{{!-- Sheet Header --}}
{{!--

DELTA GREEN

--}} {{!-- Name, Profession, Portrait --}}

{{!-- HP --}}
/
{{numberFormat actor.system.health.max decimals=0 sign=false}}
{{!-- WP --}}
/
{{numberFormat actor.system.wp.max decimals=0 sign=false}}
{{!-- Sanity --}}
{{#if (keepSanityPrivate)}} /
{{numberFormat actor.system.sanity.max decimals=0 sign=false}}
{{/if}} {{#unless (keepSanityPrivate)}} /
{{numberFormat actor.system.sanity.max decimals=0 sign=false}}
{{/unless}}
{{!-- Sheet Tab Navigation --}} {{!-- Sheet Body --}}
{{!-- Skills Tab --}}
{{localize "DG.Sheet.BlockHeaders.SkillsAndTraining"}}
{{#each actor.system.skills as |skill key|}}
{{#if_eq key 'ritual' }} {{#if (keepSanityPrivate)}} {{/if}} {{#unless (keepSanityPrivate)}} {{/unless}} {{/if_eq}} {{#if_not_eq key 'ritual' }} {{/if_not_eq}}
{{/each}}
{{#each actor.system.typedSkills as |skill key|}}
{{/each}}
{{!-- Physical Statistics like STR, CON, etc. --}}
{{localize "DG.Sheet.BlockHeaders.Attributes"}}
{{#each actor.system.statistics as |statistic key|}}
({{numberFormat statistic.x5 decimals=0 sign=false}}%)
{{/each}}

{{localize "DG.Sheet.BlockHeaders.Injuries"}}
{{!-- Psychological Tab (formerly 'Mental', formerly 'Motivations') --}}
{{localize "DG.Sheet.BlockHeaders.BreakingPointAndAdaptations"}}
{{localize 'DG.Mental.Reset'}}

{{localize 'DG.Mental.SanityLossIncidentsLabel'}}

{{localize "DG.Sheet.BlockHeaders.MotivationsAndDisorders"}}
  1. {{localize 'DG.Mental.Motivations'}}
    {{localize 'DG.Mental.Disorders'}}
  2. {{#each actor.items as |item id|}} {{#if_eq item.type 'motivation'}}
  3. {{item.name}}

    {{#if item.system.crossedOut}}

    {{item.system.disorder}}

    {{/if}}
  4. {{/if_eq}} {{/each}}
{{!-- GEAR Tab --}}
{{localize 'DG.Gear.Weapons'}}
  1. {{localize 'DG.Gear.Name'}} {{localize 'DG.Gear.DamageOrLethality'}} {{localize 'DG.Gear.ArmorPiercing'}}
  2. {{#each actor.items as |item id|}} {{#if_eq item.type 'weapon'}}
  3. {{item.name}}

    {{#unless item.system.isLethal}} {{toUpperCase item.system.damage}}{{#if_eq item.system.skill 'unarmed_combat'}}{{actor.system.statistics.str.meleeDamageBonusFormula}}{{/if_eq}}{{#if_eq item.system.skill 'melee_weapons'}}{{actor.system.statistics.str.meleeDamageBonusFormula}}{{/if_eq}} {{/unless}} {{#if item.system.isLethal}} {{item.system.lethality}}% {{/if}} {{#if item.system.lethality}} - {{#if item.system.isLethal}} {{else}} {{/if}} {{/if}} {{item.system.armorPiercing}}
  4. {{/if_eq}} {{/each}}
{{localize 'DG.Gear.Armor'}}
  1. {{localize 'DG.Gear.Name'}}
    {{localize 'DG.Gear.ArmorRating'}} {{localize 'DG.Gear.Equipped'}}
  2. {{#each actor.items as |item id|}} {{#if_eq item.type 'armor'}}
  3. {{item.name}}

    {{item.system.protection}} {{#if item.system.equipped}} {{else}} {{/if}}
  4. {{/if_eq}} {{/each}}
{{localize 'DG.Gear.OtherGear'}}
  1. {{localize 'DG.Gear.Name'}}
    {{localize 'DG.Gear.Equipped'}}
  2. {{#each actor.items as |item id|}} {{#if_eq item.type 'gear'}}
  3. {{item.name}}

    {{#if item.system.equipped}} {{else}} {{/if}}
  4. {{/if_eq}} {{/each}}
{{!-- PERSONAL (Biography) Tab --}}
{{localize "DG.Sheet.BlockHeaders.PersonalInfoCV"}}
{{> "systems/deltagreen/templates/actor/cv-partial.html" }}
{{!-- Bonds Tab --}}
{{localize "DG.Sheet.BlockHeaders.BondsRelationshipsContacts"}}
  1. {{localize 'DG.Bonds.Name'}}
    {{localize 'DG.Bonds.Relationship'}}
    {{localize 'DG.Bonds.Score'}}
  2. {{#each actor.items as |item id|}} {{#if_eq item.type 'bond'}}
  3. {{item.name}}

    {{item.system.relationship}} {{item.system.score}}
  4. {{/if_eq}} {{/each}}
{{localizeWithFallback 'DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene' 'Check a damaged Bond's box until the next Home scene ends.' }}
{{!-- About Tab --}}
{{> "systems/deltagreen/templates/actor/help-and-licensing-partial.html" }}