_right = parseInt(values['armor_arm_right'], 10) || 0;
var armor_body = parseInt(values['armor_body'], 10) || 0;
var armor_arm_left = parseInt(values['armor_arm_left'], 10) || 0;
var armor_leg_right = parseInt(values['armor_leg_right'], 10) || 0;
var armor_leg_left = parseInt(values['armor_leg_left'], 10) || 0;
// normal, no modifiers ___________________________________________________
setAttrs({
soak_head: (armor_head + tou_mod),
soak_arm_right: (armor_arm_right + tou_mod),
soak_body: (armor_body + tou_mod),
soak_arm_left: (armor_arm_left + tou_mod),
soak_leg_right: (armor_leg_right + tou_mod),
soak_leg_left: (armor_leg_left + tou_mod),
fatigue_max: (tou_mod + wp_mod)
});
});
});
//fatigue penalty
on('sheet:opened change:fatigue change:fatigue_threshold', function() {
getAttrs([
'fatigue', 'fatigue_threshold'
], function(values) {
var fatigue = parseInt(values['fatigue']) || 0;
var threshold = parseInt(values['fatigue_threshold']) || 0;
var check = (fatigue > threshold) ? -10: 0;
console.log(values,fatigue, threshold, check)
setAttrs({
fatigued: check
});
});
});
// ___________________________________________________________________________
// ____________________Tabs sheet worker______________________________________
// ___________________________________________________________________________
const buttonlist = ['core','equipment','comrade','advancements','journal','psykana','settings'];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
// ___________________________________________________________________________
// ____________________insanity/corruption sheet worker_______________________
// ___________________________________________________________________________
on('sheet:opened change:insanity_pts change:corruption_pts', function() {
getAttrs([
'insanity_pts', 'corruption_pts'
], function(values) {
var insanity_pts = parseInt(values['insanity_pts']) || 0;
var corruption_pts = parseInt(values['corruption_pts']) || 0;
if (insanity_pts <= 9) {
setAttrs({
insanity_degree: ('Stable')
});
}
else if (insanity_pts <= 39) {
setAttrs({
insanity_degree: ('Unsettled')
});
}
else if (insanity_pts <= 59) {
setAttrs({
insanity_degree: ('Disturbed')
});
}
else if (insanity_pts <= 79) {
setAttrs({
insanity_degree: ('Unhinged')
});
}
else if (insanity_pts <= 99) {
setAttrs({
insanity_degree: ('Deranged')
});
}
else {
setAttrs({
insanity_degree: ('Terminally Insane')
});
}
if (corruption_pts <= 0) {
setAttrs({
corruption_degree: ('Pure')
});
}
else if (corruption_pts <= 30) {
setAttrs({
corruption_degree: ('Tainted')
});
}
else if (corruption_pts <= 60) {
setAttrs({
corruption_degree: ('Soiled')
});
}
else if (corruption_pts <= 90) {
setAttrs({
corruption_degree: ('Debased')
});
}
else if (corruption_pts <= 99) {
setAttrs({
corruption_degree: ('Profane')
});
}
else {
setAttrs({
corruption_degree: ('Damned')
});
}
});
});
// ___________________________________________________________________________
// _______________________psychic info sheet worker___________________________
// ___________________________________________________________________________
let fieldsPsy = ['psykana_class','psykana_limit','psy_push','psy_rating','psykana_sustain','psykana_sustain_count',
];
on('sheet:opened ' + fieldsPsy.map(field => 'change:' + field).join(' '), function() {
getAttrs(fieldsPsy, function(values) {
var psykana_class = parseInt(values['psykana_class'])||0;
var psykana_limit = parseInt(values['psykana_limit'])||0;
var psy_push = parseInt(values['psy_push'])||0;
var psy_rating = parseInt(values['psy_rating'], 10) || 0;
var psykana_sustain = parseInt(values['psykana_sustain'], 10) || 0;
var psykana_sustain_count = parseInt(values['psykana_sustain_count'], 10) || 0;
var psykana_limit_factor = 0;
var push_addend_epr = 0;
var sustain_count_addend = 0;
var unfettered_addend = 0;
var push_addend_pp = 0;
var sustain_addend = 0;
// psy rating calc
switch (psykana_limit) {
case 0:
psykana_limit_factor = 0.5;
setAttrs({
psy_roll: ('cf0')
});
break;
case 1:
psykana_limit_factor = 1;
setAttrs({
psy_roll: ('cf11cf22cf33cf44cf55cf66cf77cf88cf99cf100')
});
break;
case 2:
psykana_limit_factor = 1;
push_addend_epr = psy_push;
setAttrs({
psy_roll: ('cf>0')
});
break;
}
if (psykana_sustain == 1) {
sustain_count_addend = psykana_sustain_count;
}
var epr = Math.ceil(psy_rating * psykana_limit_factor) + push_addend_epr - sustain_count_addend;
// phenomena calc
if (psykana_class == 1 || psykana_class == 2) {
if (psykana_limit == 1) {
unfettered_addend = 10;
}
}
if (psykana_class == 0 && psykana_limit == 2) {
push_addend_pp = 10;
}
if (psykana_class == 1 && psykana_limit == 2) {
push_addend_pp = 5 * psy_push;
}
if (psykana_class == 2 && psykana_limit == 2) {
push_addend_pp = 10 * psy_push;
}
if (psykana_sustain == 1) {
sustain_addend = 10;
}
var pp = unfettered_addend + push_addend_pp + sustain_addend;
//output
setAttrs({
effective_psy_rating: epr,
psykana_phenomena: pp
});
});
});
// ___________________________________________________________________________
// ________________________attack focus sheet workers_________________________
// ___________________________________________________________________________
// Psychic Abilities
on('sheet:opened change:repeating_psychicabilities:p_focus', function() {
getSectionIDs('psychicabilities', function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(`repeating_psychicabilities_${id}_P_focus`));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_psychicabilities_' + id;
let p_focus = values[`${row}_P_focus`] || wp;
if (p_focus.length > 3) {
attr[`${row}_psy_ab_total_finder`] = `@{${p_focus}_total}`;
attr[`${row}_psy_ab_unnat_finder`] = `@{${p_focus}_unnat}`;
attr[`${row}_psy_fatigue_finder`] = 0;
}
else {
attr[`${row}_psy_ab_total_finder`] = `@{${p_focus}Total}`;
attr[`${row}_psy_ab_unnat_finder`] = `@{${p_focus.toUpperCase()}_unnat}`;
attr[`${row}_psy_fatigue_finder`] = `@{fatigued}`;
}
});
console.log(values,attr)
setAttrs(attr);
});
});
});
// Vehicle Weapons
on('sheet:opened change:repeating_vehiclerangedweapons:v_r_focus', function() {
getSectionIDs('vehiclerangedweapons', function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(`repeating_vehiclerangedweapons_${id}_V_R_focus`));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_vehiclerangedweapons_' + id;
let v_r_focus = values[`${row}_V_R_focus`] || bs;
if (v_r_focus.length > 3) {
attr[`${row}_veh_atk_total_finder`] = `@{${v_r_focus}_total}`;
attr[`${row}_veh_atk_unnat_finder`] = `@{${v_r_focus}_unnat}`;
attr[`${row}_veh_fatigue_finder`] = 0;
}
else {
attr[`${row}_veh_atk_total_finder`] = `@{${v_r_focus}Total}`;
attr[`${row}_veh_atk_unnat_finder`] = `@{${v_r_focus.toUpperCase()}_unnat}`;
attr[`${row}_veh_fatigue_finder`] = `@{fatigued}`;
}
});
console.log(values,attr)
setAttrs(attr);
});
});
});
// Normal Weapons Accurate
on('sheet:opened change:repeating_rangedweapons:r_weapon_accurate change:repeating_rangedweapons:r_weapon_attack change:repeating_rangedweapons:r_weapon_aim', function() {
getSectionIDs('rangedweapons', function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(`repeating_rangedweapons_${id}_R_weapon_accurate`,`repeating_rangedweapons_${id}_R_weapon_attack`,`repeating_rangedweapons_${id}_R_weapon_aim`));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_rangedweapons_' + id;
let r_weapon_accurate = values[`${row}_R_weapon_accurate`] || 0;
let r_weapon_attack = values[`${row}_R_weapon_attack`] || 10;
let r_weapon_aim = values[`${row}_R_weapon_aim`] || 0;
if ((r_weapon_accurate == 1)&&(r_weapon_attack == 10)&&(r_weapon_aim != 0)) {
attr[`${row}_atk_accurate_aim`] = 10;
attr[`${row}_atk_accurate_dmg`] = `?{DoS |1, [[0]]|2-3, [[1d10cs0cf0]]|4+, [[2d10cs0cf0]]}`;
}
else {
attr[`${row}_atk_accurate_aim`] = 0;
attr[`${row}_atk_accurate_dmg`] = 0;
}
});
console.log(values,attr)
setAttrs(attr);
});
});
});
// Vehicle Weapons Accurate
on('sheet:opened change:repeating_vehiclerangedweapons:v_r_weapon_accurate change:repeating_vehiclerangedweapons:v_r_weapon_attack change:repeating_vehiclerangedweapons:v_r_weapon_aim', function() {
getSectionIDs('vehiclerangedweapons', function(idarray) {
// first get the attribute names for all rows in put in one array
const fieldnames = [];
idarray.forEach(id => fieldnames.push(`repeating_vehiclerangedweapons_${id}_V_R_weapon_accurate`,`repeating_vehiclerangedweapons_${id}_V_R_weapon_attack`,`repeating_vehiclerangedweapons_${id}_V_R_weapon_aim`));
getAttrs(fieldnames, values => {
// create a variable to hold all the attribute values you re going to create.
const attr = {};
// now loop through the rows again
idarray.forEach(id => {
let row = 'repeating_vehiclerangedweapons_' + id;
let v_r_weapon_accurate = values[`${row}_V_R_weapon_accurate`] || 0;
let v_r_weapon_attack = values[`${row}_V_R_weapon_attack`] || 10;
let v_r_weapon_aim = values[`${row}_V_R_weapon_aim`] || 0;
if ((v_r_weapon_accurate == 1)&&(v_r_weapon_attack == 10)&&(v_r_weapon_aim != 0)) {
attr[`${row}_veh_atk_accurate_aim`] = 10;
attr[`${row}_veh_atk_accurate_dmg`] = `?{DoS |1, [[0]]|2-3, [[1d10cs0cf0]]|4+, [[2d10cs0cf0]]}`;
}
else {
attr[`${row}_veh_atk_accurate_aim`] = 0;
attr[`${row}_veh_atk_accurate_dmg`] = 0;
}
});
console.log(values,attr)
setAttrs(attr);
});
});
});
// ___________________________________________________________________________
// ____________________gear cost/weight sheet worker__________________________
// ___________________________________________________________________________
on('change:repeating_rangedweapons remove:repeating_rangedweapons change:repeating_meleeweapons remove:repeating_meleeweapons', function() {
// repeatingSum("R_weapon_weight_t","rangedweapons","R_weapon_weight"),
// repeatingSum("M_weapon_weight_t","meleeweapons","M_weapon_weight");
repeatingWeight("R_weapon_weight_t","rangedweapons",[['weight',"R_weapon_weight"],['carry',"R_weapon_carry"]]),
repeatingWeight("M_weapon_weight_t","meleeweapons",[['weight',"M_weapon_weight"],['carry',"M_weapon_carry"]]);
});
on('change:M_weapon_weight_t change:R_weapon_weight_t change:gear_carry change:gear_weight change:gear_quantity change:repeating_gear remove:repeating_gear', () => {
getSectionIDs(`repeating_gear`, idArray => {
const fieldset_weight = [];
const fieldset_quantity = [];
const fieldset_carry = [];
idArray.forEach(id => fieldset_weight.push (`repeating_gear_${id}_gear_weight_r`));
idArray.forEach(id => fieldset_quantity.push (`repeating_gear_${id}_gear_quantity_r`));
idArray.forEach(id => fieldset_carry.push (`repeating_gear_${id}_gear_carry_r`));
getAttrs(['M_weapon_weight_t','R_weapon_weight_t','weight_total', 'gear_carry', 'gear_weight', 'gear_quantity', ...fieldset_weight, ...fieldset_quantity, ...fieldset_carry], v => {
const getValue = (id, field) => parseFloat(v[`repeating_gear_${id}_${field}`]) || 0
const weight_base = parseFloat(v.gear_weight) * parseFloat(v.gear_quantity) * parseFloat(v.gear_carry)
const weight_repeating = idArray.reduce((total, id) => total + (getValue(id, 'gear_weight_r') * getValue(id, 'gear_quantity_r') * getValue(id, 'gear_carry_r')), 0)
const weapon_weight = parseFloat(v.M_weapon_weight_t) + parseFloat(v.R_weapon_weight_t)
setAttrs({
weight_total: weight_base + weight_repeating + weapon_weight,
});
});
});
});
// ___________________________________________________________________________
// ____________________Advancement XP sheet worker_______________________________
// ___________________________________________________________________________
on('change:xp_total change:advancement_costL change:advancement_costR change:repeating_advancements remove:repeating_advancements', () => {
// get section IDs because of operation both inside and outside of fieldset
getSectionIDs(`repeating_advancements`, idArray => {
const fieldnames = [];
idArray.forEach(id => fieldnames.push (
`repeating_advancements_${id}_advancement_costL_r`,
`repeating_advancements_${id}_advancement_costR_r`
));
// spread operator to get every array value
getAttrs(['xp_total', 'advancement_costL', 'advancement_costR', ...fieldnames], v => {
const getValue = (id, field) => parseFloat(v[`repeating_advancements_${id}_${field}`]) || 0
const cost = parseFloat(v.gear_cost) || 0
const left = parseFloat(v.advancement_costL) || 0
const right = parseFloat(v.advancement_costR) || 0
const left_r = idArray.reduce((total, id) => total + getValue(id,'advancement_costL_r'),0)
const right_r = idArray.reduce((total, id) => total + getValue(id,'advancement_costR_r'),0)
const spent = left + right + left_r + right_r
const total = parseFloat(v.xp_total) || 0
setAttrs({
xp_spent: spent,
xp_current: total - spent
});
});
});
});
// ___________________________________________________________________________
// __________________________General sum sheet worker_________________________
// ___________________________________________________________________________
/**
* [repeatingWeight description]
* @param {[type]} destination [description]
* @param {[type]} section [description]
* @param {[type]} fields [description]
*/
const repeatingWeight = (destination, section, fields) => {
getSectionObjects(section, fields, items => {
const sumTotal = items.filter(item => item.carry !== '0').reduce((total, item) => total + parseFloat(item.weight),0);
setAttrs({[destination]: sumTotal});
})
}
// ___________________________________________________________________________
// _________________________ weapon damage modifiers _________________________
// ___________________________________________________________________________
/**
* calculate real damage roll
* @param {string} source row id of the weapon
*/
const calcDmg = function (sources, fields) {
var redice = /^(\d+)?(d\d+)(.*)?/;
getAttrs(fields, v => {
let attr = {};
sources.forEach( source => {
// to avoid retyping long strings because ChtiKenny is lazy
var dam = source + 'weapon_dam-roll',
ven = source + 'weapon_vengeful', // crit
min = source + 'weapon_min', // proven
max = source + 'weapon_max', // primitive
spr = source + 'weapon_spray', // spray
set = source + 'weapon_setting'; // overcharge/load / maximal
let dmg = redice.exec(v[dam]);
ven = parseInt(v[ven], 10) || 0,
min = parseInt(v[min], 10) || 0,
max = parseInt(v[max], 10) || 0,
spr = parseInt(v[spr], 10) || 0,
set = parseInt(v[set], 10) || 0;
if (!dmg) {
console.log('no damage found');
attr[`${source}weapon_real_dmg`] = v[dam];
} else {
let dicenum = parseInt(dmg[1], 10) || 1,
dicetype = dmg[2],
mod = dmg[3];
let damTotal = '{';
if (set === 3) dicenum ++;
for (var i = 0; i < dicenum; i++) {
if (i) damTotal += ', '
if (min > 0) damTotal += '{';
if (max > 0) damTotal += '{';
damTotal += (dicetype == 'd5') ? 'ceil(1d10/2)' : '1d10';
if (ven > 0) damTotal += 'cs>' + ven;
if (spr) damTotal += 'cf9';
if (min > 0) damTotal += ', {' + min + '}}kh1';
if (max > 0) damTotal += ', {' + max + '}}kl1';
}
damTotal += '}';
if (mod) damTotal += mod;
if (set === 2) damTotal += '+1';
if (set === 4) {
damTotal += '+2';
attr[`${source}weapon_pen2`] = 2;
} else {
attr[`${source}weapon_pen2`] = 0;
}
attr[`${source}weapon_real_dmg`] = damTotal;
}
});
setAttrs(attr);
});
};
let fieldsDMG = [
'vehiclerangedweapons:V_R_weapon_dam-roll', 'vehiclerangedweapons:V_R_weapon_vengeful', 'vehiclerangedweapons:V_R_weapon_min', 'vehiclerangedweapons:V_R_weapon_max', 'vehiclerangedweapons:V_R_weapon_spray', 'vehiclerangedweapons:V_R_weapon_setting',
'rangedweapons:R_weapon_dam-roll', 'rangedweapons:R_weapon_vengeful', 'rangedweapons:R_weapon_min', 'rangedweapons:R_weapon_max', 'rangedweapons:R_weapon_spray', 'rangedweapons:R_weapon_setting',
'vehiclemeleeweapons:V_M_weapon_dam-roll', 'vehiclemeleeweapons:V_M_weapon_vengeful', 'vehiclemeleeweapons:V_M_weapon_min', 'vehiclemeleeweapons:V_M_weapon_max',
'meleeweapons:M_weapon_dam-roll', 'meleeweapons:M_weapon_vengeful', 'meleeweapons:M_weapon_min', 'meleeweapons:M_weapon_max',
];
on('sheet:opened ' + fieldsDMG.map(field => 'change:repeating_' + field).join(' '), () => {
getSectionIDs('rangedweapons', (idArray) => {
let sources = [];
let fieldnames = [];
idArray.forEach( id => {
sources.push(`repeating_rangedweapons_${id}_R_`);
fieldnames.push(
`repeating_rangedweapons_${id}_R_weapon_dam-roll`,
`repeating_rangedweapons_${id}_R_weapon_vengeful`,
`repeating_rangedweapons_${id}_R_weapon_min`,
`repeating_rangedweapons_${id}_R_weapon_max`,
`repeating_rangedweapons_${id}_R_weapon_spray`,
`repeating_rangedweapons_${id}_R_weapon_setting`
);
});
calcDmg(sources, fieldnames);
});
getSectionIDs('meleeweapons', (idArray) => {
let sources = [];
let fieldnames = [];
idArray.forEach( id => {
sources.push(`repeating_meleeweapons_${id}_M_`);
fieldnames.push(
`repeating_meleeweapons_${id}_M_weapon_dam-roll`,
`repeating_meleeweapons_${id}_M_weapon_vengeful`,
`repeating_meleeweapons_${id}_M_weapon_min`,
`repeating_meleeweapons_${id}_M_weapon_max`
);
});
calcDmg(sources, fieldnames);
});
getSectionIDs('vehiclerangedweapons', (idArray) => {
let sources = [];
let fieldnames = [];
idArray.forEach( id => {
sources.push(`repeating_vehiclerangedweapons_${id}_V_R_`);
fieldnames.push(
`repeating_vehiclerangedweapons_${id}_V_R_weapon_dam-roll`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_vengeful`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_min`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_max`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_spray`,
`repeating_vehiclerangedweapons_${id}_V_R_weapon_setting`
);
});
calcDmg(sources, fieldnames);
});
getSectionIDs('vehiclemeleeweapons', (idArray) => {
let sources = [];
let fieldnames = [];
idArray.forEach( id => {
sources.push(`repeating_vehiclemeleeweapons_${id}_V_M_`);
fieldnames.push(
`repeating_vehiclemeleeweapons_${id}_V_M_weapon_dam-roll`,
`repeating_vehiclemeleeweapons_${id}_V_M_weapon_vengeful`,
`repeating_vehiclemeleeweapons_${id}_V_M_weapon_min`,
`repeating_vehiclemeleeweapons_${id}_V_M_weapon_max`
);
});
calcDmg(sources, fieldnames);
});
console.log('DAMAGES UPDATED');
});
// ___________________________________________________________________________
// __________________________ get repeating objects __________________________
// ___________________________________________________________________________
/**
* get the attributes from a repeating section and pass them in an array of objects
* @param {String} section - name of the repeating section
* @param {Array} fields - list of the attributes
* @param {Function} callback - function to pass the array of objects
*/
const getSectionObjects = function (section, fields, callback) {
if (!Array.isArray(fields)) fields = [fields];
getSectionIDs(`repeating_${section}`, idArray => {
const attrArray = idArray.reduce( (m,id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${(!Array.isArray(field)) ? field : field[1]}`))],[]);
getAttrs(attrArray, v => {
const objects = [];
idArray.forEach(id => {
let obj = { _id : id };
fields.forEach( field => {
if (!Array.isArray(field)) field = [field, field]
let [key, name] = field;
obj[`${key}`] = v[`repeating_${section}_${id}_${name}`];
});
objects.push(obj)
});
callback(objects);
});
});
}
// ___________________________________________________________________________
// ________________________________ Importer _________________________________
// ___________________________________________________________________________TODO: make this work
/*
on('clicked:import_clear', () => {
setAttrs({
import_value: ''
});
});
on('clicked:import', () => {
getAttrs(['import_value'], (v) => {
try {
var data = JSON.parse(v.import_value);
} catch(e) {
setAttrs({import_value: 'ERROR: verify that you have copied the whole Export text'}); return console.log(e);
}
console.log('Importing Character');
var attributes = {}
// functions
const mapInfo = (data) => {
let attr = {};
attr['character_name'] = data.name || '';
attr['home_world'] = data.homeworld || '';
attr['regiment'] = data.regiment || '';
attr['specialty'] = data.specialty || '';
attr['demeanor'] = data.demeanor || '';
attr['notes'] = data.note || '';
attr['player_name'] = data.player || '';
attr['appearance'] = data.appearance || '';
attr['appearance2'] = data.appearance2 || '';
attr['quirks'] = data.quirks || '';
attr['allies'] = data.allies || '';
attr['enemies'] = data.enemies || '';
attr['size'] = data.size || '';
attr['xp_total'] = data.xp || '';
attr['agi_mov_mod'] = data.movementModifier || '';
return attr;
};
const mapStat = (statName, stat) => {
let attr = {};
attr[`${statName}`] = stat.base || 0;
attr[`${statName}_advancement`] = stat.advancement || 0;
attr[`${statName}_mod`] = stat.modifier || 0;
attr[`${statName}_unnat`] = stat.unnatural || 0;
return attr;
};
const mapWounds = (wounds) => {
let attr = {};
attr['wounds'] = wounds.current || '';
attr['wounds_max'] = wounds.max || '';
attr['critical_dmg'] = wounds.critical || '';
return attr;
};
const mapFate = (fate) => {
let attr = {};
attr['fate'] = fate.current || '';
attr['fate_max'] = fate.max || '';
return attr;
};
const mapFatigue = (fatigue) => {
let attr = {};
attr['fatigue'] = fatigue.current || '';
attr['fatigue_threshold'] = fatigue.threshold || '';
return attr;
};
const mapForceField = (forcefield) => {
let attr = {};
attr['forcefield_name'] = forcefield.name || '';
attr['forcefield_protection'] = forcefield.protection || '';
attr['forcefield_overload'] = forcefield.overload || '';
return attr;
};
const mapSkill = (skill) => {
if (!skill) return ;
let attr = {}
attr[`mod2_${skill.name}`] = skill.modifier || 0;
attr[`mod3_${skill.name}`] = skill.level || 0;
return attr;
};
const mapRepeatingSkill = (skill, section) => {
if (!skill) return ;
let attr = {},
id = generateRowID();
attr[`repeating_${section}_${id}_${section}_name`] = skill.name || '';
attr[`repeating_${section}_${id}_${section}_r_mod2`] = skill.modifier || '';
attr[`repeating_${section}_${id}_${section}_r_mod3`] = skill.level || '';
return attr;
};
const mapAbility = (ability) => {
if (!ability) return ;
let attr = {},
attr['ability'] = ability.name || '';
attr['ability_desc'] = ability.description || '';
section = 'abilities',
id = generateRowID();
attr[`repeating_${section}_${id}_ability_r`] = ability.name || '';
attr[`repeating_${section}_${id}_ability_desc_r`] = ability.description || '';
return attr;
};
const mapRangedWeapon = (weapon, vehicle) => {
if (!weapon) return ;
let attr = {},
section = (vehicle) ? 'vehiclerangedweapons' : 'rangedweapons',
id = generateRowID();
if (vehicle) id += '_V';
attr[`repeating_${section}_${id}_R_weapon_name`] = weapon.name || '';
attr[`repeating_${section}_${id}_R_weapon_class`] = weapon.class || '';
attr[`repeating_${section}_${id}_R_weapon_range`] = weapon.range || '';
attr[`repeating_${section}_${id}_R_weapon_dam-roll`] = weapon.damage || '';
attr[`repeating_${section}_${id}_R_weapon_pen`] = weapon.pen || '';
attr[`repeating_${section}_${id}_R_weapon_type`] = weapon.type || '';
attr[`repeating_${section}_${id}_R_weapon_min`] = weapon.min || '';
attr[`repeating_${section}_${id}_R_weapon_max`] = weapon.max || '';
attr[`repeating_${section}_${id}_R_weapon_vengeful`] = weapon.vengeful || '';
attr[`repeating_${section}_${id}_R_weapon_accurate`] = weapon.accurate || '';
attr[`repeating_${section}_${id}_R_weapon_standard`] = weapon.standard || '';
attr[`repeating_${section}_${id}_R_weapon_burst`] = weapon.burst || '';
attr[`repeating_${section}_${id}_R_weapon_auto`] = weapon.auto || '';
attr[`repeating_${section}_${id}_R_weapon_mag`] = weapon.mag || '';
attr[`repeating_${section}_${id}_R_weapon_mag_max`] = weapon.mag_max || '';
attr[`repeating_${section}_${id}_R_weapon_carry`] = weapon.carry || '';
attr[`repeating_${section}_${id}_R_weapon_trained`] = weapon.trained || '';
attr[`repeating_${section}_${id}_R_weapon_mod1`] = weapon.mod1 || '';
attr[`repeating_${section}_${id}_R_weapon_reload`] = weapon.reload || '';
attr[`repeating_${section}_${id}_R_weapon_weight`] = weapon.weight || '';
attr[`repeating_${section}_${id}_R_weapon_domain`] = weapon.domain || '';
attr[`repeating_${section}_${id}_R_weapon_mishap_chance`] = weapon.mishap_chance || '';
attr[`repeating_${section}_${id}_R_weapon_spray`] = weapon.spray || '';
attr[`repeating_${section}_${id}_R_weapon_ability_r`] = weapon.special || '';
attr[`repeating_${section}_${id}_R_weapon_ability_desc_r`] = weapon.description || '';
return attr;
}
const mapMeleeWeapon = (weapon, vehicle) => {
if (!weapon) return ;
let attr = {},
section = (vehicle) ? 'vehiclemeleeweapons' : 'meleeweapons',
id = generateRowID();
if (vehicle) id += '_V';
attr[`repeating_${section}_${id}_M_weapon_name`] = weapon.name || '';
attr[`repeating_${section}_${id}_M_weapon_class`] = weapon.class || '';
attr[`repeating_${section}_${id}_M_weapon_reach`] = weapon.reach || '';
attr[`repeating_${section}_${id}_M_weapon_dam-roll`] = weapon.damage || '';
attr[`repeating_${section}_${id}_M_weapon_pen`] = weapon.pen || '';
attr[`repeating_${section}_${id}_M_weapon_type`] = weapon.type || '';
attr[`repeating_${section}_${id}_M_weapon_min`] = weapon.min || '';
attr[`repeating_${section}_${id}_M_weapon_max`] = weapon.max || '';
attr[`repeating_${section}_${id}_M_weapon_vengeful`] = weapon.vengeful || '';
attr[`repeating_${section}_${id}_M_weapon_trained`] = weapon.trained || '';
attr[`repeating_${section}_${id}_M_weapon_mod1`] = weapon.mod1 || '';
attr[`repeating_${section}_${id}_M_weapon_weight`] = weapon.weight || '';
attr[`repeating_${section}_${id}_M_weapon_domain`] = weapon.domain || '';
attr[`repeating_${section}_${id}_M_weapon_carry`] = weapon.carry || '';
attr[`repeating_${section}_${id}_M_weapon_ability_r`] = weapon.special || '';
attr[`repeating_${section}_${id}_M_weapon_ability_desc_r`] = weapon.description || '';
return attr;
}
const mapGear = (gear) => {
if (!gear) return ;
let attr = {},
attr['gear_carry'] = gear.carry || '';
attr['gear_name'] = gear.name || '';
attr['gear_crafts'] = gear.craftsmanship || '';
attr['gear_quantity'] = gear.quantity || '';
attr['gear_avail'] = gear.availability || '';
attr['gear_weight'] = gear.weight || '';
attr['gear_pg#'] = gear.pg || '';
attr['gear_ability_desc'] = gear.description || '';
section = 'gear',
id = generateRowID();
attr[`repeating_${section}_${id}_carry_r`] = gear.carry || '';
attr[`repeating_${section}_${id}_name_r`] = gear.name || '';
attr[`repeating_${section}_${id}_crafts_r`] = gear.craftsmanship || '';
attr[`repeating_${section}_${id}_quantity_r`] = gear.quantity || '';
attr[`repeating_${section}_${id}_avail_r`] = gear.availability || '';
attr[`repeating_${section}_${id}_weight_r`] = gear.weight || '';
attr[`repeating_${section}_${id}_pg#_r`] = gear.pg || '';
attr[`repeating_${section}_${id}_ability_desc_r`] = gear.description || '';
return attr;
}
const mapArmor = (armor) => {
let attr = {};
attr['armor_AGI'] = armor.maxAgi || '';
attr['armor_limit'] = armor.limit || '';
attr['armor_head'] = armor.head || '';
attr['armor_body'] = armor.body || '';
attr['armor_arm_right'] = armor.arm_right || '';
attr['armor_arm_left'] = armor.arm_left || '';
attr['armor_leg_right'] = armor.leg_right || '';
attr['armor_leg_left'] = armor.leg_left || '';
attr['armor_name'] = armor.description || '';
return attr;
}
const mapCybernetic = (cybernetic) => {
if (!cybernetic) return ;
let attr = {},
attr['cybernetic_name'] = cybernetic.name || '';
attr['cybernetic_location'] = cybernetic.location || '';
attr['cybernetic_page'] = cybernetic.page || '';
attr['cybernetic_desc'] = cybernetic.description || '';
section = 'cybernetics',
id = generateRowID();
attr[`repeating_${section}_${id}_cybernetic_name_r`] = cybernetic.name || '';
attr[`repeating_${section}_${id}_cybernetic_location_r`] = cybernetic.location || '';
attr[`repeating_${section}_${id}_cybernetic_page_r`] = cybernetic.page || '';
attr[`repeating_${section}_${id}_cybernetic_desc_r`] = cybernetic.description || '';
return attr;
}
const mapComrades = (comrades) => {
if (!comrades) return//do comrades load?
let attr = {},
section = 'comradename';
attr[`repeating_${section}_${id}_C_name`] = comrades.name || '';
attr[`repeating_${section}_${id}_C_status`] = comrades.description || '';
return attr;
}
const mapComradeAbilities = (comradeability) => {
if (!comradeability) return
let attr = {},
section = 'comradeability';
attr[`repeating_${section}_${id}_C_ability_r`] = comradeability.name || '';
attr[`repeating_${section}_${id}_C_ability_desc_r`] = comradeability.description || '';
return attr;
}
const mapAptitudes = (aptitudes) => {
var attr = {};
attr['aptitude_nameL'] = aptitudes[0] || '';
attr['aptitude_nameM'] = aptitudes[1] || '';
attr['aptitude_nameR'] = aptitudes[2] || '';
var section = 'aptitudes';
for (var i = 0; i < aptitudes?.length; i += 3) {
let id = generateRowID();
attr[`repeating_${section}_${id}_aptitude_nameL_r`] = aptitudes[i] || '';
attr[`repeating_${section}_${id}_aptitude_nameM_r`] = aptitudes[i+1] || '';
attr[`repeating_${section}_${id}_aptitude_nameR_r`] = aptitudes[i+2] || '';
}
return attr;
};//check how the aptitude and advancement lists are affected by Import
const mapAdvance = (advance) => {
var attr = {};
var section = 'advance';
for (var i = 0; i < advance?.length; i += 2) {
let id = generateRowID();
attr[`repeating_${section}_${id}_advancement_nameL_r`] = advance[i]?.name || '';
attr[`repeating_${section}_${id}_advancement_costL_r`] = advance[i]?.cost || '';
attr[`repeating_${section}_${id}_advancement_pg#L_r`] = advance[i]?.page || '';
attr[`repeating_${section}_${id}_advancement_nameR_r`] = advance[i+1]?.name || '';
attr[`repeating_${section}_${id}_advancement_costR_r`] = advance[i+1]?.cost || '';
attr[`repeating_${section}_${id}_advancement_pg#R_r`] = advance[i+1]?.page || '';
}
return attr;
};
const mapDisorder = (disorder) => {
if (!disorder) return;
let attr = {},
attr['insanity_disorder_minor'] = disorder.minor || '';
attr['insanity_disorder_severe'] = disorder.severe || '';
attr['insanity_disorder_acute'] = disorder.acute || '';
return attr;
}
const mapMutation = (mutation) => {
if (!mutation) return;
let attr = {},
section = 'mutations',
id = generateRowID();
attr[`repeating_${section}_${id}_mutation_r`] = mutation.name || '';
attr[`repeating_${section}_${id}_mutation_desc_r`] = mutation.description || '';
return attr;
}
const mapObjective = (objective) => {
if (!objective) return;
let attr = {},
section = 'objectives',
id = generateRowID();
attr[`repeating_${section}_${id}_objective_r`] = objective.name || '';
attr[`repeating_${section}_${id}_objective_completed`] = objective.complete || '';
return attr;
}
const mapNote = (note) => {
if (!note) return;
let attr = {},
section = 'notes',
id = generateRowID();
attr[`repeating_${section}_${id}_notes`] = note.name || '';
return attr;
}
const mapPsykana = (psykana) => {
let attr = {};
attr[`psykana_class`] = psykana.class || '';
attr[`psykana_limit`] = psykana.limit || '';
attr[`psy_rating`] = psykana.rating || '';
attr[`psy_push`] = psykana.push || '';
attr[`psykana_sustain`] = psykana.sustain || '';
attr[`psykana_sustain_count`] = psykana.sustain_count || '';
return attr;
};
const mapPsyMinor = (minor) => {
if (!minor) return
let attr = {},
section = 'minormanifestation';
attr[`repeating_${section}_${id}_P_minor_r`] = minor.name || '';
attr[`repeating_${section}_${id}_P_minor_desc_r`] = minor.description || '';
return attr;
}
const mapPsyNote = (note) => {
if (!note) return
let attr = {},
section = 'psynotes';
attr[`repeating_${section}_${id}_P_note_r`] = note.name || '';
attr[`repeating_${section}_${id}_P_note_desc_r`] = note.description || '';
return attr;
}
const mapPsyPower = (power) => {
if (!power) return;
let attr = {},
section = 'psychicabilities',
id = generateRowID();
attr[`repeating_${section}_${id}_P_name`] = power.name || '';
attr[`repeating_${section}_${id}_P_subtype`] = power.subtype || '';
attr[`repeating_${section}_${id}_P_range`] = power.range || '';
attr[`repeating_${section}_${id}_P_dam-roll`] = power.damage || '';
attr[`repeating_${section}_${id}_P_type`] = power.type || '';
attr[`repeating_${section}_${id}_P_pen`] = power.pen || '';
attr[`repeating_${section}_${id}_P_focus`] = power.focus || '';
attr[`repeating_${section}_${id}_P_mod1`] = power.mod || '';
attr[`repeating_${section}_${id}_P_multi`] = power.multi || '';
attr[`repeating_${section}_${id}_P_action`] = power.action || '';
attr[`repeating_${section}_${id}_P_sustained`] = power.sustained || '';
attr[`repeating_${section}_${id}_P_ability_r`] = power.ability || '';
attr[`repeating_${section}_${id}_P_desc_r`] = power.desc || '';
return attr;
}
const mapVehicle = (vehicle) => {
if (!vehicle) return;
let attr = {},
section = 'vehicles-R',
id = generateRowID();
attr[`repeating_${section}_${id}_vehicle-name`] = vehicle.name || '';
attr[`repeating_${section}_${id}_vehicle-size`] = vehicle.size || '';
attr[`repeating_${section}_${id}_vehicle-world`] = vehicle.world || '';
attr[`repeating_${section}_${id}_vehicle-type`] = vehicle.type || '';
attr[`repeating_${section}_${id}_vehicle-tactical`] = vehicle.tactical || '';
attr[`repeating_${section}_${id}_vehicle-cruising`] = vehicle.cruising || '';
attr[`repeating_${section}_${id}_vehicle-maneuver`] = vehicle.maneuver || '';
attr[`repeating_${section}_${id}_vehicle-crew`] = vehicle.crew || '';
attr[`repeating_${section}_${id}_vehicle-complement`] = vehicle.complement || '';
attr[`repeating_${section}_${id}_vehicle-integrity`] = vehicle.integrity || '';
attr[`repeating_${section}_${id}_vehicle-integrity_max`] = vehicle.integrity_max || '';
attr[`repeating_${section}_${id}_vehicle-armor-front`] = vehicle['armor-front'] || '';
attr[`repeating_${section}_${id}_vehicle-armor-side`] = vehicle['armor-side'] || '';
attr[`repeating_${section}_${id}_vehicle-armor-side-right`] = vehicle['armor-side-right'] || '';
attr[`repeating_${section}_${id}_vehicle-armor-rear`] = vehicle['armor-rear'] || '';
attr[`repeating_${section}_${id}_armaments`] = vehicle.armaments || '';
attr[`repeating_${section}_${id}_armaments_desc`] = vehicle.armaments_desc || '';
attr[`repeating_${section}_${id}_vehicle_traits`] = vehicle.traits || '';
attr[`repeating_${section}_${id}_vehicle_traits_desc`] = vehicle.traits_desc || '';
attr[`repeating_${section}_${id}_modifications`] = vehicle.modifications || '';
attr[`repeating_${section}_${id}_modifications_desc`] = vehicle.modifications_desc || '';
attr[`repeating_${section}_${id}_notes`] = vehicle.notes || '';
attr[`repeating_${section}_${id}_notes_desc`] = vehicle.notes_desc || '';
return attr;
}
// info Block
attributes = {...attributes, ...mapInfo(data)}
// STATS
attributes = {...attributes, ...mapStat('WS', data.weaponSkill)};
attributes = {...attributes, ...mapStat('BS', data.ballisticSkill)};
attributes = {...attributes, ...mapStat('STR', data.strength)};
attributes = {...attributes, ...mapStat('TOU', data.toughness)};
attributes = {...attributes, ...mapStat('AGI', data.agility)};
attributes = {...attributes, ...mapStat('INT', data.intelligence)};
attributes = {...attributes, ...mapStat('PER', data.perception)};
attributes = {...attributes, ...mapStat('WP', data.willpower)};
attributes = {...attributes, ...mapStat('FEL', data.fellowship)};
// WOUNDS, FATE, FATIGUE, FORCEFIELD
attributes = {...attributes, ...mapWounds(data.wounds)};
attributes = {...attributes, ...mapFate(data.fate)};
attributes = {...attributes, ...mapFatigue(data.fatigue)};
attributes = {...attributes, ...mapForceField(data.forcefield)};
// SKILLS, REPEATING SKILLS
data?.skills?.forEach(skill => {
attributes = {...attributes, ...mapSkill(skill)};
});
data?.lores?.common?.forEach(skill => {
attributes = {...attributes, ...mapRepeatingSkill(skill, 'common-lore')};
});
data?.lores?.scholastic?.forEach(skill => {
attributes = {...attributes, ...mapRepeatingSkill(skill, 'scholastic-lore')};
});
data?.lores?.forbidden?.forEach(skill => {
attributes = {...attributes, ...mapRepeatingSkill(skill, 'forbidden-lore')};
});
data?.linguistics?.forEach(skill => {
attributes = {...attributes, ...mapRepeatingSkill(skill, 'linguistics')};
});
data?.trades?.forEach(skill => {
attributes = {...attributes, ...mapRepeatingSkill(skill, 'trades')};
});
// TALENTS, TRAITS
data?.abilities?.forEach(ability => {
attributes = {...attributes, ...mapAbility(ability, 'abilities')};
});
data?.traits?.forEach(trait => {
attributes = {...attributes, ...mapTrait(trait)};
});
// INVENTORY
data?.inventory?.weapons?.ranged?.forEach( weapon => {
attributes = {...attributes, ...mapRangedWeapon(weapon)};
});
data?.inventory?.weapons?.melee?.forEach( weapon => {
attributes = {...attributes, ...mapMeleeWeapon(weapon)};
});
data?.inventory?.gears?.forEach( gear => {
attributes = {...attributes, ...mapGear(gear)};
});
attributes = {...attributes, ...mapArmor(data?.inventory?.armor)};
data?.inventory?.cybernetics?.forEach( cybernetic => {
attributes = {...attributes, ...mapCybernetic(cybernetic)};
});
// ADVANCEMENTS
attributes = {...attributes, ...mapAptitudes(data?.advancements?.aptitudes)};
attributes = {...attributes, ...mapAdvance(data?.advancements?.advances)};
for (var training in data?.advancements?.training) {
attributes[`weapons_training_${training}`] = data?.advancements?.training[training];
}
// INSANITY, CORRUPTION
attributes[`insanity_pts`] = data?.insanity?.points;
attributes[`corruption_pts`] = data?.corruption?.points;
data?.corruption?.mutations?.forEach( mutation => {
attributes = {...attributes, ...mapMutation(mutation)};
})
// OBJECTIVES, NOTES
data?.objectives?.forEach( objective => {
attributes = {...attributes, ...mapObjective(objective)};
});
data?.notes?.forEach( note => {
attributes = {...attributes, ...mapNote(note)};
});
// VEHICLES
data?.vehicles?.list?.forEach( vehicle => {
attributes = {...attributes, ...mapVehicle(vehicle)};
});
data?.vehicles?.weapons?.ranged?.forEach( weapon => {
attributes = {...attributes, ...mapRangedWeapon(weapon, true)};
});
data?.vehicles?.weapons?.melee?.forEach( weapon => {
attributes = {...attributes, ...mapMeleeWeapon(weapon, true)};
});
// PSYKANA
attributes = {...attributes, ...mapPsykana(data?.psykana)};
console.log('setting attributes');
attributes.import_value = 'Success: Character Imported Successfully\n\nRemember to add the token manually';
setAttrs(attributes, true);
})
})
*/
</script>
<rolltemplate class="sheet-rolltemplate-mythic">
{{#initiative}}
<div class="template-header">{{character}} rolls for Initiative</div>
<div class="template-content">
<div class="template-row template-center mythic_crit">{{initiative}} Initiative</div>
</div>
{{/initiative}}
{{#d100}}
<div class="template-header">{{character}} just rolls a d100 </div>
<div class="template-content">
<div class="template-row template-center">Target: {{target}} Roll: {{roll}} </div>
<div class="template-row template-center">Difference: {{difference}}</div>
</div>
{{/d100}}
{{#forcefield}}
<div class="template-header">{{character}} tries a Force Field</div>
<div class="template-content">
<div class="template-row template-center">{{forcefield}}</div>
<div class="template-row template-center">{{roll}}</div>
{{#rollWasCrit() roll }}<div class="template-row template-center">Failed to Engage</div>{{/rollWasCrit() roll }}
{{#rollWasFumble() roll }}<div class="template-row template-center">Overloaded</div>{{/rollWasFumble() roll }}
</div>
{{/forcefield}}
{{#roll-name}}
<div class="template-header">{{character}} rolls for {{roll-name}}</div>
<div class="template-content">
<div class="template-2x2">
<div class="template-2x2">
<div class="template-row template-right">Target:</div>
<div class="template-row">{{target}}</div>
</div>
<div class="template-2x2">
<div class="template-row template-right">Roll</div>
<div class="template-row inlinerollresult">{{roll}}</div>
</div>
</div>
<div class="template-content">
<!-- TODO: see if you really like the way DoS/DoF is bugged out here, or if it needs fix -->
{{#^rollGreater() roll target}}
<div class="template-2x2 template-row">Degrees of Success: {{dos}}</div>
{{/^rollGreater() roll target}}
{{#rollGreater() roll target}}
<div class="template-2x2 template-row">Degrees of Failure: {{dof}}</div>
{{/rollGreater() roll target}}
</div>
</div>
{{/roll-name}}
<!--TODO: lots of these would look better if the key/value pairs were left/right rather than centered-->
{{#attack}}
<div class="template-header">{{character}} rolls to hit with {{weapon}}</div>
{{#loc}}<div class="template-content template-content_top">{{/loc}}
{{^loc}}<div class="template-content">{{/loc}}
<div class="rolltemplate-collapsible_entity_switch">
<div class="template-2x2 template-content">
<div class="template-2x2">
<div class="template-row template-right">Target:</div>
<div class="template-row">{{target}}</div>
</div>
<div class="template-2x2">
<div class="template-row template-right">Roll:</div>
<div class="template-row">{{roll}}</div>
</div>
</div>
<div class="rolltemplate-collapsible_entity_block">
{{#stat_name}}
<div class="template-2x2 template-row">
<div class="template-right">{{stat_name}}</div>
<div>{{stat}}</div>
</div>
{{/stat_name}}
{{#advancement}}
<div class="template-2x2 template-row">
<div class="template-right">Advancement</div>
<div>{{advancement}}</div>
</div>
{{/advancement}}
{{#hitmod}}
<div class="template-2x2 template-row">
<div class="template-right">Hit Mod</div>
<div>{{hitmod}}</div>
</div>
{{/hitmod}}
{{#trained}}
<div class="template-2x2 template-row">
<div class="template-right">Weapon Trained</div>
<div>{{trained}}</div>
</div>
{{/trained}}
{{#aim}}
<div class="template-2x2 template-row">
<div class="template-right">
{{#rollTotal() aim 0}}No Aim{{/rollTotal() aim 0}}
{{#rollTotal() aim 10}}Half Aim{{/rollTotal() aim 10}}
{{#rollTotal() aim 20}}Full Aim{{/rollTotal() aim 20}}
</div>
<div>{{aim}}</div>
</div>
{{/aim}}
{{#R_type}}
<div class="template-2x2 template-row">
<div class="template-right">
{{#rollTotal() R_type 10}}Single Shot{{/rollTotal() R_type 10}}
{{#rollTotal() R_type 0}}Burst{{/rollTotal() R_type 0}}
{{#rollTotal() R_type -10}}Full Auto{{/rollTotal() R_type -10}}
{{#rollTotal() R_type -20}}Called Shot / Suppressing{{/rollTotal() R_type -20}}
</div>
<div>{{R_type}}</div>
</div>
{{/R_type}}
{{#range}}
<div class="template-2x2 template-row">
<div class="template-right">
{{#rollTotal() range 30}}Point Blank{{/rollTotal() range 30}}
{{#rollTotal() range 10}}Short Range{{/rollTotal() range 10}}
{{#rollTotal() range 0}}Standard{{/rollTotal() range 0}}
{{#rollTotal() range -10}}Long Range{{/rollTotal() range -10}}
{{#rollTotal() range -30}}Extreme{{/rollTotal() range -30}}
</div>
<div>{{range}}</div>
</div>
{{/range}}
{{#M_type}}
<div class="template-2x2 template-row">
<div class="template-right">
{{#rollTotal() M_type 30}}All Out{{/rollTotal() M_type 30}}
{{#rollTotal() M_type 20}}Charge{{/rollTotal() M_type 20}}
{{#rollTotal() M_type 10}}Standard{{/rollTotal() M_type 10}}
</div>
<div>{{M_type}}</div>
</div>
{{/M_type}}
{{#multi}}
<div class="template-2x2 template-row">
<div class="template-right">
{{#rollTotal() multi 0}}Standard{{/rollTotal() multi 0}}
{{#rollTotal() multi -10}}Swift{{/rollTotal() multi -10}}
{{#rollTotal() multi -20}}Lighting{{/rollTotal() multi -20}}
</div>
<div>{{multi}}</div>
</div>
{{/multi}}
{{#class}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Class</div>
<div>
{{#rollTotal() class 0}}Bound{{/rollTotal() class 0}}
{{#rollTotal() class 1}}Unbound{{/rollTotal() class 1}}
{{#rollTotal() class 2}}Demonic{{/rollTotal() class 2}}
</div>
</div>
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Limit</div>
<div>
{{#rollTotal() limit 0}}Fettered{{/rollTotal() limit 0}}
{{#rollTotal() limit 1}}Unfettered{{/rollTotal() limit 1}}
{{#rollTotal() limit 2}}Push{{/rollTotal() limit 2}}
</div>
</div>
{{/class}}
{{#epr}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">EPR Mod</div>
<div>{{eprmod}}</div>
</div>
{{/epr}}
{{#focus}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Focus Power</div>
<div>{{focus}}</div>
</div>
{{/focus}}
{{#pmod}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Power Mod</div>
<div class="sheet-template-left">{{pmod}}</div>
</div>
{{/pmod}}
{{#modifier}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Modifier</div>
<div class="sheet-template-left">{{modifier}}</div>
</div>
{{/modifier}}
{{#rollTotal() fatigued -10}}
<div class="sheet-template-2x2 sheet-template-row">
<div class="sheet-template-right">Fatigued</div>
<div class="sheet-template-left">{{fatigued}}</div>
</div>
{{/rollTotal() fatigued -10}}
</div>
</div>
<!-- TODO: see if you really like the way DoS/DoF is bugged out here, or if it needs fix -->
{{#^rollGreater() roll target}}
<div class="template-2x2 template-row">Degrees of Success: {{dos}}</div>
{{#R_type}}
{{#rollTotal() R_type 0}}
<div class="sheet-template-center">Semi Auto:
{{#rollBetween() dos 1 2}}1 Hit {{/rollBetween() dos 1 2}}
{{#^rollBetween() dos 1 2}}{{burstwin}} Hits {{/^rollBetween() dos 1 2}}
/ Max: {{burst}}
</div>
{{/rollTotal() R_type 0}}
{{#rollTotal() R_type -10}}
<div class="sheet-template-center">Full Auto:
{{#rollTotal() dos 1}}1 Hit {{/rollTotal() dos 1}}
{{#^rollTotal() dos 1}}{{dos}} Hits {{/^rollTotal() dos 1}}
/ Max: {{auto}}
</div>
{{/rollTotal() R_type -10}}
<!-- TODO: This line procs on Called Shot, but fixing that bug will bloat the code considerably. -->
{{#rollTotal() R_type -20}}
<div class="sheet-template-center">Suppression:
{{#rollBetween() dos 1 2}}1 Hit {{/rollBetween() dos 1 2}}
{{#^rollBetween() dos 1 2}}{{burstwin}} Hits {{/^rollBetween() dos 1 2}}
/ Max: {{burst}} or {{auto}}
</div>
{{/rollTotal() R_type -20}}
{{/R_type}}
{{#M_type}}
{{#rollTotal() multi -10}}
<div class="sheet-template-center">Swift Attack:
{{#rollBetween() dos 1 2}}1 Hit {{/rollBetween() dos 1 2}}
{{#^rollBetween() dos 1 2}}{{burstwin}} Hits {{/^rollBetween() dos 1 2}}
/ Max: {{WS_bonus}}
</div>
{{/rollTotal() multi -10}}
{{#rollTotal() multi -20}}
<div class="sheet-template-center">Ltng Attack:
{{#rollTotal() dos 1}}1 Hit {{/rollTotal() dos 1}}
{{#^rollTotal() dos 1}}{{dos}} Hits {{/^rollTotal() dos 1}}
/ Max: {{WS_bonus}}
</div>
{{/rollTotal() multi -20}}
{{/M_type}}
{{#P_multi}}
{{#rollTotal() P_multi 2}}
<div class="sheet-template-center">Psy Barrage:
{{#rollBetween() dos 1 2}}1 Hit {{/rollBetween() dos 1 2}}
{{#^rollBetween() dos 1 2}}{{burstwin}} Hits {{/^rollBetween() dos 1 2}}
/ Max: {{epr}}
</div>
{{/rollTotal() P_multi 2}}
{{#rollTotal() P_multi 3}}
<div class="sheet-template-center">Psy Storm:
{{#rollTotal() dos 1}}1 Hit {{/rollTotal() dos 1}}
{{#^rollTotal() dos 1}}{{dos}} Hits {{/^rollTotal() dos 1}}
/ Max: {{epr}}
</div>
{{/rollTotal() P_multi 3}}
{{/P_multi}}
{{/^rollGreater() roll target}}
{{#rollGreater() roll target}}
<div class="template-2x2 template-row">Degrees of Failure: {{dof}}</div>
{{/rollGreater() roll target}}
{{#rollWasCrit() roll }}
{{#psy}}<div class="template-row template-center">Failed to cast due to >91 roll</div>{{/psy}}
{{^psy}}<div class="template-row template-center">That's not good...</div>{{/psy}}
{{/rollWasCrit() roll }}
{{#rollWasFumble() roll }}
{{#psy}}<div class="template-row template-center">Psychic Phenomena</div>{{/psy}}
{{^psy}}<div class="template-row template-center">How about that?</div>{{/psy}}
{{/rollWasFumble() roll }}
</div>
{{/attack}}
{{#loc}}
{{^attack}}<div class="template-content template-round">{{/attack}}
{{#attack}} <div class="template-content">{{/attack}}
<!-- Hit location: Head -->
{{#rollTotal() roll 10}}
<div class="template-row template-center template-break">Hit Location: 01</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 10}}
{{#rollTotal() roll 20}}
<div class="template-row template-center template-break">Hit Location: 02</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 20}}
{{#rollTotal() roll 30}}
<div class="template-row template-center template-break">Hit Location: 03</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 30}}
{{#rollTotal() roll 40}}
<div class="template-row template-center template-break">Hit Location: 04</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 40}}
{{#rollTotal() roll 50}}
<div class="template-row template-center template-break">Hit Location: 05</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 50}}
{{#rollTotal() roll 60}}
<div class="template-row template-center template-break">Hit Location: 06</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 60}}
{{#rollTotal() roll 70}}
<div class="template-row template-center template-break">Hit Location: 07</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 70}}
{{#rollTotal() roll 80}}
<div class="template-row template-center template-break">Hit Location: 08</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 80}}
{{#rollTotal() roll 90}}
<div class="template-row template-center template-break">Hit Location: 09</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 90}}
{{#rollTotal() roll 1}}
<div class="template-row template-center template-break">Hit Location: 10</div>
<div class="template-row template-center">HEAD / MOTIVE SYSTEM</div>
{{/rollTotal() roll 1}}
<!-- Hit Location: Right Arm -->
{{#rollTotal() roll 11}}
<div class="template-row template-center template-break">Hit Location: 11</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 11}}
{{#rollTotal() roll 21}}
<div class="template-row template-center template-break">Hit Location: 12</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 21}}
{{#rollTotal() roll 31}}
<div class="template-row template-center template-break">Hit Location: 13</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 31}}
{{#rollTotal() roll 41}}
<div class="template-row template-center template-break">Hit Location: 14</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 41}}
{{#rollTotal() roll 51}}
<div class="template-row template-center template-break">Hit Location: 15</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 51}}
{{#rollTotal() roll 61}}
<div class="template-row template-center template-break">Hit Location: 16</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 61}}
{{#rollTotal() roll 71}}
<div class="template-row template-center template-break">Hit Location: 17</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 71}}
{{#rollTotal() roll 81}}
<div class="template-row template-center template-break">Hit Location: 18</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 81}}
{{#rollTotal() roll 91}}
<div class="template-row template-center template-break">Hit Location: 19</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 91}}
{{#rollTotal() roll 2}}
<div class="template-row template-center template-break">Hit Location: 20</div>
<div class="template-row template-center">RIGHT ARM / MOTIVE SYSTEM</div>
{{/rollTotal() roll 2}}
<!-- Hit Location: Left Arm -->
{{#rollTotal() roll 12}}
<div class="template-row template-center template-break">Hit Location: 21</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 12}}
{{#rollTotal() roll 22}}
<div class="template-row template-center template-break">Hit Location: 22</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 22}}
{{#rollTotal() roll 32}}
<div class="template-row template-center template-break">Hit Location: 23</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 32}}
{{#rollTotal() roll 42}}
<div class="template-row template-center template-break">Hit Location: 24</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 42}}
{{#rollTotal() roll 52}}
<div class="template-row template-center template-break">Hit Location: 25</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 52}}
{{#rollTotal() roll 62}}
<div class="template-row template-center template-break">Hit Location: 26</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 62}}
{{#rollTotal() roll 72}}
<div class="template-row template-center template-break">Hit Location: 27</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 72}}
{{#rollTotal() roll 82}}
<div class="template-row template-center template-break">Hit Location: 28</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 82}}
{{#rollTotal() roll 92}}
<div class="template-row template-center template-break">Hit Location: 29</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 92}}
{{#rollTotal() roll 3}}
<div class="template-row template-center template-break">Hit Location: 30</div>
<div class="template-row template-center">LEFT ARM / HULL</div>
{{/rollTotal() roll 3}}
<!-- Hit Location: Body -->
{{#rollTotal() roll 13}}
<div class="template-row template-center template-break">Hit Location: 31</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 13}}
{{#rollTotal() roll 23}}
<div class="template-row template-center template-break">Hit Location: 32</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 23}}
{{#rollTotal() roll 33}}
<div class="template-row template-center template-break">Hit Location: 33</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 33}}
{{#rollTotal() roll 43}}
<div class="template-row template-center template-break">Hit Location: 34</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 43}}
{{#rollTotal() roll 53}}
<div class="template-row template-center template-break">Hit Location: 35</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 53}}
{{#rollTotal() roll 63}}
<div class="template-row template-center template-break">Hit Location: 36</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 63}}
{{#rollTotal() roll 73}}
<div class="template-row template-center template-break">Hit Location: 37</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 73}}
{{#rollTotal() roll 83}}
<div class="template-row template-center template-break">Hit Location: 38</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 83}}
{{#rollTotal() roll 93}}
<div class="template-row template-center template-break">Hit Location: 39</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 93}}
{{#rollTotal() roll 4}}
<div class="template-row template-center template-break">Hit Location: 40</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 14}}
<div class="template-row template-center template-break">Hit Location: 41</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 14}}
{{#rollTotal() roll 24}}
<div class="template-row template-center template-break">Hit Location: 42</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 24}}
{{#rollTotal() roll 34}}
<div class="template-row template-center template-break">Hit Location: 43</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 34}}
{{#rollTotal() roll 44}}
<div class="template-row template-center template-break">Hit Location: 44</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 44}}
{{#rollTotal() roll 54}}
<div class="template-row template-center template-break">Hit Location: 45</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 54}}
{{#rollTotal() roll 64}}
<div class="template-row template-center template-break">Hit Location: 46</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 64}}
{{#rollTotal() roll 74}}
<div class="template-row template-center template-break">Hit Location: 47</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 74}}
{{#rollTotal() roll 84}}
<div class="template-row template-center template-break">Hit Location: 48</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 84}}
{{#rollTotal() roll 94}}
<div class="template-row template-center template-break">Hit Location: 49</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 94}}
{{#rollTotal() roll 5}}
<div class="template-row template-center template-break">Hit Location: 50</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 15}}
<div class="template-row template-center template-break">Hit Location: 51</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 15}}
{{#rollTotal() roll 25}}
<div class="template-row template-center template-break">Hit Location: 52</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 25}}
{{#rollTotal() roll 35}}
<div class="template-row template-center template-break">Hit Location: 53</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 35}}
{{#rollTotal() roll 45}}
<div class="template-row template-center template-break">Hit Location: 54</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 45}}
{{#rollTotal() roll 55}}
<div class="template-row template-center template-break">Hit Location: 55</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 55}}
{{#rollTotal() roll 65}}
<div class="template-row template-center template-break">Hit Location: 56</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 65}}
{{#rollTotal() roll 75}}
<div class="template-row template-center template-break">Hit Location: 57</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 75}}
{{#rollTotal() roll 85}}
<div class="template-row template-center template-break">Hit Location: 58</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 85}}
{{#rollTotal() roll 95}}
<div class="template-row template-center template-break">Hit Location: 59</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 95}}
{{#rollTotal() roll 6}}
<div class="template-row template-center template-break">Hit Location: 60</div>
<div class="template-row template-center">BODY / HULL</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 16}}
<div class="template-row template-center template-break">Hit Location: 61</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 16}}
{{#rollTotal() roll 26}}
<div class="template-row template-center template-break">Hit Location: 62</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 26}}
{{#rollTotal() roll 36}}
<div class="template-row template-center template-break">Hit Location: 63</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 36}}
{{#rollTotal() roll 46}}
<div class="template-row template-center template-break">Hit Location: 64</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 46}}
{{#rollTotal() roll 56}}
<div class="template-row template-center template-break">Hit Location: 65</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 56}}
{{#rollTotal() roll 66}}
<div class="template-row template-center template-break">Hit Location: 66</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 66}}
{{#rollTotal() roll 76}}
<div class="template-row template-center template-break">Hit Location: 67</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 76}}
{{#rollTotal() roll 86}}
<div class="template-row template-center template-break">Hit Location: 68</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 86}}
{{#rollTotal() roll 96}}
<div class="template-row template-center template-break">Hit Location: 69</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 96}}
{{#rollTotal() roll 7}}
<div class="template-row template-center template-break">Hit Location: 70</div>
<div class="template-row template-center">BODY / WEAPON</div>
{{/rollTotal() roll 7}}
<!-- Hit Location: Right Leg -->
{{#rollTotal() roll 17}}
<div class="template-row template-center template-break">Hit Location: 71</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 17}}
{{#rollTotal() roll 27}}
<div class="template-row template-center template-break">Hit Location: 72</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 27}}
{{#rollTotal() roll 37}}
<div class="template-row template-center template-break">Hit Location: 73</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 37}}
{{#rollTotal() roll 47}}
<div class="template-row template-center template-break">Hit Location: 74</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 47}}
{{#rollTotal() roll 57}}
<div class="template-row template-center template-break">Hit Location: 75</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 57}}
{{#rollTotal() roll 67}}
<div class="template-row template-center template-break">Hit Location: 76</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 67}}
{{#rollTotal() roll 77}}
<div class="template-row template-center template-break">Hit Location: 77</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 77}}
{{#rollTotal() roll 87}}
<div class="template-row template-center template-break">Hit Location: 78</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 87}}
{{#rollTotal() roll 97}}
<div class="template-row template-center template-break">Hit Location: 79</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 97}}
{{#rollTotal() roll 8}}
<div class="template-row template-center template-break">Hit Location: 80</div>
<div class="template-row template-center">RIGHT LEG / WEAPON</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 18}}
<div class="template-row template-center template-break">Hit Location: 81</div>
<div class="template-row template-center">RIGHT LEG / TURRET</div>
{{/rollTotal() roll 18}}
{{#rollTotal() roll 28}}
<div class="template-row template-center template-break">Hit Location: 82</div>
<div class="template-row template-center">RIGHT LEG / TURRET</div>
{{/rollTotal() roll 28}}
{{#rollTotal() roll 38}}
<div class="template-row template-center template-break">Hit Location: 83</div>
<div class="template-row template-center">RIGHT LEG / TURRET</div>
{{/rollTotal() roll 38}}
{{#rollTotal() roll 48}}
<div class="template-row template-center template-break">Hit Location: 84</div>
<div class="template-row template-center">RIGHT LEG / TURRET</div>
{{/rollTotal() roll 48}}
{{#rollTotal() roll 58}}
<div class="template-row template-center template-break">Hit Location: 85</div>
<div class="template-row template-center">RIGHT LEG / TURRET</div>
{{/rollTotal() roll 58}}
<!-- Hit Location: Left Leg -->
{{#rollTotal() roll 68}}
<div class="template-row template-center template-break">Hit Location: 86</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 68}}
{{#rollTotal() roll 78}}
<div class="template-row template-center template-break">Hit Location: 87</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 78}}
{{#rollTotal() roll 88}}
<div class="template-row template-center template-break">Hit Location: 88</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 88}}
{{#rollTotal() roll 98}}
<div class="template-row template-center template-break">Hit Location: 89</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 98}}
{{#rollTotal() roll 9}}
<div class="template-row template-center template-break">Hit Location: 90</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 9}}
{{#rollTotal() roll 19}}
<div class="template-row template-center template-break">Hit Location: 91</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 19}}
{{#rollTotal() roll 29}}
<div class="template-row template-center template-break">Hit Location: 92</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 29}}
{{#rollTotal() roll 39}}
<div class="template-row template-center template-break">Hit Location: 93</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 39}}
{{#rollTotal() roll 49}}
<div class="template-row template-center template-break">Hit Location: 94</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 49}}
{{#rollTotal() roll 59}}
<div class="template-row template-center template-break">Hit Location: 95</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 59}}
{{#rollTotal() roll 69}}
<div class="template-row template-center template-break">Hit Location: 96</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 69}}
{{#rollTotal() roll 79}}
<div class="template-row template-center template-break">Hit Location: 97</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 79}}
{{#rollTotal() roll 89}}
<div class="template-row template-center template-break">Hit Location: 98</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 89}}
{{#rollTotal() roll 99}}
<div class="template-row template-center template-break">Hit Location: 99</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 99}}
{{#rollTotal() roll 100}}
<div class="template-row template-center template-break">Hit Location: 00</div>
<div class="template-row template-center">LEFT LEG / TURRET</div>
{{/rollTotal() roll 100}}
<!--
<div class="template-row template-center template-break">Hit Location {{loc}}</div>
<div class="template-row template-center">
{{#rollBetween() loc 1 10}} HEAD {{/rollBetween() loc 1 10}}
{{#rollBetween() loc 11 20}} RIGHT ARM {{/rollBetween() loc 11 20}}
{{#rollBetween() loc 21 30}} LEFT ARM {{/rollBetween() loc 21 30}}
{{#rollBetween() loc 31 70}} BODY {{/rollBetween() loc 31 70}}
{{#rollBetween() loc 71 85}} RIGHT LEG {{/rollBetween() loc 71 85}}
{{#rollBetween() loc 86 100}} LEFT LEG {{/rollBetween() loc 86 100}}
{{#rollBetween() loc 1 20}} / MOTIVE SYSTEM {{/rollBetween() loc 1 20}}
{{#rollBetween() loc 21 60}} / HULL {{/rollBetween() loc 21 60}}
{{#rollBetween() loc 61 80}} / WEAPON {{/rollBetween() loc 61 80}}
{{#rollBetween() loc 81 100}} / TURRET {{/rollBetween() loc 81 100}}
</div>
-->
</div>
{{/loc}}
{{#damage}}
<div class="template-header">{{character}} rolls for damage with {{weapon}}</div>
{{#description}}<div class="template-content template-content_top">{{/description}}
{{^description}}<div class="template-content">{{/description}}
<div class="template-2x2">
<div class="template-2x2">
<div class="template-row template-right">Type:</div>
</div>
<div class="template-2x2">
<div class="template-row">{{type}}</div>
</div>
<div class="template-2x2">
<div class="template-row template-right">Damage</div>
<div class="template-row mythic_crit">{{damage}}</div>
</div>
<div class="template-2x2">
<div class="template-row template-right">Pen</div>
<div class="template-row mythic_crit">{{pen}}</div>
</div>
</div>
{{#rollWasCrit() damage}}
<div class="template-row template-center">Check for Righteous Fury</div>
{{/rollWasCrit() damage}}
{{#rollWasFumble() damage}}
{{#rollTotal() spray 1}}<div class="template-row template-center">That's not good...</div>{{/rollTotal() spray 1}}
{{/rollWasFumble() damage}}
</div>
{{/damage}}
{{#description}}
{{#name}}<div class="template-header">{{name}}</div>{{/name}}
<div class="template-content">
<div class="template-row">{{description}}</div>
</div>
{{/description}}
{{#righteousfury}}
<div class="template-header">{{character}} attacks with Righteous Fury (p258/p276)</div>
<div class="template-content">
<!-- target is person -->
{{#rollTotal() target 0}}
<!-- target is person's Arm -->
{{#rollTotal() location 0}}
<!-- target is person's Arm, Energy damage -->
{{#rollTotal() type 0}}
<div class="template-row template-center">Energy critcal to Arm.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">All Tests involving the arm take a -30 for 1d5 Rounds.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Arm is useless for 1d5 Rounds. Target takes 1 Fatigue.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target may only take a Half Action in the next Round, takes 1d5 Fatigue.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target is Stunned for 1 Round, knocked Prone. Arm is useless for 1d10 Rounds.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is Stunned for 1 Round, arm is useless until target receives medical treatment.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target takes 1d5 WS and BS damage, 1d5 Fatigue. +0 TOU Test or permanently lose use of the hand.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Until arm is repaired, target counts as having only one arm. Target is Stunned for 1 Round, takes 1d5 Fatigue.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">+0 TOU Test or be Stunned for 1d5 Rounds. Target takes 1d10 Fatigue, loses arm.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">+0 TOU Test or die of shock. On survival, target takes 1d10 Fatigue and is Stunned for 1 Round, loses arm.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Arm is burned to a stump, target dies.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
<!-- target is person's Arm, Explosive damage -->
{{#rollTotal() type 1}}
<div class="template-row template-center">Explosive critcal to Arm.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes 1 Fatigue.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target drops anything held in that hand, +0 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target loses 1 finger (and up to 1d5 other fingertips), takes 1d10 WS and BS damage, destroys anything carried in the hand. If it is an explosive, kill target instantly.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target is Stunned for 1 Round, arm is useless until medical treatment is received. +0 TOU check or suffer Blood Loss.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">+10 TOU check or lose the hand. On success, 1 permanent WS and BS damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target takes 1d5 Fatigue. Until medical attention is received, target counts as only having one arm. Target gains Blood Loss.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">+0 TOU Test or die of shock. On success, target is Stunned for 1d10 Rounds, takes 1d10 Fatigue, gains Blood Loss, loses arm.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Arm explodes, target dies. If carrying a weapon with a power source, that explodes, dealing 1d10+5 Impact damage to anyone within 2 meters.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies. If carrying a weapon with a power source, that explodes, dealing 1d10+5 Impact damage to anyone within 2 meters. If carrying ammunition, it cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. If target is carrying other explosives, they detonate centered on the target.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
<!-- target is person's Arm, Impact damage -->
{{#rollTotal() type 2}}
<div class="template-row template-center">Impact critcal to Arm.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target drops anything held in that hand.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target takes 1 Fatigue.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target is Stunned for 1 Round, drops anything held in that hand. 10% chance that the thing dropped is unusable until repaired.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target drops anything held in that hand. +0 TOU Test or take 1d10 WS and BS damage.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target's limb is useless until target receives medical treatment.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target crushes 1d5 fingers, takes 1 Fatigue, +0 TOU Test or take 2 permanent WS and BS damage.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target's arm is broken; until repaired, target counts as not having the arm. Target suffers Blood Loss.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">+0 TOU Test or die of shock. On success, Stunned for 1d10 Rounds, takes 1d5 Fatigue, suffers Blood Loss, loses the arm.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, anyone within 2 meters of the target suffers 1d5-3 Impact damage to a random body part.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
<!-- target is person's Arm, Rending damage -->
{{#rollTotal() type 3}}
<div class="template-row template-center">Rending critcal to Arm.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target drops anything held in that arm.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target drops anything held in that arm, takes 1 Fatigue.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target drops anything held in that arm, +0 TOU Test or suffer Blood Loss.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target falls Prone, takes 2 Fatigue. Limb is useless for 1d10 Rounds.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target suffers Blood Loss. Limb is useless without medical treatment.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target loses 1d5 fingers, Stunned for 1 Round, +0 TOU Test or lose the whole hand.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target takes 1d10 STR damage. Target only counts as having one arm until receiving medical treatment. Suffers Blood Loss.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target loses the arm, +0 TOU or die of shock. On success, Stunned for 1d10 Rounds and suffers Blood Loss.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies. If carrying a ranged weapon, 5% chance to hit a single random target within 2d10 meters. Treated as a single shot from the weapon.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 0}}
<!-- target is person's Body -->
{{#rollTotal() location 1}}
<!-- target is person's Body, Energy damage -->
{{#rollTotal() type 0}}
<div class="template-row template-center">Energy critcal to Body.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target can only take a Half Action next Turn.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">+0 TOU Test or be knocked Prone.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 2 Fatigue and 1d5 TOU damage.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target takes 1d10 Fatigue, can only take a Half Action on next Round.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target knocked Prone, +0 AGI Test or catch fire (p266), and +0 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target knocked Prone, Stunned for 1d10 Rounds, takes 1d5 Fatigue. +0 AGI Test or catch fire (p266)</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target is Stunned for 2d10 Rounds, takes 1d10 permanent TOU damage.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target is Stunned for 2d10 Rounds. STR, TOU, AGI are halved until target can get medical treatment. 2d5 permanent FEL damage.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies in a fire.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies in a fire, carried ammo has a 50% chance to cook off. All creatures within 1d5 meters must pass an Evasion Test or take 1d10+5 X damage. Carried grenades or missiles will explode one Round later, centered on the Target.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
<!-- target is person's Body, Explosive damage -->
{{#rollTotal() type 1}}
<div class="template-row template-center">Explosive critcal to Body.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target knocked backwards 1d5 meters, knocked Prone.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target knocked backwards 1d5 meters (gaining 1 Fatigue per meter), knocked Prone.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target knocked backwards 1d5 meters, Stunned for 1 Round, knocked Prone.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">+0 TOU Test or suffer Blood Loss and be Stunned for 1 Round.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">+0 TOU Test or suffer Blood Loss and 1 permanent TOU damage. Target gains 1d5 Fatigue, knocked Prone.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target is Stunned for 1 Round, may only take a Half Action next Round, and is knocked Prone.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target suffers Blood Loss, is knocked Prone, is Stunned for 1d10 Rounds, +0 TOU Test or fall unconscious</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well. Anyone within 1d10 meters of the target must make a +0 AGI Test or take -10 to all WS and BS Tests for 1 Round.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
<!-- target is person's Body, Impact damage -->
{{#rollTotal() type 2}}
<div class="template-row template-center">Impact critcal to Body.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target can only take a Half Action next Turn.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target takes 1 Fatigue, knocked Prone.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target breaks a rib, knocked Prone, Stunned for 1 Round.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target takes 1d10 Toughness damage, +0 AGI Test or be knocked Prone.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is Stunned for 2 Rounds, +0 TOU Test or take 1d5 Fatigue.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target is flung out 1d5 meters and falls Prone (unless hitting a solid object), takes 1d5 Fatigue, Stunned for 2 Rounds.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target breaks 1d5 ribs. 1d5 permanent TOU damage. Target can either await medical attention (+0 Medicae Test to set ribs) or continue (20% chance each Round to die instantly).</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target suffers Blood Loss, 1d10 permanent TOU damage.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, is flung 1d10 meters. Anyone in the path must make a +0 AGI Test or be knocked Prone.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
<!-- target is person's Body, Rending damage -->
{{#rollTotal() type 3}}
<div class="template-row template-center">Rending critcal to Body.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes 1 Fatigue if not wearing armor.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target gains 1 Fatigue, +0 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target is Stunned for 1 Round, +0 TOU Test or gain Blood Loss.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target suffers Blood Loss, Stunned for 1 Round.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target suffers 1d10 TOU damage and Blood Loss, drops a puddle of blood on the floor. Anyone crossing this puddle must make a +0 AGI Test or fall Prone.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target is knocked Prone, takes 1d10 TOU damage, Blood Loss.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target takes 1d5 permanent TOU damage, Blood Loss. Option to hold guts in with one arm (+0 Medicae Test to bind them in) or continue (%20 chance each round to spill guts for 2d10 damage).</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">+0 TOU test or die. On success, target takes 1d10 permanent TOU damage, is Stunned for 1 Round, and suffers Blood Loss.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target drops a 4 meter radius puddle of blood and dies. For the rest of the encounter, anyone moving through this puddle must make a +0 AGI Test or fall Prone.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 1}}
<!-- target is person's Head -->
{{#rollTotal() location 2}}
<!-- target is person's Head, Energy damage -->
{{#rollTotal() type 0}}
<div class="template-row template-center">Energy critcal to Head.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes -10 to all Tests except TOU for 1 Round.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target is Blinded for 1 Round.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target is deafened for 1d5 hours or until receiving first aid.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target loses hair, takes 2 Fatigue and is Blinded for 1d5 Rounds.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target loses hair, is Blinded for 1d10 Rounds, Stunned for 1 Round, takes 1 permanent FEL damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target is Blinded for 1d10 hours, takes 1d5 Fatigue, 1d5 permanent FEL and PER damage.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target is Blinded permanently, takes 1d10 Fatigue. Reroll 1d10 as new FEL, unless FEL is already 10 or less.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, catches fire, runs headless 2d10 meters in a random direction. Anyone or anything flammable it passes makes a +0 AGI Test or catches fire.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
<!-- target is person's Head, Explosive damage -->
{{#rollTotal() type 1}}
<div class="template-row template-center">Explosive critcal to Head.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target can only take a Half Action next Turn.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target is Blinded and Deafened for 1 Round.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 2 Fatigue, +0 TOU Test or take 1d10 PER and FEL damage.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target takes 1d10 INT damage, is knocked Prone. +0 TOU Test or take 1 permanent INT damage and be Stunned for 2 Rounds.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is Stunned for 1d10 Rounds, permanently Deafened, takes 1d5 permanent FEL damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies, leaving a gore puddle. Anyone passing over this spot takes a +0 AGI Test or falls Prone.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, any allies within 2 meters take a +0 Fear Test or take the next Turn fleeing from the attacker.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
<!-- target is person's Head, Impact damage -->
{{#rollTotal() type 2}}
<div class="template-row template-center">Impact critcal to Head.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target passes +0 TOU Test or takes 1 Fatigue.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target takes a -10 to PER and INT Tests for 1d5 Rounds.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target is Blinded for 1 Round, +0 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target passes +0 TOU Test or be Stunned for 1 Round and knocked Prone.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is Stunned for 1 Round, gains 1 Fatigue, staggers back 1d5 meters, takes 1 permanent INT damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target is Stunned for 1d5 Rounds, knocked backwards 1d5 meters, +0 AGI Test or fall Prone.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target is Stunned for 1d10 Rounds, halves all movement for 1d10 hours.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies, anyone within 4 meters of target takes a +0 AGI Test or takes a -10 to WS and BS Tests on the next Turn.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, anyone within 4 meters of target takes a +0 AGI Test or takes a -10 to WS and BS Tests on the next Turn. If hit was from a melee weapon, attacker can immediately make an attack (same weapon) against any other target that can be reached without moving. If ranged, attacker can immediately make an attack (same weapon) against any target standing directly behind the original and still within range.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
<!-- target is person's Head, Rending damage -->
{{#rollTotal() type 3}}
<div class="template-row template-center">Rending critcal to Head.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes 1 Fatigue, unless wearing helmet.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target takes a +10 to all WS and BS Tests for 1d10 Rounds. +0 TOU Test or suffer Blood Loss.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target is Stunned for 1d5 Rounds, drops helmet if worn, suffers Blood Loss.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target takes 1d10 PER damage, +20 TOU Test or lose an eye. (p266)</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is sTunned for 1d5 Rounds, drops helmet if worn. If no helmet, loses an ear (Deafened) until receiving medical treatment, +0 TOU Test or suffer 1 permanent FEL damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Roll 1d10. 1-3: Target loses an eye. (p266) 4-7: nose. (1d10 permanent FEL damage) 8-10: ear (Deafened until receiving medical treatment). Target suffers Blood Loss, is Stunned for 1 Round.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target rerolls FEL as 1d10, is permanently Blinded, suffers Blood Loss, Stunned for 1 Round.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies, head lands 2d10 meters away.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, head lands 2d10 meters away. Anyone nearby makes a +0 AGI Test or takes -10 to all WS and BS for 1 Round.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 2}}
<!-- target is person's Leg -->
{{#rollTotal() location 3}}
<!-- target is person's Leg, Energy damage -->
{{#rollTotal() type 0}}
<div class="template-row template-center">Energy critcal to Leg.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target cannot Run or Charge for 2 Rounds.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target must pass +0 TOU Test or takes 1 Fatigue.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 1 Fatigue, is knocked Prone, and reduces movement by half for 1d10 Rounds.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target reduces movement by half, may not Run or Charge until receiving medical treatment.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target takes 1 Fatigue, knocked Prone, reduces movement by half for 2d10 Rounds.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target takes 2 Fatigue, makes a +0 TOU Test or loses the foot. On success, target reduces movement by half until receiving medical treatment.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Targettakes 1d5 Fatigue. +0 TOU Test or be Stunned for 1 Round. Target considered to only have one leg until receiving medical treatment.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target takes 1d10 Fatigue, suffers Blood Loss, loses the leg, +0 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target passes a +0 TOU Test or dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
<!-- target is person's Leg, Explosive damage -->
{{#rollTotal() type 1}}
<div class="template-row template-center">Explosive critcal to Leg.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target sent back 1 meter, +0 TOU Test or be knocked Prone.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target knocked Prone, may only take Half Moves for movement actions for 1d5 Rounds.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 2d10 AGI damage.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target flung 1d5 meters away from explosion, knocked prone. Needs a Full Action to stand back up, movement reduced by half for 1d10 Rounds.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target takes 1d5 permanent AGI damage, -10 TOU Test or take 1d5 Fatigue.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target takes 1d10 Fatigue, counts as only having one leg until receiving medical treatment. +0 TOU Test or lose the foot.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target takes a +0 TOU Test or dies. On success, Stunned for 1d10 Rounds, takes 1d10 Fatigue, suffers Blood Loss, loses the leg.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies, anyone within 2 meters takes 1d10+2 Impact damage.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, anyone within 2 meters takes 1d10+2 Impact damage, (if ammunition carried) anyone within 1d10 meters also takes 1d10+5 Impact damage, any other carried explosives detonate.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
<!-- target is person's Leg, Impact damage -->
{{#rollTotal() type 2}}
<div class="template-row template-center">Impact critcal to Leg.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes 1 Fatigue.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target's movement reduced by half for 1 Round, +0 TOU Test or be Stunned for 1 Round and fall Prone.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 1d10 AGI damage and is knocked Prone.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target takes 2d10 AGI damage and is knocked Prone.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target is Stunned for 1 Round, knocked Prone, movement reduced to 1 Meter until receiving medical treatment.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target's movment reduced by half until receiving medical treatment. Target takes 2 Fatigue, +0 TOU Test or lose the foot.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target is Stunned for 2 Rounds, knocked Prone, counts as not having the leg until receiving medical treatment.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target suffers Blood Loss, 1d5 permanent AGI damage, loses the leg, +0 TOU Test or die.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies, drowning out conversation within 2d10 meters for the rest of the Round.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
<!-- target is person's Leg, Rending damage -->
{{#rollTotal() type 3}}
<div class="template-row template-center">Rending critcal to Leg.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Target takes 1 Fatigue.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Target takes a +0 AGI Test or falls Prone and gains Blood Loss.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Target takes 1d5 AGI damage, gains Blood Loss.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Target knocked Prone, takes 1d10 AGI damage, movement reduced by half until receiving medical treatment.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Target gains Blood Loss, +0 TOU Test or take 1 permanent AGI damage.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Target gains Blood Loss, +0 TOU Test or lose the foot. On success, movement reduced by half until receiving medical treatment.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Target gains Blood Loss, is Stunned for 1 Round, knocked Prone, counts as not having the leg until receiving medical treatment.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Target loses the leg. +0 TOU Test or die. On success, target is Stunned for 1d10 Rounds and gains Blood Loss.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Target dies.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">Target dies. Anyone making a Run or Charge within 6 meters of the target makes a +0 AGI Test or falls Prone.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 3}}
{{/rollTotal() target 0}}
<!-- target is vehicle -->
{{#rollTotal() target 1}}
<!-- target is vehicle's Weapon -->
{{#rollTotal() location 0}}
<div class="template-row template-center">Weapon critical.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Gunner is Stunned for 1 Round.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Weapon jams, jam can be cleared conventionally.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Shots made on this weapon take a -10 for 1d5 Rounds.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Weapon Locked (p286). Weapon can only fire in whatever direction it was used last. If Fixed Weapon, Weapon Disabled (p286) until repaired.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Weapon Disabled (p286) until repaired.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">Weapon Targeting Systems Destroyed (p285).</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Using the weapon now carries a 30% chance to cook off all ammunition. In this event, roll half the weapon damage against vehicle and gunners, Weapon Destroyed (p286).</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Weapon removed from housing. Gunner has a 20% chance of taking 1/4 the damage of the shot that caused this RF.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">All crew takes 1d10+6 Explosive damage to Body, take 1 Fatigue, +0 AGI Test or catch fire (p284). Victims can attempt to put out the fire (p266).</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">That's too much text, go to p276.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 0}}
<!-- target is vehicle's Motive Systems -->
{{#rollTotal() location 1}}
<div class="template-row template-center">Motive Systems critical.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Driver takes +0 Operate Test. On fail, roll Scatter to change vehicle facing, driver takes 1 Fatigue.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Vehicle may only move up to Tactical Speed next Turn.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Motive Systems Impaired (p284).</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">-10 Operate Test to move the vehicle faster than Tactical Speed. On fail, no movement. Skimmers would crash.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">That's too much text, go to p277.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">That's too much text, go to p277.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">That's too much text, go to p277.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Motive Systems Destroyed (p285). Skimmers crash.</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Motive Systems Destroyed (p285), Skimmers crash, vehicle catches fire (p284).</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">That's too much text, go to p277.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 1}}
<!-- target is vehicle's Turret -->
{{#rollTotal() location 2}}
<div class="template-row template-center">Turret critical.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Anyone in the Turret is Stunned for 1 Round.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">Turret weapon jammed.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Shots from the turret weapon take a -10 for 1d5 Rounds.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Turret Locked (p286). Gun can only fire in the direction it fired last. Pintles OK.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">That's too much text, go to p278.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">All weapons within the turret gain Targeting Systems Destroyed (p285).</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">That's too much text, go to p278.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">All weapons on the turret gains Weapon Destroyed (p286). Turret Locked. Turret catches fire (p284).</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">All weapons on the turret gains Weapon Destroyed (p286). Turret Locked. Turret catches fire (p284). All Crew +0 AGI Test or catch fire. Victims can put themselves out (p266).</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">That's too much text, go to p278.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 2}}
<!-- target is vehicle's Hull -->
{{#rollTotal() location 3}}
<div class="template-row template-center">Hull critical.</div>
<div class="template-row template-center">Severity: {{roll}}</div>
{{#crunch}}
{{#rollTotal() roll 1}}
<div class="template-row template-center">Unbuckled crew take a +10 TOU Test or be Stunned for 1 Round.</div>
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
<div class="template-row template-center">All crew takes -20 to do anything until someone takes a Full Action to close a gas leak.</div>
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
<div class="template-row template-center">Unbuckled crew take a +10 TOU Test or be Stunned for 1 Round. All shooting from the vehicle takes a -10 for 1 Round.</div>
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
<div class="template-row template-center">Random crewmember takes 1d10+6 Impact damage to Body, takes 1 Fatigue.</div>
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
<div class="template-row template-center">Hit vehicle facing reduces AP by 1d10.</div>
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
<div class="template-row template-center">That's too much text, go to p279.</div>
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
<div class="template-row template-center">Hit vehicle facing reduces AP by half. If it was a ranged hit, each crewmember has a 20% chance to take 1/4 the damage, vehicle now Open Topped.</div>
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
<div class="template-row template-center">Hit vehicle facing reduces AP by half. If it was a ranged hit, each crewmember has a 20% chance to take 1/4 the damage, vehicle now Open Topped. Vehicle catches fire (p284).</div>
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
<div class="template-row template-center">Vehicle Destroyed (p285). Each weapon has 50% chance for Weapon Destroyed. Everyone takes 1d10+6 Explosive damage, -10 TOU Test or be Stunned for 1d10 Rounds. Skimmers crash.</div>
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
<div class="template-row template-center">That's too much text, go to p279.</div>
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 3}}
{{/rollTotal() target 1}}
</div>
{{/righteousfury}}
{{#scatter-range}}
<div class="template-header">{{character}} scatters </div>
<div class="template-content">
<div class="template-row template-center">Range: {{scatter-range}} meters </div>
{{#rollBetween() scatter-direction 1 1}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/1-scatter-NW.png">{{/rollBetween() scatter-direction 1 1}}
{{#rollBetween() scatter-direction 2 2}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/2-scatter-N.png">{{/rollBetween() scatter-direction 2 2}}
{{#rollBetween() scatter-direction 3 3}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/3-scatter-NE.png">{{/rollBetween() scatter-direction 3 3}}
{{#rollBetween() scatter-direction 4 4}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/4-scatter-W.png">{{/rollBetween() scatter-direction 4 4}}
{{#rollBetween() scatter-direction 5 5}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/5-scatter-E.png">{{/rollBetween() scatter-direction 5 5}}
{{#rollBetween() scatter-direction 6 7}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/6-7-scatter-SW.png">{{/rollBetween() scatter-direction 6 7}}
{{#rollBetween() scatter-direction 8 8}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/8-scatter-S.png">{{/rollBetween() scatter-direction 8 8}}
{{#rollBetween() scatter-direction 9 10}} <img src="https://raw.githubusercontent.com/johnmoney-code/roll20-character-sheets/Only-War-Enhanced/Only-War-Enhanced/images/Scatter/9-0-scatter-SE.png">{{/rollBetween() scatter-direction 9 10}}
</div>
{{/scatter-range}}
{{#shock}}
<div class="template-header">{{character}} experiences Shock (p304)</div>
<div class="template-content">
<div class="template-row template-center">Severity: {{shock}}</div>
{{#rollBetween() shock 1 20}}
<div class="template-row">May only take a single Half Action during next Turn</div>
{{/rollBetween() shock 1 20}}
{{#rollBetween() shock 21 40}}
<div class="template-row">10 penalty on all Tests for rest of encounter unless this unit Snaps Out of It (p305).</div>
{{/rollBetween() shock 21 40}}
{{#rollBetween() shock 41 60}}
<div class="template-row">Cannot willingly approach source of Fear. 10 penalty on all Tests until end of encounter.</div>
{{/rollBetween() shock 41 60}}
{{#rollBetween() shock 61 80}}
<div class="template-row">No Actions until this unit Snaps Out of It (p305). Even afterwards, -10 penalty for rest of encounter.</div>
{{/rollBetween() shock 61 80}}
{{#rollBetween() shock 81 100}}
<div class="template-row">If able, unit must flee source of Fear as fast as possible. If unable, may only take Half Actions and gains 20 penalty to all Tests. Once away from the danger, must successfully Snap Out of It (p305) to regain control.</div>
{{/rollBetween() shock 81 100}}
{{#rollBetween() shock 101 120}}
<div class="template-row">Falls unconscious for 1d5 Rounds. Afterwards, -10 penalty on all Tests until end of encounter.</div>
{{/rollBetween() shock 101 120}}
{{#rollBetween() shock 121 130}}
<div class="template-row">Screams and vomits uncontrollably for 1d5 Rounds. Unit may do nothing else during this time, and drops any held items. Afterwards, may only take a single Half Action each Turn until given a chance to rest.</div>
{{/rollBetween() shock 121 130}}
{{#rollBetween() shock 131 140}}
<div class="template-row">Laughs hysterically and attacks anything nearby with any weapons on hand, until unit Snaps Out of It (p305) or is knocked unconscious.</div>
{{/rollBetween() shock 131 140}}
{{#rollBetween() shock 141 160}}
<div class="template-row">Crumples to the ground for 1d5+1 Rounds, sobbing, babbling, and tearing at own flesh; can do nothing else. Afterwards, -20 penalty on all Tests until end of encounter.</div>
{{/rollBetween() shock 141 160}}
{{#rollBetween() shock 161 170}}
<div class="template-row">Character goes catatonic for 1d5 hours and cannot be roused.</div>
{{/rollBetween() shock 161 170}}
{{#rollGreater() shock 170}}
<div class="template-row">Heart failure. +0 Toughness Test. On fail, die. On success, character goes catatonic for 1d5 hours and cannot be roused.</div>
{{/rollGreater() shock 170}}
</div>
{{/shock}}
{{#phenomena}}
<div class="template-header">{{character}} rolls for Psychic Phenomena (p227)</div>
<div class="template-content">
<div class="template-row template-center">Severity: {{roll}} </div>
{{#rollBetween() roll 1 3}}
<div class="template-row template-center">Dark Foreboding</div>
{{/rollBetween() roll 1 3}}
{{#rollBetween() roll 4 5}}
<div class="template-row template-center">Warp Echo</div>
{{/rollBetween() roll 4 5}}
{{#rollBetween() roll 6 8}}
<div class="template-row template-center">Unholy Stench</div>
{{/rollBetween() roll 6 8}}
{{#rollBetween() roll 9 11}}
<div class="template-row template-center">Mind Warp</div>
{{/rollBetween() roll 9 11}}
{{#rollBetween() roll 12 14}}
<div class="template-row template-center">Hoarfrost</div>
{{/rollBetween() roll 12 14}}
{{#rollBetween() roll 15 17}}
<div class="template-row template-center">Aura of Taint</div>
{{/rollBetween() roll 15 17}}
{{#rollBetween() roll 18 20}}
<div class="template-row template-center">Memory Worm</div>
{{/rollBetween() roll 18 20}}
{{#rollBetween() roll 21 23}}
<div class="template-row template-center">Spoilage</div>
{{/rollBetween() roll 21 23}}
{{#rollBetween() roll 24 26}}
<div class="template-row template-center">Haunting Breeze</div>
{{/rollBetween() roll 24 26}}
{{#rollBetween() roll 27 29}}
<div class="template-row template-center">Veil of Darkness</div>
{{/rollBetween() roll 27 29}}
{{#rollBetween() roll 30 32}}
<div class="template-row template-center">Distorted Reflections</div>
{{/rollBetween() roll 30 32}}
{{#rollBetween() roll 33 35}}
<div class="template-row template-center">Breath Leech</div>
{{/rollBetween() roll 33 35}}
{{#rollBetween() roll 36 38}}
<div class="template-row template-center">Demonic Mask</div>
{{/rollBetween() roll 36 38}}
{{#rollBetween() roll 39 41}}
<div class="template-row template-center">Unnatural Decay</div>
{{/rollBetween() roll 39 41}}
{{#rollBetween() roll 42 44}}
<div class="template-row template-center">Spectral Gale</div>
{{/rollBetween() roll 42 44}}
{{#rollBetween() roll 45 47}}
<div class="template-row template-center">Bloody Tears</div>
{{/rollBetween() roll 45 47}}
{{#rollBetween() roll 48 50}}
<div class="template-row template-center">The Earth Protests</div>
{{/rollBetween() roll 48 50}}
{{#rollBetween() roll 51 53}}
<div class="template-row template-center">Actinic Discharge</div>
{{/rollBetween() roll 51 53}}
{{#rollBetween() roll 54 56}}
<div class="template-row template-center">Warp Ghosts</div>
{{/rollBetween() roll 54 56}}
{{#rollBetween() roll 57 59}}
<div class="template-row template-center">Falling Upwards</div>
{{/rollBetween() roll 57 59}}
{{#rollBetween() roll 60 62}}
<div class="template-row template-center">Banshee Howl</div>
{{/rollBetween() roll 60 62}}
{{#rollBetween() roll 63 65}}
<div class="template-row template-center">The Furies</div>
{{/rollBetween() roll 63 65}}
{{#rollBetween() roll 66 68}}
<div class="template-row template-center">Shadow of the Warp</div>
{{/rollBetween() roll 66 68}}
{{#rollBetween() roll 69 71}}
<div class="template-row template-center">Tech Scorn</div>
{{/rollBetween() roll 69 71}}
{{#rollBetween() roll 72 74}}
<div class="template-row template-center">Warp Madness</div>
{{/rollBetween() roll 72 74}}
{{#rollGreater() roll 75}}
<div class="template-row template-center">Perils of the Warp</div>
{{/rollGreater() roll 75}}
</div>
{{/phenomena}}
{{#perils}}
<div class="template-header">{{character}} rolls for Perils of the Warp (p228)</div>
<div class="template-content">
<div class="template-row template-center">Severity: {{roll}} </div>
{{#rollBetween() roll 1 5}}
<div class="template-row template-center">The Gibbering</div>
{{/rollBetween() roll 1 5}}
{{#rollBetween() roll 6 9}}
<div class="template-row template-center">Warp Burn</div>
{{/rollBetween() roll 6 9}}
{{#rollBetween() roll 10 13}}
<div class="template-row template-center">Psychic Concussion</div>
{{/rollBetween() roll 10 13}}
{{#rollBetween() roll 14 18}}
<div class="template-row template-center">Psy Blast</div>
{{/rollBetween() roll 14 18}}
{{#rollBetween() roll 19 24}}
<div class="template-row template-center">Soul Sear</div>
{{/rollBetween() roll 19 24}}
{{#rollBetween() roll 25 30}}
<div class="template-row template-center">Locked In</div>
{{/rollBetween() roll 25 30}}
{{#rollBetween() roll 31 38}}
<div class="template-row template-center">Chronological Incontinence</div>
{{/rollBetween() roll 31 38}}
{{#rollBetween() roll 39 46}}
<div class="template-row template-center">Psychic Mirror</div>
{{/rollBetween() roll 39 46}}
{{#rollBetween() roll 47 55}}
<div class="template-row template-center">Warp Whispers</div>
{{/rollBetween() roll 47 55}}
{{#rollBetween() roll 56 58}}
<div class="template-row template-center">Vice Versa</div>
{{/rollBetween() roll 56 58}}
{{#rollBetween() roll 59 67}}
<div class="template-row template-center">Dark Summoning</div>
{{/rollBetween() roll 59 67}}
{{#rollBetween() roll 68 72}}
<div class="template-row template-center">Rending the Veil</div>
{{/rollBetween() roll 68 72}}
{{#rollBetween() roll 73 78}}
<div class="template-row template-center">Blood Rain</div>
{{/rollBetween() roll 73 78}}
{{#rollBetween() roll 79 82}}
<div class="template-row template-center">Cataclysmic Blast</div>
{{/rollBetween() roll 79 82}}
{{#rollBetween() roll 83 86}}
<div class="template-row template-center">Mass Possession</div>
{{/rollBetween() roll 83 86}}
{{#rollBetween() roll 87 90}}
<div class="template-row template-center">Reality Quake</div>
{{/rollBetween() roll 87 90}}
{{#rollBetween() roll 91 99}}
<div class="template-row template-center">Grand Possession</div>
{{/rollBetween() roll 91 99}}
{{#rollTotal() roll 100}}
<div class="template-row template-center">Annihiliation</div>
{{/rollTotal() roll 100}}
</div>
{{/perils}}
{{#2x2}}
<div class="template-header">{{character}}: {{name}}</div>
<div class="template-content">
<div class="template-2x2">
<div class="template-row template-right">{{2x2-name}}</div>
<div><div class="inlineresult">{{2x2}}</div></div>
<div class="template-row template-right">{{2x2-name-max}}</div>
<div><div class="inlineresult">{{2x2-max}}</div></div>
</div>
</div>
{{/2x2}}
{{#4x2-1}}
<div class="template-header">{{character}}: {{name}}</div>
<div class="template-content">
<div class="template-2x2">
<div class="template-2x2">
<div class="template-row template-right">{{4x2-1-name}}</div>
<div><div class="inlineresult">{{4x2-1}}</div></div>
<div class="template-row template-right">{{4x2-1-name-max}}</div>
<div><div class="inlineresult">{{4x2-1-max}}</div></div>
</div>
<div class="template-2x2">
<div class="template-row template-right">{{4x2-2-name}}</div>
<div><div class="inlineresult">{{4x2-2}}</div></div>
<div class="template-row template-right">{{4x2-2-name-max}}</div>
<div><div class="inlineresult">{{4x2-2-max}}</div></div>
</div>
</div>
</div>
{{/4x2-1}}
</rolltemplate>