Merge branch 'master' into master

This commit is contained in:
Zakarik
2018-02-17 14:03:04 +01:00
committed by GitHub
198 changed files with 48676 additions and 6427 deletions
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label, span, li {
font-family: serif;
font-size: xx-small;
font-size: 1.1vmin;
text-transform: uppercase;
padding: 0px;
margin: 0px;
line-height: 12px;
}
label {
margin-top: 5px;
text-align: center;
}
input[type="text"] {
padding: 4px;
height: 28px;
}
input[type="text"], textarea {
font-family: cursive;
box-shadow: none;
border: 1px solid #595959;
padding: 4px;
margin: 0px;
width: 180px;
}
textarea {
resize: none;
padding-left: 5px;
margin: 0px;
width: 170px;
height: 36px;
}
/* This is to remove the arrow of select element in IE */
select::-ms-expand {
display: none;
}
select {
-webkit-appearance: none;
appearance: none;
margin: 0px;
line-height: 12px;
padding: 0px 8px;
}
input[type="checkbox"] {
box-shadow: none;
color: white;
background: white;
}
.sheet-container {
border: 1px solid #595959;
background: white;
min-height: 600px;
}
.sheet-logo .sheet-mutate {
filter: invert(100%) grayscale(100%);
}
.sheet-logo {
width: 140px;
margin: auto;
}
.sheet-checkboxes {
display: block;
padding-top: 5px;
}
label.sheet-checkbox {
display: inline-block;
position: relative;
padding: 0px;
margin: 0px 4px;
cursor: pointer;
font-size: .5em;
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
height: 10px;
width: 10px;
}
div.sheet-wounds {
text-align: left;
}
div.sheet-wound.sheet-row {
vertical-align: bottom;
}
label.sheet-checkbox.sheet-glory {
margin: 0px 2px;
}
label.sheet-checkbox.sheet-favor {
margin: 0px 6px;
}
label.sheet-checkbox.sheet-wound {
width: 12px;
height: 12px;
vertical-align: bottom;
margin: 3px 0px;
padding: 3px;
}
span.sheet-wound.sheet-value {
font-size: 1.5em;
font-weight: bold;
}
span.sheet-consequence {
display: inline-block;
width: 65%;
height: 100%;
text-align: left;
margin-left: 15px;
}
label.sheet-checkbox.sheet-small, span.sheet-checkbox.sheet-small {
height: 5px;
width: 5px;
margin: 0px;
margin-right: 1px;
}
.sheet-checkbox input {
position: absolute;
opacity: 0;
cursor: pointer;
}
.sheet-checkmark {
position: absolute;
top: 0;
left: 0;
height: 100%;
width: 100%;
border: 1px solid #595959;
text-align: center;
}
.sheet-checkbox:hover input ~ .sheet-checkmark {
background-color: #ccc;
}
.sheet-checkbox input:checked ~ .sheet-checkmark {
background-color: #595959;
color: white;
}
.sheet-checkbox input:checked ~ .sheet-checkmark:after {
display: block;
}
.sheet-checkmark:after {
content: "";
position: absolute;
display: none;
}
div.sheet-invasive {
position: relative;
top: -5px;
border-bottom: 1px solid #595959;
}
div.sheet-invasive label {
text-align: center;
position: relative;
top: 5px;
color: white;
background: black;
width: 20%;
margin-left: auto;
margin-right: auto;
z-index: 2;
line-height: 10px;
}
.sheet-column {
width: 180px; padding 5px;
margin-left: 5px;
margin-top: 5px;
text-align: center;
float: left;
}
.sheet-column.sheet-narrow {
width: 60px;
}
.sheet-column.sheet-wide {
width: 260px;
}
.sheet-notes {
border: 1px solid #595959;
border-radius: 5px;
margin: 5px;
padding: 5px;
}
.sheet-notes label {
margin: 0px;
text-align: center;
font-size: .75em;
}
ul {
padding: 0px;
margin: 0px;
}
.sheet-notes li {
text-align: left;
margin-left: 10px;
text-indent: -10px
}
li {
list-style: none;
}
.sheet-repeating-field label {
text-align: center;
}
input.sheet-oathgiver {
border: none;
border-bottom: 1px solid #595959;
border-radius: 0px;
width: 136px;
}
input[type="number"].sheet-oathcount {
border: 1px solid #595959;
width: 40px;
}
input.sheet-advantage {
border: none;
border-bottom: 1px solid #595959;
border-radius: 0px;
width: 136px;
}
select.sheet-die {
border: 1px solid #595959;
width: 50px;
}
select.sheet-die.sheet-advantage {
border: 1px solid #595959;
width: 40px;
}
/*.sheet-die select { width: 50px; }*/
div.sheet-armor.sheet-checklist {
padding-left: 5px;
text-align: left;
line-height: 5px;
margin-left: 10px;
text-indent: -10px;
}
div.sheet-armor span {
line-height: 7px;
font-size: .5em;
}
div.sheet-invasive label.sheet-divine-favor {
width: 70px;
}
/*div.sheet-die { display: inline-block; margin: 0px 10px; position: relative; top: -5px; } */
/*div.sheet-die.sheet-weapon label { font-size:.5em; }*/
/*div.sheet-die.sheet-weapon { margin: 0px; padding: 0px; }*/
div.sheet-range {
display: block;
margin: 0px 10px;
position: relative;
top: -5px;
}
div.sheet-range label {
font-size: .5em;
text-align: center;
}
div.sheet-range input {
width: 50px;
height: 15px;
line-height: 12px;
font-size: .75em;
}
div.sheet-ability, div.sheet-equipment {
display: inline-block;
margin: 5px;
vertical-align: top;
}
div.sheet-ability label {
text-align: center;
}
div.sheet-equipment label {
font-size: .5em;
text-align: center;
}
div.sheet-equipment input {
width: 50px;
}
div.sheet-equipment textarea {
width: 100px;
}
.repcontrol {
min-height: 27px;
}
.repcontrol .btn {
border: medium none;
color: white !important;
background: none;
box-shadow: none;
}
.repcontrol .btn:focus {
outline: 0;
}
.repcontrol .repcontrol_edit:after {
content: '(';
visibility: visible;
font-family: pictos;
background-color: #fff;
border: 1px solid black;
border-radius: 2px;
font-size: 12px;
height: 12px;
width: 12px;
padding: 2px 4px 2px 4px;
color: black;
}
.editmode ~ .repcontrol .repcontrol_edit:after {
content: ')';
}
.repcontrol .repcontrol_add:before {
content: '&';
visibility: visible;
font-family: pictos;
background-color: #fff;
border: 1px solid black;
border-radius: 2px;
font-size: 12px;
height: 12px;
width: 12px;
padding: 2px 4px 2px 4px;
color: black;
}
.repcontrol .repcontrol_edit:hover:after, .repcontrol .repcontrol_add:hover:before
{
background-color: #EFEFEF;
}
.sheet-resources .repcontrol {
margin-top: -10px;
}
.itemcontrol {
z-index: 10;
}
.itemcontrol .repcontrol_del {
font-size: 10px;
margin-top: 3px;
padding: 0px;
height: 18px;
width: 18px;
}
.itemcontrol .repcontrol_move {
font-size: 10px;
margin-top: 3px;
padding: 0px;
height: 18px;
width: 18px;
}
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<div class="sheet-container">
<div class="column">
<div class="sheet-logo">
<img alt="Logo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon/images/agon.jpg"
title="grayscale" class="logo" />
</div>
<div class="invasive">
<label class="invasive">Quests</label>
</div>
<div class="sheet-checkboxes">
<div class="row">
<label class="checkbox"> <input type="checkbox"
name="attr_quests_1" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_2" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_3" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_4" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_5" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_6" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_7" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_8" /> <span class="checkmark"></span>
</label>
</div>
<div class="row">
<label class="checkbox"> <input type="checkbox"
name="attr_quests_9" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_10" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_11" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_12" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_13" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_14" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_15" /> <span class="checkmark"></span>
</label> <label class="checkbox"> <input type="checkbox"
name="attr_quests_16" /> <span class="checkmark"></span>
</label>
</div>
</div>
<div class="sheet-notes">
<label>Divine favor costs</label>
<ul>
<li>1: Open-end die</li>
<li>1: +1d6 for 1 roll</li>
<li>2: Re-roll one die</li>
<li>2: Attack again</li>
<li>2: move hero 1 range</li>
<li>2: no dmg pen for 1 ex</li>
<li>3: +1d8 for 1 roll</li>
<li>4: Re-roll any/all dice</li>
<li>5: divine weapon</li>
</ul>
</div>
<div class="sheet-notes">
<label>earning fate</label>
<ul>
<li>1: avoid wounds from 1 attack</li>
<li>1: Remove 4 impair levels</li>
<li>1: Completed quest</li>
<li>1: defeated</li>
<li>1: Challenge a god</li>
</ul>
</div>
<div class="sheet-notes">
<label>rewards</label>
<ul>
<li>Completed quest: 1 divine favor</li>
<li>Win contest: 1 glory</li>
<li>highest hero roll: 1-7 glory</li>
<li>defeat minion: 1 glory</li>
<li>defeat NPC: glory = highest wound done</li>
</ul>
</div>
</div>
<div class="column">
<div class="sheet-field">
<label>Heroic Trait</label> <input type="text"
class="sheet-character-heroic-trait"
name="attr_character_heroic_trait" />
</div>
<div class="sheet-field">
<label>Heroic Trait Bonus</label>
<textarea class="sheet-character-heroic-trait-bonus"
name="attr_character_heroic_trait_bonus"></textarea>
</div>
<div class="sheet-repeating-field">
<label>Oaths</label>
<fieldset class="repeating_oaths">
<input type="text" class="oathgiver" name="attr_oathgiver" /> <input
type="number" class="oathcount" name="attr_oathcount" />
</fieldset>
</div>
<div class="sheet-repeating-field">
<label>Advantage Die</label>
<fieldset class="repeating_advantage">
<input type="text" class="advantage" name="attr_advantage" /> <select
class="advantage die" name="attr_advantage_die">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</fieldset>
</div>
</div>
<div class="column">
<div class="sheet-field">
<label>Name</label> <input type="text" class="sheet-character-name"
name="attr_character_name" />
</div>
</div>
<div class="column">
<div class="field">
<label>Lineage</label> <input type="text"
class="sheet-character-lineage" name="attr_character_lineage" />
</div>
</div>
<div class="column narrow">
<div class="die">
<label>Name Die</label> <select class="die impairment"
name="attr_character_name_dtype">
<option value="d4">d4</option>
<option value="d6" selected>d6</option>
<option value="d8">d8</option>
</select>
</div>
</div>
<div class="column wide">
<div class="invasive">
<label>Arete</label>
</div>
<div class="row">
<div class="ability">
<label>Insight</label> <select class="impairment die"
name="attr_insight_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Grace</label> <select class="impairment die"
name="attr_grace_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Might</label> <select class="impairment die"
name="attr_might_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Spirit</label> <select class="impairment die"
name="attr_spirit_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
</div>
<div class="invasive">
<label>Craft</label>
</div>
<div class="row">
<div class="ability">
<label>Heal</label> <select class="impairment die"
name="attr_heal_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Lore</label> <select class="impairment die"
name="attr_lore_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Music</label> <select class="impairment die"
name="attr_music_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Orate</label> <select class="impairment die"
name="attr_orate_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
</div>
<div class="invasive">
<label>Sport</label>
</div>
<div class="row">
<div class="ability">
<label>Athletics</label> <select class="impairment die"
name="attr_athletics_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Cunning</label> <select class="impairment die"
name="attr_cunning_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Hunt</label> <select class="impairment die"
name="attr_hunt_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Wrestle</label> <select class="impairment die"
name="attr_wrestle_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
</div>
<div class="invasive">
<label>Battle</label>
</div>
<div class="row">
<div class="ability">
<label>Aim</label> <select class="impairment die"
name="attr_aim_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Shield</label> <select class="impairment die"
name="attr_shield_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Spear</label> <select class="impairment die"
name="attr_spear_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="ability">
<label>Sword</label> <select class="impairment die"
name="attr_sword_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
</div>
<div class="invasive">
<label></label>
</div>
<div class="row">
<div class="equipment">
<label>Bow Dice</label> <input type="text"
name="attr_weapon_bow_dice" /> <label>Range</label> <input
type="text" name="attr_weapon_bow_range" />
</div>
<div class="equipment">
<label>Shield Dice</label> <input type="text"
name="attr_weapon_shield_dice" /> <label>Armor Die</label> <select
class="impairment die" name="attr_armor_dtype">
<option value="d4">d4</option>
<option value="d6">d6</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
<option value="d12">d12</option>
</select>
</div>
<div class="equipment">
<label>Spear Dice</label> <input type="text"
name="attr_weapon_spear_dice" /> <label>Range</label> <input
type="text" name="attr_weapon_spear_range" />
</div>
<div class="equipment">
<label>Sword Dice</label> <input type="text"
name="attr_weapon_sword_dice" /> <label>Range</label> <input
type="text" name="attr_weapon_sword_range" />
</div>
</div>
<div class="row">
<div class="equipment">
<label>Javelin Dice</label> <input type="text"
name="attr_weapon_javelin_dice" /> <label>Range</label> <input
type="text" name="attr_weapon_javelin_range" />
</div>
<div class="equipment">
<div class="armor checklist">
<div class="row">
<label class="checkbox small"> <input type="checkbox"
name="attr_character_armor_helmet" /> <span class="checkmark"></span>
</label> <span>Helmet</span><br /> <span>(-1 Missile)</span>
</div>
<div class="row">
<label class="checkbox small"> <input type="checkbox"
name="attr_character_armor_breastplate" /> <span
class="checkmark"></span>
</label> <span>Breastplate</span><br /> <span>(-1 Melee)</span>
</div>
<div class="row">
<label class="checkbox small"> <input type="checkbox"
name="attr_character_armor_greaves" /> <span class="checkmark"></span>
</label> <span>Greaves</span><br /> <span>(-1 Position)</span>
</div>
</div>
</div>
<div class="equipment">
<label>Special Items</label>
<textarea></textarea>
</div>
</div>
</div>
<div class="column">
<div class="invasive">
<label class="invasive">Fate</label>
</div>
<div class="fate checkboxes">
<div class="row">
<label class="fate checkbox"> <input type="checkbox"
name="attr_fate_1" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_2" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_3" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_4" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_5" /> <span class="checkmark">8</span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_6" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_7" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_8" /> <span class="checkmark"></span>
</label>
</div>
<div class="row">
<label class="fate checkbox"> <input type="checkbox"
name="attr_fate_9" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_10" /> <span class="checkmark">10</span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_11" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_12" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_13" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_14" /> <span class="checkmark"></span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_15" /> <span class="checkmark">12</span>
</label> <label class="fate checkbox"> <input type="checkbox"
name="attr_fate_16" /> <span class="checkmark"></span>
</label>
</div>
</div>
<div class="sheet-gods">
<label>God</label> <input type="text" name="attr_god" />
</div>
<div class="sheet-fabs">
<label>Favored Abilities</label> <input type="text"
name="attr_favored_abilities" />
</div>
<div class="favor checkboxes">
<div class="invasive">
<label class="divine-favor">Divine Favor</label>
</div>
<div class="row">
<label class="favor checkbox"> <input type="checkbox"
name="attr_favor_1" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_2" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_3" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_4" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_5" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_6" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_7" /> <span class="checkmark"></span>
</label>
</div>
<div class="row">
<label class="favor checkbox"> <input type="checkbox"
name="attr_favor_8" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_9" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_10" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_11" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_12" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_13" /> <span class="checkmark"></span>
</label> <label class="favor checkbox"> <input type="checkbox"
name="attr_favor_14" /> <span class="checkmark"></span>
</label>
</div>
</div>
<div class="invasive">
<label>Glory</label>
</div>
<div class="divine checkboxes">
<div class="row">
<label class="glory checkbox"> <input type="checkbox"
name="attr_glory_1" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_2" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_3" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_4" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_5" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_6" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_7" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_8" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_9" /> <span class="checkmark"></span>
</label> <label class="glory checkbox"> <input type="checkbox"
name="attr_glory_10" /> <span class="checkmark"></span>
</label>
</div>
</div>
<div class="advances">
<label>Advances (Unspent)</label> <input type="text"
name="attr_unspent_advances" />
</div>
<div class="sheet-wound-container">
<label>Wounds</label>
<div class="wounds">
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_1" /> <span class="checkmark"></span>
</label> <span class="wound value">1</span> <span class="consequence">-1
to next roll</span>
</div>
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_2" /> <span class="checkmark"></span>
</label> <span class="wound value">2</span> <span class="consequence">-1
to next roll</span>
</div>
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_3" /> <span class="checkmark"></span>
</label> <span class="wound value">3</span> <span class="consequence">-2
to next roll</span>
</div>
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_4" /> <span class="checkmark"></span>
</label> <span class="wound value">4</span> <span class="consequence">-1
to all rolls</span>
</div>
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_5" /> <span class="checkmark"></span>
</label> <span class="wound value">5</span> <span class="consequence">-2
to all rolls</span>
</div>
<div class="wound row">
<label class="wound checkbox"> <input type="checkbox"
name="attr_wound_6" /> <span class="checkmark"></span>
</label> <span class="wound value">6</span> <span class="consequence">-4
to all rolls (defeated)</span>
</div>
</div>
</div>
</div>
</div>
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{
"html": "agon.html",
"css": "agon.css",
"authors": "Tsolval (@Tsolval)",
"roll20userid": "1628415",
"preview": "agon.png",
"instructions": "This is a rough draft copy of a character sheet for John Harper's Agon Roll Playing Game (Agon-rpg.com). Current functionality is limited. Please feel free to contribute."
}
@@ -0,0 +1,45 @@
.sheet-roleField input{
font-size:48pt;
height:100px;
width:100%;
}
input.sheet-statBox{
font-size:48pt;
height:100px;
width:100%;
}
.sheet-rolltemplate-aftas{
margin:5px;
background-color:#ddeeff;
border:1px solid #778899;
padding:5px;
border-radius:3px;
}
.sheet-rolltemplate-head{
margin:10px;
padding:10px;
font-size:150%;
}
.sheet-rolltemplate-result{
margin:10px;
padding:10px;
font-size:150%;
font-weight:bold;
}
.sheet-leftcolumn{
padding:2em;
background-color:#dddddd;
min-width:22em !important;
}
.sheet-leftcolumn label{
position:relative;
width:100%;
}
.sheet-leftcolumn .sheet-ralign{
position:absolute;
right:0px;
}
@@ -0,0 +1,39 @@
<table>
<tr>
<td rowspan="3" width="30%" class="sheet-leftcolumn">
<p><label class="roleField">Role:<br><input type="text" name="attr_Role"/></label><br>
<label>Descriptor:<input type="text" name="attr_Descriptor" class="sheet-ralign"/></label></p>
<p><label>Name:<input type="text" name="attr_Name" class="sheet-ralign"/></label></p>
<p><h3>Appearance</h3>
<label>Gender:<input type="text" name="attr_Gender" class="sheet-ralign"/></label><br>
<label>Eyes:<input type="text" name="attr_Eyes" class="sheet-ralign"/></label><br>
<label>Face:<input type="text" name="attr_Face" class="sheet-ralign"/></label><br>
<label>Body:<input type="text" name="attr_Body" class="sheet-ralign"/></label><br>
<label>Dress:<input type="text" name="attr_Dress" class="sheet-ralign"/></label>
</p>
<p><label>Wealth:<input type="text" name="attr_Wealth" class="sheet-ralign"/></label></p>
</td>
<td width="12%"><label>Brains<br><input type="text" name="attr_Brains" class="statBox"/></label><br><button type='roll' value='&{template:aftas} {{name=@{name}}} {{action=Brains}} {{result=[[2d6+@{Brains}]]}}' name='roll_Brains'></button></td>
<td width="12%"><label>Brawn<br><input type="text" name="attr_Brawn" class="statBox"/></label><br><button type='roll' value='&{template:aftas} {{name=@{name}}} {{action=Brawn}} {{result=[[2d6+@{Brawn}]]}}' name='roll_Brawn'></button></td>
<td width="12%"><label>Beauty<br><input type="text" name="attr_Beauty" class="statBox"/></label><br><button type='roll' value='&{template:aftas} {{name=@{name}}} {{action=Beauty}} {{result=[[2d6+@{Beauty}]]}}' name='roll_Beauty'></button></td>
<td width="12%"><label>Balance<br><input type="text" name="attr_Balance" class="statBox"/></label><br><button type='roll' value='&{template:aftas} {{name=@{name}}} {{action=Balance}} {{result=[[2d6+@{Balance}}]]}}' name='roll_Balance'></button></td>
<td width="12%"><label>Beyond<br><input type="text" name="attr_Beyond" class="statBox"/></label><br><button type='roll' value='&{template:aftas} {{name=@{name}}} {{action=Beyond}} {{result=[[2d6+@{Beyond}]]}}' name='roll_Beyond'></button></td>
</tr>
<tr><td colspan="3"><label>Moves<br><fieldset class="repeating_moves"><textarea name="attr_Move"></textarea></fieldset></label></td><td colspan="2"><label>Equipment<br><fieldset class="repeating_equipment"><input type="text" name="attr_Equipment"></fieldset></label></td></tr>
<tr><td colspan="3"><label>Bonds<br><fieldset class="repeating_bonds"><textarea name="attr_Bond"></textarea></fieldset></label></td><td colspan="2"><label>Harm<br><input type="number" min="0" max="4" increment="1" name="attr_Equipment"></label></td></tr>
</table>
<!-- roll template -->
<rolltemplate class="sheet-rolltemplate-aftas">
<div class="sheet-rolltemplate-{{action}}">
<div class="sheet-rolltemplate-head">{{name}} rolls {{action}}</div>
<div class="sheet-rolltemplate-result">{{result}}</div>
</div>
</rolltemplate>
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{
"html": "AlasForTheAwfulSea.html",
"css": "AlasForTheAwfulSea.css",
"authors": "Ashton McAllan",
"roll20userid": "666728",
"preview": "AlasForTheAwfulSea.png",
"patreon": "https://www.patreon.com/acegiak",
"instructions": ""
}
@@ -0,0 +1,24 @@
h1.sheet-title {
color: red;
}
table.sheet-nametable td {
padding: 5px;
}
.sheet-rightalign {
text-align: right;
}
tr.sheet-headerrow {
font-weight: bold;
}
select {
width: 60px;
}
section.sheet-headerarea {
width: 100%;
border: 3px solid black;
}
@@ -0,0 +1,264 @@
<html>
<body>
<h1 class="sheet-title" align="center">Barebones Fantasy Character Sheet</h1>
<table class="sheet-nametable">
<tr>
<td>Character Name:</td>
<td><input type="text" name="attr_name" /></td>
<td>Race:</td>
<td><input type="text" name="attr_race" /></td>
</tr>
</table>
<table class="sheet-nametable">
<!--This table contains vitals info. The Max BP field is autocalculated based on STR-->
<tr>
<td>Rank:</td><td><input type="number" value="1" min="1" max="6" name="attr_rank" /></td>
<td>DP:</td><td><input type="number" value="0" min="0" name="attr_dp" /></td>
<td>Curr BP:</td><td><input type="number" value="0" min="0" name="attr_bp" /></td>
<td>Max BP:</td><td><input type="number" disabled="true" value="round(@{str}/2)" min="0" name="attr_maxbp" /></td>
<td>DR:</td><td><input type="number" value="0" min="0" name="attr_dr" /></td>
<td>MOV:</td><td><input type="number" value="0" min="0" name="attr_mov" /></td>
<td>INIT:</td>
<td>
<input type="number" value="1" min="0" max="3" name="attr_init" /><button type="roll" name="roll_init" value=
"&{template:default} {{name=Initiative}} {{Result=[[@{init}d10k1]]}}"></button>
</td>
</tr>
</table>
<br /><br />
<div class="sheet-2colrow">
<div class="sheet-col">
<table>
<!--This table contains the four basic Attributes (STR, DEX, LOG, WIL) with roll buttons for each-->
<th>
<h3>Attributes</h3>
</th>
<tr>
<td>
<button type="roll" name="roll_str" value="&{template:default} {{name=Strength Save}} {{Target=[[@{str}]]}} {{Roll=[[1d100]]}}">
</button>
Strength:
</td>
<td>
<input type="number" name="attr_str" value="0" min="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_dex" value="&{template:default} {{name=Dexterity Save}} {{Target=[[@{dex}]]}} {{Roll=[[1d100]]}}">
</button>
Dexterity:
</td>
<td>
<input type="number" name="attr_dex" value="0" min="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_log" value="&{template:default} {{name=Logic Save}} {{Target=[[@{log}]]}} {{Roll=[[1d100]]}}">
</button>
Logic:
</td>
<td>
<input type="number" name="attr_log" value="0" min="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_wil" value="&{template:default} {{name=Willpower Save}} {{Target=[[@{wil}]]}} {{Roll=[[1d100]]}}">
</button>
Willpower:
</td>
<td>
<input type="number" name="attr_wil" value="0" min="0" />
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<h3>Spells</h3>
<fieldset class="repeating_spells">
<input type="text" name="attr_spell" />
<input type="text" name="attr_spelldescrip" />
</fieldset>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<br /><br />
<table>
<!--This table contains all skills, the skill score is autocalculated and there is a rollbutton for each. The roll is called %<skill> in-engine-->
<th><h3>Skills</h3></th>
<tr class="sheet-headerrow">
<td>Skill Name</td>
<td>Score</td>
<td>P/S</td>
<td>Level</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_scout" value="&{template:default} {{name=Scout Check}} {{Target = [[@{scout_score}]]}} {{Roll=[[1d100]]}}">
</button>
Scout:
</td>
<td>
<input type="number" disabled="true" name="attr_scout_score" value="(round(@{log}/2) + @{scout_PS} + (@{scout_lvl}*10))"</td>
<td>
<input type="number" name="attr_scout_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_scout_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_thief" value="&{template:default} {{name=Thief Check}} {{Target = [[@{thief_score}]]}} {{Roll=[[1d100]]}}">
</button>
Thief:
</td>
<td><input type="number" disabled="true" name="attr_thief_score" value="round(@{dex}/2) + @{thief_PS} + (@{thief_lvl}*10)"</td>
<td>
<input type="number" name="attr_thief_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td><input type="number" name="attr_thief_lvl" min = "0" max = "6" value="0" /></td>
</tr>
<tr>
<td>
<button type="roll" name="roll_melee" value="&{template:default} {{name=Melee Check}} {{Target = [[@{melee_score}]]}} {{Roll=[[1d100]]}}">
</button>
Warrior - Melee:
</td>
<td>
<input type="number" disabled="true" name="attr_melee_score" value="round(@{str}/2) + @{melee_PS} + (@{melee_lvl}*10)"</td>
<td>
<input type="number" name="attr_melee_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_melee_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_ranged" value="&{template:default} {{name=Ranged Check}} {{Target = [[@{ranged_score}]]}} {{Roll=[[1d100]]}}">
</button>
Warrior - Ranged:
</td>
<td>
<input type="number" disabled="true" name="attr_ranged_score" value="round(@{dex}/2) + @{ranged_PS} + (@{ranged_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_ranged_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_ranged_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_cleric" value="&{template:default} {{name=Cleric Check}} {{Target = [[@{cleric_score}]]}} {{Roll=[[1d100]]}}">
</button>
Cleric:
</td>
<td>
<input type="number" disabled="true" name="attr_cleric_score" value="round(@{wil}/2) + @{cleric_PS} + (@{cleric_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_cleric_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_cleric_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_enchanter" value="&{template:default} {{name=Enchanter Check}} {{Target = [[@{enchanter_score}]]}} {{Roll=[[1d100]]}}">
</button>
Enchanter:
</td>
<td>
<input type="number" disabled="true" name="attr_enchanter_score" value="round(@{log}/2) + @{enchanter_PS} + (@{enchanter_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_enchanter_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_enchanter_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_artificer" value="&{template:default} {{name=Artificer Check}} {{Target = [[@{artificer_score}]]}} {{Roll=[[1d100]]}}">
</button>
Artificer
</td>
<td>
<input type="number" disabled="true" name="attr_artificer_score" value="round(@{log}/2) + @{artificer_PS} + (@{artificer_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_artificer_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_artificer_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_leader" value="&{template:default} {{name=Leader Check}} {{Target = [[@{leader_score}]]}} {{Roll=[[1d100]]}}">
</button>
Leader
</td>
<td>
<input type="number" disabled="true" name="attr_leader_score" value="round(@{wil}/2) + @{leader_PS} + (@{leader_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_leader_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_leader_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_scholar" value="&{template:default} {{name=Scholar Check}} {{Target = [[@{scholar_score}]]}} {{Roll=[[1d100]]}}">
</button>
Scholar
</td>
<td>
<input type="number" disabled="true" name="attr_scholar_score" value="round(@{log}/2) + @{scholar_PS} + (@{scholar_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_scholar_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_scholar_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
<tr>
<td>
<button type="roll" name="roll_spellcaster" value="&{template:default} {{name=Spellcaster Check}} {{Target = [[@{spellcaster_score}]]}} {{Roll=[[1d100]]}}">
</button>
Spellcaster
</td>
<td>
<input type="number" disabled="true" name="attr_spellcaster_score" value="round(@{log}/2) + @{spellcaster_PS} + (@{spellcaster_lvl}*10)" />
</td>
<td>
<input type="number" name="attr_spellcaster_PS" min="0" max = "20" step = "10" value="0" />
</td>
<td>
<input type="number" name="attr_spellcaster_lvl" min = "0" max = "6" value="0" />
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<br /><br />
<h3>Inventory</h3>
<fieldset class="repeating_inventory">
<input type="text" name="attr_itemname" />
<input type="text" name="attr_descrip" />
</fieldset>
</div>
</div>
</body>
</html>
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+18
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@@ -0,0 +1,18 @@
This is a character sheet for the **Barebones Fantasy Roleplaying Game** by DwD Studios. It includes all the fields of the base game's character sheet, plus the additional *Artificer* skill added in Flesh & Blood.
Fields that Autocalculate:
Max BP
All Skill scores
The INIT button will roll initiative but **WILL NOT** add it to the tracker automatically as the roll20 engine requires a token to be selected to add to the tracker. For this reason I recommend creating a macro like the following that will automatically roll initiative and add it to Roll20's tracker. It should be set as a token action and visible to All Players:
>&{template:default} {{name=Initiative}} {{Result=[[@{selected|init}d10k1 &{tracker}]]}}
If your group has a Leader in it, a second macro for *Tactics* (INIT +1) made as follows provided the smoothest game experience at the table. It should also be set as a token action visible to All Players.
>&{template:default} {{name=Initiative}} {{Result=[[(@{selected|init}+1)d10k1 &{tracker}]]}}
All other fields have been given sensible defaults, mins and maxes that should allow you to get up and running with a minimum of fuss. One thing to note is that the sheet **DOES NOT** currently track bonus damage due to a high strength or dex, that will still need to be added manually. It is my plan to make that part of the next release.
If the sheet provides you with any problems or you would like to request changes, feel free to reach out to me.
E-mail: linuxfreak1030@gmail.com
Google+ (https://plus.google.com/u/0/109067158712998764793)
@@ -0,0 +1,8 @@
{
"html": "barebones.html",
"css": "barebones.css",
"authors": "Justin M. Gordon",
"preview": "barebones.png",
"roll20userid": "457116",
"instructions": "Sheet will autocalculate all skills and max BP. All skills can be rolled as abilities with %<skill> or %<stat>. Roll buttons are available for all stats."
}
+101 -130
View File
@@ -84,7 +84,7 @@
<td><p>STR</p></td>
<td><input type="number" name="attr_STR" /></td>
<td >
<button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{STR}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Effort Roll" >Effort</button>
<button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{STR}*?{Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1})]] Effort Roll" >Effort</button>
</td>
<td><p>Dmg. Bonus</p></td>
<td colspan="3">
@@ -95,7 +95,7 @@
<td class=".sheet-chkfiller"><td>
<td><p>CON</p></td>
<td><input type="number" name="attr_CON" /></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{CON}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Stamina Roll" >Stamina</button></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{CON}*?{Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1})]] Stamina Roll" >Stamina</button></td>
<td>
<input type="checkbox" class="sheet-showstrike-rank" name="attr_showstrike-rank" checked="checked" style="display: none">
<div class="sheet-strike-rank"><p >Siz SR</p></div>
@@ -135,7 +135,7 @@
<td class=".sheet-chkfiller"><td>
<td><p>INT</p></td>
<td><input type="number" name="attr_INT" /></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{INT}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Idea Roll" >Idea</button></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{INT}*?{Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1})]] Idea Roll" >Idea</button></td>
<td><p>MOV</p></td><td><input type="number" name="attr_mov" /></td>
<td></td>
<td></td>
@@ -145,7 +145,7 @@
<td ><input type="checkbox" name="att_power-check" /><td>
<td><p>POW</p></td>
<td><input class="sheet-plain" type="number" name="attr_POW" /></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{POW}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Luck Roll" >&nbsp;Luck</button></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{POW}*?{Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1})]] Luck Roll" >&nbsp;Luck</button></td>
<td><p>Hit Pts.</p></td>
<td><input type="number" name="attr_cur_hp" />
<td>/</td>
@@ -156,7 +156,7 @@
<td class=".sheet-chkfiller"><td>
<td><p>DEX</p></td>
<td><input type="number" name="attr_DEX" /></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{DEX}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Agility Roll" >Agility</button></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{DEX}*?{Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1})]] Agility Roll" >Agility</button></td>
<td><p>Power Pts.</p></td>
<td><input type="number" name="attr_cur_mp" />
<td>/</td>
@@ -167,7 +167,7 @@
<td class=".sheet-chkfiller"><td>
<td><p>APP</p></td>
<td><input type="number" name="attr_APP" /></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{APP}*?{Multiplier|Normal - x5, 5|x4, 4|Hard - x3, 3|x2, 2|x1, 1}]] Charisma Roll" >Charisma</button></td>
<td ><button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[ceil(@{APP}*?{Multiplier|Normal - x5, 5|Easy - x10, 10|x4, 4|x3, 3|Difficult - x3/2, 3/2|x2, 2|x1, 1})]] Charisma Roll" >Charisma</button></td>
<div class="sheet-hpbl">
<td>
@@ -201,7 +201,7 @@
<td >
<input type="checkbox" class="sheet-showedufld" name="attr_showedufld" checked="checked" style="display: none">
<div class="sheet-edufld">
<button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{EDU}*?{Multiplier|5}]] Know Roll">Know</button>
<button class="sheet-characteristic-roll sheet-plain" type="roll" value="/roll 1d100<[[@{EDU}*?{Multiplier|Multiplier|Normal, 5|Easy, 10|Difficult, 5/2|x4, 4|x3, 3|x2, 2|x1, 1}]] Know Roll">Know</button>
</div>
</td>
@@ -221,7 +221,7 @@
<hr/>
<!-- ********************************************************************************************************************* -->
<!-- Start of alpahbetical skills-->
<input type="checkbox" class="sheet-toggle-alphabetical" name="attr_toggle-alphabetic" checked="checked" style="display: none">
<input type="checkbox" class="sheet-toggle-alphabetical" name="attr_toggle-alphabetic" style="display: none">
<div class="sheet-skills-alphabetical" />
<p>
<h3 class="sheet-skills-header">Skills</h3>
@@ -337,7 +337,7 @@
<tr>
<td><input type="checkbox" name="attr_Success-FirstAid" /></td>
<td class="sheet-skillname">First Aid (30% or INT x1)</td>
<td><input type="number" style="width:105%" value="30" name="attr_FirstAid" /></td>
<td><input type="number" style="width:105%" name="attr_FirstAid" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{FirstAid}}} {{fumble=[[ceil(95+(@{FirstAid}*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{FirstAid}*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{FirstAid}*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{FirstAid}*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{FirstAid}*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=First Aid}}"/></td>
</tr>
<tr>
@@ -393,7 +393,7 @@
<table style="width: 100%">
<td><input type="checkbox" name="attr_KnowSucess" /></td>
<td><input type="text" name="attr_KnowSkills" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_KnowScore" /></td>
<td><input type="number" style="width:105%" name="attr_KnowScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{KnowScore}}} {{fumble=[[ceil(95+(@{KnowScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{KnowScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{KnowScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{KnowScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{KnowScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{KnowSkills}}}"/></td>
</fieldset>
@@ -429,7 +429,7 @@
<table style="width: 100%">
<td><input type="checkbox" name="attr_LitSucess" /></td>
<td><input type="text" name="attr_LitSkill" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_LitScore" /></td>
<td><input type="number" style="width:105%" name="attr_LitScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{LitScore}}} {{fumble=[[ceil(95+(@{LitScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{LitScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{LitScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{LitScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{LitScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{LitSkill}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -479,7 +479,7 @@
<table style="width: 100%">
<td><input type="checkbox" name="attr_PilotSucess" /></td>
<td><input type="text" name="attr_PilotSkill" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_PilotScore" /></td>
<td><input type="number" style="width:105%" name="attr_PilotScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{PilotScore}}} {{fumble=[[ceil(95+(@{PilotScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{PilotScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{PilotScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{PilotScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{PilotScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{PilotSkill}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -492,7 +492,7 @@
<tr>
<td><input type="checkbox" name="attr_Success-Psychotherapy" /></td>
<td class="sheet-skillname">Psychotherapy(00% or 01%)</td>
<td><input type="number" style="width:105%" value="0" name="attr_Psychotherapy" /></td>
<td><input type="number" style="width:105%" name="attr_Psychotherapy" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{Psychotherapy}}} {{fumble=[[ceil(95+(@{Psychotherapy}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{Psychotherapy}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{Psychotherapy}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{Psychotherapy}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{Psychotherapy}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=Psychotherapy}}"/></td>
</tr>
<tr>
@@ -503,7 +503,7 @@
<fieldset class='repeating_repairSkills'>
<input type="checkbox" name="attr_repairSuccess" />
<input type="text" name="attr_repairSkills" class="sheet-skillname"/>
<input type="number" name="attr_repairScore" />
<input type="number" style="width:105%" value="15" name="attr_repairScore" />
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{repairScore}}} {{fumble=[[ceil(95+(@{repairScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{repairScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{repairScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{repairScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{repairScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{repairSkills}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -522,7 +522,7 @@
<table style="width: 100%">
<td><input type="checkbox" name="attr_RideSucess" /></td>
<td><input type="text" name="attr_RideSkill" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_RideScore" /></td>
<td><input type="number" style="width:105%" name="attr_RideScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{RideScore}}} {{fumble=[[ceil(95+(@{RideScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20 }+?{Mods|0})/20))]]}} {{crit=[[ceil((@{RideScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{RideScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{RideScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{RideScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{RideSkill}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -599,7 +599,7 @@
<table style="width: 100%">
<td><input type="checkbox" name="attr_TechSucess" /></td>
<td><input type="text" name="attr_TechSkill" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_TechScore" /></td>
<td><input type="number" style="width:105%" name="attr_TechScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{name=@{Name}}} {{skillvalue=@{TechScore}}} {{fumble=[[ceil(95+(@{TechScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{TechScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{TechScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil((@{TechScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[ceil(@{TechScore}*?{Multipler|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})]]}} {{roll=[[1d100]]}} {{skillname=@{TechSkill}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -921,7 +921,7 @@
<table style="width: 100%;">
<td><input type="checkbox" name="attr_KnowSucess" /></td>
<td><input type="text" name="attr_KnowSkills" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_KnowScore" /></td>
<td><input type="number" style="width:105%" name="attr_KnowScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{skillvalue=@{KnowScore}}} {{fumble=[[ceil(95+((@{KnowScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)]]}} {{crit=[[ceil(((@{KnowScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil(((@{KnowScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil(((@{KnowScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[(@{KnowScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{KnowSkills}}}"/></td>
</fieldset>
<table style="width: 100%;">
@@ -977,7 +977,7 @@
<table style="width: 100%;">
<td><input type="checkbox" name="attr_TechSucess" /></td>
<td><input type="text" name="attr_TechSkill" class="sheet-skillname"/></td>
<td><input type="number" style="width:105%" value="1" name="attr_TechScore" /></td>
<td><input type="number" style="width:105%" name="attr_TechScore" /></td>
<td><button type="roll" value="&{template:skillRoll} {{skillvalue=@{TechScore}}} {{fumble=[[ceil(95+((@{TechScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)]]}} {{crit=[[ceil(((@{TechScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/20)+1]]}} {{special=[[ceil(((@{TechScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/5)+1]]}} {{1/2success=[[ceil(((@{TechScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0})/2)+1]]}} {{success=[[(@{TechScore}+@{Mental})*?{Multiplier|Normal - 1, 1|Easy - 2, 2|Difficult - 1/2, 1/2|1/3|1/4|1/5|1/6|1/8|1/10|1/20}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{TechSkill}}}"/></td>
</fieldset>
<!-- Perception -->
@@ -1491,7 +1491,7 @@
</tr>
</table>
</fieldset>
<div style="width: 100%;font-size:0.8em">
<div style="display: inline">
<input type="checkbox" name="attr_shield_success" />
@@ -1519,36 +1519,7 @@
</div>
</div>
<fieldset class="repeating_ shields">
<table>
<div style="width: 100%;font-size:0.8em">
<div style="display: inline">
<input type="checkbox" name="attr_shield_success" />
<button type="roll"style="Width: 55px;font-size:0.8em;"value="&{template:melee-roll} {{tot=[[@{shield_damage}+@{Damage_Bonus}]]}} {{success=[[@{shield_skill}+?{Mods|0}]]}} {{fumble=[[ceil(95+(@{shield_skill}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{shield_skill}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{shield_skill}+?{Mods|0})/5)+1]]}} {{skillvalue=@{shield_skill}}} {{roll=[[1d100]]}} {{skillname=Shield}}" class="sheet-plain" >Shield</button>
<input type="number" name="attr_shield_skill" />
%&nbsp;
</div>
<div style="display:inline; float:right">
Attack Damage
<input style="width: 55px" type="text" name="attr_shield_damage" />
</div>
</div>
<div style="font-size:0.8em">
<div style="display:inline">
<input type="radio" name="attr_shield_type" value="H" />&nbsp;H
<input type="radio" name="attr_shield_type" value="S" />&nbsp;S
<input type="radio" name="attr_shield_type" value="F" />&nbsp;F
<input type="radio" name="attr_shield_type" value="L" />&nbsp;L
Base Chance
<input type="number" name="attr_shield_base_chance" />
</div>
<div style="display: inline; float: right">
HP<input type="number" name="attr_shield_hp" />
</div>
</div>
</table>
</fieldset>
</div >
<div style=" color: #FFF; background-color: #000;width: 100%" >
@@ -1761,44 +1732,43 @@
</tr>
<tr>
<td class="template_label"><b>Result:</b></td>
{{#rollBetween() roll fumble 100}}
<td class="template_value">Fumble</td>
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#rollBetween() roll special 1/2success}}<td class="template_value">Under 1/2 </td>{{/rollBetween() roll special 1/2success}}
{{#^rollLess() roll 1/2success}}<td class="template_value">Success</td>{{/^rollLess() roll 1/2success}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollBetween() roll special success}}<td class="template_value">Success</td>{{/rollBetween() roll special success}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
<td class="template_value">Failure</td>
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td class="template_value">fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
{{#rollLess() roll success}}
{{#rollBetween() roll fumble 100}}
<td class="template_value">Fumble</td>
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}<td class="template_value">Success</td>{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollBetween() roll special success}}<td class="template_value">Success</td>{{/rollBetween() roll special success}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
<td class="template_value">Failure</td>
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td class="template_value">fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
{{#rollLess() roll success}}
<tr>
<td class="template_label"><b>Damage:</b></td>
<td style="text-align: right"; class="template_value">{{tot}}<td>
@@ -1841,7 +1811,7 @@
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skillRoll">
<rolltemplate class="sheet-rolltemplate-skillRoll">
<table class="skillRoll" style="width: 100%; border: 1px solid black;">
<tr><th colspan="2">{{name}}</th></tr>
<tr><th colspan="2">Skill Roll</th></tr>
@@ -1857,47 +1827,49 @@
</tr>
<tr>
<td class="template_label"><b>Result:</b></td>
{{#rollBetween() roll fumble 100}}
<td class="template_value">Fumble</td>
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#rollBetween() roll special 1/2success}}<td class="template_value">Under 1/2 </td>{{/rollBetween() roll special 1/2success}}
{{#^rollLess() roll 1/2success}}<td class="template_value">Success</td>{{/^rollLess() roll 1/2success}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollBetween() roll special success}}<td class="template_value">Success</td>{{/rollBetween() roll special success}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
<td class="template_value">Failure</td>
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td class="template_value">fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
{{#rollBetween() roll fumble 100}}
<td class="template_value">Fumble</td>
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}<td class="template_value">Success</td>{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollBetween() roll special success}}<td class="template_value">Success</td>{{/rollBetween() roll special success}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
<td class="template_value">Failure</td>
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td class="template_value">fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
</tr>
</table>
</rolltemplate>
@@ -2004,7 +1976,6 @@
</rolltemplate>
<!-- SHEET WORKERS -->
<script type="text/worker">
on("change:str change:siz", function() { // stat names must use lower case here
getAttrs(["STR", "SIZ"], function(pvalue) { // from here on, use the actual case of the stat names.
var curStrength = parseInt(pvalue.STR);
+3 -3
View File
@@ -3174,10 +3174,10 @@ Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit y
</div>
</div>
<div class="sheet-row">
<div class="sheet-item" style="width: 35%;"><span data-i18n="daemons-willpower-u">Daemon's Willpower:</span></div>
<div class="sheet-item" style="width: 36%;"><span data-i18n="daemons-willpower-u">Daemon's Willpower:</span></div>
<div class="sheet-item" style="width: 10%;"><input name="attr_daemonswillpower" type="number" step="0.01" data-i18n-placeholder="zero-zero-u" Placeholder="00" style="text-align:center;"/></div>
<div class="sheet-item" style="width: 30%;"><span data-i18n="binding-strength-u">Binding Strength:</span></div>
<div class="sheet-item" style="width: 8%;"><input name="attr_daemonswillpower" type="number" step="0.01" value="0" style="text-align:center;"/></div>
<div class="sheet-item" style="width: 8%;"><input name="attr_daemonbindstr" type="number" step="0.01" value="0" style="text-align:center;"/></div>
<div class="sheet-item" style="width: 7%;"><span data-i18n="weight-u">Wt.:</span></div>
<div class="sheet-item" style="width: 11%;"><input name="attr_daemonwwt" type="number" step="0.01" value="0" data-i18n-placeholder="kilograms-u" placeholder="kg" style="text-align:center;"/></div>
</div>
@@ -3185,7 +3185,7 @@ Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit y
<div class="sheet-item" style="width: 20%;"><span data-i18n="alignment-u">Alignment:</span></div>
<div class="sheet-item" style="width: 25%;">
<select class="attr_DWAlign">
<option selected data-i18n="undivided-u">Undivided</option>
<option data-i18n="undivided-u">Undivided</option>
<option data-i18n="khorne-u">Khorne</option>
<option data-i18n="nurgle-u">Nurgle</option>
<option data-i18n="slaanesh-u">Slaanesh</option>
+1 -1
View File
@@ -1802,7 +1802,7 @@
</div>
<br>
<h3 align="center">Equipament</h3>
<textarea name="attr_notes" style="width:260px; height:100px"></textarea>
<textarea name="attr_equipament" style="width:260px; height:100px"></textarea>
</div>
+1 -1
View File
@@ -845,7 +845,7 @@
<input type="radio" name="attr_Other8" value="2" /><span></span>
<input type="radio" name="attr_Other8" value="3" /><span></span>
<input type="radio" name="attr_Other8" value="4" /><span></span>
<input type="radio" name="attr_Other6" value="5" /><span></span>
<input type="radio" name="attr_Other8" value="5" /><span></span>
</div>
</div>
<br>
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+8
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@@ -0,0 +1,8 @@
{
"html": "CWoD.html",
"css": "CWoD.css",
"authors": "Raymond H.",
"roll20userid": "672060",
"preview": "CWoD.png",
"instructions": "Classic World of Darkness Sheet:Includes Revised Vampire Warewolf Demon Mummy Mage Hunter + some Homebrew Gargoyles and Diclonius"
}
+81 -75
View File
@@ -109,7 +109,7 @@
<table style="width:100%">
<tr>
<td>
<input class="secondary-attr-input" data-i18n-placeholder"current" placeholder="current" type="text" min="0" name="attr_hp">
<input class="secondary-attr-input" data-i18n-placeholder="current" placeholder="current" type="text" min="0" name="attr_hp">
</td>
<td style="text-align: center">/</td>
<td>
@@ -118,10 +118,10 @@
</tr>
<tr>
<td colspan="2">
<input type="checkbox" value="1" name="attr_major_wound" data-i18n="majorwound-u"> Major Wound
<input type="checkbox" value="1" name="attr_major_wound"><span data-i18n="majorwound-u"> Major Wound</span>
</td>
<td colspan="2">
<input type="checkbox" value="5" name="attr_pulp_hp" data-i18n="pulphp-u"> Pulp HP
<input type="checkbox" value="5" name="attr_pulp_hp"> <span data-i18n="pulphp-u">Pulp HP</span>
</td>
</tr>
</table>
@@ -626,12 +626,12 @@
</table>
<table style="width:100%">
<tr>
<td style="width:18%"><input style="width:100%" type="text" data-i18n-value="Unarmed" value="Unarmed" disabled="true"/></td>
<td style="width:18%"><input style="width:100%" type="text" data-i18n-placeholder="unarmed-u" placeholder="Unarmed" disabled="true"/></td>
<td style="width:6%">
<button class='old-roll' type='roll' value='&{template:coc-attack} {{name=Unarmed Attack}} {{success=[[@{fighting_brawl}]]}} {{hard=[[floor(@{fighting_brawl}/2)]]}} {{extreme=[[floor(@{fighting_brawl}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}} {{damage=[[1d3+@{damage_bonus}]]}}' name='roll_unarmed_check' />
<button class='new-roll' type='roll' value='&{template:coc-attack-1} {{name=Unarmed Attack}} {{success=[[@{fighting_brawl}]]}} {{hard=[[floor(@{fighting_brawl}/2)]]}} {{extreme=[[floor(@{fighting_brawl}/5)]]}} {{roll1=[[1d100]]}} {{damage=[[1d3+@{damage_bonus}]]}}' name='roll_unarmed_check' />
</td>
<td style="width:16%"><input style="width:100%" type="text" data-i18n-value="Fighting(Brawl)" value="Fighting(Brawl)" disabled="true"/></td>
<td style="width:16%"><input style="width:100%" type="text" data-i18n-placeholder="Fighting(Brawl)" placeholder="Fighting(Brawl)" disabled="true"/></td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" value="1d3" disabled="true"/></td>
<td style="width:8%"><input style="width:100%;text-align:left;" type="text" value="+db" disabled="true"/></td>
<td style="width:11%"><input style="width:100%;text-align:center;" type="text" value="-" disabled="true"/></td>
@@ -653,6 +653,7 @@
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
@@ -688,20 +689,21 @@
</td>
<td style="width:16%">
<select style="width:100%" name="attr_weapon2_skill">
<option value="@{fighting_brawl}">Fighting(Brawl)</option>
<option value="@{firearms_handgun}">Firarms(HG)</option>
<option value="@{firearms_rifle}">Firarms(R/S)</option>
<option value="@{throw}">Throw</option>
<option value="@{otherskill1}">Other Skill #1</option>
<option value="@{otherskill2}">Other Skill #2</option>
<option value="@{otherskill3}">Other Skill #3</option>
<option value="@{otherskill4}">Other Skill #4</option>
<option value="@{otherskill5}">Other Skill #5</option>
<option value="@{otherskill6}">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}">Other Skill #10</option>
<option value="@{fighting_brawl}" data-i18n="Fighting(Brawl)">Fighting(Brawl)</option>
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
<option value="@{otherskill4}" data-i18n="Other Skill #4">Other Skill #4</option>
<option value="@{otherskill5}" data-i18n="Other Skill #5">Other Skill #5</option>
<option value="@{otherskill6}" data-i18n="Other Skill #6">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}" data-i18n="Other Skill #7">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}" data-i18n="Other Skill #8">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}" data-i18n="Other Skill #9">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}" data-i18n="Other Skill #10">Other Skill #10</option>
</select>
</td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" name="attr_weapon2_damage"/></td>
@@ -727,20 +729,21 @@
</td>
<td style="width:16%">
<select style="width:100%" name="attr_weapon3_skill">
<option value="@{fighting_brawl}">Fighting(Brawl)</option>
<option value="@{firearms_handgun}">Firarms(HG)</option>
<option value="@{firearms_rifle}">Firarms(R/S)</option>
<option value="@{throw}">Throw</option>
<option value="@{otherskill1}">Other Skill #1</option>
<option value="@{otherskill2}">Other Skill #2</option>
<option value="@{otherskill3}">Other Skill #3</option>
<option value="@{otherskill4}">Other Skill #4</option>
<option value="@{otherskill5}">Other Skill #5</option>
<option value="@{otherskill6}">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}">Other Skill #10</option>
<option value="@{fighting_brawl}" data-i18n="Fighting(Brawl)">Fighting(Brawl)</option>
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
<option value="@{otherskill4}" data-i18n="Other Skill #4">Other Skill #4</option>
<option value="@{otherskill5}" data-i18n="Other Skill #5">Other Skill #5</option>
<option value="@{otherskill6}" data-i18n="Other Skill #6">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}" data-i18n="Other Skill #7">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}" data-i18n="Other Skill #8">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}" data-i18n="Other Skill #9">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}" data-i18n="Other Skill #10">Other Skill #10</option>
</select>
</td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" name="attr_weapon3_damage"/></td>
@@ -766,20 +769,21 @@
</td>
<td style="width:16%">
<select style="width:100%" name="attr_weapon4_skill">
<option value="@{fighting_brawl}">Fighting(Brawl)</option>
<option value="@{firearms_handgun}">Firarms(HG)</option>
<option value="@{firearms_rifle}">Firarms(R/S)</option>
<option value="@{throw}">Throw</option>
<option value="@{otherskill1}">Other Skill #1</option>
<option value="@{otherskill2}">Other Skill #2</option>
<option value="@{otherskill3}">Other Skill #3</option>
<option value="@{otherskill4}">Other Skill #4</option>
<option value="@{otherskill5}">Other Skill #5</option>
<option value="@{otherskill6}">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}">Other Skill #10</option>
<option value="@{fighting_brawl}" data-i18n="Fighting(Brawl)">Fighting(Brawl)</option>
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
<option value="@{otherskill4}" data-i18n="Other Skill #4">Other Skill #4</option>
<option value="@{otherskill5}" data-i18n="Other Skill #5">Other Skill #5</option>
<option value="@{otherskill6}" data-i18n="Other Skill #6">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}" data-i18n="Other Skill #7">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}" data-i18n="Other Skill #8">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}" data-i18n="Other Skill #9">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}" data-i18n="Other Skill #10">Other Skill #10</option>
</select>
</td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" name="attr_weapon4_damage"/></td>
@@ -805,20 +809,21 @@
</td>
<td style="width:16%">
<select style="width:100%" name="attr_weapon5_skill">
<option value="@{fighting_brawl}">Fighting(Brawl)</option>
<option value="@{firearms_handgun}">Firarms(HG)</option>
<option value="@{firearms_rifle}">Firarms(R/S)</option>
<option value="@{throw}">Throw</option>
<option value="@{otherskill1}">Other Skill #1</option>
<option value="@{otherskill2}">Other Skill #2</option>
<option value="@{otherskill3}">Other Skill #3</option>
<option value="@{otherskill4}">Other Skill #4</option>
<option value="@{otherskill5}">Other Skill #5</option>
<option value="@{otherskill6}">Other Skill #6</option>
<option value="@{repeating_skills_0_skill}">Other Skill #7</option>
<option value="@{repeating_skills_1_skill}">Other Skill #8</option>
<option value="@{repeating_skills_2_skill}">Other Skill #9</option>
<option value="@{repeating_skills_3_skill}">Other Skill #10</option>
<option value="@{fighting_brawl}" data-i18n="Fighting(Brawl)">Fighting(Brawl)</option>
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
<option value="@{otherskill4}" data-i18n="Other Skill #4">Other Skill #4</option>
<option value="@{otherskill5}" data-i18n="Other Skill #5">Other Skill #5</option>
<option value="@{otherskill6}" data-i18n="Other Skill #6">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}" data-i18n="Other Skill #7">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}" data-i18n="Other Skill #8">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}" data-i18n="Other Skill #9">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}" data-i18n="Other Skill #10">Other Skill #10</option>
</select>
</td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" name="attr_weapon5_damage"/></td>
@@ -845,20 +850,21 @@
</td>
<td style="width:16%">
<select style="width:100%" name="attr_weaponskill">
<option value="@{fighting_brawl}">Fighting(Brawl)</option>
<option value="@{firearms_handgun}">Firarms(HG)</option>
<option value="@{firearms_rifle}">Firarms(R/S)</option>
<option value="@{throw}">Throw</option>
<option value="@{otherskill1}">Other Skill #1</option>
<option value="@{otherskill2}">Other Skill #2</option>
<option value="@{otherskill3}">Other Skill #3</option>
<option value="@{otherskill4}">Other Skill #4</option>
<option value="@{otherskill5}">Other Skill #5</option>
<option value="@{otherskill6}">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}">Other Skill #10</option>
<option value="@{fighting_brawl}" data-i18n="Fighting(Brawl)">Fighting(Brawl)</option>
<option value="@{firearms_handgun}" data-i18n="Firarms(HG)">Firarms(HG)</option>
<option value="@{firearms_rifle}" data-i18n="Firarms(R/S)">Firarms(R/S)</option>
<option value="@{throw}" data-i18n="Throw">Throw</option>
<option value="@{dodge}" data-i18n="dodge-u">Dodge</option>
<option value="@{otherskill1}" data-i18n="Other Skill #1">Other Skill #1</option>
<option value="@{otherskill2}" data-i18n="Other Skill #2">Other Skill #2</option>
<option value="@{otherskill3}" data-i18n="Other Skill #3">Other Skill #3</option>
<option value="@{otherskill4}" data-i18n="Other Skill #4">Other Skill #4</option>
<option value="@{otherskill5}" data-i18n="Other Skill #5">Other Skill #5</option>
<option value="@{otherskill6}" data-i18n="Other Skill #6">Other Skill #6</option>
<option value="@{repeating_skills_$0_skill}" data-i18n="Other Skill #7">Other Skill #7</option>
<option value="@{repeating_skills_$1_skill}" data-i18n="Other Skill #8">Other Skill #8</option>
<option value="@{repeating_skills_$2_skill}" data-i18n="Other Skill #9">Other Skill #9</option>
<option value="@{repeating_skills_$3_skill}" data-i18n="Other Skill #10">Other Skill #10</option>
</select>
</td>
<td style="width:8%"><input style="width:100%;text-align:right;" type="text" name="attr_weapondamage"/></td>
@@ -395,25 +395,18 @@ button[type=roll].sheet-new-roll {
}
/*this shows the tab content when the appropriate input field is selected*/
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-core {
display: block;
}
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-skills {
display: block;
}
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-weapon {
display: block;
}
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-backstory {
display: block;
}
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-otherstory {
display: block;
}
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-core,
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-skills,
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-weapon,
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-backstory,
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-otherstory,
.charsheet input.sheet-tab1:checked ~ div.sheet-sectiontab-notes {
display: block;
}
.charsheet input.sheet-tab8:checked ~ div.sheet-sectiontab-configroll {
display: block;
}
/*this shows the tab content when the appropriate input field is selected*/
.charsheet input.sheet-tab2:checked ~ div.sheet-sectiontab-skills,
@@ -421,7 +414,8 @@ button[type=roll].sheet-new-roll {
.charsheet input.sheet-tab4:checked ~ div.sheet-sectiontab-backstory,
.charsheet input.sheet-tab5:checked ~ div.sheet-sectiontab-otherstory,
.charsheet input.sheet-tab6:checked ~ div.sheet-sectiontab-notes,
.charsheet input.sheet-tab7:checked ~ div.sheet-sectiontab-config {
.charsheet input.sheet-tab7:checked ~ div.sheet-sectiontab-config,
.charsheet input.sheet-tab7:checked ~ div.sheet-sectiontab-configroll {
display: block;
}
@@ -438,6 +432,9 @@ button[type=roll].sheet-new-roll {
opacity: 0;
z-index: 9999;
}
.charsheet input.sheet {
}
/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/
.charsheet span.sheet-tab {
File diff suppressed because it is too large Load Diff
+55 -28
View File
@@ -66,7 +66,7 @@
Initiative bonus
<input type="number" name="attr_initiative" class="sheet-smallnumber sheet-shortnumber" min="0" value="0"/>D+<input type="number" name="attr_initiativepip" class="sheet-pipnumber sheet-shortnumber" min="0" max="2" value="0"/>
</label>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Initiative}} {{Roll=[[(@{perception} + @{initiative} + @{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0} -1)d6cf0cs7 + @{perceptionpip} + @{initiativepip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6 &{tracker}]]}}">Initiative(select you token first)</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Initiative}} {{Roll=[[(@{perception} + @{initiative} + @{WoundLevel} + @{Force_Up} + ?{Dice mods|0} -1)d6cf0cs7 + @{perceptionpip} + @{initiativepip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6 &{tracker}]]}}">Initiative(select you token first)</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=?{Roll Name}}} {{Roll=[[{(?{Number of dice|0} - 1)d6cf0cs7 + ?{Number of pip|0},1d6!cf1cs6}]]}}">Custom Roll(no modifiers)</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Extra Dice}} {{Roll=[[{?{Number of extra dice|0}d6cf0cs7}]]}}">Extra Dice(no wild die)</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Character points roll}} {{Roll=[[?{Number of char points to spend on roll|1|2|3|4|5}d6!cf0cs6]]}}">Character points roll</button>
@@ -77,14 +77,14 @@
<table>
<tr>
<td class="sheet-tdborder"><div class="sheet-bold"><!---Perc Attribute --->
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Perception}} {{Roll=[[(@{perception} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{perceptionpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Perception</button>
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Perception}} {{Roll=[[(@{perception} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{perceptionpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Perception</button>
<div style="float:right;">
<input type="number" name="attr_perception" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_perceptionpip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_perckills"> <!---Perc Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{perckillname}}} {{Roll=[[(@{perckilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{perckillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{perckillname}}} {{Roll=[[(@{perckilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{perckillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_perckillname"/> <!-- Misspelled attr name iis to be left as it is, otherwise it wipes char sheets from perseption skills-->
<div class="sheet-right">
<input type="number" name="attr_perckilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -93,14 +93,14 @@
</fieldset>
</td>
<td class="sheet-tdborder"><div class="sheet-bold"><!---Str Attribute --->
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Strength}} {{Roll=[[(@{strength} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{strengthpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Strength</button>
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Strength}} {{Roll=[[(@{strength} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{strengthpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Strength</button>
<div style="float:right;">
<input type="number" name="attr_strength" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_strengthpip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_strskills"> <!---Str Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{strskillname}}} {{Roll=[[(@{strskilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{strskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{strskillname}}} {{Roll=[[(@{strskilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{strskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_strskillname"/>
<div class="sheet-right">
<input type="number" name="attr_strskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -109,14 +109,14 @@
</fieldset>
</td>
<td class="sheet-tdborder"><div class="sheet-bold"><!---Tech Attribute --->
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Technical}} {{Roll=[[(@{technical} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{technicalpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Technical</button>
<button class="sheet-d6-dice" type='roll' class="astext" value='&{template:default} {{name=Technical}} {{Roll=[[(@{technical} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{technicalpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Technical</button>
<div style="float:right;">
<input type="number" name="attr_technical" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_technicalpip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_techskills"> <!---Tech Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{techskillname}}} {{Roll=[[(@{techskilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{techskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{techskillname}}} {{Roll=[[(@{techskilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{techskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_techskillname"/>
<div class="sheet-right">
<input type="number" name="attr_techskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -127,14 +127,14 @@
</tr>
<tr>
<td class="sheet-tdborder"><div class="sheet-bold"> <!---Dex Attribute --->
<button class="sheet-d6-dice" type='roll'value='&{template:default} {{name=Dexterity}} {{Roll=[[(@{dexterity} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{dexteritypip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Dexterity</button>
<button class="sheet-d6-dice" type='roll'value='&{template:default} {{name=Dexterity}} {{Roll=[[(@{dexterity} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{dexteritypip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Dexterity</button>
<div style="float:right;">
<input type="number" name="attr_dexterity" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_dexteritypip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_dexskills"> <!---Dex Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{dexskillname}}} {{Roll=[[(@{dexskilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{dexskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{dexskillname}}} {{Roll=[[(@{dexskilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{dexskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_dexskillname"/>
<div class="sheet-right">
<input type="number" name="attr_dexskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -143,14 +143,14 @@
</fieldset>
</td>
<td class="sheet-tdborder"><div class="sheet-bold"> <!---Know Attribute --->
<button class="sheet-d6-dice" type='roll' value='&{template:default} {{name=Knowledge}} {{Roll=[[(@{knowledge} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{knowledgepip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Knowledge</button>
<button class="sheet-d6-dice" type='roll' value='&{template:default} {{name=Knowledge}} {{Roll=[[(@{knowledge} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{knowledgepip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Knowledge</button>
<div style="float:right;">
<input type="number" name="attr_knowledge" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_knowledgepip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_knowskills"> <!---Know Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{knowskillname}}} {{Roll=[[(@{knowskilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{knowskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{knowskillname}}} {{Roll=[[(@{knowskilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{knowskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_knowskillname"/>
<div class="sheet-right">
<input type="number" name="attr_knowskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -159,14 +159,14 @@
</fieldset>
</td>
<td class="sheet-tdborder"><div class="sheet-bold"><!---Mech Attribute --->
<button class="sheet-d6-dice" type='roll' value='&{template:default} {{name=Mechanical}} {{Roll=[[(@{mechanical} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{mechanicalpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Mechanical</button>
<button class="sheet-d6-dice" type='roll' value='&{template:default} {{name=Mechanical}} {{Roll=[[(@{mechanical} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{mechanicalpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' >Mechanical</button>
<div style="float:right;">
<input type="number" name="attr_mechanical" class="sheet-smallnumber" min="1" value="3"/>D
+<input type="number" name="attr_mechanicalpip" class="sheet-pipnumber" min="0" max="2" value="0"/>
</div>
</div>
<fieldset class="repeating_mechskills"> <!---Mech Skills --->
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{mechskillname}}} {{Roll=[[(@{mechskilldice} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{mechskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{mechskillname}}} {{Roll=[[(@{mechskilldice} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{mechskillpip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}"></button>
<input class="sheet-skilltext" type="text" name="attr_mechskillname"/>
<div class="sheet-right">
<input type="number" name="attr_mechskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
@@ -221,9 +221,9 @@
<input type="number" name="attr_armorPhDice" class="sheet-smallnumber sheet-shortnumber" min="0" value="1"/>D+<input type="number" name="attr_armorPhPip" class="sheet-pipnumber sheet-shortnumber" min="0" max="2" value="0"/>
<input type="number" name="attr_armorEnDice" class="sheet-smallnumber sheet-shortnumber" min="0" value="1"/>D+<input type="number" name="attr_armorEnPip" class="sheet-pipnumber sheet-shortnumber" min="0" max="2" value="0"/>
<input class="sheet-skilltext" type="text" name="attr_armor_other"/>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Physical)}} {{Roll=[[(@{strength} + @{armorPhDice} +@{WoundLevel} +@{Force_ControlPain_ResistStun} - 1)d6cf0cs7 + @{armorPhPip} + 1d6!cf1cs6]]}}">Physical</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Energy)}} {{Roll=[[(@{strength} + @{armorEnDice} +@{WoundLevel} +@{Force_ControlPain_ResistStun} - 1)d6cf0cs7 + @{armorEnPip} + 1d6!cf1cs6]]}}">Energy</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Strength only)}} {{Roll=[[(@{strength} +@{WoundLevel} +@{Force_ControlPain_ResistStun} - 1)d6cf0cs7 + 1d6!cf1cs6]]}}">Str only</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Physical)}} {{Roll=[[(@{strength} + @{armorPhDice} +@{WoundLevel} - 1)d6cf0cs7 + @{armorPhPip} + 1d6!cf1cs6]]}}">Physical</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Energy)}} {{Roll=[[(@{strength} + @{armorEnDice} +@{WoundLevel} - 1)d6cf0cs7 + @{armorEnPip} + 1d6!cf1cs6]]}}">Energy</button>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=Damage Soak(Strength only)}} {{Roll=[[(@{strength} +@{WoundLevel} - 1)d6cf0cs7 + 1d6!cf1cs6]]}}">Str only</button>
</fieldset>
</div>
<div class="sheet-section"> <!-- id="Force" -->
@@ -235,7 +235,7 @@
<tr><!--Control -->
<td style="width:260px;">
<div class="sheet-bold">
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Control}} {{Roll=[[(@{control} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{controlpip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Control</button>
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Control}} {{Roll=[[(@{control} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{controlpip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Control</button>
<div style="float:right;">
<input type="number" name="attr_control" class="sheet-smallnumber" min="0" value="0"/>D
+<input type="number" name="attr_controlpip" class="sheet-smallnumber" min="0" max="2" value="0"/>
@@ -246,7 +246,7 @@
<tr><!-- Sense -->
<td style="width:260px;">
<div class="sheet-bold">
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Sense}} {{Roll=[[(@{sense} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{sensepip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Sense</button>
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Sense}} {{Roll=[[(@{sense} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{sensepip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Sense</button>
<div style="float:right;">
<input type="number" name="attr_sense" class="sheet-smallnumber" style="margin-left=100px;" min="0" value="0"/>D
+<input type="number" name="attr_sensepip" class="sheet-smallnumber" min="0" max="2" value="0"/>
@@ -257,7 +257,7 @@
<tr><!-- Alter -->
<td style="width:260px;">
<div class="sheet-bold">
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Alter}} {{Roll=[[(@{alter} -1 +@{WoundLevel} +@{Force_ControlPain_ResistStun} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{alterpip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Alter</button>
<button class="sheet-d6-dice" class="sheet-forcebutton" type='roll' class="astext" value='&{template:default} {{name=Force: Alter}} {{Roll=[[(@{alter} -1 +@{WoundLevel} + @{Force_Up} + ?{Dice mods|0})d6cf0cs7 + @{alterpip} + @{Force_Emptiness}+ ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}' > Alter</button>
<div style="float:right;">
<input type="number" name="attr_alter" class="sheet-smallnumber" min="0" value="0"/>D
+<input type="number" name="attr_alterpip" class="sheet-smallnumber" min="0" max="2" value="0"/>
@@ -293,14 +293,23 @@
this check could be added back. -Andreas.J 2017-12-3
--->
<tr><td>
<span style="padding-top:8px; padding-bottom:12px;" title="Negates any WoundLevel penalties to rolls if active" >Control Pain/Resist Stun active?(deactivated, not working)</span>
<select name="attr_Force_ControlPain_ResistStun" class="sheet-smallselect">
<option value="0" selected="selected">No</option>
<option value="0">Yes</option>
</select>
</td></tr>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{lightsaberskill}}} {{Roll=[[(@{lightsaberskilldice} -1 +@{WoundLevel} + @{Force_Up} + @{sense} -1 + ?{Dice mods|0})d6cf0cs7 + @{lightsaberskillpip} + @{sensepip} + ?{Other Mods(pip)|0} + 1d6!cf1cs6]]}}">Lightsaber Combat</button>
<input class="sheet-skilltext" type="text" name="attr_lightsaberskill"/>
<div class="sheet-right">
<input type="number" name="attr_lightsaberskilldice" class="sheet-smallnumber sheet-shortnumber" min="1" value="3"/>D
+<input type="number" name="attr_lightsaberskillpip" class="sheet-pipnumber sheet-shortnumber" min="0" max="2" value="0"/>
</td></tr>
<tr><td>
<button class="sheet-d6-dice" type="roll" value="&{template:default} {{name=@{lightsaberskill} damage}} {{Roll=[[(@{lightsaberdamagedice}- 1)d6cf0cs7 + @{lightsaberdamagepip} + (1d6!cf1cs6)]]}}">Lightsaber Combat Damage</button>
<div class="sheet-right">
<input type="number" name="attr_lightsaberdamagedice" class="sheet-smallnumber sheet-shortnumber" min="1" value="6"/>D
+<input type="number" name="attr_lightsaberdamagepippip" class="sheet-pipnumber sheet-shortnumber" min="0" max="2" value="0"/>
</td></tr>
</table>
</div>
</div>
</div>
<div class='sheet-col'>
<div><!-- Force Power list -->
<label style="padding-top:8px; padding-bottom:12px;" >Force Powers </label>
@@ -377,8 +386,26 @@
</tr>
</table>
</div>
<div class="sheet-section"> <!-- id="Ship"-->
<div class='sheet-2colrow'>
<div class='sheet-col'><!-- Vehicle -->
<div>
<label style="padding-top:8px; padding-bottom:12px;" >Vehicle</label>
<input class="sheet-skilltext" type="text" style="width:100%" name="attr_vehiclename"/>
<textarea name="attr_vehicle" style="width:100%;height:17em"></textarea>
</div>
</div>
<div class='sheet-col'><!-- Starship -->
<div>
<label style="padding-top:8px; padding-bottom:12px;" >Starship</label>
<input class="sheet-skilltext" type="text" style="width:100%" name="attr_starshipname"/>
<textarea name="attr_starship" style="width:100%;height:17em"></textarea>
</div>
</div>
</div>
</div>
<div class="sheet-section" style="text-align: Center; padding-top:10px;"> <!-- id="footer"-->
<img src="http://a.dilcdn.com/bl/wp-content/uploads/sites/6/2012/11/sw_logo_lg_default-small.jpg" style="max-height: 100px;" />
<p style="text-align: center;" ><small>Author: Timothy O'Driscoll | Editor: Andreas J. (Roll20user: 1223200)</small></p>
</div>
<img src="http://a.dilcdn.com/bl/wp-content/uploads/sites/6/2012/11/sw_logo_lg_default-small.jpg" style="max-height: 100px;" />
<p style="text-align: center;" ><small>Author: Timothy O'Driscoll | Editor: Andreas J. (Roll20user: 1223200)</small></p>
</div>
</div>
@@ -873,6 +873,11 @@ select.sheet-max-stufe {
width:3em;
}
.sheet-FreieZauber input, select {
font-family: "Times New Roman", Times, serif;
font-size: 90%;
}
/*--------------------------------------------Roll Templates-------------------------------------*/
@@ -2070,7 +2070,7 @@
</tr>
<tr>
<td>Versteinert</td>
<td><input type="checkbox" name="attr_Vergiftet" value="1"></td>
<td><input type="checkbox" name="attr_Versteinert" value="1"></td>
</tr>
</table>
</td>
@@ -5144,7 +5144,7 @@
<input type="number" name="attr_GabenFW" style='width: 3em;'>
<input type="number" name="attr_GabenR" style='width: 3em;'>
<input type="text" name="attr_GabenAnmerkung" style='width: 15em;'>
<button type="roll" value="&{template:DSA-Talente} {{name=@{GabenName}}}} {{subtags=Gabe}} {{Talent=[[ [[{0d1+@{GabenFW},0d1}kh1]] - {1d20cs1cf20 +[[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft1}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1 - {1d20cs1cf20 + [[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft2}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1- {1d20cs1cf20 + [[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft3}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1]]}}"></button>
<button type="roll" value="&{template:DSA-Talente} {{name=@{GabenName}}} {{subtags=Gabe}} {{Talent=[[ [[{0d1+@{GabenFW},0d1}kh1]] - {1d20cs1cf20 +[[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft1}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1 - {1d20cs1cf20 + [[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft2}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1- {1d20cs1cf20 + [[{0d1 - @{GabenFW} ,0d1}kh1]] - (@{GabenEigenschaft3}+(?{Erleichterung(+) / Erschwernis(-)|0})) , 0d1}kh1]]}}"></button>
</fieldset>
</div>
@@ -7633,6 +7633,32 @@
<div class="sheet-zauber-merkmal"><b>Merkmal</b></div>
<div style="display:inline-block; width:3em; font-weight:bold;">FW</div>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_ablativum" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Ablativum</div>
<div class="sheet-zauber-probe">MU/KL/CH</div>
<div class="sheet-zauber-zauberdauer">1 A</div>
<div class="sheet-zauber-kosten">8</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">5 Minuten</div>
<div class="sheet-zauber-zielkategorie">Z</div>
<div class="sheet-zauber-merkmal">Antimagie</div>
<input type="number" name="attr_zfw_Ablativum" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Ablativum}} {{subtag=Zauber}} {{subtag1=Gildenmagier}} {{subtag2=Antimagie}} {{Zauber=[[ @{zfw_Ablativum} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{KL_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_abvenum" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Abvenum</div>
<div class="sheet-zauber-probe">KL/IN/FF</div>
<div class="sheet-zauber-zauberdauer">5 A</div>
<div class="sheet-zauber-kosten">4</div>
<div class="sheet-zauber-reichweite">1 Schritt</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">O</div>
<div class="sheet-zauber-merkmal">Objekt</div>
<input type="number" name="attr_zfw_Abvenum" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Abvenum}} {{subtag=Zauber}} {{subtag1=Gildenmagier}} {{subtag2=Objekt}} {{Zauber=[[ @{zfw_Abvenum} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{FF_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_adlerauge" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Adlerauge</div>
@@ -7646,6 +7672,84 @@
<input type="number" name="attr_zfw_Adlerauge" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Adlerauge}} {{subtag=Zauber}} {{subtag1=Elfen}} {{subtag2=Heilung}} {{Zauber=[[ @{zfw_Adlerauge} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{FF_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_adlerschwinge" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Adlerschwinge</div>
<div class="sheet-zauber-probe">MU/IN/GE</div>
<div class="sheet-zauber-zauberdauer">8 A</div>
<div class="sheet-zauber-kosten">8 + 4 / 1 Stunde</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">aufrechterhaltend</div>
<div class="sheet-zauber-zielkategorie">K</div>
<div class="sheet-zauber-merkmal">Verwandlung</div>
<input type="number" name="attr_zfw_Adlerschwinge" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Adlerschwinge}} {{subtag=Zauber}} {{subtag1=Allgemein}} {{subtag2=Verwandlung}} {{Zauber=[[ @{zfw_Adlerschwinge} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{GE_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_aeolito" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Aeolito</div>
<div class="sheet-zauber-probe">KL/CH/KO +SK</div>
<div class="sheet-zauber-zauberdauer">1 A</div>
<div class="sheet-zauber-kosten">8</div>
<div class="sheet-zauber-reichweite">16 S</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">LW</div>
<div class="sheet-zauber-merkmal">Elementar</div>
<input type="number" name="attr_zfw_Aeolito" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Aeolito}} {{subtag=Zauber}} {{subtag1=Allgemein}} {{subtag2=Elementar}} {{Zauber=[[ @{zfw_Aeolito} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{KO_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_affenarme" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Affenarme</div>
<div class="sheet-zauber-probe">MU/KL/CH</div>
<div class="sheet-zauber-zauberdauer">2 A</div>
<div class="sheet-zauber-kosten">4</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">LW</div>
<div class="sheet-zauber-merkmal">Verwandlung</div>
<input type="number" name="attr_zfw_Affenarme" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Affenarme}} {{subtag=Zauber}} {{subtag1=Hexen}} {{subtag2=Verwandlung}} {{Zauber=[[ @{zfw_Affenarme} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{KL_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_affenruf" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Affenruf</div>
<div class="sheet-zauber-probe">MU/CH/CH</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">16</div>
<div class="sheet-zauber-reichweite">8 S</div>
<div class="sheet-zauber-wirkungsdauer">bis zum Tod der Tiere, max. 20 KR</div>
<div class="sheet-zauber-zielkategorie">Z</div>
<div class="sheet-zauber-merkmal">Dämonisch</div>
<input type="number" name="attr_zfw_Affenruf" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Affenruf}} {{subtag=Zauber}} {{subtag1=Hexen}} {{subtag2=Dämonisch}} {{Zauber=[[ @{zfw_Affenruf} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_alpgestalt" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Alpgestalt</div>
<div class="sheet-zauber-probe">MU/CH/GE +SK</div>
<div class="sheet-zauber-zauberdauer">1 A</div>
<div class="sheet-zauber-kosten">4</div>
<div class="sheet-zauber-reichweite">8 S</div>
<div class="sheet-zauber-wirkungsdauer">QS KR</div>
<div class="sheet-zauber-zielkategorie">LW</div>
<div class="sheet-zauber-merkmal">Einfluss</div>
<input type="number" name="attr_zfw_Alpgestalt" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Alpgestalt}} {{subtag=Zauber}} {{subtag1=Druiden}} {{subtag2=Einfluss}} {{Zauber=[[ @{zfw_Alpgestalt} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{GE_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_altisonus" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Altisonus</div>
<div class="sheet-zauber-probe">MU/CH/KO</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">4</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">QS x 5 Min</div>
<div class="sheet-zauber-zielkategorie">W</div>
<div class="sheet-zauber-merkmal">Heilung</div>
<input type="number" name="attr_zfw_Altisonus" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Altisonus}} {{subtag=Zauber}} {{subtag1=Scharlatane}} {{subtag2=Einfluss}} {{Zauber=[[ @{zfw_Altisonus} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{KO_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_analys" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Analys Arkanstruktur</div>
@@ -7659,6 +7763,71 @@
<input type="number" name="attr_zfw_Analys" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Analys Arkanstruktur}} {{subtag=Zauber}} {{subtag1=allgemein}} {{subtag2=Hellsicht}} {{Zauber=[[ @{zfw_Analys} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{FF_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_angst_ausloesen" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Angst Auslösen</div>
<div class="sheet-zauber-probe">MU/CH/GE</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">16</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">QS x 2 KR</div>
<div class="sheet-zauber-zielkategorie">K</div>
<div class="sheet-zauber-merkmal">Dämonisch</div>
<input type="number" name="attr_zfw_angst_ausloesen" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Angst Auslösen}} {{subtag=Zauber}} {{subtag1=Gildenmagier}} {{subtag2=Dämonisch}} {{Zauber=[[ @{zfw_angst_ausloesen} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{GE_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_aengste_lindern" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Ängste lindern</div>
<div class="sheet-zauber-probe">MU/IN/CH</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">8</div>
<div class="sheet-zauber-reichweite">B</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">K</div>
<div class="sheet-zauber-merkmal">Einfluss</div>
<input type="number" name="attr_zfw_aengste_lindern" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Ängste lindern}} {{subtag=Zauber}} {{subtag1=Hexen}} {{subtag2=Einfluss}} {{Zauber=[[ @{zfw_aengste_lindern} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_arachnea" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Arachnea</div>
<div class="sheet-zauber-probe">MU/IN/CH</div>
<div class="sheet-zauber-zauberdauer">8 A</div>
<div class="sheet-zauber-kosten">16</div>
<div class="sheet-zauber-reichweite">s</div>
<div class="sheet-zauber-wirkungsdauer">QS x 3 Stunden</div>
<div class="sheet-zauber-zielkategorie">Z (50 Schritt)</div>
<div class="sheet-zauber-merkmal">Einfluss</div>
<input type="number" name="attr_zfw_Arachnea" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Arachnea}} {{subtag=Zauber}} {{subtag1=Hexen}} {{subtag2=Einfluss}} {{Zauber=[[ @{zfw_Arachnea} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_archofaxius" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Archofaxius</div>
<div class="sheet-zauber-probe">MU/KL/CH</div>
<div class="sheet-zauber-zauberdauer">2 A</div>
<div class="sheet-zauber-kosten">8</div>
<div class="sheet-zauber-reichweite">16 S</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">A</div>
<div class="sheet-zauber-merkmal">Elementar</div>
<input type="number" name="attr_zfw_Archofaxius" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Archofaxius}} {{subtag=Zauber}} {{subtag1=Druiden}} {{subtag2=Elementar}} {{Zauber=[[ @{zfw_Archofaxius} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{KL_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_archosphaero" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Archosphaero</div>
<div class="sheet-zauber-probe">MU/KL/KO</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">32</div>
<div class="sheet-zauber-reichweite">32 S</div>
<div class="sheet-zauber-wirkungsdauer">sofort</div>
<div class="sheet-zauber-zielkategorie">Z</div>
<div class="sheet-zauber-merkmal">Elementar</div>
<input type="number" name="attr_zfw_Archosphaero" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Archosphaero}} {{subtag=Zauber}} {{subtag1=Druiden}} {{subtag2=Elementar}} {{Zauber=[[ @{zfw_Archosphaero} - {1d20cs1cf20 - ([[@{MU_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]), 0d1}kh1 - {1d20cs1cf20 - ([[@{KL_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{KO_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_armatrutz" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Armatrutz</div>
@@ -7672,6 +7841,19 @@
<input type="number" name="attr_zfw_Armatrutz" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Armatrutz}} {{subtag=Zauber}} {{subtag1=allgemein}} {{subtag2=Heilung}} {{Zauber=[[ @{zfw_Armatrutz} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{FF_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_aromatis_illusionis" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Aromatis Illusionis</div>
<div class="sheet-zauber-probe">KL/IN/CH</div>
<div class="sheet-zauber-zauberdauer">4 A</div>
<div class="sheet-zauber-kosten">4 + 2 / 5 Min</div>
<div class="sheet-zauber-reichweite">8 S</div>
<div class="sheet-zauber-wirkungsdauer">aufrechterhaltend</div>
<div class="sheet-zauber-zielkategorie">Z (Radius 3 Schritt)</div>
<div class="sheet-zauber-merkmal">Illusion</div>
<input type="number" name="attr_zfw_Aromatis_Illusionis" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Aromatis Illusionis}} {{subtag=Zauber}} {{subtag1=Scharlatane}} {{subtag2=Heilung}} {{Zauber=[[ @{zfw_Aromatis_Illusionis} - {1d20cs1cf20 - ([[@{KL_Wert}]] + (?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{CH_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<input class="sheet-zauber-aktiviert" type="checkbox" name="attr_zauber_axxeleratus" value="1"/>
<div class="sheet-zauber">
<div class="sheet-zauber-zauberspruch">Axxeleratus</div>
@@ -8252,7 +8434,69 @@
<input type="number" name="attr_zfw_Wasseratem" style="width:3em;" value="0"/>
<button type="roll" value="&{template:DSA-Zauber} {{name=Wasseratem}} {{subtag=Zauber}} {{subtag1=Elfen}} {{subtag2=Verwandlung}} {{Zauber=[[ @{zfw_Wasseratem} - {1d20cs1cf20 - ([[@{KL_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1 - {1d20cs1cf20 - ([[@{IN_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{KO_Wert}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</div>
<div class="sheet-FreieZauber">
<br>
<b style='display: inline-block; font-size:90%; width: 10em;'>Talent</b>
<b style='display: inline-block; font-size:90%; width: 13em; text-align: center;'>Probe</b>
<b style='display: inline-block; font-size:90%; width: 4.25em;'>ZD</b>
<b style='display: inline-block; font-size:90%; width: 3.25em;'>Asp.</b>
<b style='display: inline-block; font-size:90%; width: 2em;'>RW</b>
<b style='display: inline-block; font-size:90%; width: 5.125em;'>WD</b>
<b style='display: inline-block; font-size:90%; width: 3.25em;'>ZK</b>
<b style='display: inline-block; font-size:90%; width: 5em;'>Merkmal</b>
<b style='display: inline-block; font-size:90%; width: 3.25em;'>FW</b>
<b style='display: inline-block; font-size:90%; width: 15em;'>Anmerkung</b>
<b style='display: inline-block; font-size:90%; width: 3em;'>Roll</b>
<br>
<fieldset class="repeating_FreieZauber">
<input type="text" name="attr_FreieZauberName" style='width: 10em;'>
<select name="attr_FreieZauberEigenschaft1" style="width: 4.25em;">
<option>---</option>
<option value="@{MU_Wert}">MU</option>
<option value="@{KL_Wert}">KL</option>
<option value="@{IN_Wert}">IN</option>
<option value="@{CH_Wert}">CH</option>
<option value="@{FF_Wert}">FF</option>
<option value="@{GE_Wert}">GE</option>
<option value="@{KO_Wert}">KO</option>
<option value="@{KK_Wert}">KK</option>
</select>
<select name="attr_FreieZauberEigenschaft2" style="width: 4.25em;">
<option>---</option>
<option value="@{MU_Wert}">MU</option>
<option value="@{KL_Wert}">KL</option>
<option value="@{IN_Wert}">IN</option>
<option value="@{CH_Wert}">CH</option>
<option value="@{FF_Wert}">FF</option>
<option value="@{GE_Wert}">GE</option>
<option value="@{KO_Wert}">KO</option>
<option value="@{KK_Wert}">KK</option>
</select>
<select name="attr_FreieZauberEigenschaft3" style="width: 4.25em;">
<option>---</option>
<option value="@{MU_Wert}">MU</option>
<option value="@{KL_Wert}">KL</option>
<option value="@{IN_Wert}">IN</option>
<option value="@{CH_Wert}">CH</option>
<option value="@{FF_Wert}">FF</option>
<option value="@{GE_Wert}">GE</option>
<option value="@{KO_Wert}">KO</option>
<option value="@{KK_Wert}">KK</option>
</select>
<input type="text" name="attr_FreieZauberZD" style='width: 4em;'>
<input type="text" name="attr_FreieZauberAsP" style='width: 3em;'>
<input type="text" name="attr_FreieZauberRW" style='width: 2em;'>
<input type="text" name="attr_FreieZauberWD" style='width: 5em;'>
<input type="text" name="attr_FreieZauberZK" style='width: 3em;'>
<input type="text" name="attr_FreieZauberMK" style='width: 5em;'>
<input type="number" name="attr_FreieZauberZFW" style='width: 3em;'>
<input type="text" name="attr_GabenAnmerkung" style='width: 15em;'>
<button type="roll" value="&{template:DSA-Zauber} {{name=@{FreieZauberName}}} {{subtag=Zauber}} {{subtag1=Frei}} {{subtag2=@{FreieZauberMK}}} {{Zauber=[[ @{FreieZauberZFW} - {1d20cs1cf20 - ([[@{FreieZauberEigenschaft1}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1 - {1d20cs1cf20 - ([[@{FreieZauberEigenschaft2}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1- {1d20cs1cf20 - ([[@{FreieZauberEigenschaft3}]]+(?{Erleichterung(+) / Erschwernis(-)|0})+[[@{Zauber_Mod_Gesamt}]]) , 0d1}kh1]]}}"></button>
</fieldset>
</div>
</div>
<br/>
<div align="left">
<div align="left" style="font-weight:bold; display:inline-block; width:9em;">Aktivierung</div><input type="checkbox" class="sheet-desc-show" name="attr_zeige-aktivierung-zauber" value="1" style="opacity:0;width: 60px;height: 16px;margin:-48px;position: relative;left: 6px;cursor: pointer;z-index: 1;" /><span></span>
@@ -8261,6 +8505,7 @@
<tr>
<td valign="top">
<b>Allgemein</b><br/>
<input type="checkbox" name="attr_zauber_aeolito" value="1"/> Aeolito<br/>
<input type="checkbox" name="attr_zauber_analys" value="1"/> Analys<br/>
<input type="checkbox" name="attr_zauber_armatrutz" value="1"/> Armatrutz<br/>
<input type="checkbox" name="attr_zauber_balsam_salabunde" value="1"/> Balsam Salabunde<br/>
@@ -8276,8 +8521,14 @@
<input type="checkbox" name="attr_zauber_psychostabilis" value="1"/> Psychostabilis<br/>
</td>
<td valign="top">
<b>Druiden</b><br/>
<input type="checkbox" name="attr_zauber_archofaxius" value="1"/> Archofaxius<br/>
<input type="checkbox" name="attr_zauber_archosphaero" value="1"/> Archosphaero<br/>
</td>
<td valign="top">
<b>Elfen</b><br/>
<input type="checkbox" name="attr_zauber_adlerauge" value="1"/> Adlerauge<br/>
<input type="checkbox" name="attr_zauber_adlerschwinge" value="1"/> Adlerschwinge<br/>
<input type="checkbox" name="attr_zauber_axxeleratus" value="1"/> Axxeleratus<br/>
<input type="checkbox" name="attr_zauber_falkenauge" value="1"/> Falkenauge<br/>
<input type="checkbox" name="attr_zauber_fulminictus" value="1"/> Fulminictus<br/>
@@ -8290,6 +8541,8 @@
</td>
<td valign="top">
<b>Gildenmagier</b><br/>
<input type="checkbox" name="attr_zauber_ablativum" value="1"/> Ablativum<br/>
<input type="checkbox" name="attr_zauber_angst_ausloesen" value="1"/> Angst Auslösen<br/>
<input type="checkbox" name="attr_zauber_corpofesso" value="1"/> Corpofesso<br/>
<input type="checkbox" name="attr_zauber_duplicatus" value="1"/> Duplicatus<br/>
<input type="checkbox" name="attr_zauber_gardianum" value="1"/> Gardianum<br/>
@@ -8305,6 +8558,9 @@
</td>
<td valign="top">
<b>Hexen</b><br/>
<input type="checkbox" name="attr_zauber_affenarme" value="1"/> Affenarme<br/>
<input type="checkbox" name="attr_zauber_affenruf" value="1"/> Affenruf<br/>
<input type="checkbox" name="attr_zauber_arachnea" value="1"/> Arachnea<br/>
<input type="checkbox" name="attr_zauber_grosse_gier" value="1"/> Große Gier<br/>
<input type="checkbox" name="attr_zauber_harmlose_gestalt" value="1"/> Harmlose Gestalt<br/>
<input type="checkbox" name="attr_zauber_hexengalle" value="1"/> Hexengalle<br/>
@@ -8318,7 +8574,14 @@
<input type="checkbox" name="attr_zauber_spinnenlauf" value="1"/> Spinnenlauf<br/>
</td>
<td valign="top">
<b>Scharlatane</b><br/>
<input type="checkbox" name="attr_zauber_altisonus" value="1"/> Altisonus<br/>
<input type="checkbox" name="attr_zauber_aromatis_illusionis" value="1"/> Aromatis Illusionis<br/>
</td>
<td valign="top">
<b>Sonstige</b><br/>
<input type="checkbox" name="attr_zauber_alpgestalt" value="1"/> Alpgestalt<br/>
<input type="checkbox" name="attr_zauber_abvenum" value="1"/> Abvenum<br/>
<input type="checkbox" name="attr_zauber_dunkelheit" value="1"/> Dunkelheit<br/>
<input type="checkbox" name="attr_zauber_grosse_verwirrung" value="1"/> Große Verwirrung<br/>
</td>
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+1 -1
View File
@@ -182,4 +182,4 @@
"superior result damage": "Superior Result (Damage)",
"micro ex": "Micro, ...",
"emp gas ex": "EMP, Gas, ..."
}
}
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
-1
View File
@@ -69,7 +69,6 @@
"perceive": "Perception",
"persuade": "Persuasion",
"pilot": "Pilotage",
"program": "Programmation",
"provoke": "Provocation",
"psi": "Psy",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "SOM",
"willpower": "Willpower",
"willpower short": "WIL",
"bonus check": "Bonus Check",
"mental": "Mental",
"malus": "Malus",
"trauma treshold short": "TT",
"trauma treshold": "Trauma Treshold",
"lucidity short": "LUC",
@@ -145,6 +147,7 @@
"rep": "Rep",
"@-rep": "@-Rep",
"c-rep": "C-Rep",
"e-rep": "E-Rep",
"f-rep": "F-Rep",
"g-rep": "G-Rep",
"i-rep": "I-Rep",
+3
View File
@@ -30,7 +30,9 @@
"somatics short": "crwdns65088:0crwdne65088:0",
"willpower": "crwdns65089:0crwdne65089:0",
"willpower short": "crwdns65090:0crwdne65090:0",
"bonus check": "crwdns65737:0crwdne65737:0",
"mental": "crwdns65091:0crwdne65091:0",
"malus": "crwdns65738:0crwdne65738:0",
"trauma treshold short": "crwdns65092:0crwdne65092:0",
"trauma treshold": "crwdns65093:0crwdne65093:0",
"lucidity short": "crwdns65094:0crwdne65094:0",
@@ -145,6 +147,7 @@
"rep": "crwdns65203:0crwdne65203:0",
"@-rep": "crwdns65204:0crwdne65204:0",
"c-rep": "crwdns65205:0crwdne65205:0",
"e-rep": "crwdns65739:0crwdne65739:0",
"f-rep": "crwdns65206:0crwdne65206:0",
"g-rep": "crwdns65207:0crwdne65207:0",
"i-rep": "crwdns65208:0crwdne65208:0",
@@ -0,0 +1,64 @@
/*----------- Tabs Setup -------------*/
/*this hides the contents of each tab by default*/
.charsheet div[class^="sheet-section"] {
display: none;
}
/*this shows the tab content when the appropriate input field is selected*/
.charsheet input.sheet-tab1:checked ~ div.sheet-section-char,
.charsheet input.sheet-tab2:checked ~ div.sheet-section-ship,
.charsheet input.sheet-tab3:checked ~ div.sheet-section-vehic,
.charsheet input.sheet-tab4:checked ~ div.sheet-section-crew,
.charsheet input.sheet-tab6:checked ~ div.sheet-section-journal {
display: block;
}
.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] {
display: block;
}
/*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/
.charsheet input.sheet-tab {
width: 100px;
height: 40px;
cursor: pointer;
position: relative;
opacity: 0;
z-index: 9999;
}
/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/
.charsheet span.sheet-tab {
text-align: center;
display: inline-block;
font-size: 13px;
background: #c7c3b0;
color: black;
font-weight: bold;
border-radius: 4px;
width: 100px;
height: 40px;
cursor: pointer;
position: relative;
vertical-align: middle;
margin-left: -101px;/*originally 91px*/
}
/*this modifies the span color once the radio button is selected so you know which tab is selected*/
.charsheet input.sheet-tab1:checked + span.sheet-tab1,
.charsheet input.sheet-tab2:checked + span.sheet-tab2,
.charsheet input.sheet-tab3:checked + span.sheet-tab3,
.charsheet input.sheet-tab4:checked + span.sheet-tab4,
.charsheet input.sheet-tab5:checked + span.sheet-tab5,
.charsheet input.sheet-tab6:checked + span.sheet-tab6,
.charsheet input.sheet-tab7:checked + span.sheet-tab7,
.charsheet input.sheet-tab8:checked + span.sheet-tab8,
.charsheet input.sheet-tab99:checked + span.sheet-tab99 {
background: #2c424e;
color: #bfc4c6;
border-radius: 4px;
}
/*----------- End Tab Setup -----------*/
@@ -0,0 +1,308 @@
<div>
<!-- Set up the Tabs -->
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="Char Info" checked="checked"/>
<span class="sheet-tab sheet-tab1" style='line-height: 40px;'>Character</span>
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="Ship Info" />
<span class="sheet-tab sheet-tab2" style='line-height: 40px;'>Ship</span>
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="Vehic Info" />
<span class="sheet-tab sheet-tab3" style='line-height: 40px;'>Vehicle</span>
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="Crew" />
<span class="sheet-tab sheet-tab4" style='line-height: 40px;'>Crew</span>
<input type="radio" class="sheet-tab sheet-tab6" name="attr_core-tab" value="5" title="Journal" />
<span class="sheet-tab sheet-tab6" style='line-height: 40px;'>Journal</span>
<input type="radio" class="sheet-tab sheet-tab99" name="attr_core-tab" value="99" title="All" />
<span class="sheet-tab sheet-tab99" style='line-height: 40px;'>All</span>
<!-- End Tab setup -->
<div class="sheet-section-char"><!-- Character sheet Tab -->
<h2>Character Data Sheet</h2>
Rank <input type="text" name="attr_ranklevel" value="Harmless"> Rank Points <input type="text" name="attr_rankpoints"> Gender <input type="text" name="attr_biogender"> <br><br><input type="text" name="attr_charactername" value="Name"> Age <input type="number" name="attr_bioage"> Height <input type="text" name="attr_bioheight"> Weight <input type="text" name="attr_bioweight"><br><br>
<strong>Defence (dodge)</strong> <input type="number" name="attr_maindefenced" value="floor(@{Dodge}/10)" disabled="true" />
<strong>Tactics (Initiative)</strong> <input type="number" name="attr_maintactics" value="floor(@{Tactics}/10)" disabled="true" />
<strong>Defence (Parry)</strong> <input type="number" name="attr_maindefencep" value="floor(@{Parry}/10)" disabled="true" />
<strong>Karma</strong> <input type="number" name="attr_karma" value="10">
<strong>Endurance</strong> <input type="number" name="attr_endurance" value="20"><br><br>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<input type="text" name="attr_background1" value="Background">
</div>
<div class='sheet-col'>
<input type="text" name="attr_background2" value="Background">
</div>
<div class='sheet-col'>
<input type="text" name="attr_background3" value="Background">
</div>
</div>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<input type="text" name="attr_background4" value="Background">
</div>
<div class='sheet-col'>
<input type="text" name="attr_background5"value="Background">
</div>
</div>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<div>
<h2>Personal Combat</h2>
<button type='roll' value='/roll 1d10 + floor(@{Dodge}/10) Dodge Check for @{charactername}' name='roll_DodgeCheck'></button> Dodge <input type="number" name="attr_Dodge" value="10" /> Mod <input type="number" name="attr_DodgeMod" value="floor(@{Dodge}/10)" disabled="true"/> <input type='checkbox' name='attr_DodgeCheckuse' value='0' /><br>
<button type='roll' value='/roll 1d10 + floor(@{EnergyWep}/10) Energy Weapons Check for @{charactername}' name='roll_EnergyWepCheck'></button> Energy Wep. <input type="number" name="attr_EnergyWep" value="10" /> Mod <input type="number" name="attr_EnergyWepMod" value="floor(@{EnergyWep}/10)" disabled="true" /> <input type='checkbox' name='attr_EnergyWepCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Fighting}/10) Fighting Check for @{charactername}' name='roll_FightingCheck'></button> Fighting <input type="number" name="attr_Fighting" value="10" /> Mod <input type="number" name="attr_FightingMod" value="floor(@{Fighting}/10)" disabled="true" /> <input type='checkbox' name='attr_FightingCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Grenade}/10) Grenade Check for @{charactername}' name='roll_GrenadeCheck'></button> Grenade <input type="number" name="attr_Grenade" value="10" /> Mod <input type="number" name="attr_GrenadeMod" value="floor(@{Grenade}/10)" disabled="true" /> <input type='checkbox' name='attr_GrenadeCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{HeavyWep}/10) Heavy Weapons Check for @{charactername}' name='roll_HeavyWepCheck'></button> Heavy Wep. <input type="number" name="attr_HeavyWep" value="10" /> Mod <input type="number" name="attr_HeavyWepMod" value="floor(@{HeavyWep}/10)" disabled="true" /> <input type='checkbox' name='attr_HeavyWepCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{KineticWep}/10) Kinetic Weapons Check for @{charactername}' name='roll_KineticWepCheck'></button> Kinetic Wep. <input type="number" name="attr_KineticWep" value="10" /> Mod <input type="number" name="attr_KineticWepMod" value="floor(@{KineticWep}/10)" disabled="true" /> <input type='checkbox' name='attr_KineticWepCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{MeleeWep}/10) Melee Weapons Check for @{charactername}' name='roll_MeleeWepCheck'></button> Melee Wep. <input type="number" name="attr_MeleeWep" value="10" /> Mod <input type="number" name="attr_MeleeWepMod" value="floor(@{MeleeWep}/10)" disabled="true" /> <input type='checkbox' name='attr_MeleeWepCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Parry}/10) Parry Check for @{charactername}' name='roll_ParryCheck'></button> Parry <input type="number" name="attr_Parry" value="10" /> Mod <input type="number" name="attr_ParryMod" value="floor(@{Parry}/10)" disabled="true" /> <input type='checkbox' name='attr_ParryCheckuse' value='0'/><br>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Intelligence</h2>
<button type='roll' value='/roll 1d10 + floor(@{Computer}/10) Computer Check for @{charactername}' name='roll_ComputerCheck'></button> Computer <input type="number" name="attr_Computer" value="10" /> Mod <input type="number" name="attr_ComputerMod" value="floor(@{Computer}/10)" disabled="true" /> <input type='checkbox' name='attr_ComputerCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{CultureLaw}/10) Culture and Law Check for @{charactername}' name='roll_CultureLawCheck'></button> Culture &amp; Law <input type="number" name="attr_CultureLaw" value="10" /> Mod <input type="number" name="attr_CultureLawMod" value="floor(@{CultureLaw}/10)" disabled="true" /> <input type='checkbox' name='attr_CultureLawCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Cyber}/10) Cyber Check for @{charactername}' name='roll_CyberCheck'></button> Cyber <input type="number" name="attr_Cyber" value="10" /> Mod <input type="number" name="attr_CyberMod" value="floor(@{Cyber}/10)" disabled="true" /> <input type='checkbox' name='attr_CyberCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Medicine}/10) Medicine Check for @{charactername}' name='roll_MedicineCheck'></button> Medicine <input type="number" name="attr_Medicine" value="10" /> Mod <input type="number" name="attr_MedicineMod" value="floor(@{Medicine}/10)" disabled="true" /> <input type='checkbox' name='attr_MedicineCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{PlanetKnowledge}/10) Planetary Knowledge Check for @{charactername}' name='roll_PlanetKnowledgeCheck'></button> Planetary <input type="number" name="attr_PlanetKnowledge" value="10" /> Mod <input type="number" name="attr_PlanetKnowledgeMod" value="floor(@{PlanetKnowledge}/10)" disabled="true" /> <input type='checkbox' name='attr_PlanetKnowledgeCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Science}/10) Science Check for @{charactername}' name='roll_ScienceCheck'></button> Science <input type="number" name="attr_Science" value="10" /> Mod <input type="number" name="attr_ScienceMod" value="floor(@{Science}/10)" disabled="true" /> <input type='checkbox' name='attr_ScienceCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Tactics}/10) Tactics Check for @{charactername}' name='roll_TacticsCheck'></button> Tactics <input type="number" name="attr_Tactics" value="10" /> Mod <input type="number" name="attr_TacticsMod" value="floor(@{Tactics}/10)" disabled="true" /> <input type='checkbox' name='attr_TacticsCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Trading}/10) Trading Check for @{charactername}' name='roll_TradingCheck'></button> Trading <input type="number" name="attr_Trading" value="10" /> Mod <input type="number" name="attr_TradingMod" value="floor(@{Trading}/10)" disabled="true" /> <input type='checkbox' name='attr_TradingCheckuse' value='0'/><br>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Social Skills</h2>
<button type='roll' value='/roll 1d10 + floor(@{Bargain}/10) Bargain Check for @{charactername}' name='roll_BargainCheck'></button> Bargain <input type="number" name="attr_Bargain" value="10" /> Mod <input type="number" name="attr_BargainMod" value="floor(@{Bargain}/10)" disabled="true" /> <input type='checkbox' name='attr_BargainCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Bluff}/10) Bluff Check for @{charactername}' name='roll_BluffCheck'></button> Bluff <input type="number" name="attr_Bluff" value="10" /> Mod <input type="number" name="attr_BluffMod" value="floor(@{Bluff}/10)" disabled="true" /> <input type='checkbox' name='attr_BluffCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Charm}/10) Charm Check for @{charactername}' name='roll_CharmCheck'></button> Charm <input type="number" name="attr_Charm" value="10" /> Mod <input type="number" name="attr_CharmMod" value="floor(@{Charm}/10)" disabled="true" /> <input type='checkbox' name='attr_CharmCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Diplomacy}/10) Diplomacy Check for @{charactername}' name='roll_DiplomacyCheck'></button> Diplomacy <input type="number" name="attr_Diplomacy" value="10" /> Mod <input type="number" name="attr_DiplomacyMod" value="floor(@{Diplomacy}/10)" disabled="true" /> <input type='checkbox' name='attr_DiplomacyCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Gambling}/10) Gambling Check for @{charactername}' name='roll_GamblingCheck'></button> Gambling <input type="number" name="attr_Gambling" value="10" /> Mod <input type="number" name="attr_GamblingMod" value="floor(@{Gambling}/10)" disabled="true" /> <input type='checkbox' name='attr_GamblingCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Insight}/10) Insight Check for @{charactername}' name='roll_InsightCheck'></button> Insight <input type="number" name="attr_Insight" value="10" /> Mod <input type="number" name="attr_InsightMod" value="floor(@{Insight}/10)" disabled="true" /> <input type='checkbox' name='attr_InsightCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Intimidate}/10) Intimidate Check for @{charactername}' name='roll_IntimidateCheck'></button> Intimidate <input type="number" name="attr_Intimidate" value="10" /> Mod <input type="number" name="attr_IntimidateMod" value="floor(@{Intimidate}/10)" disabled="true" /> <input type='checkbox' name='attr_IntimidateCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Streetwise}/10) Streetwise Check for @{charactername}' name='roll_StreetwiseCheck'></button> Streetwise <input type="number" name="attr_Streetwise" value="10" /> Mod <input type="number" name="attr_StreetwiseMod" value="floor(@{Streetwise}/10)" disabled="true" /> <input type='checkbox' name='attr_StreetwiseCheckuse' value='0'/><br>
</div>
</div>
</div>
<br><br>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<div>
<h2>Vehicle Skills</h2>
<button type='roll' value='/roll 1d10 + floor(@{Navigation}/10) Navigation Check for @{charactername}' name='roll_NavigationCheck'></button> Navigation <input type="number" name="attr_Navigation" value="10" /> Mod <input type="number" name="attr_NavigationMod" value="floor(@{Navigation}/10)" disabled="true" /> <input type='checkbox' name='attr_NavigationCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Repair}/10) Repair Check for @{charactername}' name='roll_RepairCheck'></button> Repair <input type="number" name="attr_Repair" value="10" /> Mod <input type="number" name="attr_RepairMod" value="floor(@{Repair}/10)" disabled="true" /> <input type='checkbox' name='attr_RepairCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{SpcPiloting}/10) Spaceship Piloting Check for @{charactername}' name='roll_SpcPilotingCheck'></button> SPC Piloting <input type="number" name="attr_SpcPiloting" value="10" /> Mod <input type="number" name="attr_SpcPilotingMod" value="floor(@{SpcPiloting}/10)" disabled="true" /> <input type='checkbox' name='attr_SpcPilotingCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{SpcWep}/10) Spaceship Weapons Check for @{charactername}' name='roll_SpcWepCheck'></button> SPC Wep. <input type="number" name="attr_SpcWep" value="10" /> Mod <input type="number" name="attr_SpcWepMod" value="floor(@{SpcWep}/10)" disabled="true" /> <input type='checkbox' name='attr_SpcWepCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Systems}/10) Systems Check for @{charactername}' name='roll_SystemsCheck'></button>Systems <input type="number" name="attr_Systems" value="10" /> Mod <input type="number" name="attr_Systemsmod" value="floor(@{Systems}/10)" disabled="true" /> <input type='checkbox' name='attr_SystemsCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{VHCLPiloting}/10) Vehicle Piloting Check for @{charactername}' name='roll_VHCLPilotingCheck'></button> VHCL Piloting <input type="number" name="attr_VHCLPiloting" value="10" /> Mod <input type="number" name="attr_VHCLPilotingMod" value="floor(@{VHCLPiloting}/10)" disabled="true" /> <input type='checkbox' name='attr_VHCLPilotingCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{VhclWep}/10) Vehicle Weapons Check for @{charactername}' name='roll_VhclWepCheck'></button> VHCL Wep. <input type="number" name="attr_VhclWep" value="10" /> Mod <input type="number" name="attr_VhclWepMod" value="floor(@{VhclWep}/10)" disabled="true" /> <input type='checkbox' name='attr_VhclWepCheckuse' value='0'/><br>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Espionage</h2>
<button type='roll' value='/roll 1d10 + floor(@{Athletics}/10) Athletics Check for @{charactername}' name='roll_AthleticsCheck'></button> Athletics <input type="number" name="attr_Athletics" value="10" /> Mod <input type="number" name="attr_AthleticsMod" value="floor(@{Athletics}/10)" disabled="true" /> <input type='checkbox' name='attr_AthleticsCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Perception}/10) Perception Check for @{charactername}' name='roll_PerceptionCheck'></button> Perception <input type="number" name="attr_Perception" value="10" /> Mod <input type="number" name="attr_PerceptionMod" value="floor(@{Perception}/10)" disabled="true" /> <input type='checkbox' name='attr_PerceptionCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Security}/10) Security Check for @{charactername}' name='roll_SecurityCheck'></button> Security <input type="number" name="attr_Security" value="10" /> Mod <input type="number" name="attr_SecurityMod" value="floor(@{Security}/10)" disabled="true" /> <input type='checkbox' name='attr_SecurityCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{SlightOfHand}/10) Slight of Hand Check for @{charactername}' name='roll_SlightOfHandCheck'></button> Slight Of Hand <input type="number" name="attr_SlightOfHand" value="10" /> Mod <input type="number" name="attr_SlightOfHandMod" value="floor(@{SlightOfHand}/10)" disabled="true" /> <input type='checkbox' name='attr_SlightOfHandCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Stealth}/10) Stealth Check for @{charactername}' name='roll_StealthCheck'></button> Stealth <input type="number" name="attr_Stealth" value="10" /> Mod <input type="number" name="attr_StealthMod" value="floor(@{Stealth}/10)" disabled="true" /> <input type='checkbox' name='attr_StealthCheckuse' value='0'/><br>
<button type='roll' value='/roll 1d10 + floor(@{Survival}/10) Survival Check for @{charactername}' name='roll_SurvivalCheck'></button> Survival <input type="number" name="attr_Survival" value="10" /> Mod <input type="number" name="attr_SurvivalMod" value="floor(@{Survival}/10)" disabled="true" /> <input type='checkbox' name='attr_SurvivalCheckuse' value='0'/><br>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Enhancements</h2>
<fieldset class="repeating_enhancement">
<textarea name="attr_shi"></textarea>
</fieldset>
</div>
</div>
</div>
<br><br>
<h2>Ranged Weapons</h2>
<fieldset class="repeating_rangedwep">
<input type="text" placeholder="Weapon"name="attr_rangedweapons"> To Hit <input type="number" name="rangedweaponstohit"> Short <input type="number"name="attr_rangedweaponsshortdist">m <input type="number"name="attr_rangedweaponsshort"> Medium <input type="number"name="attr_rangedweaponsmediumdistance">m <input type="number" name="attr_rangedweaponsmedium"> Long <input type="number" name="attr_rangedweaponslongdistance">m <input type="number"name="attr_rangedweaponslong"><br>Damage <input type="text" name="attr_rangedweaponsdamage"> Ammo <input type="number"name="attr_rangedweaponsammo"> Notes <textarea name="attr_rangedweaponsnotes"></textarea>
</fieldset>
<h2>Close Combat</h2>
<input type="text" value="Fighting"> To Hit <input type="number"> Finesse <input type="number" value="5"> Damage <input type="text" value="d10 Halved"> Notes <textarea name="attr_basemelenotes"></textarea>
<fieldset class="repeating_closewep">
<input type="text" name="attr_ccweapons" placeholder="Weapon"> To Hit <input type="number" name="attr_ccweaponstohit"> Finesse <input type="number" name="attr_ccweaponsfinesse"> Damage <input type="text" name="attr_ccweaponsdamage"> Notes <textarea name="attr_ccweaponsnotes"></textarea>
</fieldset>
<h2>Karma Capabilities</h2>
<fieldset class="repeating_karma">
Capability <input type="text"name="attr_karmaability"> Cost <input type="number"name="attr_karmaabilitycost"> Type <select name="attr_karmaabilityuse">
<option>Any</option>
<option>Personal</option>
<option>Space</option>
<option>Vehicle</option>
<option>V &amp; S</option>
</select><br>
Description <textarea name="attr_karmaabilitydescription"></textarea>
</fieldset>
<div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<h2>Carried Items</h2>
Primary <input type="text" name="attr_primaryweapon"><br>
Secondary <input type="text" name="attr_secondaryweapon" placeholder="One Handed Only"><br>
Clip/Grenade <input type="text" name="attr_clipitem1"><br>
Clip/Grenade <input type="text" name="attr_clipitem2"><br>
</div>
<div class='sheet-col'>
<h2>&nbsp;</h2>
Clip/Grenade <input type="text" name="attr_fatigueslot1" placeholder="Fatigues Only"><br>
Clip/Grenade <input type="text" name="attr_fatigueslot2" placeholder="Fatigues Only"><br>
Grenade <input type="text" name="attr_fatigueslot3" placeholder="Fatigues Only"><br>
</div>
</div>
<div>
<h2>Clothing</h2>
<fieldset class="repeating_clothing">
Item <input type="text"name="attr_clothingitem"> Worn <input type="text"name="clothingwornstatus"><br>
Description <textarea name="attr_clothingdescription"></textarea>
</fieldset>
</div>
</div>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<div>
<h2>Items in Pack</h2>
<fieldset class="repeating_pack">
<input type="text"name="attr_packitem">
</fieldset>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Items in Ship</h2>
<fieldset class="repeating_ship">
<input type="text" name="attr_shipitem">
</fieldset>
</div>
</div>
<div class='sheet-col'>
<div>
<h2>Cash</h2>
Credits<br>
<input type="text"name="attr_credits"><br>
Micro Credits<br>
<input type="text"name="attr_microcredit"><br>
Units<br>
<input type="text"name="attr_units">
</div>
</div>
</div>
</div>
<div class="sheet-section-ship">
<h2>Ship Data Sheet</h2>
Pilot <input type="text" name="attr_shippilotname"> Ship Model <input type="text" name="attr_shipmodel"><br><br>
<div class='sheet-2colrow'>
<div class='sheet-col'>
Agility <input type="number" name="attr_shipagility">
Speed <input type="number" name="attr_shipspeed">
Range <input type="number" name="attr_shiprange">
</div>
<div class='sheet-col'>
Fuel Capacity <input type="number" name="attr_shiptotalfuel">
Fuel Remaining <input type="number" name="attr_shipcurrentfuel">
</div>
</div>
<br>
<strong>Defence (agility + piloting)</strong> <input type="number" name="attr_shipdefence"/>
<strong>Initiative (tactics + sensors)</strong> <input type="number" name="attr_shipinitiative"/><br>
<strong>Dogfight (defence + dogfight sensor bonus)</strong> <input type="number" name="attr_shipdogfight"/>
<strong>Pursuit (speed + .5 piloting)</strong> <input type="number" name="attr_shippursuit"/><br><br>
<strong>Hull</strong> <input type="number" name="attr_shiphull">
<strong>Sheilds</strong> <input type="number" name="attr_shipshields">
<strong>Sheilds Recharge</strong> <input type="number" name="attr_shipshieldrecharge"><br><br>
<h2>Weapons</h2>
<fieldset class="repeating_shipwep">
<input type="text" placeholder="Name"name="attr_shipweapons"> Size <input type="text" name="attr_shipweaponsize"> Strength <input type="text" name="attr_shipweaponstrength"><br>
Power <input type="text" name="attr_shipweaponstrength"> Accuracy <input type="number" name="shipweaponsaccuracy"> To Hit (accuracy + SPC wep bonus) <input type="number" name="shipweaponstohit"><br>
Damage <input type="text" name="attr_shipweapondamage"> Ammo <input type="number"name="attr_shipweaponammo"><br>
Notes <textarea name="attr_shipweaponnotes"></textarea>
</fieldset>
<h2>Utility Mounts</h2>
<fieldset class="repeating_shiputility">
<input type="text" placeholder="Name"name="attr_shiputility"> Size <input type="text" name="attr_shiputilitysize"> Strength <input type="text" name="attr_utilitystrength"><br>
Power <input type="text" name="attr_shipweaponpower"> Model <input type="text" name="attr_shiputiliitymodel"> Description <input type="text" name="attr_shiputilitydescription"><br>
Notes <textarea name="attr_shiputilitynotes"></textarea>
</fieldset>
<h2>Fixed Components</h2>
Bulkhead, PowerPlant, Thrusters, Frame Shift Drive, Life Support, Power Distributer, Sensors, Cargo Hatch
<fieldset class="repeating_shipfixedcomp">
<input type="text" placeholder="Name"name="attr_shipfixedcomp"> Size <input type="text" name="attr_shipfixedcompsize"> Strength <input type="text" name="attr_shipfixedcompstrength"><br>
Power <input type="text" name="attr_shipfixedcompstrength"> Model <input type="text" name="attr_shipfixedcompmodel"> Description <input type="text" name="attr_shipfixedcompdescription"><br>
Notes <textarea name="attr_shipfixedcompnotes"></textarea>
</fieldset>
<h2>Internal Components</h2>
<fieldset class="repeating_shipinternalcomp">
<input type="text" placeholder="Name"name="attr_shipinternalcomp"> Size <input type="text" name="attr_shipinternalcompsize"> Strength <input type="text" name="attr_shipinternalstrength"><br>
Power <input type="text" name="attr_shipinternalpstrength"> Model <input type="text" name="attr_shipinternalcompmodel"> Description <input type="text" name="attr_shipinternaldescription"><br>
Notes <textarea name="attr_shipfixedcompnotes"></textarea>
</fieldset>
<h2>Total power</h2>
Total Power (should be less than powerplant max)<input type="text" name="attr_shiptotal power">
</div>
<div class="sheet-section-vehic"><!-- vehicle Tab -->
<h2>Vehicle Data Sheet</h2>
Pilot <input type="text" name="attr_vehicpilotname"> Model <input type="text" name="attr_vehicmodel"><br><br>
Agility <input type="number" name="attr_vehicagility"> Max Speed <input type="number" name="attr_vehicmaxspeed"> Accelerate <input type="number" name="attr_vehicacel"> Decelerate <input type="number" name="attr_vehicdecel"><br><br>
<strong>Defence (agility + piloting)</strong> <input type="number" name="attr_vehicdefence"/>
<strong>Initiative (d10 + tactics)</strong> <input type="number" name="attr_vehicinitiative"/>
<strong>Pursuit (speed + .5 piloting)</strong> <input type="number" name="attr_vehicpursuit"/><br><br>
<strong>Hull</strong> <input type="number" name="attr_vehichull">
<strong>Sheilds</strong> <input type="number" name="attr_vehicshields">
<strong>Sheilds Recharge</strong> <input type="number" name="attr_vehicshieldrecharge"><br><br>
<h2>Weapons</h2>
<fieldset class="repeating_vehicwep">
<input type="text" placeholder="Name"name="attr_vehicweapons"> Accuracy <input type="number" name="vehicweaponsaccuracy"> To Hit (accuracy + VHC wep bonus) <input type="number" name="vehicweaponstohit"><br>
Damage <input type="text" name="attr_vehicweapondamage"> Ammo <input type="number"name="attr_vehicweaponammo"><br>
Notes <textarea name="attr_vehicweaponnotes"></textarea>
</fieldset>
<h2>Speed Table</h2>
<strong>Speed</strong><br>
<input type="number" name="attr_vhclspeedtable1" value="1" disabled="true" /><input type="number" name="attr_vhclspeedtable2" value="2" disabled="true" /><input type="number" name="attr_vhclspeedtable3" value="3" disabled="true" /><input type="number" name="attr_vhclspeedtable4" value="4" disabled="true" /><input type="number" name="attr_vhclspeedtable5" value="5" disabled="true" /><input type="number" name="attr_vhclspeedtable6" value="6" disabled="true" /><input type="number" name="attr_vhclspeedtable7" value="7" disabled="true" /><input type="number" name="attr_vhclspeedtable8" value="8" disabled="true" /><input type="number" name="attr_vhclspeedtable9" value="9" disabled="true" /><input type="number" name="attr_vhclspeedtable10" value="10" disabled="true" />
<br><strong>Defence Bonus</strong><br>
<input type="number" name="attr_vhcldefencebonus1"/><input type="number" name="attr_vhcldefencebonus2"/><input type="number" name="attr_vhcldefencebonus3"/><input type="number" name="attr_vhcldefencebonus4"/><input type="number" name="attr_vhcldefencebonus5"/><input type="number" name="attr_vhcldefencebonus6"/><input type="number" name="attr_vhcldefencebonus7"/><input type="number" name="attr_vhcldefencebonus8"/><input type="number" name="attr_vhcldefencebonus9"/><input type="number" name="attr_vhcldefencebonus10"/>
<br><strong>Attack Penalty</strong><br>
<input type="number" name="attr_vhclattackpenalty1"/><input type="number" name="attr_vhclattackpenalty2"/><input type="number" name="attr_vhclattackpenalty3"/><input type="number" name="attr_vhclattackpenalty4"/><input type="number" name="attr_vhclattackpenalty5"/><input type="number" name="attr_vhclattackpenalty6"/><input type="number" name="attr_vhclattackpenalty7"/><input type="number" name="attr_vhclattackpenalty8"/><input type="number" name="attr_vhclattackpenalty9"/><input type="number" name="attr_vhclattackpenalty10"/>
</div>
<div class="sheet-section-crew"><!-- crew Tab -->
<h2>Basic Crew Stats</h2>
<fieldset class="repeating_vehicwep">
<div class='sheet-3colrow'>
<div class='sheet-col'>
<input type="text" name="attr_crewname" value="Name"> <br>
<strong>SPC Wep.</strong> <input type="number" name="attr_crewspcwep"/><br>
<strong>SPC Piloting</strong> <input type="number" name="attr_crewspcpiloting"/><br>
<input type="text" name="attr_crewmorality" value="Morality">
</div>
<div class='sheet-col'>
Endurance <input type="number" name="attr_crewendurance"><br>
<strong>VHCL Wep.</strong> <input type="number" name="attr_crewvhclwep"/><br>
<strong>VHCL Piloting</strong> <input type="number" name="attr_crewvhclpiloting"/><br>
<input type="text" name="attr_crewallegiance" value="Allegiance">
</div>
<div class='sheet-col'>
<strong>Systems</strong> <input type="number" name="attr_crewsystems"/><br>
<strong>Repair</strong> <input type="number" name="attr_crewrepair"/><br>
<strong>Combat</strong> <input type="number" name="attr_crewcombat"/><br>
<input type="text" name="attr_crewsalary" value="Salary">
</div>
</div>
</fieldset>
</div>
<div class="sheet-section-journal"><!-- Journal Tab -->
<fieldset class="repeating_journalnotessection">
<input type="text" name="attr_journalnotetopic" value="Note Topic"><br>
<textarea name="attr_journalnotes"></textarea>
</fieldset>
</div>
</div>
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{
"html": "EDRPG.html",
"css": "EDRPG.css",
"authors": "Tacroy00",
"roll20userid": "891555",
"preview": "EDRPG.png",
"instructions": "This sheet is designed for use with Elite Dangerous RPG core rule book."
}
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# Gamma World 1e Character Sheet
This is a character sheet for the 1st Edition of Gamma World. It features 3 separate tabs for Humans, Mutants, and Monsters.
## Current Version
0.8
### Changelog
#### 0.8
* Sheet creation per Character Sheet Request Thread.
### Credit Where Credit is Due
The CSS of this sheet is from the Metamorphosis Alpha 1e character sheet.
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{
"html": "GammaWorld2e.html",
"css": "GammaWorld2e.css",
"authors": "Pantsworth",
"roll20userid": "824185",
"preview": "GammaWorld2e.jpg",
"instructions": "# Gamma World 2e Character Sheet\rThis sheet has both an area for PC, Monsters and robots that is switchable via a tab at the top left of the sheet. NPC and Robot sheets are still in progress.\r\r## Player Sheets\r\r* All of the roll buttons (shown as a d20 dice) have roll templates.\r* Attack rolls show the AC hit\r\r## Monster Sheet\r\r* All of the roll buttons have roll templates and many of them go to the GM\r* In sheet ability to create non-player creature mutations \r\r## Modified from Metamorphosis Alpha 1e character sheet by Amanda the Amazon.\r\r\r## Current Version: 0.8"
}
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{
"system:-o": "System: ",
"trail-of-cthulhu-o": "Trail of Cthulhu",
"nights-black-agents-o": "Night's Black Agents",
"system:-o": "Sistema: ",
"trail-of-cthulhu-o": "Rastro de Cthulhu",
"nights-black-agents-o": "Agentes da Noite",
"npc:-o": "NPC: ",
"vampire:-o": "Vampire: ",
"inv-build-points": "Investigative Build Points: ",
"gen-build-points": "General Build Points: ",
"ability-starting-o": "Ability Starting Values",
"health:-o": "Health: ",
"stability:-o": "Stability: ",
"sanity:-o": "Sanity: ",
"cover:-o": "Cover: ",
"network:-o": "Network: ",
"cherry-branch-height:-o": "Cherry Branch Height: ",
"name:-n": "Name:",
"alertness:-n": "Alertness:",
"stealth:-n": "Stealth:",
"hit-rating:-n": "Hit Rating:",
"stability-loss:-n": "Stability Loss:",
"armor-notes:-n": "Armor Notes:",
"agent-name-i": "Agent Name",
"background-i": "Background",
"drive-i": "Drive",
"previous-patron-i": "Previous Patron",
"occupation-i": "Occupation",
"occupational-benefits": "Occupational benefits",
"pillars-of-sanity": "Pillars of Sanity",
"sources-of-stability": "Sources of Stability",
"bullet-symbol": "• Symbol",
"bullet-solace": "• Solace",
"bullet-safety": "• Safety",
"health-h": "Health",
"hit-rating-h": "Hit Rating",
"stability-h": "Stability",
"sanity-h": "Sanity",
"armor": "Armor:",
"none-u": "None",
"ballistic-cloth": "Ballistic Cloth",
"police-vest": "Police Vest",
"military-armor": "Military Armor",
"other": "Other",
"damage-resistances": "Damage Resistances",
"bullets:-r": "Bullets:",
"melee:-r": "Melee:",
"explosives:-r": "Explosives:",
"abilities-a": "Abilities",
"starting-credit": "Starting Credit Rating: ",
"occupational-abilities-message": "Occupational abilities are half price. Click the <span></span> to mark them before assigning points.",
"reset-investigative": "Reset Investigative",
"reset-general": "Reset General",
"free-points": "Free Points",
"academic-toc": "Academic",
"academic-abilities-nba": "ACADEMIC ABILITIES",
"accounting-a": "Accounting",
"anthropology-a": "Anthropology",
"archaeology-a": "Archaeology",
"architecture-a": "Architecture",
"art-history-a": "Art History",
"biology-a": "Biology",
"cthulhu-mythos-a": "Cthulhu Mythos",
"criminology-a": "Criminology",
"cryptography-a": "Cryptography",
"diagnosis-a": "Diagnosis",
"geology-a": "Geology",
"history-a": "History",
"human-terrain-a": "Human Terrain",
"languages-a": "Languages",
"law-a": "Law",
"library-use-a": "Library Use",
"medicine-a": "Medicine",
"military-science-a": "Military Science",
"occult-a": "Occult",
"occult-studies-a": "Occult Studies",
"physics-a": "Physics",
"research-a": "Research",
"theology-a": "Theology",
"vampirology-a": "Vampirology",
"interpersonal-toc": "Interpersonal",
"interpersonal-abilities-nba": "INTERPERSONAL ABILITIES",
"assess-honesty-a": "Assess Honesty",
"bullshit-detector-a": "Bullshit Detector",
"bargain-a": "Bargain",
"bureaucracy-a": "Bureaucracy",
"cop-talk-a": "Cop Talk",
"credit-rating-a": "Credit Rating",
"flattery-a": "Flattery",
"flirting-a": "Flirting",
"high-society-a": "High Society",
"interrogation-a": "Interrogation",
"intimidation-a": "Intimidation",
"negotiation-a": "Negotiation",
"oral-history-a": "Oral History",
"reassurance-a": "Reassurance",
"streetwise-a": "Streetwise",
"tradecraft-a": "Tradecraft",
"technical-toc": "Technical",
"technical-abilities-nba": "TECHNICAL ABILITIES",
"art-a": "Art",
"astronomy-a": "Astronomy",
"chemistry-a": "Chemistry",
"craft-a": "Craft",
"data-recovery-a": "Data Recovery",
"electronic-surveillance-a": "Electronic Surveillance",
"evidence-collection-a": "Evidence Collection",
"forensics-a": "Forensics",
"forensic-pathology-a": "Forensic Pathology",
"forgery-a": "Forgery",
"locksmith-a": "Locksmith",
"notice-a": "Notice",
"outdoorsman-a": "Outdoorsman",
"outdoor-survival-a": "Outdoor Survival",
"pharmacy-a": "Pharmacy",
"photography-a": "Photography",
"traffic-analysis-a": "Traffic Analysis",
"urban-survival-a": "Urban Survival",
"general-toc": "General",
"general-abilities-nba": "GENERAL ABILITIES",
"aberrance-a": "Aberrance",
"athletics-a": "Athletics",
"conceal-a": "Conceal",
"cover-a": "Cover",
"digital-intrusion-a": "Digital Intrusion",
"disguise-a": "Disguise",
"driving-a": "Driving",
"electrical-repair-a": "Electrical Repair",
"explosive-devices-a": "Explosive Devices",
"explosives-a": "Explosives",
"filch-a": "Filch",
"firearms-a": "Firearms",
"first-aid-a": "First Aid",
"fleeing-a": "Fleeing",
"gambling-a": "Gambling",
"hand-to-hand-a": "Hand-to-Hand",
"health-a": "Health",
"hypnosis-a": "Hypnosis",
"infiltration-a": "Infiltration",
"mechanical-repair-a": "Mechanical Repair",
"mechanics-a": "Mechanics",
"medic-a": "Medic",
"network-a": "Network",
"piloting-a": "Piloting",
"preparedness-a": "Preparedness",
"psychoanalysis-a": "Psychoanalysis",
"riding-a": "Riding",
"sanity-a": "Sanity",
"scuffling-a": "Scuffling",
"sense-trouble-a": "Sense Trouble",
"shadowing-a": "Shadowing",
"shooting-a": "Shooting",
"shrink-a": "Shrink",
"stability-a": "Stability",
"stealth-a": "Stealth",
"surveillance-a": "Surveillance",
"weapons-a": "Weapons",
"tag-team-benefits": "Tag-Team Benefits",
"special-weapons-training": "Special Weapons Training",
"weapons-w": "Weapons",
"adjust:-w": "Adjust: ",
"damage:-w": "Damage: ",
"unarmed-attack": "Unarmed Attack",
"attack-w": "Attack",
"ranged-w": "Ranged",
"melee-w": "Melee",
"pistol-submachine-gun": "Pistol/Submachine Gun",
"pistol": "Pistol",
"shotgun": "Shotgun",
"automatic-w": "Automatic",
"vampire:-o": "Vampiro: ",
"inv-build-points": "Pontos de Construção Investigativos: ",
"gen-build-points": "Pontos de Construção Gerais: ",
"ability-starting-o": "Pontos Iniciais de Habilidade",
"health:-o": "Vitalidade: ",
"stability:-o": "Estabilidade: ",
"sanity:-o": "Sanidade: ",
"cover:-o": "Identidade Falsa: ",
"network:-o": "Rede de Contatos: ",
"cherry-branch-height:-o": "Limiar de Cerejas Ácidas: ",
"name:-n": "Nome:",
"alertness:-n": "Alerta:",
"stealth:-n": "Furtividade:",
"hit-rating:-n": "Limiar de Acerto:",
"stability-loss:-n": "Perda de Estabilidade:",
"armor-notes:-n": "Anotações de Armadura:",
"agent-name-i": "Nome do Agente",
"background-i": "Antecedentes",
"drive-i": "Motivação",
"previous-patron-i": "Patrono Antigo",
"occupation-i": "Ocupação",
"occupational-benefits": "Benefícios de Ocupação",
"pillars-of-sanity": "Pilares da Sanidade",
"sources-of-stability": "Fontes de Estabilidade",
"bullet-symbol": "• Símbolo",
"bullet-solace": "• Consolo",
"bullet-safety": "• Segurança",
"health-h": "Vitalidade",
"hit-rating-h": "Limiar de Acerto",
"stability-h": "Estabilidade",
"sanity-h": "Sanidade",
"armor": "Armadura:",
"none-u": "Nenhum",
"ballistic-cloth": "Roupa Antibalas",
"police-vest": "Colete de Polícia",
"military-armor": "Armadura Militar",
"other": "Outros",
"damage-resistances": "Resistências de Dano",
"bullets:-r": "Balas:",
"melee:-r": "Corpo a Corpo:",
"explosives:-r": "Explosivos:",
"abilities-a": "Habilidades",
"starting-credit": "Crédito Inicial: ",
"occupational-abilities-message": "As habilidades ocupacionais são pela metade do preço. Clique no <span></span> para marcá-los antes de atribuir pontos.",
"reset-investigative": "Reiniciar Investigativa",
"reset-general": "Reiniciar Gerais",
"free-points": "Pontos Gratuitos",
"academic-toc": "Acadêmico",
"academic-abilities-nba": "HABILIDADES ACADÊMICAS",
"accounting-a": "Contabilidade",
"anthropology-a": "Antropologia",
"archaeology-a": "Arqueologia",
"architecture-a": "Arquitetura",
"art-history-a": "História da Arte",
"biology-a": "Biologia",
"cthulhu-mythos-a": "Mythos de Cthulhu",
"criminology-a": "Criminologia",
"cryptography-a": "Criptografia",
"diagnosis-a": "Diagnóstico",
"geology-a": "Geologia",
"history-a": "História",
"human-terrain-a": "Terreno Humano",
"languages-a": "Línguas",
"law-a": "Direito",
"library-use-a": "Usar Biblioteca",
"medicine-a": "Medicina",
"military-science-a": "Ciência Militar",
"occult-a": "Ocultismo",
"occult-studies-a": "Estudos Ocultos",
"physics-a": "Física",
"research-a": "Pesquisa",
"theology-a": "Teologia",
"vampirology-a": "Vampirologia",
"interpersonal-toc": "Interpessoal",
"interpersonal-abilities-nba": "HABILIDADES INTERPESSOAIS",
"assess-honesty-a": "Avaliar Honestidade",
"bullshit-detector-a": "Detector de Mentiras",
"bargain-a": "Barganhar",
"bureaucracy-a": "Burocracia",
"cop-talk-a": "Trato Policial",
"credit-rating-a": "Limiar de Crédito",
"flattery-a": "Bajulação",
"flirting-a": "Flerte",
"high-society-a": "Alta Sociedade",
"interrogation-a": "Interrogação",
"intimidation-a": "Intimidação",
"negotiation-a": "Negociação",
"oral-history-a": "História Oral",
"reassurance-a": "Convencimento",
"streetwise-a": "Manha",
"tradecraft-a": "Espionagem",
"technical-toc": "Técnico",
"technical-abilities-nba": "HABILIDADES TÉCNICAS",
"art-a": "Arte",
"astronomy-a": "Astronomia",
"chemistry-a": "Química",
"craft-a": "Ofício",
"data-recovery-a": "Recuperação de Dados",
"electronic-surveillance-a": "Vigilância Eletrônica",
"evidence-collection-a": "Coletor de Evidências",
"forensics-a": "Ciência Forense",
"forensic-pathology-a": "Patologia Forense",
"forgery-a": "Falsificação",
"locksmith-a": "Serralheria",
"notice-a": "Advertir",
"outdoorsman-a": "Sobrevivência",
"outdoor-survival-a": "Sobrevivência ao Ar Livre",
"pharmacy-a": "Farmácia",
"photography-a": "Fotografia",
"traffic-analysis-a": "Análise de Tráfico",
"urban-survival-a": "Sobrevivência Urbana",
"general-toc": "Geral",
"general-abilities-nba": "HABILIDADES GERAIS",
"aberrance-a": "Aberração",
"athletics-a": "Atletismo",
"conceal-a": "Ocultação",
"cover-a": "Identidade Falsa",
"digital-intrusion-a": "Invasão Digital",
"disguise-a": "Disfarce",
"driving-a": "Condução",
"electrical-repair-a": "Reparos Mecânicos",
"explosive-devices-a": "Explosivos",
"explosives-a": "Explosivos",
"filch-a": "Punga",
"firearms-a": "Armas de Fogo",
"first-aid-a": "Primeiros Socorros",
"fleeing-a": "Fuga",
"gambling-a": "Jogo",
"hand-to-hand-a": "Corpo a Corpo",
"health-a": "Vitalidade",
"hypnosis-a": "Hipnose",
"infiltration-a": "Infiltração",
"mechanical-repair-a": "Reparos Mecânicos",
"mechanics-a": "Mecânica",
"medic-a": "Medicina",
"network-a": "Rede de Contatos",
"piloting-a": "Pilotagem",
"preparedness-a": "Precaução",
"psychoanalysis-a": "Psicanálise",
"riding-a": "Equitação",
"sanity-a": "Sanidade",
"scuffling-a": "Briga",
"sense-trouble-a": "Sentir Perigo",
"shadowing-a": "Perseguição",
"shooting-a": "Disparo",
"shrink-a": "Psiquiatria",
"stability-a": "Estabilidade",
"stealth-a": "Furtividade",
"surveillance-a": "Vigilância",
"weapons-a": "Arma Branca",
"tag-team-benefits": "Benefícios Táticos de Trabalho em Equipe",
"special-weapons-training": "Treinamento com Armas Especiais",
"weapons-w": "Armas",
"adjust:-w": "Ajustar: ",
"damage:-w": "Dano: ",
"unarmed-attack": "Ataque Desarmado",
"attack-w": "Ataque",
"ranged-w": "À Distância",
"melee-w": "Corpo a Corpo",
"pistol-submachine-gun": "Pistola/Metralhadora",
"pistol": "Pistola",
"shotgun": "Escopeta",
"automatic-w": "Automática",
"rifle": "Rifle",
"thrown-w": "Thrown",
"light-w": " Light",
"heavy-w": " Heavy",
"very-heavy-w": " Very Heavy",
"ammo-capacity:-w": "Ammo Capacity: ",
"doubl-barreled-w": "Double Barreled",
"point-blank-w": "Point-Blank",
"close-w": "Close",
"near-w": "Near",
"long-w": "Long",
"out-of-range-w": "(Out of Range)",
"extended-range-w": "(Extended Range)",
"capacity:-w": "Capacity: ",
"slash-extended": "/Extended",
"parenthetical-extended": "(Extended)",
"spells": "Spells",
"powers-v": "Powers",
"banes-v": "Banes",
"compulsions-v": "Compulsions",
"dreads-v": "Dreads",
"requirements-v": "Requirements",
"blocks-v": "Blocks",
"covers": "Covers",
"network-contacts": "Network Contacts",
"trust": "Trust",
"notes-n": "Notes",
"point-spend": "Points spent: ",
"both-barrels": "Both barrels",
"full-auto": "Full auto",
"system-info": "Select the default game system. Roll20 currently supports Trail of Cthulhu and Night's Black Agents",
"npc-info": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"inv-points-info": "Starting build points for investigative abilities. Varies based on number of players, game system, and desired difficulty.",
"gen-points-info": "Starting build points for general abilities. The default value for Trail of Cthulhu is 65, and the Night's Black Agents default is 75.",
"starting-health-u": "Starting Health",
"starting-health-info": "This is free health rating that each player character starts with. The default value is 4.",
"starting-stability-u": "Starting Stability",
"starting-stability-info": "This is free stability rating that each player character starts with. The default value for Trail of Cthulhu is 1, and the Night's Black Agents default is 4.",
"starting-sanity-u": "Starting Sanity",
"starting-sanity-info": "For Trail of Cthulhu. This is free sanity rating that each player character starts with, the default value is 4.",
"starting-Cover-u": "Starting Cover",
"starting-cover-info": "For Night's Black Agents. This is free cover rating that each player character starts with, the default value is 10.",
"starting-network-u": "Starting Network",
"starting-network-info": "For Night's Black Agents. This is free network rating that each player character starts with, the default value is 15.",
"cherry-branch-height-u": "Cherry Branch Height",
"cherry-branch-height-info": "For Night's Black Agents. This is the ability rating that unlocks additional bonuses, the default value is 8.",
"mos-ability-message": "Click the <span></span> to mark your MOS ability.",
"red-abilities-message": "Abilities in <span>red</span> indicate that extra effects have been unlocked."
"thrown-w": "Lançar",
"light-w": " Leve",
"heavy-w": " Pesado",
"very-heavy-w": " Muito Pesado",
"ammo-capacity:-w": "Capacidade de Munição: ",
"doubl-barreled-w": "Dois Canhões",
"point-blank-w": "À Queima Roupa",
"close-w": "Perto",
"near-w": "Próximo",
"long-w": "Longe",
"out-of-range-w": "(Fora de Alcance)",
"extended-range-w": "(Alcance Extendido)",
"capacity:-w": "Capacidade: ",
"slash-extended": "/Estendido",
"parenthetical-extended": "(Estendido)",
"spells": "Magias",
"powers-v": "Poderes",
"banes-v": "Perdição",
"compulsions-v": "Compulsão",
"dreads-v": "Pavor",
"requirements-v": "Requisitos",
"blocks-v": "Barreiras",
"covers": "Identidades Falsas",
"network-contacts": "Contatos da Rede",
"trust": "Confiança",
"notes-n": "Notas",
"point-spend": "Pontos Gastatos: ",
"both-barrels": "Ambos os Canhões",
"full-auto": "Modo Automático",
"system-info": "Selecione o sistema de jogo padrão. Atualmente Roll20 suporta Rastro de Cthulhu e Agentes da Noite",
"npc-info": "A opção NPC define novos caracteres como padrão para a folha NPC. Útil se os personagens do jogador já foram criados e todas as novas folhas de caracteres adicionadas ao jogo provavelmente representarão nenhum personagem do jogador.",
"inv-points-info": "Estes são os pontos de saúde gratuitos com os quais cada personagem começa. O valor padrão para o Rastro de Cthulhu é 1 e o padrão para os Agentes da Noite é 4.",
"gen-points-info": "Pontos de construção iniciais para habilidades gerais. O valor padrão para Rastro de Cthulhu é 65, e o padrão Agentes da Noite é 75.",
"starting-health-u": "Vitalidade Inicial",
"starting-health-info": "Esta é uma avaliação de saúde gratuita que começa com cada personagem do jogador. O valor padrão é 4.",
"starting-stability-u": "Estabilidade Inicial",
"starting-stability-info": "Esta é uma classificação de estabilidade livre que começa com cada personagem do jogador. O valor padrão para Rastro de Cthulhu é 1 e o padrão para Agentes da Noite é 4.",
"starting-sanity-u": "Sanidade Inicial",
"starting-sanity-info": "Para Rastro de Cthulhu. Esta é a classificação de sanidade gratuita que o personagem de cada jogador começa, o valor padrão é 4.",
"starting-Cover-u": "Identidade Falsa Inicial",
"starting-cover-info": "Para Agentes da Noite. Esta é uma classificação de identidade falsa gratuitos que o personagem de cada jogador começa, o valor padrão é 10.",
"starting-network-u": "Rede de Contatos Inicial",
"starting-network-info": "Para Agentes da Noite. Esta é uma rede de contatos gratuitos que o personagem de cada jogador começa, o valor padrão é 15.",
"cherry-branch-height-u": "Limiar de Cerejas Ácidas",
"cherry-branch-height-info": "Para Agentes da Noite. Estes são os pontos de habilidade necessários para desbloquear benefícios adicionais, o padrão é 8.",
"mos-ability-message": "Clique no <span></span> para marcar sua capacidade MOS.",
"red-abilities-message": "As habilidades em <span>vermelho</span> indicam que os efeitos adicionais foram desbloqueados."
}
+6 -6
View File
@@ -59,14 +59,14 @@
<div class="sheet-attr-box odd">
<label class="sheet-volatile sheet-label-bold">Volatile</label>
<input type="number" name="attr_Volatile" value="0" />
<button type="roll" name="roll_vol"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Volatile}} {{roll_mod=@{vol}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{vol}]]}} {{resulta=[[@{Advantage} + @{vol}]]}} {{resultd=[[@{Disadvantage} + @{vol}]]}}"></button>
<button type="roll" name="roll_volatile"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Volatile}} {{roll_mod=@{volatile}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{volatile}]]}} {{resulta=[[@{Advantage} + @{volatile}]]}} {{resultd=[[@{Disadvantage} + @{volatile}]]}}"></button>
</div>
<div class="sheet-attr-box">
<label class="sheet-calculating sheet-label-bold">Calculating</label>
<input type="number" name="attr_Calculating" value="0" />
<button type="roll" name="roll_calc"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Calculating}} {{roll_mod=@{calc}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{calc}]]}} {{resulta=[[@{Advantage} + @{calc}]]}} {{resultd=[[@{Disadvantage} + @{calc}]]}}"></button>
<button type="roll" name="roll_calculating"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Calculating}} {{roll_mod=@{calculating}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{calculating}]]}} {{resulta=[[@{Advantage} + @{calculating}]]}} {{resultd=[[@{Disadvantage} + @{calculating}]]}}"></button>
</div>
<div class="sheet-attr-box odd">
<label class="sheet-slick sheet-label-bold">Slick</label>
@@ -77,8 +77,8 @@
<div class="sheet-attr-box">
<label class="sheet-stalwart sheet-label-bold">Stalwart</label>
<input type="number" name="attr_Stalwart" value="0" />
<button type="roll" name="roll_stal"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Stalwart}} {{roll_mod=@{stal}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{stal}]]}} {{resulta=[[@{Advantage} + @{stal}]]}} {{resultd=[[@{Disadvantage} + @{stal}]]}}"></button>
<button type="roll" name="roll_stalwart"
value="&{template:id} {{name=@{character_name}}} {{roll_name=Stalwart}} {{roll_mod=@{stalwart}}} {{roll_type=[[@{rolltype_query}]]}} {{resultn=[[@{Normal} + @{stalwart}]]}} {{resulta=[[@{Advantage} + @{stalwart}]]}} {{resultd=[[@{Disadvantage} + @{stalwart}]]}}"></button>
</div>
<div class="sheet-attr-box odd">
<label class="sheet-alien sheet-label-bold">Alien</label>
+1 -1
View File
@@ -31,7 +31,7 @@
"smithing-u": "Smithing",
"artisan-skills-u": "Artisan Skills",
"martial-skills-u": "Martial Skills",
"fitness-u": "Fitness",
"fitness-u": "Fitness (Defense)",
"martial_arts_melee-u": "M.A. [Melee]",
"martial_arts_ranged-u": "M.A. [Ranged]",
"martial_arts_unarmed-u": "M.A. [Unarmed]",
@@ -31,7 +31,7 @@
"smithing-u": "crwdns63028:0crwdne63028:0",
"artisan-skills-u": "crwdns63029:0crwdne63029:0",
"martial-skills-u": "crwdns63030:0crwdne63030:0",
"fitness-u": "crwdns63031:0crwdne63031:0",
"fitness-u": "crwdns65700:0crwdne65700:0",
"martial_arts_melee-u": "crwdns63032:0[Melee]crwdne63032:0",
"martial_arts_ranged-u": "crwdns63033:0[Ranged]crwdne63033:0",
"martial_arts_unarmed-u": "crwdns63034:0[Unarmed]crwdne63034:0",
+2149 -656
View File
File diff suppressed because it is too large Load Diff
+212 -20
View File
@@ -1,3 +1,11 @@
.dialog label {
padding-right: 0px;
}
.charsheet
{
background-color: #fff;
@@ -6,6 +14,34 @@
}
.sheet-logo
{
img {
max-width: 100%;
height: auto;
border: 0;
margin-right: -20px;
}
}
.sheet-traits span,
p {
margin: 9px 0 3px;
font-family: "Helvetica Neue",Helvetica,Arial,sans-serif;
font-size: 13px;
line-height: 13px;
}
.sheet-short
label {
display: block;
float: left;
width: 100px;
text-align: right;
padding-right: 0px;
}
.sheet-vspace { margin-top:10px; }
h4
@@ -21,7 +57,8 @@ hr
background-image: url(http://i.imgur.com/T67Y0e5.jpg);
background-position: center top 100%;
//backgrund-repeat: repea-x;
background-size: auto 60px;
background-size: auto 85px;
height: 55px;
text-align: Left;
width: 100%;
font-size: 20px;
@@ -35,7 +72,7 @@ label { font-size: 12px;
h1 span
{
color: #BE4136;
padding: 0 5px;
padding: 0 40px;
text-align: Center;
}
@@ -108,7 +145,7 @@ color: #FFFFFF;
.sheet-regular { width: 120px; }
.sheet-narrow { width: 80px; }
.sheet-narrow { width: 96px; }
.sheet-very-narrow { width: 40px; }
@@ -358,7 +395,19 @@ label.sheet-soak input:focus,
padding-right: 0;
}
input[type=radio],
input[type=radio]
{
opacity: 0;
width: 16px;
height: 16px;
position: relative;
top: 5px;
left: 6px;
margin: -10px;
cursor: pointer;
z-index: 1;
}
input[type=checkbox]
{
cursor: pointer;
@@ -368,12 +417,110 @@ input[type=checkbox]
width: 16px;
height: 16px;
margin: -10px;
# opacity: 0;
# position: relative;
z-index: 1;
}
/* Fake radio */
input[type="radio"] + span::before
{
margin-right: 4px;
border: solid 1px #a8a8a8;
line-height: 14px;
text-align: center;
display: inline-block;
vertical-align: middle;
-moz-box-shadow: 0 0 2px #ccc;
-webkit-box-shadow: 0 0 2px #ccc;
box-shadow: 0 0 2px #ccc;
background: #f6f6f6;
background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
background: -o-radial-gradient(#f6f6f6, #dfdfdf);
background: radial-gradient(#f6f6f6, #dfdfdf);
content: "•";
width: 15px;
height: 15px;
font-size: 24px;
-moz-border-radius: 50%;
-webkit-border-radius: 50%;
border-radius: 50%;
}
/* Remove dot from all radios _after_ selected one */
input[type="radio"]:checked ~ input[type="radio"] + span::before
{
content: "";
}
input[type=checkbox] + span::before
{
-moz-box-shadow: 0 0 2px #ccc;
-webkit-box-shadow: 0 0 2px #ccc;
box-shadow: 0 0 2px #ccc;
background: radial-gradient(#f6f6f6,#dfdfdf);
border: solid 1px #a8a8a8;
display: inline-block;
line-height: 14px;
margin-right: 4px;
text-align: center;
vertical-align: middle;
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
content: "";
font-size: 12px;
width: 14px;
height: 14px;
}
.sheet-essence-high input[type=number]
{
display: inline;
padding-right: 0;
}
input[type=radio]
{
cursor: pointer;
top: 5px;
left: 6px;
width: 16px;
height: 16px;
margin: -10px;
opacity: 0;
position: relative;
z-index: 1;
}
input[type=checkbox]
{
cursor: pointer;
top: 5px;
left: 6px;
width: 16px;
height: 16px;
margin-left: 10px;
margin-right: 11px;
# opacity: 0;
# position: relative;
z-index: 1;
}
input[type=radio] + span::before,
input[type=checkbox] + span::before
{
@@ -390,20 +537,6 @@ input[type=checkbox] + span::before
text-align: center;
vertical-align: middle;
}
input[type=radio] + span::before
{
-moz-border-radius: 50%;
-webkit-border-radius: 50%;
border-radius: 50%;
content:" •";
font-size: 24px;
width: 12px;
height: 12px;
}
input[type=checkbox] + span::before
{
-moz-border-radius: 3px;
@@ -417,6 +550,7 @@ input[type=checkbox] + span::before
height: 14px;
}
.sheet-dots input[type=checkbox]:first-child + span::before { opacity: 0.3; }
.sheet-ability input[type=checkbox]:first-child:checked + span::before,
@@ -564,7 +698,7 @@ div.sheet-ability div,
.sheet-familiar-attacks > tbody > tr:not(:first-child) > td > input { margin-top: 5px; }
div.sheet-craft-types:hover ul.sheet-craft-types,
.sheet-tab[value=traits]:checked ~ .sheet-traits-tab,
.sheet-tab[value=information]:checked ~ .sheet-information-tab,
.sheet-tab[value=skills]:checked ~ .sheet-skills-tab,
.sheet-tab[value=weapons]:checked ~ .sheet-weapons-tab,
.sheet-tab[value=spells]:checked ~ .sheet-spells-tab { display: block; }
@@ -645,4 +779,62 @@ div.sheet-ability > input[type=checkbox]:first-child + span::before,
width:90%;
height:90%;
text-align:center;
}
}
.sheet-rolltemplate-l5r table {
width: 189px;
height: 189px;
padding: 2px;
background: url(http://i.imgur.com/xBk4U1p.jpg) top left;
background-size: 189px 189px;
background-repeat: no-repeat;
font-family: "Papyrus";
font-weight: bold;
border-spacing: 0;
}
.sheet-rolltemplate-l5r th {
color: rgb(112, 0, 0);
padding: 15px 2px 2px 20px;
line-height: 1.2em;
font-size: 1.2em;
text-align: left;
}
.sheet-rolltemplate-l5r td {
padding-left: 20px;
font-size: 1.0em;
vertical-align: top;
}
.sheet-rolltemplate-l5r .sheet-result {
font-size: 1.2em;
text-align: center;
color: rgb(112, 0, 0);
padding-bottom: 20px;
}
.sheet-rolltemplate-l5r .inlinerollresult {
background-color: transparent;
color: #000000;
border: none;
}
.sheet-rolltemplate-l5r .inlinerollresult.fullcrit {
color: #3FB315;
border: none;
}
.sheet-rolltemplate-l5r .inlinerollresult.fullfail {
color: #000000;
border: none;
}
.sheet-rolltemplate-l5r .inlinerollresult.importantroll {
color: #3FB315;
border: none;
}
+37 -11
View File
@@ -60,13 +60,13 @@
"earth-x5-u": "Earth x5",
"wound-level-u": "Wound Level",
"total-u": "Total",
"healthy-u": "Healthy (+0)",
"nicked-u": "Nicked (+3)",
"grazed-u": "Grazed (+5)",
"hurt-u": "Hurt (+10)",
"injured-u": "Injured (+15)",
"crippled-u": "Crippled (+20)",
"down-u": "Down (+40)",
"healthy-u": "Healthy",
"nicked-u": "Nicked",
"grazed-u": "Grazed",
"hurt-u": "Hurt",
"injured-u": "Injured",
"crippled-u": "Crippled",
"down-u": "Down",
"out-u": "Out",
"initiative-u": "Initiative",
"armor-TN-u": "Armor TN",
@@ -169,9 +169,35 @@
"level-u": "Level:",
"range-u": "Range:",
"aoe-u": "AoE:",
"duration-u": "Duration",
"raises-u": "Raises",
"duration-u": "Duration:",
"raises-u": "Raises:",
"cast-u": "Cast",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description",
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Durée",
"raises-u": "Augmentations",
"cast-u": "Lancement",
"sentence-spell-warning-u": "Assurez-vous que chaque anneaux aient la même valeur. Autrement, les affinités seront mal affichées.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description :",
"sentence-spell-warning-u": "Assurez-vous que chaque anneaux aient la même valeur. Autrement, les affinités seront mal affichées."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+27 -1
View File
@@ -172,6 +172,32 @@
"duration-u": "Duration",
"raises-u": "Raises",
"cast-u": "Cast",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.",
"school-u?": "School?",
"attack-bonus-added-u": "Flat Attack Bonus",
"weapon-damage-bonus-u": "Flat Damage Bonus",
"simple-u": "Simple Action?",
"bow-bonus-added-u": "Flat Bow Bonus",
"total-experience-u": "Total Experience",
"available-experience-u": "Available Experience",
"calculate-rank-u": "Calulate Rank",
"additional-ranks-u": "Additional Ranks",
"type-u": "Type",
"roll-keep-bonus-u": "Roll/Keep Bonus",
"additional-+-u": "Additional +",
"bonus-wounds-u": "+Wounds / Level",
"penalty-u": "Penalty",
"equipment-u": "Equipment and Money",
"allies-enemies-u": "Allies and Enemies",
"description-u": "Description:",
"sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly."
"universal-u": "Universal",
"void-bonus-u": "Void/Bonus",
"spell-bonus-roll-u": "Bonus Roll:",
"spell-bonus-keep-u": "Bonus Keep:",
"spell-bonus-added-u": "Flat Bonus:",
"keyword-u": "Keyword:",
"information-u": "Information",
"damage-roll-u": "Damage Roll:",
"damage-keep-u": "Damage Keep:",
"vitals-u": "Vitals"
}
+37 -11
View File
@@ -60,13 +60,13 @@
"earth-x5-u": "crwdns38436:0crwdne38436:0",
"wound-level-u": "crwdns38437:0crwdne38437:0",
"total-u": "crwdns38438:0crwdne38438:0",
"healthy-u": "crwdns38439:0crwdne38439:0",
"nicked-u": "crwdns38440:0crwdne38440:0",
"grazed-u": "crwdns38441:0crwdne38441:0",
"hurt-u": "crwdns38442:0crwdne38442:0",
"injured-u": "crwdns38443:0crwdne38443:0",
"crippled-u": "crwdns38444:0crwdne38444:0",
"down-u": "crwdns38445:0crwdne38445:0",
"healthy-u": "crwdns65701:0crwdne65701:0",
"nicked-u": "crwdns65702:0crwdne65702:0",
"grazed-u": "crwdns65703:0crwdne65703:0",
"hurt-u": "crwdns65704:0crwdne65704:0",
"injured-u": "crwdns65705:0crwdne65705:0",
"crippled-u": "crwdns65706:0crwdne65706:0",
"down-u": "crwdns65707:0crwdne65707:0",
"out-u": "crwdns38446:0crwdne38446:0",
"initiative-u": "crwdns38447:0crwdne38447:0",
"armor-TN-u": "crwdns38448:0crwdne38448:0",
@@ -169,9 +169,35 @@
"level-u": "crwdns38544:0crwdne38544:0",
"range-u": "crwdns38545:0crwdne38545:0",
"aoe-u": "crwdns38546:0crwdne38546:0",
"duration-u": "crwdns38547:0crwdne38547:0",
"raises-u": "crwdns38548:0crwdne38548:0",
"duration-u": "crwdns65708:0crwdne65708:0",
"raises-u": "crwdns65709:0crwdne65709:0",
"cast-u": "crwdns38549:0crwdne38549:0",
"description-u": "crwdns58327:0crwdne58327:0",
"sentence-spell-warning-u": "crwdns38550:0crwdne38550:0"
"sentence-spell-warning-u": "crwdns38550:0crwdne38550:0",
"school-u?": "crwdns65710:0crwdne65710:0",
"attack-bonus-added-u": "crwdns65711:0crwdne65711:0",
"weapon-damage-bonus-u": "crwdns65712:0crwdne65712:0",
"simple-u": "crwdns65713:0crwdne65713:0",
"bow-bonus-added-u": "crwdns65714:0crwdne65714:0",
"total-experience-u": "crwdns65715:0crwdne65715:0",
"available-experience-u": "crwdns65716:0crwdne65716:0",
"calculate-rank-u": "crwdns65717:0crwdne65717:0",
"additional-ranks-u": "crwdns65718:0crwdne65718:0",
"type-u": "crwdns65719:0crwdne65719:0",
"roll-keep-bonus-u": "crwdns65720:0crwdne65720:0",
"additional-+-u": "crwdns65721:0crwdne65721:0",
"bonus-wounds-u": "crwdns65722:0crwdne65722:0",
"penalty-u": "crwdns65723:0crwdne65723:0",
"equipment-u": "crwdns65724:0crwdne65724:0",
"allies-enemies-u": "crwdns65725:0crwdne65725:0",
"description-u": "crwdns65726:0crwdne65726:0",
"universal-u": "crwdns65727:0crwdne65727:0",
"void-bonus-u": "crwdns65728:0crwdne65728:0",
"spell-bonus-roll-u": "crwdns65729:0crwdne65729:0",
"spell-bonus-keep-u": "crwdns65730:0crwdne65730:0",
"spell-bonus-added-u": "crwdns65731:0crwdne65731:0",
"keyword-u": "crwdns65732:0crwdne65732:0",
"information-u": "crwdns65733:0crwdne65733:0",
"damage-roll-u": "crwdns65734:0crwdne65734:0",
"damage-keep-u": "crwdns65735:0crwdne65735:0",
"vitals-u": "crwdns65736:0crwdne65736:0"
}
+267
View File
@@ -0,0 +1,267 @@
"use strict";
const characterData = {
"lady blackbird": {
keysecret: [
{
name: 'Key of the Paragon',
desc: 'As a noble, you’re a cut above the common man. Hit your key when you demonstrate your superiority or when your noble traits overcome a problem. Buyoff: Disown your noble heritage.',
},
{
name: 'Key of the Mission',
desc: 'You must escape the Empire and rendezvous with your once secret lover, the Pirate King Uriah Flint, whom you haven’t seen in six years. Hit your key when you take action to complete the mission. Buyoff: Give up on your mission.',
},
{
name: 'Key of the Impostor',
desc: 'You are in disguise, passing yourself off as commoner. Hit your key when you perform well enough to fool someone with your disguise. Buyoff: Reveal your true identity to someone you fooled.',
},
{
name: 'Secret of Stormblood',
desc: 'As long as you can speak, you can channel magical power and do Sorcery. You have the Master Sorcerer trait and the Stormblood tag.',
},
{
name: 'Secret of Inner Focus',
desc: 'Once per session, you can re-roll a failure when doing Sorcery.',
},
],
trait: [
{
name: 'Imperial Noble',
tags: 'Etiquette, Dance, Educated, History, Science, Wealth, Connections, House Blackbird',
},
{
name: 'Master Sorcerer',
tags: 'Spellcaster, Channeling, Stormblood, Wind, Lightning, [Fly], [Blast], [Sense]',
},
{
name: 'Athletic',
tags: 'Run, Fencing, Rapier, Duels, Shooting, [Pistol], [Acrobatics]',
},
{
name: 'Charm',
tags: 'Charisma, Presence, Command, Nobles, Servants, [Soldiers]',
},
{
name: 'Cunning',
tags: 'Deception, Misdirection, Disguise, Codes, [Sneak], [Hide]',
},
],
},
"naomi bishop": {
keysecret: [
{
name: 'Key of the Guardian',
desc: 'You are Lady Blackbird’s loyal defender. Hit your key when you make a decision influenced by Lady Blackbird or protect her from harm. Buyoff: Sever your relationship with the Lady.',
},
{
name: 'Key of Vengeance',
desc: 'The Empire enslaved you and made you kill for sport. You will have your revenge on them and watch their cities burn. Hit your key when you strike a blow against the Empire (especially by killing an Imperial). Buyoff: Forgive them for what they did to you.',
},
{
name: 'Key of the Warrior',
desc: 'You crave the crash and roar of battle, the tougher the better. Hit your key when you do battle with worthy or superior foes. Buyoff: Pass up an opportunity for a good fight.',
},
{
name: 'Secret of Destruction',
desc: 'You can break things with your bare hands as if you were swinging a sledgehammer. It’s scary.',
},
{
name: 'Secret of the Bodyguard',
desc: 'Once per session, you can re-roll a failure when protecting someone.',
},
],
trait: [
{
name: 'Pit-Fighter',
tags: 'Combat Tested, Brutal, Living Weapon, Fast, Hard, [Strong], [Bone-breaking], [Scary Look]',
},
{
name: 'Bodyguard',
tags: 'Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, [Security], [First Aid]',
},
{
name: 'Ex-Slave',
tags: 'Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles, [Hatred], [Iron Will]',
},
{
name: 'Keen',
tags: 'Insightful, Aware, Coiled, Liars, Traps, [Danger], [Sense Motives]',
},
],
},
"cyrus vance": {
keysecret: [
{
name: 'Key of the Commander',
desc: 'You are accustomed to giving orders and having them obeyed. Hit your key when you come up with a plan and give orders to make it happen. Buyoff: Acknowledge someone else as the leader.',
},
{
name: 'Key of Hidden Longing',
desc: 'You are completely enthralled by Lady Blackbird, but you don’t want her to know it. Hit your key when you make a decision based on this secret affection or when you somehow show it indirectly. Buyoff: Give up on your secret desire or make it public.',
},
{
name: 'Key of the Outcast',
desc: 'You got exiled from the Empire. Hit your key when your outcast status causes you trouble or is important in a scene. Buyoff: Regain your former standing or join a new group.',
},
{
name: 'Secret of Leadership',
desc: 'Once per session, you can give someone else a chance to re-roll a failed roll, by giving them orders, advice, or setting a good example.',
},
{
name: 'Secret of Warpblood',
desc: 'Once per session, you can teleport yourself or someone you’re touching.',
},
],
trait: [
{
name: 'Ex-Imperial Soldier',
tags: 'Tactics, Command, Soldiers, Rank, Connections, Maps, Imperial War Ships',
},
{
name: 'Smuggler',
tags: 'Haggle, Deception, Sneak, Hide, Camouflage, Forgery, Pilot, Navigation, [Repair], [Gunnery]',
},
{
name: 'Survivor',
tags: 'Tough, Run, Scrounge, Endure, Creepy Stare, Intimidate, [Medic]',
},
{
name: 'Warrior',
tags: 'Battle-Hardened, Shooting, Two-Gun Style, Pistol, Fencing, Sword, [Brawl], [Hail of Lead]',
},
],
},
"kale arkam": {
keysecret: [
{
name: 'Key of Greed',
desc: 'You like the shiny things. Hit your key when you steal something cool or score a big payoff. Buyoff: Swear off stealing forever.',
},
{
name: 'Key of the Mission',
desc: 'You must safely deliver Lady Blackbird to the Pirate King Uriah Flint, so she can marry him. Hit your key when you take action to complete the mission. Buyoff: Give up the mission.',
},
{
name: 'Key of Fraternity',
desc: 'You are sworn to Captain Vance in a bond of brotherhood. Hit your key when your character is influenced by Vance or when you show how deep your bond is. Buyoff: Sever the relationship.',
},
{
name: 'Secret of Concealment',
desc: 'No matter how thoroughly you’re searched, you always have a few key items with you. You can produce any common, simple item at a moment’s notice.',
},
{
name: 'Secret of Reflexes',
desc: 'Once per session, you can re-roll a failure when doing anything involving grace, dexterity, or quick reflexes.',
},
],
trait: [
{
name: 'Burglar',
tags: 'Quiet, Sneak, Hide, Dextrous, Locks, Perceptive, Traps, Darkness, [Alarms], [Distractions]',
},
{
name: 'Tricky',
tags: 'Quick, Dirty Fighting, Tumbler, Escape, Contortionist, [Sleight of Hand], [Acrobatics], [Dagger]',
},
{
name: 'Petty Magic (use one spell tag at a time)',
tags: 'Light spell, Dark spell, Jump spell, Shatter Spell, [Channeling], [Spellcaster]',
},
{
name: 'Mechanic',
tags: 'Repair, Engines, Efficiency, Spare Parts, Sabotage, [Enhancements], [Ship Weapons]',
},
],
},
"snargle": {
keysecret: [
{
name: 'Key of the Daredevil',
desc: 'You thrive in dangerous situations. Hit your key when you do something cool that is risky or reckless (especially piloting stunts). Buyoff: Be very very careful.',
},
{
name: 'Key of Conscience',
desc: 'You don’t like to see anyone suffer, even enemies. Hit your key when you help someone who is in trouble or when you change someone’s life for the better Buyoff: Ignore a request for help.',
},
{
name: 'Key of Banter',
desc: 'You have a knack for snappy comments. Hit your key when Snargle says something that makes the other players laugh or when you explain something using your pilot techno jargon. Buyoff: Everyone groans at one of your comments.',
},
{
name: 'Secret of Shape Warping',
desc: 'As a goblin, you can change your shape, growing shorter, taller, fatter, thinner, or changing your skin color, at will.',
},
{
name: 'Secret of the Lucky Break',
desc: 'Once per session, you can keep your pool dice when you succeed (so go ahead and use ‘em all).',
},
],
trait: [
{
name: 'Pilot',
tags: 'Daring, Steady, Maneuvering, Evasion, Tricky flying, Navigation, Maps, Atmospherics. [The Owl], [Battle], [Ramming]',
},
{
name: 'Sky Sailor',
tags: 'Gunnery, Aim, Maintenance, Observation, Signals, Empire, Pirates, Free Worlds, Haven, [Repair], [Connections]',
},
{
name: 'Goblin',
tags: 'Warp shape, Glide, Nightvision, Agile, Quick, Tumbler, Teeth & Claws, [Mimic Shape], [Reckless], [Connections]',
},
{
name: 'Sly',
tags: 'Crafty, Sneaky, Distractions, Bluff, Languages, Trade Speak, [Sharp], [Disguise]',
},
],
},
};
const autoExpandFields = [
'repeating_trait:tags',
'repeating_keysecret:desc',
];
const fillRepeatingSectionFromData = (sectionName, dataList) => {
getSectionIDs(`repeating_${sectionName}`, idList => {
const existingRowAttributes = idList.map(id => `repeating_${sectionName}_${id}_name`);
getAttrs(existingRowAttributes, v => {
const existingRowNames = existingRowAttributes.map(name => v[name]),
createdIDs = [],
setting = dataList.filter(o => !existingRowNames.includes(o.name))
.map(o => {
let rowID;
while (!rowID) {
let newID = generateRowID();
if (!createdIDs.includes(newID)) {
rowID = newID;
createdIDs.push(rowID);
}
}
return Object.keys(o).reduce((m, key) => {
m[`repeating_${sectionName}_${rowID}_${key}`] = o[key];
return m;
}, {});
})
.reduce((m, o) => Object.assign(m, o), {});
setAttrs(setting);
});
});
};
autoExpandFields.forEach(name => {
on(`change:${name}`, event => {
const attrName = name.replace(':', '_');
getAttrs([attrName], v => {
if (v[attrName].trim() !== v[attrName] && event.sourceType === 'player') {
setAttrs({
[attrName]: v[attrName].trim()
});
}
});
});
});
on('change:char_name', event => {
getAttrs(['char_name'], v => {
if (v.char_name.toLowerCase() in characterData) {
fillRepeatingSectionFromData('trait', characterData[v.char_name.toLowerCase()].trait);
fillRepeatingSectionFromData('keysecret', characterData[v.char_name.toLowerCase()].keysecret);
}
});
});
+76
View File
@@ -0,0 +1,76 @@
.container
.header
input.charname(spellcheck='false' type='text' name='attr_char_name' placeholder='Character name')
input.chardesc(spellcheck='false' type='text' name='attr_char_desc' placeholder='Character description')
input.hidediv(type='hidden' name='attr_char_name' value='')
.autofill-reminder
| If you enter Lady Blackbird, Naomi Bishop, Cyrus Vance, Kale Arkam, or Snargle, their details will be filled in automatically.
.traits.left
.stats
label.pool
span Pool:
input(type='number' name='attr_pool' min='0' max='10' value='7')
label.xp
span XP:
input(type='number' name='attr_xp' min='0' max='10' value='0')
button(type='roll' name='roll_dice' value='/r ?{Number of dice}d6>4') Roll
h3 Traits
fieldset.repeating_trait
.reprow
input.name(spellcheck='false' type='text' name='attr_name' placeholder='Trait name')
.auto-expand.desc
span(name='attr_tags')
textarea(spellcheck='false' name='attr_tags' placeholder='Tags')
.tagsblurb
| Tags in [brackets] are qualities you don’t have yet. You can buy them with advances. See the Rules Summary below, under Keys.
.keys.right
fieldset.repeating_keysecret
.reprow
input.name(spellcheck='false' type='text' name='attr_name' placeholder='Key or secret name')
.auto-expand.desc
span(name='attr_desc')
textarea(spellcheck='false' name='attr_desc' placeholder='Description')
.conditions
each val in ['Injured', 'Dead', 'Tired', 'Angry', 'Lost', 'Hunted', 'Trapped']
label.condition
input(
type='checkbox'
name='attr_' + val.toLowerCase()
value='1')
span
span= val
.rulestitle Rules Summary
.rules.left
h4 Rolling the Dice
p When you try to overcome an obstacle, you roll dice. Start with one die. Add a die if you have a #[strong trait] that can help you. If that trait has any #[strong tags] that apply, add another die for each tag. Finally, add any number of dice from your personal #[strong pool] of dice (your pool starts with 7 dice).
p Roll all the dice you’ve gathered. Each die that shows #[strong 4 or higher] is a hit. You need hits equal to the difficulty #[strong level] (usually 3) to pass the obstacle.
p.smallcaps Levels: 2 Easy—3 Difficult—4 Challenging—5 Extreme
p #[strong If you pass], discard all the dice you rolled (including any pool dice you used). Don’t worry, you can get your pool dice back.
p #[strong If you don’t pass], you don’t yet achieve your goal. But, you get to keep the pool dice you rolled and #[strong add another die to your pool]. The GM will escalate the situation in some way and you might be able to try again.
h4 Conditions
p When events warrant or especially when you fail a roll, the GM may impose a #[strong condition] on your character: #[strong Injured, Dead, Tired, Angry, Lost, Hunted,] or #[strong Trapped]. When you take a condition, mark its box and say how it comes about. [#[span.smallcaps Note:] The “dead” condition just means “presumed dead” unless you say otherwise.]
h4 Helping
p If your character is in a position to help another character, you can give them a die from your pool. Say what your character does to help. If the roll fails, you get your pool die back. If it succeeds, your die is lost.
.rules.right
h4 Keys
p When you hit a key, you can do one of two things:
ul
li Take an #[strong experience point] (XP)
li Add a die to your pool (up to a max of 10)
p If you go into danger because of your key, you get 2 XP or 2 pool dice (or 1 XP #[em and] 1 pool die). When you have accumulated 5 XP, you earn an #[strong advance]. You can spend an advance on one of the following:
ul
li Add a new #[strong Trait] (based on something you learned during play or on some past experience that has come to light)
li Add a #[strong tag] to an existing trait
li Add a new #[strong Key] (you can never have the same key twice)
li Learn a #[strong Secret] (if you have the means to)
p You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!
p Each key also has a #[strong buyoff]. If the buyoff condition occurs, you have the #[em option] of removing the Key and earning two advances.
h4 Refresh
p You can refresh your pool back to 7 dice by having a #[strong refreshment scene] with another character. You may also remove a condition or regain the use of a Secret, depending on the details of the scene. A refreshment scene is a good time to ask questions (in character) so the other player can show off aspects of his or her PC—“Why did you choose this life?”—“What do you think of the Lady?”—“Why did you take this job?” etc. Refreshment scenes can be flashbacks, too.
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<input class="hidediv" type="hidden" name="attr_char_name" value=""/>
<div class="autofill-reminder">If you enter Lady Blackbird, Naomi Bishop, Cyrus Vance, Kale Arkam, or Snargle, their details will be filled in automatically.</div>
</div>
<div class="traits left">
<div class="stats">
<label class="pool"><span>Pool:</span>
<input type="number" name="attr_pool" min="0" max="10" value="7"/>
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<label class="xp"><span>XP:</span>
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<h3>Traits</h3>
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<div class="tagsblurb">Tags in [brackets] are qualities you don’t have yet. You can buy them with advances. See the Rules Summary below, under Keys.</div>
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<div class="rulestitle">Rules Summary</div>
<div class="rules left">
<h4>Rolling the Dice</h4>
<p>When you try to overcome an obstacle, you roll dice. Start with one die. Add a die if you have a <strong>trait</strong> that can help you. If that trait has any <strong>tags</strong> that apply, add another die for each tag. Finally, add any number of dice from your personal <strong>pool</strong> of dice (your pool starts with 7 dice).</p>
<p>Roll all the dice you’ve gathered. Each die that shows <strong>4 or higher</strong> is a hit. You need hits equal to the difficulty <strong>level</strong> (usually 3) to pass the obstacle.</p>
<p class="smallcaps">Levels: 2 Easy—3 Difficult—4 Challenging—5 Extreme</p>
<p><strong>If you pass</strong>, discard all the dice you rolled (including any pool dice you used). Don’t worry, you can get your pool dice back.</p>
<p><strong>If you don’t pass</strong>, you don’t yet achieve your goal. But, you get to keep the pool dice you rolled and <strong>add another die to your pool</strong>. The GM will escalate the situation in some way and you might be able to try again.</p>
<h4>Conditions</h4>
<p>When events warrant or especially when you fail a roll, the GM may impose a <strong>condition</strong> on your character: <strong>Injured, Dead, Tired, Angry, Lost, Hunted,</strong> or <strong>Trapped</strong>. When you take a condition, mark its box and say how it comes about. [<span class="smallcaps">Note:</span> The “dead” condition just means “presumed dead” unless you say otherwise.]</p>
<h4>Helping</h4>
<p>If your character is in a position to help another character, you can give them a die from your pool. Say what your character does to help. If the roll fails, you get your pool die back. If it succeeds, your die is lost.</p>
</div>
<div class="rules right">
<h4>Keys</h4>
<p>When you hit a key, you can do one of two things:</p>
<ul>
<li>Take an <strong>experience point</strong> (XP)</li>
<li>Add a die to your pool (up to a max of 10)</li>
</ul>
<p>If you go into danger because of your key, you get 2 XP or 2 pool dice (or 1 XP <em>and</em> 1 pool die). When you have accumulated 5 XP, you earn an <strong>advance</strong>. You can spend an advance on one of the following:</p>
<ul>
<li>Add a new <strong>Trait</strong> (based on something you learned during play or on some past experience that has come to light)</li>
<li>Add a <strong>tag</strong> to an existing trait</li>
<li>Add a new <strong>Key</strong> (you can never have the same key twice)</li>
<li>Learn a <strong>Secret</strong> (if you have the means to)</li>
</ul>
<p>You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!</p>
<p>Each key also has a <strong>buyoff</strong>. If the buyoff condition occurs, you have the <em>option</em> of removing the Key and earning two advances.</p>
<h4>Refresh</h4>
<p>You can refresh your pool back to 7 dice by having a <strong>refreshment scene</strong> with another character. You may also remove a condition or regain the use of a Secret, depending on the details of the scene. A refreshment scene is a good time to ask questions (in character) so the other player can show off aspects of his or her PC—“Why did you choose this life?”—“What do you think of the Lady?”—“Why did you take this job?” etc. Refreshment scenes can be flashbacks, too.</p>
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"lady blackbird": {
keysecret: [
{
name: 'Key of the Paragon',
desc: 'As a noble, you’re a cut above the common man. Hit your key when you demonstrate your superiority or when your noble traits overcome a problem. Buyoff: Disown your noble heritage.',
},
{
name: 'Key of the Mission',
desc: 'You must escape the Empire and rendezvous with your once secret lover, the Pirate King Uriah Flint, whom you haven’t seen in six years. Hit your key when you take action to complete the mission. Buyoff: Give up on your mission.',
},
{
name: 'Key of the Impostor',
desc: 'You are in disguise, passing yourself off as commoner. Hit your key when you perform well enough to fool someone with your disguise. Buyoff: Reveal your true identity to someone you fooled.',
},
{
name: 'Secret of Stormblood',
desc: 'As long as you can speak, you can channel magical power and do Sorcery. You have the Master Sorcerer trait and the Stormblood tag.',
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{
name: 'Secret of Inner Focus',
desc: 'Once per session, you can re-roll a failure when doing Sorcery.',
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],
trait: [
{
name: 'Imperial Noble',
tags: 'Etiquette, Dance, Educated, History, Science, Wealth, Connections, House Blackbird',
},
{
name: 'Master Sorcerer',
tags: 'Spellcaster, Channeling, Stormblood, Wind, Lightning, [Fly], [Blast], [Sense]',
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{
name: 'Athletic',
tags: 'Run, Fencing, Rapier, Duels, Shooting, [Pistol], [Acrobatics]',
},
{
name: 'Charm',
tags: 'Charisma, Presence, Command, Nobles, Servants, [Soldiers]',
},
{
name: 'Cunning',
tags: 'Deception, Misdirection, Disguise, Codes, [Sneak], [Hide]',
},
],
},
"naomi bishop": {
keysecret: [
{
name: 'Key of the Guardian',
desc: 'You are Lady Blackbird’s loyal defender. Hit your key when you make a decision influenced by Lady Blackbird or protect her from harm. Buyoff: Sever your relationship with the Lady.',
},
{
name: 'Key of Vengeance',
desc: 'The Empire enslaved you and made you kill for sport. You will have your revenge on them and watch their cities burn. Hit your key when you strike a blow against the Empire (especially by killing an Imperial). Buyoff: Forgive them for what they did to you.',
},
{
name: 'Key of the Warrior',
desc: 'You crave the crash and roar of battle, the tougher the better. Hit your key when you do battle with worthy or superior foes. Buyoff: Pass up an opportunity for a good fight.',
},
{
name: 'Secret of Destruction',
desc: 'You can break things with your bare hands as if you were swinging a sledgehammer. It’s scary.',
},
{
name: 'Secret of the Bodyguard',
desc: 'Once per session, you can re-roll a failure when protecting someone.',
},
],
trait: [
{
name: 'Pit-Fighter',
tags: 'Combat Tested, Brutal, Living Weapon, Fast, Hard, [Strong], [Bone-breaking], [Scary Look]',
},
{
name: 'Bodyguard',
tags: 'Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, [Security], [First Aid]',
},
{
name: 'Ex-Slave',
tags: 'Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles, [Hatred], [Iron Will]',
},
{
name: 'Keen',
tags: 'Insightful, Aware, Coiled, Liars, Traps, [Danger], [Sense Motives]',
},
],
},
"cyrus vance": {
keysecret: [
{
name: 'Key of the Commander',
desc: 'You are accustomed to giving orders and having them obeyed. Hit your key when you come up with a plan and give orders to make it happen. Buyoff: Acknowledge someone else as the leader.',
},
{
name: 'Key of Hidden Longing',
desc: 'You are completely enthralled by Lady Blackbird, but you don’t want her to know it. Hit your key when you make a decision based on this secret affection or when you somehow show it indirectly. Buyoff: Give up on your secret desire or make it public.',
},
{
name: 'Key of the Outcast',
desc: 'You got exiled from the Empire. Hit your key when your outcast status causes you trouble or is important in a scene. Buyoff: Regain your former standing or join a new group.',
},
{
name: 'Secret of Leadership',
desc: 'Once per session, you can give someone else a chance to re-roll a failed roll, by giving them orders, advice, or setting a good example.',
},
{
name: 'Secret of Warpblood',
desc: 'Once per session, you can teleport yourself or someone you’re touching.',
},
],
trait: [
{
name: 'Ex-Imperial Soldier',
tags: 'Tactics, Command, Soldiers, Rank, Connections, Maps, Imperial War Ships',
},
{
name: 'Smuggler',
tags: 'Haggle, Deception, Sneak, Hide, Camouflage, Forgery, Pilot, Navigation, [Repair], [Gunnery]',
},
{
name: 'Survivor',
tags: 'Tough, Run, Scrounge, Endure, Creepy Stare, Intimidate, [Medic]',
},
{
name: 'Warrior',
tags: 'Battle-Hardened, Shooting, Two-Gun Style, Pistol, Fencing, Sword, [Brawl], [Hail of Lead]',
},
],
},
"kale arkam": {
keysecret: [
{
name: 'Key of Greed',
desc: 'You like the shiny things. Hit your key when you steal something cool or score a big payoff. Buyoff: Swear off stealing forever.',
},
{
name: 'Key of the Mission',
desc: 'You must safely deliver Lady Blackbird to the Pirate King Uriah Flint, so she can marry him. Hit your key when you take action to complete the mission. Buyoff: Give up the mission.',
},
{
name: 'Key of Fraternity',
desc: 'You are sworn to Captain Vance in a bond of brotherhood. Hit your key when your character is influenced by Vance or when you show how deep your bond is. Buyoff: Sever the relationship.',
},
{
name: 'Secret of Concealment',
desc: 'No matter how thoroughly you’re searched, you always have a few key items with you. You can produce any common, simple item at a moment’s notice.',
},
{
name: 'Secret of Reflexes',
desc: 'Once per session, you can re-roll a failure when doing anything involving grace, dexterity, or quick reflexes.',
},
],
trait: [
{
name: 'Burglar',
tags: 'Quiet, Sneak, Hide, Dextrous, Locks, Perceptive, Traps, Darkness, [Alarms], [Distractions]',
},
{
name: 'Tricky',
tags: 'Quick, Dirty Fighting, Tumbler, Escape, Contortionist, [Sleight of Hand], [Acrobatics], [Dagger]',
},
{
name: 'Petty Magic (use one spell tag at a time)',
tags: 'Light spell, Dark spell, Jump spell, Shatter Spell, [Channeling], [Spellcaster]',
},
{
name: 'Mechanic',
tags: 'Repair, Engines, Efficiency, Spare Parts, Sabotage, [Enhancements], [Ship Weapons]',
},
],
},
"snargle": {
keysecret: [
{
name: 'Key of the Daredevil',
desc: 'You thrive in dangerous situations. Hit your key when you do something cool that is risky or reckless (especially piloting stunts). Buyoff: Be very very careful.',
},
{
name: 'Key of Conscience',
desc: 'You don’t like to see anyone suffer, even enemies. Hit your key when you help someone who is in trouble or when you change someone’s life for the better Buyoff: Ignore a request for help.',
},
{
name: 'Key of Banter',
desc: 'You have a knack for snappy comments. Hit your key when Snargle says something that makes the other players laugh or when you explain something using your pilot techno jargon. Buyoff: Everyone groans at one of your comments.',
},
{
name: 'Secret of Shape Warping',
desc: 'As a goblin, you can change your shape, growing shorter, taller, fatter, thinner, or changing your skin color, at will.',
},
{
name: 'Secret of the Lucky Break',
desc: 'Once per session, you can keep your pool dice when you succeed (so go ahead and use ‘em all).',
},
],
trait: [
{
name: 'Pilot',
tags: 'Daring, Steady, Maneuvering, Evasion, Tricky flying, Navigation, Maps, Atmospherics. [The Owl], [Battle], [Ramming]',
},
{
name: 'Sky Sailor',
tags: 'Gunnery, Aim, Maintenance, Observation, Signals, Empire, Pirates, Free Worlds, Haven, [Repair], [Connections]',
},
{
name: 'Goblin',
tags: 'Warp shape, Glide, Nightvision, Agile, Quick, Tumbler, Teeth & Claws, [Mimic Shape], [Reckless], [Connections]',
},
{
name: 'Sly',
tags: 'Crafty, Sneaky, Distractions, Bluff, Languages, Trade Speak, [Sharp], [Disguise]',
},
],
},
};
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});
on('change:char_name', event => {
getAttrs(['char_name'], v => {
if (v.char_name.toLowerCase() in characterData) {
fillRepeatingSectionFromData('trait', characterData[v.char_name.toLowerCase()].trait);
fillRepeatingSectionFromData('keysecret', characterData[v.char_name.toLowerCase()].keysecret);
}
});
});
</script>
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{
"html": "lady_blackbird.html",
"css": "lady_blackbird.css",
"authors": "Jakob O.",
"roll20userid": "726129",
"preview": "lady_blackbird.png",
"instructions": "Enter the name of one of the characters to fill the sheet automatically."
}
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div.sheet-Null,
div.sheet-Elder,
div.sheet-Envoy,
div.sheet-Firebrand,
div.sheet-Hunter,
div.sheet-Machine,
div.sheet-Promethean,
div.sheet-Reaver,
div.sheet-Remnant,
div.sheet-Scavenger,
div.sheet-Seeker,
div.sheet-Sentinel,
div.sheet-Survivor,
div.sheet-Untamed,
div.sheet-Quick,
div.sheet-fNull,
div.sheet-Cultivators,
div.sheet-Enclave,
div.sheet-Merchants,
div.sheet-Lawgivers,
div.sheet-Titan,
div.sheet-Pioneers,
div.sheet-Servants,
div.sheet-Starfarers,
div.sheet-Hive,
div.sheet-Tyrants,
div.sheet-Uplifted
{
display: none;
}
div.sheet-Family,
div.sheet-Character{
display: none;
}
.sheet-hidden{
display: none !important;
}
input.sheet-type-selector {
width: 170px;
height: 20px;
display: none;
opacity: 0;
z-index: 1;
margin: 0;
padding: 0;
position: absolute;
}
.sheet-3waybox:checked + .sheet-3waybox, {
display: inline-block;
}
/* Styling of the span common to all states */
span.sheet-type-selector {
border: solid 1px #a7a7a7;
text-align: center;
display: inline-block;
background: #cccccc;
color: #3f3f3f;
width: 170px;
height: 20px;
font-size: 11px;
text-transform: uppercase;
letter-spacing: 1px;
font-family: serif;
font-weight: 600;
cursor: pointer;
}
input.sheet-type-selector:hover ~ span {
color: red;
}
/* Here you can style the span depending on what state is toggled */
input.sheet-type-selector[value="character"]:checked ~ span::before {
content: "Character Mode";
}
input.sheet-type-selector[value="family"]:checked ~ span::before {
content: "Family Mode";
}
input[type="radio"][value="0"]:checked ~ div.sheet-Null,
input[type="radio"][value="1"]:checked ~ div.sheet-Elder,
input[type="radio"][value="2"]:checked ~ div.sheet-Envoy,
input[type="radio"][value="3"]:checked ~ div.sheet-Firebrand,
input[type="radio"][value="4"]:checked ~ div.sheet-Hunter,
input[type="radio"][value="5"]:checked ~ div.sheet-Machine,
input[type="radio"][value="6"]:checked ~ div.sheet-Promethean,
input[type="radio"][value="7"]:checked ~ div.sheet-Reaver,
input[type="radio"][value="8"]:checked ~ div.sheet-Remnant,
input[type="radio"][value="9"]:checked ~ div.sheet-Scavenger,
input[type="radio"][value="10"]:checked ~ div.sheet-Seeker,
input[type="radio"][value="11"]:checked ~ div.sheet-Sentinel,
input[type="radio"][value="12"]:checked ~ div.sheet-Survivor,
input[type="radio"][value="13"]:checked ~ div.sheet-Untamed,
input[type="radio"][value="99"]:checked ~ div.sheet-Quick,
input[type="radio"][value="f0"]:checked ~ div.sheet-fNull,
input[type="radio"][value="f1"]:checked ~ div.sheet-Cultivators,
input[type="radio"][value="f2"]:checked ~ div.sheet-Enclave,
input[type="radio"][value="f3"]:checked ~ div.sheet-Merchants,
input[type="radio"][value="f4"]:checked ~ div.sheet-Lawgivers,
input[type="radio"][value="f5"]:checked ~ div.sheet-Titan,
input[type="radio"][value="f6"]:checked ~ div.sheet-Pioneers,
input[type="radio"][value="f7"]:checked ~ div.sheet-Servants,
input[type="radio"][value="f8"]:checked ~ div.sheet-Starfarers,
input[type="radio"][value="f9"]:checked ~ div.sheet-Hive,
input[type="radio"][value="f10"]:checked ~ div.sheet-Tyrants,
input[type="radio"][value="f11"]:checked ~ div.sheet-Uplifted,
input[type="radio"][value="family"]:checked ~ div.sheet-Family,
input[type="radio"][value="character"]:checked ~ div.sheet-Character
{
display: block;
}
select.sheet-SkinSelect
{
position: relative;
top: 4px;
}
option.sheet-SkinSelect:checked
{
display: none;
}
select.sheet-fSkinSelect
{
position: relative;
top: 4px;
}
option.sheet-fSkinSelect:checked
{
display: none;
}
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