Files
roll20-character-sheets/Rotted Capes/RottedCapes.html
T
2024-06-03 13:15:14 -04:00

4298 lines
243 KiB
HTML

<!-- ******* HEADER **************** -->
<div class="sheet-3colrow" width="100%">
<div class="sheet-col">
<div class="sheet-input">
<div class="sheet-input-name"></div>
<input type="text" name="attr_Hero_Name" readonly value="@{character_name}" title="The Character's Name" style="font-weight:bold;" />
</div>
</div>
<div class="sheet-col" align="center" style="margin-top: 10px;">
<span class="sheet-tagline" name="attr_tagline" style="font-size:125%; font-weight:bold; font-style: italic; color: #490f00;"></span>
</div>
<div class="sheet-col" align="right">
<img src="https://i.imgur.com/RbQCR5d.png" width="125px"/>
</div>
</div>
<!-- ******* BODY **************** -->
<div>
<input type="checkbox" name="attr_roll-toggle" class="sheet-roll-semiprivate" value="0" title="check to make roll details, such as modifiers, private" /><Span class="sheet-block-text"> Hide Roll Details (Cast Members)</span><br>
<input type="checkbox" class="sheet-block-switch" name="attr_selectview" title="Check for a single page, cast member view."> <Span class="sheet-block-text">Cast Member View</span><br>
<!-- ************************************** Main Characters and NPC's ************************************** -->
<div class="sheet-block-a">
<!-- Sheet Tabs -->
<input type="radio" name="attr_page" class="sheet-tab sheet-tab1" value="1" checked="checked" /><span class="sheet-tab sheet-tab1">Character Details</span>
<input type="radio" name="attr_page" class="sheet-tab sheet-tab2" value="2" /><span class="sheet-tab sheet-tab2">Attributes & Skills</span>
<input type="radio" name="attr_page" class="sheet-tab sheet-tab3" value="3" /><span class="sheet-tab sheet-tab3">Attacks & Defense</span>
<input type="radio" name="attr_page" class="sheet-tab sheet-tab4" value="4" /><span class="sheet-tab sheet-tab4">Powers</span>
<input type="radio" name="attr_page" class="sheet-tab sheet-tab5" value="5" /><span class="sheet-tab sheet-tab5">Gear & Mods</span>
<input type="radio" name="attr_page" class="sheet-tab sheet-tab6" value="6" /><span class="sheet-tab sheet-tab6">Advancement</span>
<hr class="sheet-two" width="100%"/>
<!-- TAB 1: Character Details -->
<div class="sheet-section sheet-section-pc1">
<!-- General Character Details -->
<div class="sheet-2colrow" width="100%">
<!-- COLUMN 1 - Personal details -->
<div class="sheet-col">
<div class="sheet-header">Personal Details</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text">Real Name:</span></td>
<td class="sheet-width-W75"><input class="sheet-width-W95" type="text" name="attr_realname"/></td>
</tr>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text ">Power Source:</span></td>
<td class="sheet-width-W75"><input type="text" class="sheet-width-W95" name="attr_Origin"/></td>
</tr>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text ">Archetype:</span></td>
<td class="sheet-width-W75"><input type="text" class="sheet-width-W95" name="attr_Archetype"/></td>
</tr>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text ">Flaw:</span></td>
<td class="sheet-width-W75"><input type="text" class="sheet-width-W95" name="attr_PersonalityFlaw"/></td>
</tr>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text ">Threat Lvl:</span></td>
<td class="sheet-width-W75"><input type="text" class="sheet-width-W95" name="attr_ThreatLevel" /> </td>
</tr>
<tr>
<td class="sheet-width-W25"><span class="sheet-background sheet-pad-text ">Tagline:</span></td>
<td class="sheet-width-W75"><input type="text" class="sheet-width-W95" name="attr_Tagline"/></td>
</tr>
</tbody>
</table>
<td><span class="sheet-background sheet-pad-text">Background:</span></td>
<textarea name="attr_background" ></textarea>
</div>
</div>
<!-- COLUMN 2 - Plot dice, health, and other data points -->
<div class="sheet-col">
<div class="sheet-header">Number and Type of Plot Dice:</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<!-- Break in Formatting for tooltip on Plot Die label -->
<td class="sheet-width-W15"><span class="sheet-background"
title="spend to Ignore wound penalties,
1 Ignore the result of a flaw when triggered by GM
2 Add the die to an action roll
3 Add the result of a roll to any single attribute rank
4 Add the result of a roll to static defense
5 Remove a condition
6 Auto succeed on an Action roll to avoid death
7 Ignore a failed wound recovery
8 Create a complication
9 Create a story element (house rule)
10 Break the rules"
<h4>Plot Dice</h4></span></td>
<!-- End Break in formatting -->
<td class="sheet-width-W20 sheet-center"><span class="sheet-circle"><input type="number" name="attr_NumberPlotDice" value="3" title="Equal to your lowest attribute score."/></span></td>
<td class="sheet-width-W25"><select class="sheet-select-attr sheet-width-W95" name="attr_PlotDie" value="1D6!" title="Select the die of your lowest attribute to be rolled with a plot die" >
<option value="1d0">None</option>
<option value="1d4!">1d4</option>
<option value="1d6!" selected="true">1d6</option>
<option value="1d8!">1d8</option>
<option value="1d10!">1d10</option>
<option value="1d12!">1d12</option>
<option value="1d12!+1d4!">1d12+1d4</option>
<option value="1d12!+1d6!">1d12+1d6</option>
<option value="1d12!+1d8!">1d12+1d8</option>
<option value="1d12!+1d10!">1d12+1d10</option>
<option value="2d12!">2d12</option>
<option value="2d12!+1d4!">2d12+1d4</option>
<option value="2d12!+1d6!">2d12+1d6</option>
<option value="2d12!+1d8!">2d12+1d8</option>
<option value="2d12!+1d10!">2d12+1d10</option>
<option value="3d12!">3d12</option>
<option value="3d12!+1d4!">3d12+1d4</option>
<option value="3d12!+1d6!">3d12+1d6</option>
<option value="3d12!+1d8!">3d12+1d8</option>
<option value="3d12!+1d10!">3d12+1d10</option>
<option value="4d12!">4d12</option>
<option value="4d12!+1d4!">4d12+1d4</option>
<option value="4d12!+1d6!">4d12+1d6</option>
<option value="4d12!+1d8!">4d12+1d8</option>
<option value="4d12!+1d10!">4d12+1d10</option>
<option value="5d12!">5d12</option>
</td>
<td class="sheet-width-W40">
<!-- -->
<input type="hidden" value="" name="attr_PlotDieDisplay"/>
<button class="sheet-diebutton-public" type="roll"
title="Click to roll a plot die"
value="&{template:plotdie_roll} {{name=@{Hero_Name} Rolls Plot Die}} {{plotdie=@{PlotDieDisplay}}} {{plotdieroll=[[ @{PlotDie}cs0cf0 ]]}}"
name="roll_MakeAPlotDieRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll a plot die"
value="&{template:plotdie_roll_private} {{name=@{Hero_Name} Rolls Plot Die}} {{plotdie=@{PlotDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ @{PlotDie}cs0cf0 ]]}}"
name="roll_MakeAPlotDieRoll">
</button>
</td>
</tr>
</tbody>
</table>
</div>
<div class="sheet-header">Health</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W15"><H3 class="sheet-header-override">Physical</H3></th>
<th class="sheet-width-W10"><H3>Full</H3></th>
<th class="sheet-width-W15"><H3>Current</H3></th>
<th><H3 class="sheet-header-override">Notes</H3></th>
</tr>
</tbody>
<tbody>
<tr>
<td class="sheet-width-W15"><span class="sheet-background" >Stamina:</span></td>
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input type="number" name="attr_Stamina" disabled="true" title="Value: Avoidance + Fortitude + Discipline; if the character is wearing armor with Bulk the Avoidance Defense is lowered equal to Bulk but this does not affect Stamina." value="((@{Avoidance} + @{Fortitude} + @{Discipline} + @{StaminaMod} + @{Bulk}))"/></span></td> <!-- Note: Bulk is added as a modifier here as it is subtracted from Avoidance which should not affect Stamina -->
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-bigspin-button" type="number" name="attr_CurrentStamina" title="Set equal to your Stamina." /></td>
<td><input class="sheet-width-W95" type="text" name="attr_StaminaNotes" /></td>
</tr>
<tr>
<td class="sheet-width-W15"><span class="sheet-background">Wounds:</span></td>
<!-- Note: A Sheetworker duplicates generation of WOUNDS; changes in this formula will have to be duplicated in the sheet worker -->
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input type="number" name="attr_Wounds" disabled="true" title="Value: 1 + Vigor Passive Modifier." value="((@{VigorModifier} + @{WoundsMod} + 1))" /></span></td>
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-bigspin-button" type="number" name="attr_CurrentWounds" title="Set equal to your Wounds; note this value is used to determine wound penalty." /></td>
<td><input class="sheet-width-W95" type="text" name="attr_WoundNotes"/></td>
</tr>
<tr>
<th class="sheet-width-W15"><H3 class="sheet-header-override">Mental</H3></th>
<th class="sheet-width-W10"><H3>Breaking</H3></th>
<th class="sheet-width-W15"><H3>Current</H3></th>
<th><H3 class="sheet-header-override">In Breakdown?</H3></th>
</tr>
<tr>
<td class="sheet-width-W20"><span class="sheet-background" title="Apply #Horror Points as penalty to all resolve rolls; if points > than Resolve Score, character breaks.">Horror Pnts:</span></td>
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input type="number" name="attr_HorrorBreakPoint" disabled="true" title="Value: Resolve score + Horror Modifiers." value="((@{ResolveScore} + @{HorrorMod}))" title="This is the breakingpoint for horror; make a test after exceeding resolve."/></span></td>
<td class="sheet-width-W15 sheet-center"><input type="number" class="sheet-width-W100 sheet-spin-button" name="attr_CurrentHorror" value="0" title="Track current horror points."/></td>
<td><span class="sheet-background">Breakdown?&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="sheet-background">&nbsp;Yes&nbsp;</span><input type="checkbox" name="attr_breakdown" title="Check to indicate you have gone into breakdown"/></td>
</tr>
</tbody>
</table>
</div>
<div class="sheet-header">Data Points</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<td><span class="sheet-background">Pace</span></td>
<td><span class="sheet-circle"><input type="number" name="attr_BasePace" value="" title="Your speed in areas equal to Qu Passive Modifier + Pace Modifier" readonly />&nbsp;areas</span></td>
<td><span class="sheet-right" style="margin-left: 2em;" title="How fast you can move at your top speed"/>Top Speed</span></td>
<td><input type="Text" name="attr_TopMPH" readonly /></span></td>
</tr>
</tbody>
</table>
<table>
<tbody>
<tr>
<td><span class="sheet-background">Max Lift:</span></td>
<td><input type="Text" name="attr_MaxLift" style ="width: 7em;" readonly title="How much weight you can lift"/></td>
<td><span class="sheet-background">Max Push/Drag</span></td>
<td><input type="Text" name="attr_MaxPushDrag" style ="width: 7em;" readonly title="How much weight you can push or drag"/></td>
</tr>
<tr>
<td><span class="sheet-background">Throw Range:</span></td>
<td><input type="Text" name="attr_ThrowRange" style ="width: 7em;" readonly title="How far you can throw something in areas"/><span class="sheet-background">&nbsp;areas</span></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<!-- Advantages and Disadvantages -->
<div class="sheet-header">Advantages & Disadvantages</div>
<div class="sheet-2colrow" width="100%">
<!-- COLUMN 1 - Advantages -->
<div class="sheet-col">
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W90"><H3 class="sheet-header-override" title="Name of the Advantage">Advantage</H3></td>
<th class="sheet-width-W10"><H3 class="sheet-header-override" title="Description in detail.">+Info</H3></td>
</tr>
</tbody>
</table>
<table>
<tr>
<td><input class="sheet-hover sheet-width-W90" type="text" name="attr_Advantage1" title="name of the advantage with a short description if desired"/>
<span class="sheet-tooltip" name="attr_AdvantageDetailDesc1-tooltip" ></span>
<input class="sheet-hover-hidden sheet-center sheet-width-W10" type="checkbox"/><span></span>
<textarea class="sheet-tooltip sheet-width-W75" placeholder="Enter more details on the Advantage here for reference." name="attr_AdvantageDetailDesc1-tooltip"></textarea>
</td>
</tr>
</table>
<fieldset class="repeating_advantage">
<table>
<tr>
<td><input class="sheet-hover sheet-width-W90" type="text" name="attr_AdvantageR" title="name of the advantage with a short description if desired" />
<span class="sheet-tooltip" name="attr_AdvantageDetailDescR-tooltip" ></span>
<input class="sheet-hover-hidden sheet-width-W10" type="checkbox"/><span></span>
<textarea class="sheet-tooltip sheet-width-W75" placeholder="Enter more details on the Advantage here for reference." name="attr_AdvantageDetailDescR-tooltip"></textarea>
</td>
</tr>
</table>
</fieldset>
</div>
</div>
<!-- COLUMN 2 - Disadvantages -->
<div class="sheet-col">
<div class="sheet-subsection">
<table>
<tr>
<th class="sheet-width-W90"><H3 class="sheet-header-override" title="Name of the Disadvantage">Disadvantage</H3></td>
<th class="sheet-width-W10"><H3 title="Description in detail.">+Info</H3></td>
</tr>
</table>
<table>
<tr>
<td><input class="sheet-hover sheet-width-W90" type="text" name="attr_Disadvantage1" title="name of the disadvantage with a short description if desired"/>
<span class="sheet-tooltip" name="attr_DisadvantageDetailDesc1-tooltip" ></span>
<input class="sheet-hover-hidden sheet-width-W10" type="checkbox"/><span></span>
<textarea class="sheet-tooltip sheet-width-W75" placeholder="Enter more details on the Disadvantage here for reference." name="attr_DisadvantageDetailDesc1-tooltip" ></textarea>
</td>
</tr>
</tr>
</table>
<fieldset class="repeating_Disadvantage">
<table>
<tr>
<td><input class="sheet-hover sheet-width-W90" type="text" name="attr_DisadvantageR" title="name of the disadvantage with a short description if desired"/>
<span class="sheet-tooltip" name="attr_DisadvantageDetailDescR-tooltip" ></span>
<input class="sheet-hover-hidden sheet-width-W10" type="checkbox"/><span></span>
<textarea class="sheet-tooltip sheet-width-W75" placeholder="Enter more details on the Disadvantage here for reference." name="attr_DisadvantageDetailDescR-tooltip" ></textarea>
</td>
</tr>
</table>
</fieldset>
</div>
</div>
</div>
</div>
<!-- Tab 2: Attributes and Skills -->
<div class="sheet-section sheet-section-pc2">
<div class="sheet-2colrow" width="100%">
<!-- COLUMN 1 - Physical Attributes: Might, Prowess, Quickness, Vigor -->
<div class="sheet-col">
<div class="sheet-header">Physical Attributes</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W15"><H3 class="header-override">Attribute</H3></th>
<th class="sheet-width-W18"><H3>Base Score</H3></th>
<th class="sheet-width-W10"><H3>Score</H3></th>
<th class="sheet-width-W20"><H3>Attr Dice</H3></th>
<th class="sheet-width-W10"><H3>Bump</H3></th>
<th class="sheet-width-W10"><H3>P Mod</H3></th>
<th class="sheet-width-W10"><H3>Die Mod</H3></th>
<th class="sheet-width-W7"><H3>Roll</H3></th>
</tr>
<tr>
<td><H5>Might</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_MightScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedMi" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_MightDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_MightDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_MightDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_MightModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_MightRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Might Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Might}} {{attribute=Might}} {{rolldice=@{MightDieDisplay}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulk}}} {{rollmod=@{MightRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{MightDie}cs0cf0 + @{MightRollMod} + @{hiddenWoundPenalty} - @{Bulk}]]}}"
name="roll_MightRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Might Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Might}} {{attribute=Might}} {{rolldice=@{MightDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{MightDie}cs0cf0 + @{MightRollMod} + @{hiddenWoundPenalty} - @{Bulk}]]}}"
name="roll_MightRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Prowess</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ProwessScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedPr" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_ProwessDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_ProwessDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_ProwessDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ProwessModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ProwessRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Prowess Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Prowess}} {{attribute=Prowess}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{ProwessDieDisplay}}} {{bulkpen=0}} {{rollmod=@{ProwessRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{ProwessDie}cs0cf0 + @{ProwessRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ProwessRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Prowess Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Prowess}} {{attribute=Prowess}} {{rolldice=@{ProwessDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{ProwessDie}cs0cf0 + @{ProwessRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ProwessRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Quickness</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_QuicknessScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedQu" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_QuicknessDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_QuicknessDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_QuicknessDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_QuicknessModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_QuicknessRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Quickness Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Quickness}} {{attribute=Quickness}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{QuicknessDieDisplay}}} {{bulkpen=@{bulk}}} {{rollmod=@{QuicknessRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{QuicknessDie}cs0cf0 + @{QuicknessRollMod} + @{hiddenWoundPenalty} - @{Bulk} ]]}}"
name="roll_QuicknessRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Quickness Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Quickness}} {{attribute=Quickness}} {{rolldice=@{QuicknessDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{QuicknessDie}cs0cf0 + @{QuicknessRollMod} + @{hiddenWoundPenalty} - @{Bulk} ]]}}"
name="roll_QuicknessRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Vigor</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_VigorScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedVi" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_VigorDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_VigorDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_VigorDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_VigorModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_VigorRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Vigor Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Vigor}} {{attribute=Vigor}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{VigorDieDisplay}}} {{bulkpen=0}} {{rollmod=@{VigorRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{VigorDie}cs0cf0 + @{VigorRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_VigorRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Vigor Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Vigor}} {{attribute=Vigor}} {{rolldice=@{VigorDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{VigorDie}cs0cf0 + @{VigorRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_VigorRoll" style="font-size: 175%;">
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<!-- COLUMN 2 - Mental Attributes: Charisma, Logic, Insight, Resolve -->
<div class="sheet-col">
<div class="sheet-header">Mental Attributes</div>
<div class="sheet-subsection">
<!-- General Character Details -->
<table>
<tbody>
<tr>
<th class="sheet-width-W15"><H3 class="header-override">Attribute</H3></th>
<th class="sheet-width-W18"><H3>Base Score</H3></th>
<th class="sheet-width-W10"><H3>Score</H3></th>
<th class="sheet-width-W20"><H3>Attr Dice</H3></th>
<th class="sheet-width-W10"><H3>Bump</H3></th>
<th class="sheet-width-W10"><H3>P Mod</H3></th>
<th class="sheet-width-W10"><H3>Die Mod</H3></th>
<th class="sheet-width-W7"><H3>Roll</H3></th>
</tr>
</tbody>
<tbody>
<tr>
<td><H5>Charisma</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_CharismaScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedCh" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_CharismaDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_CharismaDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_CharismaDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_CharismaModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_CharismaRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Charisma Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Charisma}} {{attribute=Charisma}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{CharismaDieDisplay}}} {{bulkpen=0}} {{rollmod=@{CharismaRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{CharismaDie}cs0cf0 + @{CharismaRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_CharismaRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Charisma Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Charisma}} {{attribute=Charisma}} {{rolldice=@{CharismaDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CharismaDie}cs0cf0 + @{CharismaRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_CharismaRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Insight</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_InsightScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedIn" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_InsightDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_InsightDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_InsightDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_InsightModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_InsightRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make an Insight Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Insight}} {{attribute=Insight}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{InsightDieDisplay}}} {{bulkpen=0}} {{rollmod=@{InsightRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{InsightDie}cs0cf0 + @{InsightRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_InsightRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make an Insight Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Insight}} {{attribute=Insight}} {{rolldice=@{InsightDieDisplay}}} {{rollmod=@{InsightRollMod}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{InsightDie}cs0cf0 + @{InsightRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_InsightRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Logic</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_LogicScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedLo" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_LogicDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_LogicDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_LogicDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_LogicModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_LogicRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Logic Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Logic}} {{attribute=Logic}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{LogicDieDisplay}}} {{bulkpen=0}} {{rollmod=@{LogicRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{LogicDie}cs0cf0 + @{LogicRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_LogicRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Logic Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Logic}} {{attribute=Logic}} {{rolldice=@{LogicDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{LogicDie}cs0cf0 + @{LogicRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_LogicRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Resolve</H5></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ResolveScore" value="3" /></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" readonly name="attr_ModifiedRe" value="0" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_ResolveDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_ResolveDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_ResolveDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ResolveModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ResolveRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Resolve Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Resolve}} {{attribute=Resolve}} {{wndpen=@{hiddenWoundPenalty}}} {{rolldice=@{ResolveDieDisplay}}} {{bulkpen=0}} {{rollmod=@{ResolveRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{ResolveDie}cs0cf0 + @{ResolveRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ResolveRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Resolve Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Resolve}} {{attribute=Resolve}} {{rolldice=@{ResolveDieDisplay}}} {{rollmod=@{ResolveRollMod}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{ResolveDie}cs0cf0 + @{ResolveRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ResolveRoll" style="font-size: 175%;">
</button>
</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<!-- SKILLS -->
<div class="sheet-header">Skills</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W25"><H3 class="sheet-header-override" title="Skill Name; place specializations in brackets.">Skill [Specialization]</H3></th>
<th class="sheet-width-W5"><H3 title="Click to open notes.">+Info</H3></th>
<th class="sheet-width-W6"><H3 title="Primary Attribute; used for Attribute Dice and setting the skills Passive score.">P Attr</H3></th>
<th class="sheet-width-W10"><H3 title="Dice used for the roll; needs to be selected -- this allows for bumping.">Attribute Dice</H3></th>
<th class="sheet-width-W6"><H3 title="Bump the dice up or down the die ladder.">Bump</H3></th>
<th class="sheet-width-W5"><H3 title="Skill Rank; automatically added to the die roll.">Rank</H3></th>
<th class="sheet-width-W5"><H3 title="Skill Passive Score" title="Passive Score; automatically generated.">P Value</H3></th>
<th class="sheet-width-W6 sheet-right"><H3 title="Foci Modifiers; all Foci modifiers that apply to the skill -- automatically added to the die roll.">Foci Mod</H3></th>
<th class="sheet-width-W6"><H3 title="Power Modifiers; all Power modifiers that apply to the skill -- automatically added to the die roll.">Pow Mod</H3></th>
<th class="sheet-width-W6"><H3 title="Advantage Modifiers; all Advantage modifiers that apply to the skill -- automatically added to the die roll.">Adv Mod</H3></th>
<th class="sheet-width-W6"><H3 title="Miscellaneous Modifiers; all other modifiers that apply to the skill -- automatically added to the die roll.">Msc Mod</H3></th>
<th class="sheet-width-W5"><H3 title="Click the die to make the Skill Action Roll.">Roll</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_skill">
<table>
<tbody>
<tr>
<td class="sheet-width-W30"><input class="sheet-width-W90 sheet-hover" type="text" name="attr_SkillA_Name" title="Skill Name; place specializations in brackets."/>
<span name="attr_Skill-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide skill foci and details." /><span></span>
<textarea placeholder="Enter Foci and skill use notes here for reference." class="sheet-tooltip sheet-width-W75" name="attr_Skill-tooltip"></textarea>
</td>
<td class="sheet-width-W6 sheet-center"><select class="sheet-width-W95 sheet-smalldropdown" name="attr_SkillPrimAttr" value="0" title="Primary Attribute RAW; sets Passive score." >
<option value="na" selected="true"></option>
<option value="mi">Mi</option>
<option value="pr">Pr</option>
<option value="qu">Qu</option>
<option value="vi">Vi</option>
<option value="ch">Ch</option>
<option value="in">In</option>
<option value="lo">Lo</option>
<option value="re">Re</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="--" name="attr_SkillDieDisplay" readonly title="Dice rolled for damage" />
<input type="hidden" value="0" name="attr_SkillDie"/></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_SkillDieBump" value="0" title="increment up or down for dice bumps"/></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="number" name="attr_SkillA_Rank" value="0" title="Rank of the skill; added to the die roll"/></span></td>
<td class="sheet-width-W5 sheet-center"><input type="hidden" value="0" name="attr_SkillAttrPassMod"/><span class="sheet-circle"><input type="number" disabled="true" name="attr_SkillA_Passive" value="((@{SkillA_Rank} + abs(12) + @{SkillAttrPassMod}))" title="Skill Passive Value."/></span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_SkillA_FociMod" value="0" title="The highest Foci Modifier that can be applied to the roll; Foci modifiers do not stack"/></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_SkillA_PowMod" value="0" title="The highest Power Modifier that can be applied to the roll; Power modifiers do not stack" /></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_SkillA_AdvMod" value="0" title="The highest Advantage Modifier that can be applied to the roll; Advantage modifiers do not stack" /></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_SkillA_MscMod" value="0" title="The total of all other modifiers (typically circumstantial) that applies to the roll"/></td>
<td class="sheet-width-W5 sheet-center"><input type="hidden" value="0" name="attr_bulkskillpen"/>
<button class="sheet-diebutton-public" type="roll"
title="Click to make a skill roll"
value="&{template:skill_roll} {{name=@{Hero_Name} makes a skill roll}} {{rolled=@{SkillA_Name}}} {{rank=@{SkillA_Rank}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkskillpen}}} {{rolldice=@{SkillDieDisplay}}} {{rollmod=[[@{SkillA_FociMod} + @{SkillA_PowMod} + @{SkillA_AdvMod} + @{SkillA_MscMod}]]}} {{roll=[[ 2d10cs>2cf<9 + @{SkillDie}cs0cf0 + @{SkillA_Rank} + @{SkillA_FociMod} + @{SkillA_PowMod}+ @{SkillA_AdvMod}+ @{SkillA_MscMod} + @{hiddenWoundPenalty} + @{bulkskillpen}]]}}"
name="roll_MakeASkillRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a skill roll"
value="&{template:skill_roll_private} {{name=@{Hero_Name} makes a skill roll}} {{rolled=@{SkillA_Name}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkskillpen}}} {{rolldice=@{SkillDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{SkillDie}cs0cf0 + @{SkillA_Rank} + @{SkillA_FociMod} + @{SkillA_PowMod}+ @{SkillA_AdvMod}+ @{SkillA_MscMod} + @{hiddenWoundPenalty} + @{bulkskillpen}]]}}"
name="roll_MakeASkillRoll">
</button>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
</div>
<!-- Tab 3: Combat -->
<div class="sheet-section sheet-section-pc3">
<div class="sheet-2colrow">
<!-- COLUMN 1 - Init and Speed -->
<div class="sheet-col">
<div class="sheet-header">Initiative</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<td class="sheet-width-W20"><span class="sheet-background">Init Attribute:</span></td>
<td class="sheet-width-W15"><select class="sheet-width-W95 sheet-dropdown" name="attr_SkillA_PrimAttr" value="0" title="Primary Attribute to use for Initiative" >
<option value="0" ></option>
<option value="@{MightModifier}">Mi</option>
<option value="@{ProwessModifier}">Pr</option>
<option value="@{QuicknessModifier}" selected="true">Qu</option>
<option value="@{VigorModifier}">Vi</option>
<option value="@{CharismaModifier}">Ch</option>
<option value="@{InsightModifier}">In</option>
<option value="@{LogicModifier}">Lo</option>
<option value="@{ResolveModifier}">Re</option>
</select>
</td>
<td class="sheet-width-W25 sheet-right"><span class="sheet-background sheet-pad-text sheet-right">Init Modifier:</span></td>
<td class="sheet-width-W15 sheet-left"><input class="sheet-width-W100 sheet-spin-button" type="number" value="0" name="attr_InitModifier" title="Modifies the number of initiative dice."/></td>
<td class="sheet-width-W15 sheet-center"><span class="sheet-circle"><input type="number" name="attr_init" disabled="true" value="((@{QuicknessModifier} + @{InitModifier}))" title="number of d10 rolled for initiative"/></span></td>
<td class="sheet-width-W10 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to roll for initiative"
value="&{template:init_roll} {{name=@{character_name} rolls Initiative}} {{initroll=[[@{Init}d10kl1cs0cf0 &{tracker} &{noerror}]]}}"
name="roll initiative">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll for initiative"
value="&{template:init_roll_private} {{name=@{character_name} rolls Initiative}} {{roll=[[0 + 0]}} {{roll=[[@{Init}d10kl1cs0cf0 &{tracker} &{noerror}]]}}"
name="roll initiative">
</button>
</td>
</tr>
</tbody>
</table>
</div>
<div class="sheet-header sheet-header-spacer">Defenses</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<td class="sheet-right"><span class="sheet-background">Avoidance:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input type="number" disabled="true" value="((@{ProwessModifier} + @{InsightModifier} + @{AvoidanceMod} + 12 - @{Bulk}))" title="Value: Prowess Passive + Insight Passive + 12 - Armor Bulk" name="attr_Avoidance" /></span></td>
<td class="sheet-right"><span class="sheet-background">Fortitude:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input class="sheet-circle" type="number" disabled="true" value="((@{MightModifier} + @{VigorModifier} + @{FortitudeMod} + 12))" title="Value: Might Passive + Vigor Passive + 12" name="attr_Fortitude" /></span></td>
<td class="sheet-right"><span class="sheet-background">Discipline:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input class="sheet-circle" type="number" disabled="true" value="((@{CharismaModifier} + @{ResolveModifier} + @{DisciplineMod} + 12))" title="Value: Charisma Passive + Resolve Passive + 12" name="attr_Discipline" /></span></td>
</tr>
<tr>
<td class="sheet-right"><span>Ballistic AR:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input type="number" disabled="true" value="((@{BallisticAR} + @{BallisticARMod}))" title="Ballistic Armor Rating" name="attr_Ballistic" /></span></td>
<td class="sheet-right"><span>Melee AR:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input type="number" disabled="true" value="((@{MeleeAR} + @{MeleeARMod}))" title="Melee Armor Rating" name="attr_Melee" /></span></td>
<td class="sheet-right"><span>Energy AR:&nbsp;&nbsp;</span></td>
<td><span class="sheet-circle"><input type="number" disabled="true" value="((@{EnergyAR} + @{EnergyARMod}))" title="Energy Armor Rating" name="attr_Energy" /></span></td>
</tr>
</tbody>
</table>
</div>
</div>
<!-- COLUMN 2 - Combat Modifier References -->
<div class="sheet-col">
<div class="sheet-header">Common Circumstance Mods</div>
<table>
<tr>
<td class="sheet-width-w15"><span style="color: red;">Wound Penalty:&nbsp;
<td class="sheet-width-w5"class="sheet-left"><span class="sheet-noborder"><input type="number" value="((@{hiddenWoundPenalty}))" disabled="true" name="attr_WoundPenalty" style="color: red;" title="This value is applied to ALL action rolls automatically if apply is selected."></span></td>
<td class="sheet-left sheet-width-w80" ><span style="color: red;"><input type="radio" value="apply" checked="true" name="attr_WndPenToUse" title="Click to apply the wound penalty to all action rolls"/>&nbsp;apply&nbsp; <input type="radio" value="ignore" name="attr_WndPenToUse" title="Click to set the wound penalty to 0 for all action rolls"/>&nbsp;ignore</span></td>
</tr>
</table>
<div class="sheet-subsection">
<table class="sheet-smallfont">
<tbody>
<tr>
<td><span>Charge</td>
<td class="sheet-left"><span>+2</span></td>
<td><span>Tactical Edge</td>
<td class="sheet-left"><span>+2</span></td>
</tr>
<tr>
<td><span>Burst, Dbl Tap, Spray, Fire into melee</td>
<td class="sheet-left"><span></span><span>-3</span></td>
<td><span>Cover (Part/hlf/full)</td>
<td class="sheet-left"><span>-2/-4/-6</span></td>
</tr>
<tr>
<td><span>Auto Single Target</td>
<td class="sheet-left"><span>-4</span></td>
<td><span>Total Concealment</td>
<td class="sheet-left"><span>-6</span></td>
</tr>
<tr>
<td><span>Dev ATK, Disarm</td>
<td class="sheet-left"><span></span><span>-6</span></td>
<td><span>Inadequate Space</td>
<td class="sheet-left"><span>-2</span></td>
</tr>
<tr>
<td><span>Rvs Grapple, Headshot</td>
<td class="sheet-left"><span></span><span>-6</td>
<td><span>Prone (excluding guns)</td>
<td class="sheet-left"><span>-3</span></td>
</tr>
<tr>
<td><span>Beyond Range</td>
<td class="sheet-left"><span>-1/a</span></td>
<td><span>Attacking from a Vehicle</td>
<td class="sheet-left"><span>-1/5a</span></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<!-- Character weapons -->
<div class="sheet-header">Weapon Detail Quick Reference (pg 76)</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W25"><H3 class="sheet-header-override">Weapon</H3></th>
<th class="sheet-width-W5"><H3 title="Click to record additional info on the weapon such as Firearm accessories">+Info</H3></th>
<th class="sheet-width-W10"><H3 title="Select the Cartridge or Shell in the Firearm; this is not a list of possible ammo but the actual cartridge in use">CART/Shell</H3></th>
<th class="sheet-width-W4"><H3 title="Range in areas; enter M for melee">Rng</H3></th>
<th class="sheet-width-W10"><H3 title="Select the type of base damage infliected by the weapon">Dmg Die</H3></th>
<th class="sheet-width-W5"><H3 title="Weapons Impact value">Impact</H3></th>
<th class="sheet-width-W7"><H3 title="How many rounds are there per ammo load">Rnds/load</H3></th>
<th class="sheet-width-W5"><H3 title="Time in ticks it takes to reload the weapon">Reload</H3></th>
<th class="sheet-width-W7"><H3 title="List the types of Ammo the weapon can utilize: L (light), M (Medium), A (Assault), H (Heavy), SH (Super Heavy)">Ammo Cat</H3></th>
<th class="sheet-width-W10"><H3 title="How much ammo is being carried for the gun">Ammo Track</H3></th>
<th class="sheet-width-W10"><H3 class="sheet-header-override" title="List the qualities associated with the weapon">Qualities</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_weapon">
<table>
<tbody>
<tr>
<td class="sheet-width-W30"><input class="sheet-width-W90 sheet-hover" type="text" name="attr_Weapon" title="name of the weapon."/>
<span name="attr_Weapon-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide attack details" /><span></span>
<textarea placeholder="Enter the details of the weapon such as ammo details, qualities, and ammo tracking." class="sheet-tooltip sheet-width-W75" name="attr_Attack-tooltip"></textarea>
</td>
<td class="sheet-width-W10 sheet-center"><select class="sheet-width-W95 sheet-dropdown sheet-smaller-text" name="attr_Cartridge" value="0" title="For guns, identify the type of cartridge being used with the gun.">
<option value="0" selected="true" >N/A</option>
<option value="CL">Light</option>
<option value="CM">Medium</option>
<option value="CA">Assault</option>
<option value="CH">Heavy</option>
<option value="CSH">Super Hvy</option>
<option value="SL">Shell: Lght</option>
<option value="SM">Shell: Med</option>
<option value="SH">Shell: Hvy</option>
</select>
</td>
<td class="sheet-width-W4 sheet-center"><span class="sheet-circle"><input type="text" name="attr_AttackRange" value="0" title="The range of the attack; enter M for melee."/></span></td>
<td class="sheet-width-W10 sheet-center"><select class="sheet-width-W95 sheet-meddropdown" name="attr_WeaponBaseDamageDie" value="1d6" title="Base damage die ladder; for weapons with the Dub Quality scroll to the end of the list for double damage options.">
<option value="1d0">None</option>
<option value="1D4">1D4</option>
<option value="1D6" selected="true">1D6</option>
<option value="1D8">1D8</option>
<option value="1D10">1D10</option>
<option value="1D12">1D12</option>
<option value="2D8">2D8</option>
<option value="3D8">3D8</option>
<option value="4D8">4D8</option>
<option value="5D8">5D8</option>
<option value="10D8">10D8</option>
<option value="15D8">15D8</option>
<option value="20D8">20D8</option>
<option value="25D8">25D8</option>
<option value="30D8">30D8</option>
<option value="35D8">35D8</option>
<option value="40D8">40D8</option>
<option value="45D8">45D8</option>
<option value="50D8">50D8</option>
<option value="2D4">2D4</option>
<option value="2D6">2D6</option>
<option value="2D10">2D10</option>
<option value="2D12">2D12</option>
<option value="1D12+1d4">1D12+1d4</option>
<option value="1D12+1d6">1D12+1d6</option>
<option value="1D12+1d8">1D12+1d8</option>
<option value="1D12+1d10">1D12+1d10</option>
<option value="2D12">2D12</option>
<option value="2D12+1d4">2D12+1d4</option>
<option value="2D12+1d6">2D12+1d6</option>
<option value="2D12+1d8">2D12+1d8</option>
<option value="2D12+1d10">2D12+1d10</option>
<option value="3D12">3D12</option>
<option value="3D12+1d4">2D12+1d4</option>
<option value="3D12+1d6">2D12+1d6</option>
<option value="3D12+1d8">2D12+1d8</option>
<option value="3D12+1d10">2D12+1d10</option>
<option value="4D12">4D12</option>
<option value="4D12+1d4">4D12+1d4</option>
<option value="4D12+1d6">4D12+1d6</option>
<option value="4D12+1d8">4D12+1d8</option>
<option value="4D12+1d10">4D12+1d10</option>
<option value="5D12">5D12</option>
</select>
</td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="number" name="attr_Impact" value="0" title="The weapon's impact"/></span></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-small-textblock" type="text" name="attr_Rounds" value="" title="Identify the number of rounds a given load holds"/></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_Reload" value="" title="Time it takes to reload the gun"/></span></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-W95" type="text" name="attr_AmmoType" value="" title="List of ammo types that can be used in the firearm"/></td>
<td class="sheet-width-W10 sheet-center"><input class="sheet-width-W95" type="text" name="attr_AmmoTrack" value="" title="Track your ammo here"/></td>
<td class="sheet-width-W10 sheet-center"><input class="sheet-width-W95" type="text" name="attr_Qualities" value="none" title="List of weapon qualities"/></td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<!-- Attack Action Rolls -->
<div class="sheet-header" >Attack Action Roll (with Maneuvers)</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W25"><h3 class="sheet-header-override" title="Name of the attack" >Attack</h3></th>
<th class="sheet-width-W5"> <h3 title="Click to expand notes section for capturing additional details." >+Info</h3></th>
<th class="sheet-width-W6"><H3 title="Primary Attribute; used for Attribute Dice and setting the skills Passive score.">P Attr</H3></th>
<th class="sheet-width-W10"><H3 title="Dice used for the roll; needs to be selected -- this allows for bumping.">Attribute Dice</H3></th>
<th class="sheet-width-W6"><H3 title="Bump the dice up or down the die ladder.">Bump</H3></th>
<th class="sheet-width-W10"><h3 class="sheet-header-override" title="Maneuver applied to the attack">Maneuver</h3></th>
<th class="sheet-width-W6"> <h3 title="Maneuver Modifier" >Mnv Mod</h3></th>
<th class="sheet-width-W5"> <h3 title="Defense: A(Avoidance), F(Fortitude), D(Discipline),a skill name, or attribute name." >vs Def</h3></th>
<th class="sheet-width-W5"> <h3 title="Speed of the attack (reference Maneuvers)" >Ticks</h3></th>
<th class="sheet-width-W5"> <h3 title="Ranks applied to the roll: typically melee, ranged, firearms, or a power." >Rank</h3></th>
<th class="sheet-width-W6"> <h3 title="Total of Foci, Power, and Advantage modifiers.">ATK Mod</h3></th>
<th class="sheet-width-W6"> <h3 title="Total of circumstance modifiers.">Circ Mod</h3></th>
<th class="sheet-width-W4"> <h3 title="Button for making the roll." >Roll</h3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_attackaction">
<table>
<tbody>
<tr>
<!-- An Attack -->
<td class="sheet-width-W30"><input class="sheet-width-W90 sheet-hover" type="text" name="attr_AttackName" title="The weapon or power used to make the attack (pg 90 to 94)." >
<span name="attr_Attack-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide attack details" /><span></span>
<textarea placeholder="Enter the details of the attack here for reference." class="sheet-tooltip sheet-width-W75" name="attr_Attack-tooltip"></textarea>
</td>
<td class="sheet-width-W6 sheet-center">
<select class="sheet-width-W95 sheet-smalldropdown" name="attr_AttackPrimAttr" value="0" title="Primary Attribute RAW; sets Dice." >
<option value="na" selected="true"></option>
<option value="mi">Mi</option>
<option value="pr">Pr</option>
<option value="qu">Qu</option>
<option value="vi">Vi</option>
<option value="ch">Ch</option>
<option value="in">In</option>
<option value="lo">Lo</option>
<option value="re">Re</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="--" name="attr_AttackDieDisplay" readonly title="The attribute die associated with this attack"/>
<input type="hidden" value="0" name="attr_AttackDie"/>
</td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_AttackDieBump" value="0" title="The value applied to bump the attribute die up or down; this affects only the specific attack"/></td>
<td class="sheet-width-W10"><select class="sheet-width-W95 sheet-dropdown sheet-smaller-text" name="attr_AttackManeuver" value="0" title="Select the Maneuver used for the attack.">
<option value="None Selected" ></option>
<option value="Basic Attack" selected="true">Basic Attack</option>
<option value="Charge">Charge</option>
<option value="Dev Attack">Dev Attack</option>
<option value="Disarm">Disarm</option>
<option value="Earth Strike">Earth Strike</option>
<option value="Feint">Feint</option>
<option value="Burst">FA:Burst</option>
<option value="Double Tap">FA:Dbl Tap</option>
<option value="Auto on 1">FA:FA Single</option>
<option value="Auto Spray">FA:FA Spray</option>
<option value="Headshot">FA:Headshot</option>
<option value="Single Shot">FA:1-Shot</option>
<option value="Grab">Grab</option>
<option value="Grpl Escape">Grpl:Escape</option>
<option value="Grpl Pin">Grpl:Pin</option>
<option value="Grpl Punish">Grpl:Punish</option>
<option value="Grpl Reverse">Grpl:Reverse</option>
<option value="Lure">Lure</option>
<option value="Shove">Shove</option>
<option value="Team Attack">Team ATK</option>
<option value="Other">Other</option>
</select>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-95 sheet-verysmall-textblock sheet-center" type="text" name="attr_AttackMnvMod" value="0" title="Maneuver Modifier applied to the attack action roll; auto set by the selected Maneuver." readonly /></td>
<td class="sheet-width-W5 sheet-center"><input class="sheet-width-W95" style="width:3em;" type="Text" name="attr_AttackDefense" value="A" title="Defense vs the attack: A(Avoidance), F(Fortitude), D(Discipline),a skill name, or attribute name."/></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="number" name="attr_AttackSpeed" value="4" title="Speed of the attack in Ticks: Trivial=1;Simple=2; Complex=4; Demanding=6"/></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="number" name="attr_AttackRank" value="0" title="Rank for skill or power; leave 0 if none."/></span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_AttackMod" value="0" title="Total of Foci, Power, and Advantage Mods (only one of each may be applied); leave 0 if none." /></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_CircMod" value="0" title="Total of all Circumstance Mods; leave 0 if none." /></td>
<td class="sheet-width-W4 sheet-center"><input type="hidden" value ="0" name="attr_bulkattackpen"/>
<button class="sheet-diebutton-public" type="roll"
title="Click to roll the attack"
value="&{template:attack_roll} {{name=@{Hero_Name} Attacks}} {{attackname=@{AttackName}}} {{maneuver=@{AttackManeuver}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkattackpen}}} {{manmod=@{AttackMnvMod}}} {{dice=@{AttackDieDisplay}}} {{defense=@{AttackDefense}}} {{ticks=@{AttackSpeed}}} {{rank=@{AttackRank}}} {{rollmod=[[@{AttackMod} + @{CircMod}]]}} {{roll=[[ 2d10cs>2cf<9 + @{AttackRank} + @{AttackMnvMod} + @{AttackMod} + @{CircMod} + @{hiddenWoundPenalty} + @{bulkattackpen} + @{AttackDie}cs0cf0}]]}}"
name="roll_Attack" >
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll the attack"
value="&{template:attack_roll_private} {{name=@{Hero_Name} Attacks}} {{attackname=@{AttackName}}} {{maneuver=@{AttackManeuver}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkattackpen}}} {{manmod=@{AttackMnvMod}}} {{dice=@{AttackDieDisplay}}} {{defense=@{AttackDefense}}} {{ticks=@{AttackSpeed}}} {{roll=[[0 + 0]}} {{roll=[[@{AttackMod} + @{CircMod}]]}} {{roll=[[ 2d10cs>2cf<9 + @{AttackRank} + @{AttackMnvMod} + @{AttackMod} + @{CircMod} + @{hiddenWoundPenalty} + @{bulkattackpen} + @{AttackDie}cs0cf0}]]}}"
name="roll_Attack">
</button>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<div class="sheet-header">Attack Damage Roll</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W25"><H3 class="sheet-header-override">Attack</H3></th>
<th class="sheet-width-W5"><H3>+Info</H3></th>
<th class="sheet-width-W10" title="Base Weapon Damage Die"><H3>Dmg Die</H3></th>
<th class="sheet-width-W7"><H3 title="Primary Attribute; used for Attribute Dice and setting the skills Passive score">P Attr</H3></th>
<th class="sheet-width-W10"><H3 title="Dice used for the roll; needs to be selected -- this allows for bumping">Attribute Dice</H3></th>
<th class="sheet-width-W6"><H3 title="Bump the dice up or down the die ladder">Bump</H3></th>
<th class="sheet-width-W7"><H3 title="Damage Modifier">Dmg Mod</H3></th>
<th class="sheet-width-W5"><H3 title="The impact value of the attack used for determining massive damage">Impact</H3></th>
<th class="sheet-width-W20"><H3 class="sheet-header-override" title="Qualities and/or conditions applied when damage is inflicted or instead of damage">Special</H3></th>
<th class="sheet-width-W5"><H3 title="Click the die to roll damage">Roll</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_damage">
<table>
<tbody>
<tr>
<td class="sheet-width-W30"><input class="sheet-width-W90 sheet-hover" name="attr_FirstAttack" type="text"/>
<span name="attr_AttackDamage-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide damage details" /><span></span>
<textarea placeholder="Enter the details of the damage (such as conditions caused by the attack) here for reference." class="sheet-tooltip sheet-width-W75" name="attr_AttackDamage-tooltip"></textarea>
</td>
<td class="sheet-width-W10 sheet-center">
<select class="sheet-width-W95 sheet-meddropdown"name="attr_BaseDamageDie" value="1d6" title="Base damage die ladder; for weapons with the Dub Quality scroll to the end of the list for double damage options.">
<option value="1d0">None</option>
<option value="1D4">1D4</option>
<option value="1D6" selected="true">1D6</option>
<option value="1D8">1D8</option>
<option value="1D10">1D10</option>
<option value="1D12">1D12</option>
<option value="2D8">2D8</option>
<option value="3D8">3D8</option>
<option value="4D8">4D8</option>
<option value="5D8">5D8</option>
<option value="10D8">10D8</option>
<option value="15D8">15D8</option>
<option value="20D8">20D8</option>
<option value="25D8">25D8</option>
<option value="30D8">30D8</option>
<option value="35D8">35D8</option>
<option value="40D8">40D8</option>
<option value="45D8">45D8</option>
<option value="50D8">50D8</option>
<option value="2D4">2D4</option>
<option value="2D6">2D6</option>
<option value="2D10">2D10</option>
<option value="2D12">2D12</option>
<option value="1D12+1d4">1D12+1d4</option>
<option value="1D12+1d6">1D12+1d6</option>
<option value="1D12+1d8">1D12+1d8</option>
<option value="1D12+1d10">1D12+1d10</option>
<option value="2D12">2D12</option>
<option value="2D12+1d4">2D12+1d4</option>
<option value="2D12+1d6">2D12+1d6</option>
<option value="2D12+1d8">2D12+1d8</option>
<option value="2D12+1d10">2D12+1d10</option>
<option value="3D12">3D12</option>
<option value="3D12+1d4">2D12+1d4</option>
<option value="3D12+1d6">2D12+1d6</option>
<option value="3D12+1d8">2D12+1d8</option>
<option value="3D12+1d10">2D12+1d10</option>
<option value="4D12">4D12</option>
<option value="4D12+1d4">4D12+1d4</option>
<option value="4D12+1d6">4D12+1d6</option>
<option value="4D12+1d8">4D12+1d8</option>
<option value="4D12+1d10">4D12+1d10</option>
<option value="5D12">5D12</option>
</select>
</td>
<td class="sheet-width-W7 sheet-center">
<select class="sheet-width-W95 sheet-smalldropdown" name="attr_DamagePrimAttr" value="0" title="Primary Attribute RAW; sets Dice." >
<option value="na" selected="true">n/a</option>
<option value="mi">Mi</option>
<option value="pr">Pr</option>
<option value="qu">Qu</option>
<option value="vi">Vi</option>
<option value="ch">Ch</option>
<option value="in">In</option>
<option value="lo">Lo</option>
<option value="re">Re</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="--" name="attr_DamageDieDisplay" readonly title="Attribute rolled and applied to the damage"/>
<input type="hidden" value="0" name="attr_DamageDie"/>
</td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_DamageDieBump" value="0" title="Use to apply a local bump to the attribute damage dice"/></td>
<td class="sheet-width-W7"><input class="sheet-width-w95" type="number" name="attr_DamageMod" value="0" title="Modifier applied to the damage"/></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input class="sheet-width-w95" type="number" name="attr_DmgRollImpact" value="0" title="Impact value for the damage attack roll to determine massive damage (not automated)"/></span></td>
<td class="sheet-width-W20 sheet-center"><input class="sheet-width-W95" type="text" name="attr_DmgSpecial" value="none" title="List of special conditions that apply to the damage"/></td>
<td class="sheet-width-W5 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Damage Roll"
value="&{template:damage_roll} {{name=@{Hero_Name} rolls Damage}} {{attname=@{FirstAttack}}} {{basedmgdice=@{BaseDamageDie}}} {{attributedmgdice=@{DamageDieDisplay}}} {{conditions=@{DmgSpecial}}} {{impact=@{DmgRollImpact}}} {{rollmod=@{DamageMod}}} {{roll=[[ {@{BaseDamageDie}cs0cf0 + @{DamageDie}cs0cf0 + @{DamageMod}, 1d1}kh1 ]]}}"
name="roll_DamageRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Damage Roll"
value="&{template:damage_roll_private} {{name=@{Hero_Name} rolls Damage}} {{attname=@{FirstAttack}}} {{basedmgdice=@{BaseDamageDie}}} {{attributedmgdice=@{DamageDieDisplay}}} {{conditions=@{DmgSpecial}}} {{impact=@{DmgRollImpact}}} {{rollmod=@{DamageMod}}} {{roll=[[0 + 0]}} {{roll=[[ {@{BaseDamageDie}cs0cf0 + @{DamageDie}cs0cf0 + @{DamageMod}, 1d1}kh1 ]]}}"
name="roll_DamageRoll">
</button>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
</div>
<!-- Tab 4: Powers -->
<div class="sheet-section sheet-section-pc4">
<div class="sheet-2colrow" width="100%">
<div class="sheet-col">
<div class="sheet-header">Burnout</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<td class="sheet-width-W20"><span class="sheet-background">BO Threshold:</span></td>
<td class="sheet-width-W10 sheet-left"><span class="sheet-circle"><input type="number" name="attr_BOThreshold" disabled="true" value="((@{BODefense} + @{BOMod}))" title="Value: Discipline or Fortitude + any modifiers"/></span></td>
<td class="sheet-width-W10 sheet-right"><span class="sheet-background">Current:</span></td>
<td class="sheet-width-W10 sheet-left"><input class="sheet-width-W95 sheet-spin-button" type="number" name="attr_CurrentBO" title="The total of all modifications to Burnout Threshold."/></span></td>
<td class="sheet-width-W10 sheet-right"><span class="sheet-background">Roll:</span></td>
<td class="sheet-width-W10">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Burnout Check"
value="&{template:burnout_roll} {{name=@{Hero_Name} rolls Burnout}} {{text= Burnout on 1-2}}{{boroll=[[ 1d6cf<2 ]]}}"
name="roll_Burnout">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Burnout Check"
value="&{template:burnout_roll_private} {{name=@{Hero_Name} rolls Burnout}} {{text= Burnout on 1-2}} {{roll=[[0 + 0]}} {{roll=[[ 1d6cf<2 ]]}}"
name="roll_Burnout">
</button>
</td>
</tr>
<tr>
<td class="sheet-width-W10 sheet-right"><span class="sheet-background">Defense:</span></td>
<td class="sheet-width-W10 sheet-left"><select class="sheet-dropdown sheet-select-attr sheet-width-w95"name="attr_BODefense" value="0" title="This sets the characters Burnout; once selected it cannot be changed.">
<option value="0" selected="true"></option>
<option value="@{Discipline}">Discipline</option>
<option value="@{Fortitude}">Fortitude</option>
</select>
</td>
<td class="sheet-width-W10 sheet-right"><span class="sheet-background">Value:</span></td>
<td class="sheet-width-W10"><span class="sheet-circle"><input type="number" name="attr_BaseBOThreshold" disabled="true" value="((@{BODefense}))" title="Base value of the selected defense."/></span></td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="sheet-col">
<div class="sheet-header">Primary Powers</div>
<div class="sheet-subsection">
<textarea name="attr_BuiltItem" placeholder="List Primary Powers here."></textarea>
</div>
</div>
</div>
<!-- POWERS -->
<div class="sheet-header">Powers</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W25"><H3 class="sheet-header-override" title="Name of the Power">Power </H3></th>
<th class="sheet-width-W5"><H3 title="Power details summary for quick reference.">+Detail</H3></th>
<th class="sheet-width-W5"><H3 title="Check if this is an Exploit.">Expl?</H3></th>
<th class="sheet-width-W6"><H3 title="Primary Attribute; used for Attribute Dice and setting the skills Passive score.">P Attr</H3></th>
<th class="sheet-width-W10"><H3 title="Dice used for the roll; needs to be selected -- this allows for bumping.">Attribute Dice</H3></th>
<th class="sheet-width-W6"><H3 title="Bump the dice up or down the die ladder.">Bump</H3></th>
<th class="sheet-width-W5"><H3 title="Rank of the Power">Rank</H3></th>
<th class="sheet-width-W5"><H3 title="Power Passive Value (Based on Prim Attr + Rank)" >P Value</H3></th>
<th class="sheet-width-W6"><H3 title="Power Burnout">Burnout</H3></th>
<th class="sheet-width-W5"><H3 title="Range of the power in areas">Range</H3></th>
<th class="sheet-width-W5"><H3 title="Speed of the power in ticks">Ticks</H3></th>
<th class="sheet-width-W6"><H3 title="Total modifiers from Skill Foci, Advantages, and Power mods applicable to the power roll">TTL Mod</H3></th>
<th class="sheet-width-W6"><H3 title="Circumstance modifiers applicable to the power roll">Cir Mod</H3></th>
<th class="sheet-width-W5"><H3 title="Make the power roll">Roll</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_power">
<table>
<tbody>
<tr>
<td class="sheet-width-W30">
<input class="sheet-hover sheet-width-W90" type="text" name="attr_PowerNameR"/>
<span name="attr_PowerDescription-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide Power Description."/><span></span>
<textarea placeholder="Enter Power Description here for reference." class="sheet-tooltip sheet-width-W75" name="attr_PowerDescription-tooltip"></textarea>
</td>
<td class="sheet-width-w5 sheet-center"><input type="checkbox" class="sheet-checkbox" name="attr_exploitIndicator" title="Check if the power is an exploit."></td>
<td class="sheet-width-W6 sheet-center"><select class="sheet-width-W95 sheet-smalldropdown" name="attr_PowerPrimAttr" value="0" title="Primary Attribute RAW; sets Dice and Passive score." >
<option value="na" selected="true"></option>
<option value="mi">Mi</option>
<option value="pr">Pr</option>
<option value="qu">Qu</option>
<option value="vi">Vi</option>
<option value="ch">Ch</option>
<option value="in">In</option>
<option value="lo">Lo</option>
<option value="re">Re</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="--" name="attr_PowerDieDisplay" readonly title="Attribute dice applied to the power and used in the Power Action Roll"/>
<input type="hidden" value="0" name="attr_PowerDie"/>
</td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_PowerDieBump" value="0" title="Used to apply bumps to move the primary attribute dice associated with this power up or down"/></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="number" name="attr_PowerRankR"value="0" title="Rank of the power"/></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="hidden" value="0" name="attr_PowerAttrPassMod"/><input type="number" disabled="true" name="attr_PowerPVR" value="((@{PowerRankR} + abs(12) + @{PowerAttrPassMod}))" title="The power's Passive Value"/></span></td>
<td class="sheet-width-W6 sheet-center"><span class="sheet-circle"><input type="number" name="attr_PowerBOR" value="0" title="Power Burnout"/></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_PowerRangeR"value="0" title="The range of the power in areas"></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_PowerSpeedR"value="0" title="speed of the power in ticks"/></span></td>
<td class="sheet-width-W6 sheet-center" ><input class="sheet-spin-button" type="number" name="attr_PowerModifier" value="0" title="Total modifiers from Skill Foci, Advantages, and Power mods applicable to the power roll"/></td>
<td class="sheet-width-W6 sheet-center" ><input class="sheet-spin-button" type="number" name="attr_PowerCircumstancesMod" value="0" title="Total of all circumstance modifiers applicable to the power roll"/></td>
<td class="sheet-width-W5 sheet-center"><input type="hidden" value ="0" name="attr_bulkpowerpen"/>
<button class="sheet-diebutton-public" type="roll"
title="Power Roll"
value="&{template:power_roll} {{name=@{Hero_Name} makes a power roll}} {{rolled=@{PowerNameR}}} {{rank=@{PowerRankR}}} {{ticks=@{PowerSpeedR}}} {{burnout=@{PowerBOR}}} {{range=@{PowerRangeR}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkpowerpen}}} {{rolldice=@{PowerDieDisplay}}} {{rollmod=[[@{PowerModifier} + @{PowerCircumstancesMod}]]}} {{roll=[[ 2d10cs>2cf<9 + @{PowerDie}cs0cf0 + @{PowerRankR} + @{PowerModifier} + @{PowerCircumstancesMod} + @{hiddenWoundPenalty} + @{bulkpowerpen} ]]}}"
name="roll_MakeAPowerRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Power Roll"
value="&{template:power_roll_private} {{name=@{Hero_Name} makes a power roll}} {{rolled=@{PowerNameR}}} {{ticks=@{PowerSpeedR}}} {{burnout=@{PowerBOR}}} {{range=@{PowerRangeR}}} {{wndpen=@{hiddenWoundPenalty}}} {{bulkpen=@{bulkpowerpen}}} {{rolldice=@{PowerDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{PowerDie}cs0cf0 + @{PowerRankR} + @{PowerModifier} + @{PowerCircumstancesMod} + @{hiddenWoundPenalty} + @{bulkpowerpen} ]]}}"
name="roll_MakeAPowerRoll">
</button>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<!-- Exploits -->
<div class="sheet-header">Power Exploits</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W20"><H3 class="sheet-header-override" title="Name of the Power">Exploit </H3></th>
<th class="sheet-width-W5"><H3 class="sheet-header-override" title="Description of the Trick's effect.">+Effect</H3></th>
<th class="sheet-width-W20"><H3 class="sheet-header-override" title="Power this exploit is associated with.">Power</H3></th>
<th class="sheet-width-W10"><H3 class="sheet-header-override" title="Has the Trick been learned yet?">Type</H3></th>
<th class="sheet-width-W10"><H3 class="sheet-header-override" title="Has the Trick been learned yet?">Learned</H3></th>
<th class="sheet-width-W5"><H3 title="Number of attempts to perform the trick.">Attmpts</H3></th>
<th class="sheet-width-W5"><H3 title="Modifier applied to the base power Burnout">+BO</H3></th>
<th class="sheet-width-W5"><H3 title="Modifier applied to the base power speed">+Ticks</H3></th>
<th class="sheet-width-W10"><H3 title="Defense used against the Trick.">Defense</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_tricks">
<table>
<tbody>
<tr>
<td class="sheet-width-W25">
<input class="sheet-hover sheet-width-W85" type="text" name="attr_Trick"/>
<span name="attr_TrickEffect-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide Trick Effect description."/><span></span>
<textarea placeholder="Enter Trick effect description here for reference." class="sheet-tooltip sheet-width-W75" name="attr_TrickEffect-tooltip"></textarea>
</td>
<td class="sheet-width-W20"><input class="sheet-width-W95" type="text" name="attr_TrickPower"/> </td>
<td class="sheet-width-W10 sheet-center">
<select class="sheet-largedropdown" name="attr_ExploitType" value="0" title="Select Trick or Emulated for type of exploit." >
<option value="0" selected="Yes">Trick</option>
<option value="1">Emulated</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<select class="sheet-meddropdown" name="attr_TrickLearned" value="0" title="Select Yes or No to indicate if this exploit has been learned; select mastered if it is an emulated power that has been mastered." >
<option value="0" selected="Yes">No</option>
<option value="1">Yes</option>
<option value="2">Mastered</option>
</select>
</td>
<td class="sheet-width-W5 sheet-center"><input class="sheet-spin-button" type="number" name="attr_TrickAttempts" value="0" title="Number of attempts to use this trick; after 10 this can be purchased for 5xp and learned and be marked to Yes."/></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_TrickBOCost" value="0" title="The BO cost for using this trick."></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_TrickSpeedCost" value="0" title="The Speed cost for using this trick."></span></td>
<td class="sheet-width-W10 sheet-center">
<select class="sheet-meddropdown" name="attr_TrickDefense" value="0" title="Select the defense used to resist this trick." >
<option value="0" selected="Yes"></option>
<option value="1">Avoidance</option>
<option value="2">Fortitude</option>
<option value="3">Discipline</option>
</select>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
</div>
<!---Tab 5: Gear & Mods -->
<div class="sheet-section sheet-section-pc5">
<div class="sheet-header" title="Use this section to apply permanent modifiers to calculated values.">Fixed Modifiers</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Might:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_MiScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Prowess:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_PrScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Quickness:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_QuScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Vigor:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_ViScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Charisma:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_ChScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Insight:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_InScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Logic:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_LoScoreMod" value="0" /></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Resolve:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-spin-button" type="number" name="attr_ReScoreMod" value="0" /></td>
</tr>
<tr>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Avoidance:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_AvoidanceMod" title="The total of all modifications to Avoidance."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Fortitude:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_FortitudeMod" title="The total of all modifications to Fortitude."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Discipline:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_DisciplineMod" title="The total of all modifications to Discipline."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Stamina:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_StaminaMod" title="The total of all modifications to Stamina."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Wounds:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_WoundsMod" title="The total of all modifications to Wounds."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Burnout:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_BOMod" title="The total of all modifications to Burnout Threshold."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Horror:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_HorrorMod" title="The total of all modifications to Horror Points."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >Pace:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_PaceMod" title="The total of all modifications to Pace."/></span></td>
</tr>
<tr>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >AR Bal:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_BallisticARMod" title="The total of all modifications to Ballistic Armor Rating."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >AR Mel:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_MeleeARMod" title="The total of all modifications to Melee Armor Rating."/></span></td>
<td class="sheet-width-W6 sheet-right"><span class="sheet-large-textblock sheet-spin-button" >AR Eng:</span></td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W95 sheet-large-textblock sheet-spin-button" type="number" value="0" name="attr_EnergyARMod" title="The total of all modifications to Energy Armor Rating."/></span></td>
</tr>
</table>
</div>
<!-- Armor -->
<div class="sheet-header">Armor</div>
<div class="sheet-subsection">
<table>
<tr>
<th class="sheet-width-W35"><h3 class="sheet-header-override" title="Name of the Armor">Armor</h3></th>
<th class="sheet-width-W5"><h3 title="Armor details.">+Info</h3></th>
<th class="sheet-width-W7"><h3 title="Ballistic Armor Rating">AR Ballistic</h3></th>
<th class="sheet-width-W7"><h3 title="Melee Armor Rating">AR Melee</h3></th>
<th class="sheet-width-W7"><h3 title="Energy Armor Rating">AR Energy</h3></th>
<th class="sheet-width-W7"><h3 title="Bulk">Bulk</h3></th>
</tr>
</table>
<table>
<tr>
<td class="sheet-width-W40">
<input class="sheet-hover sheet-width-W90" type="text" name="attr_armor"/>
<span class="sheet-tooltip" name="attr_armorDetail-tooltip" ></span>
<input type="checkbox" class="sheet-hover-hidden" /><span></span>
<textarea placeholder="Enter more details on the armor here for reference." class="sheet-tooltip sheet-width-W75" name="attr_armorDetail-tooltip"></textarea>
</td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-w95 sheet-spin-button" type="number" name="attr_BallisticAR" value="0" title="Ballistic Armor Rating"/></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-w95 sheet-spin-button" type="number" name="attr_MeleeAR" value="0" title="Melee Armor Rating"/></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-w95 sheet-spin-button" type="number" name="attr_EnergyAR" value="0" title="Energy Armor Rating"/></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-w95 sheet-spin-button" type="number" name="attr_bulk" value="0" title="Armor Bulk Value"/></td>
</tr>
</table>
</div>
<!-- Gear -->
<div class="sheet-header">Gear</div>
<div class="sheet-subsection">
<table>
<tr>
<th class="sheet-width-W30"><h3 class="sheet-header-override" title="Name of the Piece of Gear">Gear Name</h3></th>
<th class="sheet-width-W10"><h3 title="Gear description in detail.">+Info</h3></th>
<th class="sheet-width-W60"><h3 class="sheet-header-override" title="Brief Description">Quick Reference for Game Stats and Effects</h3></th>
</tr>
</table>
<fieldset class="repeating_gear">
<table>
<tr>
<td class="sheet-width-W40">
<input class="sheet-hover sheet-width-W85" type="text" name="attr_GearR"/>
<span class="sheet-tooltip" name="attr_GearDetailR-tooltip" ></span>
<input type="checkbox" class="sheet-hover-hidden" /><span></span>
<textarea placeholder="Enter more details on the gear here for reference." class="sheet-tooltip sheet-width-W75" name="attr_GearDetailR-tooltip"></textarea>
</td>
<td class="sheet-width-W60">
<input class="sheet-width-W100" type="text" name="attr_GearDescriptionR" title="Gear description - stats, anything special, physical appearance, etc." />
</td>
</tr>
</table>
</fieldset>
</div>
</div>
<!---Tab 6: Advancement -->
<div class="sheet-section sheet-section-pc6">
<div class="sheet-header">XP Tracking</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-width-w15"><h3 class="sheet-header-override sheet-right">Starting XP:</h3></td>
<td class="sheet-width-w85 sheet-left"><input class="sheet-med-textblock" type="number" name="attr_StartingXP" value="0" title="Enter your starting XP for character build"/></td>
<td class="sheet-width-w15"><h3 class="sheet-header-override sheet-right">Starting XP Spent:</h3></td>
<td class="sheet-width-w85 sheet-left"><input class="sheet-med-textblock" type="number" name="attr_StartingXPSpent" value="0" title="Enter the amount of starting XP Spent"/></td>
<td class="sheet-width-w15"><h3 class="sheet-header-override">Total XP Earned:</h3></td>
<td class="sheet-width-w85 sheet-left"><input type="hidden" value="0" name="attr_hiddenxpearned"/><input class="sheet-attr-display" type="text" name="attr_TotalXPEarned" value="((@{hiddenxpearned}))" title="Total all XP earned after character creation" disabled /></td>
<td class="sheet-width-w15"><h3 class="sheet-header-override">Total XP Spent:</h3></td>
<td class="sheet-width-w85 sheet-left "><input type="hidden" value="0" name="attr_hiddenxpspent"/><input class="sheet-attr-display" type="text" name="attr_TotalXPSpent" value="((@{hiddenxpspent}))" title="Total all XP spent after character creation" disabled /></td>
<td class="sheet-width-w15"><h3 class="sheet-header-override">XP Available:</h3></td>
<td class="sheet-width-w85 sheet-left"><input type="hidden" value="0" name="attr_hiddenxpavailable"/><input class="sheet-attr-display" type="text" name="attr_XPAvailable" value="((@{hiddenxpavailable}))" title="How much XP is available for spend." disabled /></td>
</tr>
</table>
</div>
<div class="sheet-header">Advancements Log</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-width-w95"><h3 class="sheet-header-override">Advancements (XP Spent)</h3></td>
<td class="sheet-small-textblock "><h3>XP Spent</h3></td>
</tr>
</table>
<fieldset class="repeating_advancements">
<table>
<tr>
<td class="sheet-width-w95"><input class="sheet-width-W100" type="text" name="attr_AdvancementR" title="List the advancement purchased"/></td>
<td class="sheet-small-textblock sheet-center"><span class="sheet-circle"><input type="number" name="attr_XPSpent" value="0" title="cost in XP to purchase the advancement" /></span></td>
</tr>
</table>
</fieldset>
</div>
<div class="sheet-header">Serial Log (Serial Details and XP Awarded)</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-verylarge-textblock"><h3 class="sheet-header-override" >Serial Name</H3></td>
<td class="sheet-med-textblock"><H3 class="sheet-header-override" >Award Date</H3></td>
<td class="sheet-width-w60"><H3 class="sheet-header-override" >Brief Highlight</H3></td>
<td class="sheet-small-textblock "><H3>XP Award</H3></td>
</tr>
</table>
<fieldset class="repeating_Serial">
<table>
<tr>
<td class="sheet-verylarge-textblock"><input class="sheet-width-W100" type="text" name="attr_SerialName" title="name of the seriel"/></td>
<td class="sheet-med-textblock"><input class="sheet-width-W100" type="text" name="attr_SerialDate" title="date of the game"/></td>
<td class="sheet-width-w95">
<input class="sheet-hover sheet-width-W95" type="text" name="attr_SerialHighlight" />
<span name="attr_SerialDetail-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide more details on the Serial." /><span></span>
<textarea placeholder="Enter more details on the Serial here for reference." class="sheet-tooltip sheet-width-W75" name="attr_SerialDetail-tooltip"></textarea>
</td>
<td class="sheet-small-textblock sheet-center"><span class="sheet-circle"><input type="number" name="attr_XPEarned" value="0" title="list XP awarded at the conclusion of the serial"/></span></td>
</tr>
</table>
</fieldset>
</div>
</div>
</div>
<!-- ************************************** Cast Member ************************************** -->
<div class="sheet-block-b">
<div class="sheet-header" Style="color: white; font-weight: bold;font-variant: small-caps;">Cast Member Stats</div>
<div class="sheet-3colrow" width="100%">
<!-- General Character Details -->
<div class="sheet-col">
<table>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text" >Threat Lvl:</span></td>
<td class="sheet-width-W60"><input type="text" class="sheet-width-W100" name="attr_ThreatLevel" title="The cast member's Level of Threat; this can also include the build points spent" /> </td>
</tr>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text ">Pwr Source:</span></td>
<td class="sheet-width-W60"><input type="text" class="sheet-width-W100" name="attr_Origin" title="The cast member's Power Source"/></td>
</tr>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text ">Flaw:</span></td>
<td class="sheet-width-W60"><input type="text" class="sheet-width-W100" name="attr_PersonalityFlaw" title="The Cast Member's personality flaw(s)"/></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text ">Real Name:</span></td>
<td class="sheet-width-W60"><input class="sheet-width-W100" type="text" name="attr_realname" title="The cast member's real name"/></td>
</tr>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text ">Archetype:</span></td>
<td class="sheet-width-W60"><input type="text" class="sheet-width-W100" name="attr_Archetype" title="The cast member's Archtype"/></td>
</tr>
<tr>
<td class="sheet-width-W40"><span class="sheet-background sheet-pad-text ">Tagline:</span></td>
<td class="sheet-width-W60"><input type="text" class="sheet-width-W100" name="attr_Tagline" title="Cast member's tag line"/></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<td class="sheet-width-W20"><span class="sheet-background" >Pace:</span></td>
<td class="sheet-width-W75 sheet-left"><span class="sheet-circle"><input type="text" name="attr_BasePace" title="The cast member's speed in areas"/></span></td>
</tr>
</table>
<table>
<tr>
<td class="sheet-width-W20"><span class="sheet-background">Plot Die:</span></td>
<td class="sheet-width-W30 sheet-left">
<select class="sheet-select-attr" name="attr_PlotDie" value="1D6!" title="Select the type of die rolled for plot die">
<option value="1d0">None</option>
<option value="1D4!">1d4</option>
<option value="1D6!" selected="true">1D6</option>
<option value="1D8!">1D8</option>
<option value="1D10!">1D10</option>
<option value="1D12!">1D12</option>
<option value="1D12!+1d4!">1D12+1d4</option>
<option value="1D12!+1d6!">1D12+1d6</option>
<option value="1D12!+1d8!">1D12+1d8</option>
<option value="1D12!+1d10!">1D12+1d10</option>
<option value="2D12!">2D12</option>
</select>
</td>
<td class="sheet-width-W35 sheet-right"><span class="sheet-background">Roll Plot Die:</span></td>
<td class="sheet-width-W15 sheet-left">
<button class="sheet-diebutton-public" type="roll"
title="Click to roll a plot die for the cast member"
value="&{template:plotdie_roll} {{name=@{Hero_Name} Rolls Plot Die}} {{plotdie=@{PlotDie}}} {{plotdieroll=[[ @{PlotDie}cs0cf0 ]]}}"
name="roll_MakeAPlotDieRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll a plot die for the cast member"
value="&{template:plotdie_roll_private} {{name=@{Hero_Name} Rolls Plot Die}} {{plotdie=@{PlotDie}}} {{roll=[[0 + 0]}} {{roll=[[ @{PlotDie}cs0cf0 ]]}}"
name="roll_MakeAPlotDieRoll">
</button>
</td>
</tr>
</table>
<table>
<tr>
<td class="sheet-width-W15"><input type="checkbox" class="sheet-background" name="attr_mobindicator" > <Span class="sheet-block-text" title="Check if the Cast Member is a mob.">Mob?</span></td>
<td class="sheet-width-W20 sheet-right"><span class="sheet-background">Mob Size:</span></td>
<td class="sheet-width-W40 sheet-left"><span class="sheet-circle"><input type="number" class="sheet-width-W100" name="attr_MobSize" title="the numeric size of the mob"/></span></td>
</tr>
</table>
</div>
</div>
<br>
<div class="sheet-2colrow" width="100%">
<!-- COLUMN 1 - Cast member Attributes -->
<div class="sheet-col">
<div class="sheet-header">Attributes</div>
<div class="sheet-subsection">
<table>
<tr>
<th class="sheet-width-W25"><H3 class="header-override">Attribute</H3></th>
<th class="sheet-width-W10"><H3>Score</H3></th>
<th class="sheet-width-W20"><H3>Attribute Dice</H3></th>
<th class="sheet-width-W10"><H3>Bump</H3></th>
<th class="sheet-width-W10"><H3>Passive</H3></th>
<th class="sheet-width-W15"><H3>Roll Mod</H3></th>
<th class="sheet-width-W10"><H3>Roll</H3></th>
</tr>
<tr>
<td><H5>Might (Mi)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_MightScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_MightDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_MightDie"/>
</td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_MightDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_MightModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_MightRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Might Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Might}} {{attribute=Might}} {{rolldice=@{MightDieDisplay}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{bulkpen=@{bulk}}} {{rollmod=@{MightRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{MightDie}cs0cf0 + @{MightRollMod} + @{hiddenWoundPenalty} - @{Bulk}]]}}"
name="roll_MightRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Might Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Might}} {{attribute=Might}} {{rolldice=@{MightDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{MightDie}cs0cf0 + @{MightRollMod} + @{hiddenWoundPenalty} - @{Bulk}]]}}"
name="roll_MightRoll" style="font-size: 175%;">
</button>
</td>
</td>
</tr>
<tr>
<td><H5>Prowess (Pr)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ProwessScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_ProwessDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_ProwessDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_ProwessDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ProwessModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ProwessRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Prowess Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Prowess}} {{attribute=Prowess}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{ProwessDieDisplay}}} {{bulkpen=0}} {{rollmod=@{ProwessRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{ProwessDie}cs0cf0 + @{ProwessRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ProwessRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Prowess Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Prowess}} {{attribute=Prowess}} {{rolldice=@{ProwessDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{ProwessDie}cs0cf0 + @{ProwessRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ProwessRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Quickness (Qu)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_QuicknessScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_QuicknessDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_QuicknessDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_QuicknessDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_QuicknessModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_QuicknessRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Quickness Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Quickness}} {{attribute=Quickness}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{QuicknessDieDisplay}}} {{bulkpen=@{bulk}}} {{rollmod=@{QuicknessRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{QuicknessDie}cs0cf0 + @{QuicknessRollMod} + @{hiddenWoundPenalty} - @{Bulk} ]]}}"
name="roll_QuicknessRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Quickness Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Quickness}} {{attribute=Quickness}} {{rolldice=@{QuicknessDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{QuicknessDie}cs0cf0 + @{QuicknessRollMod} + @{hiddenWoundPenalty} - @{Bulk} ]]}}"
name="roll_QuicknessRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Vigor (Vi)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_VigorScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_VigorDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_VigorDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_VigorDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_VigorModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_VigorRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Vigor Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Vigor}} {{attribute=Vigor}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{VigorDieDisplay}}} {{bulkpen=0}} {{rollmod=@{VigorRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{VigorDie}cs0cf0 + @{VigorRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_VigorRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Vigor Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Vigor}} {{attribute=Vigor}} {{rolldice=@{VigorDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{VigorDie}cs0cf0 + @{VigorRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_VigorRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Charisma (Ch)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_CharismaScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_CharismaDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_CharismaDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_CharismaDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_CharismaModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_CharismaRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Charisma Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Charisma}} {{attribute=Charisma}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{CharismaDieDisplay}}} {{bulkpen=0}} {{rollmod=@{CharismaRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{CharismaDie}cs0cf0 + @{CharismaRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_CharismaRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Charisma Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Charisma}} {{attribute=Charisma}} {{rolldice=@{CharismaDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CharismaDie}cs0cf0 + @{CharismaRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_CharismaRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Insight (In)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_InsightScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_InsightDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_InsightDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_InsightDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_InsightModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_InsightRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Insight Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Insight}} {{attribute=Insight}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{InsightDieDisplay}}} {{bulkpen=0}} {{rollmod=@{InsightRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{InsightDie}cs0cf0 + @{InsightRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_InsightRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Insight Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Insight}} {{attribute=Insight}} {{rolldice=@{InsightDieDisplay}}} {{rollmod=@{InsightRollMod}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{InsightDie}cs0cf0 + @{InsightRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_InsightRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Logic (Lo)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_LogicScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_LogicDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_LogicDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_LogicDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_LogicModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_LogicRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Logic Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Logic}} {{attribute=Logic}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{LogicDieDisplay}}} {{bulkpen=0}} {{rollmod=@{LogicRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{LogicDie}cs0cf0 + @{LogicRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_LogicRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Logic Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Logic}} {{attribute=Logic}} {{rolldice=@{LogicDieDisplay}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{LogicDie}cs0cf0 + @{LogicRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_LogicRoll" style="font-size: 175%;">
</button>
</td>
</tr>
<tr>
<td><H5>Resolve (Re)</H5></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ResolveScore" value="3" /></span></td>
<td class="sheet-center"><input class="sheet-width-W95 sheet-attr-display sheet-center" type="text" value="1d6" name="attr_ResolveDieDisplay" readonly title="Die used throughout for any type of attribute roll"/>
<input type="hidden" value="1d6!" name="attr_ResolveDie"/></td>
<td class="sheet-center"><input class="sheet-spin-button sheet-small-textblock" type="number" name="attr_ResolveDieBump" value="0" title="The value applied to bump the attribute die up or down; this ripples to all skills, attacks, damage, and powers using this attribute"/></td>
<td class="sheet-center"><span class="sheet-circle"><input type="number" name="attr_ResolveModifier" value="2" readonly title="Attribute Passive Modifier used for Skill and Power Passive Value's"/></span></td>
<td class="sheet-center"><input class="sheet-spin-button" type="number" name="attr_ResolveRollMod" value="0" title="Modifier applied to the attribute roll"/></td>
<td class="sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Cast member Resolve Roll"
value="&{template:action_roll} {{name=@{Hero_Name} rolls Resolve}} {{attribute=Resolve}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{ResolveDieDisplay}}} {{bulkpen=0}} {{rollmod=@{ResolveRollMod}}} {{roll=[[ 2d10cs>2cf<9 + @{ResolveDie}cs0cf0 + @{ResolveRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ResolveRoll" style="font-size: 175%;">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Cast member Resolve Roll"
value="&{template:action_roll_private} {{name=@{Hero_Name} rolls Resolve}} {{attribute=Resolve}} {{rolldice=@{ResolveDieDisplay}}} {{rollmod=@{ResolveRollMod}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{ResolveDie}cs0cf0 + @{ResolveRollMod} + @{hiddenWoundPenalty} ]]}}"
name="roll_ResolveRoll" style="font-size: 175%;">
</button>
</td>
</tr>
</table>
</div>
</div>
<!-- COLUMN 2 - Cast Member Initiative, Defenses, health and other details -->
<div class="sheet-col">
<div class="sheet-header">Initiative</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-width-W20"><span class="sheet-background">Init Attribute:</span></td>
<td class="sheet-width-W15">
<select class="sheet-width-W95 sheet-dropdown" name="attr_SkillA_PrimAttr" value="0" title="Primary Attribute to use for Initiative" >
<option value="0" ></option>
<option value="@{MightModifier}">Mi</option>
<option value="@{ProwessModifier}">Pr</option>
<option value="@{QuicknessModifier}" selected="true">Qu</option>
<option value="@{VigorModifier}">Vi</option>
<option value="@{CharismaModifier}">Ch</option>
<option value="@{InsightModifier}">In</option>
<option value="@{LogicModifier}">Lo</option>
<option value="@{ResolveModifier}">Re</option>
</select>
</td>
<td class="sheet-width-W25 sheet-right"><span class="sheet-background sheet-pad-text sheet-right">Init Modifier:</span></td>
<td class="sheet-width-W15 sheet-left"><input class="sheet-width-W100 sheet-spin-button" type="number" value="0" name="attr_InitModifier" title="Modifies the number of dice rolled for initiative"/></td>
<td class="sheet-width-W15 sheet-center"><span class="sheet-circle"><input type="number" name="attr_init" disabled="true" value="((@{QuicknessModifier} + @{InitModifier}))" title="Modified initiative score for the cast member"/></span></td>
<td class="sheet-width-W10 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to roll Cast member initiative"
value="&{template:init_roll} {{name=@{character_name} rolls Initiative}} {{initroll=[[@{Init}d10kl1cs0cf0 &{tracker} &{noerror}]]}}"
name="roll initiative">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll Cast member initiative"
value="&{template:init_roll_private} {{name=@{character_name} rolls Initiative}} {{roll=[[0 + 0]}} {{roll=[[@{Init}d10kl1cs0cf0 &{tracker} &{noerror}]]}}"
name="roll initiative">
</button>
</td>
</td>
</tr>
</table>
</div>
<div class="sheet-header">Defenses & Health</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-right"><span class="sheet-background">Avoidance:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" title="= Prowess Passive + Insight Passive + 12" name="attr_Avoidance" /></td>
<td class="sheet-right"><span class="sheet-background">Fortitude:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" title="= Might Passive + Vigor Passive + 12" name="attr_Fortitude" /></td>
<td class="sheet-right"><span class="sheet-background">Discipline:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" title="= Charisma Passive + Resolve Passive + 12" name="attr_Discipline" /></td>
</tr>
<tr>
<td class="sheet-right"><span>Ballistic:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_Ballistic" title="Ballistic Armor Value (AV)"/></td>
<td class="sheet-right"><span>Melee:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_Melee" title="Melee Armor Value (AV)"/></td>
<td class="sheet-right"><span>Energy:&nbsp;&nbsp;</span></td>
<td><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_Energy" title="Energy Armor Value (AV)"/></td>
</tr>
</table>
</div>
<div class="sheet-subsection">
<table>
<tr>
<td class="sheet-width-W10"><span class="sheet-background">Stamina:</span></td>
<td class="sheet-width-W10 sheet-left"><span class="sheet-circle"><input type="number" name="attr_Stamina" title="Use this field to track starting stamina"/></span></td>
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-bigspin-button" type="number" name="attr_CurrentStamina" title="Use this field to track current stamina"/></td>
<td class="sheet-width-W10 sheet-right"><span class="sheet-background">Wounds:</span></td>
<td class="sheet-width-W10 sheet-left"><span class="sheet-circle"><input type="number" name="attr_cmvWounds" title="Use this field to track starting wounds"/></span></td>
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-bigspin-button" type="number" name="attr_cmvCurrentWounds" title="Use this field to track current wounds"/> </td>
</tr>
</table>
</div>
<div class="sheet-header">Other Details</div>
<div class="sheet-subsection">
<table class="sheet-width-W100">
<tr>
<td class="sheet-width-W20 sheet-left"><span class="sheet-background">BO Threshold:</span></td>
<td class="sheet-width-W5 sheet-left"><span class="sheet-circle"><input type="number" name="attr_BOThreshold"
title="Burnout Value Threshold equal to either Fortitude or Discipline modified by any advantages or disadvantages"/></span>
</td>
<td class="sheet-width-W15 sheet-right"><span class="sheet-background">Curr. BO:</span></td>
<td class="sheet-width-W10 sheet-left"><input class="sheet-width-W95 sheet-spin-button" type="number" name="attr_CurrentBO" title="The current burnout accumulated during play"/></span></td>
<td class="sheet-width-W15 sheet-right"><span class="sheet-background">BO Roll:</span></td>
<td class="sheet-width-W10 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Burnout Check"
value="&{template:burnout_roll} {{name=@{Hero_Name} rolls Burnout}} {{text= Burnout on 1-2}}{{boroll=[[ 1d6cf<2 ]]}}"
name="roll_Burnout">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Burnout Check"
value="&{template:burnout_roll_private} {{name=@{Hero_Name} rolls Burnout}} {{text= Burnout on 1-2}} {{roll=[[0 + 0]}} {{roll=[[ 1d6cf<2 ]]}}"
name="roll_Burnout">
</button>
</td>
</td>
</tr>
</table>
<table style="margin-top: 5px;margin-bottom: 2px;">
<tr>
<td class="sheet-width-W25 sheet-left">
<span class="sheet-background sheet-hover">&nbsp;Advantages</span>
<span name="attr_castAdvantages-tooltip" class="sheet-tooltip sheet-tooltip-override"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide advantages." /><span></span>
<textarea placeholder="Click to open a freeform field to capture advantages and associated details" class="sheet-tooltip sheet-width-W75 sheet-tooltip-override" name="attr_castAdvantages-tooltip"></textarea>
</td>
<td class="sheet-width-W30 sheet-left">
<span class="sheet-background sheet-hover">&nbsp;Disadvantages</span>
<span name="attr_castDisdvantages-tooltip" class="sheet-tooltip sheet-tooltip-override"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide disadvantages." /><span></span>
<textarea placeholder="Click to open a freeform field to capture disadvantages and associated details" class="sheet-tooltip sheet-width-W75 sheet-tooltip-override" name="attr_castDisdvantages-tooltip"></textarea>
</td>
<td class="sheet-width-W20 sheet-left">
<span class="sheet-background sheet-hover">&nbsp;Gear</span>
<span name="attr_castgear-tooltip" class="sheet-tooltip sheet-tooltip-override"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide gear." /><span></span>
<textarea placeholder="Click to open a freeform field to capture gear list and associated details" class="sheet-tooltip sheet-width-W75 sheet-tooltip-override" name="attr_castgear-tooltip"></textarea>
</td>
<td class="sheet-width-W25 sheet-left">
<span class="sheet-background sheet-hover">&nbsp;Background</span>
<span name="attr_background-tooltip" class="sheet-tooltip sheet-tooltip-override"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide background." /><span></span>
<textarea placeholder="Click to open a freeform field to capture background details" class="sheet-tooltip sheet-width-W75 sheet-tooltip-override" name="attr_background-tooltip"></textarea>
</td>
</tr>
</table>
</div>
</div>
</div>
<div class="sheet-header" >Attacks and Damage </div>
<!-- Cast Member Attacks and Damage -->
<div class="sheet-subsection">
<!-- Attacks -->
<table>
<tr>
<td class="sheet-smallfont" style="width:11em;"><span style="color: red;" title="Wound Penalty">Wound Penalty:&nbsp;<span class="sheet-noborder"><input type="number" value="((@{cmvHiddenWoundPenalty}))" disabled="true" name="attr_cmvWoundPenalty" style="color: red;"></span></td>
<td class="sheet-smallfont sheet-left" style="width: 10em; color: red;">
<input type="radio" value="apply" checked="true" name="attr_cmvWndPenToUse"/>&nbsp;apply&nbsp;
<input type="radio" value="ignore" name="attr_cmvWndPenToUse"/>&nbsp;ignore
</td>
<td></td>
</tr>
</table>
<table>
<tr>
<th class="sheet-width-W15"><h3 class="sheet-header-override" title="Name of the attack" >Attack</h3></th>
<th class="sheet-width-W7"> <h3 title="Click to expand notes section for capturing additional details." >+Info</h3></th>
<th class="sheet-width-W8"><h3 class="sheet-header-override" title="Attribute dice rolled for the attack for both the to-hit" >Attr Dice</h3></th>
<th class="sheet-width-W5"> <h3 title="Range of the attack (M for Melee).">Rng</h3></th>
<th class="sheet-width-W5"> <h3 title="Speed of the attack (reference Maneuvers)">Ticks</h3></th>
<th class="sheet-width-W7"> <h3 title="Total of Rank, Foci, Power, and Advantage modifiers.">ATK Mod</h3></th>
<th class="sheet-width-W7"> <h3 title="Total of maneuver and circumstance modifiers.">Circ Mod</h3></th>
<th class="sheet-width-W5"> <h3 title="Button for making the roll." >ATK</h3></th>
<th class="sheet-width-W7"><h3 class="sheet-header-override" title="Base damage dice rolled for damage" >Dmg Dice</h3></th>
<th class="sheet-width-W8"><h3 class="sheet-header-override" title="Attribute dice rolled for the damage" >Attr Dice</h3></th>
<th class="sheet-width-W6"> <H3 title="total of all modifiers to damage." >Dmg Mod</H3></th>
<th class="sheet-width-W10"> <H3 title="total of all modifiers to damage." >Special</H3></th>
<th class="sheet-width-W5"> <H3 title="total of all modifiers to damage." >Impct</H3></th>
<th class="sheet-width-W5"> <h3 title="Button for making the roll." >Dmg</h3></th>
</tr>
</table>
<fieldset class="repeating_castattackaction">
<table>
<tr>
<!-- Attack and damage -->
<td class="sheet-width-W22"><input class="sheet-width-W85 sheet-hover" type="text" name="attr_CastAttackName" title="The weapon or power used to make the attack (pg 90 to 94) with maneuver; whatever is entered here appears in chat." >
<span name="attr_Attack-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide attack details" /><span></span>
<textarea placeholder="Click to open a freeform field for recording attack details for quick reference" class="sheet-tooltip sheet-width-W75" name="attr_Attack-tooltip"></textarea>
</td>
<td class="sheet-width-W8 sheet-center"><select class="sheet-select-attr" name="attr_CastAttackAttrDice" value="0"
title="select the attribute dice rolled for making the Action Roll; inlcude any die bumps">
<option value="1d0" selected="true">None</option>
<option value="1D4!">1d4</option>
<option value="1D6!" >1D6</option>
<option value="1D8!">1D8</option>
<option value="1D10!">1D10</option>
<option value="1D12!">1D12</option>
<option value="1D12!+1d4!">1D12+1d4</option>
<option value="1D12!+1d6!">1D12+1d6</option>
<option value="1D12!+1d8!">1D12+1d8</option>
<option value="1D12!+1d10!">1D12+1d10</option>
<option value="2D12!">2D12</option>
<option value="2D12!+1d4!">2D12+1d4</option>
<option value="2D12!+1d6!">2D12+1d6</option>
<option value="2D12!+1d8!">2D12+1d8</option>
<option value="2D12!+1d10!">2D12+1d10</option>
<option value="3D12!">3D12</option>
<option value="3D12!+1d4!">3D12+1d4</option>
<option value="3D12!+1d6!">3D12+1d6</option>
<option value="3D12!+1d8!">3D12+1d8</option>
<option value="3D12!+1d10!">3D12+1d10</option>
<option value="4D12!">4D12</option>
<option value="4D12!+1d4!">4D12+1d4</option>
<option value="4D12!+1d6!">4D12+1d6</option>
<option value="4D12!+1d8!">4D12+1d8</option>
<option value="4D12!+1d10!">4D12+1d10</option>
<option value="5D12!">5D12</option>
</select>
</td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_CastAttackRange" value="0" title="range of the attack in areas."/></span></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_CastAttackSpeed" value="0" title="total speed of the attack in Ticks: Trivial=1; Simple=2; Complex=4; Demanding=6"/></span></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_CastAttackMod" value="0" title="Total of Foci, Power, and Advantage Mods (only one of each may be applied); leave 0 if none." /></td>
<td class="sheet-width-W7 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_CastCircMod" value="0" title="Total of all Circumstance Mods; leave 0 if none." /></td>
<td class="sheet-width-W5 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to roll the attack"
value="&{template:castattack_roll} {{name=@{Hero_Name} Attacks}} {{attackname=@{CastAttackName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{dice=@{CastAttackAttrDice}}} {{ticks=@{CastAttackSpeed}}} {{rollmod=[[@{CastAttackMod} + @{CastCircMod}]]}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CastAttackMod} + @{CastCircMod} + @{cmvHiddenWoundPenalty} + @{CastAttackAttrDice}cs0cf0}]]}}"
name="roll_Attack">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to roll the attack"
value="&{template:castattack_roll_private} {{name=@{Hero_Name} Attacks}} {{attackname=@{CastAttackName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{dice=@{CastAttackAttrDice}}} {{ticks=@{CastAttackSpeed}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CastAttackMod} + @{CastCircMod} + @{cmvHiddenWoundPenalty} + @{CastAttackAttrDice}cs0cf0}]]}}"
name="roll_Attack">
</button>
</td>
<td class="sheet-width-W7"><select class="sheet-dropdown sheet-width-W95" name="attr_CastBaseDamageDie" value="1d6" style="font-size: 75%;" title="The base damage die rolled for the weapon or power; include die bumps" >
<option value="1d0">None</option>
<option value="1D4">1D4</option>
<option value="1D6" selected="true">1D6</option>
<option value="1D8">1D8</option>
<option value="1D10">1D10</option>
<option value="1D12">1D12</option>
<option value="2D8">2D8</option>
<option value="3D8">3D8</option>
<option value="4D8">4D8</option>
<option value="5D8">5D8</option>
<option value="10D8">10D8</option>
<option value="15D8">15D8</option>
<option value="20D8">20D8</option>
<option value="25D8">25D8</option>
<option value="30D8">30D8</option>
<option value="35D8">35D8</option>
<option value="40D8">40D8</option>
<option value="45D8">45D8</option>
<option value="50D8">50D8</option>
<option value="2D4">2D4</option>
<option value="2D6">2D6</option>
<option value="2D10">2D10</option>
<option value="2D12">2D12</option>
<option value="1D12+1d4">1D12+1d4</option>
<option value="1D12+1d6">1D12+1d6</option>
<option value="1D12+1d8">1D12+1d8</option>
<option value="1D12+1d10">1D12+1d10</option>
<option value="2D12">2D12</option>
<option value="2D12+1d4">2D12+1d4</option>
<option value="2D12+1d6">2D12+1d6</option>
<option value="2D12+1d8">2D12+1d8</option>
<option value="2D12+1d10">2D12+1d10</option>
<option value="3D12">3D12</option>
<option value="3D12+1d4">2D12+1d4</option>
<option value="3D12+1d6">2D12+1d6</option>
<option value="3D12+1d8">2D12+1d8</option>
<option value="3D12+1d10">2D12+1d10</option>
<option value="4D12">4D12</option>
<option value="4D12+1d4">4D12+1d4</option>
<option value="4D12+1d6">4D12+1d6</option>
<option value="4D12+1d8">4D12+1d8</option>
<option value="4D12+1d10">4D12+1d10</option>
<option value="5D12">5D12</option>
</select>
</td>
<td class="sheet-width-W8 sheet-center"><select class="sheet-select-attr" name="attr_CastDmgAttr" value="0"
title="select the attribute dice rolled for making the damage roll; inlcude any die bumps" style="font-size:75%;">
<option value="1d0" selected="true">None</option>
<option value="1D4!">1d4</option>
<option value="1D6!" >1D6</option>
<option value="1D8!">1D8</option>
<option value="1D10!">1D10</option>
<option value="1D12!">1D12</option>
<option value="1D12!+1d4!">1D12+1d4</option>
<option value="1D12!+1d6!">1D12+1d6</option>
<option value="1D12!+1d8!">1D12+1d8</option>
<option value="1D12!+1d10!">1D12+1d10</option>
<option value="2D12!">2D12</option>
<option value="2D12!+1d4!">2D12+1d4</option>
<option value="2D12!+1d6!">2D12+1d6</option>
<option value="2D12!+1d8!">2D12+1d8</option>
<option value="2D12!+1d10!">2D12+1d10</option>
<option value="3D12!">3D12</option>
<option value="3D12!+1d4!">3D12+1d4</option>
<option value="3D12!+1d6!">3D12+1d6</option>
<option value="3D12!+1d8!">3D12+1d8</option>
<option value="3D12!+1d10!">3D12+1d10</option>
<option value="4D12!">4D12</option>
<option value="4D12!+1d4!">4D12+1d4</option>
<option value="4D12!+1d6!">4D12+1d6</option>
<option value="4D12!+1d8!">4D12+1d8</option>
<option value="4D12!+1d10!">4D12+1d10</option>
<option value="5D12!">5D12</option>
</select>
</td>
<td class="sheet-width-W6 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_DamageMod" value="0" title="Total of all Damage modifiers; leave 0 if none."/></td>
<td class="sheet-width-W10 sheet-center"><input class="sheet-width-W100" type="text" name="attr_CastAttackSpecial" title="Special conditions applied to the attack." ></td>
<td class="sheet-width-W5 sheet-center"><span class="sheet-circle"><input type="text" name="attr_CastDmgRollImpact" value="0" title="Impact Value of the attack; will be displayed in chat for quick reference."/></span></td>
<td class="sheet-width-W5 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a Damage Roll"
value="&{template:damage_roll} {{name=@{Hero_Name} rolls Damage}} {{attname=@{CastAttackName}}} {{conditions=@{CastAttackSpecial}}} {{basedmgdice=@{CastBaseDamageDie}}} {{attributedmgdice=@{CastDmgAttr}}} {{impact=@{CastDmgRollImpact}}} {{rollmod=@{DamageMod}}} {{roll=[[ {@{CastBaseDamageDie}cs0cf0 + @{CastDmgAttr}cs0cf0 + @{DamageMod}, 1d1}kh1 ]]}}"
name="roll_DamageRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a Damage Roll"
value="&{template:damage_roll_private} {{name=@{Hero_Name} rolls Damage}} {{attname=@{CastAttackName}}} {{conditions=@{CastAttackSpecial}}} {{basedmgdice=@{CastBaseDamageDie}}} {{attributedmgdice=@{CastDmgAttr}}} {{impact=@{CastDmgRollImpact}}} {{rollmod=@{DamageMod}}} {{roll=[[0 + 0]}} {{roll=[[ {@{CastBaseDamageDie}cs0cf0 + @{CastDmgAttr}cs0cf0 + @{DamageMod}, 1d1}kh1 ]]}}"
name="roll_DamageRoll">
</button>
</td>
</tr>
</table>
</fieldset>
</div>
<!-- SKILLS & POWERS -->
<div class="sheet-2colrow">
<!-- Skills -->
<div class="sheet-col">
<div class="sheet-header">Skills</div>
<div class="sheet-subsection">
<table>
<tbody>
<tr>
<th class="sheet-width-W35"><H3 class="sheet-header-override">Skill</H3></th>
<th class="sheet-width-W10"><H3>+Info</H3></th>
<th class="sheet-width-W15"><H3>Mod</H3></th>
<th class="sheet-width-W10"><H3>Pssv</H3></th>
<th class="sheet-width-W20"><H3 class="sheet-header-override">Attr Dice</H3></th>
<th class="sheet-width-W10"><H3>Roll</H3></th>
</tr>
</tbody>
</table>
<fieldset class="repeating_cmvskill">
<table>
<tr>
<td class="sheet-width-W45">
<input class="sheet-width-W85 sheet-hover" type="text" name="attr_CastSkillName" title="name of the skill"/>
<span name="attr_SkillA-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide skill foci and details." /><span></span>
<textarea placeholder="Click to open a freeform field to capture notes and skill details for quick play reference" class="sheet-tooltip sheet-width-W75" name="attr_SkillA-tooltip"></textarea>
</td>
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_CastSkillMod" value="0" title="Modifiers to the skill Action Roll"/></td>
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input type="number" name="attr_SkillA_Passive" value="0" title="Skill Passive Score with modifiers"/></span></td>
<td class="sheet-width-W20">
<select class="sheet-select-attr" name="attr_CastSkillAttr" value="0"
title="select the attribute dice rolled for making the skill Action Roll; inlcude any die bumps">
<option value="1d0" selected="true">None</option>
<option value="1D4!">1d4</option>
<option value="1D6!" >1D6</option>
<option value="1D8!">1D8</option>
<option value="1D10!">1D10</option>
<option value="1D12!">1D12</option>
<option value="1D12!+1d4!">1D12+1d4</option>
<option value="1D12!+1d6!">1D12+1d6</option>
<option value="1D12!+1d8!">1D12+1d8</option>
<option value="1D12!+1d10!">1D12+1d10</option>
<option value="2D12!">2D12</option>
<option value="2D12!+1d4!">2D12+1d4</option>
<option value="2D12!+1d6!">2D12+1d6</option>
<option value="2D12!+1d8!">2D12+1d8</option>
<option value="2D12!+1d10!">2D12+1d10</option>
<option value="3D12!">3D12</option>
<option value="3D12!+1d4!">3D12+1d4</option>
<option value="3D12!+1d6!">3D12+1d6</option>
<option value="3D12!+1d8!">3D12+1d8</option>
<option value="3D12!+1d10!">3D12+1d10</option>
<option value="4D12!">4D12</option>
<option value="4D12!+1d4!">4D12+1d4</option>
<option value="4D12!+1d6!">4D12+1d6</option>
<option value="4D12!+1d8!">4D12+1d8</option>
<option value="4D12!+1d10!">4D12+1d10</option>
<option value="5D12!">5D12</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Click to make a skill roll"
value="&{template:castskill_roll} {{name=@{Hero_Name} makes a skill roll}} {{rolled=@{CastSkillName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{CastSkillAttr}}} {{rollmod=@{CastSkillMod}}} {{roll=[[ 2d10cs>2cf<9 + @{CastSkillAttr}cs0cf0 + @{CastSkillMod} + @{cmvHiddenWoundPenalty} ]]}}"
name="roll_MakeASkillRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Click to make a skill roll"
value="&{template:castskill_roll_private} {{name=@{Hero_Name} makes a skill roll}} {{rolled=@{CastSkillName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{CastSkillAttr}}} {{rollmod=@{CastSkillMod}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CastSkillAttr}cs0cf0 + @{CastSkillMod} + @{cmvHiddenWoundPenalty} ]]}}"
name="roll_MakeASkillRoll">
</button>
</td>
</tr>
</table>
</fieldset>
</div>
</div>
<!-- Powers -->
<div class="sheet-col">
<div class="sheet-header">Powers</div>
<div class="sheet-subsection">
<table>
<tr>
<th class="sheet-width-W35"><H3 class="sheet-header-override">Power</H3></th>
<th class="sheet-width-W10"><H3>+Info</H3></th>
<th class="sheet-width-W15"><H3>Mod</H3></th>
<th class="sheet-width-W10"><H3>Pssv</H3></th>
<th class="sheet-width-W20"><H3 class="sheet-header-override">Attr Dice</H3></th>
<th class="sheet-width-W10"><H3>Roll</H3></th>
</tr>
</table>
<fieldset class="repeating_cmvpower">
<table>
<tr>
<td class="sheet-width-W45">
<input class="sheet-width-W85 sheet-hover" type="text" name="attr_CastPowerName" title="name of the power"/>
<span name="attr_PowerDescR-tooltip" class="sheet-tooltip"></span>
<input type="checkbox" class="sheet-hover-hidden" title="click to show or hide power details." /><span></span>
<textarea placeholder="Click to open a freeform field for capturing power details for quick reference: description, modifications, tricks, flaws, perks, etc." class="sheet-tooltip sheet-width-W75" name="attr_PowerDescR-tooltip"></textarea>
</td>
<td class="sheet-width-W15 sheet-center"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_CastPowerMod" value="0" title="modifier to the power action roll"/></td>
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input type="number" name="attr_attr_PowerPVR" value="0" title="power passive score"/></span></td>
<td class="sheet-width-W20"><select class="sheet-select-attr" name="attr_CastPowerAttr" value="0"
title="select the attribute dice rolled for making the power Action Roll; inlcude any die bumps">
<option value="1d0" selected="true">None</option>
<option value="1D4!">1d4</option>
<option value="1D6!" >1D6</option>
<option value="1D8!">1D8</option>
<option value="1D10!">1D10</option>
<option value="1D12!">1D12</option>
<option value="1D12!+1d4!">1D12+1d4</option>
<option value="1D12!+1d6!">1D12+1d6</option>
<option value="1D12!+1d8!">1D12+1d8</option>
<option value="1D12!+1d10!">1D12+1d10</option>
<option value="2D12!">2D12</option>
<option value="2D12!+1d4!">2D12+1d4</option>
<option value="2D12!+1d6!">2D12+1d6</option>
<option value="2D12!+1d8!">2D12+1d8</option>
<option value="2D12!+1d10!">2D12+1d10</option>
<option value="3D12!">3D12</option>
<option value="3D12!+1d4!">3D12+1d4</option>
<option value="3D12!+1d6!">3D12+1d6</option>
<option value="3D12!+1d8!">3D12+1d8</option>
<option value="3D12!+1d10!">3D12+1d10</option>
<option value="4D12!">4D12</option>
<option value="4D12!+1d4!">4D12+1d4</option>
<option value="4D12!+1d6!">4D12+1d6</option>
<option value="4D12!+1d8!">4D12+1d8</option>
<option value="4D12!+1d10!">4D12+1d10</option>
<option value="5D12!">5D12</option>
</select>
</td>
<td class="sheet-width-W10 sheet-center">
<button class="sheet-diebutton-public" type="roll"
title="Power Roll"
value="&{template:castpower_roll} {{name=@{Hero_Name} makes a power roll}} {{rolled=@{CastPowerName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{CastPowerAttr}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CastPowerAttr}cs0cf0 + @{CastPowerMod} + @{cmvHiddenWoundPenalty} ]]}}"
name="roll_MakeAPowerRoll">
</button>
<button class="sheet-diebutton-private" type="roll"
title="Power Roll"
value="&{template:castpower_roll_private} {{name=@{Hero_Name} makes a power roll}} {{rolled=@{CastPowerName}}} {{wndpen=@{cmvHiddenWoundPenalty}}} {{rolldice=@{CastPowerAttr}}} {{roll=[[0 + 0]}} {{roll=[[ 2d10cs>2cf<9 + @{CastPowerAttr}cs0cf0 + @{CastPowerMod} + @{cmvHiddenWoundPenalty} ]]}}"
name="roll_MakeAPowerRoll">
</button>
</td>
</tr>
</table>
</fieldset>
</div>
</div>
</div>
</div>
<!--Master Table Lookup -->
<div class="sheet-header">Master Table Lookup</div>
<div class="sheet-subsection"> <!-- Beginning of generic roll subsection -->
<table>
<tr>
<td class="sheet-width-W10"><h3 class="sheet-header-override">Score</h3></td>
<td class="sheet-width-W10"><h3>Base Die</h3></td>
<td class="sheet-width-W10"><h3>Psv Mod</h3></td>
<td class="sheet-width-W10"><h3>Max Lift</h3></td>
<td class="sheet-width-W20"><h3>Examples</h3></td>
<td class="sheet-width-W10"><h3>Throw</h3></td>
<td class="sheet-width-W10"><h3>Push/Drag</h3></td>
<td class="sheet-width-W30"><h3>Top MPH</h3></td>
</tr>
<tr>
<td class="sheet-width-W10"><input class="sheet-width-W100 sheet-spin-button" type="number" name="attr_MTScore" value="0" title="Enter the score to perform a master table lookup; min 0/max 51." /></td>
<td class="sheet-width-W10 sheet-center"><input readonly class="sheet-width-W100 med-textblock sheet-center" type="Text" name="attr_MTBaseDie" value="--" /></td>
<td class="sheet-width-W10 sheet-center"><span class="sheet-circle"><input readonly type="number" name="attr_MTPassiveMod" value="0" /></span></td>
<td class="sheet-width-W10 sheet-center"><input readonly class="sheet-width-W100 med-textblock sheet-center" type="Text" name="attr_MTMaxLift" value="0" /></td>
<td class="sheet-width-W20 sheet-center"><input readonly class="sheet-width-W100 sheet-center" name="attr_MTExample" value="--" /></td>
<td class="sheet-width-W05 sheet-center"><span class="sheet-circle"><input readonly type="number" name="attr_MTThrow" value="0"/></td>
<td class="sheet-width-W10 sheet-center"><input readonly class="sheet-width-W100 med-textblock sheet-center" type="Text" name="attr_MTPushDrag" value="0"/></td>
<td class="sheet-width-W30 sheet-center"><input readonly class="sheet-width-W100 sheet-center" name="attr_MTTopMPH" value="0"/></td>
</tr>
</table>
</div>
</div>
<!-- ************************************** Hidden Fields for Sheet Workers ************************************** -->
<div>
<!-- FOR COMPLETE CHARACTER: -->
<!-- seperate field for capturing radio button output due to use of multiple radio buttons (fix for need to double click the radio button) -->
<input type="hidden" name="attr_hiddenWoundPenalty" value="((@{WndPenToUse}))"/>
<!-- captures wound penalty as a sheet worker changing a disabled field value enables it -->
<input type="hidden" name="attr_hiddenWoundPenalty" value="0"/>
<!-- FOR CAST Member View CHARACTER: -->
<!-- seperate field for capturing radio button output due to use of multiple radio buttons (Having the same radio button for cmv and full character resulted in odd behavior with radio button) -->
<input type="hidden" name="attr_cmvWoundPenaltyOption" value="((@{cmvWndPenToUse}))"/>
<!-- captures wound penalty as a sheet worker changing a disabled field value enables it -->
<input type="hidden" name="attr_cmvHiddenWoundPenalty" value="0"/>
</div>
<!-- ************************************** ROLL TEMPLATES ************************************** -->
<div>
<rolltemplate class="sheet-rolltemplate-action_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attribute}} roll</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Mod:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Bulk:</b>&nbsp;{{bulkpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-action_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attribute}} roll</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-damage_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling {{basedmgdice}}+{{attributedmgdice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Conditions:</b>&nbsp;{{conditions}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Mod:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Impact:</b>&nbsp;{{impact}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-damage_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling {{basedmgdice}}+{{attributedmgdice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Conditions:</b>&nbsp;{{conditions}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skill_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Rank:</b>&nbsp;{{rank}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Bulk:</b>&nbsp;{{bulkpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skill_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castskill_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castskill_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-power_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Rank:</b>&nbsp;{{rank}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Ticks:</b>&nbsp;{{ticks}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Range:</b>&nbsp;{{range}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Burnout:</b>&nbsp;{{burnout}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Bulk:</b>&nbsp;{{bulkpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-power_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Ticks:</b>&nbsp;{{ticks}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Range:</b>&nbsp;{{range}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Burnout:</b>&nbsp;{{burnout}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castpower_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}</span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castpower_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{rolled}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{rolldice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-attack_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attackname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{dice}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Rank:</b>&nbsp;{{rank}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Maneuver:</b>&nbsp;{{maneuver}}&nbsp;({{manmod}})</span></td></tr>
<tr><td><span style="text-align:left"><b>vs Defense:</b>&nbsp;{{defense}}&nbsp;&nbsp;|&nbsp;&nbsp;Ticks:</b>&nbsp;{{ticks}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Bulk:</b>&nbsp;{{bulkpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-attack_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attackname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{dice}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Maneuver:</b>&nbsp;{{maneuver}}&nbsp;({{manmod}})</span></td></tr>
<tr><td><span style="text-align:left"><b>vs Defense:</b>&nbsp;{{defense}}&nbsp;&nbsp;|&nbsp;&nbsp;Ticks:</b>&nbsp;{{ticks}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castattack_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attackname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{dice}}&nbsp;&nbsp;|&nbsp;&nbsp;Ticks:</b>&nbsp;{{ticks}}</i></span></td></tr>
<tr><td><span style="text-align:left"><b>Mods:</b>&nbsp;{{rollmod}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Wnd:</b>&nbsp;{{wndpen}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-castattack_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{attackname}}</b></span></td></tr>
<tr><td><span style="text-align:left"><i>Rolling 2d10+{{dice}}&nbsp;&nbsp;|&nbsp;&nbsp;Ticks:</b>&nbsp;{{ticks}}</span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-init_roll">
<table>
<tr><th colspan="2"><b>{{name}}:</b> {{initroll}}</th></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-init_roll_private">
<table>
<tr><th colspan="2"><b>{{name}}:</b> {{roll}}</th></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-burnout_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{text}}</b></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{boroll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-burnout_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left; color:darkred"><b>{{text}}</b></span></td></tr>
<tr><td><span style="text-align:left"><b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-plotdie_roll">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left"><b>Die:</b>&nbsp;{{plotdie}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Roll:</b>&nbsp;{{plotdieroll}}</span></td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-plotdie_roll_private">
<table>
<tr><th colspan="2">{{name}}</th></tr>
<tr><td><span style="text-align:left"><b>Die:</b>&nbsp;{{plotdie}}&nbsp;&nbsp;|&nbsp;&nbsp;<b>Roll:</b>&nbsp;{{roll}}</span></td></tr>
</table>
</rolltemplate>
</div>
<!-- ************************************** Script Workers ************************************** -->
<script type="text/worker">
// EXECUTE: When the sheet is opened, update score fields for anyone using an older sheet.
on('sheet:opened',function(){
// Update Modified Mi to ensure it is current
getAttrs(["mightscore","miscoremod"], function(values) {
var base = (values.mightscore*1);
var modifier = (values.miscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedmi: score});
});
// Update Modified Pr to ensure it is current
getAttrs(["prowessscore","prscoremod"], function(values) {
var base = (values.prowessscore*1);
var modifier = (values.prscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedpr: score});
});
// Update Modified Qu to ensure it is current
getAttrs(["quicknessscore","quscoremod"], function(values) {
var base = (values.quicknessscore*1);
var modifier = (values.quscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedqu: score});
});
// Update Modified Vi to ensure it is current
getAttrs(["vigorscore","viscoremod"], function(values) {
var base = (values.vigorscore*1);
var modifier = (values.viscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedvi: score});
});
// Update Modified ch to ensure it is current
getAttrs(["charismascore","chscoremod"], function(values) {
var base = (values.charismascore*1);
var modifier = (values.chscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedch: score});
});
// Update Modified in to ensure it is current
getAttrs(["insightscore","inscoremod"], function(values) {
var base = (values.insightscore*1);
var modifier = (values.inscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedin: score});
});
// Update Modified lo to ensure it is current
getAttrs(["logicscore","loscoremod"], function(values) {
var base = (values.logicscore*1);
var modifier = (values.loscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedlo: score});
});
// Update Modified re to ensure it is current
getAttrs(["resolvescore","rescoremod"], function(values) {
var base = (values.resolvescore*1);
var modifier = (values.rescoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
setAttrs({modifiedre: score});
});
});
// EXECUTE: Master Table Lookup
on("change:mtscore", function() {
getAttrs(["mtscore"], function(values) {
var score = Math.max(0,(values.mtscore*1));
score = Math.min(51,score);
setAttrs({test1: score });
// set values based on score lookup value
var ludie = lookup_mastertable_basedisplaydie(score);
var lupv = lookup_mastertable_pv(score);
var lulift = lookup_mastertable_lift(score);
var luexample = lookup_mastertable_example(score);
var luthrow = lookup_mastertable_throw(score);
var lupush = lookup_mastertable_push(score);
var lumph = lookup_mastertable_mph(score);
setAttrs({test2: ludie });
setAttrs({mtbasedie: ludie}); // set base die
setAttrs({mtpassivemod: lupv}); // set passive value
setAttrs({mtmaxlift: lulift}); // set Might Max Lift
setAttrs({mtexample: luexample}); // set Example
setAttrs({mtthrow: luthrow}); // set Might Throw
setAttrs({mtpushdrag: lupush}); // set Might Push Drag
setAttrs({mttopmph: lumph}); // set Top MPH
});
});
// EXECUTE: Update plotdie for cosmetic display in die roll - strip out ! signs used in die rolls
on("change:plotdie", function() {
getAttrs(["plotdie"], function(values) {
var tempdie = (values.plotdie);
// cosmetic update - strip out bang signs (!) used in die rolls
tempdie = lookup_mastertable_displaydie(tempdie);
setAttrs({plotdiedisplay: tempdie});
});
});
//******************************** BULK Value Change ****************************************
//********************************************************************************************
on("change:bulk", function() {
getAttrs(["bulk"], function(values) {
var newbulk = -(values.bulk*1);
var tempbulk = 0;
// Update Might and Quickness skills
getSectionIDs("repeating_skill", function(IDArray) {
var skills = [];
var skillattr = "";
_.each(IDArray, function(currentID, i) {
skills.push("repeating_skill_" + currentID + "_SKILLPRIMATTR");
skills.push("repeating_skill_" + currentID + "_BULKSKILLPEN");
});
getAttrs(skills, function(values) {
_.each(IDArray, function(currentID) {
tempbulk = 0;
skillattr = (values["repeating_skill_" + currentID + "_SKILLPRIMATTR"]);
if(skillattr == "mi" || skillattr == "qu" ) {
tempbulk = newbulk;
};
setAttrs({["repeating_skill_" + currentID + "_BULKSKILLPEN"]: tempbulk});
});
});
});
// Update Might and Quickness attacks
getSectionIDs("repeating_attackaction", function(IDArray) {
var attacks = [];
var attackattr = "";
_.each(IDArray, function(currentID, i) {
attacks.push("repeating_attackaction_" + currentID + "_ATTACKPRIMATTR");
attacks.push("repeating_attackaction_" + currentID + "_BULKATTACKPEN");
});
getAttrs(attacks, function(values) {
_.each(IDArray, function(currentID) {
tempbulk = 0;
attackattr = (values["repeating_attackaction_" + currentID + "_ATTACKPRIMATTR"]);
if(attackattr == "mi" || attackattr == "qu" ) {
tempbulk = newbulk;
};
setAttrs({["repeating_attackaction_" + currentID + "_BULKATTACKPEN"]: tempbulk});
});
});
});
// Update Might and Quickness powers
getSectionIDs("repeating_power", function(IDArray) {
var powers = [];
var powerattr = "";
_.each(IDArray, function(currentID, i) {
powers.push("repeating_power_" + currentID + "_POWERPRIMATTR");
powers.push("repeating_power_" + currentID + "_BULKPOWERPEN");
});
getAttrs(powers, function(values) {
_.each(IDArray, function(currentID) {
tempbulk = 0;
powerattr = (values["repeating_power_" + currentID + "_POWERPRIMATTR"]);
if(powerattr == "mi" || powerattr == "qu" ) {
tempbulk = newbulk;
};
setAttrs({["repeating_power_" + currentID + "_BULKPOWERPEN"]: tempbulk});
});
});
});
});
});
//******************************** SUM XP EARNED & SPENT *************************************
//********************************************************************************************
// EARNED through a serial
on("change:repeating_serial:xpearned remove:repeating_serial change:startingxp change:startingxpspent", function() {
getAttrs(["startingxp"], function(values) {
var xp = 0;
var total = 0;
var starting = Math.abs((values.startingxp)*1);
getSectionIDs("repeating_serial", function(IDArray) {
var fieldNames = [];
_.each(IDArray, function(currentID, i) {
fieldNames.push("repeating_serial_" + currentID + "_XPEARNED");
});
getAttrs(fieldNames, function(values) {
_.each(IDArray, function(currentID) {
xp = (values["repeating_serial_" + currentID + "_XPEARNED"]);
total += Math.abs(xp);
});
setAttrs({hiddenxpearned: total + starting});
});
});
});
});
// SPENT
on("change:repeating_advancements:xpspent remove:repeating_advancements change:startingxp change:startingxpspent", function() {
getAttrs(["startingxpspent"], function(values) {
var xp = 0;
var total = 0;
var startingspent = Math.abs((values.startingxpspent)*1);
getSectionIDs("repeating_advancements", function(IDArray) {
var fieldNames = [];
_.each(IDArray, function(currentID, i) {
fieldNames.push("repeating_advancements_" + currentID + "_XPSPENT");
});
getAttrs(fieldNames, function(values) {
_.each(IDArray, function(currentID) {
xp = ((values["repeating_advancements_" + currentID + "_XPSPENT"])*1);
total += Math.abs(xp);
});
setAttrs({hiddenxpspent: total + startingspent});
});
});
});
});
// TOTAL XP
on("change:totalxpearned change:totalxpspent change:startingxp change:startingxpspent", function() {
getAttrs(["hiddenxpearned","hiddenxpspent","startingxp","startingxpspent"], function(values) {
var xpearned = (values.hiddenxpearned*1);
var starting = Math.abs(parseInt(values.startingxp));
var xpspent = (values.hiddenxpspent*1);
var startingspent = Math.abs(parseInt(values.startingxpspent));
setAttrs({hiddenxpavailable: (xpearned) - (xpspent)});
});
});
//******************************** Auto set Maneuver Modifier ********************************
//********************************************************************************************
on("change:repeating_attackaction:attackmaneuver", function() {
getAttrs(["repeating_attackaction_attackmaneuver"], function(values) {
var maneuver = (values.repeating_attackaction_attackmaneuver);
var modifier = 0;
switch(maneuver) {
case "None Selected":
modifier = 0;
break;
case "Basic Attack":
modifier = 0;
break;
case "Charge":
modifier = 2;
break;
case "Dev Attack":
modifier = -6;
break;
case "Disarm":
modifier = -6;
break;
case "Earth Strike":
modifier = 0;
break;
case "Feint":
modifier = 0;
break;
case "Burst":
modifier = -3;
break;
case "Double Tap":
modifier = -3;
break;
case "Auto on 1":
modifier = -4;
break;
case "Auto Spray":
modifier = -3;
break;
case "Headshot":
modifier = -6;
break;
case "Single Shot":
modifier = 0;
break;
case "Grab":
modifier = 0;
break;
case "Grpl Escape":
modifier = 0;
break;
case "Grpl Pin":
modifier = 0;
break;
case "Grpl Punish":
modifier = 0;
break;
case "Grpl Reverse":
modifier = -6;
break;
case "Lure":
modifier = 0;
break;
case "Shove":
modifier = 0;
break;
case "Team Attack":
modifier = 0;
break;
case "Other":
modifier = 0;
break;
case "default":
modifier = 0;
break;
};
setAttrs({repeating_attackaction_AttackMnvMod: modifier});
});
});
//******************************** MANAGE UPDATES TO TABLE (Skill, Power, Attack, and Damage) ATTRIBUTE DICE AND PV ********************************
//**************************************************************************************************************************************************
// EXECUTE: Auto-update MIGHT die when die bump is changed
on("change:mightdie change:mightmodifier", function() {
getAttrs(["mightdie","mightmodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "mi";
var attrdie = (values.mightdie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.mightmodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update PROWESS die when die bump is changed
on("change:prowessdie change:prowessmodifier", function() {
getAttrs(["prowessdie","prowessmodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "pr";
var attrdie = (values.prowessdie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.prowessmodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update QUICKNESS die when die bump is changed
on("change:quicknessdie change:quicknessmodifier", function() {
getAttrs(["quicknessdie","quicknessmodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "qu";
var attrdie = (values.quicknessdie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.quicknessmodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update VIGOR die when die bump is changed
on("change:vigordie change:vigormodifier", function() {
getAttrs(["vigordie","vigormodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "vi";
var attrdie = (values.vigordie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.vigormodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update CHARISMA die when die bump is changed
on("change:charismadie change:charismamodifier", function() {
getAttrs(["charismadie","charismamodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "ch";
var attrdie = (values.charismadie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.charismamodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update INSIGHT die when die bump is changed
on("change:insightdie change:insightmodifier", function() {
getAttrs(["insightdie","insightmodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "in";
var attrdie = (values.insightdie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.insightmodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update LOGIC die when die bump is changed
on("change:logicdie change:logicmodifier", function() {
getAttrs(["logicdie","logicmodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "lo";
var attrdie = (values.logicdie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.logicmodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
// EXECUTE: Auto-update RESOLVE die when die bump is changed
on("change:resolvedie change:resolvemodifier", function() {
getAttrs(["resolvedie","resolvemodifier"], function(values) {
// get base score and lookup die to get position
var attrname = "re";
var attrdie = (values.resolvedie);
var attrdiepos = lookup_mastertable_diebumppos(attrdie); // lookup die position
var attrpv = (values.resolvemodifier*1);
var x = "";
update_repeating_skillattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_powerattr(attrname, attrdie, attrdiepos, attrpv);
update_repeating_attackattr(attrname, attrdie, attrdiepos);
update_repeating_damageattr(attrname, attrdie, attrdiepos);
});
});
//******************************** MANAGE SKILL TABLE DICE & PASSIVE VALUE ********************************
//*********************************************************************************************************
// FUNCTION: parse all skills and update (die and pv) skills with a matching Primary Attribute
// CALLED BY: an onchange of the <attribute>dice
var update_repeating_skillattr = function(attrname, attrdie, attrdiepos, attrpv) {
getSectionIDs("repeating_skill", function(IDArray) {
var skill_fields = [];
var skillattr = "no match";
var skilldiebump = 0;
var nattrdie = attrdie;
_.each(IDArray, function(currentID, i) {
skill_fields.push("repeating_skill_" + currentID + "_SKILLPRIMATTR");
skill_fields.push("repeating_skill_" + currentID + "_SKILLDIEBUMP");
skill_fields.push("repeating_skill_" + currentID + "_SKILLATTRPASSMOD");
});
getAttrs(skill_fields, function(values) {
_.each(IDArray, function(currentID) {
skillattr = (values["repeating_skill_" + currentID + "_SKILLPRIMATTR"]);
skilldiebump = (values["repeating_skill_" + currentID + "_SKILLDIEBUMP"]);
if(skillattr == attrname) {
// determine new die based on whether the skill has a bump or not
if(skilldiebump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = (attrdiepos*1) + (skilldiebump*1); // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
// find attrdie position -->
nattrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({["repeating_skill_" + currentID + "_SKILLDIE"]: nattrdie});
setAttrs({["repeating_skill_" + currentID + "_SKILLATTRPASSMOD"]: attrpv});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(nattrdie);
setAttrs({["repeating_skill_" + currentID + "_SKILLDIEDISPLAY"]: displaydie});
}
});
});
});
};
// EXECUTE: Manage updates to skill data (dice and passive value) based on what attribute is set to the skill and/or dice bumps assigned to the skill
on("change:repeating_skill:skillprimattr change:repeating_skill:skilldiebump", function() {
getAttrs(["bulk", "repeating_skill_skillprimattr","repeating_skill_skilldiebump","mightmodifier","mightdie","prowessmodifier","prowessdie","quicknessmodifier","quicknessdie","vigormodifier","vigordie","charismamodifier","charismadie","insightmodifier","insightdie","logicmodifier","logicdie","resolvemodifier","resolvedie"], function(values) {
var newattr = (values.repeating_skill_skillprimattr); // declare new attribute: Mi, Pr, Qu, Vi, Ch, In, Lo, Re, N/A
var attrpv = 0; // declare attribute passive mod value
var attrdie = ""; // declare attribute die value
var bump = (values.repeating_skill_skilldiebump*1); // declare skills bump
var bulkpen = 0;
switch(newattr) {
case "mi":
attrpv = (values.mightmodifier*1);
attrdie = (values.mightdie);
bulkpen = -(values.bulk*1);
break;
case "pr":
attrpv = (values.prowessmodifier*1);
attrdie = (values.prowessdie);
break;
case "qu":
attrpv = (values.quicknessmodifier*1);
attrdie = (values.quicknessdie);
bulkpen = -(values.bulk*1);
break;
case "vi":
attrpv = (values.vigormodifier*1);
attrdie = (values.vigordie);
break;
case "ch":
attrpv = (values.charismamodifier*1);
attrdie = (values.charismadie);
break;
case "in":
attrpv = (values.insightmodifier*1);
attrdie = (values.insightdie);
break;
case "lo":
attrpv = (values.logicmodifier*1);
attrdie = (values.logicdie);
break;
case "re":
attrpv = (values.resolvemodifier*1);
attrdie = (values.resolvedie);
break;
case "na":
attrpv = 0;
attrdie = "1d0";
break;
};
// determine new die based on whether the skill has a bump or not
if(bump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = lookup_mastertable_diebumppos(attrdie); // lookup die position
nposition = nposition + bump; // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
attrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({repeating_skill_bulkskillpen: bulkpen});
setAttrs({repeating_skill_skillattrpassmod: attrpv});
setAttrs({repeating_skill_skilldie: attrdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(attrdie);
setAttrs({repeating_skill_skilldiedisplay: displaydie});
});
});
//******************************** MANAGE ATTACK TABLE DICE ********************************
//******************************************************************************************
// UPDATE REPEATING ATTACK ACTION ATTRIBUTES (FUNCTION): parse all attacks and update (die) attacks with a matching Primary Attribute
// CALLED BY: an onchange of the <attribute>dice
var update_repeating_attackattr = function(attrname, attrdie, attrdiepos) {
getSectionIDs("repeating_attackaction", function(IDArray) {
var attack_fields = [];
var attackattr = "no match";
var attackdiebump = 0;
var nattrdie = attrdie;
_.each(IDArray, function(currentID, i) {
attack_fields.push("repeating_attackaction_" + currentID + "_ATTACKPRIMATTR");
attack_fields.push("repeating_attackaction_" + currentID + "_ATTACKDIEBUMP");
});
getAttrs(attack_fields, function(values) {
_.each(IDArray, function(currentID) {
attackattr = (values["repeating_attackaction_" + currentID + "_ATTACKPRIMATTR"]);
attackdiebump = (values["repeating_attackaction_" + currentID + "_ATTACKDIEBUMP"]);
if(attackattr == attrname) {
// determine new die based on whether the Attack has a bump or not
if(attackdiebump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = (attrdiepos*1) + (attackdiebump*1); // add the Attack Die bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
nattrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({["repeating_attackaction_" + currentID + "_ATTACKDIE"]: nattrdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(nattrdie);
setAttrs({["repeating_attackaction_" + currentID + "_ATTACKDIEDISPLAY"]: displaydie});
}
});
});
});
};
// EXECUTE: Manage updates to attack data (dice) based on what attribute is set to the attack and/or dice bumps assigned to the attack
on("change:repeating_attackaction:attackprimattr change:repeating_attackaction:attackdiebump", function() {
getAttrs(["bulk","repeating_attackaction_attackprimattr","repeating_attackaction_attackdiebump","mightdie","prowessdie","quicknessdie","vigordie","charismadie","insightdie","logicdie","resolvedie"], function(values) {
var newattr = (values.repeating_attackaction_attackprimattr); // declare new attribute: Mi, Pr, Qu, Vi, Ch, In, Lo, Re, N/A
var attrdie = ""; // declare attribute die value
var bump = (values.repeating_attackaction_attackdiebump*1); // declare bump
var bulkpen = 0;
switch(newattr) {
case "mi":
attrdie = (values.mightdie);
bulkpen = -(values.bulk*1);
break;
case "pr":
attrdie = (values.prowessdie);
break;
case "qu":
attrdie = (values.quicknessdie);
bulkpen = -(values.bulk*1);
break;
case "vi":
attrdie = (values.vigordie);
break;
case "ch":
attrdie = (values.charismadie);
break;
case "in":
attrdie = (values.insightdie);
break;
case "lo":
attrdie = (values.logicdie);
break;
case "re":
attrdie = (values.resolvedie);
break;
case "na":
attrdie = "1d0";
break;
};
// determine new die based on whether the skill has a bump or not
if(bump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = lookup_mastertable_diebumppos(attrdie); // lookup die position
nposition = nposition + bump; // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
attrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({repeating_attackaction_bulkattackpen: bulkpen});
setAttrs({repeating_attackaction_attackdie: attrdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(attrdie);
setAttrs({repeating_attackaction_attackdiedisplay: displaydie});
});
});
//******************************** MANAGE DAMAGE TABLE DICE ********************************
//******************************************************************************************
// UPDATE REPEATING DAMAGE ACTION ATTRIBUTES (FUNCTION): parse all damage and update (die) damage with a matching Primary Attribute
// CALLED BY: an onchange of the <attribute>dice
var update_repeating_damageattr = function(attrname, attrdie, attrdiepos) {
getSectionIDs("repeating_damage", function(IDArray) {
var damage_fields = [];
var damageattr = "no match";
var damagediebump = 0;
var newdie = attrdie;
_.each(IDArray, function(currentID, i) {
damage_fields.push("repeating_damage_" + currentID + "_DAMAGEPRIMATTR");
damage_fields.push("repeating_damage_" + currentID + "_DAMAGEDIEBUMP");
});
getAttrs(damage_fields, function(values) {
_.each(IDArray, function(currentID) {
damageattr = (values["repeating_damage_" + currentID + "_DAMAGEPRIMATTR"]);
damagediebump = (values["repeating_damage_" + currentID + "_DAMAGEDIEBUMP"]);
if(damageattr == attrname) {
// determine new die based on whether the Attack has a bump or not
if(damagediebump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = (attrdiepos*1) + (damagediebump*1); // add the Attack Die bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
newdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({["repeating_damage_" + currentID + "_DAMAGEDIE"]: newdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(newdie);
setAttrs({["repeating_damage_" + currentID + "_DAMAGEDIEDISPLAY"]: displaydie});
}
});
});
});
};
// EXECUTE: Manage updates to damage data (dice) based on what attribute is set to the damage roll and/or dice bumps assigned to the damage
on("change:repeating_damage:damageprimattr change:repeating_damage:damagediebump", function() {
getAttrs(["repeating_damage_damageprimattr","repeating_damage_damagediebump","mightdie","prowessdie","quicknessdie","vigordie","charismadie","insightdie","logicdie","resolvedie"], function(values) {
var newattr = (values.repeating_damage_damageprimattr); // declare new attribute: Mi, Pr, Qu, Vi, Ch, In, Lo, Re, N/A
var attrdie = ""; // declare attribute die value
var bump = (values.repeating_damage_damagediebump*1); // declare bump
switch(newattr) {
case "mi":
attrdie = (values.mightdie);
break;
case "pr":
attrdie = (values.prowessdie);
break;
case "qu":
attrdie = (values.quicknessdie);
break;
case "vi":
attrdie = (values.vigordie);
break;
case "ch":
attrdie = (values.charismadie);
break;
case "in":
attrdie = (values.insightdie);
break;
case "lo":
attrdie = (values.logicdie);
break;
case "re":
attrdie = (values.resolvedie);
break;
case "na":
attrdie = "1d0";
break;
};
// determine new die based on whether the skill has a bump or not
if(bump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = lookup_mastertable_diebumppos(attrdie); // lookup die position
nposition = nposition + bump; // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
attrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({repeating_attackdamage_damagedie: attrdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(attrdie);
setAttrs({repeating_attackdamage_damagediedisplay: displaydie});
});
});
//******************************** MANAGE POWER TABLE DICE & PV ********************************
//**********************************************************************************************
// UPDATE REPEATING POWER ATTRIBUTES (FUNCTION): parse all powers and update (die and pv) powers with a matching Primary Attribute
// CALLED BY: an onchange of the <attribute>dice
var update_repeating_powerattr = function(attrname, attrdie, attrdiepos, attrpv) {
getSectionIDs("repeating_power", function(IDArray) {
var power_fields = [];
var powerattr = "no match";
var powerdiebump = 0;
var npowerdie = attrdie;
_.each(IDArray, function(currentID, i) {
power_fields.push("repeating_power_" + currentID + "_POWERPRIMATTR");
power_fields.push("repeating_power_" + currentID + "_POWERDIEBUMP");
power_fields.push("repeating_power_" + currentID + "_POWERDIE");
power_fields.push("repeating_power_" + currentID + "_POWERATTRPASSMOD");
power_fields.push("repeating_power_" + currentID + "_POWERDIEDISPLAY");
});
getAttrs(power_fields, function(values) {
_.each(IDArray, function(currentID) {
powerattr = (values["repeating_power_" + currentID + "_POWERPRIMATTR"]);
powerdiebump = (values["repeating_power_" + currentID + "_POWERDIEBUMP"]);
if(powerattr == attrname) {
// determine new die based on whether the skill has a bump or not
if(powerdiebump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = (attrdiepos*1) + (powerdiebump*1); // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
// find attrdie position
npowerdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({["repeating_power_" + currentID + "_POWERDIE"]: npowerdie});
setAttrs({["repeating_power_" + currentID + "_POWERATTRPASSMOD"]: attrpv});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(npowerdie);
setAttrs({["repeating_power_" + currentID + "_POWERDIEDISPLAY"]: displaydie});
}
});
});
});
};
// EXECUTE: Manage updates to power data (dice and passive value) based on what attribute is set to the power and/or dice bumps assigned to the power
on("change:repeating_power:powerprimattr change:repeating_power:powerdiebump", function() {
getAttrs(["bulk","repeating_power_powerprimattr","repeating_power_powerdiebump","mightmodifier","mightdie","prowessmodifier","prowessdie","quicknessmodifier","quicknessdie","vigormodifier","vigordie","charismamodifier","charismadie","insightmodifier","insightdie","logicmodifier","logicdie","resolvemodifier","resolvedie"], function(values) {
var newattr = (values.repeating_power_powerprimattr); // declare new attribute: Mi, Pr, Qu, Vi, Ch, In, Lo, Re, N/A
var attrpv = 0; // declare attribute passive mod value
var attrdie = ""; // declare attribute die value
var bump = (values.repeating_power_powerdiebump*1); // declare skills bump
var bulkpen = 0;
switch(newattr) {
case "mi":
attrpv = (values.mightmodifier*1);
attrdie = (values.mightdie);
bulkpen = -(values.bulk*1);
break;
case "pr":
attrpv = (values.prowessmodifier*1);
attrdie = (values.prowessdie);
break;
case "qu":
attrpv = (values.quicknessmodifier*1);
attrdie = (values.quicknessdie);
bulkpen = -(values.bulk*1);
break;
case "vi":
attrpv = (values.vigormodifier*1);
attrdie = (values.vigordie);
break;
case "ch":
attrpv = (values.charismamodifier*1);
attrdie = (values.charismadie);
break;
case "in":
attrpv = (values.insightmodifier*1);
attrdie = (values.insightdie);
break;
case "lo":
attrpv = (values.logicmodifier*1);
attrdie = (values.logicdie);
break;
case "re":
attrpv = (values.resolvemodifier*1);
attrdie = (values.resolvedie);
break;
case "na":
attrpv = 0;
attrdie = "1d0";
break;
};
// determine new die based on whether the skill has a bump or not
if(bump != 0) { // adjust die if there is a bump; ignore if no bump
var nposition = lookup_mastertable_diebumppos(attrdie); // lookup die position
nposition = nposition + bump; // add the skill bump to the position of the die
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25
attrdie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({repeating_power_bulkpowerpen: bulkpen});
setAttrs({repeating_power_powerattrpassmod: attrpv});
setAttrs({repeating_power_powerdie: attrdie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(attrdie);
setAttrs({repeating_power_powerdiedisplay: displaydie});
});
});
//******************************** MANAGE WOUND PENALTY ********************************
//**************************************************************************************
// EXECUTE: Calculate WoundPenalty for Characters capping it at 0
// VigorModifier is referenced here for calculating Wounds; if this somehow changes will need to work that in as well.
// When radio button (wndpentouse) changes, set Wound Penalty (hiddenWoundPenalty input value) to the value from wndpentouse; there are instances when wndpentouse can be positive... in that situation it needs to be 0
on("change:wndpentouse change:currentwounds change:vigormodifier change:woundsmod", function() {
getAttrs(["wndpentouse","currentwounds","vigormodifier", "woundsmod"], function(values) {
var tempwnds = (values.vigormodifier*1);
tempwnds = tempwnds + 1 + (values.woundsmod*1);
if(values.wndpentouse == "ignore") {
setAttrs({hiddenwoundpenalty: 0});
}
else {
setAttrs({hiddenwoundpenalty: Math.min(0,((values.currentwounds*1) - tempwnds))});
}
});
});
// EXECUTE: Calculate WoundPenalty for Cast Member View capping it at 0
// When radio button (cmvwndpentouse) changes, set Wound Penalty (cmvhiddenWoundPenalty input value) to the value from wndpentouse; there are instances when wndpentouse can be positive... in that situation it needs to be 0
on("change:cmvwndpentouse change:cmvcurrentwounds change:cmvwounds", function() {
getAttrs(["cmvwndpentouse","cmvcurrentwounds","cmvwounds"], function(values) {
if(values.cmvwndpentouse == "ignore") {
setAttrs({cmvhiddenwoundpenalty: 0});
}
else {
setAttrs({cmvhiddenwoundpenalty: Math.min(0,((values.cmvcurrentwounds*1) - (values.cmvwounds*1)))});
}
});
});
//******************************** MANAGE ATTRIBUTE DICE AND DEPENDENCIES (on score change) ********************************
//**************************************************************************************************************************
// EXECUTE: Auto-update MIGHT and dependent fields when its attribute score changes
on("change:mightscore change:miscoremod", function() {
getAttrs(["mightscore","miscoremod","mightdiebump"], function(values) {
var base = (values.mightscore*1);
var modifier = (values.miscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var nlift = lookup_mastertable_lift(score); // lookup lift based on score
var nthrow = lookup_mastertable_throw(score); // lookup throw based on score
var npush = lookup_mastertable_push(score); // lookup push based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.mightdiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedmi: score});
setAttrs({mightmodifier: newpv});
setAttrs({maxlift: nlift});
setAttrs({throwrange: nthrow});
setAttrs({maxpushdrag: npush});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({mightdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({mightdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update MIGHT die when die bump is changed
on("change:mightdiebump", function() {
getAttrs(["modifiedmi","mightdiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedmi*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.mightdiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({mightdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({mightdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update PROWESS and dependent fields when its attribute score changes
on("change:prowessscore change:prscoremod", function() {
getAttrs(["prowessscore","prowessdiebump","prscoremod"], function(values) {
var base = (values.prowessscore*1);
var modifier = (values.prscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.prowessdiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedpr: score});
setAttrs({prowessmodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({prowessdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({prowessdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update PROWESS die when die bump is changed
on("change:prowessdiebump", function() {
getAttrs(["modifiedpr","prowessdiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedpr*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.prowessdiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({prowessdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({prowessdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update QUICKNESS and dependent fields when its attribute score changes
on("change:quicknessscore change:quscoremod", function() {
getAttrs(["quicknessscore","quicknessdiebump","quscoremod"], function(values) {
var base = (values.quicknessscore*1);
var modifier = (values.quscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.quicknessdiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedqu: score});
setAttrs({quicknessmodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({quicknessdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({quicknessdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update TopMPH when PACE changes
on("change:quicknessmodifier change:pacemod", function() {
getAttrs(["quicknessmodifier","pacemod"], function(values) {
var score = (values.pacemod*1) + (values.quicknessmodifier*1); // calculate base pace
score = Math.min(51,score); // score lookup does not go above 51
var nmph = lookup_mastertable_mph(score); // lookup mph based on score
// set fields based on changed score
setAttrs({basepace: score});
setAttrs({topmph: nmph});
});
});
// EXECUTE: Auto-update QUICKNESS die when die bump is changed
on("change:quicknessdiebump", function() {
getAttrs(["modifiedqu","quicknessdiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedqu*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.quicknessdiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({quicknessdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({quicknessdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update VIGOR and dependent fields when its attribute score changes
on("change:vigorscore change:viscoremod", function() {
getAttrs(["vigorscore","vigordiebump","viscoremod"], function(values) {
var base = (values.vigorscore*1);
var modifier = (values.viscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.vigordiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedvi: score});
setAttrs({vigormodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({vigordie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({vigordiedisplay:displaydie});
});
});
// EXECUTE: Auto-update VIGOR die when die bump is changed
on("change:vigordiebump", function() {
getAttrs(["modifiedvi","vigordiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedvi*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.vigordiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({vigordie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({vigordiedisplay:displaydie});
});
});
// EXECUTE: Auto-update CHARISMA and dependent fields when its attribute score changes
on("change:charismascore change:chscoremod", function() {
getAttrs(["charismascore","charismadiebump","chscoremod"], function(values) {
var base = (values.charismascore*1);
var modifier = (values.chscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.charismadiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedch: score});
setAttrs({charismamodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({charismadie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({charismadiedisplay:displaydie});
});
});
// EXECUTE: Auto-update CHARISMA die when die bump is changed
on("change:charismadiebump", function() {
getAttrs(["modifiedch","charismadiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedch*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.charismadiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({charismadie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({charismadiedisplay:displaydie});
});
});
// EXECUTE: Auto-update INSIGHT and dependent fields when its attribute score changes
on("change:insightscore change:inscoremod", function() {
getAttrs(["insightscore","insightdiebump","inscoremod"], function(values) {
var base = (values.insightscore*1);
var modifier = (values.inscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.insightdiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedin: score});
setAttrs({insightmodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({insightdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({insightdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update INSIGHT die when die bump is changed
on("change:insightdiebump", function() {
getAttrs(["modifiedin","insightdiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedin*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.insightdiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({insightdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({insightdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update LOGIC and dependent fields when its attribute score changes
on("change:logicscore change:loscoremod", function() {
getAttrs(["logicscore","logicdiebump","loscoremod"], function(values) {
var base = (values.logicscore*1);
var modifier = (values.loscoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.logicdiebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedlo: score});
setAttrs({logicmodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({logicdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({logicdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update LOGIC die when die bump is changed
on("change:logicdiebump", function() {
getAttrs(["modifiedlo","logicdiebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedlo*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.logicdiebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({logicdie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({logicdiedisplay:displaydie});
});
});
// EXECUTE: Auto-update RESOLVE and dependent fields when its attribute score changes
on("change:resolvescore change:rescoremod", function() {
getAttrs(["resolvescore","resolvediebump","rescoremod"], function(values) {
var base = (values.resolvescore*1);
var modifier = (values.rescoremod*1);
var score = base + modifier;
score = Math.max(0,score); // score lookup does not go below 0
score = Math.min(51,score); // score lookup does not go above 51
var newpv = lookup_mastertable_pv(score); // lookup passive value based on score
var ndie = lookup_mastertable_die(score); // lookup die based on score
var nposition = lookup_mastertable_diebumppos(ndie); // lookup die position
var diebump = (values.resolvediebump*1); // get die bump
// set fields based on changed score
setAttrs({modifiedre: score});
setAttrs({resolvemodifier: newpv});
// determine new die based on score
if(diebump != 0) { // adjust die if there is a bump; ignore if no bump
nposition = nposition + diebump;
nposition = Math.max(0,(nposition)); // positions do not go below 0
nposition = Math.min(25,(nposition)); // positions dont go higher than 25 -->
ndie = lookup_mastertable_bumpeddie(nposition);
};
setAttrs({resolvedie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({resolvediedisplay:displaydie});
});
});
// EXECUTE: Auto-update RESOLVE die when die bump is changed
on("change:resolvediebump", function() {
getAttrs(["modifiedre","resolvediebump"], function(values) {
// get base score and lookup die to get position
var score = Math.max(0,(values.modifiedre*1));
var basedie = lookup_mastertable_die(score);
var baseposition = lookup_mastertable_diebumppos(basedie); // lookup die position
var diebump = (values.resolvediebump*1);
// calculate new position (0 if negative) and lookup die to set die
var nposition = Math.max(0,(baseposition + diebump));// select greatest value (minimum lookup is a 0)
nposition = Math.min(25,nposition); // positions dont go higher than 25
ndie = lookup_mastertable_bumpeddie(nposition);
setAttrs({resolvedie: ndie});
// cosmetic update - strip out bang signs (!) used in die rolls
var displaydie = lookup_mastertable_displaydie(ndie);
setAttrs({resolvediedisplay:displaydie});
});
});
//******************************** LOOKUP TABLES ********************************
// FUNCTION: lookup table for passive value changes
var lookup_mastertable_pv = function(score) {
switch(score) {
case 1:
case 2: return 1;
case 3:
case 4: return 2;
case 5:
case 6:
case 7: return 3;
case 8:
case 9:
case 10:
case 11: return 4;
case 12:
case 13:
case 14: return 5;
case 15:
case 16: return 6;
case 17:
case 18:
case 19: return 7;
case 20:
case 21:
case 22:
case 23: return 8;
case 24:
case 25:
case 26:
case 27: return 9;
case 28:
case 29:
case 30:
case 31: return 10;
case 32:
case 33:
case 34:
case 35: return 11;
case 36:
case 37:
case 38:
case 39: return 12;
case 40:
case 41:
case 42:
case 43: return 13;
case 44:
case 45:
case 46:
case 47: return 14;
case 48:
case 49:
case 50:
case 51: return 15;
case 0:
case "default": return 0;
};
};
// FUNCTION: lookup table for max lift
var lookup_mastertable_lift = function(score) {
switch(score) {
case 1: return "50 lbs";
case 2: return "75 lbs";
case 3: return "100 lbs";
case 4: return "150 lbs";
case 5: return "200 lbs";
case 6: return "300 lbs";
case 7: return "400 lbs";
case 8: return "500 lbs";
case 9: return "600 lbs";
case 10: return "700 lbs";
case 11: return "800 lbs";
case 12: return "900 lbs";
case 13: return "1 ton";
case 14: return "2 tons";
case 15: return "4 tons";
case 16: return "6 tons";
case 17: return "8 tons";
case 18: return "10 tons";
case 19: return "13 tons";
case 20: return "16 tons";
case 21: return "32 tons";
case 22: return "64 tons";
case 23: return "128 tons";
case 24: return "256 tons";
case 25: return "512 tons";
case 26: return "1k tons";
case 27: return "2k tons";
case 28: return "4k tons";
case 29: return "8k tons";
case 30: return "16k tons";
case 31: return "32k tons";
case 32: return "65k tons";
case 33: return "131k tons";
case 34: return "262k tons";
case 35: return "524k tons";
case 36: return "1M tons";
case 37: return "2M tons";
case 38: return "4M tons";
case 39: return "8M tons";
case 40: return "16M tons";
case 41: return "32M tons";
case 42: return "64M tons";
case 43: return "128M tons";
case 44: return "256M tons";
case 45: return "512M tons";
case 46: return "1T tons";
case 47: return "2T tons";
case 48: return "4T tons";
case 49: return "8T tons";
case 50: return "16T tons";
case 51: return "32T tons";
case 0:
case "default": return "none";
};
};
// FUNCTION: lookup table for max lift
var lookup_mastertable_example = function(score) {
switch(score) {
case 1: return "Medium Dog or small child";
case 2: return "Armchair";
case 3: return "Dresser or Brick of Gold";
case 4: return "Average Human";
case 5: return "Manhole Cover";
case 6: return "Male Lion";
case 7: return "Drum of Oil";
case 8: return "MotorCycle";
case 9: return "ATV";
case 10: return "Large Vending Machine";
case 11: return "Touring Motorcycle";
case 12: return "Telephone Pole";
case 13: return "Average Car";
case 14: return "Large Truck";
case 15: return "Armored Limo";
case 16: return "Subway Car";
case 17: return "Semi-Truck";
case 18: return "Train Boxcar";
case 19: return "School Bus";
case 20: return "Stryker APC";
case 21: return "Large Bridge";
case 22: return "M1 Tank";
case 23: return "Coastguard Cutter";
case 24: return "Locomotive";
case 25: return "747";
case 26: return "Drilling Rig";
case 27: return "Space Shuttle";
case 28: return "Eiffel Tower";
case 29: return "Attack Submarine";
case 30: return "Polar Class Icebreaker";
case 31: return "Freighter Ship";
case 32: return "Aircraft Carrier";
case 33: return "Supercarrier";
case 34: return "Empire State Building";
case 35: return "DubAi Tower";
case 36: return "10 Supercarriers";
case 37: return "20 Supercarriers";
case 38: return "8 Empire State Buildings";
case 39: return "Pyramid of Giza";
case 40: return "2 Pyramids of Giza";
case 41: return "Yangtze Three Gorges Dam";
case 42: return "64 Million tons";
case 43: return "128 Million tons";
case 44: return "256 Million tons";
case 45: return "512 Million tons";
case 46: return "1 Billion tons";
case 47: return "2 Billion tons";
case 48: return "4 Billion tons";
case 49: return "8 Billion tons";
case 50: return "16 Billion tons";
case 51: return "A Small Mountain";
case 0:
case "default": return "none";
};
};
// FUNCTION: lookup table for max push/drag
var lookup_mastertable_push = function(score) {
switch(score) {
case 1: return "100 lbs";
case 2: return "150 lbs";
case 3: return "200 lbs";
case 4: return "300 lbs";
case 5: return "400 lbs";
case 6: return "600 lbs";
case 7: return "800 lbs";
case 8: return "1000 lbs";
case 9: return "1200 lbs";
case 10: return "1400 lbs";
case 11: return "1600 lbs";
case 12: return "1800 lbs";
case 13: return "2 tons";
case 14: return "4 tons";
case 15: return "8 tons";
case 16: return "12 tons";
case 17: return "16 tons";
case 18: return "20 tons";
case 19: return "26 tons";
case 20: return "32 tons";
case 21: return "62 tons";
case 22: return "128 tons";
case 23: return "256 tons";
case 24: return "512 tons";
case 25: return "1k tons";
case 26: return "2k tons";
case 27: return "4k tons";
case 28: return "8k tons";
case 29: return "16k tons";
case 30: return "32k tons";
case 31: return "65k tons";
case 32: return "131k tons";
case 33: return "262k tons";
case 34: return "524k tons";
case 35: return "1M tons";
case 36: return "2M tons";
case 37: return "4M tons";
case 38: return "8M tons";
case 39: return "16M tons";
case 40: return "32M tons";
case 41: return "64M tons";
case 42: return "128M tons";
case 43: return "256M tons";
case 44: return "512M tons";
case 45: return "1B tons";
case 46: return "2B tons";
case 47: return "4B tons";
case 48: return "8B tons";
case 49: return "16B tons";
case 50: return "32B tons";
case 51: return "64B tons";
case 0:
case "default": "none";
};
};
// FUNCTION: lookup table for throw changes
var lookup_mastertable_throw = function(score) {
switch(score) {
case 1: return 1;
case 2: return 2;
case 3: return 3;
case 4: return 4;
case 5: return 5;
case 6:
case 7: return 6;
case 8:
case 9: return 7;
case 10:
case 11: return 8;
case 12:
case 13: return 9;
case 14:
case 15: return 10;
case 16:
case 17: return 12;
case 18:
case 19: return 13;
case 20:
case 21: return 14;
case 22: return 15;
case 23: return 16;
case 24: return 17;
case 25: return 18;
case 26: return 19;
case 27: return 20;
case 28: return 21;
case 29: return 22;
case 30: return 23;
case 31: return 24;
case 32: return 25;
case 33: return 26;
case 34: return 27;
case 35: return 28;
case 36: return 29;
case 37: return 30;
case 38: return 31;
case 39: return 32;
case 40: return 33;
case 41: return 34;
case 42: return 35;
case 43: return 36;
case 44: return 37;
case 45: return 38;
case 46: return 39;
case 47: return 40;
case 48: return 41;
case 49: return 42;
case 50: return 43;
case 51: return 44;
case 0:
case "default": return 0;
};
};
// FUNCTION: lookup table for speed in mph
var lookup_mastertable_mph = function(score) {
switch(score) {
case 1: return "2 mph";
case 2: return "4 mph";
case 3: return "8 mph";
case 4: return "10 mph";
case 5: return "12 mph";
case 6: return "14 mph";
case 7: return "16 mph";
case 8: return "18 mph";
case 9: return "20 mph";
case 10: return "22 mph";
case 11: return "24 mph";
case 12: return "26 mph";
case 13: return "50 mph";
case 14: return "100 mph";
case 15: return "175 mph";
case 16: return "250 mph";
case 17: return "350 mph";
case 18: return "450 mph";
case 19: return "550 mph";
case 20: return "650 mph";
case 21: return "750 mph";
case 22: return "Mach 1";
case 23: return "Mach 1.5";
case 24: return "Mach 2";
case 25: return "Mach 2.5";
case 26: return "Mach 3";
case 27: return "Mach 3.5";
case 28: return "Mach 4";
case 29: return "Mach 8";
case 30: return "Mach 16";
case 31: return "Mach 23";
case 32: return "Mach 46";
case 33: return "Mach 92";
case 34: return "Mach 184";
case 35: return "Mach 368";
case 36: return "Mach 736";
case 37: return "Mach 1k";
case 38: return "Mach 1.5k";
case 39: return "Mach 2k";
case 40: return "Mach 2.5k";
case 41: return "Mach 3k";
case 42: return "Mach 3.5k";
case 43: return "Mach 4k";
case 44: return "Mach 8k";
case 45: return "Mach 16k";
case 46: return "Mach 23k";
case 47: return "Mach 46k";
case 48: return "Mach 92k";
case 49: return "Mach 184k";
case 50: return "Mach 368k";
case 51: return "Mach 736k";
case 0:
case "default": return "none";
};
};
// FUNCTION: lookup table for attribute die
var lookup_mastertable_die = function(score) {
switch(score) {
case 0: return "1d0";
case 1: return "1d4!";
case 2: return "1d6!";
case 3: return "1d6!";
case 4: return "1d8!";
case 5: return "1d8!";
case 6: return "1d8!";
case 7: return "1d10!";
case 8: return "1d10!";
case 9: return "1d10!";
case 10: return "1d10!";
case 11: return "1d12!";
case 12: return "1d12!";
case 13: return "1d12!";
case 14: return "1d12!";
case 15: return "1d12!+1d4!";
case 16: return "1d12!+1d4!";
case 17: return "1d12!+1d4!";
case 18: return "1d12!+1d4!";
case 19: return "1d12!+1d6!";
case 20: return "1d12!+1d6!";
case 21: return "1d12!+1d6!";
case 22: return "1d12!+1d6!";
case 23: return "1d12!+1d8!";
case 24: return "1d12!+1d8!";
case 25: return "1d12!+1d8!";
case 26: return "1d12!+1d8!";
case 27: return "1d12!+1d10!";
case 28: return "1d12!+1d10!";
case 29: return "1d12!+1d10!";
case 30: return "1d12!+1d10!";
case 31: return "2d12!";
case 32: return "2d12!";
case 33: return "2d12!";
case 34: return "2d12!";
case 35: return "2d12!+1d4!";
case 36: return "2d12!+1d4!";
case 37: return "2d12!+1d4!";
case 38: return "2d12!+1d4!";
case 39: return "2d12!+1d6!";
case 40: return "2d12!+1d6!";
case 41: return "2d12!+1d6!";
case 42: return "2d12!+1d6!";
case 43: return "2d12!+1d8!";
case 44: return "2d12!+1d8!";
case 45: return "2d12!+1d8!";
case 46: return "2d12!+1d8!";
case 47: return "2d12!+1d10!";
case 48: return "2d12!+1d10!";
case 49: return "2d12!+1d10!";
case 50: return "2d12!+1d10!";
case 51: return "3d12!";
case "default": return "1d0";
};
};
// FUNCTION: Base Die Master Table lookup (do not use for rolls as the -- will break the roll)
var lookup_mastertable_basedisplaydie = function(score) {
switch(score) {
case 0: return "--";
case 1: return "1d4";
case 2: return "1d6";
case 3: return "1d6";
case 4: return "1d8";
case 5: return "1d8";
case 6: return "1d8";
case 7: return "1d10";
case 8: return "1d10";
case 9: return "1d10";
case 10: return "1d10";
case 11: return "1d12";
case 12: return "1d12";
case 13: return "1d12";
case 14: return "1d12";
case 15: return "1d12+1d4";
case 16: return "1d12+1d4";
case 17: return "1d12+1d4";
case 18: return "1d12+1d4";
case 19: return "1d12+1d6";
case 20: return "1d12+1d6";
case 21: return "1d12+1d6";
case 22: return "1d12+1d6";
case 23: return "1d12+1d8";
case 24: return "1d12+1d8";
case 25: return "1d12+1d8";
case 26: return "1d12+1d8";
case 27: return "1d12+1d10";
case 28: return "1d12+1d10";
case 29: return "1d12+1d10";
case 30: return "1d12+1d10";
case 31: return "2d12";
case 32: return "2d12";
case 33: return "2d12";
case 34: return "2d12";
case 35: return "2d12+1d4";
case 36: return "2d12+1d4";
case 37: return "2d12+1d4";
case 38: return "2d12+1d4";
case 39: return "2d12+1d6";
case 40: return "2d12+1d6";
case 41: return "2d12+1d6";
case 42: return "2d12+1d6";
case 43: return "2d12+1d8";
case 44: return "2d12+1d8";
case 45: return "2d12+1d8";
case 46: return "2d12+1d8";
case 47: return "2d12+1d10";
case 48: return "2d12+1d10";
case 49: return "2d12+1d10";
case 50: return "2d12+1d10";
case 51: return "3d12";
case "default": return "---";
};
};
// FUNCTION: lookup table for attribute die to display (not used for die rolling)
var lookup_mastertable_displaydie = function(die) {
switch(die) {
case "1d0": return "0";
case "1d4!": return "1d4";
case "1d6!": return "1d6";
case "1d8!": return "1d8";
case "1d10!": return "1d10";
case "1d12!": return "1d12";
case "1d12!+1d4!": return "1d12+1d4";
case "1d12!+1d6!": return "1d12+1d6";
case "1d12!+1d8!": return "1d12+1d8";
case "1d12!+1d10!": return "1d12+1d10";
case "2d12!": return "2d12";
case "2d12!+1d4!": return "2d12+1d4";
case "2d12!+1d6!": return "2d12+1d6";
case "2d12!+1d8!": return "2d12+1d8";
case "2d12!+1d10!": return "2d12+1d10";
case "3d12!": return "3d12";
case "3d12!+1d4!": return "3d12+1d4";
case "3d12!+1d6!": return "3d12+1d6";
case "3d12!+1d8!": return "3d12+1d8";
case "3d12!+1d10!": return "3d12+1d10";
case "4d12!": return "4d12";
case "4d12!+1d4!": return "4d12+1d4";
case "4d12!+1d6!": return "4d12+1d6";
case "4d12!+1d8!": return "4d12+1d8";
case "4d12!+1d10!": return "4d12+1d10";
case "5d12!": return "5d12";
case 0:
case "default": return "0";
};
};
// FUNCTION: DieBump Lookup - Determine the position of the die in dice sequence
var lookup_mastertable_diebumppos = function(cdie) {
switch(cdie) {
case "1d0": return 0;
case "1d4!": return 1;
case "1d6!": return 2;
case "1d8!": return 3;
case "1d10!": return 4;
case "1d12!": return 5;
case "1d12!+1d4!": return 6;
case "1d12!+1d6!": return 7;
case "1d12!+1d8!": return 8;
case "1d12!+1d10!": return 9;
case "2d12!": return 10;
case "2d12!+1d4!": return 11;
case "2d12!+1d6!": return 12;
case "2d12!+1d8!": return 13;
case "2d12!+1d10!": return 14;
case "3d12!": return 15;
case "3d12!+1d4!": return 16;
case "3d12!+1d6!": return 17;
case "3d12!+1d8!": return 18;
case "3d12!+1d10!": return 19;
case "4d12!": return 20;
case "4d12!+1d4!": return 21;
case "4d12!+1d6!": return 22;
case "4d12!+1d8!": return 23;
case "4d12!+1d10!": return 24;
case "5d12!": return 25;
case "default": return 0;
};
};
// FUNCTION: Die Bump Lookup - Determine what die to return when an attribute die is bumped
var lookup_mastertable_bumpeddie = function(position) {
switch(position) {
case 1: return "1d4!";
case 2: return "1d6!";
case 3: return "1d8!";
case 4: return "1d10!";
case 5: return "1d12!";
case 6: return "1d12!+1d4!";
case 7: return "1d12!+1d6!";
case 8: return "1d12!+1d8!";
case 9: return "1d12!+1d10!";
case 10: return "2d12!";
case 11: return "2d12!+1d4!";
case 12: return "2d12!+1d6!";
case 13: return "2d12!+1d8!";
case 14: return "2d12!+1d10!";
case 15: return "3d12!";
case 16: return "3d12!+1d4!";
case 17: return "3d12!+1d6!";
case 18: return "3d12!+1d8!";
case 19: return "3d12!+1d10!";
case 20: return "4d12!";
case 21: return "4d12!+1d4!";
case 22: return "4d12!+1d6!";
case 23: return "4d12!+1d8!";
case 24: return "4d12!+1d10!";
case 25: return "5d12!";
case 0:
case "default": return "1d0";
};
};
</script>