diff --git a/Agon/agon.css b/Agon/agon.css new file mode 100644 index 0000000000..59de18c100 --- /dev/null +++ b/Agon/agon.css @@ -0,0 +1,402 @@ +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; +} \ No newline at end of file diff --git a/Agon/agon.html b/Agon/agon.html new file mode 100644 index 0000000000..a0551bb06f --- /dev/null +++ b/Agon/agon.html @@ -0,0 +1,548 @@ +
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  • 1: Open-end die
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  • 1: +1d6 for 1 roll
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  • 2: Re-roll one die
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  • 2: Attack again
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  • 2: move hero 1 range
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  • 2: no dmg pen for 1 ex
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  • 3: +1d8 for 1 roll
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  • 4: Re-roll any/all dice
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  • 5: divine weapon
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  • 1: avoid wounds from 1 attack
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  • 1: Remove 4 impair levels
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  • 1: Completed quest
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  • 1: defeated
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  • 1: Challenge a god
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  • Completed quest: 1 divine favor
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  • Win contest: 1 glory
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  • highest hero roll: 1-7 glory
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  • defeat minion: 1 glory
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  • defeat NPC: glory = highest wound done
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+ 2 -1 + to next roll +
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+ 3 -2 + to next roll +
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+ 4 -1 + to all rolls +
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+ 5 -2 + to all rolls +
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+ 6 -4 + to all rolls (defeated) +
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+ diff --git a/Agon/agon.png b/Agon/agon.png new file mode 100644 index 0000000000..81de7182c6 Binary files /dev/null and b/Agon/agon.png differ diff --git a/Agon/images/agon.jpg b/Agon/images/agon.jpg new file mode 100644 index 0000000000..4d79ffa864 Binary files /dev/null and b/Agon/images/agon.jpg differ diff --git a/Agon/sheet.json b/Agon/sheet.json new file mode 100644 index 0000000000..8f03c0a2ba --- /dev/null +++ b/Agon/sheet.json @@ -0,0 +1,8 @@ +{ + "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." +} diff --git a/Alas For The Awful Sea/AlasForTheAwfulSea.css b/Alas For The Awful Sea/AlasForTheAwfulSea.css new file mode 100644 index 0000000000..be9a8698b7 --- /dev/null +++ b/Alas For The Awful Sea/AlasForTheAwfulSea.css @@ -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; +} \ No newline at end of file diff --git a/Alas For The Awful Sea/AlasForTheAwfulSea.html b/Alas For The Awful Sea/AlasForTheAwfulSea.html new file mode 100644 index 0000000000..817d667057 --- /dev/null +++ b/Alas For The Awful Sea/AlasForTheAwfulSea.html @@ -0,0 +1,39 @@ + + + + + + + + + + + + + + + +
+


+

+

+

Appearance

+
+
+
+
+ +

+

+





+ + + + + +
+
{{name}} rolls {{action}}
+
{{result}}
+
+ +
\ No newline at end of file diff --git a/Alas For The Awful Sea/AlasForTheAwfulSea.png b/Alas For The Awful Sea/AlasForTheAwfulSea.png new file mode 100644 index 0000000000..b5141870e1 Binary files /dev/null and b/Alas For The Awful Sea/AlasForTheAwfulSea.png differ diff --git a/Alas For The Awful Sea/sheet.json b/Alas For The Awful Sea/sheet.json new file mode 100644 index 0000000000..58deedbdca --- /dev/null +++ b/Alas For The Awful Sea/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "AlasForTheAwfulSea.html", + "css": "AlasForTheAwfulSea.css", + "authors": "Ashton McAllan", + "roll20userid": "666728", + "preview": "AlasForTheAwfulSea.png", + "patreon": "https://www.patreon.com/acegiak", + "instructions": "" +} diff --git a/Barebones Fantasy RPG (00lite)/barebones.css b/Barebones Fantasy RPG (00lite)/barebones.css new file mode 100644 index 0000000000..8607ef74e5 --- /dev/null +++ b/Barebones Fantasy RPG (00lite)/barebones.css @@ -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; +} diff --git a/Barebones Fantasy RPG (00lite)/barebones.html b/Barebones Fantasy RPG (00lite)/barebones.html new file mode 100644 index 0000000000..805d985f00 --- /dev/null +++ b/Barebones Fantasy RPG (00lite)/barebones.html @@ -0,0 +1,264 @@ + + +

Barebones Fantasy Character Sheet

+ + + + + + + +
Character Name:Race:
+ + + + + + + + + + + + +
Rank:DP:Curr BP:Max BP:DR:MOV:INIT: + +
+

+
+
+ + + + + + + + + + + + + + + + + + + +
+

Attributes

+
+ + Strength: + + +
+ + Dexterity: + + +
+ + Logic: + + +
+ + Willpower: + + +
+
+
+

Spells

+
+ + +
+
+
+
+
+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Skills

Skill NameScoreP/SLevel
+ + Scout: + + + + + + +
+ + Thief: + + + +
+ + Warrior - Melee: + + + + + + +
+ + Warrior - Ranged: + + + + + + +
+ + Cleric: + + + + + + +
+ + Enchanter: + + + + + + +
+ + Artificer + + + + + + +
+ + Leader + + + + + + +
+ + Scholar + + + + + + +
+ + Spellcaster + + + + + + +
+
+
+

+

Inventory

+
+ + +
+
+
+ + \ No newline at end of file diff --git a/Barebones Fantasy RPG (00lite)/barebones.png b/Barebones Fantasy RPG (00lite)/barebones.png new file mode 100644 index 0000000000..bfc305e607 Binary files /dev/null and b/Barebones Fantasy RPG (00lite)/barebones.png differ diff --git a/Barebones Fantasy RPG (00lite)/readme.MD b/Barebones Fantasy RPG (00lite)/readme.MD new file mode 100644 index 0000000000..61b368c352 --- /dev/null +++ b/Barebones Fantasy RPG (00lite)/readme.MD @@ -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) \ No newline at end of file diff --git a/Barebones Fantasy RPG (00lite)/sheet.json b/Barebones Fantasy RPG (00lite)/sheet.json new file mode 100644 index 0000000000..e9a749a76c --- /dev/null +++ b/Barebones Fantasy RPG (00lite)/sheet.json @@ -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 % or %. Roll buttons are available for all stats." +} diff --git a/Basic_Roleplaying/Basic_Roleplaying.html b/Basic_Roleplaying/Basic_Roleplaying.html index d8d11b7d85..4c0ce434cc 100644 --- a/Basic_Roleplaying/Basic_Roleplaying.html +++ b/Basic_Roleplaying/Basic_Roleplaying.html @@ -84,7 +84,7 @@

STR

- +

Dmg. Bonus

@@ -95,7 +95,7 @@

CON

- +

Siz SR

@@ -135,7 +135,7 @@

INT

- +

MOV

@@ -145,7 +145,7 @@

POW

- +

Hit Pts.

/ @@ -156,7 +156,7 @@

DEX

- +

Power Pts.

/ @@ -167,7 +167,7 @@

APP

- +
@@ -201,7 +201,7 @@
- +
@@ -221,7 +221,7 @@
- +

Skills

@@ -337,7 +337,7 @@ First Aid (30% or INT x1) - +
@@ -1761,44 +1732,43 @@ Result: - - {{#rollBetween() roll fumble 100}} - Fumble - {{/rollBetween() roll fumble 100}} - - {{#^rollBetween() roll fumble 100}} - - {{#rollGreater() success 99}} - {{#rollLess() roll crit}}Critical!!!!!!{{/rollLess() roll crit}} - {{#^rollLess() roll crit}} - {{#rollLess() roll special}}Special!!!{{/rollLess() roll special}} - {{#rollBetween() roll special 1/2success}}Under 1/2 {{/rollBetween() roll special 1/2success}} - {{#^rollLess() roll 1/2success}}Success{{/^rollLess() roll 1/2success}} - {{/^rollLess() roll crit}} - - {{/rollGreater() success 99}} - - {{#^rollGreater() success 99}} - {{#rollLess() roll crit}}Critical!!!!!!{{/rollLess() roll crit}} - {{#^rollLess() roll crit}} - {{#rollLess() roll special}}Special!!!{{/rollLess() roll special}} - {{#^rollLess() roll special}} - {{#rollBetween() roll special success}}Success{{/rollBetween() roll special success}} - {{#^rollBetween() roll special success}} - {{#rollLess() roll fumble}} - Failure - {{/rollLess() roll fumble}} - {{#^rollLess() roll fumble}} - fumble - {{/^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}} + Fumble + {{/rollBetween() roll fumble 100}} + + {{#^rollBetween() roll fumble 100}} + + {{#rollGreater() success 99}} + {{#rollLess() roll crit}}Critical!!!!!!{{/rollLess() roll crit}} + {{#^rollLess() roll crit}} + {{#rollLess() roll special}}Special!!!{{/rollLess() roll special}} + {{#^rollLess() roll special}}Success{{/^rollLess() roll special}} + {{/^rollLess() roll crit}} + + {{/rollGreater() success 99}} + + {{#^rollGreater() success 99}} + {{#rollLess() roll crit}}Critical!!!!!!{{/rollLess() roll crit}} + {{#^rollLess() roll crit}} + {{#rollLess() roll special}}Special!!!{{/rollLess() roll special}} + {{#^rollLess() roll special}} + {{#rollBetween() roll special success}}Success{{/rollBetween() roll special success}} + {{#^rollBetween() roll special success}} + {{#rollLess() roll fumble}} + Failure + {{/rollLess() roll fumble}} + {{#^rollLess() roll fumble}} + fumble + {{/^rollLess() roll fumble}} + {{/^rollBetween() roll special success}} + {{/^rollLess() roll special}} + {{/^rollLess() roll crit}} + {{/^rollGreater() success 99}} + {{/^rollBetween() roll fumble 100}} + + + {{#rollLess() roll success}} Damage: {{tot}} @@ -1841,7 +1811,7 @@ - + @@ -1857,47 +1827,49 @@ - - {{#rollBetween() roll fumble 100}} - - {{/rollBetween() roll fumble 100}} - - {{#^rollBetween() roll fumble 100}} - - {{#rollGreater() success 99}} - {{#rollLess() roll crit}}{{/rollLess() roll crit}} - {{#^rollLess() roll crit}} - {{#rollLess() roll special}}{{/rollLess() roll special}} - {{#rollBetween() roll special 1/2success}}{{/rollBetween() roll special 1/2success}} - {{#^rollLess() roll 1/2success}}{{/^rollLess() roll 1/2success}} - {{/^rollLess() roll crit}} - - {{/rollGreater() success 99}} - - {{#^rollGreater() success 99}} - {{#rollLess() roll crit}}{{/rollLess() roll crit}} - {{#^rollLess() roll crit}} - {{#rollLess() roll special}}{{/rollLess() roll special}} - {{#^rollLess() roll special}} - {{#rollBetween() roll special success}}{{/rollBetween() roll special success}} - {{#^rollBetween() roll special success}} - {{#rollLess() roll fumble}} - - {{/rollLess() roll fumble}} - {{#^rollLess() roll fumble}} - - {{/^rollLess() roll fumble}} - {{/^rollBetween() roll special success}} - - {{/^rollLess() roll special}} - {{/^rollLess() roll crit}} - - - - {{/^rollGreater() success 99}} - - - {{/^rollBetween() roll fumble 100}} + + {{#rollBetween() roll fumble 100}} + + {{/rollBetween() roll fumble 100}} + + {{#^rollBetween() roll fumble 100}} + + {{#rollGreater() success 99}} + {{#rollLess() roll crit}}{{/rollLess() roll crit}} + {{#^rollLess() roll crit}} + {{#rollLess() roll special}}{{/rollLess() roll special}} + {{#^rollLess() roll special}}{{/^rollLess() roll special}} + {{/^rollLess() roll crit}} + + {{/rollGreater() success 99}} + + {{#^rollGreater() success 99}} + {{#rollLess() roll crit}}{{/rollLess() roll crit}} + {{#^rollLess() roll crit}} + {{#rollLess() roll special}}{{/rollLess() roll special}} + {{#^rollLess() roll special}} + {{#rollBetween() roll special success}}{{/rollBetween() roll special success}} + {{#^rollBetween() roll special success}} + {{#rollLess() roll fumble}} + + {{/rollLess() roll fumble}} + {{#^rollLess() roll fumble}} + + {{/^rollLess() roll fumble}} + {{/^rollBetween() roll special success}} + + {{/^rollLess() roll special}} + + + + {{/^rollLess() roll crit}} + + + + {{/^rollGreater() success 99}} + + + {{/^rollBetween() roll fumble 100}}
{{name}}
Skill Roll
Result:FumbleCritical!!!!!!Special!!!Under 1/2 SuccessCritical!!!!!!Special!!!SuccessFailurefumbleFumbleCritical!!!!!!Special!!!SuccessCritical!!!!!!Special!!!SuccessFailurefumble
@@ -2004,7 +1976,6 @@
\ No newline at end of file + getAttrs(["character_name","name","player","occupation","sex","age","birthplace","residence","str","dex","pow","con","app","edu","siz","int","luck","hp","armor","san","san_start","mp","psychology","credit_rating","persuade","fast_talk","intimidate","charm","navigate","survival_name","survival01","jump","climb","swim","drive_auto","drive_other01_name","drive_other01","ride","stealth","track","disguise","locksmith","sleight_of_hand","language_own","language_other_name","language_other01","accounting","law","occult","history","natural_world","anthropology","archaeology","compute_use","acting","mech_repair","elec_repair","op_hv_machine","spot_hidden","listen","library_use","appraise","cthulhu_mythos","first_aid","medicine","pharmacy","psychoanalysis","dodge","fighting_brawl","throw","firearms_handgun","firearms_rifle","submachine_gun","machine_gun","otherskill1","otherskill1_name","otherskill2","otherskill2_name","otherskill3","otherskill3_name","otherskill4","otherskill4_name","otherskill5","otherskill5_name","otherskill6","otherskill6_name","weapon0_extdamage","auto_weapon1_name","auto_weapon1_skill","auto_weapon1_damage","auto_weapon1_damage2","auto_weapon1_extdamage","auto_weapon1_extdamage2","auto_weapon1_range","auto_weapon1_attacks","auto_weapon1_ammo","auto_weapon1_malf","weapon1_name","weapon1_skill","weapon1_damage","weapon1_db","weapon1_extdamage","weapon1_range","weapon1_attacks","weapon1_ammo","weapon1_malf","weapon2_name","weapon2_skill","weapon2_damage","weapon2_db","weapon2_extdamage","weapon2_range","weapon2_attacks","weapon2_ammo","weapon2_malf","weapon3_name","weapon3_skill","weapon3_damage","weapon3_db","weapon3_extdamage","weapon3_range","weapon3_attacks","weapon3_ammo","weapon3_malf","weapon4_name","weapon4_skill","weapon4_damage","weapon4_db","weapon4_extdamage","weapon4_range","weapon4_attacks","weapon4_ammo","weapon4_malf","weapon5_name","weapon5_skill","weapon5_damage","weapon5_db","weapon5_extdamage","weapon5_range","weapon5_attacks","weapon5_ammo","weapon5_malf","gear_and_posessions","spending_level","cash","assets","personal_description","ideaology_beliefs","significant_people","meaningful_locations","treasured_posessions","traits","injuries_scars","phobias_manias","tomes_spells_artifacts","encounters_with_strange_entities","key_connection","charchest_traits","charchest_exp","other_back_story","fellow_investigators","investigators_notes","ima_coc","ima_coc_san","ima_coc1","ima_coc1_fum","ima_coc1_fail","ima_coc1_succ","ima_coc1_hard","ima_coc1_ext","ima_coc1_crit","ima_coc1_san","ima_coc1_san_fum","ima_coc1_san_fail","ima_coc1_san_succ","ima_coc1_san_hard","ima_coc1_san_ext","ima_coc1_san_crit","ima_att_coc","ima_coc_att1","ima_coc_att1_fum","ima_coc_att1_fail","ima_coc_att1_succ","ima_coc_att1_hard","ima_coc_att1_ext","ima_coc_att1_crit","ima_auto_att1_gray","ima_auto_att1_green","ima_coc2","ima_coc2_fail","ima_coc2_succ","ima_coc2_hard","ima_coc2_ext","ima_coc_url","ima_coc_san_url","ima_coc1_url","ima_coc1_fum_url","ima_coc1_fail_url","ima_coc1_succ_url","ima_coc1_hard_url","ima_coc1_ext_url","ima_coc1_crit_url","ima_coc1_san_url","ima_coc1_san_fum_url","ima_coc1_san_fail_url","ima_coc1_san_succ_url","ima_coc1_san_hard_url","ima_coc1_san_ext_url","ima_coc1_san_crit_url","ima_att_coc_url","ima_coc_att1_url","ima_coc_att1_fum_url","ima_coc_att1_fail_url","ima_coc_att1_succ_url","ima_coc_att1_hard_url","ima_coc_att1_ext_url","ima_coc_att1_crit_url","ima_auto_att1_gray_url","ima_auto_att1_green_url","ima_coc2_url","ima_coc2_fail_url","ima_coc2_succ_url","ima_coc2_hard_url","ima_coc2_ext","roll_display_to","roll_display_tell","text_kp","roll_display_tell_enter","text_kp_enter"], function(values) { + var characterData = "["+JSON.stringify(values)+"]"; + //if(values.character_name != "undefined") jsonDataExport += "\"character_name\":\""+values.character_name+"\","; + setAttrs({export_json:characterData}); + }); + }); + //roll Display w + on("change:roll_display_tell change:roll_display_to change:roll_display_tell_enter change:import_json", function() { + getAttrs(["roll_display_tell", "roll_display_to"], function(values) { + var rolldisplay = values.roll_display_tell + "\n" + values.roll_display_to; + setAttrs({roll_display: rolldisplay + }); + }); +}); + + on("change:text_kp_enter change:import_json change:roll_display_tell", function() { + getAttrs(["roll_display_tell", "text_kp_enter"], function(values) { + if( values.roll_display_tell == ""){ + var text_kp = "/w gm "; + } + else + { + var text_kp = values.roll_display_tell + "\n"+"/w gm "; + } + setAttrs({text_kp: text_kp + }); + }); +}); + + \ No newline at end of file diff --git a/D6StarWars/D6StarWars.html b/D6StarWars/D6StarWars.html index 7e1828c2d5..8f5adc19cb 100644 --- a/D6StarWars/D6StarWars.html +++ b/D6StarWars/D6StarWars.html @@ -66,7 +66,7 @@ Initiative bonus D+ - + @@ -77,14 +77,14 @@ + + +
+ D + + + + +
- +
D +
- +
D @@ -93,14 +93,14 @@
- +
D +
- +
D @@ -109,14 +109,14 @@
- +
D +
- +
D @@ -127,14 +127,14 @@
- +
D +
- +
D @@ -143,14 +143,14 @@
- +
D +
- +
D @@ -159,14 +159,14 @@
- +
D +
- +
D @@ -221,9 +221,9 @@ D+ D+ - - - + + +
@@ -235,7 +235,7 @@
- +
D + @@ -246,7 +246,7 @@
- +
D + @@ -257,7 +257,7 @@
- +
D + @@ -293,14 +293,23 @@ this check could be added back. -Andreas.J 2017-12-3 --->
- Control Pain/Resist Stun active?(deactivated, not working) - -
+ +
+ D + + +
+
+
@@ -377,8 +386,26 @@
+
+
+
+
+ + + +
+
+
+
+ + + +
+
+
+
- -

Author: Timothy O'Driscoll | Editor: Andreas J. (Roll20user: 1223200)

-
+ +

Author: Timothy O'Driscoll | Editor: Andreas J. (Roll20user: 1223200)

+
diff --git a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.css b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.css index be1564ceeb..7a46e37cfd 100644 --- a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.css +++ b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.css @@ -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-------------------------------------*/ diff --git a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html index e85203ad48..5024aa47d5 100644 --- a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html +++ b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html @@ -2070,7 +2070,7 @@ Versteinert - + @@ -5144,7 +5144,7 @@ - + @@ -7633,6 +7633,32 @@
Merkmal
FW
+ +
+
Ablativum
+
MU/KL/CH
+
1 A
+
8
+
s
+
5 Minuten
+
Z
+
Antimagie
+ + +
+ +
+
Abvenum
+
KL/IN/FF
+
5 A
+
4
+
1 Schritt
+
sofort
+
O
+
Objekt
+ + +
Adlerauge
@@ -7646,6 +7672,84 @@
+ +
+
Adlerschwinge
+
MU/IN/GE
+
8 A
+
8 + 4 / 1 Stunde
+
s
+
aufrechterhaltend
+
K
+
Verwandlung
+ + +
+ +
+
Aeolito
+
KL/CH/KO +SK
+
1 A
+
8
+
16 S
+
sofort
+
LW
+
Elementar
+ + +
+ +
+
Affenarme
+
MU/KL/CH
+
2 A
+
4
+
s
+
sofort
+
LW
+
Verwandlung
+ + +
+ +
+
Affenruf
+
MU/CH/CH
+
4 A
+
16
+
8 S
+
bis zum Tod der Tiere, max. 20 KR
+
Z
+
Dämonisch
+ + +
+ +
+
Alpgestalt
+
MU/CH/GE +SK
+
1 A
+
4
+
8 S
+
QS KR
+
LW
+
Einfluss
+ + +
+ +
+
Altisonus
+
MU/CH/KO
+
4 A
+
4
+
s
+
QS x 5 Min
+
W
+
Heilung
+ + +
Analys Arkanstruktur
@@ -7659,6 +7763,71 @@
+ +
+
Angst Auslösen
+
MU/CH/GE
+
4 A
+
16
+
s
+
QS x 2 KR
+
K
+
Dämonisch
+ + +
+ +
+
Ängste lindern
+
MU/IN/CH
+
4 A
+
8
+
B
+
sofort
+
K
+
Einfluss
+ + +
+ +
+
Arachnea
+
MU/IN/CH
+
8 A
+
16
+
s
+
QS x 3 Stunden
+
Z (50 Schritt)
+
Einfluss
+ + +
+ +
+
Archofaxius
+
MU/KL/CH
+
2 A
+
8
+
16 S
+
sofort
+
A
+
Elementar
+ + +
+ +
+
Archosphaero
+
MU/KL/KO
+
4 A
+
32
+
32 S
+
sofort
+
Z
+
Elementar
+ + +
Armatrutz
@@ -7672,6 +7841,19 @@
+ +
+
Aromatis Illusionis
+
KL/IN/CH
+
4 A
+
4 + 2 / 5 Min
+
8 S
+
aufrechterhaltend
+
Z (Radius 3 Schritt)
+
Illusion
+ + +
Axxeleratus
@@ -8252,7 +8434,69 @@
+
+
+ Talent + Probe + ZD + Asp. + RW + WD + ZK + Merkmal + FW + Anmerkung + Roll +
+
+ + + + + + + + + + + + + + + +
+
Aktivierung
@@ -8261,6 +8505,7 @@ Allgemein
+ Aeolito
Analys
Armatrutz
Balsam Salabunde
@@ -8276,8 +8521,14 @@ Psychostabilis
+ Druiden
+ Archofaxius
+ Archosphaero
+ + Elfen
Adlerauge
+ Adlerschwinge
Axxeleratus
Falkenauge
Fulminictus
@@ -8290,6 +8541,8 @@ Gildenmagier
+ Ablativum
+ Angst Auslösen
Corpofesso
Duplicatus
Gardianum
@@ -8305,6 +8558,9 @@ Hexen
+ Affenarme
+ Affenruf
+ Arachnea
Große Gier
Harmlose Gestalt
Hexengalle
@@ -8318,7 +8574,14 @@ Spinnenlauf
+ Scharlatane
+ Altisonus
+ Aromatis Illusionis
+ + Sonstige
+ Alpgestalt
+ Abvenum
Dunkelheit
Große Verwirrung
diff --git a/Eclipse Phase V2/translations/af.json b/Eclipse Phase V2/translations/af.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/af.json +++ b/Eclipse Phase V2/translations/af.json @@ -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", diff --git a/Eclipse Phase V2/translations/cs.json b/Eclipse Phase V2/translations/cs.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/cs.json +++ b/Eclipse Phase V2/translations/cs.json @@ -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", diff --git a/Eclipse Phase V2/translations/da.json b/Eclipse Phase V2/translations/da.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/da.json +++ b/Eclipse Phase V2/translations/da.json @@ -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", diff --git a/Eclipse Phase V2/translations/de.json b/Eclipse Phase V2/translations/de.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/de.json +++ b/Eclipse Phase V2/translations/de.json @@ -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", diff --git a/Eclipse Phase V2/translations/el.json b/Eclipse Phase V2/translations/el.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/el.json +++ b/Eclipse Phase V2/translations/el.json @@ -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", diff --git a/Eclipse Phase V2/translations/en.json b/Eclipse Phase V2/translations/en.json index 088e415add..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/en.json +++ b/Eclipse Phase V2/translations/en.json @@ -182,4 +182,4 @@ "superior result damage": "Superior Result (Damage)", "micro ex": "Micro, ...", "emp gas ex": "EMP, Gas, ..." -} +} \ No newline at end of file diff --git a/Eclipse Phase V2/translations/es.json b/Eclipse Phase V2/translations/es.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/es.json +++ b/Eclipse Phase V2/translations/es.json @@ -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", diff --git a/Eclipse Phase V2/translations/fr.json b/Eclipse Phase V2/translations/fr.json index 1532a168fb..1783108647 100644 --- a/Eclipse Phase V2/translations/fr.json +++ b/Eclipse Phase V2/translations/fr.json @@ -69,7 +69,6 @@ "perceive": "Perception", "persuade": "Persuasion", "pilot": "Pilotage", - "program": "Programmation", "provoke": "Provocation", "psi": "Psy", diff --git a/Eclipse Phase V2/translations/he.json b/Eclipse Phase V2/translations/he.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/he.json +++ b/Eclipse Phase V2/translations/he.json @@ -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", diff --git a/Eclipse Phase V2/translations/it.json b/Eclipse Phase V2/translations/it.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/it.json +++ b/Eclipse Phase V2/translations/it.json @@ -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", diff --git a/Eclipse Phase V2/translations/ja.json b/Eclipse Phase V2/translations/ja.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/ja.json +++ b/Eclipse Phase V2/translations/ja.json @@ -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", diff --git a/Eclipse Phase V2/translations/ko.json b/Eclipse Phase V2/translations/ko.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/ko.json +++ b/Eclipse Phase V2/translations/ko.json @@ -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", diff --git a/Eclipse Phase V2/translations/nl.json b/Eclipse Phase V2/translations/nl.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/nl.json +++ b/Eclipse Phase V2/translations/nl.json @@ -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", diff --git a/Eclipse Phase V2/translations/pt.json b/Eclipse Phase V2/translations/pt.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/pt.json +++ b/Eclipse Phase V2/translations/pt.json @@ -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", diff --git a/Eclipse Phase V2/translations/ru.json b/Eclipse Phase V2/translations/ru.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/ru.json +++ b/Eclipse Phase V2/translations/ru.json @@ -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", diff --git a/Eclipse Phase V2/translations/sv.json b/Eclipse Phase V2/translations/sv.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/sv.json +++ b/Eclipse Phase V2/translations/sv.json @@ -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", diff --git a/Eclipse Phase V2/translations/tr.json b/Eclipse Phase V2/translations/tr.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/tr.json +++ b/Eclipse Phase V2/translations/tr.json @@ -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", diff --git a/Eclipse Phase V2/translations/zh.json b/Eclipse Phase V2/translations/zh.json index 328e8bc19f..cbe797f89a 100644 --- a/Eclipse Phase V2/translations/zh.json +++ b/Eclipse Phase V2/translations/zh.json @@ -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", diff --git a/Eclipse Phase V2/translations/zu.json b/Eclipse Phase V2/translations/zu.json index 7a0afcec87..86d902b505 100644 --- a/Eclipse Phase V2/translations/zu.json +++ b/Eclipse Phase V2/translations/zu.json @@ -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", diff --git a/Elite Dangerous Role Playing Game/EDRPG.css b/Elite Dangerous Role Playing Game/EDRPG.css new file mode 100644 index 0000000000..89025e1fce --- /dev/null +++ b/Elite Dangerous Role Playing Game/EDRPG.css @@ -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 -----------*/ diff --git a/Elite Dangerous Role Playing Game/EDRPG.html b/Elite Dangerous Role Playing Game/EDRPG.html new file mode 100644 index 0000000000..eb7019e452 --- /dev/null +++ b/Elite Dangerous Role Playing Game/EDRPG.html @@ -0,0 +1,308 @@ +
+ + + Character + + Ship + + Vehicle + + Crew + + Journal + + All + + +
+

Character Data Sheet

+ Rank Rank Points Gender

Age Height Weight

+ Defence (dodge) + Tactics (Initiative) + Defence (Parry) + Karma + Endurance

+
+
+ +
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+

Personal Combat

+ Dodge Mod
+ Energy Wep. Mod
+ Fighting Mod
+ Grenade Mod
+ Heavy Wep. Mod
+ Kinetic Wep. Mod
+ Melee Wep. Mod
+ Parry Mod
+
+
+
+
+

Intelligence

+ Computer Mod
+ Culture & Law Mod
+ Cyber Mod
+ Medicine Mod
+ Planetary Mod
+ Science Mod
+ Tactics Mod
+ Trading Mod
+
+
+
+
+

Social Skills

+ Bargain Mod
+ Bluff Mod
+ Charm Mod
+ Diplomacy Mod
+ Gambling Mod
+ Insight Mod
+ Intimidate Mod
+ Streetwise Mod
+
+
+
+

+
+
+
+

Vehicle Skills

+ Navigation Mod
+ Repair Mod
+ SPC Piloting Mod
+ SPC Wep. Mod
+ Systems Mod
+ VHCL Piloting Mod
+ VHCL Wep. Mod
+
+
+
+
+

Espionage

+ Athletics Mod
+ Perception Mod
+ Security Mod
+ Slight Of Hand Mod
+ Stealth Mod
+ Survival Mod
+
+
+
+
+

Enhancements

+
+ +
+
+
+
+

+

Ranged Weapons

+
+ To Hit Short m Medium m Long m
Damage Ammo Notes +
+ +

Close Combat

+ To Hit Finesse Damage Notes +
+ To Hit Finesse Damage Notes +
+ +

Karma Capabilities

+
+ Capability Cost Type
+ Description +
+
+
+
+

Carried Items

+ Primary
+ Secondary
+ Clip/Grenade
+ Clip/Grenade
+
+
+

 

+ Clip/Grenade
+ Clip/Grenade
+ Grenade
+
+
+ +
+

Clothing

+
+ Item Worn
+ Description +
+
+
+
+
+
+

Items in Pack

+
+ +
+
+
+
+
+

Items in Ship

+
+ +
+
+
+
+
+

Cash

+ Credits
+
+ Micro Credits
+
+ Units
+ +
+
+
+ +
+ +
+

Ship Data Sheet

+ Pilot Ship Model

+
+
+ Agility + Speed + Range +
+
+ Fuel Capacity + Fuel Remaining +
+
+
+ Defence (agility + piloting) + Initiative (tactics + sensors)
+ Dogfight (defence + dogfight sensor bonus) + Pursuit (speed + .5 piloting)

+ Hull + Sheilds + Sheilds Recharge

+

Weapons

+
+ Size Strength
+ Power Accuracy To Hit (accuracy + SPC wep bonus)
+ Damage Ammo
+ Notes +
+

Utility Mounts

+
+ Size Strength
+ Power Model Description
+ Notes +
+

Fixed Components

+ Bulkhead, PowerPlant, Thrusters, Frame Shift Drive, Life Support, Power Distributer, Sensors, Cargo Hatch +
+ Size Strength
+ Power Model Description
+ Notes +
+

Internal Components

+
+ Size Strength
+ Power Model Description
+ Notes +
+

Total power

+ Total Power (should be less than powerplant max) +
+ +
+

Vehicle Data Sheet

+ Pilot Model

+ Agility Max Speed Accelerate Decelerate

+ Defence (agility + piloting) + Initiative (d10 + tactics) + Pursuit (speed + .5 piloting)

+ Hull + Sheilds + Sheilds Recharge

+

Weapons

+
+ Accuracy To Hit (accuracy + VHC wep bonus)
+ Damage Ammo
+ Notes +
+

Speed Table

+ Speed
+ +
Defence Bonus
+ +
Attack Penalty
+ +
+ +
+

Basic Crew Stats

+
+
+
+
+ SPC Wep.
+ SPC Piloting
+ +
+
+ Endurance
+ VHCL Wep.
+ VHCL Piloting
+ +
+
+ Systems
+ Repair
+ Combat
+ +
+
+
+
+ +
+
+
+ +
+
+
diff --git a/Elite Dangerous Role Playing Game/EDRPG.png b/Elite Dangerous Role Playing Game/EDRPG.png new file mode 100644 index 0000000000..9bb7b84d5c Binary files /dev/null and b/Elite Dangerous Role Playing Game/EDRPG.png differ diff --git a/Elite Dangerous Role Playing Game/sheet.json b/Elite Dangerous Role Playing Game/sheet.json new file mode 100644 index 0000000000..e31d600ff8 --- /dev/null +++ b/Elite Dangerous Role Playing Game/sheet.json @@ -0,0 +1,8 @@ +{ + "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." +} \ No newline at end of file diff --git a/GammaWorld2e/GammaWorld2e.css b/GammaWorld2e/GammaWorld2e.css new file mode 100644 index 0000000000..0c5162cb1d --- /dev/null +++ b/GammaWorld2e/GammaWorld2e.css @@ -0,0 +1,3199 @@ +/* Gamma World: 2e CSS */ +/* Version 1.5 */ + + +/*Fonts */ +@font-face { 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div.sheet-monster, +input.sheet-bot:checked ~ div.sheet-bot +{ + display: block; + /*max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: auto;*/ +} + +input.sheet-maintab +{ + /*width: 70px; + height: 20px; + position: relative; + top: 5px; + left: 6px; + margin: -1.5px; + cursor: pointer; + opacity: 0; + z-index: 9999;*/ + width: 20%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} +span.sheet-maintab { + /*text-align: center; + display: inline-block; + font-size: 13px; + background: black; + color: white; + font-weight: bold; + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -75px;*/ + text-align: center; + display: inline-block; + width: 20%; + height: 16px; + font-size: 9px; + + background: #65763c; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -20% +} + + +.charsheet input.sheet-maintab:checked + span.sheet-pc, +.charsheet input.sheet-maintab:checked + span.sheet-monster, +.charsheet input.sheet-maintab:checked + span.sheet-bot { + background: #93537c; + color: white; + border-radius: 4px; +} + +input.sheet-maintab::before +{ + content: attr(title); + + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + + width: 50px; + height: 20px; + font-size: 18px; +} + +input.sheet-maintab:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} + +input.sheet-maintab:not(:first-child)::before +{ + border-left: none; +} + +div.sheet-maintab-content +{ + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; +} + + + +label, +label div +{ + font-size: 12px; + font-weight: normal; +} + +/* Graphic Boxes */ + +.charsheet .sheet-2colrow .sheet-col { + width: calc(50% - 3px) !important; + height: 32px; + margin-right: 2px !important; +} + +.charsheet .sheet-2colrow .sheet-col:last-child { + margin-right: 0 !important; +} + +.charsheet input.sheet-AC, +.charsheet input.sheet-HPmax { + margin-top: 16px; + margin-bottom: 34px; + padding: 0px; + height: 44px; + width: 48px; + font-size: 21px; + line-height: 48px; + font-weight: bold; + vertical-align: middle; + text-align: center; + border: 0; +} + +.charsheet input.sheet-HP { + margin-top: 24px; + margin-bottom: 34px; + padding: 0px; + height: 35px; + width: 48px; + font-size: 21px; + line-height: 48px; + font-weight: bold; + vertical-align: middle; + text-align: center; + border: 0; +} + +.charsheet .sheet-ACBG { + background: url('http://i.imgur.com/6lUoOzW.png') no-repeat 20% 0% / 6.6em auto; +} + +.charsheet .sheet-HPmaxBG { + /*background: url('http://i.imgur.com/37exssR.png') no-repeat 20% 0% / 6.6em auto;*/ + background: url ('http://i.imgur.com/2odWzrD.png') no-repeat 20% 0% / 6.6em auto; +} + +.charsheet .sheet-HPBG { + background: url ('http://i.imgur.com/h6SbsQz.png') no-repeat 20% 0% / 9.6em auto; +} + +/* END Graphic Boxes */ + +/* Ability Score Settings */ + +.charsheet .sheet-ability-num{ + display: inline-block; + padding: 10px; + background-color: black; + text-align: center; +} +.charsheet input[type=text].sheet-ability-num{ + width: 40px!important; + height: 40px; + line-height: 40px; + text-align: center; + vertical-align: middle; + border: none; + border-radius:20px; + -moz-border-radius: 20px + font-weight: bold; + background-color: white; + color: #454343; +} +.charsheet .sheet-ability-mod{ + display: table-cell; + text-align: left; + width: 25px; + padding-right: 6px; +} +.charsheet input.sheet-ability-mod{ + /*font-size:12px;*/ + font-size: 18px; + text-align: center; + border-width: 0px 0px 3px 4px; + border-color: black; + border-top-style: none; + border-right-style: none; + border-left-style: none; + border-bottom-style: solid; + background-color: transparent; + color: #454343; + height: 35px; +} + +/* END Ability Score Settings */ + +/* Borders for repeating section rows */ +div[data-groupname^="repeating_mutations"] .repitem, +.sheet-zero-row { + border: 1px solid #000000; + border-radius: 12px; + margin-left: 1px; + margin-bottom: 5px; + background: #eee; +} + + +/* spell type tab Settings */ + +.charsheet div[class^="sheet-spell-type"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +.charsheet input.sheet-spelltypetab { + width: 100px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 999; +} + +.charsheet span.sheet-spelltypetab { + text-align: center; + display: inline-block; + font-size: 12px; + background: #8c6075; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 100px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -100px; +} + +/* END spell type tab Settings */ + +/* Mutation tab Settings */ +.charsheet input.sheet-mutationMentalAttack:checked ~ div.sheet-spell-type-mutationMentalAttack, +.charsheet input.sheet-mutationInfo:checked ~ div.sheet-spell-type-mutationInfo, +.charsheet input.sheet-mutationPhysicalAttack:checked ~ div.sheet-spell-type-mutationPhysicalAttack { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-mutationMentalAttack:checked ~ span.sheet-mutationMentalAttack, +.charsheet input.sheet-mutationInfo:checked ~ span.sheet-mutationInfo, +.charsheet input.sheet-mutationPhysicalAttack:checked ~ span.sheet-mutationPhysicalAttack { + background: #879a6a; + color: white; + border-radius: 4px; +} + +/* END Mutation tab Settings */ + + +/* Attack tab Settings */ +.charsheet input.sheet-attackInfo:checked ~ div.sheet-spell-type-attackInfo { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; +} + +.charsheet input.sheet-attackInfo:checked ~ span.sheet-attackInfo { + background: #879a6a; + color: white; + border-radius: 4px; +} + +/* END Attack tab Settings */ + + +/* Table Settings */ +.charsheet table { + border-collapse: collapse; + border-spacing: 0; + border: 2px solid #404040; +} + +.charsheet td, +.charsheet th, +.charsheet tr, +.charsheet tbody, +.charsheet thead { + border: 1px solid #404040; + padding: 5px; +} + +/* END Table settings */ + +/* General sheet wide Styles */ + +.charsheet { + background-color: white; +} + +.charsheet h1 { + font-size: 300%!important; + font-family: 'Lowwe', times; + text-align: center; +} + +.charsheet button, input, select, textarea, +.charsheet .sheet-row [class *= "sheet-col"], +.charsheet [class *= "sheet-col"] { + font-size: 12px; +} + +.charsheet .sheet-spell-row-number, +.charsheet .sheet-inventory-row-number { + text-align: center; + font-weight: bold; +} + +.charsheet .sheet-small-label { + font-size: 75%!important; + font-style: italic; + font-weight: bold; + font-family: courier; +} + +.charsheet .sheet-large-label { + font-size: 90%!important; + font-style: italic; + font-weight: bold; + font-family: courier; +} + +.charsheet .sheet-last-updated { + font-size: 85%!important; + font-style: italic; + font-weight: bold; + margin: 0; + font-family: courier; +} + +.charsheet .sheet-checkbox-row { + line-height: 28px; + text-align: center; +} + +.charsheet .sheet-hd-row { + margin-top: 5px; + font-size: 14px!important; + font-family: courier; +} + +.charsheet .sheet-hd-rowLRG { + margin-top: 5px; + font-size: 1.5em; + font-weight: bold; +} + +.charsheet .sheet-padl, +.sheet-rolltemplate-MA1e .sheet-padl { + padding-left:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padr, +.sheet-rolltemplate-MA1e .sheet-padr { + padding-right:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padt, +.sheet-rolltemplate-MA1e .sheet-padt{ + padding-top:12px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.charsheet .sheet-padb, +.sheet-rolltemplate-MA1e .sheet-padb { + padding-bottom:5px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-border-right-dotted, + .sheet-rolltemplate-MA1e .sheet-border-right-dotted { + border-right: 1px dotted #000; +} + + .sheet-border-left-dotted, + .sheet-rolltemplate-MA1e .sheet-border-left-dotted { + border-left: 1px dotted #000; +} + + .sheet-border-top-dotted, + .sheet-rolltemplate-MA1e .sheet-border-top-dotted { + border-top: 1px dotted #000; +} + + .sheet-border-bottom-dotted, + .sheet-rolltemplate-MA1e .sheet-border-bottom-dotted { + border-bottom: 1px dotted #000; +} + +.charsheet .sheet-border-right { + border-right: 1px solid #000; +} + +.charsheet .sheet-border-left { + border-left: 1px solid #000; +} + +.charsheet input[type=number], .charsheet input[type=text], .charsheet select { + width: 100%!important; + margin-bottom:2px!important; +} + +.charsheet input[type=number], .charsheet input[readonly] { + text-align: center; +} + +.charsheet input[type=text].sheet-underlined { + text-align: center; + border-width: 0px 0px 2px 2px; + border-color: black; + border-top-style: none; + border-right-style: none; + border-left-style: none; + border-bottom-style: solid; + background-color: transparent; + color: #454343 + height: 35px; +} + +.charsheet input[type=number].sheet-underlined { + text-align: center; + border-width: 0px 0px 2px 2px; + border-color: black; + border-top-style: none; + border-right-style: none; + border-left-style: none; + border-bottom-style: solid; + background-color: transparent; + color: #454343; + height: 35px; +} + +.charsheet button.sheet-core-save, .charsheet button.sheet-core-check, .charsheet button.sheet-initiative, .charsheet button.sheet-roll { + font-size: 12px!important; + font-family: courier; +} + +.charsheet button.sheet-initiative { + height: 3em; +} + +.charsheet hr { + border: 0; + height: 1px; + border-bottom: 1px solid #000; + /*background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); */ + margin: 5px 0; +} + +.charsheet span.sheet-spacer { + display: block; + margin-top: 5px; +} + +.charsheet .sheet-heading-row { + text-align: center; + font-weight: bold; +} + +.charsheet .sheet-footer-row { + text-align: center; + font-weight: bold; + border-bottom: 1px solid #dddddd; + margin-bottom: 5px; +} + +.charsheet .sheet-vert-middle { + vertical-align: middle!important; +} + +.charsheet .sheet-vert-bottom { + vertical-align: bottom!important; +} + +.charsheet .sheet-center, +.sheet-rolltemplate-MA1e .sheet-center { + text-align: center; +} + +.charsheet .sheet-left, +.sheet-rolltemplate-MA1e .sheet-left { + text-align: left; +} + +.charsheet .sheet-right, +.sheet-rolltemplate-MA1e .sheet-right { + text-align: right; +} + +.charsheet .sheet-centerselect { + margin-left: auto; + margin-right: auto; + display: block!important; +} + +.charsheet textarea { + width: calc(100% - 10px); + height: 150px; + resize:none; +} + +.charsheet textarea.sheet-fluid { + width: calc(100% - 10px); + height: 100%; +} + +.charsheet textarea.sheet-small { + width: calc(100% - 150px); + height: 50px; +} + +.charsheet textarea.sheet-medium { + width: calc(100% - 10px); + height: 100px; +} + +.charsheet textarea.sheet-large { + width: calc(100% - 10px); + height: 300px; +} + +/*.charsheet .sheet-fluid-textarea { + height: 100%; +} +.charsheet .sheet-small-textarea { + height: 50px; +} +.charsheet .sheet-medium-textarea { + height: 100px; +} +.charsheet .sheet-large-textarea { + height: 300px; +}*/ + +.charsheet h3 { + font-size: 12px; + text-align: center; + text-transform: uppercase; + margin-bottom: 5px; + color:#ffffff; + background-color:#000000; + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + margin-top: 10px; + border-radius: 12px; + +} + +.charsheet h4 { + /*background-color: #000000; + color: #ffffff;*/ + font-size: 14px; + font-family: courier; + /*border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px;*/ +} + +.charsheet h5 { + background-color: #93537c; + color: #ffffff; + font-size: 12px; + border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px; +} + +.charsheet input[disabled] { + background-color: #eaffef; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +.charsheet input[disabled].sheet-passive-skill-score { + background-color: #def6fc; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +.charsheet input[disabled]::-webkit-inner-spin-button, +.charsheet input[disabled]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.charsheet .sheet-small-note { + text-align: center; + font-family: courier; + font-size: 10px; +} + +.charsheet .sheet-small-text { + font-family: courier; + font-size: 10px; +} + +.charsheet select { + font-size: 90%; +} + +.charsheet .sheet-important-text { + text-decoration: underline; + color: #ff0000; +} + +.charsheet .sheet-grey-row { + background-color: #eee; +} + + +.charsheet .sheet-sub-header { + background-color: #cecece; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + +.charsheet .sheet-footer { + background-color: rgba(250, 202, 78, 0.2); + vertical-align: bottom; + border-radius: 12px; + margin-top: 3px; +} + +.charsheet .sheet-spell-header { + background-color: #c7d1bf; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + +.charsheet input.sheet-BoldText { + font-size: 1.0em; + font-weight: bold; + vertical-align: middle; + text-align: center; +} + + + +/* Header section */ + +.charsheet img.sheet-icon { + width: 100px; + height: 100px; +} + +/* Core stat section */ + +.charsheet .sheet-core-label { + /*background-color: #000000;*/ + color: #000000; + font-size: 12px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + text-align: center; + font-family: courier; +} + +.charsheet .sheet-core-stat-label { + /*background-color: #000000;*/ + color: #000000; + font-size: 12px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + /*text-align: center;*/ + font-family: courier; +} + +.charsheet .sheet-large-button { + padding: 5px; + height: 45px; + vertical-align: middle; +} + +/* Skills section */ + +.charsheet .sheet-skill-row { + margin: 1px 0; +} + +.charsheet .sheet-skill-roll { + padding: 0 5px!important; + height:29px; +} +.charsheet .sheet-skill-name { + margin-top: 5px; + font-size: 11px!important; +} +.charsheet .sheet-skill-checkbox { + margin-top: 5px; +} + +.charsheet .sheet-margin-top { + margin-top: 5px; +} + +.charsheet .sheet-margin-bottom { + margin-bottom: 5px; +} + +/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ +.sheet-row, +.sheet-rolltemplate-MA1e .sheet-row { + letter-spacing: -0.31em; + *letter-spacing: normal; + *word-spacing: -0.43em; + text-rendering: optimizespeed; +} + + .sheet-opera-only :-o-prefocus, .sheet-row, + .sheet-rolltemplate-MA1e .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-MA1e .sheet-row { + word-spacing: -0.43em; +} + + .sheet-col, + .sheet-rolltemplate-MA1e .sheet-col { + display: inline-block; + zoom: 1; *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + +.sheet-rolltemplate-MA1e .sheet-col-1,.sheet-rolltemplate-MA1e .sheet-col-1-2,.sheet-rolltemplate-MA1e .sheet-col-1-3,.sheet-rolltemplate-MA1e .sheet-col-2-3,.sheet-rolltemplate-MA1e .sheet-col-1-4,.sheet-rolltemplate-MA1e .sheet-col-3-4,.sheet-rolltemplate-MA1e .sheet-col-1-5,.sheet-rolltemplate-MA1e .sheet-col-2-5,.sheet-rolltemplate-MA1e .sheet-col-3-5,.sheet-rolltemplate-MA1e .sheet-col-4-5,.sheet-rolltemplate-MA1e .sheet-col-1-6,.sheet-rolltemplate-MA1e .sheet-col-5-6,.sheet-rolltemplate-MA1e .sheet-col-1-7,.sheet-rolltemplate-MA1e .sheet-col-2-7,.sheet-rolltemplate-MA1e .sheet-col-3-7,.sheet-rolltemplate-MA1e .sheet-col-4-7,.sheet-rolltemplate-MA1e .sheet-col-5-7,.sheet-rolltemplate-MA1e .sheet-col-6-7,.sheet-rolltemplate-MA1e .sheet-col-1-8,.sheet-rolltemplate-MA1e .sheet-col-3-8,.sheet-rolltemplate-MA1e .sheet-col-5-8,.sheet-rolltemplate-MA1e .sheet-col-7-8,.sheet-rolltemplate-MA1e .sheet-col-1-9,.sheet-rolltemplate-MA1e .sheet-col-2-9,.sheet-rolltemplate-MA1e .sheet-col-4-9,.sheet-rolltemplate-MA1e .sheet-col-5-9,.sheet-rolltemplate-MA1e .sheet-col-6-9,.sheet-rolltemplate-MA1e .sheet-col-7-9,.sheet-rolltemplate-MA1e .sheet-col-8-9,.sheet-rolltemplate-MA1e .sheet-col-1-10,.sheet-rolltemplate-MA1e .sheet-col-3-10,.sheet-rolltemplate-MA1e .sheet-col-7-10,.sheet-rolltemplate-MA1e .sheet-col-9-10,.sheet-rolltemplate-MA1e .sheet-col-1-11,.sheet-rolltemplate-MA1e .sheet-col-2-11,.sheet-rolltemplate-MA1e .sheet-col-3-11,.sheet-rolltemplate-MA1e .sheet-col-4-11,.sheet-rolltemplate-MA1e .sheet-col-5-11,.sheet-rolltemplate-MA1e .sheet-col-6-11,.sheet-rolltemplate-MA1e .sheet-col-7-11,.sheet-rolltemplate-MA1e .sheet-col-8-11,.sheet-rolltemplate-MA1e .sheet-col-9-11,.sheet-rolltemplate-MA1e .sheet-col-10-11,.sheet-rolltemplate-MA1e .sheet-col-1-12,.sheet-rolltemplate-MA1e .sheet-col-5-12,.sheet-rolltemplate-MA1e .sheet-col-7-12,.sheet-rolltemplate-MA1e .sheet-col-9-12,.sheet-rolltemplate-MA1e .sheet-col-11-12,.sheet-rolltemplate-MA1e .sheet-col-1-13,.sheet-rolltemplate-MA1e .sheet-col-2-13,.sheet-rolltemplate-MA1e .sheet-col-3-13,.sheet-rolltemplate-MA1e .sheet-col-4-13,.sheet-rolltemplate-MA1e .sheet-col-5-13,.sheet-rolltemplate-MA1e .sheet-col-6-13,.sheet-rolltemplate-MA1e .sheet-col-7-13,.sheet-rolltemplate-MA1e .sheet-col-8-13,.sheet-rolltemplate-MA1e .sheet-col-9-13,.sheet-rolltemplate-MA1e .sheet-col-10-13,.sheet-rolltemplate-MA1e .sheet-col-11-13,.sheet-rolltemplate-MA1e .sheet-col-12-13,.sheet-rolltemplate-MA1e .sheet-col-1-14,.sheet-rolltemplate-MA1e .sheet-col-3-14,.sheet-rolltemplate-MA1e .sheet-col-5-14,.sheet-rolltemplate-MA1e .sheet-col-9-14,.sheet-rolltemplate-MA1e .sheet-col-11-14,.sheet-rolltemplate-MA1e .sheet-col-13-14,.sheet-rolltemplate-MA1e .sheet-col-1-15,.sheet-rolltemplate-MA1e .sheet-col-2-15,.sheet-rolltemplate-MA1e .sheet-col-4-15,.sheet-rolltemplate-MA1e .sheet-col-6-15,.sheet-rolltemplate-MA1e .sheet-col-7-15,.sheet-rolltemplate-MA1e .sheet-col-8-15,.sheet-rolltemplate-MA1e .sheet-col-9-15,.sheet-rolltemplate-MA1e 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width: 58.33333%; +} + + .sheet-offset-7-12, + .sheet-rolltemplate-MA1e .sheet-offset-7-12 { + margin-left: 58.33333%; +} + + .sheet-col-9-12, + .sheet-rolltemplate-MA1e .sheet-col-9-12 { + width: 75%; +} + + .sheet-offset-9-12, + .sheet-rolltemplate-MA1e .sheet-offset-9-12 { + margin-left: 75%; +} + + .sheet-col-11-12, + .sheet-rolltemplate-MA1e .sheet-col-11-12 { + width: 91.66667%; +} + + .sheet-offset-11-12, + .sheet-rolltemplate-MA1e .sheet-offset-11-12 { + margin-left: 91.66667%; +} + + .sheet-col-1-13, + .sheet-rolltemplate-MA1e .sheet-col-1-13 { + width: 7.69231%; +} + + .sheet-offset-1-13, + .sheet-rolltemplate-MA1e .sheet-offset-1-13 { + margin-left: 7.69231%; +} + + .sheet-col-2-13, + .sheet-rolltemplate-MA1e .sheet-col-2-13 { + width: 15.38462%; +} + + .sheet-offset-2-13, + .sheet-rolltemplate-MA1e .sheet-offset-2-13 { + margin-left: 15.38462%; +} + + .sheet-col-3-13, + .sheet-rolltemplate-MA1e .sheet-col-3-13 { + width: 23.07692%; +} + + .sheet-offset-3-13, + .sheet-rolltemplate-MA1e .sheet-offset-3-13 { + margin-left: 23.07692%; +} + + .sheet-col-4-13, + .sheet-rolltemplate-MA1e .sheet-col-4-13 { + width: 30.76923%; +} + + .sheet-offset-4-13, + .sheet-rolltemplate-MA1e .sheet-offset-4-13 { + margin-left: 30.76923%; +} + + .sheet-col-5-13, + .sheet-rolltemplate-MA1e .sheet-col-5-13 { + width: 38.46154%; +} + + .sheet-offset-5-13, + .sheet-rolltemplate-MA1e .sheet-offset-5-13 { + margin-left: 38.46154%; +} + + .sheet-col-6-13, + .sheet-rolltemplate-MA1e .sheet-col-6-13 { + width: 46.15385%; +} + + .sheet-offset-6-13, + .sheet-rolltemplate-MA1e .sheet-offset-6-13 { + margin-left: 46.15385%; +} + + .sheet-col-7-13, + .sheet-rolltemplate-MA1e .sheet-col-7-13 { + width: 53.84615%; +} + + .sheet-offset-7-13, + .sheet-rolltemplate-MA1e .sheet-offset-7-13 { + margin-left: 53.84615%; +} + + .sheet-col-8-13, + .sheet-rolltemplate-MA1e .sheet-col-8-13 { + width: 61.53846%; +} + + .sheet-offset-8-13, + .sheet-rolltemplate-MA1e .sheet-offset-8-13 { + margin-left: 61.53846%; +} + + .sheet-col-9-13, + .sheet-rolltemplate-MA1e .sheet-col-9-13 { + width: 69.23077%; +} + + .sheet-offset-9-13, + .sheet-rolltemplate-MA1e .sheet-offset-9-13 { + margin-left: 69.23077%; +} + + .sheet-col-10-13, + .sheet-rolltemplate-MA1e .sheet-col-10-13 { + width: 76.92308%; +} + + .sheet-offset-10-13, + .sheet-rolltemplate-MA1e .sheet-offset-10-13 { + margin-left: 76.92308%; +} + + .sheet-col-11-13, + .sheet-rolltemplate-MA1e .sheet-col-11-13 { + width: 84.61538%; +} + + .sheet-offset-11-13, + .sheet-rolltemplate-MA1e .sheet-offset-11-13 { + margin-left: 84.61538%; +} + + .sheet-col-12-13, + .sheet-rolltemplate-MA1e .sheet-col-12-13 { + width: 92.30769%; +} + + .sheet-offset-12-13, + .sheet-rolltemplate-MA1e .sheet-offset-12-13 { + margin-left: 92.30769%; +} + + .sheet-col-1-14, + .sheet-rolltemplate-MA1e .sheet-col-1-14 { + width: 7.14286%; +} + + .sheet-offset-1-14, + .sheet-rolltemplate-MA1e .sheet-offset-1-14 { + margin-left: 7.14286%; +} + + .sheet-col-3-14, + .sheet-rolltemplate-MA1e .sheet-col-3-14 { + width: 21.42857%; +} + + .sheet-offset-3-14, + .sheet-rolltemplate-MA1e .sheet-offset-3-14 { + margin-left: 21.42857%; +} + + .sheet-col-5-14, + .sheet-rolltemplate-MA1e .sheet-col-5-14 { + width: 35.71429%; +} + + .sheet-offset-5-14, + .sheet-rolltemplate-MA1e .sheet-offset-5-14 { + margin-left: 35.71429%; +} + + .sheet-col-9-14, + .sheet-rolltemplate-MA1e .sheet-col-9-14 { + width: 64.28571%; +} + + .sheet-offset-9-14, + .sheet-rolltemplate-MA1e .sheet-offset-9-14 { + margin-left: 64.28571%; +} + + .sheet-col-11-14, + .sheet-rolltemplate-MA1e .sheet-col-11-14 { + width: 78.57143%; +} + + .sheet-offset-11-14, + .sheet-rolltemplate-MA1e .sheet-offset-11-14 { + margin-left: 78.57143%; +} + + .sheet-col-13-14, + .sheet-rolltemplate-MA1e .sheet-col-13-14 { + width: 92.85714%; +} + + .sheet-offset-13-14, + .sheet-rolltemplate-MA1e .sheet-offset-13-14 { + margin-left: 92.85714%; +} + + .sheet-col-1-15, + .sheet-rolltemplate-MA1e .sheet-col-1-15 { + width: 6.66667%; +} + + .sheet-offset-1-15, + .sheet-rolltemplate-MA1e .sheet-offset-1-15 { + margin-left: 6.66667%; +} + + .sheet-col-2-15, + .sheet-rolltemplate-MA1e .sheet-col-2-15 { + width: 13.33333%; +} + + .sheet-offset-2-15, + .sheet-rolltemplate-MA1e .sheet-offset-2-15 { + margin-left: 13.33333%; +} + + .sheet-col-4-15, + .sheet-rolltemplate-MA1e .sheet-col-4-15 { + width: 26.66667%; +} + + .sheet-offset-4-15, + .sheet-rolltemplate-MA1e .sheet-offset-4-15 { + margin-left: 26.66667%; +} + + .sheet-col-6-15, + .sheet-rolltemplate-MA1e .sheet-col-6-15 { + width: 40%; +} + + .sheet-offset-6-15, + .sheet-rolltemplate-MA1e .sheet-offset-6-15 { + margin-left: 40%; +} + + .sheet-col-7-15, + .sheet-rolltemplate-MA1e .sheet-col-7-15 { + width: 46.66667%; +} + + .sheet-offset-7-15, + .sheet-rolltemplate-MA1e .sheet-offset-7-15 { + margin-left: 46.66667%; +} + + .sheet-col-8-15, + .sheet-rolltemplate-MA1e .sheet-col-8-15 { + width: 53.33333%; +} + + .sheet-offset-8-15, + .sheet-rolltemplate-MA1e .sheet-offset-8-15 { + margin-left: 53.33333%; +} + + .sheet-col-9-15, + .sheet-rolltemplate-MA1e .sheet-col-9-15 { + width: 60%; +} + + .sheet-offset-9-15, + .sheet-rolltemplate-MA1e .sheet-offset-9-15 { + margin-left: 60%; +} + + .sheet-col-10-15, + .sheet-rolltemplate-MA1e .sheet-col-10-15 { + width: 66.66667%; +} + + .sheet-offset-10-15, + .sheet-rolltemplate-MA1e .sheet-offset-10-15 { + margin-left: 66.66667%; +} + + .sheet-col-11-15, + .sheet-rolltemplate-MA1e .sheet-col-11-15 { + width: 73.33333%; +} + + .sheet-offset-11-15, + .sheet-rolltemplate-MA1e .sheet-offset-11-15 { + margin-left: 73.33333%; +} + + .sheet-col-12-15, + .sheet-rolltemplate-MA1e .sheet-col-12-15 { + width: 80%; +} + + .sheet-offset-12-15, + .sheet-rolltemplate-MA1e .sheet-offset-12-15 { + margin-left: 80%; +} + + .sheet-col-13-15, + .sheet-rolltemplate-MA1e .sheet-col-13-15 { + width: 86.66667%; +} + + .sheet-offset-13-15, + .sheet-rolltemplate-MA1e .sheet-offset-13-15 { + margin-left: 86.66667%; +} + + .sheet-col-14-15, + .sheet-rolltemplate-MA1e .sheet-col-14-15 { + width: 93.33333%; +} + + .sheet-offset-14-15, + .sheet-rolltemplate-MA1e .sheet-offset-14-15 { + margin-left: 93.33333%; +} + + .sheet-col-1-16, + .sheet-rolltemplate-MA1e .sheet-col-1-16 { + width: 6.25%; +} + + .sheet-offset-1-16, + .sheet-rolltemplate-MA1e .sheet-offset-1-16 { + margin-left: 6.25%; +} + + .sheet-col-3-16, + .sheet-rolltemplate-MA1e .sheet-col-3-16 { + width: 18.75%; +} + + .sheet-offset-3-16, + .sheet-rolltemplate-MA1e .sheet-offset-3-16 { + margin-left: 18.75%; +} + + .sheet-col-5-16, + .sheet-rolltemplate-MA1e .sheet-col-5-16 { + width: 31.25%; +} + + .sheet-offset-5-16, + .sheet-rolltemplate-MA1e .sheet-offset-5-16 { + margin-left: 31.25%; +} + + .sheet-col-7-16, + .sheet-rolltemplate-MA1e .sheet-col-7-16 { + width: 43.75%; +} + + .sheet-offset-7-16, + .sheet-rolltemplate-MA1e .sheet-offset-7-16 { + margin-left: 43.75%; +} + + .sheet-col-9-16, + .sheet-rolltemplate-MA1e .sheet-col-9-16 { + width: 56.25%; +} + + .sheet-offset-9-16, + .sheet-rolltemplate-MA1e .sheet-offset-9-16 { + margin-left: 56.25%; +} + + .sheet-col-11-16, + .sheet-rolltemplate-MA1e .sheet-col-11-16 { + width: 68.75%; +} + + .sheet-offset-11-16, + .sheet-rolltemplate-MA1e .sheet-offset-11-16 { + margin-left: 68.75%; +} + + .sheet-col-13-16, + .sheet-rolltemplate-MA1e .sheet-col-13-16 { + width: 81.25%; +} + + .sheet-offset-13-16, + .sheet-rolltemplate-MA1e .sheet-offset-13-16 { + margin-left: 81.25%; +} + + .sheet-col-15-16, + .sheet-rolltemplate-MA1e .sheet-col-15-16 { + width: 93.75%; +} + + .sheet-offset-15-16, + .sheet-rolltemplate-MA1e .sheet-offset-15-16 { + margin-left: 93.75%; +} + + .sheet-col-1-17, + .sheet-rolltemplate-MA1e .sheet-col-1-17 { + width: 5.88235%; +} + + .sheet-offset-1-17, + .sheet-rolltemplate-MA1e .sheet-offset-1-17 { + margin-left: 5.88235%; +} + + .sheet-col-2-17, + .sheet-rolltemplate-MA1e .sheet-col-2-17 { + width: 11.76471%; +} + + .sheet-offset-2-17, + .sheet-rolltemplate-MA1e .sheet-offset-2-17 { + margin-left: 11.76471%; +} + + .sheet-col-3-17, + .sheet-rolltemplate-MA1e .sheet-col-3-17 { + width: 17.64706%; +} + + .sheet-offset-3-17, + .sheet-rolltemplate-MA1e .sheet-offset-3-17 { + margin-left: 17.64706%; +} + + .sheet-col-4-17, + .sheet-rolltemplate-MA1e .sheet-col-4-17 { + width: 23.52941%; +} + + .sheet-offset-4-17, + .sheet-rolltemplate-MA1e .sheet-offset-4-17 { + margin-left: 23.52941%; +} + + .sheet-col-5-17, + .sheet-rolltemplate-MA1e .sheet-col-5-17 { + width: 29.41176%; +} + + .sheet-offset-5-17, + .sheet-rolltemplate-MA1e .sheet-offset-5-17 { + margin-left: 29.41176%; +} + + .sheet-col-6-17, + .sheet-rolltemplate-MA1e .sheet-col-6-17 { + width: 35.29412%; +} + + .sheet-offset-6-17, + .sheet-rolltemplate-MA1e .sheet-offset-6-17 { + margin-left: 35.29412%; +} + + .sheet-col-7-17, + .sheet-rolltemplate-MA1e .sheet-col-7-17 { + width: 41.17647%; +} + + .sheet-offset-7-17, + .sheet-rolltemplate-MA1e .sheet-offset-7-17 { + margin-left: 41.17647%; +} + + .sheet-col-8-17, + .sheet-rolltemplate-MA1e .sheet-col-8-17 { + width: 47.05882%; +} + + .sheet-offset-8-17, + .sheet-rolltemplate-MA1e .sheet-offset-8-17 { + margin-left: 47.05882%; +} + + .sheet-col-9-17, + .sheet-rolltemplate-MA1e .sheet-col-9-17 { + width: 52.94118%; +} + + .sheet-offset-9-17, + .sheet-rolltemplate-MA1e .sheet-offset-9-17 { + margin-left: 52.94118%; +} + + .sheet-col-10-17, + .sheet-rolltemplate-MA1e .sheet-col-10-17 { + width: 58.82353%; +} + + .sheet-offset-10-17, + .sheet-rolltemplate-MA1e .sheet-offset-10-17 { + margin-left: 58.82353%; +} + + .sheet-col-11-17, + .sheet-rolltemplate-MA1e .sheet-col-11-17 { + width: 64.70588%; +} + + .sheet-offset-11-17, + .sheet-rolltemplate-MA1e .sheet-offset-11-17 { + margin-left: 64.70588%; +} + + .sheet-col-12-17, + .sheet-rolltemplate-MA1e .sheet-col-12-17 { + width: 70.58824%; +} + + .sheet-offset-12-17, + .sheet-rolltemplate-MA1e .sheet-offset-12-17 { + margin-left: 70.58824%; +} + + .sheet-col-13-17, + .sheet-rolltemplate-MA1e .sheet-col-13-17 { + width: 76.47059%; +} + + .sheet-offset-13-17, + .sheet-rolltemplate-MA1e .sheet-offset-13-17 { + margin-left: 76.47059%; +} + + .sheet-col-14-17, + .sheet-rolltemplate-MA1e .sheet-col-14-17 { + width: 82.35294%; +} + + .sheet-offset-14-17, + .sheet-rolltemplate-MA1e .sheet-offset-14-17 { + margin-left: 82.35294%; +} + + .sheet-col-15-17, + .sheet-rolltemplate-MA1e .sheet-col-15-17 { + width: 88.23529%; +} + + .sheet-offset-15-17, + .sheet-rolltemplate-MA1e .sheet-offset-15-17 { + margin-left: 88.23529%; +} + + .sheet-col-16-17, + .sheet-rolltemplate-MA1e .sheet-col-16-17 { + width: 94.11765%; +} + + .sheet-offset-16-17, + .sheet-rolltemplate-MA1e .sheet-offset-16-17 { + margin-left: 94.11765%; +} + + .sheet-col-1-18, + .sheet-rolltemplate-MA1e .sheet-col-1-18 { + width: 5.55556%; +} + + .sheet-offset-1-18, + .sheet-rolltemplate-MA1e .sheet-offset-1-18 { + margin-left: 5.55556%; +} + + .sheet-col-5-18, + .sheet-rolltemplate-MA1e .sheet-col-5-18 { + width: 27.77778%; +} + + .sheet-offset-5-18, + .sheet-rolltemplate-MA1e .sheet-offset-5-18 { + margin-left: 27.77778%; +} + + .sheet-col-7-18, + .sheet-rolltemplate-MA1e .sheet-col-7-18 { + width: 38.88889%; +} + + .sheet-offset-7-18, + .sheet-rolltemplate-MA1e .sheet-offset-7-18 { + margin-left: 38.88889%; +} + + .sheet-col-11-18, + .sheet-rolltemplate-MA1e .sheet-col-11-18 { + width: 61.11111%; +} + + .sheet-offset-11-18, + .sheet-rolltemplate-MA1e .sheet-offset-11-18 { + margin-left: 61.11111%; +} + + .sheet-col-13-18, + .sheet-rolltemplate-MA1e .sheet-col-13-18 { + width: 72.22222%; +} + + .sheet-offset-13-18, + .sheet-rolltemplate-MA1e .sheet-offset-13-18 { + margin-left: 72.22222%; +} + + .sheet-col-15-18, + .sheet-rolltemplate-MA1e .sheet-col-15-18 { + width: 83.33333%; +} + + .sheet-offset-15-18, + .sheet-rolltemplate-MA1e .sheet-offset-15-18 { + margin-left: 83.33333%; +} + + .sheet-col-17-18, + .sheet-rolltemplate-MA1e .sheet-col-17-18 { + width: 94.44444%; +} + + .sheet-offset-17-18, + .sheet-rolltemplate-MA1e .sheet-offset-17-18 { + margin-left: 94.44444%; +} + + .sheet-col-1-19, + .sheet-rolltemplate-MA1e .sheet-col-1-19 { + width: 5.26316%; +} + + .sheet-offset-1-19, + .sheet-rolltemplate-MA1e .sheet-offset-1-19 { + margin-left: 5.26316%; +} + + .sheet-col-2-19, + .sheet-rolltemplate-MA1e .sheet-col-2-19 { + width: 10.52632%; +} + + .sheet-offset-2-19, + .sheet-rolltemplate-MA1e .sheet-offset-2-19 { + margin-left: 10.52632%; +} + + .sheet-col-3-19, + .sheet-rolltemplate-MA1e .sheet-col-3-19 { + width: 15.78947%; +} + + .sheet-offset-3-19, + .sheet-rolltemplate-MA1e .sheet-offset-3-19 { + margin-left: 15.78947%; +} + + .sheet-col-4-19, + .sheet-rolltemplate-MA1e .sheet-col-4-19 { + width: 21.05263%; +} + + .sheet-offset-4-19, + .sheet-rolltemplate-MA1e .sheet-offset-4-19 { + margin-left: 21.05263%; +} + + .sheet-col-5-19, + .sheet-rolltemplate-MA1e .sheet-col-5-19 { + width: 26.31579%; +} + + .sheet-offset-5-19, + .sheet-rolltemplate-MA1e .sheet-offset-5-19 { + margin-left: 26.31579%; +} + + .sheet-col-6-19, + .sheet-rolltemplate-MA1e .sheet-col-6-19 { + width: 31.57895%; +} + + .sheet-offset-6-19, + .sheet-rolltemplate-MA1e .sheet-offset-6-19 { + margin-left: 31.57895%; +} + + .sheet-col-7-19, + .sheet-rolltemplate-MA1e .sheet-col-7-19 { + width: 36.84211%; +} + + .sheet-offset-7-19, + .sheet-rolltemplate-MA1e .sheet-offset-7-19 { + margin-left: 36.84211%; +} + + .sheet-col-8-19, + .sheet-rolltemplate-MA1e .sheet-col-8-19 { + width: 42.10526%; +} + + .sheet-offset-8-19, + .sheet-rolltemplate-MA1e .sheet-offset-8-19 { + margin-left: 42.10526%; +} + + .sheet-col-9-19, + .sheet-rolltemplate-MA1e .sheet-col-9-19 { + width: 47.36842%; +} + + .sheet-offset-9-19, + .sheet-rolltemplate-MA1e .sheet-offset-9-19 { + margin-left: 47.36842%; +} + + .sheet-col-10-19, + .sheet-rolltemplate-MA1e .sheet-col-10-19 { + width: 52.63158%; +} + + .sheet-offset-10-19, + .sheet-rolltemplate-MA1e .sheet-offset-10-19 { + margin-left: 52.63158%; +} + + .sheet-col-11-19, + .sheet-rolltemplate-MA1e .sheet-col-11-19 { + width: 57.89474%; +} + + .sheet-offset-11-19, + .sheet-rolltemplate-MA1e .sheet-offset-11-19 { + margin-left: 57.89474%; +} + + .sheet-col-12-19, + .sheet-rolltemplate-MA1e .sheet-col-12-19 { + width: 63.15789%; +} + + .sheet-offset-12-19, + .sheet-rolltemplate-MA1e .sheet-offset-12-19 { + margin-left: 63.15789%; +} + + .sheet-col-13-19, + .sheet-rolltemplate-MA1e .sheet-col-13-19 { + width: 68.42105%; +} + + .sheet-offset-13-19, + .sheet-rolltemplate-MA1e .sheet-offset-13-19 { + margin-left: 68.42105%; +} + + .sheet-col-14-19, + .sheet-rolltemplate-MA1e .sheet-col-14-19 { + width: 73.68421%; +} + + .sheet-offset-14-19, + .sheet-rolltemplate-MA1e .sheet-offset-14-19 { + margin-left: 73.68421%; +} + + .sheet-col-15-19, + .sheet-rolltemplate-MA1e .sheet-col-15-19 { + width: 78.94737%; +} + + .sheet-offset-15-19, + .sheet-rolltemplate-MA1e .sheet-offset-15-19 { + margin-left: 78.94737%; +} + + .sheet-col-16-19, + .sheet-rolltemplate-MA1e .sheet-col-16-19 { + width: 84.21053%; +} + + .sheet-offset-16-19, + .sheet-rolltemplate-MA1e .sheet-offset-16-19 { + margin-left: 84.21053%; +} + + .sheet-col-17-19, + .sheet-rolltemplate-MA1e .sheet-col-17-19 { + width: 89.47368%; +} + + .sheet-offset-17-19, + .sheet-rolltemplate-MA1e .sheet-offset-17-19 { + margin-left: 89.47368%; +} + + .sheet-col-18-19, + .sheet-rolltemplate-MA1e .sheet-col-18-19 { + width: 94.73684%; +} + + .sheet-offset-18-19, + .sheet-rolltemplate-MA1e .sheet-offset-18-19 { + margin-left: 94.73684%; +} + + .sheet-col-1-20, + .sheet-rolltemplate-MA1e .sheet-col-1-20 { + width: 5%; +} + + .sheet-offset-1-20, + .sheet-rolltemplate-MA1e .sheet-offset-1-20 { + margin-left: 5%; +} + + .sheet-col-3-20, + .sheet-rolltemplate-MA1e .sheet-col-3-20 { + width: 15%; +} + + .sheet-offset-3-20, + .sheet-rolltemplate-MA1e .sheet-offset-3-20 { + margin-left: 15%; +} + + .sheet-col-7-20, + .sheet-rolltemplate-MA1e .sheet-col-7-20 { + width: 35%; +} + + .sheet-offset-7-20, + .sheet-rolltemplate-MA1e .sheet-offset-7-20 { + margin-left: 35%; +} + + .sheet-col-9-20, + .sheet-rolltemplate-MA1e .sheet-col-9-20 { + width: 45%; +} + + .sheet-offset-9-20, + .sheet-rolltemplate-MA1e .sheet-offset-9-20 { + margin-left: 45%; +} + + .sheet-col-11-20, + .sheet-rolltemplate-MA1e .sheet-col-11-20 { + width: 55%; +} + + .sheet-offset-11-20, + .sheet-rolltemplate-MA1e .sheet-offset-11-20 { + margin-left: 55%; +} + + .sheet-col-13-20, + .sheet-rolltemplate-MA1e .sheet-col-13-20 { + width: 65%; +} + + .sheet-offset-13-20, + .sheet-rolltemplate-MA1e .sheet-offset-13-20 { + margin-left: 65%; +} + + .sheet-col-15-20, + .sheet-rolltemplate-MA1e .sheet-col-15-20 { + width: 75%; +} + + .sheet-offset-15-20, + .sheet-rolltemplate-MA1e .sheet-offset-15-20 { + margin-left: 75%; +} + + .sheet-col-17-20, + .sheet-rolltemplate-MA1e .sheet-col-17-20 { + width: 85%; +} + + .sheet-offset-17-20, + .sheet-rolltemplate-MA1e .sheet-offset-17-20 { + margin-left: 85%; +} + + .sheet-col-19-20, + .sheet-rolltemplate-MA1e .sheet-col-19-20 { + width: 95%; +} + + .sheet-offset-19-20, + .sheet-rolltemplate-MA1e .sheet-offset-19-20 { + margin-left: 95%; +} + + .sheet-col-1-21, + .sheet-rolltemplate-MA1e .sheet-col-1-21 { + width: 4.7619%; +} + + .sheet-offset-1-21, + .sheet-rolltemplate-MA1e .sheet-offset-1-21 { + margin-left: 4.7619%; +} + + .sheet-col-2-21, + .sheet-rolltemplate-MA1e .sheet-col-2-21 { + width: 9.52381%; +} + + .sheet-offset-2-21, + .sheet-rolltemplate-MA1e .sheet-offset-2-21 { + margin-left: 9.52381%; +} + + .sheet-col-4-21, + .sheet-rolltemplate-MA1e .sheet-col-4-21 { + width: 19.04762%; +} + + .sheet-offset-4-21, + .sheet-rolltemplate-MA1e .sheet-offset-4-21 { + margin-left: 19.04762%; +} + + .sheet-col-5-21, + .sheet-rolltemplate-MA1e .sheet-col-5-21 { + width: 23.80952%; +} + + .sheet-offset-5-21, + .sheet-rolltemplate-MA1e 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.sheet-rolltemplate-MA1e .sheet-offset-23-24 { + margin-left: 95.83333%; +} + + .sheet-row-r, + .sheet-rolltemplate-MA1e .sheet-row-r { + letter-spacing: -0.31em; + *letter-spacing: normal; + word-spacing: -0.43em; +} + + .sheet-opera-only :-o-prefocus, .sheet-row-r, + .sheet-rolltemplate-MA1e .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-MA1e .sheet-row-r { + word-spacing: -0.43em; +} + + .sheet-row-r img, + .sheet-rolltemplate-MA1e .sheet-row-r img { + max-width: 100%; +} + +/* End custom Pure grid css (24 cols) */ \ No newline at end of file diff --git a/GammaWorld2e/GammaWorld2e.html b/GammaWorld2e/GammaWorld2e.html new file mode 100644 index 0000000000..1f86ed745c --- /dev/null +++ b/GammaWorld2e/GammaWorld2e.html @@ -0,0 +1,6502 @@ + + + +
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Gamma World 2e

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PLAYER NAME
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CHARACTER NAME
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SHEET LAST UPDATED
17 DEC 2017

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Character Name
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Home Location
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Creature Type
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ARMOR CLASS
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MAX. HIT POINTS
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Height
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Weight
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Age
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Sex
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ADJUSTMENT SOURCE
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NAME
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ROLLED
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BONUS
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LEVEL
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OTHER
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TEMP
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CURRENT
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OLD
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ROLL CHECK
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MS:
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ATTACK MS
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DEF. MS
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DX:
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INIT MOD
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TO-HIT BONUS
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LEAP IN M
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JUMP IN M
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PS:
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+/- DAMAGE
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STAT DAMAGE BONUS
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OTHER DAMAGE BONUS
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CN:
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IN GAME ADDITIONS OR LOSSES TO CHARACTER ABILITIES:

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Number of Mental Attacks Resisted:
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GENERAL MOVEMENT

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SPACES TRAVELED PER HOUR

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TYPE OF TRAVEL
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LIGHT EQUIPMENT
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STANDARD
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ENCUMBERED
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COMBAT MOVEMENT

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SPACES MOVED PER MELEE ROUND

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TYPE OF ARMOR
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NORMAL
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EVASIVE
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CHARGING
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ATTACKS

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CLASS OR
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MATRIX
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NAME
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CLASS
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RANGE
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WEIGHT
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BASE DAMAGE
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DMG MOD
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SPECIAL DMG
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ROLL
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+ DETAILS + +
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ADD ATTACK DETAILS
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CLASS OR
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MATRIX
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ROLL
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NAME
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CLASS
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RANGE
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WEIGHT
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BASE DAMAGE
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DMG MOD
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SPECIAL DMG
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MUTANT ABILITIES

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BASE MUTATION
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MUTATION TYPE
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MUTATION NAME
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RANGE
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DURATION
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Mutation Description/Flavour
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AMOUNT OF DAMAGE Dice
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SPECIAL DAMAGE
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MENTAL DAMAGE DICE
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SPECIAL MENTAL DAMAGE
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ARMOR TYPE :
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INVENTORY

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COMPLEX. LEVEL
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DANGER LEVEL
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ROLL NEEDED
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ITEM CARRIED
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WHERE
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IN HAND
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SPECIAL CHARACTERISTICS
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CHARACTER HISTORY

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DATE STARTED:
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Next of Kin:
+
+ +
+ +
 
+ +
+ +
+ +
+ +
Most Damage In Single Attack:
+
+ +
+ +
 
+ +
+ +
+ +
+ +
+ +
 
+ +
+ +
+ +
PEOPLE MET:
+ + +
+
+
+
+
+ +
+ +
+ +
+ +
+ +
 
+ +
+ +
+ +
Creatures Befriended:
+ + +
+
+
+
+
+ +
+
+
+ +
+ +
 
+ +
+ +
+ +
Creatures Killed:
+ + +
+
+
+
+
+ +
+ +
+ +
+ +
+ +
 
+ +
+ +
+ +
Devices Figured Out:
+ + +
+
+
+
+
+ +
+ +
+ +
+ +
+ +
 
+ +
+ +
+ +
Other Creatures Encountered:
+ + +
+
+
+
+
+ +
+
+ +
+ +
+ +
+ +
+ + + +

Session Notes

+ +
 
+ + +
+
+
+
DATE PLAYED
+
IN GAME START DATE
+
IN GAME END DATE
+
+ +
+ +
+
+
+ +
+ + + Show / Hide : + GAME NOTES + + +
+
+
GAME NOTES
+
+ +
+
+
+
+ + + + +
+ + +
+ + + +
+
+ + + + +
+ +
+
Monster
+
+ +
 
+ +

THIS CHARACTER SHEET IS FOR NPC CREATURES. IT IS FOR THE GM ONLY TO USE.

+ +
+ + + +

RANDOM ENCOUNTERS

+ +
+ +
 
+ +
+
+
 
+
Random Encounters
+ +
+ +
+
 
+
+ +
+ + +
 
+
Random Encounter Distance
+
+ +
+
 
+
+ +
+
 
+
Surprise
+ + +
+ +
+
 
+
+
+ +
+ +
 
+ +
+ + + +

MONSTER CREATION

+ +
+ +
 
+
Type of Mutation
+ + + +
+
+
 
+
Mutant Generations
+
+ +
+
 
+
+ +
+
 
+
Mutation Per Generation
+
+ +
+
 
+
+ +
+
 
+
Physical
+
+ +
+
 
+
Mental
+
+ +
+
+ + +
+ +
+ +
 
+ +
+ + + +

MONSTER INFORMATION

+ +
+ + + +
+ +
 
+ +
+ +
+
 
+

.
+
+
+ +
 
+ +
+ +
+
 
+

.
+
+
+ +
+ +
+
 
+

.
+
+
+ +
+
 
+
ARMOR CLASS
+
 
+
MAX. HIT POINTS
+
 
+
CURRENT HIT POINTS
+
+ +
 
+ +
+ +
 
+ + + +
+
+

MONSTER NAME
+
+ +
+
 
+
+ +
+

MONSTER TYPE
+
+ +
+ + +
 
+ + +
+
+

# HIT DICE
+

HD BONUS
+ +
+ +
+
+
+
 
+
+
+

MOVEMENT
+
+
+ + +
 
+ + +
+
+

NO. APPEARING
+
+
+
 
+
+ +
+

MENTAL RESISTANCE
+
+
+
+ + +
 
+ +
+ + + +

MONSTER MUTATIONS

+ +
 
+ +
+
 
+
NUMBER OF MUTANT GENERATIONS:
+
+
 
+
+ +
 
+ + +
+
+
+
BASE MUTATION
+
MUTATION TYPE
+
MUTATION NAME
+
RANGE
+
DURATION
+
+ +
+
+ +
+
+ +
+
+
+
+
+ + + Show : + DESCRIPTION | + PHYSICAL + | + MENTAL + + +
+
+
MUTATION DESCRIPTION/FLAVOUR
+
+ +
+
+
+
+ +
+ +
+
 
+
AMOUNT OF DAMAGE DICE
+
SPECIAL DAMAGE
+
 
+
+ +
+ +
+ +
+ +
 
+ +
+
+
+
+ +
+ +
+
 
+
MENTAL DAMAGE DICE
+
SPECIAL MENTAL DAMAGE
+
 
+
+ +
+ +
+ +
+ +
 
+ +
+
+
+
+ +
+ + +
+ + + +
+ + + +

WEAPONS

+
+
 
+
DAMAGE
+
DICE
+
ATK
+
PROT
+
WEAPON
+
CLASS
+
SHORT
+
MED
+
LONG
+
HUMANOID--
+
--MUTATED--
+
--HUMAN
+
DMG MOD
+
SPECIAL DMG
+
+ + +
+ +
+
+ +
+
+ +
+
+
+ +
+
+
+
+
+
+
+
+
+ +
+
+ +
+ + + + +

MONSTER INVENTORY

+ +
+ +
+
Equipment
+
Treasure
+
+ +
+
+
+
+ +
+ +
+ + + +

MONSTER NOTES:

+ +
+
+
+ +
+ + + +
+ +
+
Monster
+
+ +
 
+ +

THIS CHARACTER SHEET IS FOR NPC ROBOTS. IT IS FOR THE GM TO USE.

+ +
+ + + +

RANDOM ENCOUNTERS

+ +
+ +
 
+ +
+
+
 
+
Random Encounters
+ +
+ +
+
 
+
+ +
+ + +
 
+
Random Encounter Distance
+
+ +
+
 
+
+ +
+
 
+
Surprise
+ + +
+ +
+
 
+
+
+ +
+ +
 
+ +
+ + + +

MONSTER CREATION

+ +
+ +
 
+
Type of Mutation
+ + + +
+
+
 
+
Mutant Generations
+
+ +
+
 
+
+ +
+
 
+
Mutation Per Generation
+
+ +
+
 
+
+ +
+
 
+
Physical
+
+ +
+
 
+
Mental
+
+ +
+
+ + +
+ +
+ +
 
+ +
+ + + +

MONSTER INFORMATION

+ +
+ + + +
+ +
 
+ +
+ +
+
 
+

.
+
+
+ +
 
+ +
+ +
+
 
+

.
+
+
+ +
+ +
+
 
+

.
+
+
+ +
+
 
+
ARMOR CLASS
+
 
+
MAX. HIT POINTS
+
 
+
CURRENT HIT POINTS
+
+ +
 
+ +
+ +
 
+ + + +
+
+

MONSTER NAME
+
+ +
+
 
+
+ +
+

MONSTER TYPE
+
+ +
+ + +
 
+ + +
+
+

# HIT DICE
+

HD BONUS
+ +
+ +
+
+
+
 
+
+
+

MOVEMENT
+
+
+ + +
 
+ + +
+
+

NO. APPEARING
+
+
+
 
+
+ +
+

MENTAL RESISTANCE
+
+
+
+ + +
 
+ +
+ + + +

MONSTER MUTATIONS

+ +
 
+ +
+
 
+
NUMBER OF MUTANT GENERATIONS:
+
+
 
+
+ +
 
+ + +
+
+
+
BASE MUTATION
+
MUTATION TYPE
+
MUTATION NAME
+
RANGE
+
DURATION
+
+ +
+
+ +
+
+ +
+
+
+
+
+ + + Show : + DESCRIPTION | + PHYSICAL + | + MENTAL + + +
+
+
MUTATION DESCRIPTION/FLAVOUR
+
+ +
+
+
+
+ +
+ +
+
 
+
AMOUNT OF DAMAGE DICE
+
SPECIAL DAMAGE
+
 
+
+ +
+ +
+ +
+ +
 
+ +
+
+
+
+ +
+ +
+
 
+
MENTAL DAMAGE DICE
+
SPECIAL MENTAL DAMAGE
+
 
+
+ +
+ +
+ +
+ +
 
+ +
+
+
+
+ +
+ + +
+ + + +
+ + + +

WEAPONS

+
+
 
+
DAMAGE
+
DICE
+
ATK
+
PROT
+
WEAPON
+
CLASS
+
SHORT
+
MED
+
LONG
+
HUMANOID--
+
--MUTATED--
+
--HUMAN
+
DMG MOD
+
SPECIAL DMG
+
+ + +
+ +
+
+ +
+
+ +
+
+
+ +
+
+
+
+
+
+
+
+
+ +
+
+ +
+ + + + +

MONSTER INVENTORY

+ +
+ +
+
Equipment
+
Treasure
+
+ +
+
+
+
+ +
+ +
+ + + +

MONSTER NOTES:

+ +
+
+
+ +
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+
{{title}}
+
{{name}} {{stuff}} {{stuff2}}
+
+
+ +
+ + + {{#attacknew}} +
+
 
+
{{rolltype2}}
+
{{attacknew}}
+
+ + {{#rollBetween() attacknew -10 targetnum}} +
+
 
+
{{failtext}}
+
+ {{/rollBetween() attacknew -10 targetnum}} + {{#rollGreater() attacknew targetnum}} +
+
Success:
+
{{successtext}}
+
+ {{#damage}} +
+
Damage:
+
{{damage}}
+
+ {{/damage}} + {{#specialdamage}} +
+
 
+
Special Damage:
+
{{specialdamage}}
+
+ {{/specialdamage}} + {{/rollGreater() attacknew targetnum}} + {{/attacknew}} + + + + + + {{#INIT}} +
+
Initiative :
+
{{INIT}}
+
Initiative mod:
+
{{initmod}}
+
+ {{/INIT}} + + + {{#HD}} +
+
{{flavortext}}
+
 
+
{{rolltype}}
+
{{HD}}
+
+ {{/HD}} + + + {{#moralecheck}} +
+
Morale :
+
{{moralecheck}}
+
+ {{#rollGreater() moralecheck chance}} +
+
 
+
SUCCESS !
+
+ {{/rollGreater() moralecheck chance}} + {{#rollBetween() moralecheck 1 chance}} +
+
 
+
FAILURE !
+
+ {{/rollBetween() moralecheck 1 chance}} + {{/moralecheck}} + + {{#ability}} +
+
{{flavortext}}
+
 
+
{{rolltype}}
+
{{ability}}
+
+ {{/ability}} + + + {{#percentability}} +
+
{{flavortext}}
+
 
+
{{neededroll}}
+
{{chance}}%
+
{{rolltype}}
+
{{percentability}}%
+
+ {{#rollGreater() percentability chance}} +
+
 
+
{{failtext}}
+
+ {{/rollGreater() percentability chance}} + {{#rollBetween() percentability 1 chance}} +
+
 
+
{{successtext}}
+
+ {{/rollBetween() percentability 1 chance}} + {{/percentability}} + + + {{#tech}} +
+
{{neededroll}}
+
{{chance}}
+
{{rolltype}}
+
{{tech}}
+
+ {{#rollLess() tech chance}} +
+ {{#rollTotal() dangercategory 4}} +
+
 
+
{{danger4_fail}}
+
+ {{/rollTotal() dangercategory 4}} + {{#rollTotal() dangercategory 3}} +
+
 
+
{{danger_fail}}
+
+
{{danger_injureself}}
+
{{injureself}}
+ {{#rollBetween() injureself 10 100}} +
+
 
+
{{danger_successself}}
+
+ {{/rollBetween() injureself 10 100}} + {{#rollLess() injureself 10}} +
+
 
+
You have injured yourself, perhaps fatally.
+
+
{{danger_fatalself}}
+
{{fatalself}}
+
+ {{#rollBetween() fatalself 11 100}} +
+
 
+
You are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalself 11 100}} + {{#rollLess() fatalself 11}} +
+
 
+
You are dead.
+
+ {{/rollLess() fatalself 11}} + {{/rollLess() injureself 10}} +
+
{{danger_injureother}}
+
{{injureother}}
+ {{#rollBetween() injureother 5 100}} +
+
 
+
{{danger_successother}}
+
+ {{/rollBetween() injureother 5 100}} + {{#rollLess() injureother 5}} +
+
 
+
You have injured another, perhaps fatally.
+
+
{{danger_fatalother}}
+
{{fatalother}}
+
+ {{#rollBetween() fatalother 11 100}} +
+
 
+
They are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalother 11 100}} + {{#rollLess() fatalother 11}} +
+
 
+
They are dead.
+
+ {{/rollLess() fatalother 11}} + {{/rollLess() injureother 5}} +
+ {{/rollTotal() dangercategory 3}} + {{#rollTotal() dangercategory 2}} +
+
 
+
{{danger_fail}}
+
{{danger_injureself}}
+
{{injureself}}
+
{{danger_injureother}}
+
{{injureother}}
+ {{#rollBetween() injureself 20 100}} +
+
 
+
{{danger_successself}}
+
+ {{/rollBetween() injureself 20 100}} + {{#rollLess() injureself 20}} +
+
You have injured yourself, perhaps fatally.
+
{{danger_fatalself}}
+
{{fatalself}}
+
+ {{#rollBetween() fatalself 21 100}} +
+
 
+
You are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalself 21 100}} + {{#rollLess() fatalself 21}} +
+
You are dead.
+
+ {{/rollLess() fatalself 21}} + {{/rollLess() injureself 20}} + {{#rollBetween() injureother 20 100}} +
+
 
+
{{danger_successother}}
+
+ {{/rollBetween() injureother 20 100}} + {{#rollLess() injureother 20}} +
+
You have injured yourself, perhaps fatally.
+
{{danger_fatalother}}
+
{{fatalother}}
+
+ {{#rollBetween() fatalother 21 100}} +
+
 
+
You are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalother 21 100}} + {{#rollLess() fatalother 21}} +
+
You are dead.
+
+ {{/rollLess() fatalother 21}} + {{/rollLess() injureother 20}} + {{/rollTotal() dangercategory 2}} + {{#rollTotal() dangercategory 1}} +
+
 
+
{{danger_fail}}
+
{{danger_injureself}}
+
{{injureself}}
+
{{danger_injureother}}
+
{{injureother}}
+ {{#rollBetween() injureself 30 100}} +
+
 
+
{{danger_successself}}
+
+ {{/rollBetween() injureself 30 100}} + {{#rollLess() injureself 30}} +
+
You have injured yourself, perhaps fatally.
+
{{danger_fatalself}}
+
{{fatalself}}
+
+ {{#rollBetween() fatalself 31 100}} +
+
 
+
You are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalself 31 100}} + {{#rollLess() fatalself 31}} +
+
You are dead.
+
+ {{/rollLess() fatalself 31}} + {{/rollLess() injureself 30}} + {{#rollBetween() injureother 20 100}} +
+
 
+
{{danger_successother}}
+
+ {{/rollBetween() injureother 20 100}} + {{#rollLess() injureother 20}} +
+
You have injured yourself, perhaps fatally.
+
{{danger_fatalother}}
+
{{fatalother}}
+
+ {{#rollBetween() fatalother 31 100}} +
+
 
+
You are not fatally wounded. Roll for damage.
+
+ {{/rollBetween() fatalother 31 100}} + {{#rollLess() fatalother 31}} +
+
You are dead.
+
+ {{/rollLess() fatalother 31}} + {{/rollLess() injureother 20}} + {{/rollTotal() dangercategory 1}} +
+ {{/rollLess() tech chance}} + {{#rollBetween() tech chance 101}} +
+
 
+
{{successtext}}
+
+ {{/rollBetween() tech chance 101}} + {{/tech}} + + + {{#mutationshowdesc}} +
+ {{#mutationshowinfoblock}} +
+ +
Base
{{mutationbase}}
+
Type
{{mutationtype}}
+ +
+ +
Range
{{mutationrange}}
+
Duration
{{mutationduration}}
+ +
+ +
+ {{/mutationshowinfoblock}} + +
+
Description
+
{{mutationshowdesc}}
+
+ {{#rollGreater() mutationdamage 0}} +
+
Damage :
+
{{mutationdamage}}
+
 
+
+ {{/rollGreater() mutationdamage 0}} + {{#specialdamage}} +
+
Special Damage
+
{{specialdamage}}
+
+ {{/specialdamage}} + + +
+ + {{/mutationshowdesc}} + + + {{#mentalattack}} + {{#rollTotal() mentalResist 3}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 10}} +
+
 
+
{{failtext}}
+
+ {{/rollLess() mentalattack 10}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollGreater() mentalattack 18}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 18}} + {{/rollTotal() mentalResist 3}} + + {{#rollTotal() mentalResist 4}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 9}} +
+
 
+
{{failtext}}
+
+ {{/rollLess() mentalattack 9}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
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11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 4}} + + {{#rollTotal() mentalResist 5}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
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+ {{#rollLess() mentalattack 8}} +
+
 
+
{{failtext}}
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+ {{/rollLess() mentalattack 8}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
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3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
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4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
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5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
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9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 5}} + + {{#rollTotal() mentalResist 6}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 7}} +
+
 
+
{{failtext}}
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+ {{/rollLess() mentalattack 7}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
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3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
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13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
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14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 6}} + + {{#rollTotal() mentalResist 7}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 6}} +
+
 
+
{{failtext}}
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+ {{/rollLess() mentalattack 6}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
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3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
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4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
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5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
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6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
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7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
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8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
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9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
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10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
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11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
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12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
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13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
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14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 7}} + + {{#rollTotal() mentalResist 8}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
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+ {{#rollLess() mentalattack 5}} +
+
 
+
{{failtext}}
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+ {{/rollLess() mentalattack 5}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
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3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
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4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
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5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
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13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
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15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
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+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 8}} + + {{#rollTotal() mentalResist 9}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
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+ {{#rollLess() mentalattack 4}} +
+
 
+
{{failtext}}
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+ {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
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3
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+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
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+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
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+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
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4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
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{{specialmentaldamage}}
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+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
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5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
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{{mentaldamage}}
+
 
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+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 9}} + + {{#rollTotal() mentalResist 10}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollTotal() mentalattack 3}} +
+
Hits Mental Resist:
+
3
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 3}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollTotal() mentalattack 17}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 17}} + {{#rollTotal() mentalattack 18}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 18}} + {{/rollTotal() mentalResist 10}} + + {{#rollTotal() mentalResist 11}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-4
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollTotal() mentalattack 16}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 16}} + {{#rollGreater() mentalattack 16}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 16}} + {{/rollTotal() mentalResist 11}} + + {{#rollTotal() mentalResist 12}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-5
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollTotal() mentalattack 15}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 15}} + {{#rollGreater() mentalattack 15}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 15}} + {{/rollTotal() mentalResist 12}} + + {{#rollTotal() mentalResist 13}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-6
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollTotal() mentalattack 14}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 14}} + {{#rollGreater() mentalattack 14}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 14}} + {{/rollTotal() mentalResist 13}} + + {{#rollTotal() mentalResist 14}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-7
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollTotal() mentalattack 13}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 13}} + {{#rollGreater() mentalattack 13}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 13}} + {{/rollTotal() mentalResist 14}} + + {{#rollTotal() mentalResist 15}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-8
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollTotal() mentalattack 12}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 12}} + {{#rollGreater() mentalattack 12}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 12}} + {{/rollTotal() mentalResist 15}} + + {{#rollTotal() mentalResist 16}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-9
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollTotal() mentalattack 11}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 11}} + {{#rollGreater() mentalattack 11}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 11}} + {{/rollTotal() mentalResist 16}} + + {{#rollTotal() mentalResist 17}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-10
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollTotal() mentalattack 10}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 10}} + {{#rollGreater() mentalattack 10}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 10}} + {{/rollTotal() mentalResist 17}} + + {{#rollTotal() mentalResist 18}} +
+
 
+
{{rolltype2}}
+
{{mentalattack}}
+
+ {{#rollLess() mentalattack 4}} +
+
Hits Mental Resist:
+
3-11
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollLess() mentalattack 4}} + {{#rollTotal() mentalattack 4}} +
+
Hits Mental Resist:
+
12
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 4}} + {{#rollTotal() mentalattack 5}} +
+
Hits Mental Resist:
+
13
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 5}} + {{#rollTotal() mentalattack 6}} +
+
Hits Mental Resist:
+
14
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 6}} + {{#rollTotal() mentalattack 7}} +
+
Hits Mental Resist:
+
15
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 7}} + {{#rollTotal() mentalattack 8}} +
+
Hits Mental Resist:
+
16
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 8}} + {{#rollTotal() mentalattack 9}} +
+
Hits Mental Resist:
+
17
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollTotal() mentalattack 9}} + {{#rollGreater() mentalattack 9}} +
+
Hits Mental Resist:
+
18
+
+ {{#rollGreater() mentaldamage 0}} +
+
Damage:
+
{{mentaldamage}}
+
 
+
+ {{/rollGreater() mentaldamage 0}} + {{#specialmentaldamage}} +
+
Special Damage
+
{{specialmentaldamage}}
+
+ {{/specialmentaldamage}} + {{/rollGreater() mentalattack 9}} + {{/rollTotal() mentalResist 18}} + {{/mentalattack}} + + + {{#passivemutation}} +
+
{{flavortext}}
+
 
+
{{rolltype}}
+
{{passivemutation}}
+
+ {{/passivemutation}} + + + {{#randomencounter}} +
+
Roll :
+
{{randomencounter}}
+
+ {{#rollWasCrit() randomencounter}} +
+
 
+
MONSTER FOUND
+
+ {{/rollWasCrit() randomencounter}} + {{#rollTotal() randomencounter 5}} +
+
 
+
MONSTER FOUND IF FOREST/PLANTED AREA
+
+ {{/rollTotal() randomencounter 5}} + {{#rollBetween() randomencounter 1 4}} +
+
 
+
NO MONSTER FOUND
+
+ {{/rollBetween() randomencounter 1 4}} + {{/randomencounter}} + + + {{#randomdistance}} +
+
{{randomdistance}}
+
yds from Party
+
+ {{/randomdistance}} + + + {{#MonsterHD}} +
+
Starting HP :
+
{{MonsterHD}}
+
+ {{/MonsterHD}} + + + {{#surprise}} +
+
Roll :
+
{{surprise}}
+
+ {{#rollGreater() surprise chance}} +
+
 
+
{{surprisesuccess}}
+
+ {{/rollGreater() surprise chance}} + {{#rollBetween() surprise -100 chance}} +
+
 
+
{{surprisefailure}}
+
+ {{/rollBetween() surprise -100 chance}} + {{/surprise}} + + + {{#mutantgeneration}} +
+
{{flavortext}}
+
 
+
Roll :
+
{{mutantgeneration}}
+
+ {{#rollLess() mutantgeneration 51}} +
+
 
+
1 Physical Mutation
+
+ {{/rollLess() mutantgeneration 51}} + {{#rollBetween() mutantgeneration 51 80}} +
+
 
+
1 Mental Mutation
+
+ {{/rollBetween() mutantgeneration 51 80}} + {{#rollBetween() mutantgeneration 81 85}} +
+
 
+
1 Physical and 1 Mental mutation
+
+ {{/rollBetween() mutantgeneration 81 85}} + {{#rollGreater() mutantgeneration 85}} +
+
 
+
No mutation in this generation.
+
+ {{/rollGreater() mutantgeneration 85}} + {{/mutantgeneration}} + + + {{#physicalgeneration}} +
+
{{flavortext}}
+
 
+
Roll :
+
{{physicalgeneration}}
+
+ {{#rollBetween() physicalgeneration 1 42}} +
+
 
+
{{rolltype2}}
+
Look on Physical Mutation Chart.
+
+ {{/rollBetween() physicalgeneration 1 42}} + {{#rollGreater() physicalgeneration 42}} +
+
2nd Roll :
+
{{secondaryphysical}}
+
+ {{#rollBetween() secondaryphysical 1 2}} +
+
 
+
{{rolltype2}}
+
TALLER
+
+ {{/rollBetween() secondaryphysical 1 2}} + {{#rollBetween() secondaryphysical 3 4}} +
+
 
+
{{rolltype2}}
+
NEW BODY PARTS: hands and arms
+
+ {{/rollBetween() secondaryphysical 3 4}} + {{#rollBetween() secondaryphysical 5 6}} +
+
 
+
{{rolltype2}}
+
POISON CLAWS OR FANGS
+
+ {{/rollBetween() secondaryphysical 5 6}} + {{/rollGreater() physicalgeneration 42}} + {{/physicalgeneration}} + + + {{#mentalgeneration}} +
+
{{flavortext}}
+
 
+
Roll :
+
{{mentalgeneration}}
+
+ {{#rollBetween() mentalgeneration 1 45}} +
+
 
+
{{rolltype2}}
+
Look on Mental Mutation Chart.
+
+ {{/rollBetween() mentalgeneration 1 45}} + {{#rollGreater() mentalgeneration 45}} +
+
 
+
{{rolltype2}}
+
HEIGHTENED INTELLIGENCE
+
+ {{/rollGreater() mentalgeneration 45}} + {{/mentalgeneration}} + +
+ + {{#background}} +
+ {{/background}} +
+
+
+ + + + + diff --git a/GammaWorld2e/GammaWorld2e.jpg b/GammaWorld2e/GammaWorld2e.jpg new file mode 100644 index 0000000000..5daed48ca7 Binary files /dev/null and b/GammaWorld2e/GammaWorld2e.jpg differ diff --git a/GammaWorld2e/ReadMe.mdown b/GammaWorld2e/ReadMe.mdown new file mode 100644 index 0000000000..7e3007cd14 --- /dev/null +++ b/GammaWorld2e/ReadMe.mdown @@ -0,0 +1,14 @@ +# 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. diff --git a/GammaWorld2e/sheet.json b/GammaWorld2e/sheet.json new file mode 100644 index 0000000000..badbb2e73d --- /dev/null +++ b/GammaWorld2e/sheet.json @@ -0,0 +1,8 @@ +{ + "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" +} diff --git a/Gumshoe Official/translations/pt.json b/Gumshoe Official/translations/pt.json index ecea1f4bf3..31a9fac704 100644 --- a/Gumshoe Official/translations/pt.json +++ b/Gumshoe Official/translations/pt.json @@ -1,217 +1,217 @@ { - "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 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 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 to mark your MOS ability.", - "red-abilities-message": "Abilities in red 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 para marcar sua capacidade MOS.", + "red-abilities-message": "As habilidades em vermelho indicam que os efeitos adicionais foram desbloqueados." } \ No newline at end of file diff --git a/Impulse_Drive/Impulse Drive.html b/Impulse_Drive/Impulse Drive.html index f583f762c1..474f1597fc 100644 --- a/Impulse_Drive/Impulse Drive.html +++ b/Impulse_Drive/Impulse Drive.html @@ -59,14 +59,14 @@
- +
- +
@@ -77,8 +77,8 @@
- +
diff --git a/L5R Fantasy Flight Games/translation.json b/L5R Fantasy Flight Games/translation.json index dabdb34bb9..3978afd8d7 100644 --- a/L5R Fantasy Flight Games/translation.json +++ b/L5R Fantasy Flight Games/translation.json @@ -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]", diff --git a/L5R Fantasy Flight Games/translations/zu.json b/L5R Fantasy Flight Games/translations/zu.json index ab022960dc..920d41115f 100644 --- a/L5R Fantasy Flight Games/translations/zu.json +++ b/L5R Fantasy Flight Games/translations/zu.json @@ -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", diff --git a/L5R/L5Rsheet.htm b/L5R/L5Rsheet.htm index acb70adf60..55d7532131 100644 --- a/L5R/L5Rsheet.htm +++ b/L5R/L5Rsheet.htm @@ -1,9 +1,9 @@
- + - - + +
- - + + + - + + + + + + + - - - - - - - - - - - - + + + + + + + + + + +
addl SPs>
+ +
-
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- -
- - - - - -

-

- +

- +

Air

- + +
+
-

Reflexes

+

Reflexes

-
+

Awareness

-
+

- +

Earth

-
-
- -
+ + +
+
+

Stamina

-
+

Willpower

-
+

- +

Fire

-
- -
+
+ + +

Agility

-
+

Intelligence

-
+

- +

Water

-
- -
+
+ + +

Strength

-
+

Perception

-
+

- +

Void

- -
+ +

Void Spent

- +
@@ -182,24 +187,45 @@
+
+ + + + +
+ + + + + +

+
+ + + + +
+ + +

-
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Honor

+

Honor

@@ -214,7 +240,7 @@
-

Glory

+

Glory

@@ -229,7 +255,7 @@
-

Status

+

Status

@@ -244,7 +270,7 @@
-

Taint

+

Taint

@@ -262,65 +288,86 @@

Wounds

- + - + - + - + + + + + + - - - - - - - - - - - - - - - - - + + - - + + + + - - - - - - - - - - - -
WoundsLethality
WoundsLethalityBonus Wounds per Level
Wound LevelTotal
Healthy (+0)
Nicked (+3)
Grazed (+5)
Hurt (+10)PenaltyTotal
Injured (+15)Healthy
Crippled (+20)
Down (+40)
Out
+ Nicked + + + + + + Grazed + + + + + + Hurt + + + + + + Injured + + + + + + Crippled + + + + + + Down + + + + + + Out + + + + +

- +
- + @@ -331,38 +378,53 @@ - - + + - + - - + + - - - + + + + + + - + + + + + + + + + + + + + - + - - + - +
Initiative Armor TN
Unmodified -
+
Base TNQualityType
Modifiers
Roll/Keep BonusArmor +Quality
ModifiersAdditional +Reduction
Initiative - + + Current TN Notes
@@ -374,17 +436,34 @@

School Techniques

- +

Advantages

- +

Disadvantages

- + +
+
+
+
+ +

Equipment

+ +
+
+ +

Allies and Enemies

+ +
+
+ +

Notes

+

Background

@@ -397,13 +476,15 @@

High Skills

U = Untrained Roll | T = Trained Roll | E = Emphasis Roll

- +
- + + + @@ -413,260 +494,464 @@ - - - - - + + + + + + - - - + + + - - - - - - + + + + + + + - - - - + + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + @@ -674,236 +959,415 @@ - - - + + + + + + - - - - - + + + + + + -
Skill NameRankSchool?Rank Trait +Roll +KeepBonus Emphases U T
ActingAwareness
ArtisanAwareness
CalligraphyIntelligence
CourtierAwareness
DivinationIntelligence
EtiquetteAwareness
GamesAwareness
InvestigationPerception
LoreIntelligence
LoreIntelligence
LoreIntelligence
MedicineIntelligence
MeditationVoid
PerformAgility
SincerityAwareness
SpellcraftIntelligence
Tea CeremonyVoid
-
+
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- - - - - +
+
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+ + + + + + + + + + + - - - - - + + + + + + +
+ +

Bugei Skills

- +
- + + + - - - - - - + + + + + - - - - + + + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - + + + @@ -921,13 +1386,25 @@ - - - - - + + + + + + @@ -936,77 +1413,127 @@ - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - + + + - - - - - + + + + + + - - - - + + + +
Skill NameRankSchool?Rank Trait +Roll +KeepBonus Emphases U T ESub-Type
AthleticsStrength
BattlePerception
DefenseReflexes
HorsemanshipAgility
HuntingPerception
IaijutsuReflexes
JiujutsuAgility
Chain WeaponsAgility
Heavy WeaponsAgility
KenjutsuAgility
KnivesAgility
KyujutsuReflexes
Ninjutsu
PolearmsAgility
SpearsAgility
StavesAgility
War FanAgility
-
- - +
+
+ + - - + + + + - - - - - + + + + +
-

Merchant Skills

- +
- + + + @@ -1016,72 +1543,122 @@ - - - - - + + + + + - - - - - + + + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - - + + + + + - - - - - + + + + + + - - - - + + + + - + + + @@ -1091,32 +1668,46 @@
-
-
Skill NameRankSchool?Rank Trait +Roll +KeepBonus Emphases U T
Animal HandlingAwareness
CommerceIntelligence
CraftIntelligence
EngineeringIntelligence
Sailing
- - - - - - +
+
Intelligence
+ + + + + + + + - - - - + + + +

Low Skills

- +
- + + + @@ -1125,82 +1716,202 @@ + + + + + + + + + + + + + + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - + + + + - - - - - + + + + + + - - - - + + + + - - - - - - + + + + + + + - - - - + + + +
Skill NameRankSchool?Rank Trait +Roll +KeepBonus Emphases U T
Craft
ForgeryAgility
IntimidationAwareness
Sleight of HandAgility
StealthAgility
TemptationAwareness
- +
+
+
+ + + + + + + + + + + + + + + +
+
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+
@@ -1211,18 +1922,22 @@ U = Untrained Roll | T = Trained Roll | E = Emphasis Roll

Melee Weapons

- +
- + + - + + + + @@ -1241,15 +1956,30 @@ - + + - - - + + + + + - + + @@ -1268,15 +1998,30 @@ - + + - - - + + + + + - + + @@ -1294,15 +2039,30 @@ - + + - - - + + + + + - + + @@ -1320,15 +2080,30 @@ - + + - - - + + + + + - + + @@ -1346,15 +2121,30 @@ - + + - - - + + + + + - + + @@ -1372,116 +2162,314 @@ - + + - - - + + + + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon SkillAbilitySchool?Trait Attack Bonus Roll Attack Bonus KeepUFlat Attack BonusSimple Action?U T E
Weapon Damage Roll
Weapon Damage Keep
Flat Damage Bonus Damage Notes

Bows

- +
+ + - + + + + - + - - - - - - - - - + + + + + + + + + + + + + + - + - - - - - - - - - + + + + + + + + + + + + + + - + - - - - - - - - - + + + + + + + + + + + + + + - + - - - - - - - - - + + + + + + + + + + + + + + - + - - - - - - - - - + + + + + + + + + + + + + + - + - - - - - - - - - + + + + + + + + + + + + + +
Bow SkillSchool?Trait Strength Bow Roll Bonus Bow Keep BonusUFlat Bow BonusSimple Action?U T E Arrow Damage Roll Arrow Damage KeepFlat Damage Bonus Damage Notes
@@ -1493,36 +2481,99 @@
- - - - - - + + + + + + + + + + + + + + + + + + + + + + +

Element

Spells Used

Max Spell Slots

Affinity/Deficiency

Air
Earth
Fire
Water
Bonus

Element

Spells Used

Max Spell Slots

Affinity/Deficiency

Air
Earth
Fire
Water
Void/Bonus
+
-
- - - - - - - - - - - -
Name:Ring:Level:
Range:AoE:Ring
DurationRaisesCastDescription:
-
- Make sure that both Rings have the same value. Otherwise, Affinities will not display properly. -
+ +
+ + + + + + + + + + + + + + + + + + + + + +
Name:Ring:keyword:Level:
Range:AoE:Duration:
Raises:Bonus Roll:Bonus Keep:Flat Bonus:Cast
Damage Roll:Damage Keep:Bonus Roll:Bonus Keep:Flat Bonus:Damage
+ Description + + +
+ +
+ + @@ -1554,3 +2605,445 @@
{{title}}{{#subtitle}}
{{subtitle}}{{/subtitle}}
+ + + + + + + + + +
{{name}} rolls{{#roll_name}} {{roll_name}}{{/roll_name}}
+ {{#attr}} + {{attr}}({{attr_num}}) + {{/attr}} + {{#skill}} + + {{skill}}({{skill_num}}) + {{/skill}} + {{#pwr}} + + {{pwr}}({{pwr_num}}) + {{/pwr}} + {{#mod_num}} + + Modifiers({{mod_num}}) + {{/mod_num}} +
{{result}} Successes
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/L5R/L5RsheetCSS.css b/L5R/L5RsheetCSS.css index 5130a27e7d..71a474d01e 100644 --- a/L5R/L5RsheetCSS.css +++ b/L5R/L5RsheetCSS.css @@ -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; -} \ No newline at end of file +} + + +.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; +} + + diff --git a/L5R/translation.json b/L5R/translation.json index 15a198ffc9..91025cd853 100644 --- a/L5R/translation.json +++ b/L5R/translation.json @@ -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" } diff --git a/L5R/translations/af.json b/L5R/translations/af.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/af.json +++ b/L5R/translations/af.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/cs.json b/L5R/translations/cs.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/cs.json +++ b/L5R/translations/cs.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/da.json b/L5R/translations/da.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/da.json +++ b/L5R/translations/da.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/de.json b/L5R/translations/de.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/de.json +++ b/L5R/translations/de.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/el.json b/L5R/translations/el.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/el.json +++ b/L5R/translations/el.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/en.json b/L5R/translations/en.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/en.json +++ b/L5R/translations/en.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/es.json b/L5R/translations/es.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/es.json +++ b/L5R/translations/es.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/fr.json b/L5R/translations/fr.json index 01fdfd4bd5..e828a4a330 100644 --- a/L5R/translations/fr.json +++ b/L5R/translations/fr.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/he.json b/L5R/translations/he.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/he.json +++ b/L5R/translations/he.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/it.json b/L5R/translations/it.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/it.json +++ b/L5R/translations/it.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/ja.json b/L5R/translations/ja.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/ja.json +++ b/L5R/translations/ja.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/ko.json b/L5R/translations/ko.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/ko.json +++ b/L5R/translations/ko.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/nl.json b/L5R/translations/nl.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/nl.json +++ b/L5R/translations/nl.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/pt.json b/L5R/translations/pt.json index 94d4539d89..531bd6acc7 100644 --- a/L5R/translations/pt.json +++ b/L5R/translations/pt.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/ru.json b/L5R/translations/ru.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/ru.json +++ b/L5R/translations/ru.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/sv.json b/L5R/translations/sv.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/sv.json +++ b/L5R/translations/sv.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/tr.json b/L5R/translations/tr.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/tr.json +++ b/L5R/translations/tr.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/zh.json b/L5R/translations/zh.json index 77bff96c74..19e80a44da 100644 --- a/L5R/translations/zh.json +++ b/L5R/translations/zh.json @@ -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" } \ No newline at end of file diff --git a/L5R/translations/zu.json b/L5R/translations/zu.json index 1bdc5364c5..842ce63841 100644 --- a/L5R/translations/zu.json +++ b/L5R/translations/zu.json @@ -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" } \ No newline at end of file diff --git a/Lady Blackbird/Source/lady_blackbird.js b/Lady Blackbird/Source/lady_blackbird.js new file mode 100644 index 0000000000..df956e648b --- /dev/null +++ b/Lady Blackbird/Source/lady_blackbird.js @@ -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); + } + }); +}); diff --git a/Lady Blackbird/Source/lady_blackbird.pug b/Lady Blackbird/Source/lady_blackbird.pug new file mode 100644 index 0000000000..77d83d0e39 --- /dev/null +++ b/Lady Blackbird/Source/lady_blackbird.pug @@ -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. + +script(type="text/worker") diff --git a/Lady Blackbird/Source/lady_blackbird.scss b/Lady Blackbird/Source/lady_blackbird.scss new file mode 100644 index 0000000000..63c390eb98 --- /dev/null +++ b/Lady Blackbird/Source/lady_blackbird.scss @@ -0,0 +1,236 @@ +div { + box-sizing: border-box; +} +textarea { + box-sizing: border-box; + border: none; + border-radius: 0; + font-family: inherit; + margin: 0; + box-shadow: none; +} +p { + font-family: inherit; + line-height:inherit; + &:last-child { + margin: 0; + } +} +h3, h4 { + font-weight: normal; + text-transform: uppercase; + letter-spacing: 1px; + line-height: 1.5; +} +h3 { + font-size: 16px; +} +h4 { + font-size: 15px; +} +input[type="text"] { + border: none; + border-radius: 0; + font-family: inherit; + box-shadow: none; +} +button.repcontrol_add, button.repcontrol_edit { + line-height: 18px; + font-size: 1.2em; + background: transparent; + box-shadow: none; + font-family: inherit; +} +.sheet-auto-expand { + position: relative; + cursor: text; + word-wrap: break-word; + span { + visibility: hidden; + white-space: pre-wrap; + display: block; + } + textarea { + position: absolute; + overflow: hidden; + z-index: 1; + top: 0; + left: 0; + resize: none; + height: 100%; + word-wrap: break-word; + padding: inherit; + font: inherit; + color: inherit; + text-transform: inherit; + letter-spacing: inherit; + text-align: inherit; + } +} + +.sheet-container { + background: white; + border: 3px solid black; + min-width: 640px; + border-radius: 30px; + padding-bottom: 10px; + display: grid; + grid: auto / 50% 50%; + font-family: Georgia, serif; + line-height: 1.35; +} +.sheet-header { + grid-column: 1/3; + padding: 10px 10px 0; + border-bottom: 2px solid; + .sheet-charname { + width: 100%; + font-size: 25px; + letter-spacing: 1px; + text-transform: uppercase; + text-align: center; + font-weight: bold; + } + .sheet-chardesc { + width: 100%; + text-align: center; + font-style: italic; + font-size: 16px; + } +} +.sheet-traits { + display: flex; + padding: 5px 10px; + border-right: 2px solid black; + flex-flow: column; + .sheet-stats { + display: flex; + padding-top: 5px; + label { + margin: 0; + font-weight: normal; + letter-spacing: 1px; + width: auto; + text-transform: uppercase; + display: flex; + align-items: center; + } + button[type="roll"] { + margin: 0 0 0 auto; + line-height: 18px; + font-size: 1.2em; + background: transparent; + box-shadow: none; + font-family: inherit; + &::before { + content: "t "; + position: relative; + top: 1px; + } + } + input[type="number"] { + font-weight: bold; + margin-left: 5px; + font-size: 1em; + } + } + .sheet-tagsblurb { + margin-top: auto; + } + .repcontrol { + margin: 10px 0; + } +} +.sheet-keys { + padding: 5px 10px; + .repcontrol { + margin: 10px 0 5px; + } +} +.sheet-conditions { + display: flex; + grid-column: 1/3; + justify-content: space-between; + margin: 0 0 10px; + border-width: 1px 0; + border-top: 2px solid; + border-bottom: 2px solid; + padding: 10px 10px; + + .sheet-condition { + font-weight: normal; + text-transform: uppercase; + letter-spacing: 1px; + display: flex; + cursor: pointer; + padding: 0; + margin: 0; + width: auto; + align-items: center; + + input { + width: 20px; + height: 20px; + opacity: 0; + margin-right: -20px; + + + span { + display: block; + width: 20px; + box-sizing: border-box; + margin-right: 6px; + height: 20px; + border: 1px solid black; + } + &:checked + span { + background: red; + } + } + } +} +.sheet-rulestitle { + grid-column: 1/3; + text-align: center; + font-size: 23px; + text-transform: uppercase; +} +.sheet-rules { + text-align: justify; + padding: 0 15px; + + &.sheet-left { + border-right: 1px solid black; + } +} +.sheet-smallcaps { + font-variant: small-caps; +} +p.sheet-smallcaps { + font-size: 14px; +} +.sheet-hidediv:not([value=""]) + div { + display: none; +} +.sheet-autofill-reminder { + text-align: center; + margin: 0 auto 5px; + width: 60%; + font-weight: bold; +} +.sheet-reprow { + margin-bottom: 5px; + .sheet-name { + font-size: 1.2em; + width: 100%; + } + .sheet-desc { + font-style: italic; + margin-left: 20px; + width: calc(100% - 20px); + padding-left: 1px; + min-height: 17px; + } +} +.itemcontrol { + z-index: 100; +} diff --git a/Lady Blackbird/lady_blackbird.css b/Lady Blackbird/lady_blackbird.css new file mode 100644 index 0000000000..4ddd163d98 --- /dev/null +++ b/Lady Blackbird/lady_blackbird.css @@ -0,0 +1 @@ +div{box-sizing:border-box}textarea{box-sizing:border-box;border:none;border-radius:0;font-family:inherit;margin:0;box-shadow:none}p{font-family:inherit;line-height:inherit}p:last-child{margin:0}h3,h4{font-weight:normal;text-transform:uppercase;letter-spacing:1px;line-height:1.5}h3{font-size:16px}h4{font-size:15px}input[type="text"]{border:none;border-radius:0;font-family:inherit;box-shadow:none}button.repcontrol_add,button.repcontrol_edit{line-height:18px;font-size:1.2em;background:transparent;box-shadow:none;font-family:inherit}.sheet-auto-expand{position:relative;cursor:text;word-wrap:break-word}.sheet-auto-expand span{visibility:hidden;white-space:pre-wrap;display:block}.sheet-auto-expand textarea{position:absolute;overflow:hidden;z-index:1;top:0;left:0;resize:none;height:100%;word-wrap:break-word;padding:inherit;font:inherit;color:inherit;text-transform:inherit;letter-spacing:inherit;text-align:inherit}.sheet-container{background:white;border:3px solid black;min-width:640px;border-radius:30px;padding-bottom:10px;display:grid;grid:auto / 50% 50%;font-family:Georgia, serif;line-height:1.35}.sheet-header{grid-column:1/3;padding:10px 10px 0;border-bottom:2px solid}.sheet-header .sheet-charname{width:100%;font-size:25px;letter-spacing:1px;text-transform:uppercase;text-align:center;font-weight:bold}.sheet-header .sheet-chardesc{width:100%;text-align:center;font-style:italic;font-size:16px}.sheet-traits{display:flex;padding:5px 10px;border-right:2px solid black;flex-flow:column}.sheet-traits .sheet-stats{display:flex;padding-top:5px}.sheet-traits .sheet-stats label{margin:0;font-weight:normal;letter-spacing:1px;width:auto;text-transform:uppercase;display:flex;align-items:center}.sheet-traits .sheet-stats button[type="roll"]{margin:0 0 0 auto;line-height:18px;font-size:1.2em;background:transparent;box-shadow:none;font-family:inherit}.sheet-traits .sheet-stats button[type="roll"]::before{content:"t ";position:relative;top:1px}.sheet-traits .sheet-stats input[type="number"]{font-weight:bold;margin-left:5px;font-size:1em}.sheet-traits .sheet-tagsblurb{margin-top:auto}.sheet-traits .repcontrol{margin:10px 0}.sheet-keys{padding:5px 10px}.sheet-keys .repcontrol{margin:10px 0 5px}.sheet-conditions{display:flex;grid-column:1/3;justify-content:space-between;margin:0 0 10px;border-width:1px 0;border-top:2px solid;border-bottom:2px solid;padding:10px 10px}.sheet-conditions .sheet-condition{font-weight:normal;text-transform:uppercase;letter-spacing:1px;display:flex;cursor:pointer;padding:0;margin:0;width:auto;align-items:center}.sheet-conditions .sheet-condition input{width:20px;height:20px;opacity:0;margin-right:-20px}.sheet-conditions .sheet-condition input+span{display:block;width:20px;box-sizing:border-box;margin-right:6px;height:20px;border:1px solid black}.sheet-conditions .sheet-condition input:checked+span{background:red}.sheet-rulestitle{grid-column:1/3;text-align:center;font-size:23px;text-transform:uppercase}.sheet-rules{text-align:justify;padding:0 15px}.sheet-rules.sheet-left{border-right:1px solid black}.sheet-smallcaps{font-variant:small-caps}p.sheet-smallcaps{font-size:14px}.sheet-hidediv:not([value=""])+div{display:none}.sheet-autofill-reminder{text-align:center;margin:0 auto 5px;width:60%;font-weight:bold}.sheet-reprow{margin-bottom:5px}.sheet-reprow .sheet-name{font-size:1.2em;width:100%}.sheet-reprow .sheet-desc{font-style:italic;margin-left:20px;width:calc(100% - 20px);padding-left:1px;min-height:17px}.itemcontrol{z-index:100} diff --git a/Lady Blackbird/lady_blackbird.html b/Lady Blackbird/lady_blackbird.html new file mode 100644 index 0000000000..3c47fa758b --- /dev/null +++ b/Lady Blackbird/lady_blackbird.html @@ -0,0 +1,364 @@ + +
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If you enter Lady Blackbird, Naomi Bishop, Cyrus Vance, Kale Arkam, or Snargle, their details will be filled in automatically.
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Traits

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Tags in [brackets] are qualities you don’t have yet. You can buy them with advances. See the Rules Summary below, under Keys.
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Rules Summary
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Rolling the Dice

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When you try to overcome an obstacle, you roll dice. Start with one die. Add a die if you have a trait that can help you. If that trait has any tags that apply, add another die for each tag. Finally, add any number of dice from your personal pool of dice (your pool starts with 7 dice).

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Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit. You need hits equal to the difficulty level (usually 3) to pass the obstacle.

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Levels: 2 Easy—3 Difficult—4 Challenging—5 Extreme

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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.

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If you don’t pass, you don’t yet achieve your goal. But, you get to keep the pool dice you rolled and add another die to your pool. The GM will escalate the situation in some way and you might be able to try again.

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Conditions

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When events warrant or especially when you fail a roll, the GM may impose a condition on your character: Injured, Dead, Tired, Angry, Lost, Hunted, or Trapped. When you take a condition, mark its box and say how it comes about. [Note: The “dead” condition just means “presumed dead” unless you say otherwise.]

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Helping

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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.

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Keys

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When you hit a key, you can do one of two things:

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  • Take an experience point (XP)
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  • Add a die to your pool (up to a max of 10)
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If you go into danger because of your key, you get 2 XP or 2 pool dice (or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an advance. You can spend an advance on one of the following:

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  • Add a new Trait (based on something you learned during play or on some past experience that has come to light)
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  • Add a tag to an existing trait
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  • Add a new Key (you can never have the same key twice)
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  • Learn a Secret (if you have the means to)
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You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!

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Each key also has a buyoff. If the buyoff condition occurs, you have the option of removing the Key and earning two advances.

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Refresh

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You can refresh your pool back to 7 dice by having a 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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+ diff --git a/Lady Blackbird/lady_blackbird.png b/Lady Blackbird/lady_blackbird.png new file mode 100644 index 0000000000..26ba0b6b69 Binary files /dev/null and b/Lady Blackbird/lady_blackbird.png differ diff --git a/Lady Blackbird/sheet.json b/Lady Blackbird/sheet.json new file mode 100644 index 0000000000..a88dec949f --- /dev/null +++ b/Lady Blackbird/sheet.json @@ -0,0 +1,8 @@ +{ + "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." +} diff --git a/Legacy - Life Among the Ruins/LegacyRoll20CSS.css b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css new file mode 100644 index 0000000000..ce881582f7 --- /dev/null +++ b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css @@ -0,0 +1,142 @@ +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; +} diff --git a/Legacy - Life Among the Ruins/LegacyRoll20Screenshot.png b/Legacy - Life Among the Ruins/LegacyRoll20Screenshot.png new file mode 100644 index 0000000000..962891eb97 Binary files /dev/null and b/Legacy - Life Among the Ruins/LegacyRoll20Screenshot.png differ diff --git a/Legacy - Life Among the Ruins/LegacyRoll20sheets.html b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html new file mode 100644 index 0000000000..dfb6703b9a --- /dev/null +++ b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html @@ -0,0 +1,3514 @@ +
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+ Name: + Playbook: + +

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Traditions:

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Select a Playbook above to get started

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+ Reach:   + Grasp:   + Sleight:   +
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+

Starting Stats

+

Choose one:

+
  • If mankind was able to protect the natural world from the worst excesses of the Fall: Reach 2, Grasp -1, Sleight 0.
  • +
  • If the ecosystem had to change in strange and unexpected ways to survive the Fall: Reach 2, Grasp 0, Sleight -1.
  • +
  • If the Fall completely supplanted the original ecosystem with new and alien forms of life: Reach -1, Grasp 1, Sleight 1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Atavistic throwbacks, a carefully-managed bloodline, a co-op of traders and ranchers.
+ Style: Bucolic and laconic, sterile and analytic, wild and unrestrained.
+ Governance: Feudal hierarchy of serfs and landowners, commune of innovators and eccentrics, a pantheon taking on nature’s aspects.

+
+
+
+
+
+
+
+

Moves

+

Pick Culture and one other.

+

Culture: When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:

+
  • Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.
  • +
  • Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.
  • +
  • Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they're used as mounts, add 1 free tag to them.
+

At the start of each age you can skip the months of cultivation and go straight to the harvest.

+

Domestication: When an abnormal life form is brought back to your Family’s farm and reshaped to suit your needs, choose one: +

  • Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture and have the drugs you create temporarily grant it to their users.
  • +
  • Corral a small breeding population of the organism.
  • +
  • Find a way for you to resist its abilities or avoid its dangers.
+

Recycling: When your character dissects the body of unnatural creature, they can improvise a Device from its organs or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate Culture to make one of the other two surpluses.

+

Investment: Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set Stake to 0.

+

Evolutionary Leap: When you use Culture, characters gain one of these bonuses the next time they Tool Up according to the Surplus produced:

+
  • Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that'll stop someone's Death move from triggering for an hour.
  • +
  • Crops: Food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it's cooked.
  • +
  • Livestock: A group of animals with simian-level intelligence. They have quality 2 and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.
+

In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.

+
+
+
+
+

Lifestyle

+

Nomadic: Your caravans have several hidden places they visit to retrieve new harvests. Each sanctuary can hide and support your Family for months at a time.
+ Dispersed: Your Family barters and borrows space in others’ land for their cultivations, giving you up-to-date information on the state of other faction’s food supply.
+ Settled: Your Family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.

+
+
+

Doctrine

+

Sculpting a New Humanity: When your Family creates or tames a new species, they inherit one of its minor or cosmetic traits.
+ The Horn of Plenty: anyone else who keeps a surplus from the time you Culture it to the start of the next Age gains Surplus: Recruits.
+ Nature’s Acolytes: So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A cathedral-sized automated slaughterhouse.
+ A plantation of heavily modified trees.
+ Ruins filled with deadly spores.

+

The Fall
+ Catacombs filled with failed genetic experiments.
+ A vast forest filled with calcified trees.
+ A tree that outlasted the city it was meant to nurture.

+

A Threat
+ A pack of perfectly designed predators.
+ A drought so severe that famine is a certainty.
+ A plague too efficient and dreadful to be natural.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Barter Goods, Land, Progress, Medicine, Crops

+
+
+

Treaty

+

When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:

+

Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.

+

Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.

+
+
+
+
+

Assets

+

Your characters can always have a friendly pet of some kind. In addition, pick 3:

+

Weapons

+

Soporific needles and darts (melee, nonlethal).

+

Surprisingly effective farming tools (melee, unreliable).

+

Trained attack animals (ranged, many).

+

Chemical grenades (area, many).

+

+

Defenses

+

Animal hides and homespun fabric (utility, tough).

+

Nearly-pristine labcoats (regal, comms).

+

Forest-strider gear (camo, mobile).


+

+ +

Travel

+

Pedigree animals (land, mount).

+

Agricultural vehicles (land, mighty)

+

Mobile research station (land, med bay).


+

+ +

Expertise

+

Farmers (Quality 1, Wrangling crops and animals).

+

Surgeons (Quality 1, Healing and dissecting).

+

Rangers (Quality 1, Living off the land).


+

+
+
+

Inheritance

+

Cultivator Characters get +1 to Sway or Lore.

+

Quick Characters can pick an Inheritance Move:

+
  • Hardy: Automatically reduce by 1 the first Harm you take each day.
  • +
  • Green Fingers: You know the medical and culinary uses of any plant or animal you encounter.
  • +
  • Animal Companion: You have a reliable mount. It's a vehicle with mount, land and one of air, water, swift or mighty.
  • +
  • Master Chef: The food you prepare and augment tastes exceptionally good, and will heal minor ailments and give people energy.
  • +
  • Surgeon: With a few hours of dedicated treatment you can clear all of someone’s Harm boxes. With all your effort, you can delay the onset of someone’s Dead box.
+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If the wonders from Before were widely distributed and everyone can benefit from your advice: Reach 1 Grasp 0 Sleight 0.
  • +
  • If the wonders from Before were hoarded by researchers, the military, the wealthy, and now you: Reach -1 Grasp 2 Sleight 0.
  • +
  • If the Fall unleashed previously unknown technology and knowledge which you now seek out: Reach 1 Grasp -1 Sleight 1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Close-knit families passing secrets to their children, Demagogues and those who seek their knowledge, Vat-grown duplicates.
+ Style: Bulky and concealing environment suits, utilitarian clothes studded with implants, monastic robes embroidered with circuitry.
+ Governance: Meritocratic academic bureaucracy, Anarchic rule of the loudest and most interesting, Hidebound council of elders.

+
+
+
+
+
+
+
+

Moves

+

Pick two:

+

Sufficiently Advanced: Your Family has retained access to some of the wonders of the World Before. Choose one:

+

Medical treatments able to cure any ailment.
+ A ward that shields a wide area from harm.
+ A weapon that could slay any foe.
+ A vehicle that can swiftly transport a dozen people from horizon to horizon.

+

It comes with 3-Power. When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects.

+

Choose how Power is regained:

+
  • Renewable Energy: 1 Power every few months, climate permitting.
  • +
  • Precious Fuels: 1 Power per material Surplus erased.
  • +
  • Mystic Sacrifice: 1 Power per named Family member or Player Character sacrificed.
+

Deep Knowledge: Your Family has a well-curated and extensive store of records on certain fields. Choose one:

+

Grand Architecture, from Surface to Stars. + Magic and Artifice of the Glorious Past
+ The Horrors Birthed by the Fall
+ The Fragmented Lands and their Hidden Depths
+ Persons and Proceedings of Historical Significance

+

When your Character encounters a creature, item or situation covered by this field, tell everyone a fact about it and gain fleeting advantage acting on that information. The GM will also tell you something you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, Lore, etc) to pick an additional field of knowledge.

+

An Eye for Details: Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a follow-up question, and when you Uncover Secrets you always get to ask a second question.

+

Weird Science: When your Family puts together a device powerful enough to shape the local area for generations, say what they want it to do. The GM will give one to three of the following conditions:

+
  • It’ll take weeks/months/years to build.
  • +
  • You’ll need to erase a certain Surplus.
  • +
  • It’ll only work for a limited length of time before needing to recharge.
  • +
  • You’ll need to hook it up to a certain power source.
  • +
  • You’ll have to sacrifice 1/2/3 Tech.
  • +

    Future Shock: When you use Power Up, you can spend extra points of Tech. For each point past the first, roll an extra die. You still take the two highest.

    +
+
+
+
+

Lifestyle

+

Nomadic: You keep your technology shrouded, and it looks mundane to the casual observer.
+ Dispersed: When you write to Family in other settlements for insights, get fleeting advantage when you act on their advice.
+ Settled: When you encounter a fragment of pre-Fall culture, you know its cultural significance.

+
+
+

Doctrine

+

Holding Back Another Fall: When a piece of dangerous technology is brought back to the Family, they can break it down into 2 Tech.
+ Uplifting Mankind’s Remnants: so long as others heed your Family’s advice on a grand project, they take advantage on their rolls building it.
+ Better Living Through Technology: You can spend 1 point of Tech to get an extra choice when you Tool Up, or 5 Tech to mark off a Wonder Requirement.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A secret research centre full of untamed wonders.
+ A dangerous and unstable power plant.
+ A site of connection to the stars beyond. +

+ +

The Fall
+ A spot where the laws of physics were unravelled.
+ A redoubt where the miraculous science from Before almost averted the Fall.
+ The research centre that first understood the Fall's root cause.

+ +

A Threat
+ A crude tribe of raiders using advanced tech.
+ A valley where lights appear in the sky.
+ A ruin where creations of science now rule

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Defences, Engineering, Progress, Leadership, Morale

+
+
+

Treaty

+

When you spend time and effort showing another group how to use their technology better, gain 1-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Then ask the other families:

+

Which one of you is civilisation's best chance to regrow?
 Give them 2-treaty on you.

+

Which of you has seen the true power of our technology?
 Take 2-Treaty on each other.

+

Which of you has seen the true power of our technology?
 Give them 1-Treaty on you.

+
+
+
+
+

Assets

+

Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:

+

Weapons

+

Morphing pistols (ranged, hidden).

+

High-powered rifles from a distance (far, elegant).

+

Weird grenades (area, aberrant).

+

+

Defenses

+

Bulky hazmat suits (utility, sealed).

+

Gleaming power armour (powered, tough).

+

Blood-borne nanomachines (implanted, mantle).


+

+ +

Travel

+

Flying vehicles (air, canopy).

+

Rugged APCs (land, transport)

+

Mobile ICU (land, medbay).


+

+ +

Expertise

+

Scholars (Quality 1, Researching).

+

Special Forces (Quality 1, Assault).

+

Scavengers (Quality 1, picking through junk).


+

+
+
+

Inheritance

+

Enclave Characters get +1 to Steel or Lore.

+

Quick Characters can pick an Inheritance Move:

+

Radio Rig: You can sense when Tech is within a mile, and track it down to within 100 metres.
+ Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee, non-lethal, area, aberrant).
+ Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the air.
+ Hot Rod: You have an exceptionally fast vehicle - it has the swift tag, and you can change one of its tags with 15 minutes of tinkering.
+ Educated: The first time you give advice to somebody based on your knowledge of the Before, they gain fleeting advantage acting on it. +

+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If the Fall was a sudden and terrifying event: Reach 0 Grasp -1 Sleight 2.
  • +
  • If the Fall was a protracted struggle against extinction: Reach 1 Grasp -1 Sleight 1.
  • +
  • If the Fall was so long ago that few can remember how it played out: Reach 0 Grasp 1 Sleight 0.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Loose confederacy of traders, aristocrats living off their pre-Fall heirlooms, enthusiastic but eccentric collectors.
+ Style: Luxurious silks and furs, elegant but hardy trail wear, packs and pockets bulging with curios.
+ Governance: Decadent merchant-princes and their servants, an open market of favours and votes, independent traders under a shared charter.

+
+
+
+
+
+
+
+

Moves

+

Take Stock in Trade and one other:

+

Stock in Trade: Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.
+ Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares:

+

Arms and ammunition.
+ Art, music and culture.
+ Books, maps, and instruction manuals for forgotten things.
+ Drugs, spices and venoms.
+ Food, fresh or preserved.
+ Living creatures, bred or captured.
+ Mementos of the World Before.

+

Whaddaya Buying? When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair price. On a 7-9 pick 1, 10+ pick 2:

+
  • You hear an interesting rumour; get +1 Data.
  • +
  • You make friends with another merchant, giving you easy access to another Stock in Trade while in this area.
  • +
  • They don’t realise the true worth of what they paid with.
+

Cabinet of Wonders: When you delve deep into your Family’s reserves in search of something useful, describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:

+
  • It’ll be useless afterwards.
  • +
  • Its value will be immediately obvious to anyone who sees you carrying it.
  • +
  • You’re taking it away from an agreed buyer, and there’ll be consequences if it isn’t returned.
  • +
  • You’ll need help from a specific character or NPC to use it well.
+

Avaricious Appraisal: When your Family tries to work out the worth of a new acquisition, roll +Reach. On a hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a 7-9 choose one:

+
  • It’s useless to you, but one of your allies could make use of it.
  • +
  • It’s incredibly, maddeningly valuable. Someone in your Family becomes obsessed with it, and you’ll have to deal with them or Hold Together to successfully sell it.
  • +
  • It’s very valuable, but one of your enemies or rivals knows you have it and they’re making plans.
+

Brand Loyalty: When you would use Diplomacy to meet someone who's bought from you before, instead automatically get an audience. They will always be willing to at least hear you out.

+

Rationing: Whenever you lose a surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus could help.

+
+
+
+
+

Lifestyle

+

Nomadic: When your Family comes to a new area, tell the group what hidden resource brought you here.
+ Dispersed: The transport of goods and messages between settlements is another Stock in Trade for your Family.
+ Settled: Everyone who carries something valuable to your settlement will bring it to your Family first.

+
+
+

Doctrine

+

Traders in Stories and Song: When your Family performs for a community, they gain fleeting advantage dealing with them.
+ Cut-throat Extortionists: When a customer wants your goods but can’t afford them, your Family can convince them to perform a favour as payment instead.
+ Men of Wealth and Taste: When your Family gains a luxurious or extravagant Surplus, they gain fleeting advantage.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A vault built to preserve a priceless heritage.
+ A haven for the rich and powerful that lasted longer than most.
+ A huge and sombre building where the fate of nations was decided. +

+ +

The Fall
+ A huge transport line, choked with abandoned vehicles.
+ A business district, eerily undamaged and devoid of life.
+ A cache of doomsday weapons, built for the Fall.

+ +

A Threat
+ Cannibalistic raiders who have refused all attempts to negotiate.
+ A dwindling but vital resource.
+ Privileged survivors hoarding knowledge from the World Before.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Barter Goods, Artisans, Recruits, Medicine, Prestige

+
+
+

Treaty

+

When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, ask the other Families:

+

Which of you came to our rescue when a deal went way south? 
Give them 2-Treaty on you.

+

Which of you harbours a guild of information brokers? 
Get 1-Treaty on them for their failure to rein in your rivals.

+
+
+
+
+

Assets

+

Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:

+

Weapons

+

Masterwork heirloom weapons (melee, elegant).

+

Disposable prototype guns (ranged, many).


+

Poison-tipped needles (melee, hidden).

+

+

Defenses

+

Deluxe executive wear (regal, comms).

+

All-weather travel gear (utility, thermo).

+

Packrat kit (utility, powered).

+

+ +

Travel

+

Salvaged Fliers (air, canopy).

+

Beast-Drawn Caravans (land, transport).

+

Personal Speeders (land, canopy).


+

+ +

Expertise

+

Hagglers (Quality 1, Bartering and bargain-hunting).

+

Artisans (Quality 1, crafting and building).

+

Bodyguards (Quality 1, guarding and protecting).

+

+
+
+

Inheritance

+

Merchant Characters get +1 to Sway or Lore.

+

Quick Characters can pick an Inheritance Move:

+

Salesman’s Eye: After watching someone for 5 minutes ask their player: What do they most desire?
+ Opulence: Your gear is noticeably more luxurious than normal, and most people will be willing to trade for it.
+ The Beggar Prince: Your gear is deceptively shabby-looking, and people will dismiss you out of hand as beneath their notice.
+ Deep Pockets: When you look in your satchel for a helpful item, find it but choose one: it’s fragile, it’s got a side effect, it’s precious to you.
+ Traveller’s Tales: When you reach a new settlement, tell the group a story you’ve heard about it and the GM will confirm one part as true.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If significant parts of civilization survived the Fall: Reach 1 Grasp 1 Sleight -1.
  • +
  • If societal collapse strongly contributed to the Fall: Reach -1 Grasp 1 Sleight 1.
  • +
  • If law and order saved mankind from extinction: Reach 0 Grasp 2 Sleight -1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Gathering of the wronged and vengeful, distant descendants of cops and soldiers, corrupt enforcers providing protection and extortion.
+ Style: Bristling weapons and barely-contained violence, simple uniforms and hidden blades, sturdy trail clothes and a deep hood.
+ Governance: Lone vigilantes calling in for support when needed, complex legal codes overseen by elderly judges, hierarchy of respect from leg-breakers to godfathers.

+
+
+
+
+
+
+
+

Moves

+

Take Laying Down the Law and one other:

+ +

Laying Down the Law: Everything you do is motivated by a strict moral code, held by all the Family. Answer these questions:

+

Who always deserves protection?
+
+ Your Family and Character have advantage while protecting them.
+ Options: The sick, the poor, the young, the weak, the old, those of a particular faith, doctors, teachers, slaves, etc.

+

Who always deserves your justice?
+
+ You have advantage while pursuing them.
+ Options: The rich, the strong, murderers, thieves, slavers, cheats, bigots, imperialists, hoarders, etc.

+

What does your Family’s code prevent you from doing in the name of justice?
+
+ Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve made amends.
+ Options: theft, beatings, kidnapping, extortion, murder, betrayal, etc.

+

Ear to the Ground: When your Family goes into a community looking for information on a target, roll +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.

+
  • Where to find their lair.
  • +
  • Who their allies are.
  • +
  • How dangerous their gang is.
  • +
  • What they’re planning.
+

This is a Civilised Land: As long as your Family patrols a region and keeps its citizens safe, they’ll know through rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to your principles over time.

+

Round up the Posse: When you brandish your Family’s authority in a non-hostile land, you can recruit a gang of locals to fight at your side. As long as you work towards bringing that target to justice you can use them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you they reduce the harm you take by 1. +

Tooled Up and Looking for Trouble: When you arm up your Family and move out en masse to bring justice to your quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you hunt, you may spend 1 hold to:

+
  • Take out a specified target immediately.
  • +
  • Negate an incoming attack.
  • +
  • Force your foes out into the open.
  • +
  • Reveal reinforcements.
+
+
+
+
+

Lifestyle

+

Nomadic: When your Family moves on from a settlement where they laid down the law, name one thing that settlement will now always (or never) do.
+ Dispersed: When your Family spreads word someone’s Wanted, they’ll find no shelter in allied towns.
+ Settled: Your Family is known as the local law in your home settlement, and its members will respect your judgements in all matters.

+
+
+

Doctrine

+

Hired Guns: When you accept a job from a Family or faction to take down a target, your Family gains Surplus: Barter Goods or Scouts for the job’s duration.
+ Righteous Vigilantes: When you come to a scene of violence, you can ask the GM one question about the victim or the attacker.
+ Bounty Hunters: When you drag a criminal back to a settlement, your Family gets +1 Reach there for the next Age.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A maximum security prison.
+ A courthouse full of preserved archives.
+ A private security force's headquarters.

+ +

The Fall
+ The site of a massacre.
+ A public building destroyed by the riots.
+ A refugee camp torn apart from the inside.

+

A Threat
+ A looted caravan with a mysterious destination.
+ A settlement dominated by an unknown force.
+ A dangerous ruin full of squatters with nowhere else to go.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Weaponry, Transport, Leadership, Defences, Recruits

+
+
+

Treaty

+

When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other families:

+

Which of you supports our crusade the most?
 Give them 2-Treaty on you.
+ Which of you did we save from slaughter at the hand of raiders?
 Take 2-Treaty on them.
+ Which of you raised the Homeland's worst criminal?
 Take 1-Treaty on them; they give another Family the criminal's victimised 1-Treaty.

+
+
+
+
+

Assets

+

Your characters can always have an obvious symbol of authority. In addition, pick 3:

+

Weapons

+

Stun prods (melee, nonlethal).

+

Heavy pistols (ranged, brutal).

+

Assassination blades (melee, hidden)
.

+

+

Defenses

+

Nondescript robes (camo, utility).

+

Improvised armour (tough, armoured).

+

Ancient enforcer gear (tough, comms).


+

+ +

Travel

+

Battle-hardened Beasts (land, mount).

+

All-terrain trucks (land, transport).

+

Speeder bikes (land, swift).


+

+ +

Expertise

+

Investigators (Quality 1, questioning and deduction).

+

Enforcers (Quality 1, ensuring compliance).

+

Magistrates (Quality 1, negotiating compromises).


+

+
+
+

Inheritance

+

Lawgiver Characters get +1 to Force or Steel.

+

Quick Characters can pick an Inheritance Move:

+

Tin Star: You have an impressive symbol of your authority in the Family. When you brandish it, roll +Steel instead of +Sway for Familiar Face.
+ Restraints: You have strangely durable manacles. When you bind someone or something with them they will not break.
+ Loyal Steed: you have a living mount that's always nearby. Whistle and it'll be with you in a few moments.
+ Forensics: When you spend a few hours analysing evidence, the GM will tell you: what it's made of, important marks its history has left on it, signs of who have handled it.
+ Plea Bargain: When you Find Common Ground with someone you know is guilty of a crime, one term they pick must be 'you forgive the crime'.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If your studies woke the Behemoths and set them loose: Reach 0 Grasp 0 Sleight 1.
  • +
  • If the Behemoths brought the Fall to the world: Reach 1 Grasp 1 Sleight -1.
  • +
  • If humanity carved out a niche in the Behemoths' alien ecosystem: Reach 2 Grasp -1 Sleight 0.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Hired hunters and indentured servants; an honourable corps giving their lives for the greater good; a tribe of unhinged zealots.
+ Style: Rough and extensive body art; flowing robes of adaptive camouflage; chromed implants, leathers and all kinds of mirrorshades.
+ Governance: Dysfunctional remains of corporate hierarchy; a council of the dead channelled for guidance; an A.I. interpreting signs from beyond.

+
+
+
+
+
+
+
+

Moves

+

Take Kaiju Threat Alert and one other:

+ +

Kaiju Threat Alert: + Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral?

+

When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.

+
  • If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you.
  • +
  • If you stop it once it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like.
  • +
  • If someone else stops it once it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction.
  • +
  • If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.
+

Hell Divers: When you first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear to resist it at the cost of 1 Tech each. +

Ultimate Weapon: Your vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular foes. When you take one of your special vehicles out of storage, choose 2:

+
  • They have an extra environment tag: sea, land, air, void, earth, or something stranger.
  • +
  • You have advantage on physical actions when piloting it.
  • +
  • They're giant and can fight Behemoths on equal terms.
+

Every time the you use it pick one:

+
  • Erase Surplus: Transport or Surplus: Energy.
  • +
  • It pollutes: gain Need: Medicine or Need: Land.
  • +
  • It could break down or blow up at any moment.
+

Behemoth Tech: If a Behemoth is killed and you get access to its remains, you gain Surplus: Behemoth Tech. When used in a Wonder this replaces any two of its regular requirements. Tell us how the project was warped in alien ways. +

Doomsday Research: When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold to roll with advantage. If your character is directly confronting the threat, spend all remaining hold after rolling to set one of their dice to the hold spent. +

Sleep Now in the Fire: When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss. +

+
+
+
+

Lifestyle

+

Nomadic: Your scouts stand ever watchful against the monsters. As soon as any of your Family detects a Behemoth, the whole Family will know.
+ Dispersed: When any other Family's holdings are menaced by a Behemoth, you may narrate the arrival of a group of the Order.
+ Settled: The ground under your buildings is honeycombed with passageways civilians can use to shelter and safely escape the settlement.

+
+
+

Doctrine

+

Armageddon Gods: Whenever anyone rolls two 1s, someone in your Family forms a psychic connection to the monsters; gain fleeting advantage when you act on the knowledge they gain.
+ Hell Crusaders: When a Behemoth attacks, say where you can find a Surplus to help you fight it off.
+ Carrion Market: When a new Behemoth is found name a Surplus that can be extracted from it or its environment, at the risk of drawing its attention.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A toxic dump that poisons the world still.
+ Ruined defences as huge as they were futile.
+ A titan's carcass crawling with scavengers.

+ +

The Fall
+ The broken shell of a mighty capital laid low by the first Behemoth attack.
+ The reality tear the Behemoths crawled from.
+ The unused chassis of a vehicle made to kill Behemoths.

+

A Threat
+ A tall ruin, now a monster's aerie.
+ A horde of ravenous parasites fleeing the corpse of their last host.
+ An artefact of inhuman origin that the Behemoths fiercely guard.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Prestige, Weaponry, Scouts, Transport, Recruits

+
+
+

Treaty

+

When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other families:

+

Which of you has given us reason to believe you know things about the behemoths we don't?
 They take 2-Treaty on your Family.
+ Which of you fought alongside us in the last war, and let us down at the worst possible moment? 
Get 2-Treaty on them.
+ Which of you currently hosts the greatest hero of the last war in a respected role? 
Take 1-Treaty on each other.

+
+
+
+
+

Assets

+

Your characters can always have a trophy from a previous hunt. In addition, pick 3:

+

Weapons

+

Silent snipers (far, silent).

+

Carving blades (melee, brutal).

+

Explosive launchers (ranged, area).


+

+

Defenses

+

Beast-climbing gear (utility, mobile).

+

Helldiver armour (hardened, sealed).

+

Bright halo (mantle, regal).


+

+ +

Travel

+

Outrider trucks (land, turret).

+

Tamed beasts (air, mount).

+

Command vehicles (land, med bay).

+

+ +

Expertise

+

Scouts (Quality 1, spotting approaching threats).

+

Tamers (Quality 1, bringing animals to heel).

+

Soldiers (Quality 1, suppressing fire).

+

+
+
+

Inheritance

+

Order Characters get +1 to Force or Lore.

+

Quick Characters can pick an Inheritance Move:

+

Titan Grip: When you attempt to climb a giant monster, roll +Steel. On a hit hold 3; spend hold to avoid one of the monster’s attacks, or resist being shaken off.
+ Bait: With noise, flailing and bright colours you can attract the attention of everything hostile within a mile or so. They’ll ignore others in their pursuit of you.
+ Grapple: You have a sturdy grappling gun. It can hit targets a hundred metres away, and bear your weight and that of another.
+ Monster Empath: For each minute you spend observing a monster, you can ask the GM one: What does it most want to do, what’s hurting it, what can it sense that I can’t?
+ Suppressing fire: While you attack with the goal of scaring foes and keeping their heads down, give your allies advantage when they flank them, escape them or target their position.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If the Homeland is mostly covered by seas and oceans: Reach +1 Grasp -1 Sleight +1.
  • +
  • If the Homeland is only partially covered by seas and oceans: Reach -1 Grasp +2 Sleight 0.
  • +
  • If the Homeland surrounds the lakes, marshes or aquifiers you call home: Reach 0 Grasp 0 Sleight +1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Aquatic cyborgs, genetically modified merfolk, an intrepid crew of submariners.
+ Style: Sleek diving clothing, glossy armour and equipment, diaphanous nets and fabrics.
+ Governance: A technocratic council, a communist collective, enlightened anarchy, the pirate's code.

+
+
+
+
+
+
+
+

Moves

+

Take two:

+ +

Lords of the Deep: The water cycle and the life cycle are one, and your Family understands them better than any other. When you erase a Surplus, recover 1 Tech from the depths.

+

Hydra's Children: When you Claim by Force in a marine environment, assistance from creatures of the deep gives you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by Force rolls as long as it survives.

+

The Dragon in the Sea: You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a miss, the GM can make as hard a move as they like.

+

The Kraken Wakes: Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. Spend 1 hold to give a Family move advantage.

+

Startide Rising: The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct Diplomacy or Find Common Ground rolls with them for the rest of time.

+
+
+
+
+

Lifestyle

+

Nomadic: You can find wealth beyond measure in the vastness of the oceans. If you erase Surplus: Barter Goods, Trade or Transport, get it back at the start of the next session.
+ Dispersed: Your domains are vast, but your people know how to make use of the resources of others. When you Call in a Debt and take one of their Surpluses, also gain Surplus: Safety, Morale or Leadership.
+ Settled: Your lands are wracked by storms and tempests. Anyone who acts against your Family in its home turf must take Need: Transport, Scouts or Trade.

+
+
+

Doctrine

+

Preservers of the Seas: The seas' wealth is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.
+ Masters of the Waves: Your Family never suffers disadvantage navigating the seas, and they have advantage against other sailors.
+ Rulers of Atlantis: Your people are truly amphibious. Your Family never suffers disadvantage underwater, and they have advantage there against those not similarly adapted.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ Sprawling ruins of docks and berths.
+ A haunted offshore research facility.
+ A ship graveyard.

+ +

The Fall
+ A sunken city, poison flowing through its streets.
+ A derelict carrier, larger than most cities.
+ A death stranding where the great sea creatures beached themselves and died.

+

A Threat
+ A massive volcano not far from the shore, threatening eruption.
+ A precarious cliffside settlement assaulted by the rising tide.
+ An invading flotilla.

+
+
+

Notes
+

+ +
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Morale, Scouts, Progress, Land, Transport

+
+
+

Treaty

+

When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other families:

+

Which one of you is partly descended from Pioneers who turned their back to the sea? 
Gain 1-Treaty on each other.
+ Which one of you was our sole contact with drylanders for a long time? What happened to reveal our existence to the other Families? 
They take 2-Treaty on you.
+ Which of you hosts a brilliant explorer who relies on our secrets?
 Take 1-Treaty on them.

+
+
+
+
+

Assets

+

Your characters always have enough breathing equipment to function on land and in water. In addition, pick 3:

+

Weapons

+

Fishing Spears (melee, brutal).

+

Claws and fangs (melee, hidden).

+

Pneumatic guns (ranged, silent).

+

+

Defenses

+

Environment suits (powered, sealed).

+

Grappling rig (mobile, utility).

+

Hardened scales (regal, plated).

+

+ +

Travel

+

Amphibious crawlers (land, water).

+

Submersibles (water, canopy).

+

Galleons (water, transport).

+

+ +

Expertise

+

Fishers (Quality 1, finding food).

+

Raiders (Quality 1, intimidation and extortion).

+

Cetacean Allies (Quality 1, underwater search and rescue).

+

+
+
+

Inheritance

+

Pioneer Characters get +1 to Force or Steel.

+

Quick Characters can pick an Inheritance Move:

+

The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
+ Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you. + Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them. + Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
+ Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If your religion was built around the forces of the Fall: Reach -1 Grasp 1 Sleight 1.
  • +
  • If your religion merged fragments of faiths from Before: Reach 1 Grasp 0 Sleight 0.
  • +
  • If your religion is a response to the threats that haunt the Homeland: Reach -1 Grasp 0 Sleight 2.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Secluded monastic community, evangelistic cult full of zealous converts, disparate survivors of an unimaginable calamity.
+ Style: Outlandish and impractical ceremonial wear, plain homespun robes, conspicuous symbols of prosperity and devotion.
+ Governance: Acolytes interpreting the utterances of an oracle, dogmatic adherence to a holy text, many shepherds guiding many flocks.

+
+
+
+
+
+
+
+

Moves

+

Take Faith of the Fallen and one other:

+ +

Faith of the Fallen:Your Family has a faith they cling to more ardently than life. Choose one tenet:

+

The restoration and healing of humanity.

+

The protection of the unfortunate.

+

The renunciation of the Before.

+

Transformation into gods.

+

Travel to a pristine and unspoiled land.

+

At the start of each Age past the first, count those who are in line with your tenet as Righteous and everyone else as Corrupt.

+

When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – including your Character – draws on this vision of future perfection, spend 1 hold to:

+
  • Get an insight towards your current goal.
  • +
  • Ignore all penalties and Disadvantage for a single roll.
  • +
  • Plant the seeds of your faith in the mind of another.
+

The Inquisition: When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:

+
  • Perform a task for you, no matter the risk.
  • +
  • Say a secret they don't want you to hear.
  • +
  • Give up all their possessions.
+

Sacrifice: When you whip your Family into a frenzy then send them into battle, you can gain Need: recruits, Need: medicine and/or Need: leadership. For each you take, choose one: +

  • Darkness will cloud your enemies’ eyes, allowing you to take them by surprise.
  • +
  • One chosen champion of your Family will be unharmed by the foe’s attacks.
  • +
  • The site of the battle will be marked and forever stand as a testament to your righteousness.
+

A Voice in the Wilderness: When your Family condemns a powerful figure or organisation in a public place, roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.

+
  • You’ll suffer no reprisals.
  • +
  • You receive grateful donations; gain Surplus: barter goods.
  • +
  • The crowd delivers a representative of your foe to you.
  • +
  • The audience riots, forcing your enemy into retreat.
+

The Plagues: If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.

+

The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or Faction; deep inside they know all that pain and loss came from your decrees.

+
+
+
+
+

Lifestyle

+

Nomadic: When you enter a new settlement, tell the group one thing the settlement’s main faith makes mandatory and one thing it forbids.
+ Dispersed: The faith has been spread far, and you’ll always find lodging and food with other faithful in a settlement.
+ Settled: Your community is bound together with secret gestures, shared phrases and other shibboleths. Anyone who tries to infiltrate your community rolls with Disadvantage.

+
+
+

Doctrine

+

The Faith is Mother, the Faith is Father: The bonds of faith between you are more than natural. When Family members are in deep distress, other members somehow know.
+ The Canticle of Illumination: When you enter a hostile community, you will not be harmed so long as you provide some aid.
+ The Cleansing Fires of Purity: When you fight the horrors of the Fall, the wounds you inflict will never heal.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A temple of a lost faith, miraculously untouched by the Fall.
+ A holy site that drew countless pilgrims to their deaths.
+ The grave of the last great preacher of the Before.

+ +

The Fall
+ The place where people first battled “demons”.
+ The first cult to revere the agents of the Fall.
+ A fortress of those who banded together to stave off Armageddon.

+

A Threat
+ A prophet of the End, returned from death.
+ Demons, embodying all the horrors of the Fall.
+ A cabal of Fall-cultists, intent on following mysterious visions.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Artisans, Leadership, Land, Safety, Recruits

+
+
+

Treaty

+

When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Judge each other Family:

+

Righteous: They say what they did to win you over. You give them 1-Treaty.

+

Corrupt: Take 1-Treaty on them. They say what happened to make your Family condemn them.

+
+
+
+
+

Assets

+

Your characters can always have a small holy book or a religious symbol. In addition, pick 3:

+

Weapons

+

Ceremonial weapons (melee, unreliable).

+

Flamethrowers (ranged, area).

+

Infectious madness (ranged, aberrant).

+

+

Defenses

+

By blending in (utility, camo).

+

Blessed heirlooms (regal, armoured).

+

Crude implants (implanted, hardened).

+

+ +

Travel

+

Caravans (land, transport).

+

Placid livestock (land, mount).

+

+ +

Expertise

+

Inquisitors (Quality 1, exposing guilt).

+

Healers (Quality 1, treating illnesses).

+

Evangelists (Quality 1, communicating with outsiders).

+

+
+
+

Inheritance

+

Servant Characters get +1 to Sway or Steel.

+

Quick Characters can pick an Inheritance Move:

+

Blood for Blood: If you lay hands on someone and burn out your own health, mark harm 1-for-1 to heal them: cosmetic for cosmetic, impairing for impairing, dead for dead.
+ Martyr: If anyone in arm's reach would take harm, you can jump in the way and take it yourself.
+ Paladin: If you spend an hour praying over a weapon, you can give it the aberrant tag.
+ Clergy: When you wear the garb of your faith, people will assume you're: harmless, deadly, mystical, self-sacrificing. Pick one according to your Family's reputation.
+ Confessional: When you spend an hour preaching to an audience, one audience member will approaches you afterwards and confess something that's useful to you.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If the Homeland is alien terrain humans had to adapt to: Reach +1 Grasp +1 Sleight -1.
  • +
  • If the Homeland is suitable for human life: Reach -1 Grasp 0 Sleight +2.
  • +
  • If the Homeland is artificial and hostile to alien and human alike: Reach 0 Grasp +1 Sleight 0.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Vaguely humanoid, arachnoid builders, biomechanical cephalopods.
+ Style: Bulky life support, bristling with weaponry, nanogel suits.
+ Governance: Genetics-based autocracy, a council of digitised elders, decentralised cells bound by an alien moral code.

+
+
+
+
+
+
+
+

Moves

+

Take two moves:

+ +

Orbital Bombardment: When you attack from orbit, raze a terrain feature or a Surplus belonging to another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:

+
  • You cause unintended collateral damage.
  • +
  • You galvanise your foes against you.
  • +
  • You lose 1-Treaty on every other Family or Faction.
+

Invading Armies: When you march upon an opponent, bringing to bear all your advanced arms and ships, roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:

+
  • Their allies stop providing them support.
  • +
  • Their followers start rioting in panic.
  • +
  • One of their enemies will pay you a tribute of 1 Surplus.
+

Body Snatchers: When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or faction have been replaced with duplicates loyal to you.

+

When you activate the sleeper cell, roll +Sleight. On a hit, choose one:

+
  • You learn a secret weakness of their defences.
  • +
  • You learn ways to move through this area quickly and unseen.
  • +
  • You learn clues to a hidden strength or unknown history.
+

On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s territory.

+

Wormhole Gates: Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases. +

Abduction: When you use your grasping lights to abduct someone mentally or bodily, trigger Conduct Diplomacy but lose 1-Treaty on their Family or Faction. In exchange, pick two:

+
  • The target won't remember this conversation.
  • +
  • The target won't be able to lie to you.
  • +
  • The abduction happens immediately.
  • +
  • Their absence will go unnoticed until it's too late.
+

Alien Physiology: You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your characters have from now on:

+

Hardened +

Sealed +

Thermo +

For each you take, add an extra penalty to one of their harm boxes - damage to life support reveals how poorly adapted you are to the Homeland.

+
+
+
+
+

Lifestyle

+

Nomadic: Your atmospheric drop ships are still functional. You can use them to gain Advantage on Wasteland Survival, but everyone sees where you go.
+ Dispersed: Your people can gather all their numbers on a moment’s notice. You can use strange technology to bring them together, gaining advantage to Grasp rolls as long as they stay there, but you must Hold Together once you part.
+ Settled: Your base is secret and well-hidden. Attempts to find it have Disadvantage, but you may never gain Surplus: Trade.

+
+
+

Doctrine

+

Gardener of Worlds: when you spend Data to reveal the hidden potential of the homeland, gain 1 Tech.
+ Secret Invaders: when your Family gets a hit on Subterfuge to subvert or take control of a power structure from within, gain 1 Data.
+ Stellar Locusts: Take Advantage on rolls to Claim by Force a resource you have a Need for.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ Evidence of ancient alien contact.
+ A secret vault and prison for aliens.
+ A mega project to reach the stars.

+ +

The Fall
+ The crater where the planetary defence centre used to be.
+ A vast alien ship, intact but out of reach.
+ A former internment camp littered with bones.

+

A Threat
+ A rapidly-expanding alien ecosystem.
+ Signals that destroy the mind of those who try to interpret them.
+ Self-replicating machines carrying on a long forgotten mission.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Defences, Progress, Morale, Leadership, Energy

+
+
+

Treaty

+

Your origin gives you a different perspective on the world. When you Uncover Secrets to reveal something that helps another Family, gain 1-Treaty on them..

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other Families:

+

Which one of you controls a resource critical to our survival?
 They take 2-Treaty on you.

+

Which of you did we save from certain doom with our technology?
 Get 1-Treaty on them.

+

Which of you did we secretly experiment on in the past?
 They take 1-Treaty on you.

+
+
+
+
+

Assets

+

Your character always has some feature that marks them as inhuman. In addition, pick 3:

+

Weapons

+

Acid spit (ranged, hidden).

+

Energy blasters (ranged, brutal).

+

Psionic amplifiers (ranged, aberrant).

+

+

Defenses

+

Adaptive force fields (camp, mantle).

+

Spacesuits (sealed, hardened).

+

Bio-boosting skin (tough, mobile).

+

+ +

Travel

+

Null-grav fliers (air, swift).

+

Orbital shuttles (air, space).

+

Transport worms (land, mount).

+

+ +

Expertise

+

Science officers (Quality 1, research).

+

Assimilators (Quality 1, recycling organics).

+

Translators (Quality 1, negotiating).

+

+
+
+

Inheritance

+

Starfarer Characters get +1 to Sway or Lore.

+

Quick Characters can pick an Inheritance Move:

+

Neuralyzer: If you can get someone to stare into this gadget’s bright light for a few seconds, you can erase the last 5 minutes of their memory.
+ Telepathy: You speak into minds, not through sound. You can speak to anyone you can see, and no-one else can overhear.
+ Final Form: Instead of activating your Death Move, erase this to enter a chrysalis. An hour later you’ll emerge fully-healed, and with an outfit tag that’d help you resist what killed you.
+ Ride the Lightning: You have a small, wire-threaded gem. If you give it to someone they can break it to summon you instantly to their side. 
+ Doppelganger: After a few minutes of painful adaptation you can shapechange into any organism you’ve directly observed.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If the Homeland’s power infrastructure has been decimated: Reach 0 Grasp -1 Sleight 2.
  • +
  • If the Fall preserved much of the Homeland’s power infrastructure: Reach 1 Grasp 0 Sleight 0.
  • +
  • If the Homeland is nothing but artificial infrastructure, ravaged by the Fall: Reach 0 Grasp 2 Sleight -1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Part-human cyborgs, anthropomorphic robots, inhuman machines.
+ Style: Sleek and minimalist design, heavy and dirty casing, camouflaged military armour.
+ Governance: Blind obedience to master control, shared consciousness of conjoined minds, one mind replicated to infinity.

+
+
+
+
+
+
+
+

Moves

+

Take Living Machines and one more:

+ +

Living Machines: By default, all your Family members are synthetic. They do not need to eat, drink or breathe, but can only use Professional Care when they have access to technological surpluses: Progress, Research, Engineers, etc. +

Nanofabricators: You alone control the miraculous nanotechnology. 
When you use your foundries to break down resources and reassemble them, pick one:

+
  • Spend 2-Tech to create any physical Surplus.
  • +
  • Erase a physical Surplus to gain 2-Tech.
+

Drone Army: You may spend Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the available options:

+

“Your drone army suffered the brunt of the losses: spend 2-Tech right now or get disadvantage on Grasp until you do.”

+

Vast Digital Archives: Whenever you gain Tech outside of the Hive, you also gain 1 Data.

+

Autonomous Systems: Machines need very little to go on. Your Mood is locked at +2, regardless of Surplus and Needs. You still have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.

+

Terraformers of Tomorrow: When working together with another Family, the effect of one of their long term moves (such as Weird Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

+
+
+
+
+

Lifestyle

+

Nomadic: All your agents appear perfectly human, though underneath their skin lies a body of metal.
+ Dispersed: Thanks to the Hive mind, when Conducting Diplomacy you learn the results immediately.
+ Settled: Your drones can be easily repaired. You can always provide Professional Care to any synthetic Character inside the Hive’s holdings.

+
+
+

Doctrine

+

Shepherds of Humanity: your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 2-Data to manufacture 3-Tech.
+ Axioms of Order: The Hive’s directive is to bring harmony and discipline to the world. You have Advantage on Hold Together.
+ Guardians of the Singularity: you always know how much Tech other Families and Factions have in store. Whenever an Unleash Power rouses devices in the environment, gain 1 Data.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ An ancient power plant, dead but mostly intact.
+ A remote node critical to the digital infrastructure of Before.
+ A fortress, still defended by advanced drones.

+ +

The Fall
+ A processing plant turned into an abattoir.
+ A wasteland ravaged by weaponized weather.
+ Scars of mankind’s most destructive and desperate tactics.

+

A Threat
+ A sentient war machine gone rogue.
+ Self-replicating drones on an arcane mission.
+ Digital ghosts haunting the physical landscape.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Engineering, Energy, Defences, Weaponry, Transport

+
+
+

Treaty

+

When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on top of any deals you make.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take 1-Treaty on them.

+

Then ask the other Families:
+ Which of you holds an important node of your ancestral infrastructure? 
Say what prevents them from unlocking its deeper mysteries and give them 2-Treaty. + Which of you hosts a leader that could unite everyone and crush us? Why hasn’t she done that yet? Give them 2-Treaty.

+
+
+
+
+

Assets

+

Your character is synthetic – see Living Machines. In addition, pick 3:

+

Weapons

+

Built-in weapons (ranged, hidden).

+

Terrible mechanical strength (melee, brutal).

+

Missile pods (ranged, many).

+

+

Defenses

+

Military operations (camo, armoured).

+

Environmental probes (thermo, sealed).

+

Communication relays (hardened, comms).

+

+ +

Travel

+

Personal artigrav engines (air, swift).

+

Larger bots (land, mount).

+

Transport drones (air, transport).

+

+ +

Expertise

+

Scanning Droids (Quality 1, mapping and analysis).

+

Killbots (Quality 1, direct force).

+

Protocol AIs (Quality 1, negotiation and diplomacy).

+

+
+
+

Inheritance

+

Hive Characters get +1 to Steel or Lore.

+

Quick Characters can pick an Inheritance Move:

+

Swarm Form: You can dissolve into a swarm of tiny flying bots. Each individual bot has limited intelligence; treat the swarm as Followers with Quality +2. Roll Under Orders to see where you reform and what they do on the way.
+ EMP: You can release a blast that shuts down all technology within eyesight - including yourself. You boot back up a few minutes later, and the EMP is recharged within a few hours.
+ Resource Digester: You can eat any material, a handful at a time. Six hours later you produce its core components out of a chest hatch, purified into one-inch cubes.
+ Turret Mode: If you anchor yourself to a spot and devote all resources to your combat systems, add the brutal and many tags to your weapons.
+ Transmorpher: With a few moments of shifting you can become a vehicle with two tags of your choice.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If wars between nations of Before escalated into the Fall: Reach 0 Grasp 2 Sleight -1.
  • +
  • If the World Before united their armies to fight the Fall, but only managed to stave off extinction: Reach 0 Grasp 1 Sleight 0.
  • +
  • If the armies from the world Before burned in the Fall and the scum of the earth inherited their might: Reach -1 Grasp 1 Sleight 1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: Conscripted soldiers marching on an endless war, vassal villages giving tribute and warriors, Family of veterans that survived the Fall together.
+ Style: Ordered and well-drilled precision, barbaric brutality with leathers and spikes, masks/helmets decorated according to rank.
+ Governance: Rule of the strongest fighting off regular challengers, zealous conqueror and her advisors, battle companies sitting in council.

+
+
+
+
+
+
+
+

Moves

+

Take two moves:

+ +

Always Outnumbered, Never Outgunned: Choose what gives your Family a ferocious edge in battle: +

A huge, bristling cornucopia of weaponry. +

A few ill-tempered but devastating relics of the Fall. +

A feral, barely-restrained killing instinct. +

Start with 3-Arsenal. When you go all-out on an enemy, you may spend 1-Arsenal to:

+
  • Dismay and overwhelm your foes.
  • +
  • Drastically alter the battlefield or your place in it.
  • +
  • Leave the battlefield in whatever direction you wish.
  • +
  • At the start of a new Age, reset to 3-Arsenal.
+

Conscription: When you show a group of outsiders that you have the power to bring them pain, ruin or glory, your Family can gain Surplus: recruits but choose one:

+
  • The conscripts chafe under your rule and are plotting rebellion.
  • +
  • They’re green and will likely break in the next major battle.
  • +
  • They’ll only fight for you so long as they believe your promises.
+

Dominion: When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

+
  • The heads of the settlement conspire with the Tyrants to keep the people peaceful and cooperative.
  • +
  • They uneasily send tribute. Gain 2 Tech.
  • +
  • Your Family terrifies their neighbours; gain 1-Treaty on each neighbouring settlement.
+

Vast Digital ArcTyrantss: Whenever you gain Tech outside of the Tyrants, you also gain 1 Data.

+

Lords of War: When you bring together all your armies and march to battle against a stated target, get advantage when you Claim by Force so long as you stay together. If you give up without conquering your target gain Need: leadership.

+

Tyranny: When your Family makes an example out of a dissenter, a defeated foe or a useless minion, hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:

+
  • Perform a task for you, no matter the risk.
  • +
  • Give up a secret they’d rather you not hear.
  • +
  • Give up all their possessions.
+
+
+
+
+

Lifestyle

+

Nomadic: Your Family is fanatically loyal. Get Advantage on all rolls to rescue or avenge a Family member.
+ Dispersed: Your Family are masters of destruction and can reliably sneak saboteurs and arsonists into any location.
+ Settled: Though your Family is established, they remain ever-vigilant; guard patrols will tell you if anything hostile crosses your borders.

+
+
+

Doctrine

+

The Tides of Conquest: if you have both Surplus: Recruits and Morale, you gain +1 Grasp. Your legions march as one against the world.
+ The Engines of War: if you have both Surplus: Weaponry and Leadership, you gain +1 Reach. Your military might reinforces your diplomacy and influence.
+ The Web of Destructions: if you have both Surplus: Spies and Scouts, you gain +1 Sleight. Your skills at irregular warfare allow you to stay in the shadows.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ A fort high command hoped to fall back to.
+ Warehouses full of weaponry too dangerous and too expensive to use.
+ A carrier vessel large enough to shelter thousands and win wars single-handed.

+ +

The Fall
+ A metropolis ruined by the battles of the Fall.
+ A massive boneyard, still growing larger.
+ A pass where soldiers were massacred.

+

A Threat
+ Drone weapons still waging ancient war.
+ A cache of doomsday weapons that fell into the wrong hands.
+ A foreign army stranded in the Homeland.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Spies, Weaponry, Land, Transport, Recruits.

+
+
+

Treaty

+

When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other Families:
+ Which of you is a threat even to us?
 They take 2-treaty on you.
+ Which of you was able to negotiate a peace settlement with us? 
They take 2-Treaty on your Family.

+ Which of you fought side by side with us in a vicious battle? 
Take 1-Treaty on each other.

+
+
+
+
+

Assets

+

Your character can always have some luxury item, recently liberated from its previous owner. In addition, pick 3:

+

Weapons

+

Enforcer’s blade (melee, elegant).

+

Spray-and-pray guns (ranged, area).

+

Homemade explosives (area, unreliable).

+

+

Defenses

+

Welded junk armour (tough, armoured).

+

Ambush gear (camo, tough).

+

Survival gear (camo, thermo).

+

+ +

Travel

+

Spiky junk piles (land, mighty).

+

Scratch-built technicals (land, turret).

+

Lumbering war rigs (land, transport).

+

+ +

Expertise

+

Brawlers (Quality 1, keeping people busy).

+

Enforcers (Quality 1, intimidation and extortion).

+

Legates (Quality 1, enforcing the hierarchy).

+

+
+
+

Inheritance

+

Tyrant Characters get +1 to Force or Sway.

+

Quick Characters can pick an Inheritance Move:

+

Guerrilla: When in hostile territory, you can hide a group of any size under debris and camouflage.
+ Witness Me: You can mark your Dead box to succeed on Fiercely Assault, Defuse or Unleash Power as if you'd rolled a 10+.
+ All for One: If you have Followers nearby and would take harm, you can first reduce the Harm value by reducing their Quality, 1-for-1. This can't take their Quality below 0.
+ Scrapheap Challenge: When you have access to a pile of mechanical scrap and a few hours, roll +Lore. On a hit you can make a vehicle or weapon with 3 stat points/3 tags. On a 7-9, it will definitely fail sometime in the next day.
+ Legate: When in territory you control, you automatically get a 10+ on Familiar Face.

+
+
+
+
+
+
+ Reach:   + Grasp:   + Sleight:   +
+
+
+
+

Starting Stats

+

Choose one:

+
  • If your natural habitat was preserved and ready for your return: Reach -1 Grasp +2 Sleight 0.
  • +
  • If you needed to adapt to the homeland’s climate or biome: Reach +1 Grasp +1 Sleight -1.
  • +
  • If you’re struggling to survive in an ecosystem your ancestor species would have no chance in: Reach +1 Grasp -1 Sleight +1.
+
+
+
+
+

Traditions

+

Choose one of each, or invent your own:
+ Populace: A menagerie bound by phenotypic similarity, a Family of the same race, a designed species without clear parallel.
+ Style: Bold dyes and scarification, torn scavenged clothing, crude armours of an original design.
+ Governance: Loud anarchic democracy, a council of elders, tyranny of the strong.

+
+
+
+
+
+
+
+

Moves

+

Take two moves:

+ +

Atavistic Nature: Choose what gives your Family a ferocious edge in battle: +

Superior senses and teamwork. +

Superior physical attributes. +

A feral, barely-restrained killing instinct. +

Start with 3-Savagery. When you go all-out on an enemy, you may spend 1-Savagery to:

+
  • Separate your target from its allies.
  • +
  • Terrify your target with a display of violence.
  • +
  • Take out your target’s weakest units.
+

At the start of a new Age, reset to 3-Savagery.

+

The Strength of the Pack: Add +1 Quality to any group of followers entirely made of members of your Family.
+ When they act as one, both character and followers roll with advantage.
+ If your pack is ever completely wiped out, gain Need: Vengeance. +

You Are Weak! When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

+
  • The people of the settlement are sent away running: one neighbour takes a Need of your choice.
  • +
  • Your Family takes the fruit of their foe’s labour: gain one of their Surpluses.
  • +
  • Your Family holds back from violence but makes the threat clear: take 2 Treaty on the settlement's leaders.
+

Are We Not Men? When your Family Lends Aid or otherwise protects another Family without asking for anything in return, gain advantage on the joint effort. If the venture is a success gain Surplus: Morale, Culture or Motivation.

+

Home. Family. Future. When your Family fights for survival or supremacy, you can gain Need: Recruits, Morale and/or Motivation. For each you take, choose one:

+
  • One of your foe’s champions will be overwhelmed.
  • +
  • One chosen champion of your Family will decimate scores of your foe’s regular troops.
  • +
  • Those who witness the battle will be forever marked by the strength and power of your people.
+
+
+
+
+

Lifestyle

+

Air-Based: your phenotype is winged, and you can easily access areas out of reach to land based creatures.
+ Land-Based: your phenotype is ideal for speed and endurance, and you will not grow tired before your prey or pursuer does.
+ Water-Based: your phenotype is amphibious, and you can easily access and survive in underwater areas.

+
+
+

Doctrine

+

The Hunters: your Family descend from predators. You have Advantage hunting down prey in the Homeland.
+ The Grazers: your Family descend from herd animals. You have Advantage moving as a group over large distances.
+ The Scavengers: your Family descend from omnivores. You have Advantage infiltrating and scavenging for resources.

+
+
+

Landmarks

+

Draw a sign of one from each on the map, or invent your own:

+

Before
+ The ruins of a large zoo.
+ A research facility haunted by failed experiments.
+ A museum of extinct species and biomes.

+ +

The Fall
+ The site of a genocidal massacre.
+ Urban areas used to hide from persecution.
+ Strange new habitats growing in the ruins.

+

A Threat
+ Carrion birds smart enough to herd and harvest livestock.
+ A locust swarm so wide that famine is sure to follow.
+ Extreme weather upsetting the food chain.

+
+
+

Notes
+

+
+
+
+
+
+
+
+

Data: Tech:

+
+
+

Mood:

+
+
+

Surpluses:

+ +
+
+

Needs:

+ +
+
+

Take 2 as Surpluses and the rest as Needs:
+ Morale, Safety, Recruits, Scouts, Fresh Water.

+
+
+

Treaty

+

When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.

+
+
+

Faction:

+ +
+
+

Treaty:

+ +
+
+
+
+

History

+

Ask the other Families:
+ Which of you came to our rescue and helped us build a community? 
Say how, and they say when. Give them 2-Treaty on you.
+ Which of you is related to those who uplifted us? 
Tell us how you found out, and they explain their relationship to your progenitors. Take 2-Treaty on each other. + Which of you hunted us as animals, realising their mistake far too late?
 Take 2-Treaty on them.

+
+
+
+
+

Assets

+

Your character can always have some accessory that marks them as more than animal - a scarf, engineering tools, a religious symbol, etc. In addition, pick 3:

+

Weapons

+

Vicious assaults (melee, brutal).

+

Hit-and-run tactics (melee, elegant).

+

Scavenged weaponry (ranged, unreliable).

+

+

Defenses

+

Powered exoskeleton (powered, mobile).

+

Natural hide (camo, tough).

+

Uplift implants (implanted, comms).

+

+ +

Travel

+

Simpler animals (land, mount).

+

Grafted wings (air, swift).

+

+ +

Expertise

+

Scavengers (Quality 1, finding food and shinies).

+

Pack Hunters (Quality 1, group tactics).

+

Primal Performers (Quality 1, song and dance).

+

+
+
+

Inheritance

+

Uplift Characters get +1 to Steel or Sway.

+

Quick Characters can pick an Inheritance Move:

+

Humane: When you ease another’s suffering, say what they realise you have in common. You have advantage to Find Common Ground with each other.
+ Animal Empathy: You can talk to and command any non-sentient animal of your phenotype. Treat them as Quality 1, with specialities appropriate to the animal in question.
+ Pack Leader: When you charge ahead, heedless of the danger, those that follow you roll with advantage.
+ Loose Uplift: You can shut off your sapience to become a creature of instincts, getting advantage on Force and +2 Armour but losing the ability to talk, reason or use tools.
+ Animal Senses: when you investigate a scene, you can ask the GM one question based on your inhuman senses. The GM must answer truthfully, through a veil of heavy symbolism.

+
+
+
+
+
+
+
+
+
+

+ Name: + Family: + Playbook: + +

+
+
+

Look:

+
+
+ +

Select a Playbook above to get started

+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  

+
+
+
+

Starting Arrays:
+

  • Force -1, Lore +1, Steel 0, Sway +1
  • +
  • Force -1, Lore 0, Steel +1, Sway +1
  • +
  • Force 0, Lore +1, Steel -1, Sway +1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Trembling

+

Fearful

+

Lose

+

Lose

+

Dead

+
+
+
+
+ Death Move
+ When you die, tell those present who you name as your successor. Your nomination will be respected by all parties, at least initially. +
+
+
+
+

Looks

+

Masculine, feminine, concealed, ambiguous.

+

Wrinkled face, wise face, tired face, rough face.

+

Clouded eyes, sharp eyes, laughing eyes, weary eyes.

+

Bent body, wiry body, slight body, stocky body.

+
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you take overt control of your Family. They'll bring concerns to you before opposing you. +

Agent: Mark when you become another leader's advisor. Say a topic they're humble in, GM says a topic they're over-confident in. +

Rebel: Mark when you learn something that shakes up your view of the world. Say who you’re hoping will give you answers. +

Outsider: Mark when you reveal your membership in a secret Faction. Say which other groups they’ve infiltrated. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

would make a good match for one of my followers.

+

and I sat in council before, and I taught them wisdom.

+

I know how ’s parents truly died. I wonder if they would welcome the truth...

+
+ +
+

Gear
+ Add 1 to the quality of a group of followers when you Zoom In. +

+
+
+
+
+ Moves
+ You start with this move: +

Loyal Staff Everywhere you go, your trusted agents go with you. Pick two:

+
  • A Bodyguard: Get +1 Force when they fight at your command.
  • +
  • A Scholar: Get +1 Lore when you listen to their advice.
  • +
  • A Courtier: Get +1 Sway when they sweet-talk your target.
  • +
  • A Guide: Get +1 to Steel when you send them to scout ahead.
+

Write their names in your empty Harm slots. When you mark those harm boxes, the blow hits them instead of you . They’re taken out. + To heal those slots, convince someone equally skilled to join you, or spend time healing them in a place of safety with access to a relevant surplus.

+ Pick one of these:
+ +

Tough Old Soul When anyone in your group suffers Harm, tell everyone about a time something similar happened to you. The first person that acts on this past experience has advantage on their roll.
+

Able Leader Add 1 to a group of Follower's Quality when they start following you. If you spend a few days training and instructing them, restore all lost Quality or change their Specialty.
+

Political Upheaval When you convince your Family to undergo radical change, roll +Sway. On a hit, shift their Doctrine or Lifestyle to whatever you like or swap one Family move for another. On a 7-9, they gain Need: morale. When passions cool, the populace begins to second-guess the wisdom of their decision.
+

Statesman When you draw on your reputation in someone else’s court, roll +Sway. On a hit, everyone seeks out and values your opinion. On a 7-9, choose a group that plots against you: the one in charge, their advisors and allies, or the lesser masses.
+

Inheritance Get one of your Family's inheritance moves:

+
+
+

Other Moves

+
+
+
+
+
+
+

History and Notes

+
+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force +1, Lore 0, Steel -1, Sway +1
  • +
  • Force +1, Lore -1, Steel 0, Sway +1
  • +
  • Force 0, Lore +1, Steel -1, Sway +1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Cosmetic Wounds

+

Angry

+

Shell-shocked (-1 Steel)

+

Bleeding (-1 Force)

+

Dead

+
+
+
+
+ Death Move
+ Even when you die, you have one more deal to complete. Hand one companion a message or sigil to deliver, and say what the recipient will be obliged to do if they do so. +
+
+
+
+

Looks

+

Masculine, feminine, concealed, ambiguous.

+

Smooth face, handsome face, striking face.

+

Piercing eyes, arresting eyes, frosty eyes, welcoming eyes.

+

Muscular body, angular body, gorgeous body, bony body.

+
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you. +

Agent: Mark when you’re sent to bring peace between two groups. Say what grudge is keeping them apart. +

Rebel: Mark when you seek allies to bring a corrupt leader down. Say a group who’s suffering under them, GM says another group they're favouring. +

Outsider: Mark when you disclaim Family ties to build a greater alliance. Say why the larger threat needs everyone to band together to defeat it. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

showed me their family's secrets in confidence.

+

will make a good bodyguard.

+

I suspect is stealing my secrets for their family.

+
+ +
+

Gear
+ Add a tag to a Vehicle when you Zoom In. If your family has no vehicles, gain one with land, air, water or void.

+
+
+
+
+
+ Moves + Choose two: +

Wasteland Savant Whenever you roll Wasteland Survival to travel a route you’ve used before, you always get to pick one of the 10+ options even if you roll a 9 or lower.
+

Fragile Alliance When you try to bring many groups together to accomplish a goal, roll +Sway. On a hit they’ll stick together long enough to see the job through. On a 10+ some will stick around afterwards to see what you have planned next.
+

The Black Dossier Like all successful politicians, you know how to exploit the weakness of others. When you use someone’s shameful or illicit secrets as leverage, one of the requirements they pick for Find Common Ground must be "you promise to keep the secret hidden".
+

A Matter of Honour When you win a duel (of swords, riddles, acrobatics, whatever), roll +Sway. On a hit the audience sees you as the correct, or at least most honourable, party; pick one. On a 10+, pick two.
+

  • Your opponent now views you with friendship or respect.
  • +
  • The audience rewards your display with valuable gifts.
  • +
  • Someone there offers you a job based on the skills you demonstrated.
+

Long Memories When you enter a new court, roll +Lore. On a 7-9 name one secret of the leaders, and an enemy of theirs. On a 10+ you've helped one of those parties in a major way. Say how.
+

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+
+

+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force +1, Lore -1, Steel 0, Sway +1
  • +
  • Force 0, Lore 0, Steel 0, Sway +1
  • +
  • Force 0, Lore -1, Steel +1, Sway +1
+

Add your family bonus to one stat.

+
+
+
+
+
+ Harm Boxes
+

Winded

+

Fearful

+

Feverish (-1 Sway)

+

Bleeding (-1 Force)

+

Dead

+
+
+
+
+ Death Move
+ When you die, your death becomes a rallying point for those who see you as a martyr. Say who they are, and what your death inspires them to do. +
+
+
+
+

Looks

+

Masculine, feminine, concealed, ambiguous.

+

Burned face, surly face, angular face, friendly face.

+

Dead eyes, fiery eyes, passionate eyes, furtive eyes.

+

Muscular body, bony body, compact body, graceful body.

+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when your Family rises up against an oppressor. Say where your forces are waiting in ambush. +

Agent: Mark when you infiltrate a group to bring it down. Say someone who trusts you; GM says one who suspects. +

Rebel: Mark when your actions cause suffering to a group you have no quarrel with. Say one group you need to make amends with. +

Outsider: Mark when your family betrays your creed. Name a principle; those who break it this age risk ruin. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I respect 's concern for others.

+

has grown fat on the backs of other's labour.

+

can teach me to understand this new world.

+
+
+

Gear
+ Add 1 Quality to a group of followers when the game Zooms In on you. +

+
+
+
+
+ Moves + Choose two: +

Anarchist's Cookbook With a few hours and access to volatile chemicals, you can make 1-stock of explosives. 1-stock is sufficient to:

+
  • Spread fire over a city block-sized area.
  • +
  • Bring down a structure as big as a house.
  • +
  • Be used as a weapon with tags ranged, area, brutal.
+

To do more, ask the GM how much stock it'll take.

+ +

Iconoclast When you find a dark secret of an authority figure and reveal it to the world, roll +Sway. On a 7-9 choose 1, on a 10+ choose 2:

+
  • Their allies stop providing them support.
  • +
  • Their followers plot revolution.
  • +
  • Their enemies offer you aid.
    • + +

      Social Stealth When you blend in with a crowd of a dozen or more, you won't be recognised and will look unremarkable.

      +

      Words of Revolution When you seek out the troubles of the oppressed and disenfranchised, roll +Sway. On a hit, you learn one:

      +
      • A secret weakness of the authorities.
      • +
      • How to move through the area quickly and unseen.
      • +
      • The method the authorities use to maintain their control.
      +

      On a 10+ you are given access to a safe house you can use while you’re in this area.

      +

      The Secret Army When you spend a few days training rebels in an area you don’t have any followers, gain followers of Quality 1 with one specialty: Spying, Rioting, Sabotage or Carrying Messages.
      + You can spend Tech to boost the follower's Quality, 1-for-1. They won't leave the area, and will go back to their lives once the local authorities have been overthrown. +

      Inheritance Get one of your Family's inheritance moves:

      +
+
+ Other Moves
+
+
+
+
+
+
+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force +1, Lore 0, Steel +1, Sway -1
  • +
  • Force +1, Lore +1, Steel 0, Sway -1
  • +
  • Force +1, Lore -1, Steel 0, Sway +1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

On the defensive

+

Out of ammo

+

Blood-soaked

+

Enraged (-1 Steel)

+

Dead

+
+
+
+
+ Death Move
+ When you die, you make one final strike, destroying or killing whatever killed you. +
+
+
+
+

Looks
+ Masculine, feminine, concealed, ambiguous.
+ Scarred face, blunt face, bony face, gaunt face
+ Mad eyes, cunning eyes, sad eyes, wary eyes.
+ Hard body, stocky body, compact body, huge body.

+
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you lead the family in a blood hunt. Say who you’re hunting; GM says where they’re hiding. +

Agent: Mark when you take on a mission to hunt down a dangerous target. The GM will say some special gear the Family gives you to help. +

Rebel: Mark when you pursue a personal vendetta. Say where you might find allies against your grudge’s target. +

Outsider: Mark when you kill someone you weren’t meant to. Say what you took from them that might prove you were right to do it. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

has fought shoulder to shoulder with me.

+

once left me for dead.

+

is smart enough to be worth keeping around.

+
+ +
+

Gear
+ Add any tag to one of your weapons when the game Zooms In on you. +

+
+
+
+
+ Moves + Choose two: +

Hunter's Lore When you come upon some sign of an inhuman creature, roll +Lore. On a 7-9 ask 1, on a 10+ ask 3:

+
  • What special abilities does it have?
  • +
  • Where does it make its lair?
  • +
  • What does it hunger for?
  • +
  • How long before it strikes again?
  • +
  • What happened here?
+

The first time you act on each answer, roll with advantage.

+

Eternal Arsenal You always have more weapons. If your main weapon is taken out, you’ll have lesser replacements (melee or ranged, hidden) to hand. If those are taken from you, you’ll be able to improvise replacements given 5 minutes.

+

Hunter for Hire When you Find Common Ground using your combat skills as leverage, roll +Force instead of +Sway.

+

Red in Tooth and Claw When you take a few moments to size up your target, roll +Force. On a 7-9 hold 2, on a 10+ hold 3. Once battle’s begun, spend 1 hold at any time to:

+
  • Slice away their weaponry, giving them -1 Harm.
  • +
  • Separate your target from any of their allies.
  • +
  • Carve something valuable from your target.
  • +
  • Ask the GM what would need to happen to allow you (or your allies) to Fiercely Assault them.
+

Lose all hold if you or your quarry flee the fight.

+
+

A Shadow on the Wind When you sneak through cover, nothing they hadn’t already spotted you will notice you. If you would be revealed, the GM will warn you in time to hide. Even when you attack, there’ll be a period of confusion for you to exploit.

+

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+
+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  

+
+
+
+

Starting Arrays:
+

  • Force +1, Lore +1, Steel 0, Sway -1
  • +
  • Force 0, Lore +1, Steel +1, Sway -1
  • +
  • Force +1, Lore 0, Steel +1, Sway -1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Dinged

+

Bent

+

Busted (-1 Force)

+

Glitched (-1 Steel)

+

Totalled

+
+
+
+
+ Death Move
+ When you mark off your Totalled box, anyone can erase a technological Surplus (knowledge, weaponry, transport, etc.) in a place of safety to bring you back to action fully healed. Alternatively, you can be scrapped for 5 Tech and Surplus: Knowledge. +
+
+
+
+

Looks

+ Masculine, feminine, asexual, utterly inhuman.
+ Uncanny-valley face, blank face, fluid face, robotic face
+ Techno-organic body, artificial-flesh body, sleek casing, heavy duty casing
+ Cold voice, soft voice, robotic voice, inhuman voice. +
+
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you must take charge to save your Family from the edge of extinction. Say what in you saves them: compassion or callousness. +

Agent: Mark when you are sent somewhere no organic should survive. Say what the experience awakens in you: altruism and self-sacrifice, or self-centred coldness. +

Rebel: Mark when you use violence to liberate people from your Family or kill someone they were keeping safe. Say who the victims are and how you become more like them. +

Outsider: Mark when you go through an experience too strange for organics to comprehend. State one fundamental truth about the world you discovered. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I rescued from a hellish place.

+

The last time and I travelled together, they were the only organic to survive.

+

and I have fought on opposite sides.

+

+
+ +
+

Gear
+ Add any tag to your outfit when the game Zooms In on you. +

+
+
+
+
+ Moves + You get this move: +

Synthetic Being You can shrug off damage that would maim organics. You have 2-Armor against environmental effects and attacks that are not elegant, brutal or aberrant. In addition, you don’t need food, water or breathable air to survive, but here's a cost: as you're made of custom parts, you need Professional Care to heal any kind of Harm. +
+

Choose one more:

+

Interface When you interface your mind directly with technology, you can use Find Common Ground rolling +Lore instead of Unleash Power to get it to do what you want. +
+

Scientific Database You gain +1 Data any time you gain Data or Tech. +
+

Scanning Platform After analysing the current scene, roll +Lore. On a 10+, ask 2 questions. On a 7-9, ask 1. +

  • What, if anything, is hidden here?
  • +
  • What, if anything, is hazardous here?
  • +
  • What, if anything, is valuable here?
  • +
  • What, if anything, is vulnerable here?
+
+

Tactical Computer Your tactical analysis and comms all but guarantee your team’s safety. You can always respond to a Call for Aid with Lore, even remotely. When you have time to assess an enemy before acting, you can Fiercely Assault with +Lore. +

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+

+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force -1, Lore +1, Steel +2, Sway -1
  • +
  • Force +1, Lore +1, Steel 0, Sway -1
  • +
  • Force -1, Lore +1, Steel +1, Sway 0
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Confused

+

Overwhelmed

+

Bleeding (-1 Steel)

+

Feverish (-1 Lore)

+

Dead

+
+
+
+
+ Death Move
+ When you mark off your Dead box, you knew all along that this was your time to die and made preparations accordingly. Add an extra tag to each piece of gear you leave behind. Also, leave a recorded message behind. +
+
+
+
+

Looks

+ Masculine, feminine, asexual, utterly inhuman.
+ Gangly body, large body, frail body, cybernetic body.
+ Menacing aura, peaceful aura, eerie aura, prickly aura.
+ Cold voice, soft voice, synthetic voice, raspy voice. +
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when calamity is coming and you have a plan to stop it. Say the marvel you're building to stave off disaster, the GM says the terrible cost to build it. +

Agent: Mark when you set off to destroy an unbeatable foe. Name the marvel you built that can turn the tide, the GM tells you the damage it'll unleash. +

Rebel: Mark when you decide to resurrect someone you shouldn’t. Name the technological marvel you’ll build to do it, the GM will tell you who or what else came back along from the dead. +

Outsider: Mark when you remove a Family member’s humanity to upgrade them. Say how they're far more than human, and the GM will say how they're far less. +

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

has brought me valuable finds before.

+

is doomed without my technology.

+

Surprisingly, I learned a lot from

+

+
+
+

Gear
+ Get a free Device when the game Zooms In on you. +

+
+
+
+
+ Moves + Choose two: +

A Mighty Lesson When you get your hands on a machine and attempt to disable it, roll +Steel. On a 7-9, you do it and pick two; on a 10+, pick three:

+
  • You do not cause collateral damage.
  • +
  • You do not permanently disable the machine.
  • +
  • You do it instantly.
  • +
  • You gain 1-Tech (can be taken more than once)
  • +
  • You gain 1-Data (can be taken more than once)
+

A Symbol and a Sign When you have enough time and safety to upgrade a piece of normal equipment, sacrifice a Device to permanently add a tag to it.

+

The Wretched Gift When you Unleash Power, you say what slumbering workings the device sets in motion and/or its side effects. When you Unearth Forgotten Lore, you answer instead of the GM.

+

Thy Godlike Crime When using grand infrastructure to attack, roll +Steel to use it as a weapon (Melee, Area). On a 10+ pick one, on a 7-9 pick two.

+
  • It takes some time to go off.
  • +
  • There is unintended collateral damage.
  • +
  • There are lingering effects in the local area.
  • +
  • The infrastructure or technology is ruined.
  • +
  • You must sacrifice a Device to power it.
+

Pick one extra to add Brutal, Elegant, Ranged, Silent or Aberrant to the attack.

+

From a Pure Source When you encounter someone from a different civilization, roll +Lore. On a 10+, you are fluent in that language and culture. On a 7-9, you are limited to technical and scientific concepts.

+

Inheritance Get one of your Family's inheritance moves:

+
+
+

Other Moves

+
+
+
+
+
+
+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force 0, Lore -1, Steel +1, Sway +1
  • +
  • Force +1, Lore 0, Steel +1, Sway -1
  • +
  • Force +1, Lore -1, Steel +1, Sway 0
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Excited

+

Wrathful

+

Strained (-1 Force)

+

Broken (-1 Steel)

+

Dead

+
+
+
+
+ Death Move
+ When you mark off your Dead box, you escape the scene and die on your own terms. Leave behind clues to a secret hoard holding Surplus: Barter Goods and Surplus: Transport. +
+
+
+
+

Looks

+

Masculine, feminine, baffling, badly concealed.
+ Weathered face, weasel face, dashing face, twisted face.
+ Sardonic eyes, angry eyes, cold eyes, single eye.
+ Agile body, scarred body, lanky body, stout body. +

+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you lead your Family into your chosen Hostile Grounds. Say how you managed to keep them all safe, sheltered and fed.

+

Agent: Mark when you raid under your Family’s orders. Name the treasure you're hunting, the GM says why it's particularly important to its owner.

+

Rebel: Mark when you raid your own Family. Name a faction that now considers you a hero.

+

Outsider: Mark when you abandon everything and disappear into your chosen Hostile Grounds. Return at any moment when you think you're needed; the GM says what came back with you.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I saved from slavers.

+

If not for I'd have been executed by the law.

+

laughs at the most inappropriate times. Scary stuff!

+

+
+ +
+

Gear
+ Add a tag to a vehicle when the game Zooms In on you (must be land, water, air or void if your family has no vehicles). +

+
+
+
+
+ Moves + You get this move: +

My Kingdom, My Rules Thanks to your heritage, strange tech or pure grit, you’re most comfortable in some region outside the safety of the Homeland: the precarious ruins, the deep seas, the immaterial digital realms, off-world void, tunnels underground, or something else.

+

You are perfectly adapted to that harsh reality and have Advantage there. Also pick 2 to describe the method of transport you use to travel to the Homeland and back:

+

It makes the trip quickly.

+

It makes the trip safely.

+

It can take others and items too.

+ +

Pick one more:

+ +

Heroism is Optional When you take advantage of an opening to escape a situation, roll +Steel. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2. On a 6- choose 3:

+
  • You get hurt during the escape.
  • +
  • You end up in another dangerous situation.
  • +
  • You leave something important behind.
  • +
  • You owe someone for your escape.
+ +

Act of Rebellion When you infiltrate an outpost, roll +Steel. On a 10+, choose 3. On a 7-9, choose 2. On a 6- choose 1:

+
  • You enter unnoticed.
  • +
  • You have an escape route.
  • +
  • No violence is needed.
  • +
  • You find the most valuable thing there.
+
+

Beauty is Unbearable When you plan out how to steal something, ask the GM three of these questions. The first time you act on each answer, roll with advantage.

+
  • What else is valuable there?
  • +
  • What’s my target’s most powerful defence?
  • +
  • Who will retaliate?
  • +
  • Who else wants it?
+ +

Walk Beside Me When you explain a plan of attack to your team, roll +Steel. On a 10+, hold 3. On 7-9, hold 1. While executing the plan, spend 1 hold to give a teammate Advantage on a roll.

+ +

Inheritance Get one of your Family's inheritance moves:

+
+
+

Other Moves

+
+
+
+
+
+
+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force -1, Lore +1, Steel +1, Sway 0
  • +
  • Force -1, Lore +1, Steel 0, Sway +1
  • +
  • Force 0, Lore +1, Steel +1, Sway -1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Angry

+

Shifting Shape

+

Exhausted (-1 Force)

+

Hallucinating (-1 Steel)

+

Dead

+
+
+
+
+ Death Move
+ Even mortal injury won’t stop the chaos within you. Choose: lose your mind and cut loose, becoming a GM threat. Or enter a cocoon that will transform you into something new; move to a new playbook. +
+
+
+
+

Looks

+ Masculine, feminine, fluctuating, neither.
+ Shifting face, blank face, twisted face.
+ Shining eyes, human eyes, no eyes, dozens of eyes.
+ Humanoid body, fluid body, colossal body, bloated body.
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you lead the family in worshipping the power of the Before or the Fall. The GM says one way it's already changing them.

+

Agent: Mark and hold 1 when you advise a project with the wisdom of a fallen age. Spend the hold to reveal a forgotten principle or theory the project secretly benefits from.

+

Rebel: Mark when you seek answers to the mysteries of your creation. Say one thing you remember of that time.

+

Outsider: Mark when you reject baseline humanity to pursue your own evolution. Mark a place on the map where you might use the energies of the Fall as a catalyst.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I still remember how reacted when they first saw me.

+

welcomed me as one of their own.

+

made me do something terrible.

+

+
+ +
+

Gear
+ When you Tool Up, say how your body has changed since we last saw you and get a free outfit or weapon tag. +

+
+
+
+
+ Moves + Choose two: +

Protean Form Your body was comprehensively twisted by the Fall, but you've gained some mastery over it. When you contort your body into a new configuration, roll +Steel. On a hit, keep control and hold 2. On a 10+ hold 3. Spend hold to:

+
  • Grow plates that give you +2 Armour against one hit.
  • +
  • Fly or travel to anywhere in sight.
  • +
  • Shift a limb into a wicked weapon (melee, aberrant, brutal)
  • +
  • Break or slip through an obstruction.
  • +

    On a miss, the GM will tell you how you temporarily lose control.

    +

    Arcane Aberrations When you force the power within out to twist the world around you, roll +Lore. On a hit the energy bursts free and does roughly what you wanted, but on a 7-9 there are unintended side effects decided by the GM.

    +

    Eternal Memories When you come upon a remnant of the Fall, roll +Lore. On a hit, get 1 Data and the GM tells you something you remember about it from before the world was broken. On a 10+ you can ask a follow-up question. +
    +

    Inhuman Elegance When you spend time alone with someone, they become fixated on you. Roll +Sway. On a 10+ hold 3, on a 7-9 hold 2. They can spend your hold, 1 for 1, by:

    +
    • Giving you something you want.
    • +
    • Giving you secret information.
    • +
    • Protecting you from harm.
    • +
    • Introducing you to someone important.
    +

    For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1, to inspire or distract them with thoughts of you and give their roll Advantage or Disadvantage.On a miss, they hold 2 over you, on the exact same terms.

    +
    +

    Painfully Immortal When you take Harm, gain +2 Armour against the next hit as your body reflexively protects itself.

    +

    Inheritance Get one of your Family's inheritance moves:

    +
+
+ Other Moves
+
+
+
+
+
+
+

History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force -1, Lore +1, Steel +1, Sway 0
  • +
  • Force 0, Lore +1, Steel +1, Sway -1
  • +
  • Force -1, Lore +1, Steel +2, Sway -1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Sprained

+

Winded

+

Blinded (-1 Steel)

+

Broken Bones (-1 Force)

+

Dead

+
+
+
+
+

Death Move
+ When you die you leave behind a map to your greatest stash. If found it will hold: 2 Tech, a powerful weapon (any four tags), and 1 years' worth of food and water.

+
+
+
+
+

Looks

+

Masculine, feminine, concealed, ambiguous.
+ Gas-masked face, pretty face, grimy face.
+ Squinting eyes, calm eyes, appraising eyes, guilty eyes.
+ Lithe body, scarred body, worn body, athletic body.

+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you’re put in charge of a group’s supplies and provisions. So long as you put food on the table, they’ll follow your orders.

+

Agent: Mark when a group’s relying on you to find a crucial component. Say who else is looking for it.

+

Rebel: Mark when someone convinces you that your Family’s hoarding resources. Say one group whose suffering they could alleviate.

+

Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

has much to learn about life in the wasteland.

+

is why I come back to civilisation.

+

shares my lust for discovery.

+

+
+ +
+

Gear
+ Add a free tag to your outfit when the game Zooms In on you. +

+
+
+
+
+ Moves + Choose two: +

Scrapheap Ingenuity When you spend a few hours wiring up and harmonising all the odd junk you carry around, you can do great things. Choose a main feature:

+
  • Sensors that can detect __________
  • +
  • A shield against __________
  • +
  • Communication from afar.
  • +
  • Destruction of whatever it’s attached to.
+

The GM will choose one downside:

+
  • Someone must stay with it until it activates.
  • +
  • It’ll require some potent energy source.
  • +
  • It needs to charge up before it triggers.
+ +

Architectural Eye When you take some time to plan out the exploration of a new ruin, roll +Steel. On a 7-9 hold 2; on a 10+ hold 3. While you explore the ruin, spend your hold 1-for-1 to:

+
  • Roll +Steel for Forge a Path instead of +Force.
  • +
  • Identify and track a danger within in the ruin.
  • +
  • Find a way to use the ruin as a weapon.
+ +

Ruin Survivor When you find a bolt hole in a ruin, no-one can find you if you don’t want them to.

+ +

Just Enough Your pack, pockets and carry loops are bulging with hoarded scrap, oddments and barter.

+

When you rifle through your pockets, you can count on finding:

+
  • Enough preserved food to fend off starvation.
  • +
  • Some booze, some smokes, or some stims.
  • +
  • Enough shiny things or scrap to rent a bunk for the night.
  • +
  • Enough medicine/dressings to treat a wound.
+ +

Tech Attunement You can always detect the advanced Tech of the World Before. When it’s within a few hundred meters, the GM will tell you how much there is and roughly where to look.

+ +

Inheritance Get one of your Family's inheritance moves:

+ +
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force -1, Lore +1, Steel +1, Sway 0
  • +
  • Force 0, Lore +1, Steel +1, Sway -1
  • +
  • Force -1, Lore +1, Steel 0, Sway 1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Glitching Aura

+

Winded

+

Migraines (-1 Lore)

+

Panicking (-1 Steel)

+

Dead

+
+
+
+
+

Death Move
+ When you die your tech goes haywire. Anywhere from a minute to an hour later (your choice) the entire area is wracked by energy and becomes a scorched, deadly wasteland forever after.

+
+
+
+
+

Looks

+

Masculine, feminine, concealed, ambiguous
+ Young face, kind face, aged face, pale face.
+ Naïve eyes, soft eyes, quick eyes, bright eyes.
+ Compact body, awkward body, fit body, energetic body.

+
+
+
+
+
+
+
+

Roles
+ Trigger one at character creation:

+

Leader: Mark when you lead the family in a great work of creation. Say what it’s meant to do; the GM says what resources you’re lacking.

+

Agent: Mark and hold 1 when you search the wasteland for a solution for a one of your Family's problems. Spend the hold to say a Device you’ve found will do the job - if you can bring it back to them.

+

Rebel: Mark when you see your family's misusing their tech. Say what it was designed to do; GM says what side effects its misuse is causing.

+

Outsider: Mark when your hoard starts whispering to you. Work with the GM to figure out what it wants you to do.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I fear hates what they don't understand.

+

can guide me to the truth.

+

will be soon lost without my technology.

+

+
+ +
+

Gear
+ When you Tool Up, also gain a device you recently recovered from the wasteland and say what defences you set off in the process. +

+
+
+
+
+ Moves + Choose two: +

Visionary Archaeologist When you come upon the ruins of a device from the World Before, roll +Lore. On a 7-9 ask 1; on a 10+ ask 2.

+
  • What’s its power source and how can it be removed?
  • +
  • What was this made for, and what’s happened since it stopped performing its function?
  • +
  • How was this broken, and how can I repair it?
+ +

Duck and Cover If you seek cover or run instead of fighting, get +1 Armour.

+ +

Curative Admixture When you improvise a high-tech treatment for someone’s wounds, sacrifice a Device and roll +Lore. On a 7-9 pick 1; on a 10+ pick 2:

+
  • They can trigger Professional Care without a surplus.
  • +
  • They ignore wound penalties until they rest.
  • +
  • They gain 1 Armour until they rest.
+ +

World Traveller You have an innate sense of direction, boosted by your encyclopaedic knowledge of the world. When you navigate to somewhere you’ve been before with Wasteland Survival, roll +Lore rather than +Steel.

+ +

Experimental Energy Projector You have several chunks of scavenged technology, wired together into a deadly if unstable weapon (ranged, area, aberrant, unreliable). When you Fiercely Assault with it, you roll +Lore instead of +Force, but choose one:

+
  • It goes haywire, affecting far more than you desired.
  • +
  • The energies turn on you, leaving you with lingering physical aberrations.
  • +
  • It’s damaged and must be repaired in a place of safety.
+ +

Inheritance Get one of your Family's inheritance moves:

+
+
+

Other Moves
+

+

+
+
+
+

+ History and Notes
+

+
+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force +1, Lore 0, Steel -1, Sway -1
  • +
  • Force +1, Lore -1, Steel +1, Sway 0
  • +
  • Force 0, Lore -1, Steel +2, Sway 0
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Bruised

+

Angry

+

Drained

+

Crippled (-1 Force)

+

Dead

+
+
+
+
+ Death Move
+ When you die, plant your feet and make your last stand. No matter what, you'll remain fighting until your allies are safe and the danger has passed. Only then do you die. +
+
+
+
+

Looks

+ Masculine, feminine, concealed, ambiguous.
+ Handsome face, blunt face, hidden face, scarred face.
+ Wise eyes, merciless eyes, judging eyes, one eye
+ Huge body, muscular body, stocky body, compact body
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you seek sanctuary for your Family. Say where they’ll be safe, GM says what’s in your way. +

Agent: Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition. +

Rebel: Mark when you fight against a threat that poses no harm to your Family. Say which Faction’s helping you. +

Outsider: Mark when you protect one of your Family's enemies from them. Reveal the secret backstory that led to this.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I have sworn to protect

+

and I stood watch together against the chaos.

+

helped me get out of a siege alive.

+

+
+

+

+ Gear
+ When you Tool Up, add a free tag to your Outfit. +
+

+
+
+
+ Moves + Choose two: +

Holding Back the Tide When you stand in defence of a person, place or thing, roll +Steel. On a 7-9, pick one. On a 10+, pick two.

+
  • No harm comes to the thing you defend.
  • +
  • You deflect blows raining down on you harmlessly away.
  • +
  • You force the danger back and away.
+

Citadel of Dust When you take your time shoring up defences, placing traps and scouting the local area, hold 3. When under assault here, you may spend 1 hold at any time to:

+
  • Blunt an enemy assault, stopping it in its tracks.
  • +
  • Reveal traps with tags area, brutal, hidden.
  • +
  • Sneak a small group out behind enemy lines.
+

Armoured in Vigilance When you adjust and repair your armoury at camp, gain +2 Armour on top of any Armour you already have. Lose 1 every time you take a hit until this bonus is gone.

+
+

Command When you give someone an order or warning, roll +Force. On a 7-9 they must do it, freeze, get out of there, or attack you. On a 10+, you only give them two of those options.

+
+

Steel Rain When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.

+

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+
+

+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force 0, Lore +1, Steel +1, Sway -1
  • +
  • Force +1, Lore 0, Steel +1, Sway -1
  • +
  • Force 0, Lore 0, Steel +2, Sway -1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Bruised

+

Stressed

+

Bleeding

+

Crippled (-1 Force)

+

Dead

+
+
+
+
+ Death Move
+ When you die, choose one of the people present to learn your final lesson of survival. No matter what they'll survive long enough to get back to safety. If their Dead box is checked, instead of dying they wake up later in a place of safety with their Dead box healed. +
+
+
+
+

Looks

+ Masculine, feminine, concealed, ambiguous
+ Weathered face, grimy face, friendly face, scarred face
+ Hollow eyes, sunken eyes, wary eyes, cold eyes
+ Lean body, bulky body, marked body, quick body
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when the thing you survived threatens your Family. Say how they’ll need to change to survive it. +

Agent: Mark when you swear to keep someone safe. Say what about them reminds you of your past. +

Rebel: Mark when your Family acts like the thing you survived. Say how you’re hoping to set them to rights. +

Outsider: Mark when it’s time to move on. Say what you were missing in the Family; GM says where you might find it.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

I saved from certain death.

+

reminds me of someone lost long ago.

+

will need my help to survive.

+

+
+

+

+ Gear
+ When you Tool Up, add a tag to a weapon - say who it used to belong to, and why you took it from their body. +
+

+
+
+
+ Moves + Choose two: +

The Things I've Seen Choose what destroyed your life:

+

The Monsters Birthed by the Fall: When a horrific monstrosity attacks, name one thing that’ll help you survive and take advantage to your first roll that uses it.

+

The Insane Magic of the Before: When energies are raging out of control, your Defuse rolls to get out of harm’s way have advantage.

+

The Barbaric Excess of Mankind: When you Fiercely Assault a group of humans, roll with advantage if you choose to drive them away rather than kill or capture them.

+

Able Guide When you Forge a Path, others can come with you. They decide to come before you roll, and share in the move's effects.

+

Lone Survivor After losing so many, each further loss creates not just sorrow but rage. When you fight to avenge a fallen friend or companion, get advantage on your rolls. If you win full justice and/or revenge for their death, instead get a permanent +1 to Force.

+
+

This Won't Kill Me When you suffer Harm, roll +Steel. On a 10+ choose two. On a 7-9, choose one.

+
  • Take -1 Harm.
  • +
  • Get advantage when escaping the source of the harm.
  • +
  • Ignore all wounds until the danger has passed.
+
+

Memento You keep reminders of everything you’ve lost. When you make camp, you can tell the story behind one of them to the people there. For the next day, they have advantage when your story is relevant to the situation.

+

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+
+

+
+
+
+
+
+

+ Stats  
+ Force:   + Lore:  
+ Steel:   + Sway:  
+

+
+
+
+

Starting Arrays:
+

  • Force +2, Lore -1, Steel +1, Sway -1
  • +
  • Force +1, Lore -1, Steel +1, Sway 0
  • +
  • Force +1, Lore -1, Steel +2, Sway -1
+

Add your family bonus to one stat.

+
+
+
+
+
+
+ Harm Boxes
+

Indifferent

+

Annoyed

+

Enraged

+

Winded

+

Dead

+
+
+
+
+ Death Move
+ When you die, you manage to overwhelm one last obstacle, be it a wall or a platoon of foes. Say what collateral damage you caused to achieve it. +
+
+
+
+

Looks

+ Masculine, feminine, ambiguous, concealed.
+ Wiry body, hirsute body, powerful body, scarred body.
+ Menacing eyes, dead eyes, hungry eyes, shifty eyes.
+ Husky voice, growling voice, whispering voice, mute.
+
+
+
+
+
+
+
+ Roles + Trigger one at character creation: +

Leader: Mark when you take charge after your family falters in the face of impossible odds. Say your plan, the GM says how it'll hurt you.

+

Agent: Mark when you volunteer for a suicide mission. Say who'll die, the GM says who'll survive.

+

Rebel: Mark when you refuse to fight for your Family in a critical battle. Name something, anything, that'll survive the ordeal unharmed.

+

Outsider: Mark when you refuse to settle down and leave your old ways behind. Name one prominent person who leaves the family to follow you, consequences be damned.

+

When you mark a role in play, raise a stat by 1 or get a new move. If you mark all roles retire your character as soon as is convenient, using as many aspects of your Death Move as you wish.

+
+
+ Backstory +

Ask for a volunteer for at least one:

+

and I have defied the law together.

+

I am very proud of how far has come.

+

thinks I am trouble. So why can’t they keep away?

+

+
+

+

+ Gear
+ Add a tag to a weapon when you Tool Up. +
+

+
+
+
+ Moves + Choose two: +

Fierce Agility When you Forge a Path, you can also pick:

+

"Take 1 harm pushing straight through an obstacle or danger."

+

Keen Senses, Keener Reflexes It’s impossible to surprise you so long as you have the use of your senses. Also, if attacked you can always react before the first blow strikes.

+

Reckless Fighter When you roll Fiercely Assault, the GM must always choose:

+

“Something or someone important to you is harmed.”

+
+

Hale Beyond Measure You have +1 Armour, and when outnumbered by overwhelming forces you gain an extra +1 Armour.

+
+

Peerless Brute When you use pure strength to destroy something curtailing your freedom, roll +Force. On a hit, pick 2:

+
  • Nothing of value is destroyed.
  • +
  • It doesn’t attract a lot of attention.
  • +
  • No one else is hurt or killed.
+

On a 10+ gain fleeting advantage dealing with your next physical challenge.

+

Inheritance Get one of your Family's inheritance moves:

+
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+
+

+
+
+
+

+ Stats  
+ Force:   + Lore:   + Steel:   + Sway:  

+

Split +1, 0, 0, -1 between your stats and add your family bonus to one.

+ +
+
+
+
+
+
+

Masculine, feminine, concealed, ambiguous
+ Face: Trusting, scowling, angular, worried
+ Eyes: Rebellious, squinting, calculating, wise
+ Body: Muscular, bony, heavyset, graceful
+ Name: Ada, Isis, Brigit, Leo, Lux, Cato, Lin, Elijah, Anders, Buffalo, Nemo, Silver.
+ Sibling, child, cousin, aunt, rival, protege or peer of the family's main character.

+
+
+ Inheritance + Get one of your Family's inheritance moves:

+
+

+

+ Gear
+ Take gear according to your Family's assets. Describe a particular accessory that's notable or significant to you. +
+

+
+ Harm Boxes
+

Drained

+

Winded

+

Hurt (-1 to )

+

Mangled (-1 to every stat)

+

Dead

+
+
+
+
+ Role + Choose one: +

Leader When you train a group for a few days, hold 3. When they do what you trained them for, spend hold 1-for-1 to add +1 to their roll result or take any consequences they suffer onto yourself.

+

When you die, gain 3 more hold. Spend it to give anyone's roll advantage. Each beneficiary says how your memory inspires them.

+

Agent Say a narrow field you're an expert in: scavenging, diplomacy, hunting, etc. When you use your skills, reveal a secret about the situation and get fleeting advantage acting on it.

+

When you die, reveal a shortcut, secret or stratagem that’s an alternate path to the party’s goal. Add it to the map as if you had used Uncover Secrets.

+

Rebel When you break your family's code, roll +Steel. On a hit they have higher priorities than punishing you. On a 10+ get fleeting advantage when you socialise with their rivals or enemies.


+

When you die, your Family finally respects your outlook. Say a way they change in your honour.

+
+

Outsider You have strange abilities. Pick a stat: you can take 1 harm to roll it with advantage. Describe how side effects twist the area or your body.


+

When you die, terrible energies plague the area. Those that brave the maelstrom can find a Device on your body.

+
+
+ Other Moves
+
+
+
+
+
+

+ History and Notes
+
+

+
+
+
+
+
+sheet version 0.1 +
+ + \ No newline at end of file diff --git a/Legacy - Life Among the Ruins/sheet.json b/Legacy - Life Among the Ruins/sheet.json new file mode 100644 index 0000000000..23d727616a --- /dev/null +++ b/Legacy - Life Among the Ruins/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "LegacyRoll20sheets.html", + "css": "LegacyRoll20CSS.css", + "authors": "James Iles (Wurzel)", + "roll20userid": "20980", + "preview": "LegacyRoll20Screenshot.png", + "patreon": "https://www.patreon.com/ufopress", + "instructions": "Click the Family/Character button to toggle between game modes. Choose a Skin from the dropdown menu to get started. Sheet based on the MotW sheets by LethalKitten." +} \ No newline at end of file diff --git a/Mongoose_Traveller/MongooseTraveller.html b/Mongoose_Traveller/MongooseTraveller.html index e9c3aa7a71..02d337c4f6 100644 --- a/Mongoose_Traveller/MongooseTraveller.html +++ b/Mongoose_Traveller/MongooseTraveller.html @@ -476,6 +476,7 @@
+
@@ -535,6 +536,7 @@
+
@@ -1155,6 +1157,8 @@
+ +
@@ -1169,7 +1173,7 @@ - + + @@ -1205,13 +1210,15 @@ - + +
+
@@ -2714,7 +2721,7 @@ - + @@ -2733,7 +2740,7 @@ -
+
@@ -2754,7 +2761,7 @@ - + @@ -2800,7 +2807,7 @@ - + @@ -2853,7 +2860,7 @@ - + @@ -3435,8 +3442,6 @@ diff --git a/Rotted Capes/RottedCapes.png b/Rotted Capes/RottedCapes.png index f74f697a3d..03b1f30575 100644 Binary files a/Rotted Capes/RottedCapes.png and b/Rotted Capes/RottedCapes.png differ diff --git a/Rotted Capes/sheet.json b/Rotted Capes/sheet.json index b318d22da2..5ee0624328 100644 --- a/Rotted Capes/sheet.json +++ b/Rotted Capes/sheet.json @@ -4,5 +4,5 @@ "authors": "Barry Snyder", "roll20userid": "399162", "preview": "RottedCapes.png", - "instructions": "**Rotted Capes**\n\nThis is a multi-tab character sheet. Repeating rows are used throughout to provide flexibility in adding as many instances of a weapon, attack, skill, power, advantage, or disadvantage as desired. Changing an Attribute will ripple throughout the character sheet to Skills, Powers, Attack Actions, and Damage if those elements are set to the changed attribute. Additionally, the ability to bump dice is also available; bumping an attribute will likewise ripple throughout the sheet. A seperate view is provided for NPC Cast Members and Supporting Cast." + "instructions": "**Rotted Capes**\n\nThis is a multi-tab character sheet. Repeating rows are used throughout to provide flexibility in adding as many instances of a weapon, attack, skill, power, advantage, or disadvantage as desired. Changing an Attribute will ripple throughout the character sheet to Skills, Powers, Attack Actions, and Damage if those elements are set to the changed attribute. Additionally, the ability to bump dice is also available; bumping an attribute will likewise ripple throughout the sheet. Penalties for Bulk and Wounds are applied to the die rolls. A seperate view is provided for NPC Cast Members and Supporting Cast." } diff --git a/Scum - Villainy/Assets/background.png b/Scum - Villainy/Assets/background.png new file mode 100644 index 0000000000..6e4c4b92c6 Binary files /dev/null and b/Scum - Villainy/Assets/background.png differ diff --git a/Scum - Villainy/Assets/clocks/clock12-0.png b/Scum - Villainy/Assets/clocks/clock12-0.png new file mode 100644 index 0000000000..4dbdc2c89f Binary files /dev/null and b/Scum - Villainy/Assets/clocks/clock12-0.png differ diff --git a/Scum - Villainy/Assets/clocks/clock12-1.png b/Scum - Villainy/Assets/clocks/clock12-1.png new file mode 100644 index 0000000000..f3931d0e2b Binary files /dev/null and b/Scum - Villainy/Assets/clocks/clock12-1.png differ diff --git a/Scum - Villainy/Assets/clocks/clock12-10.png b/Scum - Villainy/Assets/clocks/clock12-10.png new file mode 100644 index 0000000000..e056c5a2a7 Binary files /dev/null and b/Scum - Villainy/Assets/clocks/clock12-10.png differ diff --git a/Scum - 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Roll buttons are located next to their associated stats. Find the game at the patreon page or at 'leovauntgamedesign.com'. Enjoy! **Blizzard Entertainment owns all rights to Starcraft.**" +} \ No newline at end of file diff --git a/Starcraft RPG/starcraft.css b/Starcraft RPG/starcraft.css new file mode 100644 index 0000000000..d7734702b3 --- /dev/null +++ b/Starcraft RPG/starcraft.css @@ -0,0 +1,10 @@ +hr +{ + display: block; + height: 1px; + border: 0; + border-top: 1px solid #ccc; + margin: 1em 0; + padding: 0; + border-color: black; +} \ No newline at end of file diff --git a/Starcraft RPG/starcraft.html b/Starcraft RPG/starcraft.html new file mode 100644 index 0000000000..6dad92d9b6 --- /dev/null +++ b/Starcraft RPG/starcraft.html @@ -0,0 +1,662 @@ +
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CP Purchases

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Ability Scores

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Statistics

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Weapons

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Weapon

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Acc.

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Dmg.

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Strikes

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Ammo

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Range

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Special Traits

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Weapon

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Acc.

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Dmg.

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Strikes

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Ammo

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Range

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Special Traits

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Crippling Wound Points

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Skills

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Max

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Ranks

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Bonus

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N/A

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N/A

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N/A

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N/A

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Misc

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Total

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Power

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Effect

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Power

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Vehicles

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Roll
FA: {{FA}}FD: {{FD}}
{{resistencia}}
25%50%75%100%
{{dano1}}{{dano2}}{{dano3}}{{dano4}}
25%50%75%100%
{{dano1}}{{dano2}}{{dano3}}{{dano4}}
25%50%75%100%
{{dano1}}{{dano2}}{{dano3}}{{dano4}}
125%150%175%200%
{{dano5}}{{dano6}}{{dano7}}{{dano8}}
25%50%75%100%
{{dano1}}{{dano2}}{{dano3}}{{dano4}}
125%150%175%200%
{{dano5}}{{dano6}}{{dano7}}{{dano8}}
225%250%275%300%
{{dano9}}{{dano10}}{{dano11}}{{dano12}}
{{Alerta1}}{{falha+20}}
{{rotineiro+20}}
{{facil+20}}
{{medio+20}}
{{dificil+20}}
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Coluna = 2º d20 =
{{falha}}
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{{medio}}
{{dificil}}
{{muitodificil}}
{{muitodificil+}}
{{critico}}
{{Alerta1}}
Coluna = 3º d20 =
{{falha}}
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{{medio}}
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{{muitodificil}}
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+ + + + + + + + + {{#subtags}} + + + + + + + {{/subtags}} + + + + + + + + + + + + {{#rollGreater() resistencia 13}} {{#rollTotal() d20r 1}} diff --git a/Tagmar/tagmar.jpg b/Tagmar/tagmar.jpg index 20e7fdb270..6c1199dbe0 100644 Binary files a/Tagmar/tagmar.jpg and b/Tagmar/tagmar.jpg differ diff --git a/Unisystem-Buffy or Angel/Buffy_or_Angel.html b/Unisystem-Buffy or Angel/Buffy_or_Angel.html index 0859527bf0..999669dc8c 100644 --- a/Unisystem-Buffy or Angel/Buffy_or_Angel.html +++ b/Unisystem-Buffy or Angel/Buffy_or_Angel.html @@ -1,5 +1,5 @@ - + @@ -19,8 +19,8 @@

- - + Character Type:         
+ Character Archetype: 

U {{title_1}}
{{charname}}
{{subtags}}
FA: {{FA}}FD: {{FD}}
{{resistencia}}
@@ -552,61 +552,61 @@ - + - + - + - + - + - + - + - + - + - + @@ -624,62 +624,62 @@ - + - + - + - + - + - + - + - + - + - + @@ -876,7 +876,7 @@ - + @@ -884,7 +884,7 @@ - + @@ -892,131 +892,161 @@ - + - + - + - + - + - - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -1038,7 +1068,7 @@ - + @@ -1050,12 +1080,12 @@ - + - + - + @@ -1064,15 +1094,18 @@ + + + + - + - + - + @@ -1081,15 +1114,18 @@ + + + + - + - + - + @@ -1098,15 +1134,18 @@ + + + + - + - + - + @@ -1115,7 +1154,10 @@ + + + +
Button
Weapon
Skill
Rating
Maneuver
Rating
Base
Damage
Multiplier Type Button
Weapon
Skill
Rating
Maneuver
Rating
Base
Damage
Multiplier Type
   Stake    Stake thru Heart +
+ + + + + + + + + +
+ + + + + + + + + +
+ + + + + + + + + +
+ + + + + + + + + +
Button
Medieval Ranged Weapon
Number of AttacksSkill
Rating
Maneuver
Rating
Base
Damage
Multiplier Point
Blank
Type

@@ -1135,7 +1177,7 @@ Button
Modern Ranged Weapon
Number of Attacks - Skill
Rating + Maneuver
Rating Base
Damage Multiplier Point
Blank @@ -1147,12 +1189,12 @@ Type - + - + - + @@ -1161,15 +1203,15 @@ + - + - + - + @@ -1178,15 +1220,15 @@ + - + - + - + @@ -1195,15 +1237,15 @@ + - + - + - + @@ -1212,15 +1254,15 @@ + - + - + - + @@ -1229,7 +1271,7 @@ +
diff --git a/Unisystem-Buffy or Angel/ReadMe.mdown b/Unisystem-Buffy or Angel/ReadMe.mdown index a14e8daa65..b2ee59cfa7 100644 --- a/Unisystem-Buffy or Angel/ReadMe.mdown +++ b/Unisystem-Buffy or Angel/ReadMe.mdown @@ -3,7 +3,7 @@ This is a character sheet for the Buffy the Vampire Slayer RPG/Angel RPG/Cinematic Unisystem RPG. It features 5 separate tabs for Character Attributes and Secondary Attributes, Skills & Spells, Combat, Possession, and Notes. ## Current Version -1.02 +1.03 ### Changelog @@ -20,5 +20,11 @@ This is a character sheet for the Buffy the Vampire Slayer RPG/Angel RPG/Cinemat * Added note "(add Damage Multiplier x Success Levels)" to damage rolls. * Modified Stake through the Heart Damage Multiplier dropdown options for x4 (vs. Humans) and x5 (vs. Vampires). +#### 1.03 +* Updated Character Type and Character Archetype options on Character Tab. +* Added note "(Compare Success Levels of Roll to Power Level of Spell)" to spell rolls on Skills & Spells Tab. +* Corrected/Added Combat Damage Type dropdown choices (Bash, Slash/Stab, Thru Heart, Vampire Heart, Decapitation, Bullet, Non-Bullet) that fills in (1, 2, 4, 5, 5, 2, 1) values into Damage Modifier fields for Medieval Melee Weapon table, Medieval Ranged Weapon table and Modern Ranged Weapon table on Combat Tab. +* Auto-populated Maneuver Rating for Medieval Ranged Weapon table and Modern Ranged Weapon table Combat Tab. + ### Credit Where Credit is Due The CSS of this sheet is from the All Flesh Must Be Eaten character sheet. diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json index 640cebc29d..491149e711 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json @@ -79,7 +79,7 @@ "gossip": "Commérage", "haggle": "Marchandage", "intimidate": "Intimidation", - "outdoor-survival": "Survie en nature", + "outdoor-survival": "Survie", "preception": "Perception", "ride": "Équitation", "row": "Canotage", @@ -121,7 +121,7 @@ "skin": "Peau", "hair": "Cheveux", "history": "Histoire", - "miscellaneous-notes": "Notes Diverses", + "miscellaneous-notes": "Notes diverses", "starting-career": "Carrière de départ", "career-name": "Carrière", "career-main-profile": "Profil Principal de la Carrière", @@ -186,7 +186,7 @@ "arcane": "Occulte", "divine": "Divine", "runes": "Runes", - "perform-chanelling": "Prendre une demis action pour la Focalisation", + "perform-chanelling": "Prendre une demi action pour la Focalisation", "spell-name": "Nom du Sort", "casting-number": "Difficulté", "casting-time": "Temps d'incantation", diff --git a/approved.yaml b/approved.yaml index 84f20507ef..a8ec462ee1 100644 --- a/approved.yaml +++ b/approved.yaml @@ -313,7 +313,6 @@ darkheresy2e: herogames6e: - "Hero Games 6e" - "Hero Games: 6th Edition" -- "Cyberpunk 2020" serenity: - "Serenity" @@ -651,7 +650,7 @@ fateacceleratedes: mektonzeta: - "Mekton Z" - "Mekton Zeta" -- "Cyberpunk 2020" +- "Fuzion" darkagesvampire: - "CWOD-DAV20" @@ -1053,7 +1052,7 @@ d20modern: fuzion: - "Fuzion" - "Fuzion" -- "Cyberpunk 2020" +- "Fuzion" tristat: - "Tri-Stat" @@ -2247,4 +2246,43 @@ capharnaum: fireemblemtt: - Xeohelios' Fire Emblem Tabletop -- Fire Emblem Tabletop (by Xeohelios) \ No newline at end of file +- Fire Emblem Tabletop (by Xeohelios) + +agon: +- Agon +- Agon + +alasfortheawfulsea: +- Alas For The Awful Sea +- Alas For The Awful Sea + +ladyblackbird: +- Lady Blackbird +- Lady Blackbird + +cwod: +- CWorldofDarkness +- Classic World of Darkness +- Storytelling System + +legacylifeamongruins: +- Legacy - Life Among the Ruins +- Legacy - Life Among the Ruins +- "Apocalypse World Engine" + +elitedangerous: +- Elite Dangerous Role Playing Game +- Elite Dangerous RPG + +gammaworld2e: +- "GammaWorld2e" +- "Gamma World: 2nd Edition" +- Gamma World + +starcraftrpg: +- Starcraft RPG +- Starcraft RPG + +barebonesfantasy: +- Barebones Fantasy RPG (00lite) +- Barebones Fantasy RPG \ No newline at end of file diff --git a/revolutiond100/RD100sheet.html b/revolutiond100/RD100sheet.html index fb9c21d782..93584d253c 100644 --- a/revolutiond100/RD100sheet.html +++ b/revolutiond100/RD100sheet.html @@ -264,7 +264,7 @@ Pilot - + INT+DEX @@ -282,7 +282,7 @@ Ride - + DEX+WIL @@ -313,13 +313,17 @@

- - - +   - + +   +   + +  +  + - + @@ -400,7 +404,7 @@

Weapons
-         Weapon/Type +         Weapon/Type                Op SR        SR Atk/Def        Damage       @@ -447,3 +451,5 @@ Toughness
Notes

Revolution D100 logo Copyright © Alephtar Games 2016, graphic elaboration by Daniel Comerci and Mirko Pellicioni.

+ +